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AlexanderTheAlright98

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  1. AlexanderTheAlright98
    AlexanderTheAlright98
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    VERSION 4.0 IS OUT! No matter what version you're updating from, you MUST start a new game!

    Freeroam for people who can't find it:
    https://www.mediafire.com/file/3k68slsiaybhjyt/freeroam.zip/file
  2. AlexanderTheAlright98
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    If you're having problems with the Bowerstone North rat infestation fencepost being there after the Arena, there's two ways to fix this:

    1) Restore a save where the Guard who's guarding Bowerstone North is still alive.
    2) Download FableMenu, go to the Quests tab and disable the quest: "Q_BowerstoneTownLifeIntro".

    It turns out that the Guard is tied to the script, and that killing him won't disable the Q_BowerstoneTownLifeIntro quest after the Arena, which is what's normally supposed to happen! The latest version of the mod makes him unkillable! So make sure to download it regardless of where you are in the game, just so you don't accidentally kill him and botch Bowerstone North!
  3. RygonnaTheAbyss
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    Started playing fable tlc again a few days ago and decided to add some mods today , and i gotta sayafter playing it with this mod im never playing it again without it . i love trying to find all the hidden boards and chests in every map , feels like the old adventure quest 3d .

    just a question that 100 key chest is there an actual way to open it or is it just a mesage board ? , becau i have a compulsive habit of 100% clears and am probably gonna run in circles becaus of that chest 

    also it looks like there is a problem with some of the spells since they cant be uprgraded to +4 , (such as Berserk, Divine fury and infernal wrath ) dont know if its just a bug on mine
    1. AlexanderTheAlright98
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      The 100 key chest is just a message, don't worry! Also, the spell thing isn't a glitch, you just more good/evil alignment to max certain spells out!

      Glad you've been enjoying the mod!
    2. RygonnaTheAbyss
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      Thank you  
  4. ironbrotherhood
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    Aeon Edition 4.0 is by far one of the most definitive ways to play lost chapters on PC. It features a wide arrange of mods you'd find on the ye old fabletlcmodding website while offering new ones exclusive to the mod pack. The increased difficulty can be a pain in the ass at first but once you've invested enough XP in your playstyle it becomes a much more fluid. It's been great watching this project grow from the crashy beta to the beefy current version. If you wanna feel like it's your first time playing fable I strongly recomend this pack. Who needs anniversary edition when you have great expansions like Aeon Edition, Project seasons, or The Lost Content 8)
    1. AlexanderTheAlright98
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      Thanks man, big love <3
  5. RichterXPunk
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    Bro, very good detail in the the sword of the aeons glitch, did not expect it and I almost threw milk through my nose. 
    1. AlexanderTheAlright98
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      Haha, glad you liked it!
  6. TheParadoxigm
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    Nevermind, I'm dumb. Wrong version
  7. SliceOfTime
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    So I gave the mod a genuinely honest playthrough to (nearly) the end and I do have some positives and negatives I felt whilst playing with this mod.

    POSITIVES:
    - The more open locations are super fun to explore and see outside of the map boundaries! If one sign is correct, did Fable REALLY ship with THAT much unused space? O_o
    - The upgrades to spells is wonderful! Oh and if anyone is curious, YES. Divine fury (and I'm guessing Infernal wrath as well) IS STRONGER!
    - The will pie and the green ages potions help boost your 3 main stats for XP, helping to cut down on grinding.
    - A lot of the new outfits look pretty good! Not sure how many are new and how many are beta/unused but they're fun to look at! Though I just stuck with defence which I'll point out later.
    - The overhaul to the Demon door rooms makes them much more memorable. If you want a good laugh, go to Barrow fields. ;)
    - The improvements to the augmentations/spells to make them more useful is handy! Now more enemies will feel the wrath of heaven! >:)

