Fable: The Lost Chapters Mod Scene
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Re: Need help [message #57532 is a reply to message #57528] Sun, 06 June 2010 13:00 Go to previous messageGo to previous message
OldBoy is currently offline  OldBoy
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JohnDoe wrote on Sun, 06 June 2010 21:12

OldBoy wrote on Sun, 06 June 2010 13:56

But beware: large fmp's tend to crash FableExplorer.
It's like with the newitempacks I made, they take forever to load and cause some sort of memory write corruption.
I have a theory on this. The most recent NewItemPack has like four mods in it, right? If anything in the graphics overwrites, it can cause that system.exception error. Overwriting textures, corruption. So... if it were to be carefully repacked into a 2.5.1, it might work just fine.

You could be right. But you could be wrong. So I'm not gonna do it Wink
Anyway I vaguely remember discussing the problem with Hunter, and he didn't have a clear answer about it either.
I think it has something to do with how FE handles the importing of new entries in general. Cause I've never seen a corrupt texture with the newitempacks.
And the weird thing is; the latest version never gave me an error. And I dare to say that I have loaded it over 20 times at least...
Those itempacks contain a huge amount of entries, I think the problem lies there somewhere.

Torionel wrote on Sun, 06 June 2010 21:28

But how did you made fable conquest? Are there any other ways to pack mods?

Thing is that fmp's can work fine, and can contain almost all gamechanges you want.
So why not use it?
You have two option; create a huge fmp by hand, or try the merging - the last option can be done pretty fast.
You only need to supply the tng's separate for the people who have ripped their FinalAlbion.wad
You can include the tng's in the fmp anyway, doesn't matter if the enduser uses the FinalAlbion.wad or not


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.

[Updated on: Sun, 06 June 2010 13:03]

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