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		<title>Fable 2 Forums - Fable Modding</title>
		<link>http://forums.projectego.net/</link>
		<description>Breathe new life into your Fable: The Lost Chapters with modding and expansions.</description>
		<language>en</language>
		<lastBuildDate>Sat, 21 Nov 2009 01:04:26 GMT</lastBuildDate>
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		<ttl>60</ttl>
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			<title>Fable 2 Forums - Fable Modding</title>
			<link>http://forums.projectego.net/</link>
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		<item>
			<title>Fable Graphic Settings?</title>
			<link>http://forums.projectego.net/fable-graphic-settings-21560/</link>
			<pubDate>Fri, 20 Nov 2009 05:21:07 GMT</pubDate>
			<description><![CDATA[I was just wondering if there is some way to tweak Fable:TLCs different graphics settings. Particularly, I really want to change Fables draw distance for people, grass, and other objects. I can't seem to find any tutorials or even mods on this subject, which is weird cause it's like the first thing people do with PC games...
Anyway, any help would be greatly appreciated! :)]]></description>
			<content:encoded><![CDATA[<div>I was just wondering if there is some way to tweak Fable:TLCs different graphics settings. Particularly, I really want to change Fables draw distance for people, grass, and other objects. I can't seem to find any tutorials or even mods on this subject, which is weird cause it's like the first thing people do with PC games...<br />
Anyway, any help would be greatly appreciated! :)</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>Black Knight</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/fable-graphic-settings-21560/</guid>
		</item>
		<item>
			<title>what about a weapon that is caried by Hobbe?</title>
			<link>http://forums.projectego.net/what-about-weapon-caried-hobbe-21543/</link>
			<pubDate>Wed, 18 Nov 2009 17:10:49 GMT</pubDate>
			<description><![CDATA[Have you ever wanted a weapon that  is caried by a hobbe.Or a undead.Well i know how to do it.You can carry a hobbes hammer as a child or carry a sword of undead as a hero.SO THIS IS A PROCEDURE.IT has no spoilers so i will explain.



1.Open the FABLE EXPLORER
2.Scroll down to CREATURE
3.Pick the CREATURE YOU WANT.EXAMPLE.1112 CREATURE BANDIT GRUNT
4.OPEN IT
5Click to the CREATURE
6You should click only once and on the + 
7.Scroll down to the Weapon 1 and 2
8.You can see the ID of the weapon,so copy it
9.Now go to 1470 ,1471 or 1472.You know HERO, YOUNG HERO AND CHILD HERO.
10.Do the same again.SO open the hero,click Creature,and weapon 1 
11.Paste the ID you have taken of a previost Character.
12.WOILA.You have the weapon of the hobbe or undead or even bandit or Minion...Every  weapon can be yours.
See the next page coz i will give you some weapon ID so you don"have to search.:'(]]></description>
			<content:encoded><![CDATA[<div>Have you ever wanted a weapon that  is caried by a hobbe.Or a undead.Well i know how to do it.You can carry a hobbes hammer as a child or carry a sword of undead as a hero.SO THIS IS A PROCEDURE.IT has no spoilers so i will explain.<br />
<br />
<br />
<br />
1.Open the FABLE EXPLORER<br />
2.Scroll down to CREATURE<br />
3.Pick the CREATURE YOU WANT.EXAMPLE.1112 CREATURE BANDIT GRUNT<br />
4.OPEN IT<br />
5Click to the CREATURE<br />
6You should click only once and on the + <br />
7.Scroll down to the Weapon 1 and 2<br />
8.You can see the ID of the weapon,so copy it<br />
9.Now go to 1470 ,1471 or 1472.You know HERO, YOUNG HERO AND CHILD HERO.<br />
10.Do the same again.SO open the hero,click Creature,and weapon 1 <br />
11.Paste the ID you have taken of a previost Character.<br />
12.WOILA.You have the weapon of the hobbe or undead or even bandit or Minion...Every  weapon can be yours.<br />
See the next page coz i will give you some weapon ID so you don&quot;have to search.:'(</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>filip.gajic</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/what-about-weapon-caried-hobbe-21543/</guid>
		</item>
		<item>
			<title>ShadowNet Crash Upon Startup in Windows 7</title>
			<link>http://forums.projectego.net/shadownet-crash-upon-startup-windows-7-a-21530/</link>
			<pubDate>Tue, 17 Nov 2009 10:05:22 GMT</pubDate>
			<description><![CDATA[I'm running Windows 7 Ultimate and when I try to open the ShadowNet build of FE, it gives me the standard "FableExplorer.exe has stopped working" bull ****.

Here are the specific details if anything helps.


