Fable: The Lost Chapters Mod Scene
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Cutscene Editing Guide [message #71831] Fri, 10 June 2022 12:51 Go to next message
Avarice is currently offline  Avarice
Messages: 39
Registered: July 2018
Location: Bowerstone Manor
Fable: The Lost Chapters - Cutscene Editing Guide
By Overlord Avarice

Hello and welcome to the Cutscene Editing Guide. I have recently started editing all of the cutscenes that are available in Fable: The Lost Chapters and thought that this information might be helpful to anyone else who wants to do Cutscene Editing for this game!

Scripting Legend
These are all of the things you need to know about the following scripts, before you make any changes with them. It is possible for you to insert whatever you want in these spots based on how you want a command to function.
For example: [BINARY] lets you choose either TRUE or FALSE in that location. [CREATURE] allows you to choose any creature name that you can find in the game files, etc.

[ANIMATION] = The name of an animation in the game files.
[$COMMAND] = A scripted command that had been pre-assigned by the developers.
[NEGATIVE] = A negative number or value is required (example: -1).
[CREATURE] = The name of a Creature in the game files.
[FOREVER] = Just need to write the word "forever" or "FOREVER" which is useful for forcing something to perform an action.
[NOTHING] = Just need to write the word "nothing" or "NOTHING" which will force the NPC to not focus on a [ACTOR].
[DEFAULT] = Just need to write the word "DEFAULT", most likely an alternative to [BINARY]s.
[MARKER] = The Script Name of a Basic Marker that can be found in a specific map.
[BINARY] = Needs to be set to "TRUE" or "FALSE".
[SPLINE] = The Script Name of a Camera Spline or Basic Marker that can be found in a specific map.
[OBJECT] = The name of an object in the game files.
[EFFECT] = The name of an effect in the game files.
[SCRIPT] = The name of a script in the game files, often used for scripted mode.
[COMBAT] = The name of a combat type, like "Melee", "Ranged" or "Magic".
[MUSIC] = The name of a music file in the game.
[ACTOR] = The name of an actor that was created.
[SOUND] = The name of a sound file in the game.
[THEME] = The name of a Region's Environment Theme in the game files.
[LIMBO] = Just need to write the word "LIMBO", this will make everyone on a map temporarily invisible.
[MERO] = Just need to write the word "mero", its purpose is unknown.
[NAME] = Just need to write the word "NAME", its purpose is unknown.
[DATA] = Just need to write the word "DATA", its purpose is unknown, but it is tied to the DataSpeak command.
[NULL] = Just need to write the letters "NULL", presumably an alternative to [FLOAT] or [MARKER]s.
[XMV] = The name of an .xmv video file in the game.
[MAX] = Just need to write the word "MAX", useful for setting a value to its maximum without writing the actual number.
[FOO] = Just need to write the letters "FOO", presumably an alternative to [BINARY]s.

Scripting Commands
These are all of the commands that are present in cutscenes that the game uses, which means they are all the known commands that you can use for a cutscene. It's possible that there could be more of them, but there's currently no evidence to support this.

