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Forum: Mods
 Topic: No Doors - Orchard Farm
No Doors - Orchard Farm [message #70752] Thu, 09 October 2014 10:57
Sentinel Prime  is currently offline Sentinel Prime
Messages: 14
Registered: September 2014
Removes the unbreakable door from Orchard Farm giving unlimited access.

Just replace the file in the FinalAlbion folder.

 Topic: No Doors - Rose Cottage
No Doors - Rose Cottage [message #70751] Thu, 09 October 2014 10:55
Sentinel Prime  is currently offline Sentinel Prime
Messages: 14
Registered: September 2014
Removes the unbreakable door at Rose Cottage for permenent access.

Just replace the file in the FinalAlbion folder.

[Updated on: Thu, 09 October 2014 10:55]

 Topic: FXAA Disabler
FXAA Disabler [message #70694] Sat, 20 September 2014 13:29
haekb  is currently offline haekb
Messages: 1
Registered: September 2014
Location: Canada
Download Link: https://www.dropbox.com/s/4h4ftbdjh9yyzoo/fxaadisabler.zip?d l=0
Mirror: http://www.nexusmods.com/fableanniversary/mods/1/?
Screenshots: http://imgur.com/a/vCjND#0


FXAA Disabler
By Jake


Disables FXAA from the game's post processing chains. Because some people find it blurs the game , and others just want to inject their own post processing.

This requires the free modding dlc, found on the game's steam store page. And it requires you to run the Modded game (available by picking it when you launch the game with the modding dlc installed) for it to work. (As it lets the game load loose files.)

Just extract WellingtonGame into the Fable folder.

Have fun
 Topic: Shrek over the Adult Hero
Shrek over the Adult Hero [message #70691] Thu, 18 September 2014 06:24
Dafini  is currently offline Dafini
Messages: 5
Registered: September 2014
The swamp is one with the hero, and so is green, and love, and life.

Replaces the Older hero with Shrek.
Found that potentially if you make the hero fatter, shrek too gets a bigger gut... interesting for me at least.

Included in the .zip is the upk replacer, and a backup. to restore the mod, delete the file it replaced, and remove the .backup in the .backup.upk extension

To install, place and merge the folder in your Fable Anniversary folder inside of Steam directory, on your computer.

 Topic: Shrek over Young Hero
Shrek over Young Hero [message #70690] Thu, 18 September 2014 04:21
Dafini  is currently offline Dafini
Messages: 5
Registered: September 2014
Went right ahead and made something stupid, but it works.

Replaced the Young hero with Shrek...

... soon to come is the adult version for all your shrekkening needs

Included in the .zip is the upk replacer, and a backup. to restore the mod, delete the file it replaced, and remove the .backup in the .backup.upk extension

To install, place and merge the folder in your Fable Anniversary folder inside of Steam directory, on your computer.

https://dl.dropboxusercontent.com/u/19304675/Shrek%20the%20Y oung%20Hero%20of%20some%20sort.zip
 Topic: Arena Mod
Arena Mod [message #70689] Thu, 18 September 2014 01:12
010101  is currently offline 010101
Messages: 1
Registered: September 2014
Location: Germany
With this Mod you can fight in the Arena infinite times.
Put the FinalAlbion.qst in the Fable Anniversary folder usually "C:\Program Files\Steam\SteamApps\common\Fable Anniversary" or "C:\Program Files (x86)\Steam\SteamApps\common\Fable Anniversary" and overwrite the old file. Now you can go to the Arena and fight again.

[Updated on: Thu, 18 September 2014 01:19]

Forum: Graphics Editing
 Topic: Blender newer versions directX import
Blender newer versions directX import [message #70079] Tue, 25 February 2014 09:05
Dr3am3r21  is currently offline Dr3am3r21
Messages: 109
Registered: November 2012
Location: Greece
Hey member and non members of fabletlcmod.com forum.
So... I am sure that a lot of you had problems with importing directX files from the game to newer versions of blender and you started using a lot of different importers and exporters in order to make it work.
I had that problem too untill I found out a script that I would like to share with you that allows you to import directX files using newer versions.

