Home » Modding Forums » Modding Discussion » ZackTiro's Script Modding Setup Tutorial
ZackTiro's Script Modding Setup Tutorial |
Mon, 09 September 2013 18:33 |
Keshire
Messages: 137 Registered: August 2013
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Senior Member |
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[This was originally written by ZackTiro - Keshire]
Gonna start from scratch again soonMade a small tutorial for the the Lua scripts.
All Credits goes to Keshire and BlackDemon for finding this usefull method ;D
Steps needed to do this:
0.) Make a Backup of: Gamescripts_r.bnk, dir.mainfest, startup.vsconfig
1.) Extract the Gamescripts_r.bnk with BlackDemons Extract tool found here
2.) Copy the "scripts" folder into the Fable 3 data folder so it looks like X:\X\Fable III\data\scipts (X=Placeholder)
3.) EDIT: Continue with 4.)
4.) Download this file and rename it to dir.manifest and copy it in your data folder.
5.) Go to scripts\quests and delete scriptactivation.lua.
6.) Rename scriptactivation.txt to scriptactivation.lua.
7.) Open the file and serach for this line marked red in the code text.
Quote:Quote: --------------- Script Activation ---------------------
-- N O T E S
-- * if .states isn't defined, states is assumed to be {"START"}
-- * if .states is defined, one of the states /must/ be "START"
-- * if AbleToRun isn't defined, quest is assumed to always be runnable
-- when in a valid chapter
-- * (possibly could do the same with start_chap and end_chap, assuming
-- quest runs from Chapters.Start to Chapters.End if not defined)
ScriptActivation={}
-- // -- C O R E -- // --
-- ** -- QU000 - The Road To Rule -- ** --
ScriptActivation[ScriptCode.QU000]={}
ScriptActivation[ScriptCode.QU000].name="QU000_Road ToRule"
ScriptActivation[ScriptCode.QU000].display_name="Th e Road To Rule"
ScriptActivation[ScriptCode.QU000].start_chap=Chapters.Start
ScriptActivation[ScriptCode.QU000].end_chap=Chapters.End
ScriptActivation[ScriptCode.QU000].states =
{
-- DevFrontEnd: allow
"SETUP",
"ESCAPE_CAVE_TAKE_THE_SEAL",
"HERO_TEST_MUSIC_BOX",
"RENEGADE_CAMP_SAKER",
"GYPSY_CAMP_SABINE",
"HOBBE_CAVE_ARENA",
"MOURNINGWOOD_SWIFT_PROMISE",
"BOWERSTONE_RENOWN_BREAK",
"BOWERSTONE_PAGE_PROMISE",
"AURORA_KALIN_PROMISE",
"CASTLE_CORONATION",
"CASTLE_FOR_ALBION",
"BOWERSTONE_MARKET_BATTLE"
}
ScriptActivation[ScriptCode.QU000].initial_levels =
{
-- DevFrontEnd: allow
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule"
}
ScriptActivation[ScriptCode.QU000].initial_markers =
{
-- DevFrontEnd: allow
"QU000_Debug_PSETUP",
"QU000_Debug_PESCAPE_CAVE_TAKE_THE_SEAL",
"QU000_Debug_PHERO_TEST_MUSIC_BOX",
"QU000_Debug_PRENEGADE_CAMP_SAKER",
"QU000_Debug_PGYPSY_CAMP_SABINE",
"QU000_Debug_PHOBBE_CAVE_ARENA",
"QU000_Debug_PMOURNINGWOOD_SWIFT_PROMISE",
"QU000_Debug_PBOWERSTONE_RENOWN_BREAK",
"QU000_Debug_PBOWERSTONE_PAGE_PROMISE",
"QU000_Debug_PAURORA_KALIN_PROMISE",
"QU000_Debug_PCASTLE_CORONATION",
"QU000_Debug_PCASTLE_FOR_ALBION",
"QU000_Debug_PBOWERSTONE_MARKET_BATTLE"
}
ScriptActivation[ScriptCode.QU000].AbleToRun=nil
8.) Replace nil with function ()
