Evil Apprentice Outfit [message #42106] |
Sun, 08 June 2008 09:06 |
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Omega Meckberg
Messages: 53 Registered: October 2007 Location: Argentina
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I have some retextures for the Apprentice Outfit, but I want to have the neutral apprentice outfit and the evil one I made. I read something about the Albion Explorer, but I don't know (understand) how to make the new object exist IN the game (it hace something to do with the chests).
OPEN THE SPOILER AND LEARN ABOUT THIS MOD
NEW OUTFIT
MOD CONTAINS:
Meshes
Textures
Text
Objects
etc entries, being SIMILAR TO the neutral apprentice hero outfit, it's a copy, but with another name and color, don't have other changes.
WANT TO LOOK AT IT?
THANKS TO:
Omega Meckberg (that's me) for programming
JohnDoe for information
the2ndbestman for the "RatpackerMod.fmp" (item storage capacity expanded)
WARNING
Accidentally contains the the2ndbestman's "Ratpacker Mod" that allows to carry until 1000 diferent objects of each category, so I don't know the exact number of items storage capacity that the game should have with this mod included, but as there are so many other weapons and etc packages, I think this should be fine. IF you get an error (with this mod installed only, not with a bunch of mods as I have), then contact me and I'll see if this mod have a mistake somewhere.
HOW TO INSTALL?STEPS
1st of all, download the .zip bellow this text.
2nd, move it to your Fable Explorer folder and unzip it. (MAKE BACKPUP OF YOUR CURRENTS game.bin, text.big, texture.big, graphic.big and FinalAlbion.wad)
3rd, open Fable Explorer.
4th, choose to load FMP: HERO_EVIL_APPRENTICE_BINS.fmp
5th, open HERO_EVIL_APPRENTICE_MESHES.big, and merge it with graphic.big; open HERO_EVIL_APPRENTICE_TEXTURES.big and merge it with texture.big.
6th, go to FinalAlbion.wad, open it and search for DemonDoor_Guild.tng, open it; clic on the second Export button (the bottom one) and save it as DemonDoor_Guild.txt.
7th, open the DemonDoor_Guild.txt and search for "OBJECT_CHEST_OPENABLE".
8th, search for ContainerContents[0] "OBJECT_SUPER_HEALTH_POTION"; and (if you have modified this file before, you know what to do) copy and paste 5 (five) times bellow it. Change the OBJECT_SUPER_HEALTH_POTION with the "EVIL_APPRENTICE", so you will have something like this:
ContainerContents[0] "OBJECT_SUPER_HEALTH_POTION";
ContainerContents[1] "OBJECT_HERO_BOOTS_APPRENTICE_EVIL";
ContainerContents[2] "OBJECT_HERO_TROUSERS_APPRENTICE_EVIL";
ContainerContents[3] "OBJECT_HERO_SHIRT_APPRENTICE_EVIL";
ContainerContents[4] "OBJECT_HERO_SHIRT_APPRENTICE_EVIL_HOODUP";
ContainerContents[5] "OBJECT_HERO_GLOVES_APPRENTICE_EVIL";
ContainerContents[6] "OBJECT_HERO_HAT_WIZARD";
ContainerContents[7] "OBJECT_HERO_HAT_WIZARD_EVIL";
ContainerContents[8] "OBJECT_HERO_HAT_WIZARD_GOOD";
Verify that the ContainerContents[numbers] are in other from 0 to the last object you add in the chest, or Fable dies.
9th, Save this txt file as DemonDoor_Guild.2.txt.
10th, Go to Fable Explorer. On the DemonDoor_Guild.tng entry, clic on the second Import button (the bottom one), and choose to load you DemonDoor_Guild.2.txt. Apply Changes.
11th, Save Mods and Run Fable. And when you first open the Chest in the hidden Library at the Guild's Demon Door, you will have 4 Apprentice's Outfits: Netrual (with and without hood), and Evil (with and without hood).
