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Re: Balverine Hero Mod Release! [message #47628 is a reply to message #26258] |
Fri, 28 November 2008 00:40 |
TekkTruard
Messages: 4 Registered: November 2008
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Nevermind, I got it to work by using the no freeroam app, but now I got the problem with the character disappearing and reappearing untransformed.
How much Balv could a Balverine Chuck if a Balverine could chuck Balv?
Wait, something's wrong with this statement.
[Updated on: Fri, 28 November 2008 00:52] by Moderator Report message to a moderator
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Re: Balverine Hero Mod Release! [message #47631 is a reply to message #26258] |
Fri, 28 November 2008 01:04 |
TekkTruard
Messages: 4 Registered: November 2008
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Okay, so I use the No Freeroam app, and bam, I have all my previous problems fixed, and the sign. But then, itting the sign gets me the stupid cutscene problem where I disappear for 5 seconds and reappear ordinary. I check the fe cutscene path, and it's in the right place, but then hitting the sign makes the game crash.
I'm also getting a problem that says something about Splas.exe being unfindable, but I'm sure it's in the right place and it's named Splash.exe.
Any help?
How much Balv could a Balverine Chuck if a Balverine could chuck Balv?
Wait, something's wrong with this statement.
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Re: Balverine Hero Mod Release! [message #47675 is a reply to message #26258] |
Sun, 30 November 2008 22:01 |
minigrinch
Messages: 6 Registered: November 2008
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ok so to install this mod, open fe then go load fable mod package and select which balverine you want to be
(white or brown)and then select the folder named for the balv you want and load the contained fmp
now go to the top and press the actions tab and press save mods and run fable
whats the fe you have to open?
BTW THIS IS MAH FIRST POST!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Balverine Hero Mod Release! [message #47677 is a reply to message #26258] |
Sun, 30 November 2008 22:48 |
minigrinch
Messages: 6 Registered: November 2008
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ok i got fe, got net. like 3. something got direct x up to date
yet i keep getting this error when i try to load the fmp
it says ERROR LOADING FMP object not set to an instance of an object
ive looked through the wiki and the forums yet there is no answer
halp
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Re: Balverine Hero Mod Release! [message #47679 is a reply to message #26258] |
Sun, 30 November 2008 23:53 |
minigrinch
Messages: 6 Registered: November 2008
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got the file still wont work, is there a problem with the mod?
heres the error given at startup
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at FableExplorer.frmMain.DisplayGameBINContents(GameBINArchive archive)
at FableExplorer.frmMain.frmMain_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(M essage& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Mes sage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorl ib.dll
----------------------------------------
FableExplorer
Assembly Version: 1.0.2628.7216
Win32 Version: 1.0.2628.7216
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableExplorer .exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2. 0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c5 61934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0_ _b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
FableContentManagement
Assembly Version: 1.0.2628.7215
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableContentM anagement.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.1433
Win32 Version: 8.00.50727.1433
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e 18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77 a5c561934e089/System.Xml.dll
----------------------------------------
FableArchives
Assembly Version: 1.0.2628.7204
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableArchives .DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
[Updated on: Sun, 30 November 2008 23:57] Report message to a moderator
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Re: Balverine Hero Mod Release! [message #47697 is a reply to message #26258] |
Mon, 01 December 2008 23:01 |
minigrinch
Messages: 6 Registered: November 2008
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got another problem
i was playing as the balverine but i decided to get chocolate box to get my weapons back from a chest
now whenever i change into the balverine the cutscene plays but as soon as it ends fable closes, no error messages or anything
FIXED cant use cbox to run the mod only fe
[Updated on: Mon, 01 December 2008 23:06] Report message to a moderator
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Re: Balverine Hero Mod Release! [message #47699 is a reply to message #47679] |
Tue, 02 December 2008 03:16 |
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God Of Mana
Messages: 8 Registered: November 2008
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minigrinch wrote on Sun, 30 November 2008 23:53 | got the file still wont work, is there a problem with the mod?
heres the error given at startup
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at FableExplorer.frmMain.DisplayGameBINContents(GameBINArchive archive)
at FableExplorer.frmMain.frmMain_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(M essage& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Mes sage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorl ib.dll
----------------------------------------
FableExplorer
Assembly Version: 1.0.2628.7216
Win32 Version: 1.0.2628.7216
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableExplorer .exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2. 0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c5 61934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0_ _b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
FableContentManagement
Assembly Version: 1.0.2628.7215
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableContentM anagement.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.1433
Win32 Version: 8.00.50727.1433
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e 18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77 a5c561934e089/System.Xml.dll
----------------------------------------
FableArchives
Assembly Version: 1.0.2628.7204
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableArchives .DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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Hahaha this is easy! Its when you try to run fable while you have Fable explorer on- without using the save mods and run fable option! (ie- just clicking on th icon on the desktop.) Try to lose FE and run again, or run from FE.
attish.yfma.com
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Re: Balverine Hero Mod Release! [message #48263 is a reply to message #26258] |
Thu, 01 January 2009 10:56 |
Armgedon
Messages: 1 Registered: January 2009
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I have problem.I Give screen captures what is happening. I don't know what to do. I don't know what to do. I clicked on Fable Exploler in order to load mod and when I hit the plate he disappeared for me like on this airdrop when a scene
wen ended is the way it was i.e. this way.
Please for the reply
(i don't have cspath.nat)
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Re: Balverine Hero Mod Release! [message #52851 is a reply to message #26258] |
Sun, 19 July 2009 11:38 |
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RaZinBran
Messages: 4 Registered: March 2009
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I don't know if it is just me or if its the mod but every time i transform i loose all of my spells. Also if possible could you make it so that you don't loose all of your weapons when you trasform to get rid of the sheathing glitch just create a sword that disappears when sheathed and to get rid of the quiver just equip a crossbow. Another bug is when you use the berzerk spell you can't walk but you can run (this is an easy fix if you know how to use CAppearanceDef app)
Adding more of the signs in the main towns would make it much easier to continue in the game story line such as when you have to talk to maze in bowerstone or oakvale you would be able to transform back so you can talk to him instead of teleporting back to the heros guild.
All in all this is a pretty awesome mod it gives a completely new experience to the game.
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Re: Balverine Hero Mod Release! [message #52860 is a reply to message #52851] |
Sun, 19 July 2009 15:51 |
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RaZinBran wrote on Sun, 19 July 2009 20:38 | I don't know if it is just me or if its the mod but every time i transform i loose all of my spells. Also if possible could you make it so that you don't loose all of your weapons when you trasform to get rid of the sheathing glitch just create a sword that disappears when sheathed and to get rid of the quiver just equip a crossbow. Another bug is when you use the berzerk spell you can't walk but you can run (this is an easy fix if you know how to use CAppearanceDef app)
Adding more of the signs in the main towns would make it much easier to continue in the game story line such as when you have to talk to maze in bowerstone or oakvale you would be able to transform back so you can talk to him instead of teleporting back to the heros guild.
All in all this is a pretty awesome mod it gives a completely new experience to the game.
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There's a new version of this mod here.
Don't know if it solves your problem with the spells. Although I made the 'remake' of this mod, I hardly tested it; only to see if it worked at all.
But you can of course expand on this mod if you want. As in make add-onns.
Marcopolo isn't around anymore so I wouldnt worry about that.
this is not an exit.
[Updated on: Sun, 19 July 2009 15:53] Report message to a moderator
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