---Quote---
Description:
  Stopped working

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	FableExplorer.exe
  Application Version:	1.0.2903.3
  Application Timestamp:	4760ca66
  Fault Module Name:	KERNELBASE.dll
  Fault Module Version:	6.1.7600.16385
  Fault Module Timestamp:	4a5bdaae
  Exception Code:	e0434f4d
  Exception Offset:	00009617
  OS Version:	6.1.7600.2.0.0.256.1
  Locale ID:	1033

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt
---End Quote---
 I just double click the EXE and it gives me the error before the GUI even shows up. I have .NET 3.5 as it came with Windows 7, and I tried compatibility mode for Vista AND XP. I also have UAC disabled so I don't need to run it as admin.

Any ideas?]]></description>
			<content:encoded><![CDATA[<div>I'm running Windows 7 Ultimate and when I try to open the ShadowNet build of FE, it gives me the standard &quot;FableExplorer.exe has stopped working&quot; bull ****.<br />
<br />
Here are the specific details if anything helps.<br />
<br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
	<table cellpadding="8" cellspacing="0" border="0" width="100%">
	<tr>
		<td class="alt2">
			<hr />
			
				Description:<br />
  Stopped working<br />
<br />
Problem signature:<br />
  Problem Event Name:	APPCRASH<br />
  Application Name:	FableExplorer.exe<br />
  Application Version:	1.0.2903.3<br />
  Application Timestamp:	4760ca66<br />
  Fault Module Name:	KERNELBASE.dll<br />
  Fault Module Version:	6.1.7600.16385<br />
  Fault Module Timestamp:	4a5bdaae<br />
  Exception Code:	e0434f4d<br />
  Exception Offset:	00009617<br />
  OS Version:	6.1.7600.2.0.0.256.1<br />
  Locale ID:	1033<br />
<br />
Read our privacy statement online:<br />
  <a rel="nofollow" href="http://go.microsoft.com/fwlink/?linkid=104288&amp;clcid=0x0409" target="_blank">http://go.microsoft.com/fwlink/?link...8&amp;clcid=0x0409</a><br />
<br />
If the online privacy statement is not available, please read our privacy statement offline:<br />
  C:\Windows\system32\en-US\erofflps.txt
			
			<hr />
		</td>
	</tr>
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</div> I just double click the EXE and it gives me the error before the GUI even shows up. I have .NET 3.5 as it came with Windows 7, and I tried compatibility mode for Vista AND XP. I also have UAC disabled so I don't need to run it as admin.<br />
<br />
Any ideas?</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>Zamurick</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/shadownet-crash-upon-startup-windows-7-a-21530/</guid>
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		<item>
			<title>Custom Cullis Gates</title>
			<link>http://forums.projectego.net/custom-cullis-gates-21484/</link>
			<pubDate>Wed, 11 Nov 2009 12:04:40 GMT</pubDate>
			<description><![CDATA[They can be done.

To add a Cullis Gate, use the following scripts (and get rid of the anti-spam spaces):NewThing Marker;
Player -1;
UID 18446744073709551615;
DefinitionType "HERO_GUILD_TELEPORT_MARKER";
ScriptName TeleportPoint;
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 0.0;
RHSetForwardY 1.0;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 1.0;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCTeleporter;
TeleportActive FALSE;
TeleportActivated FALSE;
EndCTCTeleporter;
Health 1.0;
EndThing;

NewThing Object;
Player 4;
UID 18446744073709551615;
DefinitionType "OBJECT_GUILD_PEDESTAL_TELEPORT_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 0.0;
RHSetForwardY 1.0;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 1.0;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;

*IMPORTANT - Always adjust coordinates and UIDs.*
Notes: The teleport pedestal isn't essential, it would just look stupid if the teleport effect was going and there wasn't anything under it. And you'll want to have the marker a little bit higher than the pedestal or the effect will clip with the mesh.
You can also use different teleport markers, just don't leave out the ScriptName TeleportPoint; line, and be sure to use a corresponding teleport OBJECT. The guild pedestal for example is smaller than some of the other Cullis Gate OBJECTs.
Seems simple, and yea that part of it is simple, but here's where it gets interesting...For this to work, the region that is getting the custom Cullis Gate absolutely must have AppearOnWorldMap; in it's definition in the BWD (flip the boolean value for AppearOnWorldMap; with a hex editor) or the WLD (whichever one is being used). To make this an easy edit, open the userst.ini and change UseCompiledWorldFiles TRUE; to UseCompiledWorldFiles FALSE; so that you can just edit the WLD.

It gets better. If the region with the custom Cullis Gate doesn't have a minimap defined in the WLD, the region will use the minimap of the region that the Hero is teleporting from. No minimap = one will be thrown on there and it will look weird. But this is only an issue is you're going to filler maps/creature hub or if you mod the regions to split them up or whatever.

Also, a text entry for the NewDisplayName line will be needed as opposed to just putting in whatever you want or else it will show up blank in the Cullis Gate teleport menu (but strangely, the custom name shows up properly in the description just under that same menu....).

