Scripts are ready to use but some improvements can be made like
1) Simplify script by removing item codes that dont exist (like some makeups, hairstyles) 2) Add missing items script like reavers painting (I haven't found a way to find them) 3) Find a code that fixes Godwin estate mini game (I don't think this is related to scripts because because this has been documented by others as well so this will be general bug fix)
Please post in the comments if you can help me with these :)
So with Fable 4 being close i replayed Fable 1 (anniversary this time) and 2 (on PC with Xenia! amazing) its time for fable 3 and ofc fable 3 is a mess lol anyway, how can i complete the augmentations? specially the online/GFWL ones? is it possible to do with Lua? i read somewhere its possible to do with cheat engine (something about it being float but whole) but idk how to do it myself
Hello. Thank you for your work. Please, is there a way to unlock the GFWL achievements in the treasury room (especially the ones requiring multiplayer) ?
Willy Wonka Has Returned! Is what I would say... if I was as carefree as Reaver.
I'm actually here to give a definitive guide on how to use the injector without outright BREAKING the scripts. I'll provide five simple rules, and provide both the scripts I have, every code, every juicy line, for reference[Also, to provide a working, very capable list that I can confirm works. Literally just copy the string and paste it.]. It's easier to keep the idea in mind, as it just makes things easier.
Rule 1: For beginners, blindly copy-pasting every line of script you find is a guarantee for the game to crash beyond a hope of recovery... that is, if you don't read the lines carefully. Many of the errors that come from building your own script comes down to the SMALLEST and most DESTRUCTIVE typos in the script. ONE typo, beginning or end of the script, is enough to break the code. In most cases, the script will NOT run at all, which is an expectation. In the case of other coding errors, you WILL crash your client. Point is, you should avoid typos in the first place; You don't need to be told twice, you can skip straight to my built script, to skip the hard part of building.
Rule 2: If you add the "Love" code to the script, to make everybody in the game love you, but try to modify it in any way, you WILL crash, because the code works, despite what its source has implied.
Rule 3: In the attempt of using debug commands, you'll find some commands will either NOT work, or they WILL work, but will also softlock your game, if used early on.
I make it a point that you do NOT need debug commands for "All weapons" or "All clothing," as my script goes above and beyond, providing you BOTH of those. You get potions, you get gifts, you even get free EXP. You can remove or just 'disable' lines of code, so you tailor your enjoyment the way you feel. For the love of Albion, don't punish yourself unnecessarily.
Rule 4: Understanding Code. I won't pretend that EVERY person is brilliant to a hundred faults, so I'll put it in simple words:
DO NOT delete any script you plan to eventually use later on. You can safely 'turn off' a certain, let's say, mod from executing, by including "--" at the start of the command. Example:
SCRIPT ACTIVATED: Debug.Follow()
SCRIPT NOT ACTIVATED: --Debug.Follow()
Rule 5: Some scripts work better than others(TL;DR, how my script loadout works)
The first script plays repeatedly, while the second script repeats every time the game transitions between scenes. Enter-Exiting the guild will prompt the second script, but in practice, the second script executes a command EVERY time something happens at all, cutscene or not. Pausing, clicking out-of-game, etc, etc. My FIRST script is empty, as I simply think the first script lags the game if it's heavy, whereas, Script2 could stand on its own, while bearing the entire load.
Without debug, it's possible to obtain every item in the game. The way my code works, as I am sure one could guess, or has already found out, the weapons can be owned by the player from the beginning of the game, to the end. There is zero risk of the game crashing, unless your script is full of typos, and no risk of the script breaking, based on that same logic.
Owning clothing does NOTHING to break the game. The only notable story instances are numbered two, and they're "Buy the Dweller Outfit" and "Buy the Mercenary Disguise," in BOTH cases, the game INSTANTLY skip the "Buy" step, and sends you to put the outfits on. Debug commands that FORCE you to wear clothes, of course, are not true softlocks, as they only require you to disable the debug command and change your clothes to the story-appropriate attire. You can wear the royal outfit, and its respective crown, before you enter Brightwall, and so long as you're not required to wear a specific outfit, you can keep wearing it. You can finish your business, and put it back on, with no bugs or repercussions. The game isn't designed such that you sequence break, so you literally CANNOT break the game unless you decide to script your story outfits OUT of your inventory, and NEVER disable that code, so you lose the outfits, even if you buy them.