nop
AToSkip
AToSkip [BINARY]
FadeIn
FadeOut
FadeOut [FLOAT],[FLOAT]
FadeOut [FLOAT],[FLOAT],[BLACK],[OVERRIDE]
StayFadedOut
SetFlag [MARKER],[BINARY]
ExitGame
Fullscreen
DebugCamera [BINARY]
StartTimeCode
TeleportToHSP [MARKER]
HeroWear [OBJECT]
GiveHeroHealth [FLOAT]
GiveHeroHealth [MAX]
RemoveHeroClothes
RemoveHeroWeapons
RemoveHeroWeapons [BINARY]
SetThingConscious [ACTOR],[BINARY]
SetGravityOnThing [ACTOR],[BINARY]
StartProgressSpinner
StopProgressSpinner
Collide [ACTOR],[BINARY]
TeleportFollowers [BINARY]
TintScreenIn
TintScreenOut [FLOAT]
TintScreenTo [FLOAT],[FLOAT],[FLOAT],[FLOAT],[FLOAT],'[FLOAT],[FLOAT],[FL OAT]','[MERO]'
SetTime [FLOAT]
PlayAVI [XMV]
CreditScreen [TEXT]
KeepEntityMap
KeepEntityMap [BINARY]
NoDialogCam [BINARY]
PutUpYourSwords [BINARY]
DoCameraPreloading [BINARY],[FLOAT]
RegisterActor [ACTOR]
CameraFOVLookBetween [SPLINE],[ACTOR],[FLOAT],[FLOAT]
GamePause [FLOAT]
UseCamera [SPLINE]
UseCamera [SPLINE],[NEGATIVE],[NULL],[FLOAT],[FLOAT]
CameraShake [FLOAT],[FLOAT]
CameraPath [SPLINE],[SPLINE],[SPLINE],[SPLINE],[FLOAT]
CameraPause [BINARY]
UseTheme [THEME],[FLOAT],[BINARY]
PlayMusic [MUSIC]
WaitForCamera
WaitActiveDialog
DoScriptFrame [FLOAT]
ScriptFrame [BINARY]
AnimationPause [BINARY]
AnimationPhysics [BINARY]
TeleportThing [ACTOR],[MARKER],[BINARY]
[ACTOR].SetPushable [BINARY]
[ACTOR].Teleport [MARKER]
[ACTOR].SlideTeleport [MARKER],[MARKER],[FLOAT],[BINARY],[BINARY]
[ACTOR].Collide [BINARY]
[ACTOR].SetAlpha [FLOAT]
[ACTOR].DoBossFight [FLOAT]
Remove [ACTOR]
RemoveAll [BINARY]
RemoveEffect [EFFECT]
RemoveExtras [BINARY],[FLOAT]
RemoveExtras [BINARY],[ACTOR]
Get [ACTOR]
Get [ACTOR],[ACTOR]
GameInfo [$COMMAND]
SetDoorOpen [ACTOR],[BINARY]
Create [CREATURE],[MARKER],[ACTOR]
CreateEffect [EFFECT],[MARKER],[FLOAT]
DummyEffect [EFFECT],[ACTOR],[EFFECT]
CrowdCreate [CREATURE],[MARKER],[ACTOR],[BINARY]
CrowdCombatAnimate [ACTOR],[ANIMATION],[FLOAT],[FLOAT],[FLOAT],[BINARY],[BINARY ],[BINARY]
CrowdCreateMixed [CREATURE],[CREATURE],[ACTOR],[ACTOR]
CrowdRipplePosition [ACTOR],[MARKER]
CrowdTeleport [ACTOR],[MARKER],[BINARY]
CrowdAcquire [ACTOR]
CrowdCollide [ACTOR]
CrowdClearActions [ACTOR]
CrowdKill [ACTOR],[FLOAT],[BINARY]
CrowdLookTo [ACTOR],[NOTHING]
PauseThing [MARKER],[BINARY]
ObjectCreate [OBJECT],[MARKER],[ACTOR]
PutInHeroHands [OBJECT],[BINARY]
PutInHeroHands [OBJECT],[NAME]
PutInHeroHands [NULL]
GiveHero [OBJECT]
GiveHero [OBJECT],[FLOAT],[NEGATIVE],[BINARY]
HeroHair [OBJECT]
TakeObjectFromHero [OBJECT]
SetHeroWeapon [OBJECT]
DrawThing [OBJECT],[BINARY]
EnableSounds [BINARY]
PlaySound [MARKER],[SOUND]
EnableBlackScreenSubtitles
UseCameraFOVMarkerList [ACTOR],[ACTOR],[SPLINE],[SPLINE],[SPLINE],[SPLINE],[FLOAT], [FLOAT]
PlayObjectAnim [ACTOR],[ANIMATION]
PlayObjectAnim [OBJECT],[ANIMATION]
PlayObjectAnim [OBJECT],[DEFAULT]
[ACTOR].LookInDirection [FLOAT],[BINARY]
[ACTOR].WaitForAnimationEvent [ANIMATION]
[ACTOR].EntitySetMaxWalkingSpeed [FLOAT]
[ACTOR].EntitySetMaxRunningSpeed [FLOAT]
[ACTOR].Drawable [BINARY]
[ACTOR].HoldInHand [OBJECT],[BINARY]
[ACTOR].SneakTo [MARKER],[FLOAT],[BINARY],[BINARY],[BINARY],[BINARY]
[ACTOR].WalkTo [MARKER],[FLOAT],[BINARY],[BINARY],[BINARY],[BINARY]
[ACTOR].RunTo [MARKER],[FLOAT],[BINARY],[BINARY],[BINARY],[BINARY]
[ACTOR].PlayAnimation [ANIMATION]
[ACTOR].WaitPlayAnimation [ANIMATION]
[ACTOR].PlayCombatAnimation [ANIMATION]
[ACTOR].PlayLoopingAnimation [ANIMATION],[NEGATIVE]
[ACTOR].PlayCombatAnim [ANIMATION]
[ACTOR].PlayLoopingAnim [ANIMATION],[NEGATIVE]
[ACTOR].SetAppearanceSeed [FLOAT]
[ACTOR].FadeOut [FLOAT]
[ACTOR].FadeIn [FLOAT]
[ACTOR].SetScared [BINARY]
[ACTOR].SetDrunk [BINARY]
[ACTOR].AddScriptedMode [SCRIPT]
[ACTOR].RemoveScriptedMode [SCRIPT]
[ACTOR].RemoveScriptedMode [FOO]
[ACTOR].SummonerAttack [MARKER]
[ACTOR].Sheathe [BINARY]
[ACTOR].Sheathe [COMBAT]
[ACTOR].ClearCommands [BINARY]
[ACTOR].ClearCommands [BINARY],[BINARY]
[ACTOR].ClearActions [BINARY]
[ACTOR].Speak [ACTOR],[TEXT],[BINARY]
[ACTOR].Speak [ACTOR],'[TEXT]',[BINARY]
[ACTOR].DataSpeak [TEXT],[TEXT],[DATA]
[ACTOR].DialogSpeak [ACTOR],[TEXT],[BINARY]
[ACTOR].DialogadSpeak [ACTOR],[TEXT],[BINARY]
[ACTOR].InteractiveSpeak [ACTOR],[TEXT],[BINARY]
[ACTOR].LookAt [MARKER]
[ACTOR].WaitTask
[ACTOR].SetFree [BINARY]
[ACTOR].LookToThing [ACTOR],[FOREVER]
[ACTOR].LookAtNothing [BINARY]
NoLoadUseCamera [SPLINE],[FLOAT],[FLOAT]

