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Home » Fable TLC » Mods » Packages » Balverine Hero Mod Release!  () 1 Vote
Re: Balverine Hero Mod Release! [message #47584 is a reply to message #47551] Thu, 27 November 2008 04:55 Go to previous messageGo to next message
God Of Mana is currently offline  God Of Mana
Messages: 8
Registered: November 2008
Hmm-- I cant find Baystones cutscene editor app anywhere.... Can some one post a link, the ones in the readme are dead.

attish.yfma.com

[Updated on: Thu, 27 November 2008 04:56]

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Re: Balverine Hero Mod Release! [message #47588 is a reply to message #47584] Thu, 27 November 2008 07:25 Go to previous messageGo to next message
NightmareMaker is currently offline  NightmareMaker
Messages: 100
Registered: July 2007
Location: Sao Paulo, Brazil.

I believe the link is in the readme. Download it and check.

http://img264.imageshack.us/img264/8827/signfighter8559026437ia.gif
*click to see my gallery* (or else die painfully)
Re: Balverine Hero Mod Release! [message #47602 is a reply to message #47588] Thu, 27 November 2008 10:08 Go to previous messageGo to next message
God Of Mana is currently offline  God Of Mana
Messages: 8
Registered: November 2008
the link in the readme is dead... :/

attish.yfma.com
Re: Balverine Hero Mod Release! [message #47607 is a reply to message #26258] Thu, 27 November 2008 11:14 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

Search? Wiki? Google? It will be somewhere.

http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Balverine Hero Mod Release! [message #47608 is a reply to message #26258] Thu, 27 November 2008 11:17 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

EDIT: SOrry, and error came up so i thought my original post wouldn't show up. Could someone delete this post?

http://img696.imageshack.us/img696/9540/helpmeaaa.jpg

[Updated on: Thu, 27 November 2008 11:20]

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Re: Balverine Hero Mod Release! [message #47614 is a reply to message #47602] Thu, 27 November 2008 16:02 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
God Of Mana wrote on Thu, 27 November 2008 12:08

the link in the readme is dead... :/
Fixed. Or you could just click here.
Re: Balverine Hero Mod Release! [message #47624 is a reply to message #26258] Fri, 28 November 2008 00:22 Go to previous messageGo to next message
TekkTruard is currently offline  TekkTruard
Messages: 4
Registered: November 2008
Hi. My whole installation process was difficult but I got through it just a little while ago. Now, I've followed all of the instructions, but when I go into the Guild Exterior, there's nothing. It's just the ordinary map. Hitting a sign causes dust and rubble to fly off of nothing as usual. So what the hell?

I know that it could be a problem with FreeRoam. I tried to extract and all that, but when I finally clicked Rip! it didn't seem to do anything there either. I don't know what else it could be, but I hope I can figure it out somehow. I just wonder if there's something in this thread, or someone who could help me. P.S: Informing the Fable Free Roam App thread too.


How much Balv could a Balverine Chuck if a Balverine could chuck Balv?

Wait, something's wrong with this statement.
Re: Balverine Hero Mod Release! [message #47626 is a reply to message #47624] Fri, 28 November 2008 00:28 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Make sure you dumped in the data folder. If you didn't, go into the levels folder, cut the levels folder that's inside the levels folder, and paste in the data folder. Confirm the overwrite.

Make sure that you rename/move/delete the FinalAlbion.wad file.

Don't cross post.
Re: Balverine Hero Mod Release! [message #47628 is a reply to message #26258] Fri, 28 November 2008 00:40 Go to previous messageGo to next message
TekkTruard is currently offline  TekkTruard
Messages: 4
Registered: November 2008
Nevermind, I got it to work by using the no freeroam app, but now I got the problem with the character disappearing and reappearing untransformed.

How much Balv could a Balverine Chuck if a Balverine could chuck Balv?

Wait, something's wrong with this statement.

[Updated on: Fri, 28 November 2008 00:52] by Moderator

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Re: Balverine Hero Mod Release! [message #47630 is a reply to message #47628] Fri, 28 November 2008 00:52 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
You screwed up the cutscene import.
Do it right. Problem solved.
Re: Balverine Hero Mod Release! [message #47631 is a reply to message #26258] Fri, 28 November 2008 01:04 Go to previous messageGo to next message
TekkTruard is currently offline  TekkTruard
Messages: 4
Registered: November 2008
Okay, so I use the No Freeroam app, and bam, I have all my previous problems fixed, and the sign. But then, itting the sign gets me the stupid cutscene problem where I disappear for 5 seconds and reappear ordinary. I check the fe cutscene path, and it's in the right place, but then hitting the sign makes the game crash.