Owning WEAPONS, however.... DOES break the game, but ONLY in the few "Road to Rule" scenes. When you first obtain the Fire Ball spell, the game suspects you do not actually own a weapon, but that is actually NOT what causes the softlock. Debug commands are synonymous with softlocks, because in important cutscenes, the script executes a function, forcing your character to EQUIP something, and during real-time cutscenes, it causes the character to enter a draw animation, whether than finish the animation of the scene.
Music Box: Debug weapon scripts WILL softlock you, because it WILL trigger an "Equip" call, breaking the cutscene. I forget whether it breaks DURING the opening, or AFTER you've opened the music box. My script loadout DOESN'T have this issue, but then, I'd unironically added debug commands for experimentation, and I ended up softlocking every part of my game EXCEPT the parts where I'd've softlocked[Silly me!]
My script currently has disabled code, such as the aptly named "DEBUG ROAD TO RULE," section, which, unless you are REALLY curious about what the code does... don't. Just, don't. Delete it. Forget it exists, it gives you NOTHING that you need to worry about, as I am positive you can discover your OWN workaround for what it's supposed to do. Or just not look for a workaround, as you don't miss out on ANYTHING you won't get very quickly.
My script DOES have the bypass for the Co-Op Demon Door, so, yes, you also have access to anywhere in the game you want.
My script DOES have a string of code, allowing one to play an evil character and drag people into forced labor.
Yes, the script has "Black Dragon" and "Swinging Sword," as well as "Jack" and "Scythe's" weapons. Yes, of course, it took time to compile, test[Post-Music-Box was the criteria I use to measure scripts. If the code can survive New Game, and survive up to the first story milestone, the signed agreement, then it VERY likely won't hurt in the long-term. Your personal ego not included. Not that you can normally get EVERY weapon in the game in a single playthrough, legitimate or not, without co-op.] and build the script, so I suspect people can skip the hassle.
Extra Mentions: You can spawn a BUTTLOAD of Elise characters if you don't turn the first lines of code off in the whole script. You can SKIP the many... many... dig quests from strangers, and go straight to "Love" and "Hate" dispositions. You can force ANY NPC to FOLLOW you, this includes Jasper[New Game, Castle] and Walter[Every time his face pops up. Lol.]
You can also... well... force some others to enter caverns with you. Yaaaas!
You can change the character's gender[Their HEAD is hardcoded. You cannot full-transition, which, who can really say that's a bad thing?]
You can FORCE the game to mass-marry entire maps of people, if they're ABLE to be married.
You can also... force the game to allow everybody to know that you banged the entire country.
I purposefully have 'Silver Keys' turned off. It doesn't seem to work for me, as chests refuse to acknowledge that I have 50[Most, if not every] keys. This means that some things must be farmed by hand. The code just fucks with the dog AI, and I hate being told "Oh hey, here's a chest. OPEN IT!" when the game won't even let me do that. Gold keys seem to work, however, and that is what matters. You can open the first gold door, on your escape from the castle.
You can MODIFY EVERY LEGENDARY WEAPON'S APPEARANCE. UNLIMITED CUSTOMIZATION! BWAHAHAHAHA!
I edited the script to include new(and potentially duplicate lines of) objects, for housing. The whole script retains its disabled lines(Denoted by their "--") for the sake of posterity. While they CAN'T safely be left active, these disabled lines CAN be used on a case-by-case basis, outside of cutscenes and transitioning areas, to accomplish stuff(And I'll only say it once. Lesbo with Elise.)
for key,value in pairs(allLegendaryWeapons) do if Inventory.GetNumberOfItemsOfType(GetLocalHero(), value) > 1 then Inventory.RemoveItemOfType(GetLocalHero(), value) end end end
@catgogo5 thank you for making this awesome all in one code. I'm thinking to make a text file for download with all credits to you. Could you please clarify some things for me?
1) Can we add script a script to remove duplicate clothing like for weapons? 2) Your script doesn't include missing furnitures mentioned by @Mongospider could you check if that is correct? 3) Could you please explain in your own words what some of the other script does too?
Thank you again. If anyone else can test these code and let me your thoughts and feedback that would be appreciated.
It already removes duplicates of what it gives, so adding another script to remove weapons is not going to be very effective, it would have the negative effect of perpetually removing 2 or more of the same thing(equaling less than 1 of that weapon) and result in a feedback loop of giving the object(the issue with needing to remove a weapon is that it 'gives' too many of the same thing in mere moments by repeating itself before it successfully gives the weapon, when we cycle back to == 0, we start this feedback loop of not having it, so it gives it, and losing it so we need it again.)
