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Re: The Jack´s Powers. [message #45165 is a reply to message #45159] |
Wed, 27 August 2008 14:17 |
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uhh...
how did you do that?
I could never get that to work
great job, I'm glad I get to say that again ^_^
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: The Jack´s Powers. [message #45182 is a reply to message #45156] |
Fri, 29 August 2008 06:08 |
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Raziel
Messages: 109 Registered: May 2008
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works ok but 3 bugs.
1. when you cast a fireball your hand burns after the fireball
2. when you cast divine fury you are burning after the cast
3. when you activate and de-activate physical shield often, your jack of blades beams become bigger and bigger until you can't see anything.
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Re: The Jack´s Powers. [message #45183 is a reply to message #45156] |
Fri, 29 August 2008 06:23 |
mike
Messages: 26 Registered: August 2008 Location: Spain
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ok, I know... do you know how I can repair that?
I don´t find a way.
Raziel, if you solve it, I must give you part of the credits hahaha!
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Re: The Jack´s Powers. [message #46965 is a reply to message #46964] |
Mon, 03 November 2008 15:49 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Killer_Itachi wrote on Mon, 03 November 2008 17:39 | If it is a way to stop them with Fable Explorer or
whit editing TNG files, can someone say it to me ?
| Find out exactly what this mod edits, and if possible, how. Then, undo it. If you need to know what the defaults are for something, pinpoint what the something is, then you can ask the forum. If someone is feeling sympathetic, they'll tell you.
Afterward, keep backups!!
And a helpful tip: You can rename fmp files to a big file, then open it with FE (File|Open), allowing you to see what entries it edits. Open these entries in the game.bin and try to find out what would cause the effects, removing them should be simple enough, but again, if not, just ask. Killer_Itachi wrote on Mon, 03 November 2008 17:39 | If not, I'll just try to buy another Fable TLC...
| Yea, that's the alternative.
Also, don't ask us to post original files, we can't/won't do that.
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Re: The Jack´s Powers. [message #64108 is a reply to message #45156] |
Sun, 24 July 2011 00:09 |
zalxion
Messages: 3 Registered: July 2011
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Hey guys, I'm still a newbie and haven't started making my own mods yet, only adding, but with a few minutes of searching I found out how to delete the JOB mod on physical shield with that big effect that doesn't go away. . Not sure if this info matters anymore cause its old but anyways:
1. Open FE
2. scroll down to SPECIAL_ABILITIES_PHYSICAL_SHIELD_DEF_INSTANCE
3. Double click
7356 - SPECIAL_ABILITIES_PHYSICAL_SHIELD_DEF_INSTANCE
4. On the new tab expand SPECIAL_ABILITIES_PHYSICAL_SHIELD_DEF by clicking the -
5. Click CDefs
6. Now on the new portion opened on the right under CSpecialEffectsDef, click the blue lettered "Links to (GameBINEntryID):"
7. Double Click CSpecialEffectsDef
8. Delete all entries with JOB (spell name)
For other JOB POWER 1 or JOB POWER 2 modded spells, Just scroll down to that spell and it should be the same method/path to removing mod.
The physical shield mod ADDS that special effect, I don't think you'll end up with good results if you try to delete the mods that CHANGE the whole spell rather then ADD. Then again, I haven't tested the other modded spells, plus I barely knew what I was doing but it worked for me! If this worked for any spell you tried, please post your results !
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