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Re: Your own Legendary Weapon!
Old 10-22-2008, 07:30 PM   #211
shadow295142
Fable 2
Re: Your own Legendary Weapon!

where do you find the weapon you made when your playing
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Re: Your own Legendary Weapon!
Old 10-22-2008, 10:34 PM   #212
JohnDoe
Makes girls cry.

Re: Your own Legendary Weapon!

Try spawning it.
Before you ask, try search for how to spawn.
Welcome to the site.
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Re: Your own Legendary Weapon!
Old 10-23-2008, 06:04 AM   #213
shadow295142
Fable 2
Re: Your own Legendary Weapon!

thank you
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Re: Your own Legendary Weapon!
Old 10-23-2008, 06:26 AM   #214
shadow295142
Fable 2
Re: Your own Legendary Weapon!

when i press world editor on albion explorer it comes up with cannot find c:\Documents and Settings\Darlekman\Deskto p\kens\data\levels\FinalA lbion\BarrowFields.lev.
can anyone help me?
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Re: Your own Legendary Weapon!
Old 10-27-2008, 08:44 AM   #215
wtfnubzerg
Insert Title Here
Re: Your own Legendary Weapon!

I didn't have to, but you might have to use the FreeRoam app.
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Re: Your own Legendary Weapon!
Old 10-27-2008, 08:47 AM   #216
wtfnubzerg
Insert Title Here
Re: Your own Legendary Weapon!

Quote:
Originally Posted by Crown_Royal7 View Post
haha nice nice droded ur my hero =D lol


but im wondering how in the world, to do this with bows, because i go to the damage and its at 1, i change to my hugely awesome number, but dosnt register, so i have a feeling damage only applies to melee weapons not bows etc...iv looked through the cweapondef part and nothing so idk
In the CWeaponDef Sub-Menu look for Shot. Edit that number with whatever damage you want.
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Re: Your own Legendary Weapon!
Old 10-28-2008, 04:30 AM   #217
AltairZero
Keeper of Blades
Re: Your own Legendary Weapon!

To both of you two, wtfnubzerg and shadow295142, try not to double post.

But any Droded, this is a wicked tut! I will hopefully use this soon.
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Re: Your own Legendary Weapon!
Old 10-28-2008, 10:50 PM   #218
Untamed Waters
Chicken Chaser
Re: Your own Legendary Weapon!

Ok, so I follow the steps and everything works well, but I have the item in my inventory. I'll make a bit more sense here.

1. I open FE
2. Make the correct changes (The changes I made are Items that are already in my inventory. E.g., I make changes to Sword of Aeons, and that sword is in my inventory)
3. I launch Fable and go to Item stats. My Sword of Aeons has some insane number -24blah blah blah... long. Eleven digits long but in parenthesis It has the same number, but positive. Did I make the number too long for Aeons and I need to go change it? Because Avo's tear was similar earlier and I look at it now and it's like ten or a hundred thousand even.

I am also wondering if someone would mind PMing me and giving me some more details on FE. So I can know what some of the things mean before I go try to edit stuff. E.x., what does the "C" mean before almost everything, etc, etc..

(This is my first time modding a game. Ever, so I'm totally new at this. Thanks in advance for a bit o' patience.)

Last edited by Untamed Waters; 10-28-2008 at 10:52 PM. Reason: Query
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Re: Your own Legendary Weapon!
Old 11-05-2008, 09:50 PM   #219
pugmod
i have 3 pugs
Re: Your own Legendary Weapon!

is my swords dmge gonna be 0 cos it says - the damage i want then + lol
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Re: Your own Legendary Weapon!
Old 11-06-2008, 11:46 AM   #220
JohnDoe
Makes girls cry.

Re: Your own Legendary Weapon!

I'd recommend using smaller numbers (6 figures, 7 tops).
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Re: Your own Legendary Weapon!
Old 11-10-2008, 05:58 PM   #221
luke4live
Fable 2
Re: Your own Legendary Weapon!

Wow im verry impressed
!
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Re: Your own Legendary Weapon!
Old 11-17-2008, 09:36 AM   #222
wtfnubzerg
Insert Title Here
Re: Your own Legendary Weapon!

Quote:
Originally Posted by OldBoy View Post
Yes. But you have to give it a different name.



Now you've cloned a weapon.
So you have a new OBJECT entry with an ID higher then 14760, you'll find it in the top of the OBJECT list.

Now; you are not there yet. Cause if you would now change the CWeaponDef, you would change the CWeaponDef of the OBJECT you wanted to keep original comprende?

So you have to repeat the proces above, but for the CWeaponDef entry.



Now you have a new CWeaponDef entry, which you can change and it won't effect any other weapon.

Don't forget to link your new weapon to it! You do this by changing the ID in the CWeaponDef field of your new weapon, to the ID of your new CWeaponDef (this one also be higher then 14760).

Now you can do this with any CDef of your new weapon (CObjectAugmentationsDef etc.) just repeat the proces...

Last note: this might look a bit confusing, but if you get the hang of it, you'll do all this in no time.
I can't get this to work. It keeps changing the entries for the original that I don't want changed. Am I supposed to export CDefs from the original weapon or the new OBJECT?
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Re: Your own Legendary Weapon!
Old 11-25-2008, 06:09 PM   #223
LarzI
Newbie Modder
Re: Your own Legendary Weapon!

EDIT!:

NVM, I found it!

Last edited by LarzI; 11-25-2008 at 06:33 PM.
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Re: Your own Legendary Weapon!
Old 12-24-2008, 06:01 AM   #224
Kewl Munky
Runemaster
Re: Your own Legendary Weapon!

I was hoping you were showing how to put a whole new model into the game, because I had a weapon from another game in mind. Is there a way to put a completely new weapon in?
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Re: Your own Legendary Weapon!
Old 12-24-2008, 06:28 AM   #225
JohnDoe
Makes girls cry.

Re: Your own Legendary Weapon!

Quote:
Originally Posted by Kewl Munky View Post
I was hoping you were showing how to put a whole new model into the game, because I had a weapon from another game in mind. Is there a way to put a completely new weapon in?
Set up the model hierarchy and helpers as required for FE import and Fable use. You can look at other weapons for reference.

The hierarchy is easy. For static models,
  • Scene-Root
    • MESH_NAME
      • (Meshes)
  • Orphan_Helpers
    • Helpers
The helpers are a little more complex, and will most certainly require using an original weapon model for reference so that you know where they go and what rotations to use.

A sword will most likely have these helpers:
HDMY_WEAPON_FOCUS_01, the helper that determines where and at what angle the Hero holds it from.
HDMY_AUG_01, the helper that determines where and in what direction the augment effects will be emitted from.
HDMY_AUG_02, though I believe this was meant to be where the emitted particle effects were supposed to go to, I don't see it as necessary. However, it's absence will cause some problems.
HDMY_WALL_MOUNT_DUMMY, I'm assuming this determines where and at what angle the weapon is sheathed, mounted or placed on counters.
HDMY/HPNT_TARGET_CURSOR_POINT, same as previous, I don't really know; I just try to line these two up as it would be in an original Fable weapon model.
HPNT_weapon_pos_a and HPNT_weapon_pos_b, the helpers that make a line of impact when swinging the sword; anything that comes between these two helpers when the sword is swung will get damaged.

More complex models will utilize HDMY_AUG_03 and HDMY_AUG_04, which will require some more work in their augmentation CDef. Others will have different names for things, various little changes here and there.

More often than not though, if you've already got the models and textures, you can ask someone to make it a weapon in Fable since the creative end is done already.
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