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Balverine hero mod ATTEMPT |
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03-16-2007, 08:24 AM
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#1
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FableTLCmod Adeptus
Location: Vancouver BC
Posts: 229
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Balverine hero mod ATTEMPT
i just recently noticed the creature_hero_balverine in the game.bin and i am trying to make it:
a)playable (currently the walking anims for it dont seem to work  )
and
b)edit a current ability to activate the transformation, still having some trouble with this one
but yes i emphasize this is an ATTEMPT i in no way guarantee that it will ever work fully, currently the only way to "walk" forward as the balverine is to slash the air which makes you step once.
so i'll keep everyone posted on the progress of this

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Re: Balverine hero mod ATTEMPT |
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03-16-2007, 11:08 AM
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#2
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ololololololololololololo
Location: In ur frij eatin ur foodz
Posts: 3,865
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Re: Balverine hero mod ATTEMPT
That is cool - +rep 
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Re: Balverine hero mod ATTEMPT |
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03-16-2007, 03:48 PM
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#3
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Photoshop Guru|
Location: Unknown
Posts: 7,662
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Re: Balverine hero mod ATTEMPT
SWEET! When I tried to spawn it as a body guard I got nothing. I really wanted to see it.
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Re: Balverine hero mod ATTEMPT |
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03-16-2007, 03:50 PM
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#4
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Counter-Strike Source
Location: Ontario
Posts: 238
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Re: Balverine hero mod ATTEMPT
Wow, thats pretty cool! Walking around as a balverine...killing people... = awsome.

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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 12:27 AM
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#5
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FableTLCmod Adeptus
Location: Vancouver BC
Posts: 229
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Re: Balverine hero mod ATTEMPT
okay i have gotten te walking anims working
but i haven't figured out what cdef controls whether the thing can jog or not using the right click
currently it will only do one anim
i am working on making the attacks more diverse, currently he just swipes and i want to add the forward tackle jump thing
howl expression, though currently still makes the cossack sounds 
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 12:37 AM
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#6
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Im BAAAAAACK!....again!
Location: The shadows...of my house
Posts: 120
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Re: Balverine hero mod ATTEMPT
very nice. Once this is working, I believe if everyone comes together....we can try to rebuild, to a degree, EVERYTHING in the fable system! Make our own game, so to speak. With werewolf transformation quest, and new storyline, etc. etc.
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 01:28 AM
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#7
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FableTLCmod Adeptus
Location: Vancouver BC
Posts: 229
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Re: Balverine hero mod ATTEMPT
lol maybe some
but we'd need someone to edit the exe
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 02:24 AM
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#8
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Photoshop Guru|
Location: Unknown
Posts: 7,662
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Re: Balverine hero mod ATTEMPT
And a lot of modders..
Great job though Marco! I wish there was a way to get him to use normal hero animations, y'know like wield a weapon. but tackling is cool rep 
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 02:26 AM
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#9
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Resident Freak/Mod/Legend
Location: On a private beach, with a Corona and some seagulls...
Posts: 2,140
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Re: Balverine hero mod ATTEMPT
I'd be up to the task, if it meant making Falbe that much more kick a$$. Dude, this is truly an awesome thing. +rep to you!
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 02:30 AM
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#10
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Photoshop Guru|
Location: Unknown
Posts: 7,662
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Re: Balverine hero mod ATTEMPT
I've recently been moving the world exits to the very end of paths. Adding baby chicks that waddle around with big chickens, Lobsters in oak vale, New silver key chests in random locations. I like working with maps. but I'm not that smart yet. i still have a lot to learn. But yeah. <--My input
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 02:35 AM
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#11
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Resident Freak/Mod/Legend
Location: On a private beach, with a Corona and some seagulls...
Posts: 2,140
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Re: Balverine hero mod ATTEMPT
Quote:
Originally Posted by Sephiroxas
I've recently been moving the world exits to the very end of paths. Adding baby chicks that waddle around with big chickens, Lobsters in oak vale, New silver key chests in random locations. I like working with maps. but I'm not that smart yet. i still have a lot to learn. But yeah. <--My input
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Wow,cool. And I can't even figure out how to make freeroam work...
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 03:25 AM
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#12
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FableTLCmod Adeptus
Location: Vancouver BC
Posts: 229
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Re: Balverine hero mod ATTEMPT
i prefer tng edits over bin, bin is just time consuming tng is pretty fun
also the balv now does the lunge attack that knocks people over and i've almost got the game to use the reight click run with the balv hero
atleast now i know it's a cdef not some weird anim entry screw up
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 03:46 AM
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#13
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Banned
Location: Under a bridge
Posts: 1
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Re: Balverine hero mod ATTEMPT
Quote:
Originally Posted by Marcopolo
okay i have gotten te walking anims working
but i haven't figured out what cdef controls whether the thing can jog or not using the right click
currently it will only do one anim
i am working on making the attacks more diverse, currently he just swipes and i want to add the forward tackle jump thing
howl expression, though currently still makes the cossack sounds 
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U mean like Bock!...?
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 05:56 AM
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#14
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FableTLCmod Adeptus
Location: Vancouver BC
Posts: 229
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Re: Balverine hero mod ATTEMPT
cossack, the russian dance one 
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Re: Balverine hero mod ATTEMPT |
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03-17-2007, 06:04 AM
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#15
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Banned
Location: Under a bridge
Posts: 1
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Re: Balverine hero mod ATTEMPT
Ohhh so when u howl he goes "Duh duh duh duh duh duh duh HEY!)
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