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Re: Fable: The New World [message #59436 is a reply to message #59433] Tue, 21 September 2010 23:32 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Barina wrote on Wed, 22 September 2010 00:09

Thats AWESOME! i haven't checked it yet.. but it looks GREAT!!
say.. the game have to be original? i mean.. not cracked?
also.. i can install it on ongoing savegame? do we have to start a new game?

Thanks
Roy
The game has to be in English. You have to start a new game. In fact, you should really only use this on a clean install of Fable. And if by cracked you mean you use the no-cd exe, that's fine. However, if you mean "cracked" as in you're using a bootleg copy of Fable, things will still work for you, but you'll find your site browsing experience to be affected for the worse.
Re: Fable: The New World [message #59445 is a reply to message #58868] Wed, 22 September 2010 19:56 Go to previous messageGo to next message
Barina is currently offline  Barina
Messages: 2
Registered: September 2010
Thanks!
yea just the no-cd exe.. im gonna try this now
if im not coming back soon you should know why Cool
Re: Fable: The New World [message #59465 is a reply to message #59445] Sun, 26 September 2010 08:04 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

Well, I guess I should apologize. Everything I said this mod would be is wrong and it's broken and bad. So I'm going to try and forget about this mod. I just wish I'd delivered, I feel like I've wasted a lot of people's time. The only way this mod is even playable is when you disable gameflow.

Anyway, that's my recommendation. Disable gameflow. Or just don't get this mod. The only reason to get it is the new weapons.


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Fable: The New World [message #59468 is a reply to message #59465] Mon, 27 September 2010 15:56 Go to previous messageGo to next message
charrzarr is currently offline  charrzarr
Messages: 202
Registered: June 2009
Location: Behind You, then in front...
now dont go giving up now...im sure with alittle work it can be fixed...i would even be willin to give what little help i can just to see it completed. its a great idea and mod it just needs a bit of work(as with any large-scale mod for almost any game)

If all else fails, slap 'em with a fish.
Re: Fable: The New World [message #59469 is a reply to message #59468] Mon, 27 September 2010 15:58 Go to previous messageGo to next message
asmcint is currently offline  asmcint
Messages: 1360
Registered: April 2010
Location: Behind the beef

Moderator
If you can fix the orchard farm glitch, I'd be happy to do what I can to test it all.

Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
Re: Fable: The New World [message #59470 is a reply to message #59469] Mon, 27 September 2010 16:49 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
charrzarr wrote on Mon, 27 September 2010 17:56

now dont go giving up now...im sure with alittle work it can be fixed...i would even be willin to give what little help i can just to see it completed. its a great idea and mod it just needs a bit of work(as with any large-scale mod for almost any game)
asmcint wrote on Mon, 27 September 2010 17:58

If you can fix the orchard farm glitch, I'd be happy to do what I can to test it all.
The issue is the changing of regions. Quests are tied to specific regions, and as this mod consolidates a number of them, regions are removed. With removed regions, some quests don't work. Not really a fixable issue without nullifying the point of the mod... except... Well, if anyone is interested in checking this out, I would recommend looking at the quest card objects. Open their CQuestCardDefs. There should be a region listed. Perhaps changing which region is listed would be a fix. Maybe. A good start would be the Orchard Farm quest, just to see if it works. Might require new profiles/saves.

[Updated on: Mon, 27 September 2010 16:50]

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Re: Fable: The New World [message #59495 is a reply to message #58868] Wed, 29 September 2010 05:57 Go to previous messageGo to next message
Garagorn is currently offline  Garagorn
Messages: 8
Registered: June 2010
Why not just seperate Orchard Farm from other regions? Connected regions doesn't make that much of a difference. And Orchard Farm's connector doesn't have anything vital along it.
Re: Fable: The New World [message #59498 is a reply to message #59495] Wed, 29 September 2010 06:30 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Garagorn wrote on Wed, 29 September 2010 07:57

