Home » Fable TLC » Mods » Work In Progress » [WIP] - Fable SDK
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[WIP] - Fable SDK [message #66480] |
Fri, 27 April 2012 06:25 |
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EternalNoob
Messages: 47 Registered: January 2006 Location: The Pit of Hell
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Fable SDK
The project has evolved since it's creation from a simple hack, to an SDK for mod development. (This change allows for all the features the original would have granted us, and more.)
Features
The core of this tool is a custom scripting interface using the .Net Framework to power it. (Many games use LUA\Python, etc,. I've chosen .Net because it's powerful, and flexible, for example, while I advocate C#, you could easily use VB.Net to develop plugins, in fact, all .Net languages should be compatible.)
This also gives us access to a powerful IDE, ie, development environment, which features syntax highlighting, intellisense, and a very good compiler, which, of course means, it handles all the parsing, interpreting, etc,. (This stuff is insanely hard to implement yourself, choosing .Net, was wise, it cut months\years off the development of this project.)
Languages, and IDE's aside, I've begun to unlock many features of the game that we've never had access to before, and given you the power to create mods using them.
Game Features
Walk Patch:
This simply overwrites the jogging animation, with the walk animation, allowing you to walk instead of jogging all the time. (This is disabled by default, and can be enabled via an .ini file.)
I've also added the ability to modify your inventory hotkeys(quick keys), this was originally a feature of my Hotkey Trainer, it's now unlocked, and can be used freely in scripts, you can create your own custom hotkey setups, in a variety of ways.
I've also unlocked some player variables for modification:
Health
Max Health
Will
Max Will
Gold
Renown
Morality (Next release.)
I've added an XML Serializer\Deserializer, it can save any formed data to an XML file, in a single line of code, with no real work on your part. (Reading it back in, is just as easy. So, you can save the state of your mod quite easily.)
The included example plugins demonstrate how to query key presses, which could allow for untold amounts of new features to be created.
I've started adding in some hacking tools, basically, they let you access various game systems variables.
Example:
int gold = Hacking.GetInt(Hacking.PTR_CTCHeroStats, 0x3C);
In short, if I can't decode some variable, and some day you do, you can write a function to modify it, and use it in a script.
int PlayerGetGold()
{
return Hacking.GetInt(Hacking.PTR_CTCHeroStats, 0x3C);
}
void PlayerSetGold(int value)
{
Hacking.SeInt(Hacking.PTR_CTCHeroStats, 0x3C, value);
}
You could also do this in a property, which should allow for editing similar to what I offer through the SDK.
public int PlayerGold
{
get { return Hacking.GetInt(Hacking.PTR_CTCHeroStats, 0x3C); }
set { Hacking.SetInt(Hacking.PTR_CTCHeroStats, 0x3C, value); }
}
Note: This example uses the syntax from the next release, use "GetUInt32" in the current release in place of "GetInt", same for the set command.
Requirements
1. Microsoft Visual C++ Runtimes (MSVC++) 2010
2. Microsoft .Net Framework v4
3. Developers Only: Visual C# (Or, VB.Net, etc,.)
Note: Visual C# will install all the necessary files for you.
Installation
Place all the files\folders(except the examples folder) in the attached .zip file into your Fable install directory.
Usage
After installing the Fable SDK you must launch Fable with the "Injector.exe" in order to use plugins, this will take care of everything else for you.
(The 'scripts' folder has an example plugin in it, and this will affect your game, you can remove\delete the example plugin to remove it's effects, or simply launch the game normally.)
Known Issues
1. Hotkey items are normally only assignable via the games menu system, meaning, you can't assign items you don't possess, this isn't true for my hotkey functions, you can assign any items, at any time, which leads to minor graphical issues when the game tries to display items you couldn't normally have assigned. (I'll create some additional functions to check for the presence of the items, once I decode the inventory data.)
2. The OnCast event fires on things it shouldn't. (Drinking beer, for example.) -Fixed in the next release.
3. A number of player variables were using UInt32, making knowledge of hex necessary to make certain edits. -Fixed in the next release. (I use 'int' now, which anyone can edit, assuming they understand numbers. )
Other Stuff
The included examples should serve as a guide for creating plugins, as well as demonstrating some of the current possibilities. (I'll add more example scripts over time, demonstrating the various capabilities of the SDK.)
You can view the script files in the examples folder with Notepad, the files using the .cs extension, are the script files.
I plan on re-branding everything at some point, this project is based on a generic hacking lib that I've created, thus, it has names like hack.dll, hacknet.dll, Injector.exe, etc,. (I will likely use FableSDK.dll, FableSDKNet.dll, Launcher.exe, etc,. Renaming them yourself is ill advised, ie, don't, it will likely break something.)