And to add on to that, if there's no RegionDef assigned to the region by the WLD, the teleport destination will by default show up at the top left (0,0) of the world map, because the WLD WorldMapOffset values in the WLD aren't used, the game grabs the values from the REGION entry. But you can use those values in the REGION entry if you want to make a new one.

But wait, there's more! If you put the scripts in TNGs, you'll need to go back to the userst.ini and switch UseCompiledGlobalThings TRUE; to UseCompiledGlobalThings FALSE; or the Cullis Gate won't work. I would recommend putting the scripts in the GTG, global scripts means faster loading time. But that's just what I would do. If you put the scripts in the GTG, you'll need to open up the WLD again, track down the map definition you want to put the custom Cullis Gate in, look at the NewMap number, look for the same NEWMAP number in the GTG, dump the scripts there. I also want to add that the teleport pedestal shouldn't go in the GTG, but instead the TNG. There might not be any problems, there just aren't any OBJECTs in the GTG. For convenience, you may just want to use TNGs if you don't mind the loading time (it's not major waiting either, I'm just weird like that). There shouldn't be any adverse effects of using the TNGs (except what I've already mentioned) as all the GTG stuff 

Now remember, even a custom Cullis Gate is just like a standard Cullis Gate. You have to have actually been to the region with the custom Cullis Gate for it to be active. So if it's in a place that isn't reachable by default, make a teleporter as well.

And one last note - If you edit the WLD, GTG or those specific userst.ini values, you'll more than likely need to start a new save for the changes to take effect. WLD for certain, GTG I'm not so sure but it's a safe bet, the INI, maybe, maybe not, don't know.