Why not just seperate Orchard Farm from other regions? Connected regions doesn't make that much of a difference. And Orchard Farm's connector doesn't have anything vital along it.
Okay. But then you may as well restore the original WLD, and depending on how morerunes set this up, that might be far from ideal.
Re: Fable: The New World [message #59500 is a reply to message #58868] Wed, 29 September 2010 08:12 Go to previous messageGo to next message
Garagorn is currently offline  Garagorn
Messages: 8
Registered: June 2010
I guess so. Well, I'm just gonna give up on this mod then. I'm not exactly a pro modder so I can't fix it. Can somebody pm me if the mod gets fixed please?
Re: Fable: The New World [message #59504 is a reply to message #58868] Wed, 29 September 2010 20:59 Go to previous messageGo to next message
insanecola is currently offline  insanecola
Messages: 2
Registered: September 2010
Location: USA
This is a great mod but i found a way past the orcherd farm quest. I played the game till i completed the quest, tele to heros guild then saved and exit installed the mod and used my same game file and was able to do the darkwood quest with the traders but now i cant get them to follow me when i let the third trader follow me and i cant finish it unless i bring them with me to barrow fields

p.s. (spoiler) love the corn cob bow and chicken bow in the second crafters chest Smile
Re: Fable: The New World [message #59505 is a reply to message #59504] Wed, 29 September 2010 21:03 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
insanecola wrote on Wed, 29 September 2010 22:59

This is a great mod but i found a way past the orcherd farm quest. I played the game till i completed the quest, tele to heros guild then saved and exit installed the mod and used my same game file and was able to do the darkwood quest with the traders but now i cant get them to follow me when i let the third trader follow me and i cant finish it unless i bring them with me to barrow fields

p.s. (spoiler) love the corn cob bow and chicken bow in the second crafters chest Smile
It's the same issue, they need to stop at Darkwood Camp and presumably there is no Darkwood Camp region anymore.
Re: Fable: The New World [message #59506 is a reply to message #59505] Wed, 29 September 2010 21:34 Go to previous messageGo to next message
jwc2200 is currently offline  jwc2200
Messages: 845
Registered: March 2008
Location: Texas

Administrator

Since a way has been found around the O/F quest, I can offer a way around the Darkwood Escort problem.
The way I do this quest sometimes is to get all 3 traders to follow me in Darkwood Entrance, then use a manual teleporter to get us all to Barrow Fields, bypassing all the other Darkwood regions.
If someone wants to try this, put the attached script in the Darkwood.tng file. It will add a signpost that takes you to B/F, it is near where you get the first 2 traders to follow you. As long as Darkwood and Barrow Fields are separate regions it should work.


Re: Fable: The New World [message #59519 is a reply to message #59506] Thu, 30 September 2010 14:07 Go to previous messageGo to next message
charrzarr is currently offline  charrzarr
Messages: 202
Registered: June 2009
Location: Behind You, then in front...
after reading the last few posts on here i did my first backflip in nearly 6 years...perhaps with some jerry-rigged solutions already in order morerunes might be more willing to work on a better fix

If all else fails, slap 'em with a fish.
Re: Fable: The New World [message #59524 is a reply to message #58868] Thu, 30 September 2010 16:34 Go to previous messageGo to next message
insanecola is currently offline  insanecola
Messages: 2
Registered: September 2010
Location: USA
that darkwood file work great and everthing ran fine. i just finished twinblade quest and was able to do the hobb killing quest. Ill let you guys know if thers anything else wrong.

Also can anyone tell me were the third crafters chest is i found all the others

[Updated on: Thu, 30 September 2010 20:20]

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Re: Fable: The New World [message #59535 is a reply to message #58868] Fri, 01 October 2010 14:10 Go to previous messageGo to next message
charrzarr is currently offline  charrzarr
Messages: 202
Registered: June 2009
Location: Behind You, then in front...
silverdeathgod wrote on Sun, 12 September 2010 20:57

I managed to open 5 of the six craft chest's but the 1 at the top of the archon's tower crashe's my game.(I think it's something wrong with the thrasher great sword because that's where it crashe's)
...
2ND EDIT: The thrasher greatsword is definitely busted.
I tried viewing the mesh but it gives an error and crashe's FE.

if it is just the thrasher greatsword then it might be possible to just get it as a standalone mod and place the one u put in on its own inside the chest...or at least that is what i wud try


