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Published: 2018-07-18 22:28:22 +0000 UTC; Views: 4813; Favourites: 28; Downloads: 0
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Description
Introduction
After messing about with ChocolateBox for countless frustrating hours, trying to learn how most of it works, I have actually managed to come up with some ideas for region and level scripting mods in the game - Fable: The Lost Chapters. I tried coming up with a small idea first, since that is usually the smart way to approach these things. However, I feel like this (at the time) was the only kind of region mod that I personally wanted to go for.
I was MAINLY inspired by my research in Fable's Development, Project Ego / WishWorld and the recent update of the Project Ego Mod by FRC. However, I kind of took inspiration from good ideas that I have experienced in other
region/level-scripting mods from the FableTLCMod and FableGame sites (unfortunately, there aren't that many released) and sort of mashed my own interpretation of it in there. Since I thought it made sense to collect all these great ideas and then put them together in some way. Most of it is filled with my own original ideas though and any ideas that I do end up re-using, I will learn how to do it and try making it myself. Rather than being lazy and flat-out stealing someone else's work.
After all, this whole process is for learning. So, don't expect my mod to be professionally made or anything like that. Especially in its early stages of development.
For the most part, I have been coming up with most of the ideas that I want to implement and just writing this up so that people can get a rough idea of what I am doing. However, over hundreds of hours of progress have already been made prior to me writing this document and I am probably going to be spending a couple more hours on it. So, I guess I might as well see what other people think of it? Remember, that everything you see is currently being worked on. Somethings might change in the end result and I am spending a lot of time testing. Since every mod that I have ever made, is a mod that I have always wanted to use myself. (oh and if you didn't know already, Fables engine is very limited, there is only so much I can actually do).
"So... what is this mod going to be, exactly?"
This mod will be a full-scale TNG edit for Fable: TLC, allowing the player to restart the game and experience the world of Albion in a totally new light.
Everywhere in Albion will look somewhat different and most NPCs/objects/items probably won't be in their original positions.
Not everything will be changed, as I quite like a lot of areas in Fable.
However, I find the original game to be both very linear and easy - so, I want to take advantage of all the assets and space in the game.
So in that case, why not make a mod that rewards players for actually exploring the game? Similar to the way the game was originally intended back in the Project Ego days.
While also adding in things here and there, that I thought should of been in the original game to begin with. Like Blue Mushrooms in Lookout Point for example...
...Everyone talks about them, but I see no mushrooms anywhere? Except maybe one female, for one quest, who has one mushroom. Wow.
I even managed to connect most of the regions in Fable, maintaining assets with-in the game that I felt shouldn't be removed.
So long as you have the FreeRoam App already installed, then this mod will connect the regions for you. No need to do that part yourself.
Since Fable's engine is old and qwerky, I have set it up so there shouldn't be any FPS-dips (I have never experience any, anyways and I play the game on max settings - 1080p with 60FPS everywhere I go).
However, my mod probably won't be perfect. I am not going to lie. Expect the potential for bugs, since the mod will require a lot of analysis and it might not be easy for me to catch everything.
That's why I would like other people's feedback for any of the prototypes I release, but it isn't neccessary if you just want to play it and try it out yourself.
That being said, I might recommend lowering the game settings when playing, if you don't have a modern system like my own.
If you do have an old PC or slow internet, feel free to try and download/test the mod when it is done. But prepare for a pseudo-beefy mod.
I am maintaining a lot of the games world/assets and then building on top of it (while minimizing loading screens in certain areas).
This sounds great on paper, but can theoretically increase the overall loading time (when starting the game again) for some people and could potnetially cause problems if either of their GPU or CPU can't hack it, while running the game.
I also created a spot in the starting area (StartOakvale - which I renamed to Bloodstone), that I call 'the Precipice of Fate' and it is a sort of cliff filled with labelled teleporters to different regions.
This was originally created for testing purposes, but I might as well give people an actual option for starting anywhere in the game. I guess it also gives people an extra layer of replayability to start wherever they want.
Also, if you liked the quests in Fable, then I am sorry to say: expect them to be removed from this mod.
The game crashes if you try making this kind of mod and trigger quests alongside them, so I gutted the markers and quests in some areas completely, with the use of ChocolateBox.