Instruction to make it work.(Copied from the readme file from inside the folder)

I take no creadits.
All credits goes to "littleneo" for the files Smile
I hope I helped Smile

Mod FTW!!! :D
Cpt Dreamer Designs
 Topic: Bad skinweighting?
Bad skinweighting? [message #69357] Wed, 21 August 2013 05:42
plopk45  is currently offline plopk45
Messages: 61
Registered: October 2009
Hi guys I recently decided to buckle down and give armour modding a shot. I found crazybunnies guide up on youtube via morerunes channel. I followed all the steps and the bones moved correctly when rotated in 3ds max. However when I imported it and loaded it in fable it comes all glitched out. Was wandering what I did wrong and how to resolve it. There is a screenshot below to show what I mean. Hah to be honest im surprised I got this far Razz.
Problem seems to be with editing envelopes with 3ds max, very difficult to edit them well :/

[Updated on: Wed, 21 August 2013 09:47]

http://i1019.photobucket.com/albums/af315/lindamason5/jackofblades_zpse75c43d3.png image, by plopk45
 Topic: Floating Hero
icon3.gif  Floating Hero [message #67980] Mon, 01 April 2013 19:27
Sparrow  is currently offline Sparrow
Messages: 456
Registered: March 2011
Location: Everywhere I Go


After hours of messing around with animations, I decided to make a floating mod.
I feel that this mod should have been made a long time ago.
There's not much to say but this mod is mostly for looks.
It's not gonna do anything except look cool/nice/neat.
I will call this a BETA since it hasn't been fully tested, but I think it's good enough to post on the forum Razz

There are only 2 bad thing about this mod.
One that you still hear footsteps...
And since I can't really edit the sounds, you'll just have to go to audio settings and turn sound down.
The other bad thing is that I couldn't really find good running animations so you are just frozen in jack's assassin rush pose...

Have fun floating around! Very Happy

-Briefly tested on fresh install-

[Updated on: Mon, 01 April 2013 19:31]

New to the forum? Look here before posting mods. Any questions may be publicly posted here. Please read the site rules before posting.
"Why don't presidents fight the wars? Why do they always send the poor!?"-Serj Tankian.
 Topic: Easy Modeling using Inkscape and Blender
icon3.gif  Easy Modeling using Inkscape and Blender [message #66772] Tue, 05 June 2012 03:13
Tion Blaze  is currently offline Tion Blaze
Messages: 65
Registered: May 2012
Location: South Africa
This Video shows how to make modeling easy using blender and Inkscape and can save some valuable time! This will help those not good at modeling. http://www.youtube.com/watch?v=ows2QTiMRPg (video).Hint after you put the vector graphic into blender select all and join them together will make it all layers 1 object. Hope this helps, it helped me a lot.

EDIT-fixed link video works now

[Updated on: Wed, 17 October 2012 11:16]

Check out My Blog:
 Topic: how to make my own models..........??
how to make my own models..........?? [message #64050] Mon, 18 July 2011 05:51
henryirvin  is currently offline henryirvin
Messages: 39
Registered: June 2011
Location: Batulicin
i dont know how to start makin my own model with 3dsmax, can anyone help me or anyone want to be my teacher....? pls....? n step by step how to make a weapon, my own object, or a new character....?
 Topic: Demon sword
Demon sword [message #63874] Sat, 02 July 2011 14:47
asmcint  is currently offline asmcint
Messages: 1350
Registered: April 2010
Location: Behind the beef

Figured I'd post this here, as these will likely never actually go into fable, so I see no reason to clutter the screenshots thread further with my models. Anyway, here's my demon sword.

Sorry it's so dark at spots, but that's the way the texture is, and I see no reason to brighten it.

[Updated on: Sat, 02 July 2011 14:47]

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.
 Topic: Brighter than the brightest light times infinity.
Brighter than the brightest light times infinity. [message #63808] Thu, 30 June 2011 15:58
jalex228  is currently offline jalex228
Messages: 29
Registered: February 2011
Location: Behind you, with a blood ...
I recently made a mod which made your eyes glow bright white, after I finished messing around with that, I made my character brighter than the sun itself!