Disclaimer
If anyone can think of any commands or information that I might have missed then please let me know!


Just another fan of the best game that was ever created...

[Updated on: Mon, 27 June 2022 12:05]

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Re: Cutscene Editing Guide [message #71832 is a reply to message #71831] Sun, 24 July 2022 00:55 Go to previous messageGo to next message
Sparrow
Messages: 562
Registered: March 2011
First I wanna say thank you for the guide. I've never seen any of the cutscene files, but could you provide a portion of one as an example? What program are you using to extract the cutscene files? Fable Explorer? I haven't used it in a while but I still have the game discs. I'm interested in creating my own cutscenes to tell my own story within a mod similar to Fable - The New World by MoreRunes. I've fantasized about custom quests, terrain, and cutscene mods for years. I'm not sure custom quests will ever be possible but who needs them when you have cutscenes?

Are you shpongled?
Re: Cutscene Editing Guide [message #71838 is a reply to message #71832] Thu, 15 September 2022 16:02 Go to previous message
Avarice is currently offline  Avarice
Messages: 39
Registered: July 2018
Location: Bowerstone Manor
Hello! Sorry for the slow reply, I am happy to hear that you're interested in the cutscene editing! I only recently got into trying it myself about a couple of months ago and I am having a lot of fun with the potential for editing the game! Bare in mind that we can not create our own cutscenes, however, you can edit an existing cutscene as much as you like (you can even just delete everything and start from scratch if you want, but the triggers for the cutscene will always be the same and depend on the quest). I also found out that there is actually a cap to how much you can put in a script, but from my experience it was something like 1000+ lines of text.

