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Re: NewItemPackV2 BETA [message #30575 is a reply to message #30460] |
Wed, 03 October 2007 15:56 |
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Sean_s
Messages: 576 Registered: June 2007 Location: Ohio
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I think it's common to get that when a mod over writes old entry's that have been corrupted, do you happen to have the first NewItemPack?
I could be wrong about this though (I always make sure to show I'm never confident in my answer).
New? Or looking for information? Look here before posting.
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Assistant for Conquest
By the way, call me Searyan
[Updated on: Wed, 03 October 2007 16:00] Report message to a moderator
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Re: NewItemPackV2 BETA [message #30960 is a reply to message #30460] |
Sat, 06 October 2007 23:41 |
Desarial
Messages: 57 Registered: September 2007
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I like it, but with all the crashes I just read about, i'm a little worried on it's solidity, perhaps if you could reasure me that it would work, and these guys are doing something wrong, i'll downlaod it, but for now, I'm keepin' my hands out of the water./
It is great though that you've included so much stuff, AND it's all in a chest/trader, but I'm just curious, some stuff like the half mask and fire assasins hat were just texture edits and replaced the old items, have you set it up so they are there own items?
Current Projects:
Amber Archons(pending on requester)
Blind Eye(for combanation with scars over the eye)
A complete Sharigan Eye mod(will,normal,evil,blind)(becuase will just isn't enough)
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Re: NewItemPackV2 BETA [message #30964 is a reply to message #30960] |
Sun, 07 October 2007 02:38 |
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Desarial wrote on Sun, 07 October 2007 08:41 | I like it, but with all the crashes I just read about, i'm a little worried on it's solidity, perhaps if you could reasure me that it would work, and these guys are doing something wrong, i'll downlaod it, but for now, I'm keepin' my hands out of the water./
It is great though that you've included so much stuff, AND it's all in a chest/trader, but I'm just curious, some stuff like the half mask and fire assasins hat were just texture edits and replaced the old items, have you set it up so they are there own items?
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I can tell you that if the .fmp loads in Fable Explorer, you'll probably have no problems running this. That is IF the fmp loads - but you find that out when you try it.
As for the items, they're all complete new items.
this is not an exit.
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Re: NewItemPackV2 BETA [message #31034 is a reply to message #30460] |
Sun, 07 October 2007 19:19 |
Desarial
Messages: 57 Registered: September 2007
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alrigh then,, I'll give it a shot, and if it works, I'm sure this should be moved to finished cause a fue bad laods shouldn't condem this, it just meaqns something they did waas wrong. and it's great that they are new items, it makes things easier.
*****IMPORTANT: EDIT :IMPORTANT*****
the exception given is a matter of weather or not not orgignal mods for the items were added or not. I think, some of the people, if not all of the people who got the error for corrupt memory, or anything really, is becuase of an error I've gotten when trying to install the same mod twice. what happens is FE tries to make two entries for one item, and there's a conflict with creating an item that already exsists. the reason for one getting this is that you already have the original mod package and/or have the original individual mods installed. all that's needed like Chicken said was for you to have a clean install, but unfortunately, it's a pain in the ass for one to completely reinstall fable for one damn package, so I think with these mod packages should come a bit that changes anything realated to the mods back to normal, or deletes the extra entries all together.
Edit Further:
the above message only applies to certain instances, I have no idea wich cause I'm running vista, my errors are different. either way, I gave it another shot for the hell of it and it works fine, I got and error the first time, I chose to ignore it and then tried again, and it worked fine, but it's cause when vist aallows you to ignore an error it ignores it for all other instances of the same type to come, with xp or the like, there is no such option, so the clean slate deal is your best bet. and as for the musliple chests idea, one shest is fine, I don't remember who said it make sit freeze but you can't do it fast, you have to wait a little between clicks so that the game has time to think. other wise, Damn good mod, I love it, it's bloody briliant, keep up the good work, I hope to see one of my mods on there9when they get better) some time.
Current Projects:
Amber Archons(pending on requester)
Blind Eye(for combanation with scars over the eye)
A complete Sharigan Eye mod(will,normal,evil,blind)(becuase will just isn't enough)
[Updated on: Sun, 07 October 2007 21:23] Report message to a moderator
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Re: NewItemPackV2 BETA [message #31466 is a reply to message #31463] |
Thu, 11 October 2007 12:02 |
Glare
Messages: 17 Registered: June 2007
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i have a problem when i try to put the trader in the game it says
"object refrence not set to an instance of an object"
now i dont know what that means (im a newb) but i get the trader hut but no trader so help please
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Re: NewItemPackV2 BETA [message #31469 is a reply to message #31466] |
Thu, 11 October 2007 12:26 |
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Update!
I think I finally found the problem that causes the errors.
It's the order in which I merged the seperate mods. I don't know why that's the problem, but it is.
I'm testing a new release at this moment, so if I don't run in to any other problems, V2beta2 should be up in a couple of hours...
Untill then I'll remove the downloads from the first post.
Thanks to everyone who was willing and daring to test the previous version
NewItemPackV2 final can be found here
[Updated on: Thu, 11 October 2007 13:38] Report message to a moderator
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