Oh, almost forgot... as I have repeatedly said countless times in the past couple of years that this was impossible, I must say now that I was wrong. Because I am infallible but am at the same time wrong, resulting in a paradox of universal constants, prepare for world annihilation in three... two...Screenshots - Fresco Dome and Guild Demon Door:Note - Fresco Dome and the Guild Demon Door don't have Cullis Gates...
Image: http://imgur.com/m9bXL.jpg 
Image: http://imgur.com/S1Z6k.jpg 
Image: http://imgur.com/gHHjJ.jpg 
Image: http://imgur.com/7XMjD.jpg 
Image: http://imgur.com/m7Ib3.jpg 
Image: http://imgur.com/Hijdt.jpg 
]]></description>
			<content:encoded><![CDATA[<div>They can be done.<br />
<br />
To add a Cullis Gate, use the following scripts (and get rid of the anti-spam spaces):<div style="margin:5px;">
<div style="margin-bottom:2px"><b>Warning, this is a spoiler!</b> <input type="button" value="Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }">
</div>
<div class="alt2" style="padding: 6px; border: 1px inset;">
<div style="display: none;">
<font face="monospace"><font color="#000000">NewThing Marker;<br />
Player -1;<br />
UID 18446744073709551615;<br />
DefinitionType &quot;HERO_GUILD_TELEPORT_MARK  ER&quot;;<br />
ScriptName TeleportPoint;<br />
ScriptData &quot;NULL&quot;;<br />
ThingGamePersistent TRUE;<br />
ThingLevelPersistent TRUE;<br />
StartCTCPhysicsStandard;<br />
PositionX 0.0;<br />
PositionY 0.0;<br />
PositionZ 0.0;<br />
RHSetForwardX 0.0;<br />
RHSetForwardY 1.0;<br />
RHSetForwardZ 0.0;<br />
RHSetUpX 0.0;<br />
RHSetUpY 0.0;<br />
RHSetUpZ 1.0;<br />
EndCTCPhysicsStandard;<br />
StartCTCEditor;<br />
EndCTCEditor;<br />
StartCTCTeleporter;<br />
TeleportActive FALSE;<br />
TeleportActivated FALSE;<br />
EndCTCTeleporter;<br />
Health 1.0;<br />
EndThing;</font></font><br />
<br />
<font face="monospace"><font color="#000000">NewThing Object;<br />
Player 4;<br />
UID 18446744073709551615;<br />
DefinitionType &quot;OBJECT_GUILD_PEDESTAL_TE  LEPORT_01&quot;;<br />
ScriptName NULL;<br />
ScriptData &quot;NULL&quot;;<br />
ThingGamePersistent FALSE;<br />
ThingLevelPersistent FALSE;<br />
StartCTCPhysicsStandard;<br />
PositionX 0.0;<br />
PositionY 0.0;<br />
PositionZ 0.0;<br />
RHSetForwardX 0.0;<br />
RHSetForwardY 1.0;<br />
RHSetForwardZ 0.0;<br />
RHSetUpX 0.0;<br />
RHSetUpY 0.0;<br />
RHSetUpZ 1.0;<br />
EndCTCPhysicsStandard;<br />
StartCTCEditor;<br />
EndCTCEditor;<br />
Health 1.0;<br />
EndThing;</font></font><br />
<br />
<b><font color="#ff0000">IMPORTANT</font> - Always adjust coordinates and UIDs.</b><br />
Notes: The teleport pedestal isn't essential, it would just look stupid if the teleport effect was going and there wasn't anything under it. And you'll want to have the marker a little bit higher than the pedestal or the effect will clip with the mesh.<br />
You can also use different teleport markers, just don't leave out the <font face="monospace">ScriptName TeleportPoint;</font> line, and be sure to use a corresponding teleport OBJECT. The guild pedestal for example is smaller than some of the other Cullis Gate OBJECTs.
</div>
</div>
</div><br />
Seems simple, and yea that part of it is simple, but here's where it gets interesting...<div style="margin:5px;">
<div style="margin-bottom:2px"><b>Warning, this is a spoiler!</b> <input type="button" value="Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }">
</div>
<div class="alt2" style="padding: 6px; border: 1px inset;">
<div style="display: none;">
For this to work, the region that is getting the custom Cullis Gate absolutely must have <font face="monospace">AppearOnWorldMap;</font> in it's definition in the BWD (flip the boolean value for <font face="monospace">AppearOnWorldMap;</font> with a hex editor) or the WLD (whichever one is being used). To make this an easy edit, open the userst.ini and change <font face="monospace">UseCompiledWorldFiles TRUE;</font> to <font face="monospace">UseCompiledWorldFiles FALSE;</font> so that you can just edit the WLD.<br />
<br />
It gets better. If the region with the custom Cullis Gate doesn't have a minimap defined in the WLD, the region will use the minimap of the region that the Hero is teleporting from. No minimap = one will be thrown on there and it will look weird. But this is only an issue is you're going to filler maps/creature hub or if you mod the regions to split them up or whatever.<br />
<br />
Also, a text entry for the <font face="monospace">NewDisplayName</font> line will be needed as opposed to just putting in whatever you want or else it will show up blank in the Cullis Gate teleport menu (but strangely, the custom name shows up properly in the description just under that same menu....).<br />
<br />
And to add on to that, if there's no <font face="monospace">RegionDef</font> assigned to the region by the WLD, the teleport destination will by default show up at the top left (0,0) of the world map, because the WLD <font face="monospace">WorldMapOffset</font> values in the WLD aren't used, the game grabs the values from the REGION entry. But you can use those values in the REGION entry if you want to make a new one.<br />
<br />
But wait, there's more! If you put the scripts in TNGs, you'll need to go back to the userst.ini and switch <font face="monospace">UseCompiledGlobalThings TRUE;</font> to <font face="monospace">UseCompiledGlobalThings FALSE;</font> or the Cullis Gate won't work. I would recommend putting the scripts in the GTG, global scripts means faster loading time. But that's just what I would do. If you put the scripts in the GTG, you'll need to open up the WLD again, track down the map definition you want to put the custom Cullis Gate in, look at the <font face="monospace">NewMap</font> number, look for the same <font face="monospace">NEWMAP</font> number in the GTG, dump the scripts there. I also want to add that the teleport pedestal shouldn't go in the GTG, but instead the TNG. There might not be any problems, there just aren't any OBJECTs in the GTG. For convenience, you may just want to use TNGs if you don't mind the loading time (it's not major waiting either, I'm just weird like that). There shouldn't be any adverse effects of using the TNGs (except what I've already mentioned) as all the GTG stuff <br />
<br />
Now remember, even a custom Cullis Gate is just like a standard Cullis Gate. You have to have actually been to the region with the custom Cullis Gate for it to be active. So if it's in a place that isn't reachable by default, make a teleporter as well.<br />
<br />
And one last note - If you edit the WLD, GTG or those specific userst.ini values, you'll more than likely need to start a new save for the changes to take effect. WLD for certain, GTG I'm not so sure but it's a safe bet, the INI, maybe, maybe not, don't know.<br />
<br />
Oh, almost forgot... as I have repeatedly said countless times in the past couple of years that this was impossible, I must say now that I was wrong. Because I am infallible but am at the same time wrong, resulting in a paradox of universal constants, prepare for world annihilation in three... two...
</div>
</div>
</div>Screenshots - Fresco Dome and Guild Demon Door:<div style="margin:5px;">
<div style="margin-bottom:2px"><b>Warning, this is a spoiler!</b> <input type="button" value="Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }">
</div>
<div class="alt2" style="padding: 6px; border: 1px inset;">
<div style="display: none;">
<div align="center">Note - Fresco Dome and the Guild Demon Door don't have Cullis Gates...<br />
<img src="http://imgur.com/m9bXL.jpg" border="0" alt="" /><br />
<img src="http://imgur.com/S1Z6k.jpg" border="0" alt="" /><br />
<img src="http://imgur.com/gHHjJ.jpg" border="0" alt="" /><br />
<img src="http://imgur.com/7XMjD.jpg" border="0" alt="" /><br />
<img src="http://imgur.com/m7Ib3.jpg" border="0" alt="" /><br />
<img src="http://imgur.com/Hijdt.jpg" border="0" alt="" /></div>
</div>
</div>
</div></div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>JohnDoe</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/custom-cullis-gates-21484/</guid>
		</item>
		<item>
			<title>hoplessly lost again</title>
			<link>http://forums.projectego.net/hoplessly-lost-again-21477/</link>
			<pubDate>Mon, 09 Nov 2009 23:31:53 GMT</pubDate>
			<description>has anyone perfected the dual weilding mod yet?</description>
			<content:encoded><![CDATA[<div>has anyone perfected the dual weilding mod yet?</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>pyro181989</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/hoplessly-lost-again-21477/</guid>
		</item>
		<item>
			<title>Cutscene update</title>
			<link>http://forums.projectego.net/cutscene-update-21472/</link>
			<pubDate>Mon, 09 Nov 2009 10:49:49 GMT</pubDate>
			<description><![CDATA[For years, it's been unknown how the handling of questions was done in cutscenes (like accepting the Guildmaster's offer to be teleported to the graveyard to kill Nostro instead). But, now we know.

