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Home » Fable TLC » Mods » Definitions » Dual Wielding: Experiment in modding
Re: Dual Wielding: Experiment in modding [message #18744 is a reply to message #9850] Thu, 03 May 2007 23:07 Go to previous messageGo to next message
mikegrr is currently offline  mikegrr
Messages: 1
Registered: May 2007
where would the item be in game?
Re: Dual Wielding: Experiment in modding [message #18768 is a reply to message #9850] Fri, 04 May 2007 15:06 Go to previous messageGo to next message
sniperdesign
Messages: 156
Registered: September 2006
Location: Blinded in Chains
dude you need to spawn it

\"Wednesday we sacrifice virgin chickens and take their blood,
Thursday we annoint ourselves with said blood,
Friday is poker night.\" : overheard from a shadow-worshiper
Re: Dual Wielding: Experiment in modding [message #19036 is a reply to message #9850] Sun, 13 May 2007 10:06 Go to previous messageGo to next message
Johny101 is currently offline  Johny101
Messages: 4
Registered: May 2007
Location: Colorado
I've spawned these, have them in my inventory, go to inventory, select weapons, game crashes. If anyone knows whats wrong, or how to fix this, I would be happy if you could tell me.

The Eversong Rogue. (Pictures, and possibly the whole series of novels to come soon)
Re: Dual Wielding: Experiment in modding [message #19417 is a reply to message #9850] Fri, 25 May 2007 19:14 Go to previous messageGo to next message
SF3P0X1 is currently offline  SF3P0X1
Messages: 1
Registered: May 2007
Someone could make great use of this mod with, say, modding a pair of nunchucks.

http://usera.imagecave.com/Dark_Aura/dA_Account/SF3P0X1Sig.PNG
Re: Dual Wielding: Experiment in modding [message #19512 is a reply to message #9850] Wed, 30 May 2007 02:08 Go to previous messageGo to next message
Dark_Ansem is currently offline  Dark_Ansem
Messages: 33
Registered: May 2007
Location: Italy

what about adding Legolas' fighting knives? complete with scabbard?
Re: Dual Wielding: Experiment in modding [message #25293 is a reply to message #9850] Mon, 27 August 2007 21:23 Go to previous messageGo to next message
akadeadman is currently offline  akadeadman
Messages: 7
Registered: August 2007
Location: here
apparently its either me or the current version of fable explorer but i can't get this to run in fable im completely lost any help appreciated
Re: Dual Wielding: Experiment in modding [message #28001 is a reply to message #9850] Thu, 20 September 2007 11:13 Go to previous messageGo to next message
FluffisHamster is currently offline  FluffisHamster
Messages: 5
Registered: September 2007
I've managed to put the weapons into a chest, and gotten it placed at a map. I can open the chest, and everything. However: when I open it, there is just the "open chest" animation, and then the game crashes. Is there something I missed? I've tried adding both the melee and ranged, the melee, ranged and shot, and each one separately. Nothing seems to work.

I'm a total noob at mods for Fable, but I have tried to follow the steps for everything.
Re: Dual Wielding: Experiment in modding [message #28002 is a reply to message #28001] Thu, 20 September 2007 11:18 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

FluffisHamster wrote on Thu, 20 September 2007 20:13

I've managed to put the weapons into a chest, and gotten it placed at a map. I can open the chest, and everything. However: when I open it, there is just the "open chest" animation, and then the game crashes. Is there something I missed? I've tried adding both the melee and ranged, the melee, ranged and shot, and each one separately. Nothing seems to work.

I'm a total noob at mods for Fable, but I have tried to follow the steps for everything.


Post the code of your chest.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Dual Wielding: Experiment in modding [message #28011 is a reply to message #9850] Thu, 20 September 2007 12:17 Go to previous messageGo to next message
FluffisHamster is currently offline  FluffisHamster
Messages: 5
Registered: September 2007
Forgot about that.

Here's the code, but the problem only seems to start when I have installed the DW mod. If I just have the chest, pointing to the object, but without the object installed, then it doesn't crash. It just idles at the chest open cinematic.

Anyway:

NewThing Object;
Player 4;
UID 18446747854686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 176.360400;
PositionY 101.580800;
PositionZ 19.103450;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_THROWING_DISC_MELEE";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;

[Updated on: Thu, 20 September 2007 12:19]

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Re: Dual Wielding: Experiment in modding [message #28041 is a reply to message #28011] Thu, 20 September 2007 14:33 Go to previous messageGo to next message
sniperdesign
Messages: 156
Registered: September 2006
Location: Blinded in Chains
oh ok i can't see anything wrong with the code

\"Wednesday we sacrifice virgin chickens and take their blood,
Thursday we annoint ourselves with said blood,
Friday is poker night.\" : overheard from a shadow-worshiper

[Updated on: Thu, 20 September 2007 14:34]

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Re: Dual Wielding: Experiment in modding [message #28044 is a reply to message #28041] Thu, 20 September 2007 14:36 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

sniperdesign wrote on Thu, 20 September 2007 23:33

oh ok i can't see anything wrong with the code


Then it must be the mod.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Dual Wielding: Experiment in modding [message #28047 is a reply to message #9850] Thu, 20 September 2007 14:50 Go to previous messageGo to next message
FluffisHamster is currently offline  FluffisHamster
Messages: 5
Registered: September 2007
I was afraid of that. I have no clue how to fix something like that. *sigh*
I'm just gonna have to learn modding, I suppose.
Re: Dual Wielding: Experiment in modding [message #28049 is a reply to message #9850] Thu, 20 September 2007 15:00 Go to previous messageGo to next message
Satan
Messages: 1033
Registered: September 2005
Location: Hades