I just wanted to show him off, hope you enjoy. If you want, I can add a quick tutorial on how to make one, but its really quite simple. I learned everything I know from here: http://fabletlcmod.com/forum/index.php?t=msg&th=7265& ;start=0&

Have a weapon that looks too dull? PM me! I'll make it more......Suitable, in no time! Just tell me what colors you want and the name of the weapon or armor, and I'll do my best.
 Topic: Blender help
Blender help [message #61748] Mon, 07 March 2011 15:20
asmcint  is currently offline asmcint
Messages: 1350
Registered: April 2010
Location: Behind the beef

Alright, today I decided to put blender to use instead of letting it waste space on my hard drive, and tinkered with morerunes' sword template, see if I could get any cool yet undamaging results. Well I found out how to scale out the weapon on the x,y,and z planes, and decided to make that thing look like less of a cleaver and more of a katana. I exported it after I was satisfied, making sure not to flip the helpers by it using the left hand thingy instead of right hand, and clicked export all. I then imported it again, and the texture was gone, as were the helpers, and it was back to it's old crummy cleaver mode. How do I get it to save ALL of the details like the button implies?

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.
 Topic: First texture problem
First texture problem [message #56604] Mon, 29 March 2010 13:44
Anonymous Coward
Hello everyone. This will be my first post along with a custom weapon I had planned to contribute some time ago. While the model is complete the texture is a bit off. Trying to fix the problem by changing the type of picture I used did not work and I am trying to keep this as realistic as possible before completing the final texture. Have a look but keep in mind I am new to modeling and the sword has been posted here before. from what I have seen, all I were extracted from games or were in unsatisfied quality... not like this is any different but it is an attempt. Both the idea and texture itself came from Master Sword by ~lady-die from deviantart. Any suggestions will be appreciated. I am uploading both the .x and blender file to show the changes when exporting.


Perhaps I made the wrong move only providing the source of my work. I will give you my most up to date .fmp but it has been a while since I had worked on this, (since the first post). I am busy and have little time to do these things so any advice would be appreciated.

http://lady-die.deviantart.com/art/Sword-and-Pedestal-483554 62

[Updated on: Wed, 02 June 2010 14:12] by Moderator

 Topic: Help on Editing
Help on Editing [message #56423] Sat, 13 March 2010 14:01
Shadower  is currently offline Shadower
Messages: 7
Registered: March 2010
Location: West Hills
1. To Edit Mazes Outfit will i have to edit the Mesh?
Because I want to attach the assassins mask to the Outfit since wearing it with the outfit causes clipping issues..

2. Does editting it like that Cause clipping issues By The Way?

http://s843.photobucket.com/albums/zz360/fablehacks/Fable%20 Mod/?action=view&current=Untitled.jpg

Oh Yeah also I exported them together on blender and they all went together Just Fine But I Dont Think i Can Just Load it into Fable Explorer that easily am i right? i have to get the actual file on fable explrer and add it on to the direct X file. Or am i Done?

EDIT:I Put in on the Direct X file i Get HRESULT=88760390 HELP!!!

[Updated on: Sat, 13 March 2010 15:37]

NVM: NEW QUESTION [message #55938] Tue, 26 January 2010 15:32
marioneo1  is currently offline marioneo1
Messages: 2
Registered: January 2010
I tried to switch theresa's model with the bar maid in bowerstone slums, I only ended up getting the bar maid to disappear. I changed the graphics by copying the one in theresa's i also copied the model eye thing. Can anybody help?

[Updated on: Tue, 26 January 2010 22:00]

 Topic: True eternal youth
True eternal youth [message #54975] Mon, 09 November 2009 06:22
Valcocrypt  is currently offline Valcocrypt
Messages: 1
Registered: November 2009
This is a bit stupid but everyone seems to want eternal youth so I replaced the hero image with the hero_child image and got a bald haircut this is what it looks like


#The strongest weapon is an open mind#
 Topic: 3DS Max modeling help!
3DS Max modeling help! [message #54911] Sun, 01 November 2009 12:29
larzi  is currently offline larzi
Messages: 2
Registered: November 2009
Location: Norway

Hi all!
I'm new here at FableTLCMod, but I've been registered at projectego a long time, and also followed tutorials from both there and here at FableTLCMod..
But anyways I have a problem ...

I've tried to model a sword for fable, by following this tutorial
http://fabletlcmod.com/forum/index.php?t=msg&th=3056& ;start=0&
But I haven't got far...
At the point the author uses "push" to make the sharp edges for the sword, he does it "flawless", but when I try it, I get a little, what should I call it.. Knob or something at the tip of the sword...
If you want a screenshot, well here it is:


Another thing is that the sword isn't smooth/flat/even
As I suck at explaining, I've taken another screenshot...
This is from front view (flat):


Any help?

