Mod combining help? Please. [message #45641] |
Fri, 19 September 2008 14:20 |
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Micayne
Messages: 10 Registered: September 2008
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Hello I'm new to FTLC Mod forums, I've installed a few mods. I have a few mods that.. I cant use because they override each other. Anyways. Heres the link: http://www.mediafire.com/download.php?will4ej2kjy
I have these mods I'm trying to use.
BerserkHorns.fmp
BerserkNoInk.fmp
Horns Removal.fmp[For regular evil hero]
No Evil Baldness.fmp
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no age or will glow or tattoos.fmp
Can someone combine them to work together into one mod?
I want it so the Evil hero doesn't bald, or have horns.
but I want it so the Berserk form has horns and no glowing red.
Also I wanted the Age and will marking/tattoos to not work. I hate them. They look ugly on a evil hero.
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Re: Mod combining help? Please. [message #45759 is a reply to message #45756] |
Tue, 23 September 2008 14:59 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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I believe I already have, unless you didn't like my answer.My answerJohnDoe wrote on Sun, 21 September 2008 01:28 | I've read your post and for future reference, if your post isn't replied to, it wasn't overlooked, just ignored. The reason for this is because I and those like me are tired of answering self-explanatory questions and resolving problems that a trained monkey could do. Don't send PMs in regards to posts you have made simply because no one replied. Don't upload mods that aren't yours, I know that you aren't claiming them as your own but it is still a pretty serious and irritating social faux pas.
The mods that edit the same entries will need to be done by hand. It is relatively simple to do. Figure out what each mod edits and in what way and to what values, then do it manually. The mods that do not interfere with other mods or purely adds content without editing existing content do not need to be done in this way.
I'm not going to do it for you, not only because I don't want to, but also because I do not have Fable installed currently and so I can't, but it's mostly because I don't want to. I will, however, tell you how to do it.- Make a copy of your game.bin and all of the mods.
- Rename the copied mods such that the extensions are big instead of fmp (i.e. "BerserkHorns.fmp" >> "BerserkHorns.big").
- Open FE.
- Make use of File|Open and open the mod archives (fmp files are really big files and can be opened in the same way as big/bin files).
- Apply a mod (fmp, not big).
- Use File|Open again to open the copied game.bin.
- Switch over to the copied mod, the big of the mod you used.
- Find out what it edits.
- Switch over to the game.bin that's automatically opened (the one the game used) and open the entry/entries that the mod edited).
- Change the name(s) (or give it/them (a) name(s) if it/they don't/doesn't have one) so that you know that this/these is/are the edited entry/entries.
- Switch over to the copied, unedited game.bin and open the same entries.
- Compare the differences and manually make the edits to the copied game.bin, taking note of what mod edited what values.
- Save the copied game.bin under a different name, close it, load another mod, open the new game.bin, repeat the process from step #7 until all edits are complete.
It sounds like a lot, it really isn't, and the knowledge required is minimal.Micayne wrote on Sun, 21 September 2008 00:47 | Signed,
A Fellow Gamer.
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Re: Mod combining help? Please. [message #45791 is a reply to message #45789] |
Fri, 26 September 2008 07:21 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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There is a batch function for FE w/Search to combine mods, yes, but the mods in use conflict with one another, thus the need to make most of the edits manually.The JohnDoe Combination Theory and forthehellofit scenariosFirst scenario:
You edit entry OBJECT_1, make a mod out of the edit, called Preparation A.
You further edit the entry and make another mod out of the newer edit, called Preparation B.
Preparation B contains all of the desired data from Preparation A, making Preparation A obsolete and you would only use Preparation B, no need for combining.
Second scenario:
You edit entry OBJECT_2A, make a mod out of it, called Preparation C.
You edit a different entry, OBJECT_2B, make a different mod out of it, called Preparation D.
If you wanted a mod that contained both of these edited entries, you could simply combine them with no problem. Preparation C + Preparation D = Preparation E. Preparation E gets distributed and Preparations C and D get tossed.
Third scenario:
You edit entry OBJECT_3, make a mod out of it, called Preparation F.
You reinstall or restore from backups or for whatever reason and by any means replace the edits with the original data.
You go back to the same entry, OBJECT_3, make different edits, make a mod out of that, called Preparation G.
If you wanted the effects of both mods, you couldn't combine them because they edit the same entry, conflicting. The one applied first will be overwritten by the one applied after, and here's my theory: When combining, Preparation F + Preparation G = Preparation G, even if it's called Preparation H.
That was a bit out of my way to make a small PrepH reference. But that's just my guess. You'd have to talk to Silver about this one or try it yourself to know for sure.
[Updated on: Fri, 26 September 2008 09:39] Report message to a moderator
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