As for the other two clarifications, it's a huge code, so missing furniture is definitely a possibility. I am pretty sure my code only ever covers a majority, and most of the wealthy objects, but my code also, in my opinion, gives the player unfinished, broken, or useless clothing items(There's on object called Frankenbride, for instance, that is just an invisible, broken, unfinished mesh.)
The short is that the top of the script is debug commands(The emphasized --Dashed-out code works, but is recommended not to remain active 24/7, such as the debug command to force people to follow you. This is a horrible debug command because it can break A.I and softlock the game. Also, you can bring children anywhere like the cult leader the hero must be.
The bottom script's final lines are literally a weapon remover, it's used to remove the duplicates, and everything around the middle of the script are 24/7 lines, such as the script that allows the co-op demon doors to be accessible. Having every weapon makes demon doors a posterity thing, but posterity is the purpose of the code. Depending on how the code is constructed, debug codes WILL break the game and not in the "haha, stretchy models" way, but the "Uh, why is the game frozen?" way.
I eventually(lazily) updated the above code to include the extra lines, since it's better to have a more complete code that still works, than a code that merely only works. Clothing is allowed to be duplicated, since you'll never play Fable 3 and have 100+ sets of pajamas(You can have 100+ Thunderagas, which is what my code prevents. I don't like skimming entire pages of my inventory just to find a weapon that isn't the same as the last thousand, as I'm sure nobody else does, either.)
78 comments
I think he has found a lot of scripts that most people don't know about if you find something useful please comment it here so it will help others <3
https://www.reddit.com/r/Fable/comments/1dhq7pn/fable_3_mod_guide/
Scripts are ready to use but some improvements can be made like
1) Simplify script by removing item codes that dont exist (like some makeups, hairstyles)
2) Add missing items script like reavers painting (I haven't found a way to find them)
3) Find a code that fixes Godwin estate mini game (I don't think this is related to scripts because because this has been documented by others as well so this will be general bug fix)
Please post in the comments if you can help me with these :)
anyway, how can i complete the augmentations? specially the online/GFWL ones? is it possible to do with Lua? i read somewhere its possible to do with cheat engine (something about it being float but whole) but idk how to do it myself
https://www.nexusmods.com/fableIII/mods/4?tab=posts
what do I do with the .lua files inside Fable3\data\scripts\MyMod?
Where Do i type in the script? All I want to do is
open the demon door in Mistpeak which requires
multiplayer to do so.
Willy Wonka Has Returned!
Is what I would say... if I was as carefree as Reaver.
I'm actually here to give a definitive guide on how to use the injector without outright BREAKING the scripts. I'll provide five simple rules, and provide both the scripts I have, every code, every juicy line, for reference[Also, to provide a working, very capable list that I can confirm works. Literally just copy the string and paste it.]. It's easier to keep the idea in mind, as it just makes things easier.
Rule 1: For beginners, blindly copy-pasting every line of script you find is a guarantee for the game to crash beyond a hope of recovery... that is, if you don't read the lines carefully.
Many of the errors that come from building your own script comes down to the SMALLEST and most DESTRUCTIVE typos in the script. ONE typo, beginning or end of the script, is enough to break the code. In most cases, the script will NOT run at all, which is an expectation. In the case of other coding errors, you WILL crash your client. Point is, you should avoid typos in the first place; You don't need to be told twice, you can skip straight to my built script, to skip the hard part of building.
Rule 2: If you add the "Love" code to the script, to make everybody in the game love you, but try to modify it in any way, you WILL crash, because the code works, despite what its source has implied.
Rule 3: In the attempt of using debug commands, you'll find some commands will either NOT work, or they WILL work, but will also softlock your game, if used early on.
I make it a point that you do NOT need debug commands for "All weapons" or "All clothing," as my script goes above and beyond, providing you BOTH of those. You get potions, you get gifts, you even get free EXP. You can remove or just 'disable' lines of code, so you tailor your enjoyment the way you feel. For the love of Albion, don't punish yourself unnecessarily.
Rule 4: Understanding Code.
I won't pretend that EVERY person is brilliant to a hundred faults, so I'll put it in simple words:
DO NOT delete any script you plan to eventually use later on. You can safely 'turn off' a certain, let's say, mod from executing, by including "--" at the start of the command. Example:
SCRIPT ACTIVATED: Debug.Follow()
SCRIPT NOT ACTIVATED: --Debug.Follow()
Rule 5: Some scripts work better than others(TL;DR, how my script loadout works)
The first script plays repeatedly, while the second script repeats every time the game transitions between scenes. Enter-Exiting the guild will prompt the second script, but in practice, the second script executes a command EVERY time something happens at all, cutscene or not. Pausing, clicking out-of-game, etc, etc. My FIRST script is empty, as I simply think the first script lags the game if it's heavy, whereas, Script2 could stand on its own, while bearing the entire load.