I'm also getting a problem that says something about Splas.exe being unfindable, but I'm sure it's in the right place and it's named Splash.exe.

Any help?


How much Balv could a Balverine Chuck if a Balverine could chuck Balv?

Wait, something's wrong with this statement.
Re: Balverine Hero Mod Release! [message #47675 is a reply to message #26258] Sun, 30 November 2008 22:01 Go to previous messageGo to next message
minigrinch is currently offline  minigrinch
Messages: 6
Registered: November 2008
ok so to install this mod, open fe then go load fable mod package and select which balverine you want to be
(white or brown)and then select the folder named for the balv you want and load the contained fmp
now go to the top and press the actions tab and press save mods and run fable

whats the fe you have to open?

BTW THIS IS MAH FIRST POST!!!!!!!!!!!!!!!!!!!!!!!!!!
Re: Balverine Hero Mod Release! [message #47676 is a reply to message #47675] Sun, 30 November 2008 22:04 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
FE = FableExplorer.

Welcome to the site.
Re: Balverine Hero Mod Release! [message #47677 is a reply to message #26258] Sun, 30 November 2008 22:48 Go to previous messageGo to next message
minigrinch is currently offline  minigrinch
Messages: 6
Registered: November 2008
ok i got fe, got net. like 3. something got direct x up to date

yet i keep getting this error when i try to load the fmp

it says ERROR LOADING FMP object not set to an instance of an object

ive looked through the wiki and the forums yet there is no answer

halp
Re: Balverine Hero Mod Release! [message #47678 is a reply to message #47677] Sun, 30 November 2008 23:08 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Make sure you're getting the def.xml as well. Put it in the same directory as the program.
Re: Balverine Hero Mod Release! [message #47679 is a reply to message #26258] Sun, 30 November 2008 23:53 Go to previous messageGo to next message
minigrinch is currently offline  minigrinch
Messages: 6
Registered: November 2008
got the file still wont work, is there a problem with the mod?

heres the error given at startup

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at FableExplorer.frmMain.DisplayGameBINContents(GameBINArchive archive)
at FableExplorer.frmMain.frmMain_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(M essage& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Mes sage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorl ib.dll
----------------------------------------
FableExplorer
Assembly Version: 1.0.2628.7216
Win32 Version: 1.0.2628.7216
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableExplorer .exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2. 0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c5 61934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0_ _b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
FableContentManagement
Assembly Version: 1.0.2628.7215
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableContentM anagement.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.1433
Win32 Version: 8.00.50727.1433
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e 18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77 a5c561934e089/System.Xml.dll
----------------------------------------
FableArchives
Assembly Version: 1.0.2628.7204
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableArchives .DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


[Updated on: Sun, 30 November 2008 23:57]

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Re: Balverine Hero Mod Release! [message #47680 is a reply to message #47679] Mon, 01 December 2008 01:42 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
That's cool. Well, not for you, but I've not seen an error like that before, making it cool. Unfortunately, I haven't a clue as to how to fix it, or even what it means.
Re: Balverine Hero Mod Release! [message #47681 is a reply to message #47680] Mon, 01 December 2008 05:30 Go to previous messageGo to next message
minigrinch is currently offline  minigrinch
Messages: 6
Registered: November 2008
Razz got it Razz

it was because i had fe and my fable directory in my external hardrive and you cant change the directories fe looks in

looks like ill have to waste my main harddrives space Sad
Re: Balverine Hero Mod Release! [message #47695 is a reply to message #47681] Mon, 01 December 2008 18:23 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
minigrinch wrote on Mon, 01 December 2008 07:30

Razz got it Razz

it was because i had fe and my fable directory in my external hardrive and you cant change the directories fe looks in

looks like ill have to waste my main harddrives space Sad
No, not necessarily. FE uses the registry to find the files.

Start>>Run, type in RegEdit.

Go to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Microsoft Games\Fable\1.0 and find a value marked "SetupPath".

