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PSA Sheathe Value Changes Break Controls [message #71756] Sun, 07 January 2018 12:11
Sentinel Prime is currently offline  Sentinel Prime
Messages: 19
Registered: September 2014
Doing a Fable playthrough and was dicking around with some modding, so just sticking this here in case anyone else gets the same issue.

As some know, it's possible to "hide" a sheathed melee weapon by changing the value in SheatheObject (found in CWeaponDef) from -1 to 0.

This will work in game but will break the "Fable 2/3 Inspired" control layout. Rather than drawing a melee weapon it will initiate the usual punching animations and only make it possible to draw a melee weapon after drawing a ranged weapon first.

Interestingly, when first starting up the game (or equipping another weapon) the melee weapon model will temporarily be visible. At which point you can draw the melee weapon normally.

It appears (for whatever reason) that the functionality is tied directly to the visibility/availability of the mesh.

Throwing this out there in case someone else spends 2 hours tearing their hair out trying to figure out whats wrong!

Edit - on second thought it may be something with the new engine that identifies anything with a SheatheObject value of 0 being a ranged weapon and not a melee weapon.

[Updated on: Mon, 08 January 2018 01:17]

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