Without debug, it's possible to obtain every item in the game. The way my code works, as I am sure one could guess, or has already found out, the weapons can be owned by the player from the beginning of the game, to the end. There is zero risk of the game crashing, unless your script is full of typos, and no risk of the script breaking, based on that same logic.
Owning clothing does NOTHING to break the game. The only notable story instances are numbered two, and they're "Buy the Dweller Outfit" and "Buy the Mercenary Disguise," in BOTH cases, the game INSTANTLY skip the "Buy" step, and sends you to put the outfits on. Debug commands that FORCE you to wear clothes, of course, are not true softlocks, as they only require you to disable the debug command and change your clothes to the story-appropriate attire. You can wear the royal outfit, and its respective crown, before you enter Brightwall, and so long as you're not required to wear a specific outfit, you can keep wearing it. You can finish your business, and put it back on, with no bugs or repercussions. The game isn't designed such that you sequence break, so you literally CANNOT break the game unless you decide to script your story outfits OUT of your inventory, and NEVER disable that code, so you lose the outfits, even if you buy them.
Owning WEAPONS, however.... DOES break the game, but ONLY in the few "Road to Rule" scenes. When you first obtain the Fire Ball spell, the game suspects you do not actually own a weapon, but that is actually NOT what causes the softlock. Debug commands are synonymous with softlocks, because in important cutscenes, the script executes a function, forcing your character to EQUIP something, and during real-time cutscenes, it causes the character to enter a draw animation, whether than finish the animation of the scene.
Music Box: Debug weapon scripts WILL softlock you, because it WILL trigger an "Equip" call, breaking the cutscene. I forget whether it breaks DURING the opening, or AFTER you've opened the music box. My script loadout DOESN'T have this issue, but then, I'd unironically added debug commands for experimentation, and I ended up softlocking every part of my game EXCEPT the parts where I'd've softlocked[Silly me!]
My script currently has disabled code, such as the aptly named "DEBUG ROAD TO RULE," section, which, unless you are REALLY curious about what the code does... don't. Just, don't. Delete it. Forget it exists, it gives you NOTHING that you need to worry about, as I am positive you can discover your OWN workaround for what it's supposed to do. Or just not look for a workaround, as you don't miss out on ANYTHING you won't get very quickly.
My script DOES have the bypass for the Co-Op Demon Door, so, yes, you also have access to anywhere in the game you want.
My script DOES have a string of code, allowing one to play an evil character and drag people into forced labor.
Yes, the script has "Black Dragon" and "Swinging Sword," as well as "Jack" and "Scythe's" weapons. Yes, of course, it took time to compile, test[Post-Music-Box was the criteria I use to measure scripts. If the code can survive New Game, and survive up to the first story milestone, the signed agreement, then it VERY likely won't hurt in the long-term. Your personal ego not included. Not that you can normally get EVERY weapon in the game in a single playthrough, legitimate or not, without co-op.] and build the script, so I suspect people can skip the hassle.
Extra Mentions:
You can spawn a BUTTLOAD of Elise characters if you don't turn the first lines of code off in the whole script.
You can SKIP the many... many... dig quests from strangers, and go straight to "Love" and "Hate" dispositions.
You can force ANY NPC to FOLLOW you, this includes Jasper[New Game, Castle] and Walter[Every time his face pops up. Lol.]
You can also... well... force some others to enter caverns with you. Yaaaas!
You can change the character's gender[Their HEAD is hardcoded. You cannot full-transition, which, who can really say that's a bad thing?]
You can FORCE the game to mass-marry entire maps of people, if they're ABLE to be married.
You can also... force the game to allow everybody to know that you banged the entire country.
I purposefully have 'Silver Keys' turned off. It doesn't seem to work for me, as chests refuse to acknowledge that I have 50[Most, if not every] keys. This means that some things must be farmed by hand. The code just fucks with the dog AI, and I hate being told "Oh hey, here's a chest. OPEN IT!" when the game won't even let me do that. Gold keys seem to work, however, and that is what matters. You can open the first gold door, on your escape from the castle.
You can MODIFY EVERY LEGENDARY WEAPON'S APPEARANCE. UNLIMITED CUSTOMIZATION! BWAHAHAHAHA!
