There’s a few requirements to get AlbionExplorer (AE) running and how to get the actual modding going. If things are as described, AE should run without a problem.
I’m not going to explain basic Windows functionality here... if you have trouble with that, then maybe you should reconsider trying to use this application.
This section explains issues conserning the files and folders that affect AE and Fable.
Your AE program folder should look like this:
AlbionExplorer.EXE AlbionExplorer.INI *.DLL \icons icons.XML *.BMP *.JPG *.PNG \minimaps *.JPG \templates Templates.INI *.TNG
(*.TNG, etc. means lots of files with that extension, for you less educated.) The icons, minimaps and templates folders should be created when you extract the AE resource package. If the resource files aren’t in their respective folders then the application will not be able to locate the files.
The normal installation should look something like this:
Program Files\Microsoft Games\Fable - The Lost Chapters \data \Levels FinalAlbion.WAD FinalAlbion.WLD GlobalQuests.qst ... ...
(Just so you know, the ... means that there’s other stuff in there.)
Use the free_roam app to extract the WAD file to create the following:
Program Files\Microsoft Games\Fable - The Lost Chapters \data \Levels \FinalAlbion Arena.TNG Arena.LEV Arena_Filler_01.TNG Arena_Filler_01.LEV ... FinalAlbion.WAD FinalAlbion.WLD GlobalQuests.qst creature_hub.TNG creature_hub.LEV ... ...
If you don’t manage to use the free_roam app to do this exact folder structure then you need to try again.
The next task is to rename the WAD file to something like _FinalAlbion.WAD.
Next, there’s a line UseLevelWAD TRUE; in the Program Files\Microsoft Games\Fable - The Lost Chapters\userst.ini file. That TRUE needs to be FALSE.
This section explains various things about the World Editor.
Ctrl+LMB (Left Mouse Button)
Zoom In, Zoom Out buttons or the mouse wheel
Mouse wheel button down+Mouse move or Shift+LMB+mouse move
Ctrl+R - Rotation tool
Ctrl+M - Move tool
To open the object wizard select a Level (root item) from the tree view and right-click it, to open its context menu. From the context menu select Wizard...
In the wizard you’ll have to choose in what section the object should appear at, which is usually NULL, select the type of template you want to use and set its DefitionType and UID.
When done (clicked OK) the object should appear at the top-right corner of the level. From there you have to move it to the location you want it to be.
If you select an object and right-click it you’ll see a context menu. There’s a few things there. The “To Ground” option makes the object appear at the ground level. This is one of the most common problems when it comes to the issue of “the object is not there”. “Lock” will lock the object so that you can’t change its direction or move it. Both of these properties are saved into the TNG file, so next time you load the file these properties will be loaded as well.
As you can select multiple objects at the same time, you can also do the “To Ground” and “Lock” options for many objects with one go. Select the objects, right-click one of them and then click the option you want.