Administrator
Try the chest with a different object. If it works then it points to the previous item as being broken.

http://img259.imageshack.us/img259/1398/satansigv5gu3.gif

There is nothing in the Void.
There is no point to it's being.
I wish there was a reason.
There is nothing in the Void,
But what we put there.
Re: Dual Wielding: Experiment in modding [message #28052 is a reply to message #9850] Thu, 20 September 2007 15:34 Go to previous messageGo to next message
FluffisHamster is currently offline  FluffisHamster
Messages: 5
Registered: September 2007
Or here's another idea:
Why don't I try with some other object, and see if that works? *d'oh* Embarassed

Yeah, that worked. So that would point to the mod not working. I wonder what's wrong with it, though...
Re: Dual Wielding: Experiment in modding [message #28061 is a reply to message #9850] Thu, 20 September 2007 17:30 Go to previous messageGo to next message
FluffisHamster is currently offline  FluffisHamster
Messages: 5
Registered: September 2007
Ok, problem fixed:

When idly checking out what was happening in the mod, I found an error message under CInventoryItemDef. The object had no name, either in the inventory, or as a title. Eager to try out anything, I applied a textID to it, and presto, it worked like a charm.

Now there is only one thing left: I can only wield one. *sigh*

Edit:
Everything fixed, but I gotta say:
Other than looks, there's not much to this. It screws with button setup, and is slightly confusing.
Looks very cool though.

[Updated on: Thu, 20 September 2007 18:07]

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Re: Dual Wielding: Experiment in modding [message #32880 is a reply to message #9850] Wed, 24 October 2007 19:35 Go to previous messageGo to next message
AzureSkeith is currently offline  AzureSkeith
Messages: 25
Registered: October 2007
Location: Catasauqua
ok which of the 3 do you spawn cause one of them is crashing my game

http://i171.photobucket.com/albums/u294/Sockpics/Hack2.png
Re: Dual Wielding: Experiment in modding [message #32905 is a reply to message #32880] Thu, 25 October 2007 08:02 Go to previous messageGo to next message
fable24man is currently offline  fable24man
Messages: 396
Registered: June 2006
dont spawn the one with SHOT in its name
Re: Dual Wielding: Experiment in modding [message #32910 is a reply to message #9850] Thu, 25 October 2007 12:58 Go to previous messageGo to next message
AzureSkeith is currently offline  AzureSkeith
Messages: 25
Registered: October 2007
Location: Catasauqua
ok thxs

http://i171.photobucket.com/albums/u294/Sockpics/Hack2.png
Re: Dual Wielding: Experiment in modding [message #32916 is a reply to message #32910] Thu, 25 October 2007 13:34 Go to previous messageGo to next message
Nicdude is currently offline  Nicdude
Messages: 96
Registered: October 2007
I spawned the melee disk in the heroes inventory and it works fine but he only holds one disk.

I'm awesome,not conceited.But you can call me Kris

[Updated on: Thu, 25 October 2007 13:35]

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Re: Dual Wielding: Experiment in modding [message #32920 is a reply to message #32916] Thu, 25 October 2007 13:42 Go to previous messageGo to next message
fable24man is currently offline  fable24man
Messages: 396
Registered: June 2006
yah he does you have to spawn the ranged one to and have them both for it to work Laughing
Re: Dual Wielding: Experiment in modding [message #32924 is a reply to message #32920] Thu, 25 October 2007 14:16 Go to previous messageGo to next message
Nicdude is currently offline  Nicdude
Messages: 96
Registered: October 2007
Oh, that makes sense. Thanks.

I'm awesome,not conceited.But you can call me Kris
Re: Dual Wielding: Experiment in modding [message #32926 is a reply to message #9850] Thu, 25 October 2007 15:08 Go to previous messageGo to next message
AzureSkeith is currently offline  AzureSkeith
Messages: 25
Registered: October 2007
Location: Catasauqua
is somthin wrong cause when i spawn the melee one it crashes

http://i171.photobucket.com/albums/u294/Sockpics/Hack2.png
Re: Dual Wielding: Experiment in modding [message #33530 is a reply to message #9850] Thu, 08 November 2007 13:52 Go to previous messageGo to next message
tassadar102 is currently offline  tassadar102
Messages: 5
Registered: November 2007
i think he should make it so that you can dual wield the avo's tear and the sword of aeons that would be cool

[Updated on: Thu, 08 November 2007 14:09]

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Re: Dual Wielding: Experiment in modding [message #33535 is a reply to message #33530] Thu, 08 November 2007 16:33 Go to previous message
Grog_McGee is currently offline  Grog_McGee
Messages: 147
Registered: September 2007
Location: Toronto

tassadar102 wrote on Thu, 08 November 2007 16:52

i think he should make it so that you can dual wield the avo's tear and the sword of aeons that would be cool


Can't really be done. There are no animations for swinging an off hand weapon. This uses the punch animations.

*We can't create new animations.


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