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Home » Site » General Discussion » Creating New Towns and Quests? Possible?
Creating New Towns and Quests? Possible? [message #17923] Mon, 09 April 2007 21:53 Go to next message
ercpkr is currently offline  ercpkr
Messages: 2
Registered: April 2007
Hello, I'm a long time reader, first time poster. I have a quick question to ask you all.

Yeah, I know that as a noobtard to modding, I shouldn't be looking at something so ambitious, but I would like to ask if it is possible to add new towns or quests to Fable?

If you've downloaded the Freeroam Mod, you'll notice that there is a LOT of empty space in Albion, and no longer content to simply make tatoos and add random monsters in towns for kicks, I've decided that perhaps I should do something meaningful with my spare time.

So would it be possible to add another town? Even if this town is just a couple of houses in the middle of the forest or a clone of an existing town. If this is possible, how would you recommend going about this? Furthermore, is it possible to add new quests or to change the objectives of existing ones?

Also, while I'm posting I'd like to ask another question that isn't irrelevant to the above: is it possible to get monsters to leave the beaten path? When freeroaming, I've noticed that monsters you attack won't chase after you if you go off the road. Some of them stand there, others shoot ranged weapons at you (if they have any and if you are in range). Is there a mod that deals with this?


"I can resist anything but temptation."
-Jesus
Re: Creating New Towns and Quests? Possible? [message #17924 is a reply to message #17923] Mon, 09 April 2007 22:20 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Yes, new towns are possible.
No, new quests aren't.
Depends, some quest objectives are able to be edited. The majority isn't though.
Yes, monsters can be made to navigate outside the main areas.

Now the how:

New towns is primarily a scripting issue.
Definately read the wiki stuff on scripting. http://fabletlcmod.com/wiki/doku.php

Especially the ownership stuff.

To fix navigation you'll need Albion Explorer. http://fabletlcmod.com/forum/index.php?t=msg&th=740& start=0&

You'll need to use it to edit the navigation data. It's a simple paint the area that is navigatible type of thing.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Creating New Towns and Quests? Possible? [message #17925 is a reply to message #17924] Mon, 09 April 2007 22:26 Go to previous messageGo to next message
ercpkr is currently offline  ercpkr
Messages: 2
Registered: April 2007
BlueTooth wrote on Mon, 09 April 2007 22:20

Yes, new towns are possible.
No, new quests aren't.
Depends, some quest objectives are able to be edited. The majority isn't though.
Yes, monsters can be made to navigate outside the main areas.

Now the how:

New towns is primarily a scripting issue.
Definately read the wiki stuff on scripting. http://fabletlcmod.com/wiki/doku.php

Especially the ownership stuff.

To fix navigation you'll need Albion Explorer. http://fabletlcmod.com/forum/index.php?t=msg&th=740& start=0&

You'll need to use it to edit the navigation data. It's a simple paint the area that is navigatible type of thing.


Thanks for the answers! =) I'll look more into town-building.

If I paint an area to be navigatible (not sure how that works, but I'll figure it out), would the monsters randomly wander off the paths? I don't want everyone to get all scattered, I'd like them to stay on the roads only leaving to attack me.


"I can resist anything but temptation."
-Jesus
Re: Creating New Towns and Quests? Possible? [message #17926 is a reply to message #17925] Mon, 09 April 2007 22:33 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
ercpkr wrote on Tue, 10 April 2007 00:26

BlueTooth wrote on Mon, 09 April 2007 22:20

Yes, new towns are possible.
No, new quests aren't.
Depends, some quest objectives are able to be edited. The majority isn't though.
Yes, monsters can be made to navigate outside the main areas.

Now the how:

New towns is primarily a scripting issue.
Definately read the wiki stuff on scripting. http://fabletlcmod.com/wiki/doku.php

Especially the ownership stuff.

To fix navigation you'll need Albion Explorer. http://fabletlcmod.com/forum/index.php?t=msg&th=740& start=0&

You'll need to use it to edit the navigation data. It's a simple paint the area that is navigatible type of thing.


Thanks for the answers! =) I'll look more into town-building.

If I paint an area to be navigatible (not sure how that works, but I'll figure it out), would the monsters randomly wander off the paths? I don't want everyone to get all scattered, I'd like them to stay on the roads only leaving to attack me.



I'm not sure. But if I remember correctly there was a broad area. And a more specific path area.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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