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Fable Explorer [message #70651] Fri, 12 September 2014 08:02 Go to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
The current version of Fable Explorer partially works with some of the files.

Names.bin,Game.bin, and script.bin work as normal. Some entries will not be editable due to def changes.

gamehard.bin works if you rename it to games.bin. Apparently FE was hardcoded to only load games.bin with the def.xml

scripthard.bin crashes. I'm assuming the defs are so different that FE chokes on it.

The wad and bbb files partially work. They will not open as is, but if you change the extension to .stb FE will at least give you a file listing.

We're going to need to get the bbb files fixed in FE though. While the assets have been moved over the unreal engine, the helpers attached to the models and skeletons are still stored in the bbb archives. I'm assuming they were so entwined with the defs that they couldn't be separated from the base engine.

Also we can't add new items until the bbb/cks/dep files are sorted. The cks and dep files look to be the file ids matched up the asset names.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Fable Explorer [message #70655 is a reply to message #70651] Sat, 13 September 2014 04:32 Go to previous messageGo to next message
Rubim is currently offline  Rubim
Messages: 8
Registered: September 2005
Can we add chests? I tryied to edit the Fable\WellingtonGame\FableData\Build\Data\Levels\FinalAlbion \DemonDoor_Guild.tng with a custom chest.

NewThing Object;
Player 4;
UID 18447823474686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 28.799800;
PositionY 29.799800;
PositionZ 3.453716;
RHSetForwardX 0.518296;
RHSetForwardY -0.855201;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
ContainerContents[0] "OBJECT_SILVER_KEY";
ContainerContents[1] "OBJECT_SILVER_KEY";
ContainerContents[2] "OBJECT_SILVER_KEY";
ContainerContents[3] "OBJECT_SILVER_KEY";
ContainerContents[4] "OBJECT_SILVER_KEY";
ContainerContents[5] "OBJECT_SILVER_KEY";
ContainerContents[6] "OBJECT_SILVER_KEY";
ContainerContents[7] "OBJECT_SILVER_KEY";
ContainerContents[8] "OBJECT_SILVER_KEY";
ContainerContents[9] "OBJECT_SILVER_KEY";
ContainerContents[10] "OBJECT_SILVER_KEY";
ContainerContents[11] "OBJECT_SILVER_KEY";
ContainerContents[12] "OBJECT_SILVER_KEY";
ContainerContents[13] "OBJECT_SILVER_KEY";
ContainerContents[14] "OBJECT_SILVER_KEY";
ContainerContents[15] "OBJECT_SILVER_KEY";
ContainerContents[16] "OBJECT_SILVER_KEY";
ContainerContents[17] "OBJECT_SILVER_KEY";
ContainerContents[18] "OBJECT_SILVER_KEY";
ContainerContents[19] "OBJECT_SILVER_KEY";
ContainerContents[20] "OBJECT_SILVER_KEY";
ContainerContents[21] "OBJECT_SILVER_KEY";
ContainerContents[22] "OBJECT_SILVER_KEY";
ContainerContents[23] "OBJECT_SILVER_KEY";
ContainerContents[24] "OBJECT_SILVER_KEY";
ContainerContents[25] "OBJECT_SILVER_KEY";
ContainerContents[26] "OBJECT_SILVER_KEY";
ContainerContents[27] "OBJECT_SILVER_KEY";
ContainerContents[28] "OBJECT_SILVER_KEY";
ContainerContents[29] "OBJECT_SILVER_KEY";
ContainerContents[30] "OBJECT_SILVER_KEY";
ContainerContents[31] "OBJECT_SILVER_KEY";
ContainerContents[32] "OBJECT_SILVER_KEY";
ContainerContents[33] "OBJECT_SILVER_KEY";
ContainerContents[34] "OBJECT_SILVER_KEY";
ContainerContents[35] "OBJECT_SILVER_KEY";
ContainerContents[36] "OBJECT_SILVER_KEY";
ContainerContents[37] "OBJECT_SILVER_KEY";
ContainerContents[38] "OBJECT_SILVER_KEY";
ContainerContents[39] "OBJECT_SILVER_KEY";
ContainerContents[40] "OBJECT_SILVER_KEY";
ContainerContents[41] "OBJECT_SILVER_KEY";
ContainerContents[42] "OBJECT_SILVER_KEY";
ContainerContents[43] "OBJECT_SILVER_KEY";
ContainerContents[44] "OBJECT_SILVER_KEY";
ContainerContents[45] "OBJECT_SILVER_KEY";
ContainerContents[46] "OBJECT_SILVER_KEY";
ContainerContents[47] "OBJECT_SILVER_KEY";
ContainerContents[48] "OBJECT_SILVER_KEY";
ContainerContents[49] "OBJECT_SILVER_KEY";
EndCTCEditor;
StartCTCChest;
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;


No avail.
Re: Fable Explorer [message #70656 is a reply to message #70655] Sat, 13 September 2014 05:34 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Rubim wrote on Sat, 13 September 2014 06:32

Can we add chests? I tryied to edit the Fable\WellingtonGame\FableData\Build\Data\Levels\FinalAlbion \DemonDoor_Guild.tng with a custom chest.