If all else fails, slap 'em with a fish.
Re: Fable: The New World [message #59592 is a reply to message #58937] Tue, 05 October 2010 10:53 Go to previous messageGo to next message
lostandfound
Messages: 24
Registered: October 2010
Location: The Void
its cool!!! wow its very good game Very Happy
Re: Fable: The New World [message #59679 is a reply to message #58868] Mon, 11 October 2010 21:14 Go to previous messageGo to next message
silverdeathgod is currently offline  silverdeathgod
Messages: 4
Registered: September 2010
To answer insanecola's question, when your about to enter the gateway to oakvale through barrow fields turn right go up the hill and down the other side and the chest should be behind a few trees.
Re: Fable: The New World [message #59735 is a reply to message #58868] Sat, 16 October 2010 12:28 Go to previous messageGo to next message
Madkill is currently offline  Madkill
Messages: 2
Registered: October 2010
Location: United Kingdom
Y'know, there is a very simple fix which blends ideas together.


Okay, just as an example to start with. To find the crafters chest in Oakvale, you go through a portal that puts you in the 'Childhood' Oakvale region. Right?

Well. What if there was a portal in the Orchard Farm area which would take you to 'Orchard Farm' as a separate region? At least that way you don't have to split everything up again and the quests will still function as they should.

Seeing as how Orchard Farm quests starts when you enter the region, having a portal in that area which could take you to the isolated instance would fix the problem. Anyone think they could do what was done with the darkwood.tng for the orchard farm?

[Updated on: Sat, 16 October 2010 12:30]

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Re: Fable: The New World [message #59761 is a reply to message #59735] Sun, 17 October 2010 16:49 Go to previous messageGo to next message
charrzarr is currently offline  charrzarr
Messages: 202
Registered: June 2009
Location: Behind You, then in front...
not sure if thats possible but if somehow it is it wud be a cool idea...it wud be cool to actually allow the player to be able to choose when to start quests like that

If all else fails, slap 'em with a fish.
Re: Fable: The New World [message #59860 is a reply to message #58868] Sat, 23 October 2010 16:54 Go to previous messageGo to next message
Madkill is currently offline  Madkill
Messages: 2
Registered: October 2010
Location: United Kingdom
It was done with the Oakvale area, the chest which requires 4 craftmans keys is just the Oakvale are from the protagonists childhood.

For quests like orchard farm, doing the same should be a snitch.


A small bug with this mod is the lack of baddies on the long stretches or area you travel on, there must be a limit/range because you can go through all of darkwood and you'll only have encounters at the nearest point of entry. Not that its a problem, its actually quite nice (especially since the speed of the adult version of the protagonist was increased so much so he runs a lot faster.
Re: Fable: The New World [message #59861 is a reply to message #58868] Sat, 23 October 2010 18:07 Go to previous messageGo to next message
gangsta12473 is currently offline  gangsta12473
Messages: 5
Registered: October 2010
Location: Rhode Island
Hey guys um I'm having a bit of a problem. When i create a new profile and then go to load the game, about half way through loading, the game crashes. I've tried re-installing the game and mod but nothing has worked so far so i just need someone to help me because i have found solutions for the farm and trader problems from past posts so if anyone has an idea what the problem might be please replay back asap.

Thanks.


Let death not be your end, but only your new beginning.
Let it grasp you by the hand and make your dreams of immortality come true.
Let it make you wish you had never lived. And so, let death be your friend.

-Me

[Updated on: Sat, 23 October 2010 18:08]

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Re: Fable: The New World [message #59862 is a reply to message #59861] Sat, 23 October 2010 19:32 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
When it crashes halfway through loading, it means that there's a levels-related issue that needs to be looked at. Likely user error somewhere.
Re: Fable: The New World [message #59868 is a reply to message #59862] Sun, 24 October 2010 06:00 Go to previous messageGo to next message
gangsta12473 is currently offline  gangsta12473
Messages: 5
Registered: October 2010
Location: Rhode Island
Alright thanks. I'll just uninstall it for now and just find some solution for the problem.

Let death not be your end, but only your new beginning.
Let it grasp you by the hand and make your dreams of immortality come true.
Let it make you wish you had never lived. And so, let death be your friend.

-Me
Re: Fable: The New World [message #59871 is a reply to message #59868] Sun, 24 October 2010 10:07 Go to previous messageGo to next message
asmcint is currently offline  asmcint
Messages: 1360
Registered: April 2010
Location: Behind the beef

Moderator
Maybe you've done some area mods before and you didn't delete the fable folder in Program Files before uninstalling? I can see that causing issues...

Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
Re: Fable: The New World [message #59919 is a reply to message #58868] Mon, 25 October 2010 15:48 Go to previous messageGo to next message
gangsta12473 is currently offline  gangsta12473
Messages: 5
Registered: October 2010
Location: Rhode Island
i did do some area mods but the thing is i had them removed and replaced them with the original back up files. then of course i do the process and get up to the loading of my new profile and about halfway it just dies. its ok though because i already uninstalled the mod so whatever. Confused sorry for spelling errors its just im used to texting more than anything else. Rolling Eyes

Let death not be your end, but only your new beginning.
Let it grasp you by the hand and make your dreams of immortality come true.
Let it make you wish you had never lived. And so, let death be your friend.

-Me
Re: Fable: The New World [message #59927 is a reply to message #58868] Tue, 26 October 2010 00:51 Go to previous messageGo to next message
Allecto002 is currently offline  Allecto002
Messages: 4
Registered: October 2010

This Mod Is Wicked!!!!!!

Already Stuck. Very Happy "Follow The Trail" Can't Figure It Out.

Is It The Trail Your Already On? Or Leading Towards Oakvale? Or Towards The Hero's Guild?

Sorry For Completely Changing The Subject. Just Stuck.
Re: Fable: The New World [message #59928 is a reply to message #58884] Tue, 26 October 2010 01:01 Go to previous messageGo to next message
Allecto002 is currently offline  Allecto002
Messages: 4
Registered: October 2010

For The Clean Install Thing, All I Did Was Re-Install Fable TLC,
Install Fable:The New World, Started Up The Game, And Then I Installed My Other Mods On Top (In Groups eg JOB armor,Balverine Transform and Fable Pain)Until The Mods I Wanted Were In The Game. It Works Perfectly Fine For Me. No Mods At The Moment Have Crashed.......Yet. lol. If Its Done Right It Should Work. If Not Maybe Iv Done Something Wrong

If You Want Other Mods Try That.

Hope This Was Kinda Helpful. Sorry If Its Just An Irritating Message.
Re: Fable: The New World [message #60194 is a reply to message #58868] Mon, 15 November 2010 17:49 Go to previous messageGo to next message
Kreation is currently offline  Kreation
Messages: 1
Registered: November 2010
Location: US
morerunes wrote on Fri, 13 August 2010 00:53


He then took to the seas, sailing for a land known as Tamriel!




Great job stealing the name from the elder scrolls games and not giving credit br0.
Re: Fable: The New World [message #60197 is a reply to message #60194] Mon, 15 November 2010 17:59 Go to previous messageGo to next message
nicomon is currently offline  nicomon
Messages: 199
Registered: November 2007
Location: Zearth
Kreation wrote on Mon, 15 November 2010 17:49

morerunes wrote on Fri, 13 August 2010 00:53


He then took to the seas, sailing for a land known as Tamriel!




Great job stealing the name from the elder scrolls games and not giving credit br0.

Great job not realizing that the Tamriel morerunes mentioned, and the one from elder scrolls, are the same place! It's not theft, it's connection.


I divided by zero and survived.
Two of Diamonds, people. This is important.
Re: Fable: The New World [message #60212 is a reply to message #60194] Tue, 16 November 2010 19:21 Go to previous messageGo to next message
Greenfang is currently offline  Greenfang
Messages: 12
Registered: October 2010
Kreation wrote on Mon, 15 November 2010 20:49

morerunes wrote on Fri, 13 August 2010 00:53


He then took to the seas, sailing for a land known as Tamriel!




Great job stealing the name from the elder scrolls games and not giving credit br0.


Great job creating an account just to rip on people who spend hours trying to make our lives more fun. Jackhat.
Re: Fable: The New World [message #60213 is a reply to message #60212] Tue, 16 November 2010 19:44 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
And this has gone on long enough. Thread locked and all of you are getting a one-day ban. morerunes can unlock the thread when he gets back. When you have something useful/constructive to add to the discussion, feel free to post. Otherwise, don't post.

[Updated on: Tue, 16 November 2010 19:47]

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