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FableForge 0.17.0: mod packs, custom models, UI polish
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:
.fmppacks, game-root folders, bsdiff.patchfiles,.qstedits, EgoCoreMods/<Name>/folders (DLL, text.def,.resourcebank overrides, partial TNGs) and whole-file packs such as Project Seasons.- Mods merge record by record (a
game.binfield, a thing by UID, a.qststatement, atext.bigkey, anFSE/quests.luaentry); 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 restoreputs back every file FableForge changed;forge backupslists 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.