New Balverine Transform Mod [message #49387] |
Sat, 28 February 2009 08:21 |
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[UPDATE]
Although Marco told us not to edit this mod, I did.
In Marco's version, you wouldn't get your weapons back when you transform back into the hero.
I changed that, so you will get them back when you transform back.
This is a replacement for Marcopolo's Balverine transform mod.
To be clear about this: I just transferred his work to a new fmp, nothing more.
Hence all credits go to Marcopolo for this, I just made it easier to apply.
No more screwing around with the cutscene editor (sorry Baystone ), just load the fmp...
Please give feedback if you try this mod, if we have confirmation that it works properly this will be moved to finished mods section. So tell us if it works or doesn't. We're done here.
HOW TO:I suggest making backups of your game.bin, script.bin and FinalAlbion.wad
( c:\Program Files\Microsof tGames\Fable the Lost Chapters\data\)
How To if you HAVE NOT used the FreeRoam App: | 1. Start Fable Explorer
2. Click 'File' and 'Load FMP'
3. Select the Brown_Balverine_Transform.fmp (or White... of course)
4. Wait about a minute for FE to load the mod
5. Click 'Actions' and 'Save Mods and run Fable'
6. Wait for Fable to start
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How To if you HAVE used the FreeRoam App: | 1. Drop the GuildExterior.tng in the Data\Levels\FinalAlbion\ folder
2. Start Fable Explorer
3. Click 'File' and 'Load FMP'
4. Select the Brown_Balverine_Transform.fmp (or White... of course)
5. Wait about a minute for FE to load the mod
6. Click 'Actions' and 'Save Mods and run Fable'
7. Wait for Fable to start
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To transform:
Go outside the guild, hit (with your fists or sword) the left sign to transform, and don't 'esc' out of the cutscene.
To transform back:
Hit the right sign and this time 'esc' out of the cutscene.
this is not an exit.
[Updated on: Sun, 01 March 2009 07:50] by Moderator Report message to a moderator
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Re: New Balverine Transform Mod - Testers Needed! [message #49399 is a reply to message #49396] |
Sat, 28 February 2009 15:30 |
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morerunes wrote on Sat, 28 February 2009 18:07 | Aha! Taking advantage of the Shadownet build I see ^_^
Good idea.
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Thanks to you, since you kept a copy of shadownet...
JohnDoe wrote on Sat, 28 February 2009 20:53 |
OldBoy wrote on Sat, 28 February 2009 10:21 | No more screwing around with the cutscene editor (sorry Baystone ), just load the fmp...
| I'm sure Bay won't mind, progress is progress after all.
Minor note: This fmp will work with any public build of FE, and should work with CBox as well.
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Yep, and sorry to steal your idea
DarkenedSoul wrote on Sat, 28 February 2009 21:23 | 2 decent releases in one day. Go OldBoy!
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Remember; it's not really my mod eh? just transferred it to an fmp, which Marco couldn't some time back. But thanks anyway
AlexTheCake wrote on Sat, 28 February 2009 22:34 | Whenever I switched BACK to a human, it made a gigantic knife spawn on my neck. And it's there for all games..
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Havn't seen that yet... Which version did you use?
this is not an exit.
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Re: New Balverine Transform Mod - Testers Needed! [message #49411 is a reply to message #49405] |
Sun, 01 March 2009 06:46 |
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OldBoy wrote on Sun, 01 March 2009 00:12 |
DarkenedSoul wrote on Sun, 01 March 2009 03:08 | The cutscene doesn't start for me. It just says cuscene *do not skip* and nothing happens.
I used the brown balverine.
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What version of FE do you use?
[edit]
Nevermind that: you have to hit the sign, not use it...
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OH! I feel silly ^_^
EDIT: After i've used it once, i can't use it again. Is that ment to happen? If so, thats ok, i just have one save for balverine and one for human.
Also, i didn't get my weapons back when i retransformed.
[Updated on: Sun, 01 March 2009 07:50] Report message to a moderator
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Re: New Balverine Transform Mod [message #49430 is a reply to message #49387] |
Sun, 01 March 2009 11:49 |
oryp
Messages: 74 Registered: February 2009 Location: I wish i knew...
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Nice, mine works fine i've wanted to download the other balv. mod but i didn't have the cutsceen so this is perfect keep up the good work! actually there is one thing, the spells get reset when you go back to human for me that's all I see.
[Updated on: Sun, 01 March 2009 20:08] Report message to a moderator
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Re: New Balverine Transform Mod [message #49462 is a reply to message #49458] |
Mon, 02 March 2009 11:32 |
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JohnDoe wrote on Mon, 02 March 2009 20:03 |
DarkenedSoul wrote on Mon, 02 March 2009 12:10 | Oh dear, a glitch. For real this time XD When you save the game as a balverine and quit, then load again, there is weapons inbetween you're legs. So you get your weapons back and you look as if you have been impaled.
| Hmm, well the positioning of the weapons is an easy one, the balverine model doesn't have the helpers that hold the weapons.*
The fact that the balverine gets the weapons back though, that is troubling. Something about loading the save must assign the original inventories to the player, giving to the balverine the Hero's weapons. This may be why Marcopolo removed all of the weapons in the first place. Don't know.
So, it's either remove all of the weapons and when the Hero transforms back he has no weapons, or when loading a save as the balverine you end up with the weapons. It isn't perfect either way, and I don't think there's a workaround for either one.
