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Re: Add an outfit? [message #42113 is a reply to message #42106] Sun, 08 June 2008 11:56 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Here's what's involved, pick up where you left off:
  • duplicate existing entries for the apprentice outfit:
    • rename the model entries in the graphics.big:
      • (4081) MESH_HERO_FOLDED_GLOVES_APPRENTICE;
      • (4082) MESH_HERO_FOLDED_SHIRT_APPRENTICE;
      • (4083) MESH_HERO_FOLDED_TROUSERS_APPRENTICE;
      • (4084) MESH_HERO_FOLDED_BOOTS_APPRENTICE;
      • (4085) MESH_HERO_APPRENTICE_TROUSERS_01;
      • (4086) MESH_HERO_APPRENTICE_SHIRT_01;
      • (4087) MESH_HERO_APPRENTICE_HD_SHIRT_01;
      • (4088) MESH_HERO_APPRENTICE_GLOVE_R_01;
      • (4089) MESH_HERO_APPRENTICE_GLOVE_L_01;
      • (4090) MESH_HERO_APPRENTICE_BOOT_R_01; and
      • (4091) MESH_HERO_APPRENTICE_BOOT_L_01,
    • rename the texture entries in the textures.big:
      • (804) TEXTURE_HERO_APPRENTICE_TROUSERS_NEUTRAL;
      • (805) TEXTURE_HERO_APPRENTICE_SHIRT_NEUTRAL;
      • (806) TEXTURE_HERO_APPRENTICE_GLOVES_NEUTRAL;
      • (807) TEXTURE_HERO_APPRENTICE_BOOTS_NEUTRAL; and
      • (808) TEXTURE_HERO_APPRENTICE_ALPHA_NEUTRAL,
    • rename the text entries in the text.big:
      • (4583) TEXT_OBJECT_SUIT_APPRENTICE;
      • (5229) TEXT_OBJECT_APPRENTICE_BOOTS;
      • (5948) TEXT_OBJECT_APPRENTICE_GLOVES;
      • (7054) TEXT_OBJECT_APPRENTICE_BOOTS_10;
      • (8826) TEXT_OBJECT_APPRENTICE_ROBE_LOWER;
      • (8843) TEXT_OBJECT_APPRENTICE_ROBE_UPPER;
      • (8860) TEXT_OBJECT_SUIT_APPRENTICE_TITLE;
      • (9661) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP;
      • (9729) TEXT_OBJECT_APPRENTICE_BOOTS_TITLE;
      • (10389) TEXT_OBJECT_APPRENTICE_GLOVES_TITLE;
      • (13140) TEXT_OBJECT_APPRENTICE_ROBE_LOWER_TITLE;
      • (13163) TEXT_OBJECT_APPRENTICE_ROBE_UPPER_TITLE;
      • (13553) TEXT_OBJECT_APPRENTICE_ROBE_UPPER_HOODED; and
      • (13793) TEXT_OBJECT_SUIT_APPRENTICE_HOODUP_TITLE,
    • rename the game.bin entries:
      • (3371) HERO_SUIT_APPRENTICE;
      • (3372) HERO_SUIT_APPRENTICE_HOODUP;
      • (3421) OBJECT_HERO_BOOTS_APPRENTICE;
      • (3443) OBJECT_HERO_TROUSERS_APPRENTICE;
      • (3468) OBJECT_HERO_SHIRT_APPRENTICE_HOODUP;
      • (3469) OBJECT_HERO_SHIRT_APPRENTICE;
      • (3494) OBJECT_HERO_GLOVES_APPRENTICE;
      • (11631) CInventoryItemDef (linked from 3371);
      • (11632) CHeroSuitDef (linked from 3371);
      • (11633) CInventoryItemDef (linked from 3372);
      • (11634) CHeroSuitDef (linked from 3372);
      • (11770) CInventoryItemDef (linked from 3421);
      • (11771) CAppearanceModifierDef (linked from 3421);
      • (11772) CStockItemDef (linked from 3421);
      • (11847) CInventoryItemDef (linked from 3443);
      • (11848) CAppearanceModifierDef (linked from 3443);
      • (11849) CStockItemDef (linked from 3443);
      • (11935) CInventoryItemDef (linked from 3468);
      • (11936) CAppearanceModifierDef (linked from 3468);
      • (11937) CStockItemDef (linked from 3468);
      • (11938) CInventoryItemDef (linked from 3469);
      • (11939) CAppearanceModifierDef (linked from 3469);
      • (11940) CStockItemDef (linked from 3469);
      • (12026) CInventoryItemDef (linked from 3494);
      • (12027) CAppearanceModifierDef (linked from 3494); and
      • (12028) CStockItemDef (linked from 3494),
    • make an fmp of all renamed entries;
    • close and reopen Fable Explorer; and
    • load the fmp you just made,
  • load the new textures over the old textures in your new texture entries in the textures.big;
  • edit the text for titles and descriptions in your new text entries in the text.big;
  • edit the following INVENTORY_CATEGORY entries to allow for more items by increasing the capacities to the needed amount:
    • (2660) INVENTORY_CATEGORY_CLOTHES_HEADWEAR (by 1);
    • (2661) INVENTORY_CATEGORY_CLOTHES_TORSO_WEAR (by 2);
    • (2662) INVENTORY_CATEGORY_CLOTHES_GLOVES (by 1);
    • (2663) INVENTORY_CATEGORY_CLOTHES_LEGWEAR (by 1);
    • (2664) INVENTORY_CATEGORY_CLOTHES_FOOTWEAR (by 1); and
    • (2665) INVENTORY_CATEGORY_CLOTHES_SUITS (by 2),
  • edit the (2620) INVENTORY_TYPE_CLOTHING to include the new THING entries in the suits array.
To explain this a bit, FE supports renaming entries, so if you rename an entry and throw it in an fmp, what happens is you get a duplicate of the otherwise unedited entry. This way you can modify the duplicate without modifying the original. Not only that, but when you do it this way, everything comes out already properly linked so that you don't have to worry about that sort of thing, sweet stuff.

While editing the duplicate (which is the point of duplicating), you'll obviously have to include the textures since that was what this was all for in the first place. You can also edit the text entries to say whatever you want them to say instead of the original title and description of each piece of the suit and the suit itself.

Thing is, there is a predefined capacity to how many things you can have in your inventories (every type of item has it's own inventory) so you have to increase this number a bit. To make the new items show up in the suits clothing inventory, you add them to the array and when you have a piece of the suit it'll show up there.

Note: Since you're not changing any models around, you could skip duplicating them and add a CTextureReplacementDef to each piece which really is the "proper" way to do it. If you do it this way though, make sure everything is set up right in the CAppearanceModifierDefs.

Alternatively, you could create each entry for each piece individually, and that just sucks for large tasks.

Edit: if you got lost somewhere or have some questions, let me know.

I still don't really know how to explain it (which is why I never attempted to until now), but this is the duplication process and it's a really useful thing to use.

[Updated on: Sun, 08 June 2008 19:03]

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