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Re: GWAS 2 Release [message #42552 is a reply to message #42534] |
Sat, 14 June 2008 08:35 |
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I'll take a look at the fmp file, I may have put redundant mods in it
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: GWAS 2 Release [message #43018 is a reply to message #43011] |
Fri, 20 June 2008 07:48 |
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cool, but don't you think you should finish the things you started?
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: GWAS 2 Release [message #44819 is a reply to message #28490] |
Thu, 14 August 2008 18:23 |
Black Demon
Messages: 27 Registered: August 2008
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Hey sorry i'm new here, and really suck at everything on computers, and at first the free-roam thing sounded pretty hard to set up.. so I did a lot of my mods in the non-freeroam version, so now when I found it was so easy, I don't want to mess up everything. I don't think this set of stuff is released yet, I don't see it atleast, but do you think you could make a non-freeroam version, that just has maybe a chest, or a trader somewhere random? Thanks.
Edit: I'm not sure if you take suggestions... but I think you should make a cool katana(but not that real you know? Kinda like the regular fable katana, but some cooler colours, and shape maybe?)
[Updated on: Thu, 14 August 2008 18:25] Report message to a moderator
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Re: GWAS 2 Release [message #44838 is a reply to message #44819] |
Fri, 15 August 2008 11:48 |
fable24man
Messages: 396 Registered: June 2006
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the thing with our mod is that there items are found in random places all over the game on the floor or behind trees or stuff like that or in boxes
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Re: GWAS 2 Release [message #48093 is a reply to message #28490] |
Fri, 26 December 2008 07:56 |
LACP
Messages: 5 Registered: December 2008
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Hi,
i have a problem.When i try to open these fmp's with Fable explorer the tng one works but the gwas one doesn't, it just freezes the Fable explorer. Am i doing something wrong?
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Re: GWAS 2 Release [message #48281 is a reply to message #48239] |
Fri, 02 January 2009 10:30 |
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alright, a lot of people are having problems with this, and I mean a lot of people. I don't know why, because the programs used to compile this stuff seem a bit buggy (wow, surprise).
However, most of this stuff will be released with Fable: TNW, which is basically GWAS 3 with some other stuff, and me and DarkenedSoul are making progress with it. I am sorry to those who can't get this mod to work, but I don't know what is going wrong, sorry.
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: GWAS 2 Release [message #50837 is a reply to message #50836] |
Wed, 22 April 2009 04:23 |
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Read the included readme file.
As for that Hellfire Reaver Fix, what's that all about? What'd you do to it?
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: GWAS 2 Release [message #50869 is a reply to message #28490] |
Wed, 22 April 2009 22:14 |
Kush
Messages: 5 Registered: April 2009 Location: pealand
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Now my problem is that the mod worked because i have the wooden sword but the chest isn't there in lookout point i loaded everything and didn't get any errors but the chest int spawning any suggestion?
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Re: GWAS 2 Release [message #50889 is a reply to message #50887] |
Thu, 23 April 2009 13:58 |
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Kush wrote on Thu, 23 April 2009 13:45 | Where do you load the LookoutPoint file at? cuz in FE it wont show the file.
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Loading instructions:
Instructions For You: | If you have used FreeRoam:
Go to C:\Program Files\Microsoft Games\Fable The Lost Chapters\data\Levels\FinalAlbion
And drop the .tng file in there. Make sure you have a backup unless you plan on never changing it ever ever ever.
If you have NOT used FreeRoam:
Load tng.fmp in Fable Explorer.
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It couldn't be simpler.
Well it could be, if you had a trained Fable Mod Monkey.
[Updated on: Thu, 23 April 2009 14:02] Report message to a moderator
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