*Edit - Adding these helpers would be a breeze though. It can be done using only a text editor, I have done this myself and it works.
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This problem was there before I changed the mod. I knew of this glitch already.
It has to do with the save, somehow. The best way around it, is only save as the hero - never as the balverine.
Of course adding helpers is a possibility, but would look pretty weird: a bavlerine with a quiver and an axe on his back...
[edit] But fun to check out though
this is not an exit.
[Updated on: Mon, 02 March 2009 11:54] Report message to a moderator
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Re: New Balverine Transform Mod [message #49463 is a reply to message #49458] |
Mon, 02 March 2009 13:09 |
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JohnDoe wrote on Mon, 02 March 2009 11:03 |
DarkenedSoul wrote on Mon, 02 March 2009 12:10 | Oh dear, a glitch. For real this time XD When you save the game as a balverine and quit, then load again, there is weapons inbetween you're legs. So you get your weapons back and you look as if you have been impaled.
| Hmm, well the positioning of the weapons is an easy one, the balverine model doesn't have the helpers that hold the weapons.*
The fact that the balverine gets the weapons back though, that is troubling. Something about loading the save must assign the original inventories to the player, giving to the balverine the Hero's weapons. This may be why Marcopolo removed all of the weapons in the first place. Don't know.
So, it's either remove all of the weapons and when the Hero transforms back he has no weapons, or when loading a save as the balverine you end up with the weapons. It isn't perfect either way, and I don't think there's a workaround for either one.
*Edit - Adding these helpers would be a breeze though. It can be done using only a text editor, I have done this myself and it works.
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Theres one temporary solution, which is have a trader next to the sign who you can sell the weapons to for nothing, and then buy them back for nothing using the scripted shopkeeper mod. WOuld that work as a temporary solution?
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Re: New Balverine Transform Mod [message #49478 is a reply to message #49463] |
Tue, 03 March 2009 00:19 |
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DarkenedSoul wrote on Mon, 02 March 2009 22:09 | Theres one temporary solution, which is have a trader next to the sign who you can sell the weapons to for nothing, and then buy them back for nothing using the scripted shopkeeper mod. WOuld that work as a temporary solution?
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No that wouldn't work.
As I stated above, the hero's weapons return no matter what, when you save as a balverine.
This was already the case with marco's mod in the beginning.
Besides; as JohnDoe says, it's just a minor thing.
Another way around it would be to use the nosheaths mod, but that's a pretty radical solution I guess.
this is not an exit.
[Updated on: Tue, 03 March 2009 00:25] Report message to a moderator
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Re: New Balverine Transform Mod [message #50772 is a reply to message #49387] |
Sat, 18 April 2009 16:25 |
axxon55
Messages: 2 Registered: October 2008 Location: toronto
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Yea this is so Cool but i got one problem if it is a problem..Umm Im using the White Balverine But When i transform to him its all good besides his Size hes As small as a Normal Balverine But just white any solution?
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Re: New Balverine Transform Mod [message #51635 is a reply to message #49387] |
Tue, 02 June 2009 08:32 |
pascaliedema
Messages: 27 Registered: May 2009 Location: Somewhere in Albion
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Do i have to install this via FinalAlbion.wad? By ripping FinalAlbion just like it's described in the included readme? Because i don't know what i have to do with the map when i ripped FinalAlbion.wad. Do i have to take the files out the map and put them in the levels map or do i have to keep them in there and keep the map where i ripped it? I have to put the guild file that is included in this mod in that map.
[Updated on: Tue, 02 June 2009 08:35] Report message to a moderator
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Re: New Balverine Transform Mod [message #51638 is a reply to message #51635] |
Tue, 02 June 2009 08:41 |
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Drakath
Messages: 41 Registered: May 2009 Location: Italy
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If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps.
If you have used it,you'll simply have to download the .tng,insert it in data/levels/finalalbion(overwriting the one that already existed),then load the .fmp in FE.
If these aren't the answers you wanted,i haven't understood,sorry.
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Re: New Balverine Transform Mod [message #51790 is a reply to message #51638] |
Sat, 06 June 2009 01:42 |
pascaliedema
Messages: 27 Registered: May 2009 Location: Somewhere in Albion
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Drakath wrote on Tue, 02 June 2009 08:41 | If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps.
If you have used it,you'll simply have to download the .tng,insert it in data/levels/finalalbion(overwriting the one that already existed),then load the .fmp in FE.
If these aren't the answers you wanted,i haven't understood,sorry.
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Oke thanks
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Re: New Balverine Transform Mod [message #51791 is a reply to message #51652] |
Sat, 06 June 2009 01:45 |
pascaliedema
Messages: 27 Registered: May 2009 Location: Somewhere in Albion
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DarkenedSoul wrote on Tue, 02 June 2009 11:14 |
Drakath wrote on Tue, 02 June 2009 08:41 | If you don't have used the freeroam app,you only need to load the .fmp with fable explorer,without messing with the maps.
| You forgot to mention, If you have used FreeRoam, then you drop the supplied TNG in the FinalAlbion folder. JUST loading the FMP won't make it work.
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But wat if i have another GuildExterior.tng from another mod and i load it into FinalAlbion does the mod don't work anymore?
[Updated on: Sat, 06 June 2009 01:45] Report message to a moderator
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