Oh and the push value is at -4,549

Thanks Smile
 Topic: itachi's sharringon
itachi's sharringon [message #52504] Mon, 06 July 2009 17:15
Cojoo  is currently offline Cojoo
Messages: 47
Registered: June 2009
Toggle Spoiler

this might also have the sharingon for the stop time image. if any one wants it off, but wants the eyes let me know and ill fix it.

ok maybe not. iv tried uploading the textures and and waited about 15 minutes, but it wont get past requesting fabletlcmod.com.

so, im a dumb ass. i know i know, i was shocked when i found out too. i was trying to upload my whole textures.big file (sorry modders). but if any one wants to check out the sharingon time stop texture give me a holler. it just replaces the clock and hands when your using the time slow/stop. its not perfectly centered though. it was just something i made for a buddy...

this is the file i got out of FE, dont know if this is how ya do it, but HERE IT GOES!

No bitmaps. We've discussed this before. Have a PNG instead.

sorry bout the double post, i was having some technical difficulties.
Learn man, learn. Offsite hosting is the win.

i was trying to make it where people can download it and it works, doesn't it need to be in bmp to work with fable?
How am i supposed to learn if no one will tell me anything¿

[Updated on: Mon, 06 July 2009 19:49]

 Topic: Earings?
Earings? [message #52448] Thu, 02 July 2009 20:27
Cojoo  is currently offline Cojoo
Messages: 47
Registered: June 2009
Iv searched for a post that tells you somthing about it, but i havent found anything. can some one make a pair of reg silver loops, or tell me how to?

Can i just make some in 3ds and put it on the head mesh or somthing?

c'mon can somebody tell me somthing... anything!?

[Updated on: Mon, 06 July 2009 00:49]

 Topic: Striking
Striking [message #50629] Fri, 10 April 2009 07:23
The New Fabled Ravrn
Messages: 500
Registered: April 2008
Does anyone know which animation controls the hero's actual attacks (with a light weapon)?

I did download a mod so it might just switch that up, but I'm trying to make the hero attack differently, but it's not working.

I started with the "strikes" in between unarmed and heavy no luck.

I'd appreaciate any help.

[Updated on: Fri, 10 April 2009 07:24]

http://img809.imageshack.us/img809/9329/newim.gif http://img19.imageshack.us/img19/4678/rulesq.gif
 Topic: Dark Knight Textures
Dark Knight Textures [message #46685] Tue, 28 October 2008 15:43
shagington  is currently offline shagington
Messages: 1
Registered: October 2008
Location: Cali
Hello my name is Anthony and I am new to the board. I just bought fable and wanted to make my character look custom. So I got FE and did a little re-texturing and this is what came of it.

Front View:

Back View:

Top View:

Close View:

And If you dont like the Helmet I re-textured the evil eyes:

If you need help Installing them PM me.

The helm I used Was the Holy Warrior Helm and the plate armor.

[Updated on: Tue, 28 October 2008 16:03]

 Topic: Mesh Previews
Mesh Previews [message #45422] Fri, 05 September 2008 17:43
Lord Mason  is currently offline Lord Mason
Messages: 73
Registered: August 2008
Location: It's all blurry in here.....

I'm curious to see what people are working on so feel free to post pics of mesh ideas you have in progress. Here's one I'm working on.

[Updated on: Fri, 05 September 2008 22:51]

Hmm... Death Magnetic or Black Ice? So hard to choose.
 Topic: Byakugan!!
Byakugan!! [message #45063] Fri, 22 August 2008 09:50
Jowel  is currently offline Jowel
Messages: 7
Registered: August 2008
Location: quebec
Here I made a byakugan,but my veins tattoo didn,t turn out very well.Other than that,I think the eye is very good!

You'r not alone my main man,I'm ready to fight Poséidon again.
 Topic: help again with tattoos attributes
help again with tattoos attributes [message #40770] Sat, 03 May 2008 19:51
liberatorracing  is currently offline liberatorracing
Messages: 8
Registered: May 2008
Location: Australia

hey can anyone tell me how to change the stats of the tattos i just cant seem to find them and also could you tell me how to lower the cost of mana to cast spells and make ur mana bar huge like i see in all the screen shots Thanxx

thier are few ways i can say this no way hos A, No chance lance, or my personal favorite man falling of cliff NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!! !!!!!!!!!!!!!!
 Topic: Modeling for Fable
Modeling for Fable [message #40063] Mon, 14 April 2008 09:51
morerunes  is currently offline morerunes
Messages: 2152
Registered: June 2007
Location: My desk


alright, it seems that more and more people want to model, so here is a full blown, cover-it-all tutorial for those that do not know anything about how to do it for fable.