I found a mismatched control byte in a cutscene entry that led to this awesome discovery. Turns out that instead of three cutscene sections, there are actually five. The fourth section determines what happens when the answer to the question is no. The fifth section determines what happens when the answer is yes.

What this means to cutscene editors (not sure how many of them are still around) is that we can now implement choices in cutscene modding.

A quick example of this would be like at the bandit camp entrance, when the gate guard doesn't let you in because you're not wearing the bandit clothes, you can implement a question in that cutscene like "Kill the guard and sneak in?" Saying yes, in section five of the cutscene, the Hero kills the guard and the gate is opened, cutscene ends. Saying no, in section four of the cutscene, the cutscene just ends.

Now, to do this, you'll need an updated def.xml. The FE version is in the FE thread at FableTLCMod (http://fabletlcmod.com/forum/index.php?t=msg&th=1330&start=0&). The CBox version is in this post of the CBox thread at FableTLCMod (http://fabletlcmod.com/forum/index.php?t=tree&th=5795&mid=54969&&rev=&reveal=).

I'll be doing a lot more work with the def.xml, I'm sure to find more interesting things that will open up new doors.]]></description>
			<content:encoded><![CDATA[<div>For years, it's been unknown how the handling of questions was done in cutscenes (like accepting the Guildmaster's offer to be teleported to the graveyard to kill Nostro instead). But, now we know.<br />
<br />
I found a mismatched control byte in a cutscene entry that led to this awesome discovery. Turns out that instead of three cutscene sections, there are actually five. The fourth section determines what happens when the answer to the question is no. The fifth section determines what happens when the answer is yes.<br />
<br />
What this means to cutscene editors (not sure how many of them are still around) is that we can now implement choices in cutscene modding.<br />
<br />
A quick example of this would be like at the bandit camp entrance, when the gate guard doesn't let you in because you're not wearing the bandit clothes, you can implement a question in that cutscene like &quot;Kill the guard and sneak in?&quot; Saying yes, in section five of the cutscene, the Hero kills the guard and the gate is opened, cutscene ends. Saying no, in section four of the cutscene, the cutscene just ends.<br />
<br />
Now, to do this, you'll need an updated def.xml. The FE version is in the <a rel="nofollow" href="http://fabletlcmod.com/forum/index.php?t=msg&amp;th=1330&amp;start=0&amp;" target="_blank">FE thread at FableTLCMod</a>. The CBox version is in <a rel="nofollow" href="http://fabletlcmod.com/forum/index.php?t=tree&amp;th=5795&amp;mid=54969&amp;&amp;rev=&amp;reveal=" target="_blank">this post of the CBox thread at FableTLCMod</a>.<br />
<br />
I'll be doing a lot more work with the def.xml, I'm sure to find more interesting things that will open up new doors.</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>JohnDoe</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/cutscene-update-21472/</guid>
		</item>
		<item>
			<title>hopelessly lost</title>
			<link>http://forums.projectego.net/hopelessly-lost-21465/</link>
			<pubDate>Sun, 08 Nov 2009 16:07:51 GMT</pubDate>
			<description>hi this is my first time signing up on this site and im more than not positive that this question might have been brought up before but if someone could tell me why when i play with a rival hero with certain weapons (ex. axe,cleaver,katana) when i equip them the blades turn backwards so it totally doesent look like it should my question is why does this happen and is there a way to fix it any answers will be much appreciated oh and how do i change the weight of my weapons to be 2 handed or one handed sorry to ask but im a noob so id rather ask questions than be totally lost</description>
			<content:encoded><![CDATA[<div>hi this is my first time signing up on this site and im more than not positive that this question might have been brought up before but if someone could tell me why when i play with a rival hero with certain weapons (ex. axe,cleaver,katana) when i equip them the blades turn backwards so it totally doesent look like it should my question is why does this happen and is there a way to fix it any answers will be much appreciated oh and how do i change the weight of my weapons to be 2 handed or one handed sorry to ask but im a noob so id rather ask questions than be totally lost</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>pyro181989</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/hopelessly-lost-21465/</guid>
		</item>
		<item>
			<title>Age, hair colour + will effects</title>
			<link>http://forums.projectego.net/age-hair-colour-will-effects-21463/</link>
			<pubDate>Sun, 08 Nov 2009 12:23:57 GMT</pubDate>
			<description>is it possible to mod my char to keep his hair colour dark (when ur young)and not wrinkle or anything? also can you disable the effects of the will on the body i have a sneaky suspision that its turning my hair white (not ht e blue lines though)</description>
			<content:encoded><![CDATA[<div>is it possible to mod my char to keep his hair colour dark (when ur young)and not wrinkle or anything? also can you disable the effects of the will on the body i have a sneaky suspision that its turning my hair white (not ht e blue lines though)</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>wulfric</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/age-hair-colour-will-effects-21463/</guid>
		</item>
		<item>
			<title>Fort</title>
			<link>http://forums.projectego.net/fort-21456/</link>
			<pubDate>Sat, 07 Nov 2009 09:19:39 GMT</pubDate>
			<description><![CDATA[Forts are fun, aye? I've started work on building one for Fable. I have big plans for it, but more on that later.