    NEGATIVES:
    -DIFFICULTY!!! Okay so I know this mod does say it's harder than Fable's but it really doesn't hold its punches! For one, enemies seem to block your attacks way more frequently. This combined with their much higher damage output makes surviving the early game an absolute chore. Combined with the much more frequent enemies within the world space and it's little wonder I chose Archery very early on.
    - Melee feels almost useless to try now. As mentioned in the prior point, hitting anything is way too janky. Yeah I know to dodge and swing but it does not feel rewarding at all. Sure, berserk + multi-strike exists but when the only way to make Melee feel usable is two spells, nah that ain't it chief.
    - Resurrection Phials are stupidly difficult to acquire and way too valuable now. How does the yellow potion with wings become so frustrating? Your capacity is capped at 3. THREE. As mentioned earlier with difficulty, it doesn't take long to lose all 3 of them. By the time I was reaching the Northern Wastes I just spammed slow-time and legged it past everything. I either did that, waste 10-20 minutes sniping everything or I die.
    - Glitches. Mainly, I seem to occasionally get stuck in the most confusing of places. One example is when I was in The lost bay, I somehow got stuck standing on a mattress? I didn't use it I just got stuck. Another quirk which I abused early on is just before the central area of Greatwood Entrance you can walk back and forth to force the enemies into a loop, allowing you to easily take potshots at them with ease.

    Overall? I'd say give the mod a try though don't go in expecting a perfect experience. I did have fun despite the more rage-inducing problems I had with it and I want to at least try a second playthrough as a mage. I really wanna see the new fireball level 4's damage. @w@
    1. AlexanderTheAlright98
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      While I agree with some of your criticisms about difficulty, I've had various people say that melee, archery and magic are both underpowered and overpowered, which leads me to believe the three disciplines are actually quite balanced! Personally, I mainly use melee with some spells for crowd control in most of my playthroughs! The physics glitches can be annoying though, but it's likely due to the game not being designed around freeroam. The one you're referencing however is a vanilla glitch (the mattress you're referring to wasn't added by me and I've not changed any physics to do with interiors).

      As for that sign, it is correct! The amount of unused space in vanilla Fable - if all of it was used - would make the game almost twice as big!
    2. SliceOfTime
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      For archery being underpowered that's probably due to the lack of decent bows in Fable originally. Personally the one with the health - mana - xp augs was a major help late game. Magic being weak? Try fireball level 4. Semi nuke button. XD

      That being said I think where the problem with difficulty comes from is that even a basic bandit can dish out over 200 damage PRE-arena.

      Oh and I'm just curious, unless it's a weird quirk with fable TLC, did you edit the combat multiplier count needed for the greatwood cave door? According to the wiki it's 14 yet even 16 wasn't enough.
    3. AlexanderTheAlright98
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      Samson's Greatbow and Bluetooth's Arquebus are also very good bows later on in the game!

      The only bandits that can dish out 200 damage pre-arena (assuming you're wearing armour/clothing on every body part) are assassins, level 3 leaders and POSSIBLY level 3 archers, but that's only if you're covered in weaker armour.

      The Greatwood Caves Door's been changed, so it now requires a combat mult of 25 (or 20 on the new Chicken Difficulty). It's meant to be accessed quite a bit later in the game once more combat mult grinding spots get opened up! Alternatively, if you one shot some white Balverines with an all silver augment weapon, your combat multiplier will rocket up to about 50-60, so you can do it that way too!
    4. SliceOfTime
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      Thank you SO so much for adding a lower difficulty option! You're a legend! ^w^ Res phils are still way to expensive even with the chicken difficulty but just the fact you can carry 5 now is much more tolerable.
  8. DarkTonic
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    I can't help but feel like the enemy spawn increase is a little bit much. As per the guide I fully avoided grinding, just killing enemies here and there on the way to story quests and whatnot, and I still feel like the enemy spawns were getting a bit too much. This was super apparent in Twinblade's camp, where it was nearly packed with bandits with extremely high damage. Am I missing something here?
    1. AlexanderTheAlright98
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      I suppose it's not for everyone! AoE spells are very powerful at higher levels and most melee strikes can hit several enemies at once. Also, it doesn't always matter how many enemies there are, the game's coded in such a way that only a certain amount can attack you at once. But if it's not to your taste, then it's no biggie!
  9. Ninthu
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    I got Avo's Tear, read that it has 5 augmentation slots. I slotted in a Kingslayer Augmentation in the 4th slot, and nothing in the 5th slot. I went to go get a Silver Augmentation in Hook Coast after doing quests and now I can't slot it in the 5th slot. My Avo's Tear is stuck with the 4 augments. How do I get my 5th slot back?

