Home » Fable TLC » Mods » Definitions » FrostVale V1.5 (Updated!)
FrostVale V1.5 (Updated!) [message #49641] |
Sat, 07 March 2009 19:59  |
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There was an error with the previous WLD which made Darkwood and Barrow Fields contain a tonne of maps. This has been fixed and it is in the new FinalAlbion.wld. Replace it with your old one.
V1: Houses wintrified
V1.5 RELEASED: Now includes snowy pine trees and stone fences now frosted over. Including benches, etc. Much more wintry now.
THIS MOD REQUIRES YOU TO HAVE USED THE FREEROAM APP
As above, this completely changes OakVale into FrostVale. All the buildings have been frozen, meaning they're covered in icicles etc, and it is constantly snowing. Most of your surrounding objects have been replaced with wintry counterparts.
A large step up from Frostwood, eh? Thats still in the works.
Various screenshots:
Howto:
1. Replace your FinalAlbion.wld (Located: C:\Program Files\Microsoft Games\Fable The Lost Chapters\data\Levels\) with mine.
2. Now, go to C:\Program Files\Microsoft Games\Fable The Lost Chapters\data\Levels\FinalAlbion and drop the two .tng files i have provided in there. It will ask you to overwrite, click yes (BEFORE DOING SO I RECOMMEND YOU MAKE BACKUP FILES).
3. Open Fable Explorer, and load Frostvale.fmp.
Save changes, and run fable.
Whats happening is that the old houses are visible under the new ones, meaning it keeps flashing between them. It still WORKS on an old profile 100%, it just doesn't look right. A new profile is needed to get the best out of this mod.
THIS MOD NOW WORKS ON ANY PROFILE THANKS TO JOHNDOES TIP. USE THE NEW TNGS.
[Updated on: Sun, 08 March 2009 19:46] Report message to a moderator
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Re: FrostVale V1 [message #49657 is a reply to message #49656] |
Sun, 08 March 2009 12:12   |
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JohnDoe wrote on Sun, 08 March 2009 12:08 | Wait wait wait, that will still cause problems.
If you've been there, change the MAPUIDs in the wld and the UIDs in the tngs, you will create a "shell" of everything, and that's if it doesn't crash.
New profile is the way to go.
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I don't understand, it works fine for me =/
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Re: FrostVale V1 [message #49662 is a reply to message #49641] |
Sun, 08 March 2009 13:49   |
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Thank you. Working on V2, with everything wintry and possibly music.
EDIT: Nope you were right. Whats happening is that the old houses are visible under the new ones, meaning it keeps flashing between them. It still WORKS on a new profile 100%, it just doesn't look right. A new profile is needed to get the best out of this mod.
[Updated on: Sun, 08 March 2009 14:57] Report message to a moderator
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Re: FrostVale V1.5 (Updated!) [message #49695 is a reply to message #49676] |
Sun, 08 March 2009 19:37   |
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driftking7050
Messages: 113 Registered: March 2007 Location: Beyond The Bronze Gate
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cool man looks real nice. quick question though, are you going to change the ground to be snowy? is it even possible? i would suppose it would be almost the same as hexing the stb like john said with the trees.
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Re: FrostVale V1.5 (Updated!) [message #49696 is a reply to message #49695] |
Sun, 08 March 2009 19:40   |
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driftking7050 wrote on Sun, 08 March 2009 19:37 | cool man looks real nice. quick question though, are you going to change the ground to be snowy? is it even possible? i would suppose it would be almost the same as hexing the stb like john said with the trees.
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It's all build into the .lev, so i highly doubt i can.
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Re: FrostVale V1.5 (Updated!) [message #49698 is a reply to message #49697] |
Sun, 08 March 2009 19:48  |
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JohnDoe wrote on Sun, 08 March 2009 19:46 |
DarkenedSoul wrote on Sun, 08 March 2009 21:40 | It's all build into the .lev, so i highly doubt i can.
| Lev is ground themes. They're not used, I don't think, and stb is the way to go.
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So i have to learn about stb. Well I have five years. It's only 2009 after all.
[Updated on: Sun, 08 March 2009 21:42] by Moderator Report message to a moderator
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