I edited the script to include new(and potentially duplicate lines of) objects, for housing. The whole script retains its disabled lines(Denoted by their "--") for the sake of posterity. While they CAN'T safely be left active, these disabled lines CAN be used on a case-by-case basis, outside of cutscenes and transitioning areas, to accomplish stuff(And I'll only say it once. Lesbo with Elise.)
Anyway. Script:
--Debug.CreateEntityByHero('CreatureVillagerElise',1) --Elise or Elliot
Gender.Set(Targeting.GetTarget(GetLocalHero()),EGender.EG_ANDROGYNOUS)
--OpinionReaction.ResetCurrentRelationshipStage(Targeting.GetTarget(GetLocalHero()), GetLocalHero(), ERelationshipStages.ERS_LOVE)
--Debug.Follow()
Gender.Set(GetLocalHero(), EGender.EG_FEMALE) --MALE, FEMALE, ANDROGYNOUS
--Debug.ChangePlayerEntity('CreatureHeroFemale')
Debug.MarryEveryone()
Debug.ToggleCanCatchBigamist()
--while Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventorySilverKey') < 50 do
--Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventorySilverKey')
--end
while Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryGoldKey') < 5 do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryGoldKey')
end
Gameflow.RoadToRule.ADD_NUMBER_OF_GUILD_SEALS_TO_HERO(1000, GetLocalHero())
Debug.SpawnExperienceOrbs(100)
ScriptFunction.SetWealthValueForAllVillagesOnLevel(100)
Gameflow.AllowFakePreOrderTemplates = true
--Gameflow.weapon MeshOverride = true
--Gameflow.PrimaryMeshOverride = "PrimaryMeshAuroran"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshCrystal"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshEvil1"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshEvil2"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshGood1"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshGood2"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshIntricate"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshOrganic"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshReaver"
--Gameflow.PrimaryMeshOverride = "PrimaryMeshBase"
--Gameflow.Secondary MeshOverride = "SecondaryMeshAuroran"
--Gameflow.Secondary MeshOverride = "SecondaryMeshSpell"
--Gameflow.Secondary MeshOverride = "SecondaryMeshBone"
--Gameflow.Secondary MeshOverride = "SecondaryMeshRoyal"
--Gameflow.Secondary MeshOverride = "SecondaryMeshBase"
--Gameflow.PrimaryMeshSize = "SizeSmall"
--Gameflow.PrimaryMeshSize = "SizeMedium"
--Gameflow.PrimaryMeshSize = "SizeLarge"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourMetallicRed"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourSilver"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourMetallicBlack"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourMetallicGreen"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourSteel"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourGold"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourMetallicPurple"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourCopper"
--Gameflow.PrimaryColour = "PrimaryBackgroundColourMetallicBronze"
--Gameflow.ForegroundColour = "PrimaryForegroundColourMetallicRed"
--Gameflow.ForegroundColour = "PrimaryForegroundColourSilver"
--Gameflow.ForegroundColour = "PrimaryForegroundColourMetallicBlack"
--Gameflow.ForegroundColour = "PrimaryForegroundColourMetallicGreen"
--Gameflow.ForegroundColour = "PrimaryForegroundColourSteel"
--Gameflow.ForegroundColour = "PrimaryForegroundColourGold"
--Gameflow.ForegroundColour = "PrimaryForegroundColourMetallicPurple"
--Gameflow.ForegroundColour = "PrimaryForegroundColourCopper"
--Gameflow.ForegroundColour = "PrimaryForegroundColourMetallicBronze"
--Gameflow.ParticleEffect = "LIGHTNING"
--Gameflow.ParticleEffect = "FIRE"
--Gameflow.ParticleEffect = "SHADOW"
--Gameflow.ParticleEffect = "HOLY"
--Gameflow.ParticleEffect = "BLOOD"
--Gameflow.ParticleEffect = "ETHEREAL"
--Gameflow.ParticleEffect = "GOLDEN"
--Gameflow.ParticleEffect = "POISON"
Gameflow.WeaponMeshOverride = true
Gameflow.PrimaryMeshOverride = "PrimaryMeshGood2"
Gameflow.SecondaryMeshOverride = "SecondaryMeshBase"
Gameflow.PrimaryMeshSize = "SizeSmall"
Gameflow.PrimaryColor = "PrimaryBackgroundColourSilver"
Gameflow.ForegroundColor = "PrimaryForegroundColourGold"
Gameflow.ParticleEffect = "HOLY"
--DEBUG ROAD TO RULE
--Gameflow.RoadToRule.UNLOCK_EVERYTHING(GetLocalHero())
--Gameflow.RoadToRule.HIDE_MELEE_WEAPONS()
--Gameflow.RoadToRule.HIDE_RANGED_WEAPONS()
--Gameflow.RoadToRule.HIDE_GAUNTLET_WEAPONS()
--Gameflow.RoadToRule.HIDE_ALL_WEAPONS()
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupBeauty1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupBeauty2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupEgyptian1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupEgyptian2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupGeisha1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupGeisha2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupGoth')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupGypsy')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupHarlequin')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupMarcelM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupMoulinRouge')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupOutOfAfrica')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupProstitute')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupRenegade1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupRenegade2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupRenegade3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupRorscharch')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupStandard1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectMakeupStandard2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightAuroran')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightDweller')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightGuild')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackGuild2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightMilitary')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightNature')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightOldKingdom')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightRoyal')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceSE6')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE1')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE2')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE3')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE4')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE4')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE4')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE4')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE4')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE4')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceSE5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceSE7')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectHairF3Long')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeOrange')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeGreen')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeBlue')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeCream')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyePurple')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeWhite')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyePink')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeBlack')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeRed')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeBrown')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeGrey')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeTurquoise')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeKhaki')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeHotPink')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeYellow')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryDyeLime')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogSetter')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectHairF3Pixie')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectHairF3Afro')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectHairF3Cornrows')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogStatsLevel5')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogAlsatian')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogDoberman')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogPoodleWhite')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogPoodlePink')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopScotF')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatScotF')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersScotF')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesScotF')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsScotF')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopScotM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatScotM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersScotM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesScotM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsScotM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBubblePipe')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmLeftHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooArmRightHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooBackHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooFaceHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooChestHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegLeftHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectTattooLegRightHighlander')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsReaverIndM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesReaverIndM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatReaverIndM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopReaverIndM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersReaverIndM')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsPrisoner')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesPrisoner')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatPrisoner')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopPrisoner')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersPrisoner')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsPrisonGuard')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesPrisonGuard')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatPrisonGuard')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopPrisonGuard')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersPrisonGuard')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsSoldier')