Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Definition Editing » New Npcs Using Fe
New Npcs Using Fe [message #57538] Mon, 07 June 2010 06:32 Go to next message
atlos123 is currently offline  atlos123
Messages: 16
Registered: June 2010
Location: U.S.,N.Y.
Hi, I've made this topic in order to either learn how to spawn new npcs using fable explorer (if it's possible) or ask for a FMP file for a new guard npc in bowerstone quay that is able to follow like a normal villager and can attack. I'm only asking because I want more followable characters without taking away from the normal game.
Re: New Npcs Using Fe [message #57539 is a reply to message #57538] Mon, 07 June 2010 06:41 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Nope. It can be done, but not in FE alone.
You want a bodyguard that looks like a guard. That can be done, you can set up the definitions and all of that quite easily. But you'll have to break out a TNG edit if you want it at the quay.

It's really an easy edit, just copy and paste one of the bodyguard section from some other place (like Bowerstone Slums) and then change the DefinitionType to be that of the new bodyguard you made in FE.
Re: New Npcs Using Fe [message #57540 is a reply to message #57539] Mon, 07 June 2010 06:55 Go to previous message
atlos123 is currently offline  atlos123
Messages: 16
Registered: June 2010
Location: U.S.,N.Y.
Thanks, that helped me alot.
Previous Topic: physique/accuracy-damage bonus multiplier, anyone?
Next Topic: Fight Me!
Goto Forum:
  


Current Time: Thu Mar 28 15:40:24 PDT 2024

Total time taken to generate the page: 0.01170 seconds