This is what I've got so far:Image: http://i.imgur.com/rBb6T.jpg 
Image is scaled down, click here to see full-size. (http://imgur.com/AFe8j.jpg)
Note that it isn't finished, I've yet to make a gate for it so nothing can get in or out. :lol:

*Read here - this is where you come in!*
As always, I need ideas. What I've got so far is very simplistic, it's just four walls. I don't know much on these things, but I do know that just a few little things can make my fort much more impressive. What those little things would be, I have no clue. So there you go, suggestions are welcome. I'm really looking for ideas from anyone with a history in art or design, someone who notices the mundane things, but anyone else can go for it too.

----------------------------------------------------------------------------------------------------

On another note, I have the know-how to manipulate cameras and cutscenes, and it was suggested to me that I create an awesome YouTube video to promote Fable modding. I know that I'll be using this fort in that video. What I don't know is what the video will consist of. And before someone says "epic battle lolz" yea, duh. Like I was going to do a romance or some crap. I've thought of themes, like bandits vs guards, good heroes vs evil heroes, villagers vs monsters, etc. and such, but that's as far as I got.

*Read here - you come in again!*
Once more, I need ideas. It would really, really help if someone out there with a background in theatre arts or media production or anyone else could come up with some choreographic battle concepts.

So, there it is. Any ideas are welcome, and if I use any ideas, whoever thought of it will be credited.

Also, please, please please don't make me regret asking for ideas. I've done this a few times before and I have always ended up wishing I hadn't.]]></description>
			<content:encoded><![CDATA[<div>Forts are fun, aye? I've started work on building one for Fable. I have big plans for it, but more on that later.<br />
<br />
This is what I've got so far:<div style="margin:5px;">
<div style="margin-bottom:2px"><b>Warning, this is a spoiler!</b> <input type="button" value="Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }">
</div>
<div class="alt2" style="padding: 6px; border: 1px inset;">
<div style="display: none;">
<div align="center"><a rel="nofollow" href="http://imgur.com/AFe8j.jpg" target="_blank"><img src="http://i.imgur.com/rBb6T.jpg" border="0" alt="" /><br />
<font size="1"><i>Image is scaled down, click here to see full-size.</i></font></a></div>
</div>
</div>
</div>Note that it isn't finished, I've yet to make a gate for it so nothing can get in or out. :lol:<br />
<br />
<b>Read here - this is where you come in!</b><br />
As always, I need ideas. What I've got so far is very simplistic, it's just four walls. I don't know much on these things, but I do know that just a few little things can make my fort much more impressive. What those little things would be, I have no clue. So there you go, suggestions are welcome. I'm really looking for ideas from anyone with a history in art or design, someone who notices the mundane things, but anyone else can go for it too.<br />
<br />
<div align="center">----------------------------------------------------------------------------------------------------</div><br />
On another note, I have the know-how to manipulate cameras and cutscenes, and it was suggested to me that I create an awesome YouTube video to promote Fable modding. I know that I'll be using this fort in that video. What I don't know is what the video will consist of. And before someone says &quot;epic battle lolz&quot; yea, duh. Like I was going to do a romance or some crap. I've thought of themes, like bandits vs guards, good heroes vs evil heroes, villagers vs monsters, etc. and such, but that's as far as I got.<br />
<br />
<b>Read here - you come in again!</b><br />
Once more, I need ideas. It would really, really help if someone out there with a background in theatre arts or media production or anyone else could come up with some choreographic battle concepts.<br />
<br />
So, there it is. Any ideas are welcome, and if I use any ideas, whoever thought of it will be credited.<br />
<br />
<font size="1"><i>Also, please, please <i>please</i> don't make me regret asking for ideas. I've done this a few times before and I have always ended up wishing I hadn't.</i></font></div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>JohnDoe</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/fort-21456/</guid>
		</item>
		<item>
			<title>New guy looking for some modding guidance.</title>
			<link>http://forums.projectego.net/new-guy-looking-some-modding-guidance-21452/</link>
			<pubDate>Sat, 07 Nov 2009 02:56:21 GMT</pubDate>
			<description><![CDATA[Hey Fable community! I've had Fable (the lost chapters) for the xbox for a long time, and I was looking into modding for a bit more replayability.