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatSoldier')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopSoldier')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersSoldier')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsSandFury')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesSandFury')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatSandFury')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopSandFury')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersSandFury')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsProstitute')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesProstitute')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopProstitute')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTrousersProstitute')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDogClockwork')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatSanta')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingBootsDog')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingGlovesDog')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingHatDog')
Inventory.AddItemOfType(GetLocalHero(), 'ObjectClothingTopDog')
local fillExpendableItems = {
'ObjectInventoryGiftChessboard',
'ObjectInventoryGiftChocolates',
'ObjectInventoryGiftFlowers',
'ObjectInventoryGiftGoblet',
'ObjectInventoryGiftHandMirror',
'ObjectInventoryGiftJewellery',
'ObjectInventoryGiftPerfume',
'ObjectInventoryGiftFruitBowlSilver',
'ObjectInventoryGiftRing',
'ObjectInventoryGiftToyBow',
'ObjectInventoryGiftToyGun',
'ObjectInventoryGiftToyHorse',
'ObjectInventoryGiftToyPorcelainDoll',
'ObjectInventoryGiftToyRagDoll',
'ObjectInventoryGiftToySword',
'ObjectInventoryGiftToyTeddyBear',
'ObjectInventoryGiftGemAmethyst',
'ObjectInventoryGiftGemDiamond',
'ObjectInventoryGiftGemEmerald',
'ObjectInventoryGiftGemJet',
'ObjectInventoryGiftGemRuby',
'ObjectInventoryGiftGemPearl',
'ObjectInventoryGiftGemTopaz',
'DoubleBedLevel1',
'DoubleBedLevel2',
'DoubleBedLevel3',
'DoubleBedLevel4',
'DoubleBedLevel5',
'BedsideTableLevel1',
'BedsideTableLevel2',
'BedsideTableLevel3',
'BedsideTableLevel4',
'BedsideTableLevel5',
'ComfyChairLevel1',
'ComfyChairLevel2',
'ComfyChairLevel3',
'ComfyChairLevel4',
'ComfyChairLevel5',
'DeskTableLevel1',
'DeskTableLevel2',
'DeskTableLevel3',
'DeskTableLevel4',
'DeskTableLevel5',
'LightFixingLevel1',
'LightFixingLevel2',
'LightFixingLevel3',
'LightFixingLevel4',
'LightFixingLevel5',
'CollectablePainting_Ben',
'CollectablePainting_Elise',
'CollectablePainting_Elliot',
'CollectablePainting_Logan',
'CollectablePainting_Page',
'CollectablePainting_Sabine',
'CollectablePainting_Saker',
'CollectablePainting_Swift',
'CollectablePainting_Theresa',
'CollectablePainting_Walter',
'ChildBedLevel5',
'SinkLevel3',
'StoveLevel3',
'DoubleBedLevel5',
'BedsideTableLevel5',
'ComfyChairLevel5',
'DeskTableLevel5',
'TableLevel5',
'LightFixingLevel5',
'BookcaseLevel5',
'CupboardLevel5',
'DresserLevel5',
'ClosetLevel5',
'DrawersLevel5',}
for key,value in pairs(fillExpendableItems) do
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), value)) < 5)
do
Inventory.AddItemOfType(GetLocalHero(), value)
end
end
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryPotionHealth')) < 99)
do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionHealth')
end
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryPotionSlowTime')) < 99)
do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionSlowTime')
end
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryPotionDeadRising')) < 99)
do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDeadRising')
end
if not Layers.IsLayerActive("QD030_MistpeakValleyDemonDoorTransition") then
QuestTracker.SetAsCompleted(GetLocalHero(), "QD030_MistpeakValleyDemonDoor")
Layers.ActivateLayer("QD030_MistpeakValleyDemonDoorTransition")
end
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
--Weapons Will Not Duplicate indefinitely. Script-2 ensures it doesn't execute too often, but when it does execute,
--that it only adds a weapon you do not have[Usually playing multiple times, to give multiple instances of a weapon.]
--The script is meant to delete copies, which, once it does so, will no longer add weapons you still own, nor remove any.
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryPotionHealth')) < 100)
do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionHealth')
end
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryPotionSlowTime')) < 100)
do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionSlowTime')
end
while ((Inventory.GetNumberOfItemsOfType(GetLocalHero(), 'ObjectInventoryPotionDeadRising')) < 100)
do
Inventory.AddItemOfType(GetLocalHero(), 'ObjectInventoryPotionDeadRising')
end
local allLegendaryWeapons = {
'ObjectInventoryLegendaryHammerAnwarGlory',
'ObjectInventoryLegendaryHammerAuroraShield',
'ObjectInventoryLegendaryHammerBloodstoneBludgeon',
'ObjectInventoryLegendaryHammerChampion',
'ObjectInventoryLegendaryHammerDragonboneHammer',
'ObjectInventoryLegendaryHammerFaerie',
'ObjectInventoryLegendaryHammerHammerOfTheWhale',
'ObjectInventoryLegendaryHammerJackHammer',
'ObjectInventoryLegendaryHammerLunariumPounder',
'ObjectInventoryLegendaryHammerMalletsMallet',
'ObjectInventoryLegendaryHammerScytheHammer',
'ObjectInventoryLegendaryHammerSorrowsFist',
'ObjectInventoryLegendaryHammerTenderiser',
'ObjectInventoryLegendaryHammerTenderiser',
