JohnDoe's Slingshots [message #53907] |
Thu, 27 August 2009 22:46 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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This mod adds four new weapons, slingshot ranged weapons in the four standard classes, yew, oak, ebony and crystal/master.Spawn as: | OBJECT_YEW_SLINGSHOT
OBJECT_OAK_SLINGSHOT
OBJECT_EBONY_SLINGSHOT
OBJECT_CRYSTAL_SLINGSHOT
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I will update this eventually to include a legendary piece to finish the set. As this is going to be updated, feel free to comment, ask questions, suggest revisions or ideas or whatever in this thread.
Edit: Package updated to fix weird effects issues. Thanks to OldBoy for checking it out and making a fix. Note: If you've used the original mod, you can load this one right over it.
[Updated on: Fri, 28 August 2009 21:40] Report message to a moderator
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Re: JohnDoe's Slingshots [message #70215 is a reply to message #53907] |
Wed, 02 April 2014 09:54 |
LittleV
Messages: 31 Registered: March 2014
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Hi, everybody.
Ahm, I've been a long time player of Fable, I know it's 2014, but I bring back once in a while, love modding it, and was wondering if I could get some help. Now, this might be basic, but still, I'd love to be able to do it:
I wanna put slingshots (and also separate assassin mask, and also hood) into the trader inventory at the Guild. I've edited it before to contain other items (I've always felt that as a Heroe's Guild Trader, he's terribly deficient) and no problem. But as soon as I put those three items in his inventory (Crystal Slingshot, Stealth Mask, Hood) I kill Fable. Same process as I did all the other inventory changes: go into 9467 at cShop, and hijack stuff that frankly shouldn't be for sale in a Heroe's Guild (Flour Sacks, anyone??. What needs doing??
P.S.: Oldboy, JohnDoe, and all you other moderators and admins who gave everyone so much support, thanks so much. Every question you answer, a hundred guys you never see (like me) find some help.
Thank, guys. Hope one of you greats are still listening!
Added Note: If I put these in a chest, the slinghshot has no inventory graphics, but works. The mask and hood are named after the yew and oak slingshots but are in helmets department and work as well... What's that about? Again, because when I try to give them to a trader, bum! Kills my sweet beautiful Fable...
"...the avatar is, to the metallic memory of chronology, what the subject is to the fruitful forgetfulness of History."
[Updated on: Wed, 02 April 2014 14:40] Report message to a moderator
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Re: JohnDoe's Slingshots [message #70220 is a reply to message #70215] |
Wed, 02 April 2014 17:26 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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First off, necropost. The thread's been dead for four and a half years. Check the date of the last post before you post. Now then, your game crashes when you add stuff to that trader because you've seen him before, most likely. You want to modify the CShopDef, you have to do it with a trader whose location you haven't been to before.
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: JohnDoe's Slingshots [message #70221 is a reply to message #70220] |
Wed, 02 April 2014 17:43 |
LittleV
Messages: 31 Registered: March 2014
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asmcint,
Sorry! Not really clear on forum etiquette! Ish!
Should I start a new post? I read all the tutorials and couldn't find any specific answer to my issue. So, the problem is, even with a new save this happens! And again, when I put it in a chest, it works, minus the wrong inventory names and graphics.
I figured it was something to do with linking to something else, but I checked both entries for InventoryDef-something and AppearenceDef-something or other, and both were pointing to the right entry (14 thousand something)... Being JohnDoe's, I figured the mod would come idiot-proof, but turns out there isn't such a thing.
Loaded it, and added it to a trader, fresh game, crash.
Any ideas?
P.S.: Glad to see I'm not the only one still playing Fable after 10 years!
"...the avatar is, to the metallic memory of chronology, what the subject is to the fruitful forgetfulness of History."
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Re: JohnDoe's Slingshots [message #70224 is a reply to message #70215] |
Wed, 02 April 2014 20:32 |
xxNick
Messages: 54 Registered: March 2014 Location: San Antonio, TX
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LittleV wrote on Wed, 02 April 2014 11:54 | Added Note: If I put these in a chest, the slinghshot has no inventory graphics, but works. The mask and hood are named after the yew and oak slingshots but are in helmets department and work as well... What's that about? Again, because when I try to give them to a trader, bum! Kills my sweet beautiful Fable...
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Good info. What order are you loading the mods in. It sounds to me as though the CInventoryItemDefs of the mask/hood are linking to new text.big entries that weren't packed with it. FE works with what it's got, so when you load the mod and it relinks these entries, it uses the slingshot text entries instead.
If there's a borked CInventoryItemDef in there, missing links or anything like that, you can bet it'll crash a shopkeeper.
How to make a good Fable game.
And how to make it even better.
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