    Really having fun with the mod. Just this one little thing is bugging me so I don't have to keep switching swords in the Weapon Menu as soon as Balverines, Banshees, and Undead show up.
    1. AlexanderTheAlright98
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      The 5th augment thing is an annoying vanilla glitch: you have to equip the 4th and 5th at the same time otherwise you lose the 5th! Luckily there're two more swords you can find that have the same stats as Avo's Tear/SoA, as well as 5 augments.
    2. Ninthu
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      Thanks very much. I figured it was a glitch because I only saw Fable originally only having up to 4 augments max on weapons.
      As for those swords I found one of them, but I'll do my best to find the second one before I go to the Bronze Gate where the game regularly ends. ESPECIALLY before I put the 1 time special super augment on the weapon I want. I still gotta find the golden treasure chest (found that out thanks to the sign in Memorial Garden/Oakvale Graveyard and reading the sign in The Heroes Guild), need to get around 3 or 4 more silver keys, and somehow get to that 10 Key chest on the Guild Balcony in Lookout Point that confounds me
    3. AlexanderTheAlright98
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      If you get to a point where you need some hints, feel free to message me! I can either flat out tell you where to look, or give you little clues!
  10. Icebreaker43
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    I been really enjoying this mod. Is there anyway to turn off the ravaging augment? Also, everything I put into the banker trader at Lookout Point disappear after I reload the zone. Is that a known bug?
    1. AlexanderTheAlright98
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      No way to turn off the ravaging augment, it's a very useful late game augment (or early game if you like a more challenging run). As for the trader, that shouldn't happen, but I'll try it out myself again and see if I can replicate it.

      EDIT: Yeah, the trader thing's a bug. Will take a look and see how to go about fixing it!
    2. Icebreaker43
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      Thank you for looking into it. I was manage to recover my stuff by loading a previous save. This mod has been amazing and I really appreciate how much of a fresh air it bring into the game.
  11. adamski9600
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    Loving the mod, only thing is I can't seem to find a vendor who wants to buy the drops from the enemies such as bandit ears and wasp stings?
    1. AlexanderTheAlright98
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      It's one of the traders in Darkwood Camp! He has a little wooden signpost next to his tent
  12. Raethal77
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    "Bugger me crimson, John Fable's only gone and lost his chapters again!"

    I've realized nobody here actually commented that. Huh. Anyway, been playing the mod for about 8 hours now. Finished the Arena, missed only two optional encounters, leveled up a bit (to a point that the first white balverine I slayed (after a reaally long battle) was not the main-quest one). Having fun! Great mod, it's amazing to come back to Fable once again, especially since I don't own the Anniversary Edition (the new aesthetic doesn't work for me). Already managed to semi-break game's economy - leveled up Guile to level 2 or 3 which allowed me to buy/sell will potions with a profit to me. I've realized you tried to limit this kind of abuse, but... hey, my Hero seems to be rather persuasive, I guess!

    Great work, Alexander the Allright and 98.