The defaults have it at
C:\Program Files\Microsoft Games\Fable - The Lost Chapters\
Just type in the directory that has your Fable.exe in it. And don't forget that it must end with a \, so
E:\HAHA\Pr0n&Games\Phabel
Isn't going to work, it needs that \.
Re: Balverine Hero Mod Release! [message #47696 is a reply to message #26258] Mon, 01 December 2008 21:10 Go to previous messageGo to next message
minigrinch is currently offline  minigrinch
Messages: 6
Registered: November 2008
you are a saint

thank you
Re: Balverine Hero Mod Release! [message #47697 is a reply to message #26258] Mon, 01 December 2008 23:01 Go to previous messageGo to next message
minigrinch is currently offline  minigrinch
Messages: 6
Registered: November 2008
got another problem

i was playing as the balverine but i decided to get chocolate box to get my weapons back from a chest

now whenever i change into the balverine the cutscene plays but as soon as it ends fable closes, no error messages or anything

FIXED cant use cbox to run the mod only fe

[Updated on: Mon, 01 December 2008 23:06]

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Re: Balverine Hero Mod Release! [message #47699 is a reply to message #47679] Tue, 02 December 2008 03:16 Go to previous messageGo to next message
God Of Mana is currently offline  God Of Mana
Messages: 8
Registered: November 2008
minigrinch wrote on Sun, 30 November 2008 23:53

got the file still wont work, is there a problem with the mod?

heres the error given at startup

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at FableExplorer.frmMain.DisplayGameBINContents(GameBINArchive archive)
at FableExplorer.frmMain.frmMain_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(M essage& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Mes sage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorl ib.dll
----------------------------------------
FableExplorer
Assembly Version: 1.0.2628.7216
Win32 Version: 1.0.2628.7216
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableExplorer .exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2. 0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c5 61934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0_ _b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
FableContentManagement
Assembly Version: 1.0.2628.7215
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableContentM anagement.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.1433
Win32 Version: 8.00.50727.1433
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e 18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77 a5c561934e089/System.Xml.dll
----------------------------------------
FableArchives
Assembly Version: 1.0.2628.7204
Win32 Version:
CodeBase: file:///E:/Connor 's%20Junk/Microsoft%20Games/mods/FableExplorer/FableArchives .DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.





Hahaha this is easy! Its when you try to run fable while you have Fable explorer on- without using the save mods and run fable option! (ie- just clicking on th icon on the desktop.) Try to lose FE and run again, or run from FE.


attish.yfma.com
Re: Balverine Hero Mod Release! [message #47704 is a reply to message #26258] Tue, 02 December 2008 05:26 Go to previous messageGo to next message
Mady is currently offline  Mady
Messages: 14
Registered: November 2008
Really really impressive mod!
Works fine for me.

But how do the difference between the normal attack and the jumping one? Random?

Edit:
Transform back reset all weapon/clothes, that's a joke?!!

Edit 2: and magic spell!! loool lmao! what's that bug!

Edit 3: mouarf mouarf.

[Updated on: Sun, 07 December 2008 11:33]

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Re: Balverine Hero Mod Release! [message #47705 is a reply to message #26258] Tue, 02 December 2008 06:19 Go to previous messageGo to next message
TekkTruard is currently offline  TekkTruard
Messages: 4
Registered: November 2008
Okay, so once again, I think I fixed the problem, I had before with the Cutscene editor thing...

Razz New problem. Game crashes every time I try to hit the sign. Don't know why but I remember that this happened when my stupid good character's profile broke and would crash whenever I used the World Map. Very Happy Stupidness. Anyone have an idea?


How much Balv could a Balverine Chuck if a Balverine could chuck Balv?

Wait, something's wrong with this statement.
Re: Balverine Hero Mod Release! [message #47924 is a reply to message #47705] Sat, 13 December 2008 02:48 Go to previous messageGo to next message
RBSS is currently offline  RBSS
Messages: 2
Registered: December 2008
TekkTruard wrote on Tue, 02 December 2008 06:19

Okay, so once again, I think I fixed the problem, I had before with the Cutscene editor thing...

Razz New problem. Game crashes every time I try to hit the sign. Don't know why but I remember that this happened when my stupid good character's profile broke and would crash whenever I used the World Map. Very Happy Stupidness. Anyone have an idea?