1. Pick your favorite modeling program. I personally prefer Blender, not because it is free, but because I just like the UI a whole lot more. Some people like to use Maya, but that is really, really, expensive, I don't have an exact number, but I think it's somewhere around 8,000 us dollars. Other people I've seen use ac3d, some people use 3ds max, that's a popular one, and is necessarry for clothing, but I'll get into that later. You could also use google's SketchUp program, but I don't think you'll get anywhere with that becuase it's a different style of modeling, and I don't really know how to use it. I recommend Blender, 3ds Max 9, or Maya.

2. Decide what you want to model, if it's a weapon, then you are in for an easy tutorial. If it's clothing, be prepared for hours of painstaking frustration and beating your computer to death.

3. Modeling for fable in general (excluding clothing) involves three main steps.

  • Model your object
  • Texture your object
  • Mix with similar fable model

Weapons in Particular
  1. Export a weapon from FE by going into FE, go to the top left corner and double-click Graphics.big, scroll down to near the very bottom until you find the mesh entry of a weapon similar to yours, if you made an double-bladed axe, choose a double-bladed axe. If you made a regular axe, just pick a sword. If you made a double-sided hammer, pick a double-sided hammer, regular hammer then get a sword. Basically, get a sword if it's single-sided, a double-sided if it's double-sided.
  2. For this part, you need 3ds Max, Panda Exporter, and Xporter.
  3. Open 3ds max, and go to File>>Import>> and choose to import X-FILE, and find the mesh you exported from fable. Next, import the weapon you made.
  4. Go into vertice select mode (over in the right, find the button with the blue dots while in the editing tab), and select all of the vertices. Move, rotate, and scale your weapon so it is in proportion with the fable weapon (however much bigger or smaller you want it compared to that weapon, and make sure the rotation is correct and that it is in the right spot).
  5. Exit vertice select mode (re-click the button that activated it)
  6. Go to list view, and select all but one of the sub-meshes of the fable weapon, and delete it (unless it is the only one, if it's the only one skip this step)
  7. Go to list view, and select the remaining fable mesh, then go into vertice select mode.
  8. Select all of the vertices, and delete them all.
  9. Leave vertice select mode and select the mesh of your weapon, then over in the editing column look for a button that says "Attach List" and click it. Select the mesh of the fable weapon, and click attach. If a box appears, then click ok.
  10. If you already have a texture, then skip to the next part, otherwise...
  11. Texturing Your Weapon
    • If you used blender, check out this tutorial, or this tutorial.
    • If you used 3ds Max, you'll want to get Texporter, and you can use one of these tutorials: click this one or click me instead. The first one is probably better though.
    • I'm not the person to ask about Maya or anything else (like AC3D), so google is your friend with these, but my personal favorite modeling/UV mapping program is Blender (I also do animation in it, but this is not an animation tutorial, and FE doesn't currently support new animations).
  12. Go to File>>Export and choose to export with Panda Direct X, then save it as something.
  13. Open Graphics.big in FE, and find a weapon mesh entry (near the bottom) to use, and click the materials tab.
  14. Find the button that says "Load" next to the "Save LOD" button. Click it (duh).
  15. Find the mesh you exported.
  16. After clicking ok, without closing the mesh window, go to textures.big.
  17. Scroll down to the very bottom, and find one of the UI entries. Open one of them. Change the name to TEXTURE_OBJECT_(name of object)_TEXTURE.
  18. Click on "open new", and load the texture for your weapon, setting the box to DXT3 if it uses transparency. If it doesn't use transparency keep it at DXT1.
  19. If you used DXT1 then find "alpha" with a little box next to it that has a 1 in it, and change it to 0, but if you used DXT3, then leave it at 1.
  20. Click "Apply Changes" (do this every time you change an entry before closing the window, otherwise changes will not be saved, this is the only time I will remind you).
  21. Copy the id up near the title, then close the window.
  22. Go back to the mesh window, and if you see text in the white box in the materials tab, then click it, otherwise click the top-left corner of the white box (inside the white, don't click the gray), and make sure that a small space becomes highlighted.
  23. Erase anything from the "texture" box, and paste the id that you copied earlier in there.
  24. Change max texture layers to 1, and use alpha to (0 if no transparency, 1 if transparency)
  25. Click apply changes at the bottom, then apply changes at the top.
  26. Where it says "lod" at a little box that has a 0, and click the arrow and go to 1.
  27. If text appears in the materials box, then repeat steps 12-15, and 20-25, except go from lod 1-2 if it is there, and continue until the lod does not have a mesh.
  28. When you get to the lod without a mesh, do not load a mesh there. Instead, just make sure you applied changes and go back to the preview tab.
  29. Look at all of the lod's, and make sure they look pretty close to how they should. If the textures look weird, you did something wrong in the materials tab. If the mesh looks weird, then you did something wrong in 3ds.
  30. Make sure that you do not change anything I haven't said to change! This is important, because I will tell you to change them later if neccesary, and if you are reading this you probably don't know what you are doing yet.

