Albion Explorer script issues. [message #55736] |
Thu, 14 January 2010 15:12 |
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Isoterra
Messages: 26 Registered: January 2010
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Okay so I just got me a copy of Fable TLC cause I love the game that much and I wanted to try my hand at modding. So I did. I downloaded the few modding tools I needed and some mods and got to work at playing around with it. I figured out how to add chests to the map with the Albion Explorer and I figured out how to add items to the chest with ease. The problem comes in game when I use the chest.
There seems to be nothing wrong with the chests until I leave an area and re-enter the area with the chest after I have used the chest. As soon as I re-enter, the chest is once again closed and there are two lids, one open lid and one closed lid and I can reopen the chest and retrieve extra copies of the chest items. I want to know how I can stop the chest from overlapping like this and avoid it's continuous loop. Can someone help me get my mod chests to work like a normal chest?
(P.S. Sorry if this is the wrong thread or if your getting tired of answering this question too often but I am new.)
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Albion Explorer trouble... [message #55740 is a reply to message #55736] |
Fri, 15 January 2010 12:11 |
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Isoterra
Messages: 26 Registered: January 2010
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got me NewItemPack v2.5 and installed it to realize I can't get the silver key where the mod appears because of the building. Tried using AE to move the key but it doesn't seem to work. No matter what I do to the lookoutpoint map seems to effect the in game map.
(I even deleted the thorns to see if it would remove them but no dice.)
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Re: Albion Explorer trouble... [message #55742 is a reply to message #55741] |
Fri, 15 January 2010 13:22 |
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Isoterra
Messages: 26 Registered: January 2010
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OldBoy wrote on Fri, 15 January 2010 13:01 | Once you have visited an area and saved afterwards, you can't change items and such anymore. Everything inside a tng is stored in your savegame.
You can however change the coordinates, and change the UID so the game will see the key as a new key.
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In other words, change the UID of the map and edit the map before I ever enter the map
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Re: Albion Explorer trouble... [message #55747 is a reply to message #55744] |
Fri, 15 January 2010 15:40 |
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Isoterra
Messages: 26 Registered: January 2010
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Okay... So I downloaded ChocolateBox thinking it might help with the 3D viewer and to my surprise I finally got the key to move. Sadly a key still appears behind the shed and a glowing orb appears ABOVE. Between Albion Editor and ChocolateBox it appears that there is no key behind the shed and there should be no reason for it. I have come to the conclusion that its an unfixable visual glitch that is inherit to the system and I don't believe I will be able to fix this...
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Re: Albion Explorer script issues. [message #55751 is a reply to message #55736] |
Fri, 15 January 2010 16:12 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Yea see, that other thread "Albion Explorer trouble..." was a script issue as well, and so it got moved to Level Scripting, and since you have another thread that is roughly the same, they were merged. See how that works?
Look. Each script in the TNG has a unique UID. This number is stored in the save file. Because it is stored in the save file, and because of what type of script it is, the game doesn't read that script from the TNG anymore, but instead from the save file. What you need to do is change the UID, and this will trick the game into thinking it is a new script.
The UID is a twenty digit number, simply change this number to any other number and save the TNG. If it is a problem that you are having with AE (and that's Albion Explorer, by the way) or CBox specifically, then you can do it manually by simply finding the TNG and opening it in notepad, then finding the script you're looking for and changing the UID.
It is not hard.
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Re: Albion Explorer script issues. [message #55757 is a reply to message #55751] |
Fri, 15 January 2010 22:46 |
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Isoterra
Messages: 26 Registered: January 2010
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JohnDoe wrote on Fri, 15 January 2010 16:12 | Yea see, that other thread "Albion Explorer trouble..." was a script issue as well, and so it got moved to Level Scripting, and since you have another thread that is roughly the same, they were merged. See how that works?
Look. Each script in the TNG has a unique UID. This number is stored in the save file. Because it is stored in the save file, and because of what type of script it is, the game doesn't read that script from the TNG anymore, but instead from the save file. What you need to do is change the UID, and this will trick the game into thinking it is a new script.
The UID is a twenty digit number, simply change this number to any other number and save the TNG. If it is a problem that you are having with AE (and that's Albion Explorer, by the way) or CBox specifically, then you can do it manually by simply finding the TNG and opening it in notepad, then finding the script you're looking for and changing the UID.
It is not hard.
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I know what a UID is. I did that and it didn't work. When I changed the UID it moved the key but another key appeared in its place and the blue aura that flows around the key normally was displayed above that key instead of around it. I followed those instructions to a T and it didn't work. I think Its generally a problem with my game. I've used the editor for adding and removing other information and it works just fine in any other case accept for the lookoutpoint map. For some reason it won't let me add or subtract or edit ANYTHING on this one particular map.
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Re: Albion Explorer script issues. [message #55778 is a reply to message #55773] |
Sat, 16 January 2010 15:31 |
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Isoterra
Messages: 26 Registered: January 2010
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I dunno what to tell you. I understand more than you know. I have followed your instructions to a Tee and it doesn't seem to be working. I have changed the UID, I have saved and resaved on different saves, I tried to delete it, tried to move it, tried to duplicate it, generated UID after UID I even tried randomly typing my own manual UID out and nothing is working. I can't figure it out. I have done everything you say. I even deleted the stuff around it so I can get to it and it doesn't work. Its like when you have a screen that sits on your computer so long that the image burns into your screen. but its a key instead... lol
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Re: Albion Explorer script issues. [message #55782 is a reply to message #55780] |
Sat, 16 January 2010 17:54 |
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Isoterra
Messages: 26 Registered: January 2010
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OldBoy wrote on Sat, 16 January 2010 15:39 | Here's the thing; once you've visited the lookoutpoint in the game, and save; you can't (re)move anything.
What most people forget is that the hero visits the lookoutpoint before his training starts at the guild.
Hence if you have gotten beyond that point, everything that's there, stays there.
Unless it's not in the Null section of the script, but that's not what we are talking about.
Also what some people don't know is that the area directly outside the guild is a different tng; guildexterior.tng
Anyway, if you want to be really sure of things you should edit tng in notepad instead of AE or chocolatebox.
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I know that and I took that in consideration the first time I was trying to fix this. I deleted my old characters and created a new one and its still is having the same problems. That is what I am stressing to you here I have followed all instructions and its not working. I do this stuff regularily so I have this down to a science. I am not new at this just in case you think I am.
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Re: Albion Explorer script issues. [message #68324 is a reply to message #68112] |
Mon, 20 May 2013 03:42 |
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Isoterra
Messages: 26 Registered: January 2010
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Wow way to revive a dead topic. Last post in this topic before you posted was in 2010 lmfao
I haven't even played Fable for a long time now, I should get back into it though it was a good game.
If I remember correctly I did eventually fix this problem, it was something stupid that I continuously overlooked and I recall it was something that wasn't even mentioned by anyone during this topic however I can't remember what it was that fixed it.
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