ENJOY
-Will be ready some day-
[Updated on: Sun, 15 June 2008 17:22] Report message to a moderator
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Re: Add an outfit? [message #42113 is a reply to message #42106] |
Sun, 08 June 2008 11:56 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Here's what's involved, pick up where you left off:- duplicate existing entries for the apprentice outfit:
- rename the model entries in the graphics.big:
- (4081) MESH_HERO_FOLDED_GLOVES_APPRENTICE;
- (4082) MESH_HERO_FOLDED_SHIRT_APPRENTICE;
- (4083) MESH_HERO_FOLDED_TROUSERS_APPRENTICE;
- (4084) MESH_HERO_FOLDED_BOOTS_APPRENTICE;
- (4085) MESH_HERO_APPRENTICE_TROUSERS_01;
- (4086) MESH_HERO_APPRENTICE_SHIRT_01;
- (4087) MESH_HERO_APPRENTICE_HD_SHIRT_01;
- (4088) MESH_HERO_APPRENTICE_GLOVE_R_01;
- (4089) MESH_HERO_APPRENTICE_GLOVE_L_01;
- (4090) MESH_HERO_APPRENTICE_BOOT_R_01; and
- (4091) MESH_HERO_APPRENTICE_BOOT_L_01,
- rename the texture entries in the textures.big:
- (804) TEXTURE_HERO_APPRENTICE_TROUSERS_NEUTRAL;
- (805) TEXTURE_HERO_APPRENTICE_SHIRT_NEUTRAL;
- (806) TEXTURE_HERO_APPRENTICE_GLOVES_NEUTRAL;
- (807) TEXTURE_HERO_APPRENTICE_BOOTS_NEUTRAL; and
- (808) TEXTURE_HERO_APPRENTICE_ALPHA_NEUTRAL,
- rename the text entries in the text.big:
- (4583) TEXT_OBJECT_SUIT_APPRENTICE;
- (5229) TEXT_OBJECT_APPRENTICE_BOOTS;
- (5948) TEXT_OBJECT_APPRENTICE_GLOVES;
- (7054) TEXT_OBJECT_APPRENTICE_BOOTS_10;
- (8826) TEXT_OBJECT_APPRENTICE_ROBE_LOWER;
- (8843) TEXT_OBJECT_APPRENTICE_ROBE_UPPER;
- (8860) TEXT_OBJECT_SUIT_APPRENTICE_TITLE;
- (9661) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP;
- (9729) TEXT_OBJECT_APPRENTICE_BOOTS_TITLE;
- (10389) TEXT_OBJECT_APPRENTICE_GLOVES_TITLE;
- (13140) TEXT_OBJECT_APPRENTICE_ROBE_LOWER_TITLE;
- (13163) TEXT_OBJECT_APPRENTICE_ROBE_UPPER_TITLE;
- (13553) TEXT_OBJECT_APPRENTICE_ROBE_UPPER_HOODED; and
- (13793) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP_TITLE,
- rename the game.bin entries:
- (3371) HERO_SUIT_APPRENTICE;
- (3372) HERO_SUIT_APPRENTICE_HOODUP;
- (3421) OBJECT_HERO_BOOTS_APPRENTICE;
- (3443) OBJECT_HERO_TROUSERS_APPRENTICE;
- (3468) OBJECT_HERO_SHIRT_APPRENTICE_HOODUP;
- (3469) OBJECT_HERO_SHIRT_APPRENTICE;
- (3494) OBJECT_HERO_GLOVES_APPRENTICE;
- (11631) CInventoryItemDef (linked from 3371);
- (11632) CHeroSuitDef (linked from 3371);
- (11633) CInventoryItemDef (linked from 3372);
- (11634) CHeroSuitDef (linked from 3372);
- (11770) CInventoryItemDef (linked from 3421);
- (11771) CAppearanceModifierDef (linked from 3421);
- (11772) CStockItemDef (linked from 3421);
- (11847) CInventoryItemDef (linked from 3443);
- (11848) CAppearanceModifierDef (linked from 3443);
- (11849) CStockItemDef (linked from 3443);
- (11935) CInventoryItemDef (linked from 3468);
- (11936) CAppearanceModifierDef (linked from 3468);
- (11937) CStockItemDef (linked from 3468);
- (11938) CInventoryItemDef (linked from 3469);
- (11939) CAppearanceModifierDef (linked from 3469);
- (11940) CStockItemDef (linked from 3469);
- (12026) CInventoryItemDef (linked from 3494);
- (12027) CAppearanceModifierDef (linked from 3494); and
- (12028) CStockItemDef (linked from 3494),
- make an fmp of all renamed entries;
- close and reopen Fable Explorer; and
- load the fmp you just made,
- load the new textures over the old textures in your new texture entries in the textures.big;
- edit the text for titles and descriptions in your new text entries in the text.big;
- edit the following INVENTORY_CATEGORY entries to allow for more items by increasing the capacities to the needed amount:
- (2660) INVENTORY_CATEGORY_CLOTHES_HEADWEAR (by 1);
- (2661) INVENTORY_CATEGORY_CLOTHES_TORSO_WEAR (by 2);
- (2662) INVENTORY_CATEGORY_CLOTHES_GLOVES (by 1);
- (2663) INVENTORY_CATEGORY_CLOTHES_LEGWEAR (by 1);
- (2664) INVENTORY_CATEGORY_CLOTHES_FOOTWEAR (by 1); and
- (2665) INVENTORY_CATEGORY_CLOTHES_SUITS (by 2),
- edit the (2620) INVENTORY_TYPE_CLOTHING to include the new THING entries in the suits array.