Hi, joined so that I can comment my (Yes another noob complaining "OMG IT DOESN'T WORKZORS!?!?!") I've got the same problem with the mod as him. Is there anything I can do to fix it?

[Updated on: Sat, 13 December 2008 02:59]

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Re: Balverine Hero Mod Release! [message #47925 is a reply to message #47924] Sat, 13 December 2008 03:05 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Maybe you didn't use the fmp or edited the entries that the fmp adds/edits.
Maybe you botched the cutscene instructions.
Maybe both.
Re: Balverine Hero Mod Release! [message #47926 is a reply to message #26258] Sat, 13 December 2008 03:19 Go to previous messageGo to next message
RBSS is currently offline  RBSS
Messages: 2
Registered: December 2008
There was a fsc.tmp file left over after the cutscene was added. is that it?

EDIT: I've got the mod running now, yet I can't enter any of the towns (Oakvale, Bowerstone South, etc...)

[Updated on: Sat, 13 December 2008 20:48]

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Re: Balverine Hero Mod Release! [message #47952 is a reply to message #47926] Mon, 15 December 2008 11:47 Go to previous messageGo to next message
NEOCHIKEN is currently offline  NEOCHIKEN
Messages: 262
Registered: September 2007
Location: Your room 0.o
sounds to me like you used either the fmp while you already had used freeroam or the freeroam files without using freeroam.

http://img135.imageshack.us/img135/2309/cloudstrifesigle5.png

[Updated on: Mon, 15 December 2008 11:48]

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Re: Balverine Hero Mod Release! [message #48263 is a reply to message #26258] Thu, 01 January 2009 10:56 Go to previous messageGo to next message
Armgedon is currently offline  Armgedon
Messages: 1
Registered: January 2009
I have problem.I Give screen captures what is happening. I don't know what to do. I don't know what to do. I clicked on Fable Exploler in order to load mod and when I hit the plate he disappeared for me like on this airdrop when a scene

http://img231.imageshack.us/img231/9347/20090101193547ff3.jpg

wen ended is the way it was i.e. this way.

http://img140.imageshack.us/img140/2401/20090101193552mf1.jpg

Please for the reply
(i don't have cspath.nat)
Re: Balverine Hero Mod Release! [message #52851 is a reply to message #26258] Sun, 19 July 2009 11:38 Go to previous messageGo to next message
RaZinBran is currently offline  RaZinBran
Messages: 4
Registered: March 2009
I don't know if it is just me or if its the mod but every time i transform i loose all of my spells. Also if possible could you make it so that you don't loose all of your weapons when you trasform to get rid of the sheathing glitch just create a sword that disappears when sheathed and to get rid of the quiver just equip a crossbow. Another bug is when you use the berzerk spell you can't walk but you can run (this is an easy fix if you know how to use CAppearanceDef app)

Adding more of the signs in the main towns would make it much easier to continue in the game story line such as when you have to talk to maze in bowerstone or oakvale you would be able to transform back so you can talk to him instead of teleporting back to the heros guild.

All in all this is a pretty awesome mod it gives a completely new experience to the game.

Re: Balverine Hero Mod Release! [message #52860 is a reply to message #52851] Sun, 19 July 2009 15:51 Go to previous message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

RaZinBran wrote on Sun, 19 July 2009 20:38

I don't know if it is just me or if its the mod but every time i transform i loose all of my spells. Also if possible could you make it so that you don't loose all of your weapons when you trasform to get rid of the sheathing glitch just create a sword that disappears when sheathed and to get rid of the quiver just equip a crossbow. Another bug is when you use the berzerk spell you can't walk but you can run (this is an easy fix if you know how to use CAppearanceDef app)

Adding more of the signs in the main towns would make it much easier to continue in the game story line such as when you have to talk to maze in bowerstone or oakvale you would be able to transform back so you can talk to him instead of teleporting back to the heros guild.

All in all this is a pretty awesome mod it gives a completely new experience to the game.



There's a new version of this mod here.
Don't know if it solves your problem with the spells. Although I made the 'remake' of this mod, I hardly tested it; only to see if it worked at all.

But you can of course expand on this mod if you want. As in make add-onns.
Marcopolo isn't around anymore so I wouldnt worry about that.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.

[Updated on: Sun, 19 July 2009 15:53]

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