No avail.


Remember this is still the same engine. There's just a layer of Unreal Engine over the graphics. So you'll have to remove the .wad and set the ini like the original version. At least that is what I assume.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Fable Explorer [message #70657 is a reply to message #70656] Sat, 13 September 2014 06:01 Go to previous messageGo to next message
Rubim is currently offline  Rubim
Messages: 8
Registered: September 2005
Keshire wrote on Sat, 13 September 2014 05:34

Rubim wrote on Sat, 13 September 2014 06:32

Can we add chests? I tryied to edit the Fable\WellingtonGame\FableData\Build\Data\Levels\FinalAlbion \DemonDoor_Guild.tng with a custom chest.


No avail.


Remember this is still the same engine. There's just a layer of Unreal Engine over the graphics. So you'll have to remove the .wad and set the ini like the original version. At least that is what I assume.

You mean, extract the Wad, remove it then change the UseLevelWAD TRUE to FALSE?

EDIT: Holy shit, it works. It was my first time trying.

Thanks!

1. Extract the FinalAlbion with the Free Roam MOD
2. Delete/Rename the FinalAlbion wad
3. Change the UseLevelWAD

Done.

[Updated on: Sat, 13 September 2014 06:08]

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Re: Fable Explorer [message #70658 is a reply to message #70657] Sat, 13 September 2014 06:06 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Rubim wrote on Sat, 13 September 2014 08:01

Keshire wrote on Sat, 13 September 2014 05:34

Rubim wrote on Sat, 13 September 2014 06:32

Can we add chests? I tryied to edit the Fable\WellingtonGame\FableData\Build\Data\Levels\FinalAlbion \DemonDoor_Guild.tng with a custom chest.


No avail.


Remember this is still the same engine. There's just a layer of Unreal Engine over the graphics. So you'll have to remove the .wad and set the ini like the original version. At least that is what I assume.

You mean, extract the Wad, remove it then change the UseLevelWAD TRUE to FALSE?


It looks like it's already been extracted. But yes. Very Happy



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Fable Explorer [message #70659 is a reply to message #70658] Sat, 13 September 2014 06:09 Go to previous messageGo to next message
Rubim is currently offline  Rubim
Messages: 8
Registered: September 2005
Keshire wrote on Sat, 13 September 2014 06:06

Rubim wrote on Sat, 13 September 2014 08:01

Keshire wrote on Sat, 13 September 2014 05:34

Rubim wrote on Sat, 13 September 2014 06:32

Can we add chests? I tryied to edit the Fable\WellingtonGame\FableData\Build\Data\Levels\FinalAlbion \DemonDoor_Guild.tng with a custom chest.


No avail.


Remember this is still the same engine. There's just a layer of Unreal Engine over the graphics. So you'll have to remove the .wad and set the ini like the original version. At least that is what I assume.

You mean, extract the Wad, remove it then change the UseLevelWAD TRUE to FALSE?


It looks like it's already been extracted. But yes. Very Happy


It's missing some files.

Anyway, it works. THANKS.

If anyone need help, just read my previous post.
Re: Fable Explorer [message #70663 is a reply to message #70651] Sat, 13 September 2014 21:18 Go to previous messageGo to next message
Xilence is currently offline  Xilence
Messages: 1
Registered: September 2014
I had to re-register. Lost my old details. Sad

For some reason Anniversary is crashing when I try to use the Free Roam modified files. I've changed UseLevelWAD to false in final_deliverable_userst.ini

Can't get the game to load with the modified files. Any thoughts?

Edit: removed all the files, verified with steam and tried again. Worked just fine, so something got messed up the first time through.

[Updated on: Sat, 13 September 2014 23:13]

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Re: Fable Explorer [message #70971 is a reply to message #70651] Mon, 01 June 2015 22:18 Go to previous messageGo to next message
Sparrow
Messages: 562
Registered: March 2011
Which version of Fable Explorer are you using? I can't get it to open my Anniversary game.bin

Are you shpongled?
Re: Fable Explorer [message #70990 is a reply to message #70651] Wed, 17 June 2015 11:19 Go to previous messageGo to next message
Blackbird V is currently offline  Blackbird V
Messages: 1
Registered: June 2015
I've tried doing all of this several times, and each time I crash loading into the game. Can someone like dumb it down really hard?

I have edited the demon door file and added that chest, I renamed FinalAlbion.wad, I edited the .ini file to false and extraced the final albion file.

Thing is I think I messed up on extracting the FinalAlbion, so err... help with that bit would be appreciated.

[Updated on: Wed, 17 June 2015 11:20]

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Re: Fable Explorer [message #70991 is a reply to message #70990] Wed, 17 June 2015 20:46 Go to previous message
Sparrow
Messages: 562
Registered: March 2011
Blackbird V wrote on Wed, 17 June 2015 14:19

I've tried doing all of this several times, and each time I crash loading into the game.

Probably a simple mistake in the tng. Upload it and I'll take a look at it.


Are you shpongled?

[Updated on: Wed, 17 June 2015 20:57]

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