A Notice For Newbies - Packaging FMP's [message #50293] |
Tue, 24 March 2009 12:27 |
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I've seen a lot of newbies make mods and release them on the site, and render them unusable by packaging them wrong.
YOU MUST PACKAGE EVERYTHING YOU CHANGE! EVERYTHING!
No, just packaging the OBJECT entry won't do it.
If you change the title, then YOU MUST INCLUDE THE TEXT.BIG ENTRY. To do that, go to text.big in Fable Explorer, and find the entry and drag it into the box that makes the FMP.
If you change anything in CDefs, such as changing weapon damage, you MUST include the CWeaponDef! This is in the default place. In Game.bin, go to the entry CWeaponDef, and find the one you changed and drag it into the fmp box.
This goes for EVERY CDef you change!
If you aren't sure you've done it right, TEST THE MOD. TRYING IT ON YOUR OWN EXISTING GAMEFILES DOESN'T COUNT AS TESTING. Get some clean gamefiles, and try the fmp on it. Doesn't work? Then go back to your old gamefiles, make fixes, test again. Keep going until your FMP works.
Bear this in mind when you release a mod!
EDIT: Could a moderator move this? I put it in the wrong place by mistake.
[Updated on: Tue, 24 March 2009 12:51] Report message to a moderator
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Re: A Notice For Newbies - Packaging FMP's [message #51130 is a reply to message #51129] |
Mon, 04 May 2009 17:40 |
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linksaint wrote on Mon, 04 May 2009 17:38 | ok but i want to know where to save the the jump expression and how it works
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...Jump expression?
Theres no such thing in the game.
If this is an already made mod by someone else, then theres no need for this.
And theres a better version of this thread made by morerunes. I suggest you find that instead.
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