I am currently using ChocolateBox because I find it much more convenient to edit the cutscene scripts with, plus you can obviously edit the markers and NPCs that are available on a region. The scripts themselves can be found in Script.bin, there should be a one specifically for cutscenes called CCutsceneDef. If I am not mistaken, I believe this is how some people here managed to create the "Balverine Transformation mod" which uses the cutscene for the Silver Key that is stuck in a rock in Darkwood Lake.

Here is an example video of some cutscenes that I edited for a project I am working on:
https://www.youtube.com/watch?v=fM0POF67BTQ

Here is an example of a Fable cutscene script from the retail game (CS_OAKVALE_INTRO_FATHER):

PlayMusic MUSIC_SET_NULL
FadeOut 0.5,0
CameraPause FALSE
Hero.Teleport MK_OVI_ID_HERO,FALSE
Father.Teleport MK_OVI_ID_DAD
Father.LookToThing Hero,FOREVER
DoScriptFrame 1
DoCameraPreloading
DoScriptFrame 1
PlayAVI dream_sequence_comp.xmv
MuteSounds false
FadeOut 0.5,0
DoScriptFrame 2
Hero.PlayAnimation CS_WAKING_UP_LOOP,FALSE,FALSE,TRUE,FALSE
Hero.PlayAnimation CS_WAKING_UP_ON_STEPS,FALSE,FALSE,TRUE,FALSE
DoScriptFrame 4
StartTimeCode
PlayMusic MUSIC_SET_OAKVALE
NoLoadUseCamera CAM_OVI_ID_STANDUP
FadeIn
GamePause 1.6
Father.Speak Father,'TEXT_QST_048_FATHER_INTRO_10'
GamePause 1.0
Father.InteractiveSpeak Hero,'TEXT_QST_048_FATHER_INTRO_20',FALSE,'TEXT_QST_048_FATH ER_INTRO_30'
GamePause 1.2
UseCamera CAM_OVIF_SHOT2
GamePause 5.2
Hero.PlayAnimation CS_TIRED
GamePause 2.0
Father.DialogSpeak HERO,'TEXT_QST_048_FATHER_INTRO_60'
Hero.WaitTask FOO
Hero.SneakTo MK_OVIF_HERO4,0.0,FALSE,FALSE,FALSE
GamePause 1.0
Father.PlayCombatAnimation TURNING_AC90,FALSE,TRUE
GamePause 1.0
Hero.PlayAnimation CS_LOOK_LEFT,TRUE
Create CREATURE_OAKVALE_VILLAGER_FEMALE_NORMAL_MESH,MK_OVI_ID_VS1,V ILL1
VILL1.WalkTo MK_OVI_ID_VW1
GamePause 0.8
WaitActiveDialog
UseCamera CAM_OVIF_SHOT3
Hero.Teleport MK_OVIF_HERO4
Hero.PlayAnimation ST_IDLE_SUBTLE,FALSE,TRUE
Father.Speak Father,'TEXT_QST_048_FATHER_INTRO_70'
NoLoadUseCamera CAM_OVIF_SHOT4
Remove VILL1
Father.Speak Father,'TEXT_QST_048_FATHER_INTRO_80'
NoLoadUseCamera CAM_OVIF_SHOT3
Father.Speak Father,'TEXT_QST_048_FATHER_INTRO_90'
GamePause 0.2
NoLoadUseCamera CAM_OVIF_SHOT6START
Father.LookToThing Hero,FALSE
Father.DialogadSpeak Father,'TEXT_QST_048_FATHER_INTRO_100'
GamePause 0.5
NoLoadUseCamera CAM_OVIF_SHOT6
Hero.SneakTo MK_OVIF_HERO5,0.0,FALSE,FALSE,FALSE
GamePause 1.1
Father.LookInDirection 215
UseCamera CAM_OVIF_SHOT7
Hero.SneakTo MK_OVIF_HERO5,0.0,TRUE


Just another fan of the best game that was ever created...

[Updated on: Thu, 15 September 2022 16:07]

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