-
Attachment: FableSDK.zip
(Size: 66.30KB, Downloaded 948 times)
Whether you think you can, or can't, you're right.
[Updated on: Sat, 09 June 2012 10:16] Report message to a moderator
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Re: WIP - Game Hacks [message #66505 is a reply to message #66504] |
Sat, 28 April 2012 18:18 |
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Sativarg
Messages: 68 Registered: April 2011
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EternalNoob wrote on Sat, 28 April 2012 20:14 | I meant what region is your .exe, I should have been more specific.
This is designed for use with the English version.
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OK using English version
EternalNoob wrote on Sat, 28 April 2012 20:14 |
It shouldn't, but, I'm running a clean Fable install to avoid having anything interfere with my work, so, it's possible.
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OK>>> right now I am playing a game that I'd like to keep stable so... I'll backup and reinstall soon. I messed around in my origional data backup and its not "vanilla any mor" LOL my bad.
UPDATE:
EternalNoob wrote on Sat, 28 April 2012 20:24 | Not sure what to tell you then, something is causing an issue, but, I'm not sure what it is.
You could try installing another copy of Fable into a different folder, and see if it works without any mods installed, etc,.
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Can any other tester verify this? Did it work for anyone, or do you have the same issues?
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OK I'll try that...
[Updated on: Sat, 28 April 2012 18:30] Report message to a moderator
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Re: WIP - Game Hacks [message #66507 is a reply to message #66506] |
Sat, 28 April 2012 18:46 |
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Sativarg
Messages: 68 Registered: April 2011
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EternalNoob wrote on Sat, 28 April 2012 20:24 |
You could try installing another copy of Fable into a different folder, and see if it works without any mods installed, etc,.
Edit: Could you clarify the walk issue? Does the character still jog, or does he just stand there, or float, or what?
You could also try running the injector in compatibility mode for XP SP2.
And check your DEP settings, if it's on for Windows only, it should be fine, if it's on for all programs, you may need to add an exception for Fable\Injector.exe.
---
Can any other tester verify this? Did it work for anyone, or do you have the same issues?
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Well the installer will not just install another it wants to uninstall and I do not want that... but I can just back up my game. then let it uninstall. Then restore what I want... so OK
Data Execution Prevention (DEP) would have prevented the injection would it not thus preventing the console that I successfully just ran and the updating of the two log files...?
I ran the Loader with admin rights this last time and I am running as admin btw.
OH yea the hero jogs and magic gos down as always before.
Maybe I need a new profile and clean save. My save is probably holding the jogging and manna stuff that the hack would be changing.
[Updated on: Sat, 28 April 2012 18:56] Report message to a moderator
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Re: WIP - Game Hacks [message #66516 is a reply to message #66515] |
Sat, 28 April 2012 23:02 |
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Sativarg
Messages: 68 Registered: April 2011
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I just played the end game and it went well. disabled magic hack. But I noticed that female npcs seem to be walking different (not as sexy?) and some times during battle the walking was a bit slow like when I had left shift pressed to charge a fireball while dodging dragons breath. If the walk jog could be toggled with say Pause/break key that would be nice.
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Re: WIP - Game Hacks [message #66527 is a reply to message #66480] |
Sun, 29 April 2012 21:45 |
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Sativarg
Messages: 68 Registered: April 2011
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OK. I am happy with the swap I made in the animations with Shadownet FE that allow s me to jog with a weapon drawn or walk. I still walk every time I hold shift to cast so it will take time and practice to bump shift rather than holding it like I had been. Bad habits and all...
I have played enough Fable for a while any way. I lost some disks and a hard drive a while back and Fable was the only thing I could find that I wanted to play so I did.
I am glad you are working on this project and I'll check back now and then. Thanks for your hard work. I hope you will be able to achieve success and enjoy yourself in the process.
Best wishes
Chuck.
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Re: WIP - Game Hacks [message #66546 is a reply to message #66545] |
Tue, 01 May 2012 05:39 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Making new spells is currently impossible, because the part of the exe that controls what shows up in the experience pedestal menu has yet to be cracked. Should that be taken care of, I can see a whole new world of modding blooming outwards. Oh, and because of the .stb, the creation of completely new levels is currently impossible.
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.
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Re: WIP - Game Hacks [message #66550 is a reply to message #66547] |
Tue, 01 May 2012 06:55 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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You can create new spell entries, you can export a special effect and edit it, and use it for the new spell's effect, you can make a new icon for said spell, but you can't LEARN it.
As for the .STB:People have tried duplicating levels and treating them as new ones, I believe. If this is the case, since we don't have new levels out, the results are rather obvious.
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.
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