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How to create a daemon door before opening state? Thu, 25 December 2014 10:54 Go to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Hello.

So try to ask this question in today.

I opened the door Aurora daemon.

So came the evil inclination background.

Can I change a command to the script as a good disposition map?

Can you put back the door open to the state?

How to change that? ..

Sorry. We would appreciate us.
Re: How to create a daemon door before opening state? Sun, 28 December 2014 01:45 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
there is no different map for good\evil
in both cases the output will be ss_demondoor level

upd:
just saw that ss_demondoor map has two scenarios
so, you can activate it

good
Layers.ActivateScenario("Fable3", "DemonDoors\\SS_DemonDoor", "defaultscenario")

evil
Layers.ActivateScenario("Fable3", "DemonDoors\\SS_DemonDoor", "evilscenario")

[Updated on: Sun, 28 December 2014 01:54]

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Re: How to create a daemon door before opening state? Sun, 28 December 2014 09:29 Go to previous messageGo to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Thank you. Although it works.

I used to put the commands taught me my DLC mod9.

Using this method is that right?


You can use this command while entering the 'daemon door "to work.

Has been changed to 'good map.

But then came out again enters a 'daemon door' and then 'evil Map'

To be undoing ...

Is there any way you can come out that you can continue to use the "good map" is?
Re: How to create a daemon door before opening state? Sun, 28 December 2014 12:09 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
try this
if Layers.GetActiveScenarioForLevel("Fable3", "DemonDoors\\SS_DemonDoor") == evilscenario then
	Layers.ActivateScenario("Fable3", "DemonDoors\\SS_DemonDoor", "defaultscenario")
end
Re: How to create a daemon door before opening state? Sun, 28 December 2014 22:31 Go to previous messageGo to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Thank you. But ...

You can use this command in all regions 'daemon door' is gone, is strange.



I gave the command to teach in 'scriptactivation.lua'

'ScriptActivation [ScriptCode.QU000] .AbleToRun = function (Wink' just below

Create been packed with mod9.

How is it that right?

Am I wrong about that?



Do not know how well I've done just prior to it once.

'Layers.ActivateScenari ("Fable3", "DemonDoors \\ SS_DemonDoor", "defaultscenario")'
'return true'
'end'

So I tried to use.

This use has not become more than a statement of all regions.

You can use this command while entering in Aurora 'daemon door' to nose dive into "good map"

But comes out will be reinstated.



You can use the commands taught me this time will be no change in the map rather strange. Sad Sad

Save even called several times and reported by 'mod9' re-packaging, but also not much.

Is it not? T_T

[Updated on: Sun, 28 December 2014 22:42]

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Re: How to create a daemon door before opening state? Mon, 29 December 2014 10:29 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
OK, got it
you use old way for modding
daemon doors is gone, because you broke main quests script (scriptactivation.lua) Try to not mod it, just use it for DLC unlock. You need to reload old save, if you saved game with broken scriptactivation.lua
so, try this instead
put command in my previous post to MyScript02.lua

[Updated on: Mon, 29 December 2014 10:31]

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Re: How to create a daemon door before opening state? Tue, 30 December 2014 00:54 Go to previous messageGo to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
We apologize for busy would continue to question....

I tried to tell you, there is no change in the way ..!

I have to apply the existing 'mod0' and 'mod1' DLC.

If you are using the DLC here in the forum I think I saw this method does not apply.

It should not, because what does?



1. Fable III \ data \ scripts \ MyMod \ MyScript01.lua and MyScript02.lua Create

2. data \ dir.manifest open

3. 'scripts \ MyMod \ MyScript01.lua, scripts \ MyMod \ MyScript02.lua' Text plus

4. 'MyScript02.lua' Open

5. if Layers.GetActiveScenarioForLevel ("Fable3", "DemonDoors \\ SS_DemonDoor") == evilscenario then
Layers.ActivateScenario ("Fable3", "DemonDoors \\ SS_DemonDoor", "defaultscenario")
end
Text Plus

6. Game Start



That right to do so?

I'm sorry I'm too stupid T_T
Re: How to create a daemon door before opening state? Tue, 30 December 2014 02:32 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
wind wrote on Tue, 30 December 2014 13:54

1. Fable III \ data \ scripts \ MyMod \ MyScript01.lua and MyScript02.lua Create

2. data \ dir.manifest open

3. 'scripts \ MyMod \ MyScript01.lua, scripts \ MyMod \ MyScript02.lua' Text plus

4. 'MyScript02.lua' Open

5. if Layers.GetActiveScenarioForLevel ("Fable3", "DemonDoors \\ SS_DemonDoor") == evilscenario then
Layers.ActivateScenario ("Fable3", "DemonDoors \\ SS_DemonDoor", "defaultscenario")
end
Text Plus

6. Game Start

so, you have tried this and it's did not work?
you downloaded ScriptInjector.zip and put mod2 folder to Fable3\Data, right?
Re: How to create a daemon door before opening state? Tue, 30 December 2014 05:55 Go to previous messageGo to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Attachments to download and put in Fable 3 \ Date \ Mod2 folder.

And I put the commands stored in the 'MyScript02'.

But why is not it working? .....

Can I just give up? ..........

Have you ever happen to be in the game?

Handageona must be entered in the 'daemon door'

I handageona be located in a particular place?
Re: How to create a daemon door before opening state? Tue, 30 December 2014 11:46 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
and "Free Camera" test work?
Re: How to create a daemon door before opening state? Tue, 30 December 2014 15:07 Go to previous messageGo to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Yes.

I put the camera instructions on MyScript01.lua.

But I did not feel the change of the camera in the game ....

Did I do something to make a mistake?

Save the file, what strange ..??

A fable that you have incorrectly installed .. ????

[Updated on: Tue, 30 December 2014 15:08]

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Re: How to create a daemon door before opening state? Wed, 31 December 2014 00:16 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
so "free camera" not work at all?
then what you have in mod3-mod9 folders?

also correct code:
if Layers.GetActiveScenarioForLevel("Fable3", "DemonDoors\\SS_DemonDoor") == "EvilScenario" then
	Layers.ActivateScenario("Fable3", "DemonDoors\\SS_DemonDoor", "defaultscenario")
end

work for me
Re: How to create a daemon door before opening state? Wed, 31 December 2014 04:32 Go to previous messageGo to next message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Yes. The camera did not work.

I use my personal mod to the 'Mod9'.

Previous article in this' daemon door "phenomenon I said I was broken by applying taught me the command to 'Mod9' was saying.

'Mod9' Inside there is only 'Scriptactivation.lua'.

And when you are not using the script command, place and out of the 'Scriptactivation.lua' empty shell uses only 'Mod9'.

'Mod9' the load is completely impossible, Eliminating save.



Do not tell me, so should not 'Mod9'?

[Updated on: Wed, 31 December 2014 04:36]

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Re: How to create a daemon door before opening state? Wed, 31 December 2014 04:58 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
well...
try to rename mod9 to mod8
and mod2 to mod9
?
Re: How to create a daemon door before opening state? Wed, 31 December 2014 12:49 Go to previous message
wind is currently offline  wind
Messages: 10
Registered: December 2014
Location: 한국 서울
Junior Member
Google Translate're also strangely washed over it! I'm sorry.

Thank you for the many answers.

'Daemon door "Maybe you should just give up a

The problems have no continuity know.

Just think fast haneunge new ^ - ^

Thank you for your help!
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