This also means (though I have yet to properly test it myself), if you have a character that has already completed the game (or is down to one last quest), then it is possible to do the 'New Game+ glitch'
and play as a pre-established save file.
I highly recommend BACKING UP YOUR GAME, before doing ANY of the instructions listed in my notes for this mod. This is so you can simply replace your modded game with a fresh new game. Just incase you make a human error.
I know some people think they have it under control, but if you didn't back up your game before doing anything, then it's not my fault that your game files don't work anymore and have to sit through a new installation.
Does this sound interesting to you? Well luckily for you, I have a beta version already uploaded!
Check out the link below!
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Here is a Dropbox link to my Mod (Pre-Beta v0.9):
CLICK HERE TO DOWNLOAD THIS MOD!
You might need a Dropbox Account in order to download it.
Here is a link to a Tutorial Video on how to install the latest version:
CLICK HERE TO LEARN HOW TO INSTALL!
Here is a link to the latest YouTube Video I made, showing off the mod:
CLICK HERE TO WATCH THE TRAILER VIDEO!
The Fable Russian Community spent the time to translate my mod, so if you find Russian more easier to understand then give it a look!
Сообщество Fable Russian потратило время на то, чтобы перевести мой мод, поэтому, если вы находите русский язык более понятным, посмотрите на него!
CLICK HERE TO VISIT MY FRC PAGE!
Related content
Comments: 21
heroofoakvale1 [2021-08-24 08:48:51 +0000 UTC]
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heroofoakvale1 [2021-08-24 08:48:30 +0000 UTC]
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heroofoakvale1 [2021-08-24 08:48:04 +0000 UTC]
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OverlordAvarice [2020-06-11 09:50:23 +0000 UTC]
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OverlordAvarice [2020-02-08 20:15:28 +0000 UTC]
Fable: The Expanded Chapters (Pre-Beta Version 0.7.7) is now available to download, from the link below. Containing all the features I have previously shown. For anyone who can't wait for me to finish the rest of the levels for the Beta! However, this obviously means that the 'Notes' file is slightly out-dated and you will find a few unfinished areas. But it all runs pretty much the same as it did before.
Details on what this version changes:
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- A much easier installation process than before.
- A much smaller file size to download, removed some clutter.
- Other mods I made for this one, now come pre-installed.
- Various new items added, including: Weapons, Trophies and Collectibles.
- Made so many weapon and armour mods compatible with this one.
- Shopkeepers in certain areas sell these modded items, after you install them.
- Rival Heroes and their weapons can be found all over Albion.
- Added more vanilla game loot to find, through out the world.
- Added two new towns: Willowdrake and Frosthaven.
- Willowdrake can be found above Orchard Farm.
- Frosthaven can be found in the Northern Wastes, past The Lost Bay.
- Turned the pathway to Bowerstone into a mini version of Rookridge.
- Lookout Point up to Darkwood is called 'Southern Albion'.
- Bowerstone up to Lychfield Graveyard is called 'Northern Albion'.
- Added more detail to Bloodstone (StartOakvale).
- Added more detail to Greatwood and Lookout Point.
- Added more detail to The Hero Guild Woods.
- Added more detail to Snowspire Village.
- Jack of Blades was added to Fresco Dome.
- Sword of Aeons and Avo's Tear were added to Fresco Dome.
- Ruby Troll was removed from Bloodstone's Troll Cave.
- Earth Troll was added to Bloodstone's Troll Cave.
- The Fable Historian Easter Egg added to Bloodstone.
- Project Ego Easter Egg added to The Heroes Guild.
- WishWorld Easter Egg added to Bowerstone.
- Brightwood Tower Easter Egg added to The Picnic Area.
- Gypsy Camp Easter Egg added to Bowerstone.
- Fable II Easter Egg added (The Divinity Gems).
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OverlordAvarice [2019-11-15 11:16:38 +0000 UTC]
Version 0.7.5 has now been released for anyone interested in trying out a more up-to-date version of this mod!
Includes a whole bunch of new items, caves, towns and even an expansion for Bowerstone Manor.
Due to all these new ideas I have been having, the Beta for the mod will be delayed until further notice.
A lot of the newly worked on content is still a work in progress, so don't be surprised if something weird happens when you play it.
Thanks for your patience and I hope you stay tuned to see the Beta release for the mod, once it's done!
