Fable3mod
Discussions for modifying Fable 3

Home » Modding Forums » Modding Discussion » [Mod Request]Dragging villagers to work
[Mod Request]Dragging villagers to work Sat, 20 June 2020 13:57 Go to next message
squark is currently offline  squark
Messages: 45
Registered: February 2015
Location: Ireland
Member
Considering this can only come about as a result of clearing about 2/3 of the game (after you take the crown), it's a little late for it to have any sort of meaningful bonus.
Can someone please mod this requirement to make it possible to complete earlier?

Also, I noticed Ben Finn's sword has a unique appearance. Is this possible?
Re: [Mod Request]Dragging villagers to work Sat, 18 July 2020 23:20 Go to previous messageGo to next message
Artofeel is currently offline  Artofeel
Messages: 195
Registered: August 2013
Location: Russia
Senior Member
I had something like this
if JobCoordinator.JobManagerThreads.QDRAG_CriminalManager.JobData.QDRAG_CRIMINAL_BSI010.AvailableFromChapter ~= "BowerstoneAndBalverines_Part_1_RenownBreak" then
	JobCoordinator.JobManagerThreads.QDRAG_CriminalManager.JobData.QDRAG_CRIMINAL_BSI010.AvailableFromChapter = "BowerstoneAndBalverines_Part_1_RenownBreak"
end
if JobCoordinator.JobManagerThreads.QDRAG_CriminalManager.JobData.QDRAG_CRIMINAL_NMF010.AvailableFromChapter ~= "BowerstoneAndBalverines_Part_2" then
	JobCoordinator.JobManagerThreads.QDRAG_CriminalManager.JobData.QDRAG_CRIMINAL_NMF010.AvailableFromChapter = "BowerstoneAndBalverines_Part_2"
end
if JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_BSI010.AvailableFromChapter ~= "BowerstoneAndBalverines_Part_1_RenownBreak" then
	JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_BSI010.AvailableFromChapter = "BowerstoneAndBalverines_Part_1_RenownBreak"
end
if JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_BLD010.AvailableFromChapter ~= "Ruling_Part1" then
	JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_BLD010.AvailableFromChapter = "Ruling_Part1"
end
if JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_NMF010.AvailableFromChapter ~= "Ruling_Part1" then
	JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_NMF010.AvailableFromChapter = "Ruling_Part1"
end
if JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_MPV010.AvailableFromChapter ~= "Ruling_Part1" then
	JobCoordinator.JobManagerThreads.QDRAG_SlaveManager.JobData.QDRAG_SLAVE_MPV010.AvailableFromChapter = "Ruling_Part1"
end
if tostring(Layers.GetActiveScenarioForLevel("Fable3", "Albion\\newmillfields")) == "Scenario_LakeDrainedPinesCut" then
	Layers.DeactivateLayer("QDRAG_CRIMINAL_NMF010_Main")
end
Re: [Mod Request]Dragging villagers to work Sun, 19 July 2020 02:34 Go to previous message
squark is currently offline  squark
Messages: 45
Registered: February 2015
Location: Ireland
Member
You are just incredible. Thank you so much!
Previous Topic: Improved script injection method
Next Topic: Weapon Augments and ScriptTag
Goto Forum:
  


Current Time: Thu Apr 18 15:35:28 PDT 2024

Total time taken to generate the page: 0.01923 seconds