a Polearm in Fable! Fixed. [message #47466] |
Sat, 22 November 2008 09:27  |
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I tried this on a fresh install and i have found the problem.
The problem is that for some reason when i save the mod as an FMP ad load it, the CDefs aren't linked properly.
I have only seen this problem on the CInventoryItemDef.
Here are instructions:
1. In game.bin, go to OBJECTS and click the plus.
2. Find OBJECT_WARLORD_POLEARM (It will be near the top) and double click it.
3. Click the plus next to OBJECT in the new window and click CDefs.
4. Scroll down to CInverntoryItemDef
5. Now, check in the box that the blue writing on the top says POLEARM_CINVENTORYITEMDEF. If it doesn't, comtinue. If it does, your fine. Keep this window open.
6. In game.bin, go to CInventoryItemDef and click the plus.
7. Go to the bottom of the entries for CInventoryItemDef, where you'll find the entry POLEARM_CINVENTORYITEMDEF.
8. Now, in the previous window, in the box just above the first blue writing in the box, ut the number in thats next to the POLEARM_CINVENTORYITEMDEF. This should be 14--- (--- being random numbers}
Apply changes. Save mods and run fable.
(Make sure you've loaded FixedCIED too)
EDIT: BETTER SCREENSHOTS ADDED.
Why? The other ones were lousy and too dark to see the mod.
I looked at this mod and I thought it looked very awesome indeed! Then I found out it was broken.
Screenies:
The only things that will be different are the titles etc. It does 195 damage and several augmentation slots.
If you'd like it to be different, just edit the CInventoryItemDef and the CWeaponDef.
It has 3 empty augmentation slots.
Enjoy 
Title: Polearm
Description: Fixed by DarkenedSoul. Enjoy.
Spawn as OBJECT_WARLORD_POLEARM
The weapon was missing a lot of CDefs and i added and fixed them. Since he based it upon a weapon that wasn't originally in the game (A modded weapon), no one else could use it unless they had that weapon. I based it upon an existing one. And made the CWeaponDef, CInventoryItemDef, titles and edited it as i see fit.
Credits:
Original mod made by Gogetta.
Fixed be me. 
** And that's how credits are done. **
EDIT: PLEASE INSTALL THE WarlordPolarmFixedAgain.fmp AND THEN FixedCIED.fmp. The second is a patch fixing the CInventoryItemDef
[Updated on: Thu, 22 January 2009 07:16] Report message to a moderator
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Re: a Polearm in Fable! Fixed. [message #48417 is a reply to message #47764] |
Tue, 06 January 2009 22:39   |
Darkdeity
Messages: 10 Registered: April 2008 Location: New Zealand
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Sorry about the gravedig, really want the polearm
I loaded the fmp in Explorer and put the polearm into a chest, and when i opened the chest, fable crashed and got i this error message:
The instruction at "0x0098e360" refenced memory at "0x00000164". The memory could not be "read".
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Re: a Polearm in Fable! Fixed. [message #48426 is a reply to message #48417] |
Wed, 07 January 2009 08:05   |
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Darkdeity wrote on Tue, 06 January 2009 22:39 | Sorry about the gravedig, really want the polearm
I loaded the fmp in Explorer and put the polearm into a chest, and when i opened the chest, fable crashed and got i this error message:
The instruction at "0x0098e360" refenced memory at "0x00000164". The memory could not be "read".
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I think thats the fault of the chest script.
Share the script here.
Also it's worth mentioning that for some reason whenever i mod the guild demon door it crashes. Maybe this has happened to you?
Quote: | awesome, works great. thanks Very Happy
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Glad you like it
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Re: a Polearm in Fable! Fixed. [message #48445 is a reply to message #48444] |
Wed, 07 January 2009 17:48   |
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Darkdeity wrote on Wed, 07 January 2009 17:45 | Also now, when I load my saves its crashes, but the autosaves load okay
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This shouldn't happen...
It works fine on mine, i included everything.
After comparing, i changed one thing in the CInventoryItemDef. See if it makes a difference.
EDIT: I deleted the fmp since it caused problems.
[Updated on: Thu, 08 January 2009 12:08] Report message to a moderator
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Re: a Polearm in Fable! Fixed. [message #48447 is a reply to message #48446] |
Wed, 07 January 2009 18:09   |
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Darkdeity wrote on Wed, 07 January 2009 18:03 | Auto saves are crashing now too, so I can't try the new cdefs
Ill start a new one and see
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I can't see a reason for this to be happening...
I don't know whats going wrong.
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Re: a Polearm in Fable! Fixed. [message #48449 is a reply to message #48448] |
Wed, 07 January 2009 18:18   |
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Darkdeity wrote on Wed, 07 January 2009 18:16 | Stuff it then. I'll get that Behemoth polearm i htink it was called and edit in instead >_>
Thank you very much for trying to make it work though
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It's ok...
I'm going to try it on a clean install. So others don't have the problem
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Re: a Polearm in Fable! Fixed. [message #48459 is a reply to message #48450] |
Thu, 08 January 2009 08:52   |
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Darkdeity wrote on Wed, 07 January 2009 20:15 | I've started a clean install too, so could you tell me if it works before i try it on my clean install?
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I think i have found the problem.
It worked fine on my install.
Install WarlordPolearmFixedAgain and then the fixedCIED in the first post.
THEN, if you know how, open it's CInventoryItemDef. Click SlotIndex, and if it's a 0, change it to 1.
It should then work.
If it does i'll upload the real CInventoryItemDef for it. And tell everyone to import it.
[Updated on: Thu, 08 January 2009 08:57] Report message to a moderator
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Re: a Polearm in Fable! Fixed. [message #48468 is a reply to message #47466] |
Thu, 08 January 2009 10:17   |
Jack of Hearts
Messages: 8 Registered: January 2009 Location: out of my mind
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i loaded the latest polearm file that you uploaded. well....latest that i know of that i found. ill post my script wen i get home. and actually part of my problem is that im using the object name from the old file cuz i cant find it in the new one.
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Re: a Polearm in Fable! Fixed. [message #48470 is a reply to message #48468] |
Thu, 08 January 2009 10:35   |
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Jack of Hearts wrote on Thu, 08 January 2009 10:17 | i loaded the latest polearm file that you uploaded. well....latest that i know of that i found. ill post my script wen i get home. and actually part of my problem is that im using the object name from the old file cuz i cant find it in the new one.
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Don't forget: Install:
WarlordPolearmFixedAgain.fmp
And THEN:
FixedCIED.
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Re: a Polearm in Fable! Fixed. [message #48479 is a reply to message #48478] |
Thu, 08 January 2009 11:57   |
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Jack of Hearts wrote on Thu, 08 January 2009 11:53 | but u posted like.... 6 files after that one... wat are those for?
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If thats how you say 3 files, one was the Fixed version of the mod which i also uploaded in the first post. One was fixing the CInventoryItemDef. The last one was a variation of the fix that doesn't work. Which i should've have deleted.
Only use the ones in the first post.
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Re: a Polearm in Fable! Fixed. [message #48486 is a reply to message #47466] |
Thu, 08 January 2009 16:14   |
Jack of Hearts
Messages: 8 Registered: January 2009 Location: out of my mind
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sry for double post (i dont no if edit counts as a new post or not) but the polearm is not working.
here is the script im using:
NewThing Object;
Player 4;
UID 18446741644765212274;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 14.736820;
PositionY 120.000200;
PositionZ 26.887820;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_WARLORD_POLEARM";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
i open the chest and then fable crashes and says "Fable has encountered an error and needs to close"
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