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OverlordAvarice [2019-09-19 04:40:53 +0000 UTC]
Version 0.7 of the Pre-Beta has just been released. Link above has been updated.
- Some more changes to Bloodstone, extra detail to the Precipice of Fate and placed a few Sunbeam Markers in between the trees outside of town.
- The repaired Greatwood Lake bridge's signpost has been fixed. I had forgotten to change it from "The bridge is under construction".
- Addad a cave in the Heroes Guild. Along with a few other minor changes.
- Extra Caves added in the Picnic Area and past the fixed bridge in Greatwood Lake.
- Thingy's Crossbow is now found inside a 5 Silver Key chest in one of these caves.
- Added some Flora and Grass graphics to help spruce things up in the future (FMP added into Extensions folder).
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OverlordAvarice [2019-08-11 07:20:21 +0000 UTC]
(Sorry for messing up the version numbers in my last post)
A new v0.6 Patch has been released for the Pre-Beta mod.
This is strictly to fix a few files in the file structure and in terms of world editing: I just made some changes to Bloodstone.
The Wizards Tower seriously needs more tweaking, but it works now at least.
Click the link on this page and re-install the mod again if you're interested!
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DarrolLayman2015 [2019-06-21 03:10:09 +0000 UTC]
What all NPCs are there? At least tell me there are the average Guards, Shopkeepers, Civilians and the like.
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OverlordAvarice In reply to DarrolLayman2015 [2019-06-21 06:46:01 +0000 UTC]
I tried my best to keep the main game intact (in a world building sense).
Most of what you would expect when playing Fable is there, but I added to it.
Unfortunately, doing this breaks the quests, so I had to prevent them from starting when you play a new game.
Try it out, you might like it!
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DarrolLayman2015 In reply to OverlordAvarice [2019-06-23 03:39:47 +0000 UTC]
Break the quests, how?
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OverlordAvarice In reply to DarrolLayman2015 [2019-06-23 07:10:31 +0000 UTC]
A big aspect of my mod, is that it connects the regions/levels in the game.
So you don't always experience loading screens when going from one place to another.
A good example of this, would be walking from Lookout Point to Greatwood.
No loading screen, you just walk right through the gate and you're there seamlessly.
Now, that sounds great and all, but this also means any quests that would be triggered in those two areas (for example) happen at the same time.
This obviously causes issues with the game and can even soft-lock it, because it doesn't know how to handle that kind of situation.
So instead, I opted to make the game run without playing any quests right from the start.
It was a shame to learn I couldn't use or edit the quests for this mod, but I still enjoy making it and finding my own ways.
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DarrolLayman2015 In reply to OverlordAvarice [2019-06-23 16:12:32 +0000 UTC]
That's somewhat disappointing. I would have made sure to complete the game before installing the mod.
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OverlordAvarice In reply to DarrolLayman2015 [2019-06-23 16:18:03 +0000 UTC]
That's probably the best bet and is exactly what I did, before even attempting to mod the game.
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DarrolLayman2015 In reply to OverlordAvarice [2019-06-23 16:31:08 +0000 UTC]
Just out of gross curiosity, what ending do you usually shoot for during your playthroughs of the game? Like more often than not?
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OverlordAvarice In reply to DarrolLayman2015 [2019-06-24 08:10:25 +0000 UTC]
When I was younger, I used to play the evil playthrough all the time but now I play the good.
A) Because its harder to play through.
B) Because its the canonical way to play the game.
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DarrolLayman2015 In reply to OverlordAvarice [2019-06-28 22:29:29 +0000 UTC]
How is the good ending harder?
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OverlordAvarice In reply to DarrolLayman2015 [2019-06-29 08:24:10 +0000 UTC]
I didn't mean the good ending being the part that was hard, but you could argue that all the good decisions through the game are usually the "longer, usually more challenging" quests.
While the evil ones tend to be shortcuts or an easier way of handling things, like an evil person would.
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DarrolLayman2015 In reply to OverlordAvarice [2019-06-29 15:11:15 +0000 UTC]
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SmoPRO [2018-08-10 00:17:25 +0000 UTC]
Hello) I'm from FRC (Fable: Russian Community). I want to give advice - the open world is very very difficult and we are already fighting a lot over this. Do you think you will succeed? I offer cooperation - vk.com/project_ego )
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