To explain this a bit, FE supports renaming entries, so if you rename an entry and throw it in an fmp, what happens is you get a duplicate of the otherwise unedited entry. This way you can modify the duplicate without modifying the original. Not only that, but when you do it this way, everything comes out already properly linked so that you don't have to worry about that sort of thing, sweet stuff.
While editing the duplicate (which is the point of duplicating), you'll obviously have to include the textures since that was what this was all for in the first place. You can also edit the text entries to say whatever you want them to say instead of the original title and description of each piece of the suit and the suit itself.
Thing is, there is a predefined capacity to how many things you can have in your inventories (every type of item has it's own inventory) so you have to increase this number a bit. To make the new items show up in the suits clothing inventory, you add them to the array and when you have a piece of the suit it'll show up there.
Note: Since you're not changing any models around, you could skip duplicating them and add a CTextureReplacementDef to each piece which really is the "proper" way to do it. If you do it this way though, make sure everything is set up right in the CAppearanceModifierDefs.
Alternatively, you could create each entry for each piece individually, and that just sucks for large tasks.
Edit: if you got lost somewhere or have some questions, let me know.
I still don't really know how to explain it (which is why I never attempted to until now), but this is the duplication process and it's a really useful thing to use.
[Updated on: Sun, 08 June 2008 19:03] Report message to a moderator
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Re: Add an outfit? [message #42127 is a reply to message #42115] |
Sun, 08 June 2008 17:29 |
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Omega Meckberg
Messages: 53 Registered: October 2007 Location: Argentina
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Err... there's a missing text entry. How can I find the TEXT_OBJECT_APPRENTICE_SUIT_HOODED_TITLE between the 28K entries?
EDIT: Forget it ._.U
I made a sum... the current number plus 4K and search below that... I found it xD
(13793) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP_TITLE
-Will be ready some day-
[Updated on: Sun, 08 June 2008 17:58] Report message to a moderator
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Re: Add an outfit? [message #42128 is a reply to message #42127] |
Sun, 08 June 2008 19:07 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Omega Meckberg wrote on Sun, 08 June 2008 19:29 | there's a missing text entry.
| Wow, good job spotting that, there were two missing entries actually, I added them to the list.Omega Meckberg wrote on Sun, 08 June 2008 19:29 | How can I find the TEXT_OBJECT_APPRENTICE_SUIT_HOODED_TITLE between the 28K entries?
| You can trace it down, like most other things, in the main OBJECT entry.
Open the OBJECT entry that would have the missing text entry, browse the CDefs and find CInventoryItemDef, open it up and find the text entries.
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help [message #65395 is a reply to message #42108] |
Tue, 06 December 2011 07:20 |
pizza725
Messages: 17 Registered: December 2011
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i have 2 qeustions for all of you pepole can yo tell me ho to unzip folders and spswn items please
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Re: Evil Apprentice Outfit [message #65724 is a reply to message #65722] |
Wed, 01 February 2012 12:45 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Okay, mind being a touch more specific? First: What did you load the files with? Second: Was there an error message? If so, what did it say? Also, with the last post date on this thread being about two months ago, and that post having been a response to a necropost anyway, it would have been a better idea to post this in general mod discussion.
Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
[Updated on: Wed, 01 February 2012 12:45] Report message to a moderator
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Re: Evil Apprentice Outfit [message #69580 is a reply to message #42106] |
Sat, 28 September 2013 03:07 |
rob1988
Messages: 15 Registered: October 2011
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hey im have trouble understanding edit the INVENTORY_TYPE_CLOTHING
i'v been trying to get a set new armour to work but every time i open the inventory menu for the shirts it crashes the game i have followed every that johndoe has said Quote: | duplicate existing entries for the apprentice outfit:
rename the model entries in the graphics.big:
(4081) MESH_HERO_FOLDED_GLOVES_APPRENTICE;
(4082) MESH_HERO_FOLDED_SHIRT_APPRENTICE;
(4083) MESH_HERO_FOLDED_TROUSERS_APPRENTICE;
(4084) MESH_HERO_FOLDED_BOOTS_APPRENTICE;
(4085) MESH_HERO_APPRENTICE_TROUSERS_01;
(4086) MESH_HERO_APPRENTICE_SHIRT_01;
(4087) MESH_HERO_APPRENTICE_HD_SHIRT_01;
(4088) MESH_HERO_APPRENTICE_GLOVE_R_01;
(4089) MESH_HERO_APPRENTICE_GLOVE_L_01;
(4090) MESH_HERO_APPRENTICE_BOOT_R_01; and
(4091) MESH_HERO_APPRENTICE_BOOT_L_01,
rename the texture entries in the textures.big:
(804) TEXTURE_HERO_APPRENTICE_TROUSERS_NEUTRAL;
(805) TEXTURE_HERO_APPRENTICE_SHIRT_NEUTRAL;
(806) TEXTURE_HERO_APPRENTICE_GLOVES_NEUTRAL;
(807) TEXTURE_HERO_APPRENTICE_BOOTS_NEUTRAL; and
(808) TEXTURE_HERO_APPRENTICE_ALPHA_NEUTRAL,
rename the text entries in the text.big:
(4583) TEXT_OBJECT_SUIT_APPRENTICE;
(5229) TEXT_OBJECT_APPRENTICE_BOOTS;
(5948) TEXT_OBJECT_APPRENTICE_GLOVES;
(7054) TEXT_OBJECT_APPRENTICE_BOOTS_10;
(8826) TEXT_OBJECT_APPRENTICE_ROBE_LOWER;
(8843) TEXT_OBJECT_APPRENTICE_ROBE_UPPER;
(8860) TEXT_OBJECT_SUIT_APPRENTICE_TITLE;
(9661) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP;
(9729) TEXT_OBJECT_APPRENTICE_BOOTS_TITLE;
(10389) TEXT_OBJECT_APPRENTICE_GLOVES_TITLE;
(13140) TEXT_OBJECT_APPRENTICE_ROBE_LOWER_TITLE;
(13163) TEXT_OBJECT_APPRENTICE_ROBE_UPPER_TITLE;
(13553) TEXT_OBJECT_APPRENTICE_ROBE_UPPER_HOODED; and
(13793) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP_TITLE,
rename the game.bin entries:
(3371) HERO_SUIT_APPRENTICE;
(3372) HERO_SUIT_APPRENTICE_HOODUP;
(3421) OBJECT_HERO_BOOTS_APPRENTICE;
(3443) OBJECT_HERO_TROUSERS_APPRENTICE;
(3468) OBJECT_HERO_SHIRT_APPRENTICE_HOODUP;
(3469) OBJECT_HERO_SHIRT_APPRENTICE;(3494) OBJECT_HERO_GLOVES_APPRENTICE;
(11631) CInventoryItemDef (linked from 3371);
(11632) CHeroSuitDef (linked from 3371);
(11633) CInventoryItemDef (linked from 3372);
(11634) CHeroSuitDef (linked from 3372);
(11770) CInventoryItemDef (linked from 3421);
(11771) CAppearanceModifierDef (linked from 3421);
(11772) CStockItemDef (linked from 3421);
(11847) CInventoryItemDef (linked from 3443);
(11848) CAppearanceModifierDef (linked from 3443);
(11849) CStockItemDef (linked from 3443);
(11935) CInventoryItemDef (linked from 3468);
(11936) CAppearanceModifierDef (linked from 3468);
(11937) CStockItemDef (linked from 3468);
(11938) CInventoryItemDef (linked from 3469);
(11939) CAppearanceModifierDef (linked from 3469);
(11940) CStockItemDef (linked from 3469);
(12026) CInventoryItemDef (linked from 3494);
(12027) CAppearanceModifierDef (linked from 3494); and
(12028) CStockItemDef (linked from 3494),
make an fmp of all renamed entries;
close and reopen Fable Explorer; and
load the fmp you just made,load the new textures over the old textures in your new texture entries in the textures.big;
edit the text for titles and descriptions in your new text entries in the text.big;
edit the following INVENTORY_CATEGORY entries to allow for more items by increasing the capacities to the needed amount:
(2660) INVENTORY_CATEGORY_CLOTHES_HEADWEAR (by 1);
(2661) INVENTORY_CATEGORY_CLOTHES_TORSO_WEAR (by 2);
(2662) INVENTORY_CATEGORY_CLOTHES_GLOVES (by 1);
(2663) INVENTORY_CATEGORY_CLOTHES_LEGWEAR (by 1);
(2664) INVENTORY_CATEGORY_CLOTHES_FOOTWEAR (by 1); and
(2665) INVENTORY_CATEGORY_CLOTHES_SUITS (by 2),
edit the (2620) INVENTORY_TYPE_CLOTHING to include the new THING entries in the suits array.
| but im lost with editing the INVENTORY_TYPE_CLOTHING
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Re: Evil Apprentice Outfit [message #69581 is a reply to message #69580] |
Sat, 28 September 2013 12:11 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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A: Necropost, much?
B: If your problem is finding INVENTORY_TYPE_CLOTHING, just look around for the ID number listed, 2620. If your problem is editing it... Eh, seems pretty straightforward, to me.
Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
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Re: Evil Apprentice Outfit [message #69587 is a reply to message #42106] |
Sun, 29 September 2013 01:23 |
rob1988
Messages: 15 Registered: October 2011
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thank for the reply any ways i found what i needed to add but the chestplate keeps crashing the game i'v edited every i could even tried with 3 diffrent copys of the armour and i still cant work out why the chestplate keep crashing the game. could you have a look at it and tell me where i went wrong?
i'v been using cbox to make this
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