Table of Contents



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.

Folders and Files

This section explains issues conserning the files and folders that affect AE and Fable.


Your AE program folder should look like this:


(*.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

(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

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.

World Editor

This section explains various things about the World Editor.

Basic editing

Area selection

Alt+Mouse move

Add/Remove from selection

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.

utilities/albion_explorer.txt · Last modified: 2007/04/11 17:22 by baystone
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