9.) now you can add a line, to add items just use this:
Inventory.AddItemOfType(GetLocalHero(), 'YourItemFromFromTheItemList')
10. After that put under this line return nil and under that line put end and it should look like this:
Quote:Quote:--------------- Script Activation ---------------------
-- N O T E S
-- * if .states isn't defined, states is assumed to be {"START"}
-- * if .states is defined, one of the states /must/ be "START"
-- * if AbleToRun isn't defined, quest is assumed to always be runnable
-- when in a valid chapter
-- * (possibly could do the same with start_chap and end_chap, assuming
-- quest runs from Chapters.Start to Chapters.End if not defined)
ScriptActivation={}
-- // -- C O R E -- // --
-- ** -- QU000 - The Road To Rule -- ** --
ScriptActivation[ScriptCode.QU000]={}
ScriptActivation[ScriptCode.QU000].name="QU000_Road ToRule"
ScriptActivation[ScriptCode.QU000].display_name="Th e Road To Rule"
ScriptActivation[ScriptCode.QU000].start_chap=Chapters.Start
ScriptActivation[ScriptCode.QU000].end_chap=Chapters.End
ScriptActivation[ScriptCode.QU000].states =
{
-- DevFrontEnd: allow
"SETUP",
"ESCAPE_CAVE_TAKE_THE_SEAL",
"HERO_TEST_MUSIC_BOX",
"RENEGADE_CAMP_SAKER",
"GYPSY_CAMP_SABINE",
"HOBBE_CAVE_ARENA",
"MOURNINGWOOD_SWIFT_PROMISE",
"BOWERSTONE_RENOWN_BREAK",
"BOWERSTONE_PAGE_PROMISE",
"AURORA_KALIN_PROMISE",
"CASTLE_CORONATION",
"CASTLE_FOR_ALBION",
"BOWERSTONE_MARKET_BATTLE"
}
ScriptActivation[ScriptCode.QU000].initial_levels =
{
-- DevFrontEnd: allow
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule",
"DemonDoors\\RoadToRule"
}
ScriptActivation[ScriptCode.QU000].initial_markers =
{
-- DevFrontEnd: allow
"QU000_Debug_PSETUP",
"QU000_Debug_PESCAPE_CAVE_TAKE_THE_SEAL",
"QU000_Debug_PHERO_TEST_MUSIC_BOX",
"QU000_Debug_PRENEGADE_CAMP_SAKER",
"QU000_Debug_PGYPSY_CAMP_SABINE",
"QU000_Debug_PHOBBE_CAVE_ARENA",
"QU000_Debug_PMOURNINGWOOD_SWIFT_PROMISE",
"QU000_Debug_PBOWERSTONE_RENOWN_BREAK",
"QU000_Debug_PBOWERSTONE_PAGE_PROMISE",
"QU000_Debug_PAURORA_KALIN_PROMISE",
"QU000_Debug_PCASTLE_CORONATION",
"QU000_Debug_PCASTLE_FOR_ALBION",
"QU000_Debug_PBOWERSTONE_MARKET_BATTLE"
}
ScriptActivation[ScriptCode.QU000].AbleToRun=function ()
Inventory.AddItemOfType(GetLocalHero(), 'YourItemFromFromTheItemList')
return nil
end
11.) open starup.vsconfig and delete the line where gamescripts_r.bnk is written, save it and start the game.
12.) Load the Game and save it after receiving all items
13.) Optional: Restore all original Files. (I had to do this cause the road to rule didnt load with the changed scripts)
NOTE: DLC's will override any script in the Fable 3 Folder.
NOTE 2: Some items of the Item List are Fable 2 items, so be cautious.
NOTE 3: All credits go to BlackDemon and Keshire for finding this use full thing.
NOTE 4: You can even change you Gender with a script command, look commands up in the file debugmenu.lua found inside scripts\startup
and Finaly the Itemlist.
Item List
[Updated on: Mon, 09 September 2013 22:23] Report message to a moderator
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