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Re: Jack Of Blades Story [MODE] [message #51943 is a reply to message #51940] |
Thu, 11 June 2009 04:29 |
redvader
Messages: 20 Registered: June 2009
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yeah i think thats a kwl idea i think its awesome...but lol i need the downloads for albion explorer and fable explorer to work i got a windows vista idk if that has to do with anything but can some1 give me the downloads for it to work if so tyvm it would be very appreciated :)
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Re: Jack Of Blades Story [MODE] [message #51961 is a reply to message #51938] |
Thu, 11 June 2009 14:15 |
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The New Fabled Ravrn
Messages: 500 Registered: April 2008
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That odd mis-useage of "..."'s makes it seem to me like you're crying, which doesn't make me want to help you more, but:
To do a decent quest, along the lines of the conventional Fable: TLC quest, one would need new dialogue files, master the useage of markers, add a new version (I think they're called), make cutscenes, have a dummy quest card, have an appropriate start/endquest page(s), add boasting for the quest, add another version to the Heroes Guild for a quest dummy to go on the map table, and allow all of this (give or take a few) to actually work within Fable.
I assuming you don't just want signposts leading to an area with a treasure chest or anything like that.
By the way, you don't need new quests if you want to play as JoB, I'd just edit the current ones, much simpler (probably).
[Updated on: Thu, 11 June 2009 14:43] by Moderator Report message to a moderator
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Re: Jack Of Blades Story [MODE] [message #51966 is a reply to message #51961] |
Thu, 11 June 2009 14:43 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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The New Fabled Ravrn wrote on Thu, 11 June 2009 16:15 |
- new dialogue files
- master the useage of markers
- add a new version (I think they're called)
- make cutscenes
- have a dummy quest card
- have an appropriate start/endquest page(s)
- add boasting for the quest
- add another version to the Heroes Guild for a quest dummy to go on the map table
- and allow all of this (give or take a few) to actually work within Fable.
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- New dialogue files, as in sound and text, all doable;
- TNG editing is easy;
- No, it's a quest section, not version;
- Creating new cutscenes is also doable;
- Making a new quest card is doable;
- I'll get to that start/end bit;
- Boasting, well I'll get to that one too;
- No, no no no no no, non, nyet, nein, na and no, that's done via three specially scripted (ScriptName) markers, you never touch it.
Concerning #4: There's just no way to call the new cutscenes.
Concerning #6: The start and end quest bits are for the most part nothing to be concerned about. Only thing to worry about is setting the objective and quest rewards.
Concerning #7: No. All boasting is done in the script.bin. Though in theory you could, as of right now you cannot add values for your own special quests to the script.bin. It's fixed as is.
So what's the problem? The executable. Making a completely new quest warrants an exe edit beyond what anyone here can do. So for the last damn time, no. Leave it at that or I start blowing shit up.The New Fabled Ravrn wrote on Thu, 11 June 2009 16:15 | By the way, you don't need new quests if you want to play as JoB, I'd just edit the current ones, much simpler (probably).
| There you go. You can edit existing content extensively. There are a lot of things that can be done creatively that can make this work.
[Updated on: Thu, 11 June 2009 14:45] Report message to a moderator
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