Once you know how to do weapons, you can probably figure out most meshes.

In this part, I am only going to tell you what things do, not exactly baby steps here. You should have a good idea about how this works by now.

If you want shiny parts of your weapon, then seperate the shiny parts in 3ds by selecting the shiny vertices and clicking detach in the right column. Exit vertice select, select the new detached mesh, go into scale mode, [MAKE SURE YOU ARE NOT IN ANY OF THE EDIT MODES] and look down at the 3 boxes on the bottom of the screen. Turn the numbers to 1's. Go into move mode, and change the numbers to 0's. Go into rotate mode, change the numbers to 0's.

You may have noticed that it looks pretty messed up, so now go into vertice select mode and fix it, all in vertice select mode.

Now you should have two sub-meshes, one of the shiny parts and one of the not-shiny parts.

After you have it looking right, just export with panda.

In the mesh entry in FE, on the shiny sub-mesh, put 27 for the specular id, or some other texture to act as one, and make the max texture layers be 5. Supposedly you can use a specualar map and a normal map for the same submesh by changing max texture layers to 7, but that never seems to work for me. I'll explain normal maps here:

To make a normal map, get the normal map filter for either Gimp or Photoshop, and run your texture through it. In gimp, go to Dialogs>>Channels or something like that, and select the blue channel, then go to colors>>invert. If in photoshop, find the box with the color channels (probably lower-right side of the window), select blue channel, and go to edit>>modify>>invert or something like that. If it looks green now, then you did it right. If it doesn't look somewhat green, then you did it wrong. Save it as a .png, then import into FE as DXT3. This will be your normal map texture, so enter it into the normal map id of your mesh.

Hopefully that will work for you.

Making clothing is much more complicated, and will not be covered here, but here is a link to a good tutorial: clicky

If there is anything I missed let me know.

Hopefully coming soon: A better explanation of making stuff with blender.

[Updated on: Fri, 30 January 2009 04:22]

"All of the work, and none of the play, will surely provide for a speedy decay"
 Topic: Joke Tattoos
Joke Tattoos [message #38217] Mon, 18 February 2008 20:04
oogie56  is currently offline oogie56
Messages: 9
Registered: October 2007
Here are some more tattoos. These two are jokes for the chest and back. Chest: *in Atlantean font* "Heroes Do It For Experience" * http://s247.photobucket.com/albums/gg131/oogie265/?action=vi ew&current=chest.jpg*
Back: *In Atlantean font* "Heroes Do It For Renown" * http://s247.photobucket.com/albums/gg131/oogie265/?action=vi ew&current=back.jpg*

A brave man charges into battle sword drawn and banner flying. A wise man watches from the sidelines and calls himself a leader.
 Topic: Invisible Sheathing Guide!
Invisible Sheathing Guide! [message #30940] Sat, 06 October 2007 17:12
ShadowX630  is currently offline ShadowX630
Messages: 541
Registered: April 2007
I hate people asking about this so here...

Okay, first please learn to type a little better. And if your asking how to make a weapon appear invisible when shealthed then:

1. Open Fable Explorer,

2. In the left List Panel look for OBJECT and press the + sign to bring down more options,

3. Find the weapon you want in the drop down box from OBJECT (the weapons are mostly near the bottom, just look for it's name.),

4. Now that you've selected your weapon, double click it and click the + sign in the new window,

5. Now, scroll down to find the link to "CWeaponsdef" and click the first link,

5. Now the 5th line of text down should say, "SheatheObject" and under it, should be typed -1, change the -1 to 0 and your done.