I am aware that xbox modding is a bit more complicated, and I do know that it requires that I mod for PC and then convert, or something like that? I come from the Kotor Modding community, so I'm not a complete n00b to modding. but I've got to admit I'm a little lost.

I took a gander around at some tutorials on here and fabletlcmod.com, but I've kinda taken it in..... and then lost it immediately.

I would be very grateful if any of you could point me to some essential threads.


Thanks

Varsity]]></description>
			<content:encoded><![CDATA[<div>Hey Fable community! I've had Fable (the lost chapters) for the xbox for a long time, and I was looking into modding for a bit more replayability.<br />
<br />
I am aware that xbox modding is a bit more complicated, and I do know that it requires that I mod for PC and then convert, or something like that? I come from the Kotor Modding community, so I'm not a complete n00b to modding. but I've got to admit I'm a little lost.<br />
<br />
I took a gander around at some tutorials on here and fabletlcmod.com, but I've kinda taken it in..... and then lost it immediately.<br />
<br />
I would be very grateful if any of you could point me to some essential threads.<br />
<br />
<br />
Thanks<br />
<br />
Varsity</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>VarsityPuppet</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/new-guy-looking-some-modding-guidance-21452/</guid>
		</item>
		<item>
			<title>Troll damage</title>
			<link>http://forums.projectego.net/troll-damage-21444/</link>
			<pubDate>Fri, 06 Nov 2009 01:01:39 GMT</pubDate>
			<description><![CDATA[can someone tell me where the trolls attacks are listed so I can change the damage? I kno its listed under 'OBJECTS' I just can't seem to find it.]]></description>
			<content:encoded><![CDATA[<div>can someone tell me where the trolls attacks are listed so I can change the damage? I kno its listed under 'OBJECTS' I just can't seem to find it.</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>pPLnOmE</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/troll-damage-21444/</guid>
		</item>
		<item>
			<title>I need help for weapon designing</title>
			<link>http://forums.projectego.net/i-need-help-weapon-designing-21432/</link>
			<pubDate>Wed, 04 Nov 2009 12:37:38 GMT</pubDate>
			<description>First things first i need a program that i can create weapons with and a guide on how to use it... i would be thank full  if you guys could help me....</description>
			<content:encoded><![CDATA[<div>First things first i need a program that i can create weapons with and a guide on how to use it... i would be thank full  if you guys could help me....</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>Pipo16</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/i-need-help-weapon-designing-21432/</guid>
		</item>
		<item>
			<title>Fable Explorer Model Import Problem</title>
			<link>http://forums.projectego.net/fable-explorer-model-import-problem-21409/</link>
			<pubDate>Mon, 02 Nov 2009 15:32:09 GMT</pubDate>
			<description><![CDATA[Hi all! 
I've finally finished one thing I might call a weapon, lol :P
But anyway, when I try to import it to fable explorer, this is how it looks in FE after I've imported it:

Image: http://s3.postimage.org/1WPLar.png  (http://www.postimage.org/)

And this is how it really should look:

Image: http://s4.postimage.org/1BXaH0.png  (http://www.postimage.org/)

So yeah, anyone got an idea of what I'm doing wrong?
The mesh is "constructed" by 2 spheres, 1 cylinder and 1 rectangle.
I've folllowed this tutorial : http://fabletlcmod.com/forum/index.php?t=msg&th=3281&start=0&
Parenting is done 100% correctly, as in the video.
I've used Xporter to import the .x file into 3DS and I've tried to use both Panda Exporter and Xporter to export the .x file.

