Fable: The Lost Chapters Mod Scene
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Home » Fable TLC » Mods » Objects » The Gravekeeper's "Grave" Mistake
icon7.gif  The Gravekeeper's "Grave" Mistake [message #61862] Mon, 21 March 2011 15:11 Go to next message
asmcint is currently offline  asmcint
Messages: 1360
Registered: April 2010
Location: Behind the beef

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This is a weapon from the same vote as the Ten Kings' Blade. I got bored and decided it would be fun. Wink
Weight:Heavy
Animation Group:HEAVY_WEAPON
Class:Blunt, Heavy
Damage:128(I'm wierd, right? Laughing )
Available Augmentation Slots:None
Initial Augments:None
Flourish Effect:The shovel doesn't have effect helpers to allow it to show, so it doesn't matter. Crying or Very Sad
Description


WARNING:DO NOT USE WITH LONGBOW UNLESS YOU WANT THE FOLLOWING TO HAPPEN!


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[Updated on: Mon, 21 March 2011 15:11]

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Re: The Gravekeeper's "Grave" Mistake [message #61863 is a reply to message #61862] Mon, 21 March 2011 18:23 Go to previous messageGo to next message
jwc2200 is currently offline  jwc2200
Messages: 845
Registered: March 2008
Location: Texas

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It works, and the background story is great.

Re: The Gravekeeper's "Grave" Mistake [message #61868 is a reply to message #61863] Tue, 22 March 2011 09:03 Go to previous message
asmcint is currently offline  asmcint
Messages: 1360
Registered: April 2010
Location: Behind the beef

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jwc2200 wrote on Mon, 21 March 2011 21:23

It works, and the background story is great.

Thanks. This is my first new object where I only had to pack once. I figured out the object entry would stay linked to the cdefs if once I edited them I clicked inside their ID number textbox in the object entry, then clicked apply changes. So now new objects are a touch less of a pain and a touch more fun. Surprised


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