Removing Animations |
Mon, 21 September 2015 02:49 |
TheGeniusSavant
Messages: 68 Registered: September 2015
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For right now, this tweak requires a basic working knowledge of unpacking and repacking BNK files. I use Timeslip 's BnkBrowser and BnkCreator. I encourage a workflow similar to the one recommended in http:// fable3mod.com/forums/index.php?t=tree&th=94&start=0& amp; amp; amp; (creating a separate work space outside your game directory, backing up your BNK files, etc.
First, Unpack levels.bnk into your_workshop_directory\levels using BNK Browser.
Next, Use BNK Browser to unpack EACH of Fable2_anims.bnk and Fable2_lmanims.bnk into your_workshop_directory\Fable2_anims and your_workshop_directory\Fable2_lmanims respectively.
-- As far as I can tell, these two BNK files are redundant. I believe _lmanims is completely unused.
Navigate into both anims.bnk to (for example) C:\Users\Matthew\Documents\My Games\Fable 3\
fable2_anims.bnk\animation\characters\heroes\exports\hero\in teraction
fable2_lmanims.bnk\animation\characters\heroes\exports\hero\ interaction
Remove the following files from both directories:
dig_into.csa
dig_loop.csa
dig_outof.csa
-- I chose to copy/paste them into another directory for easy reinsertion in case of failure. I believe you can just delete them, especially if you have a backup of the BNK files.
That's the hard part!
Now use BNK Creator, Add Folder your_workshop_directory\Fable2_anims then create Fable2_anims.bnk in your_workshop_directory\levels it will ask to overwrite the files there - you want to do it. It also creates and overwrites Fable2_anims.bnk.dat for you there.
Open another instance of BNK Creator, and repeat all the above with Fable2_lmanims (just in case it's NOT completely unused!
Finally, Open another BNK Creator and pack your_workshop_directory\levels into your game's data directory (mine is C:\Program Files (x86)\Microsoft Games\Fable III\data)
Now when you go to dig,
Your character will just kinda jerk...
and your loot will appear!!!
(This is because the game executes several commands before the animations start. It changes the camera angle and equips a spade, as well as some behind-the-scenes work. Then, "after" the (non-)animations, it unequips the spade and frees the camera, etc. I'll keep working on learning LUA so I can get those functions removed, too. It literally happens so fast, I can't get a screenshot with the spade out!!!
--If only I knew how to get the stupid "accept" dialogue to go away now! I mean, there's only one option - "accept". Why do I need to be given a choice if there's no choice? Just show me my loot for 2 seconds while you let me walk around, then have it disappear into my inventory![/rant]
-- For any not confident enough to do all the unpacking/repacking, I'll try to figure out how to write a batch file for it. Maybe one of the gods of Fable3mod like Artofeel or Keshire will explain it to me ;)
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Attachment: DigMod01.PNG
(Size: 189.24KB, Downloaded 6146 times)
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Attachment: DigMod02.PNG
(Size: 354.01KB, Downloaded 6378 times)
[Updated on: Tue, 13 October 2015 08:53] by Moderator Report message to a moderator
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Re: Remove "Dig" Animation |
Mon, 21 September 2015 06:03 |
TheGeniusSavant
Messages: 68 Registered: September 2015
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Okay, I experimented with "fart", one of my little-cared-for expressions.
I found the following general types of files for expressions (syntax varies, which makes searching difficult):
_out_success - this is pretty obviously the extra end animation when you hold the button just right
_out_fail - I'm assuming this is the end animation when you hold too long... not all have it
_out - this one is for if you don't hold the button long enough... I presume it is used if there's no _out_fail
_loop - this is the animation that repeats while you are holding the button
_in - this is the animation to transition you from the expressions menu into the _loop animation
For a dirty trick to shorten the expressions, remove all _out, _out_fail, and _out_success. This gave me a flash-frame of black screen after, but WAY less than having to watch the whole end animation.
If you just don't like seeing a particular animation (but don't mind doing AND hearing it) you can remove the _in and _loop files, too... then you just get to watch the two characters stand there (frozen in an extremely awkward pose) while you hold the button and listen to the expression (in my case a really nasty fart... eww.... I recommend not doing this except in extreme circumstances (and will be adding the fart_loop files back in ASAP!
[Updated on: Mon, 21 September 2015 06:03] Report message to a moderator
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Re: Remove "Dig" Animation |
Mon, 21 September 2015 11:01 |
TheGeniusSavant
Messages: 68 Registered: September 2015
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I tried the chest files, but it still played animation... I'm not sure if I made a mistake repacking the BNK or if there's another file I need to delete.
EDIT: I forgot to remove the files from BOTH fable2_*anims.bnk !!! Either the game uses the one in _lmanims for its primary, or it has some kind of redundancy built in to look in _lmanims if it's missing in _anims. At any rate, I've taken them out of _lmanims now, too, so we'll see how that did the next time I find a new chest ;)
[Updated on: Tue, 22 September 2015 05:58] Report message to a moderator
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Re: Remove "Dig" Animation |
Thu, 24 September 2015 14:15 |
TheGeniusSavant
Messages: 68 Registered: September 2015
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This is awkward, just talking to myself... I hope someone else gets some use out of this information.
I still haven't gotten the chest animation to go away. There must be some other source for the animation.
EDIT: In fable2_*anims.bnk\\art\characters\heros\unclothed male\exports there's a file a_woodenchest_open.csa
Maybe that's the last one... We'll find out next time I meet a fresh chest.
EDIT2: Nope... Still shows chest animation... Maybe it's buried in one of the other BNKs? Or maybe it's not canned... maybe it's scripted... Hopefully, one of these days, I'll figure out how to decompile the LUA myself so I can tweak the functions!
[Updated on: Fri, 25 September 2015 03:32] Report message to a moderator
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Re: Removing Animations |
Thu, 04 June 2020 04:00 |
squark
Messages: 45 Registered: February 2015 Location: Ireland
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Now if only someone could stop the dog borking.
I've found myself immersed in the world when suddenly "BORK!". Bloody dog. Dog companions were the WORST thing to happen to Fable.
I love RL doggos because they're at least intelligent. For the most part.
[Updated on: Thu, 04 June 2020 04:01] Report message to a moderator
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