    Also, I was really underleveled and not-geared enough when I took upon the Dark Wood's Demon Doors' combat challenge. Tried that twice, first time freshly after escorting the traders through the forest. Hobbes were okay, Balverines, well, I managed, but the Assassin's wrecked me. Somehow managed to finish them, when the... Jack's Minions arrived. "F*CK". Had to run, lost all my Healing Potions. That was fun.
    I've came back there... I suppose after slaying the White Balverine and before the Arena. Had few new spells, better equipment and more muscle on my back. A few silver hair on the head, too. Hobbes, balverines, assasins - all slayed. Minons... I begun abusing the first levels of multiple strike + berserker's rage. Cleared... Then came the Minion's Mages. "Oh cr*p". That was harder. Repeated the tactic, had occasional help from the patroling guards (rest in peace). Finished. Next... Whatever the huge guys in armor are called, the Summoners, yes? Well, I SOMEHOW managed them, too! Lost one "life" to them, lots of healing and will potions, too. I don't use the magic armor, which could be helpful, but it is TOO helpfull (at least it was back in the vanilla game). After the last one of them was deafeated I sighed, thinking that... that of course that couldn't be the end. Why would it be. Never saw those big, hulk-like executioners. They wrecked the hell out of me and guards. Since I'm from Poland I began repating "kurwa - kurwa - kurwa", which is a rather-well known Polish version of "s#*! f*ck s#*!".
    I DID manage to slay them, but had to abuse AI a bit (a bit of freeloading seems to bug AI's minds and force them to stay out of bounds.

    And then I saw what you did with the reward room.

    I almost cursed you when it all blowed up.

    10/10 Mod, having fun. Have a great day.


    (Okay, my only concern is that you put a lot of stuff out of bounds -- but I DO realize why. It's just breaks the immersion to me, but that's just a minor inconvinience.)
    1. AlexanderTheAlright98
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      Glad you've been enjoying the mod! Well done for finding that signpost. Sadly, there's only so much I can do to limit the buy/sell mechanic without making the game torturous, but I'm glad the mod's still giving you a good challenge!
    2. Raethal77
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      Yeah, when I think about it - you seem to already have balanced game's economy. My usual tricks don't work. I suppose that any other way for you to limit the possible income would be, as you said, torturous.

      One question! One of the vendors at Twinblade's camp had this nice variant of dark plate armour without pauldrons. I suppose that it comes from Aeon Edition since I've never saw it in vanilla game. Are there similiar variants of other types of plate armour? I did not manage to find them as of yet...

      Edit: Read the readme. Seems that you included mods for Plate Armour without Shoulderpads (and alternative plate armours?) which seems to cover all three types. Maybe I was not lucky as of yet (but I did check all shops from Bowestone North to the Oakvale, bandits and Knothole Glade.)

      Edit 2: Found both of them at the Greatwood Lake's Trading Post in the mountains!
    3. AlexanderTheAlright98
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      There's also an extra spiked variant of the Dark Plate armour that spawns in a chest somewhere after beating human Jack!
    4. Raethal77
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      That's awesome! Thank you for informing me.
    5. Raethal77
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      Hey, just wanted to report something, I guess?
      20-key chest in lychfield graveyard (which contains a chest-piece and a helmet?) didn't add them to mine inventory. I didn't realize that in time before overwriting the previous save, so I can't currently try to replicate that idea.

      I belive that it contained an alternate plate-chest piece and a plate-helmet? I've realized that Fable doesn't allow us to recieve a duplicate armour or weapon, and I've already had that alternate plate armour in my eq, but not the helmet.

      I suppose I could add them through FableMenu but I don't know their id's or names.

      (The only other mods I run are the New Greatsword Models and two .exe's modifications by AlbionSecrets, Shadow Perspective Projection Disabled and Higher Shadow Draw Distance. And FableMenu, of course.)

      Edit: Similiar thing happened during the quest when I investigate the prison. One of the chests (the room just-before entering Hero's mother's torture chamber) contained some set of "Mue's Leather Armor" - but it didn't appear in my inventory.
    6. AlexanderTheAlright98
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      If you have too many of something in your inventory (say melee weapons for example), it won't always show up! In the readme, I've mentioned a few ways of getting around this. I'd recommend trading stuff you don't use to the banker in Lookout Point and seeing if the stuff shows up in your inventory!