Any help would be appreciated :)
Thanks



EDIT: Nvm, I've found out of the problem :)]]></description>
			<content:encoded><![CDATA[<div>Hi all! <br />
I've finally finished one thing I might call a weapon, lol :P<br />
But anyway, when I try to import it to fable explorer, this is how it looks in FE after I've imported it:<br />
<br />
<a rel="nofollow" href="http://www.postimage.org/" target="_blank"><img src="http://s3.postimage.org/1WPLar.png" border="0" alt="" /></a><br />
<br />
And this is how it really should look:<br />
<br />
<a rel="nofollow" href="http://www.postimage.org/" target="_blank"><img src="http://s4.postimage.org/1BXaH0.png" border="0" alt="" /></a><br />
<br />
So yeah, anyone got an idea of what I'm doing wrong?<br />
The mesh is &quot;constructed&quot; by 2 spheres, 1 cylinder and 1 rectangle.<br />
I've folllowed this tutorial : <a rel="nofollow" href="http://fabletlcmod.com/forum/index.php?t=msg&amp;th=3281&amp;start=0&amp;" target="_blank">http://fabletlcmod.com/forum/index.p...=3281&amp;start=0&amp;</a><br />
Parenting is done 100% correctly, as in the video.<br />
I've used Xporter to import the .x file into 3DS and I've tried to use both Panda Exporter and Xporter to export the .x file.<br />
<br />
Any help would be appreciated :)<br />
Thanks<br />
<br />
<br />
<br />
EDIT: Nvm, I've found out of the problem :)</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>LarzI</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/fable-explorer-model-import-problem-21409/</guid>
		</item>
		<item>
			<title>3DS Max Help</title>
			<link>http://forums.projectego.net/3ds-max-help-21404/</link>
			<pubDate>Sun, 01 Nov 2009 20:43:57 GMT</pubDate>
			<description><![CDATA[Hi all!

I've tried to model a sword for fable, by following this tutorial
 http://fabletlcmod.com/forum/index.php?t=msg&th=3056&amp ;start=0& (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:

Image: http://img266.imageshack.us/img266/2766/screenshotuv.th.png  (http://img266.imageshack.us/i/screenshotuv.png/)

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):

Image: http://img246.imageshack.us/img246/9052/screenshot2zd.th.png  (http://img246.imageshack.us/i/screenshot2zd.png/)

Any help?

Oh and the push value is at -4,549 

Thanks :)]]></description>
			<content:encoded><![CDATA[<div>Hi all!<br />
<br />
I've tried to model a sword for fable, by following this tutorial<br />
<a rel="nofollow" href="http://fabletlcmod.com/forum/index.php?t=msg&amp;th=3056&amp;start=0&amp;" target="_blank"> http://fabletlcmod.com/forum/index.php?t=msg&amp;th=3056&amp;a  mp ;start=0&amp;</a><br />
But I haven't got far...<br />
At the point the author uses &quot;push&quot; to make the sharp edges for the sword, he does it &quot;flawless&quot;, but when I try it, I get a little, what should I call it.. Knob or something at the tip of the sword...<br />
If you want a screenshot, well here it is:<br />
<br />
<a rel="nofollow" href="http://img266.imageshack.us/i/screenshotuv.png/" target="_blank"><img src="http://img266.imageshack.us/img266/2766/screenshotuv.th.png" border="0" alt="" /></a><br />
<br />
Another thing is that the sword isn't smooth/flat/even<br />
As I suck at explaining, I've taken another screenshot...<br />
This is from front view (flat):<br />
<br />
<a rel="nofollow" href="http://img246.imageshack.us/i/screenshot2zd.png/" target="_blank"><img src="http://img246.imageshack.us/img246/9052/screenshot2zd.th.png" border="0" alt="" /></a><br />
<br />
Any help?<br />
<br />
Oh and the push value is at -4,549 <br />
<br />
Thanks :)</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>LarzI</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/3ds-max-help-21404/</guid>
		</item>
		<item>
			<title>elixir of life</title>
			<link>http://forums.projectego.net/elixir-life-21399/</link>
			<pubDate>Sun, 01 Nov 2009 13:08:59 GMT</pubDate>
			<description>When I drink elixir of life about 3 times and then I try to drink another one but my health wont increase. Is there a way to remove the limit?</description>
			<content:encoded><![CDATA[<div>When I drink elixir of life about 3 times and then I try to drink another one but my health wont increase. Is there a way to remove the limit?</div>

]]></content:encoded>
			<category domain="http://forums.projectego.net/f26/">Fable Modding</category>
			<dc:creator>deama</dc:creator>
			<guid isPermaLink="true">http://forums.projectego.net/elixir-life-21399/</guid>
		</item>
	</channel>
</rss>
