Re: Save mods and run fable question [message #47325 is a reply to message #47321] |
Mon, 17 November 2008 13:34 ![Go to previous message Go to previous message](/forum/theme/default/images/up.png) ![Go to next message Go to previous message](/forum/theme/default/images/down.png) |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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SilverHineko wrote on Mon, 17 November 2008 15:16 | When you use "Save mods and run fable" it literally saves the mods? So, I don't have to keep opening up Fable explorer and re-running them.
| Right. FE opens the game archives, applies the mods (makes a series of changes as determined by the mod), then recompiles the edited archives, making the mods more or less a permanent change.SilverHineko wrote on Mon, 17 November 2008 15:16 | I re-open and save/run the same mods that were 'saved' from before about two or three times. Could this cause instability in the game?
| It depends on the mod. The bin editing wouldn't at all pose a problem. The the textures and models could cause a problem, through corrupt entries. Still, this is fixable. Rename the new models, textures and text entries, apply changes each time you change the name, then use the mods again. If the mods were only definition edits, nothing to worry about, and the crashes are unrelated to that particular action, but it is still possible that you used a bad mod or that you used conflicting mods that would cause a crash. A list of the mods you used will help us quickly determine where to look for problems.SilverHineko wrote on Mon, 17 November 2008 15:16 | Also a shout out thanks to all you modders out there. Thanks for all your hard work!
| Appreciation is always appreciated.
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