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FableForge 0.17.0: mod packs, custom models, UI polish

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@BuffJesus BuffJesus released this 27 Sep 04:11
· 540 commits to main since this release

FableForge 0.17.0: a level/world editor and mod composer for Fable: The Lost Chapters (Steam, PC).

New

Mod packs. One load order for every kind of Fable mod, in the new Mods tab:

  • .fmp packs, game-root folders, bsdiff .patch files, .qst edits, EgoCore Mods/<Name>/ folders (DLL, text .def, .resource bank overrides, partial TNGs) and whole-file packs such as Project Seasons.
  • Mods merge record by record (a game.bin field, a thing by UID, a .qst statement, a text.big key, an FSE/quests.lua entry); later mods win.
  • Check conflicts shows every contested record in one report, and you pick the winner.
  • Build and deploy rebuilds the whole order onto the retail files; Undeploy puts them back.
  • Things a mod placed are badged in the editor, with a Placed by filter and Back to retail.
  • One backup manager covers every backup suffix (.forge-orig, the older .atlas-*, stage and overlay backups).

Custom models. Import model (Edit > Objects) or forge mesh-import turns a .glb, .gltf or .obj into a placeable OBJECT_, with its texture and a collision hull the hero can't walk through. Checked in-game: it renders and is solid. Static meshes only; no skinning or animation yet.

UI polish. Buttons and inputs stand out from the cards they sit on, and destructive actions are red. The mod load order uses arrow buttons. The viewport's name, stats and controls hint stay readable over bright terrain.

Notes

  • Close Fable before writing anything to the install; every writer refuses while the game is running.
  • Moved maps, new regions and new things need a fresh New Game, because saves cache them.
  • forge restore puts back every file FableForge changed; forge backups lists them.
  • Mod-pack deploys have been checked on scratch installs and the Nexus corpus, but not yet played in-game. Please report anything odd.

Windows 10/11, no install: unzip and run FableForge.exe.