Also, incase this is confusing, I've included a .zip files with pics that show me changing Avo's Tear to invisible sheathing, so should help you through it more. If you've got more questions just send me a pm!

[Updated on: Sat, 06 October 2007 17:19] by Moderator

 Topic: Reskinning Hero problems
Reskinning Hero problems [message #26874] Sat, 15 September 2007 07:21
ParasiteX  is currently offline ParasiteX
Messages: 3
Registered: September 2007
Hi, I'm trying to reskin the hero as i don't like the pale skin so i am trying to swap the normal textures with the tanned ones.
Unfortunately this has only been partially successful as the back texture somehow gets corrupted for some reason.
Ive double checked and made sure its DXT1 and alpha is at 0 but it keeps fucking up. I have attached a screen shot of the problem.
All other body textures in the picture have been replaced with the tan ones and they are working just fine and even Will, and Tattoo Overlays are working fine there.
Only thing i can think of is that there is a bug in how FE handles the Back texture.

EDIT: If possible, if anyone knows how i can make the game point to the tanned skin textures instead of the normal ones instead then that would work as a good work around for me.
But i cant figure out how to make a model use a different texture ID Confused

Edit2: Ah nevermind i managed to figure out how to get the material in the model to point to a diffrent texture. cant belive i missed that before. But because i changed the base hero models base textures i also had to adjust the texture morphing which was easy (but time consuming)

[Updated on: Sat, 15 September 2007 13:11]

 Topic: tattoo fading?
tattoo fading? [message #24287] Thu, 16 August 2007 23:55
Fable freak  is currently offline Fable freak
Messages: 36
Registered: May 2007
Location: USA
does anyone know how to reverse the fading effect of the tattoos as you age? I made a tattoo but it's not easily seen...

EDIT: nevermind, I got it Very Happy

[Updated on: Fri, 17 August 2007 02:31]

 Topic: Custom Bump/Normal Mapping!
Custom Bump/Normal Mapping! [message #21629] Tue, 10 July 2007 18:29
Bato  is currently offline Bato
Messages: 8
Registered: July 2007
Location: 127.0.01

I know there is already a thread about this but ill cover a bit more.

Photoshop or Paint Shop Pro
Note: As of Jasc Paint Shop Pro version 9, the NVIDIA normal map plugin no longer works. Use Photoshop or GIMP instead.

If you have Photoshop or Paint Shop Pro, you can use NVIDIA's normal map tools, http://developer.nvidia.com/object/photoshop_dds_plugins.htm l To use them, open a copy of the texture and apply the Normal Map filter. Fiddle with the settings until you get something that you feel will be bumpy enough for your texture. The greater the range of colors, the greater the range of angles on the surface. A very flat surface will look that medium blue color all over. If you want to have more control over it, change the image to grayscale and fiddle with brightness and contrast to make certain details stand out before applying the filter. Be sure to change the texture back to RGB mode, or else the normal map tool will not work. Do this step multiple times to get different details to stand out, and then put the images together in layers with the blend mode set to overlay.


Download the tool for GIMP, http://nifelheim.dyndns.org/~cocidius/normalmap/ and install it following the instructions in the readme.

After restarting GIMP, open a copy of the texture you want to create a normal map for and click:

Filters -> Map -> Normalmap...

Before starting, you should click the 3D Preview and place it next to the normalmap window. It will automatically update when you change your settings and will be a great help checking the results in GIMP. Select a shape similar to what your texture will be placed on ingame (e.g. a texture for brushes fits onto a cube whereas a modelskin might look better on a sphere). Make use of the UV scale to find a good setting. Now focus on the Normalmap window again. These are the most useful settings:

The 3D Preview is used to check the settings
Filter - different ways to calculate your normal map. You'll have to try out which one works best for your texture
Minimum Z - the lowest height on your normal map
Scale - Use this to control the height of your surface. Results change when you choose a different filter
Conversion - Let's you choose what is used to create the normal map. Max/Min RGB or only one color channel can be very helpful sometimes

Wrap - Normal map will pattern seamless. Definitely use it for map textures!
Invert X/Y - If your normal map seems to be upside down, this will help

Check the 3D Preview from several angles, also move the light around. When you've found the best setting, hit OK and your texture is converted to the normal map! You can either go with that right away or rework it by hand. For example, you could duplicate the layer and use some overlay effects (Dodge, Addition, ...) or paint on the texture yourself if you want to create a flat part (RGB #7f7fff is flat).

