Trick fable into giving the real frying pan with 1 clue using FE? [message #57048] |
Fri, 30 April 2010 19:36 |
Synte
Messages: 29 Registered: April 2010
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Hi, I just spent 2 hours or so trying to find a way to trick fable into giving you the real frying pan with just 1 clue. I'm new and would like to learn what it is I am doing wrong.
I was experimenting and had no clue where to start so I starting looking for references to the 2 frying pans.
I went into script.bin > CScriptDef > HiddenBootyTreasureFake and replaced the value with 206169 which is the value found in the next entry for the real frying pan, but apparently it isn't the object ID, those are 5592 and 5593 but are not applicable here.
Anyways thinking this was enough I started a test hero, got to Orchard farm, dug, found out apparently u need a clue before the pan can be dug up, so I ran over grabbed a clue and dug. No cigar, I got the fake one, 0 damage and no augments.
Next I tried going into game.bin > Objects > OBJECT_FAKE_FRYING_PAN
and clicking its CDefs like the following screen illustrates..
Notice the red circle, well there are 3 entries there that point to fake frying pan, I tried pointing them all to the real one object 5592 thinking this might trick the game into thinking the fake one is the real one for lack of a better way to describe it, anyhow I tried this separately from my first idea in script.bin and I tried both ideas together and nothing worked. Now I don't know where else to look.
Any thoughts or ideas or lessons for me, please?
Thank you in advance.
-Syn
[Updated on: Fri, 30 April 2010 19:38] Report message to a moderator
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Re: Trick fable into giving the real frying pan with 1 clue using FE? [message #57053 is a reply to message #57048] |
Fri, 30 April 2010 21:54 |
Synte
Messages: 29 Registered: April 2010
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Thanks John for the reply, so you're telling me I need to replace all of the fake frying pan objects' Cdef entries and not just the 3 specific pointers to the real frying pan like I circled? My initial intent what exactly as you said, to effectively make the fake one the same weapon, but I thought I could simply point it toward the real one on those 3 links, I'm not sure how to replace all the others, or if I just need to change more values or what.
As for spawning things in a chest, I might go for that but I think I read that can't be done with only fable explorer.. which is what I'm focusing on learning at the moment. I have free roam app, cbox, and albion explorer but I'm a tad shy to go messing with too many things at once and confusing myself/messing up the game, not that I don't have backups, it's just I don't really know how to do that yet. Also I have no clue how obtaining all the clues at the very beginning of the game would affects other parts of that quest line or crash it somehow later on, or have some other adverse affect, perhaps you can guess though?
If there is in fact a way to spawn the 6 clues in the treasure box in orchard farm containing clue 5 that is fairly simple, can you point me in a direction to learn how? I do appreciate it.
One reason I'm a bit opposed to the idea of just spawning all the clues in a chest is it seems unnatural. The whole reason I wanted to make this mod is because it never made sense to me that a buried item would be different just because you have or dont have all the clues, In my opinion it's more realistic and less of a blatant cheat if the item you dig there is always just the real frying pan, I realise it sounds odd, because a cheat is a cheat, but I disagree with how it was initially programmed in the first place, and always felt ripped off. The mod would be for people who feel similar.
Cheers.
-Syn
[Updated on: Fri, 30 April 2010 22:12] Report message to a moderator
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Re: Trick fable into giving the real frying pan with 1 clue using FE? [message #57058 is a reply to message #57056] |
Fri, 30 April 2010 23:46 |
Synte
Messages: 29 Registered: April 2010
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jwc2200 wrote on Fri, 30 April 2010 23:18 | You must have missed something when you tried the script.bin change. I did it in the past and it worked. I just did it again to be sure and it worked then too. Maybe you forgot to Apply Changes.
Getting all the clues early and getting the treasure did not cause any complications later in the game for me.
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Hm, I applied those changes 3 times at least and chose save and run fable each time, are you using plain FE or the shadow net version? Just curious.. I'll try it again tomorrow... If its not too much of a bother, mind uploading a small fmp here of the script change you made that worked? I'm fairly certain I used apply... maybe something is wrong with my FE as it randomly crashed a few times with a big page of error codes tonight, either way thank you for the reply.
-Syn
[Updated on: Fri, 30 April 2010 23:48] Report message to a moderator
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