'ObjectInventoryLegendaryHammerTrollblight',
'ObjectInventoryLegendaryHammerTwatter',
'ObjectInventoryLegendaryHammerWillmageddon',
'ObjectInventoryLegendaryPistolBarnumificator',
'ObjectInventoryLegendaryPistolBlackDragon',
'ObjectInventoryLegendaryPistolBloodcraver',
'ObjectInventoryLegendaryPistolBonesmasher',
'ObjectInventoryLegendaryPistolBriarsBlaster',
'ObjectInventoryLegendaryPistolChickenbane',
'ObjectInventoryLegendaryPistolDeadNed',
'ObjectInventoryLegendaryPistolDesertFury',
'ObjectInventoryLegendaryPistolDragonstomper',
'ObjectInventoryLegendaryPistolFullMonty',
'ObjectInventoryLegendaryPistolGnomewrecker',
'ObjectInventoryLegendaryPistolHolyVengeance',
'ObjectInventoryLegendaryPistolIceMaiden',
'ObjectInventoryLegendaryPistolMiriansMutilatogeorge r',
'ObjectInventoryLegendaryPistolPerforator',
'ObjectInventoryLegendaryPistolSailorGeriShooter',
'ObjectInventoryLegendaryRifleArkwrightFlintlock',
'ObjectInventoryLegendaryRifleDefender',
'ObjectInventoryLegendaryRifleDirtyHarriet',
'ObjectInventoryLegendaryRifleEqualiser',
'ObjectInventoryLegendaryRifleEthelbertBoner',
'ObjectInventoryLegendaryRifleFacemelter',
'ObjectInventoryLegendaryRifleGusketMusket',
'ObjectInventoryLegendaryRifleHeroCompanion',
'ObjectInventoryLegendaryRifleMarksman',
'ObjectInventoryLegendaryRifleMolynator',
'ObjectInventoryLegendaryRifleMoneyShot',
'ObjectInventoryLegendaryRifleSakerFlintlock',
'ObjectInventoryLegendaryRifleScattershot',
'ObjectInventoryLegendaryRifleSimmonsShotgun',
'ObjectInventoryLegendaryRifleSkormJustice',
'ObjectInventoryLegendaryRifleSwiftIrregular',
'ObjectInventoryLegendarySwordAvoLamentation',
'ObjectInventoryLegendarySwordBaronSlayer',
'ObjectInventoryLegendarySwordBeadleCutlass',
'ObjectInventoryLegendarySwordCasanova',
'ObjectInventoryLegendarySwordChanneler',
'ObjectInventoryLegendarySwordDonorKebab',
'ObjectInventoryLegendarySwordFishknife',
'ObjectInventoryLegendarySwordInquisitor',
'ObjectInventoryLegendarySwordMerchantsBodyguard',
'ObjectInventoryLegendarySwordMogoShafter',
'ObjectInventoryLegendarySwordMrStabby',
'ObjectInventoryLegendarySwordPorkSword',
'ObjectInventoryLegendarySwordShardborne',
'ObjectInventoryLegendarySwordSlimquick',
'ObjectInventoryLegendarySwordSouldrinker',
'ObjectInventoryLegendarySwordSwingingSword',
'ObjectInventoryLegendarySwordThundaraga',
'ObjectInventoryLegendarySwordThunderblade',
'ObjectInventoryLegendarySwordWolfsbane'
}
for key,value in pairs(allLegendaryWeapons) do
if Inventory.GetNumberOfItemsOfType(GetLocalHero(), value) == 0 then
Inventory.AddItemOfType(GetLocalHero(), value)
end
for key,value in pairs(allLegendaryWeapons) do
if Inventory.GetNumberOfItemsOfType(GetLocalHero(), value) > 1 then
Inventory.RemoveItemOfType(GetLocalHero(), value)
end
end
end
1) Can we add script a script to remove duplicate clothing like for weapons?
2) Your script doesn't include missing furnitures mentioned by @Mongospider could you check if that is correct?
3) Could you please explain in your own words what some of the other script does too?
Thank you again. If anyone else can test these code and let me your thoughts and feedback that would be appreciated.
As for the other two clarifications, it's a huge code, so missing furniture is definitely a possibility. I am pretty sure my code only ever covers a majority, and most of the wealthy objects, but my code also, in my opinion, gives the player unfinished, broken, or useless clothing items(There's on object called Frankenbride, for instance, that is just an invisible, broken, unfinished mesh.)
The short is that the top of the script is debug commands(The emphasized --Dashed-out code works, but is recommended not to remain active 24/7, such as the debug command to force people to follow you. This is a horrible debug command because it can break A.I and softlock the game. Also, you can bring children anywhere like the cult leader the hero must be.
The bottom script's final lines are literally a weapon remover, it's used to remove the duplicates, and everything around the middle of the script are 24/7 lines, such as the script that allows the co-op demon doors to be accessible. Having every weapon makes demon doors a posterity thing, but posterity is the purpose of the code. Depending on how the code is constructed, debug codes WILL break the game and not in the "haha, stretchy models" way, but the "Uh, why is the game frozen?" way.
I eventually(lazily) updated the above code to include the extra lines, since it's better to have a more complete code that still works, than a code that merely only works. Clothing is allowed to be duplicated, since you'll never play Fable 3 and have 100+ sets of pajamas(You can have 100+ Thunderagas, which is what my code prevents. I don't like skimming entire pages of my inventory just to find a weapon that isn't the same as the last thousand, as I'm sure nobody else does, either.)
Does that line of code hide Spell Gauntlets on the player model? If it does, that would be amazing!
1. Change accomplishment stats so that the game actually believes I gave X amount of gifts to other players, for example.
2. Make it so any child you have, no matter the spouse, will be of the highest class. The Hero is royal, for goodness sake!
The first is doable, with some experimentation, but the second one will be harder...
If anyone could give me some tips, I would greatly appreciate it.