GIMP can be downloaded at http://www.gimp.org/downloads/
GIMP is free and only 13mb

[Updated on: Wed, 11 July 2007 15:46]

 Topic: secret power of avos tear?
secret power of avos tear? [message #20755] Mon, 25 June 2007 11:29
lessthanterry  is currently offline lessthanterry
Messages: 6
Registered: May 2007
yeah this is probally an easy question for most but how can i make this so it doesnt get bigger/brighter when i swing it and how can i make it fit the sword better without actually editing the size of the sword

oh yeah its this mod
http://fabletlcmod.com/forum/index.php?t=msg&goto=18255& amp;&srch=secret+power#msg_18255
 Topic: Problem with will tattoos
Problem with will tattoos [message #18516] Tue, 24 April 2007 10:02
octabunge  is currently offline octabunge
Messages: 8
Registered: March 2007
hi im new. I want to get rid of those will tattos and bumps but whenever i change a texture with fe the game crashes (Idon't know which colour it uses as alpha channel)

Edit: DONE!!!

[Updated on: Wed, 25 April 2007 13:43]

 Topic: General Information
General Information [message #17564] Sat, 31 March 2007 13:19
Keshire  is currently offline Keshire
Messages: 1263
Registered: July 2005

Fable's Native Format for Textures is Direct Draw Surface(DDS).

nvidia supplies tools for Photoshop:

And gimp I beleive also has tools for it.

Fable Explorer exports models to directX .x files. Because those support most of the features that fable needs.

There are plugins available for 3d Studio Max at:

Different versions of xporter can be found here:

I beleive Blender also has .x plugins available.

[Updated on: Sat, 06 November 2010 11:01] by Moderator

Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Forum: General
 Topic: Can I still texture mod?
Can I still texture mod? [message #70858] Sat, 28 February 2015 23:13
Zarkes  is currently offline Zarkes
Messages: 10
Registered: January 2013
Can I still simply switch textures to make my own? Also, could I use higher resolution textures now? I'd know by now but I still haven't bought the game, how is the state of modding Anniversary?
 Topic: Keshire Let's Play - Fable Hard Mode
Keshire Let's Play - Fable Hard Mode [message #70652] Fri, 12 September 2014 19:28
Keshire  is currently offline Keshire
Messages: 1263
Registered: July 2005

In case anyone wants to watch me rage at the new Fable. I started recording this shortly after it was added in beta. So some sections were harder/easier than the release. Razz

https://www.youtube.com/playlist?list=PL7QzWUW67CBoKpd4FbhMQ hc_kDwFMBe7U

Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Forum: Advanced
 Topic: Def
Def [message #70924] Fri, 24 April 2015 12:45
blaheiei  is currently offline blaheiei
Messages: 3
Registered: April 2015
So I been doing a lot of research on this forum based on what Kershire has been doing! Much appreciated by the way...

I got some things to work, I'm wondering -- any way we can edit definitions right now? e.g weapons in bowerstone or FablePain ??
 Topic: CKS/DEP Formats
CKS/DEP Formats [message #70682] Mon, 15 September 2014 15:48
Keshire  is currently offline Keshire
Messages: 1263
Registered: July 2005

Not sure what these are used for, but they are pretty simple to parse.

4 bytes - version? (4)
4 bytes - Number Files

null terminated string
12 bytes - time stamp?
4 bytes - CRC?

4 bytes - BDEP
4 bytes - version? (101)
4 bytes - number names (from header/names.bin)

4 bytes - unknown (84)
4 bytes - index number
null terminated string
4 bytes - padding? (0x0000)

[Updated on: Mon, 15 September 2014 15:48]

Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Forum: Tools
 Topic: Updated FE Def.xml
Updated FE Def.xml [message #70680] Mon, 15 September 2014 15:31
Keshire  is currently offline Keshire
Messages: 1263
Registered: July 2005

I'll post Fable Anniversary specific defs here. If something throws a mismatch let me know and I'll take a look.

9/15/2014 - Added new unknown property to graphics list in CAppearanceModifierDef.

  • Attachment: def.xml
    (Size: 794.59KB, Downloaded 128 time(s))

Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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