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October 25th, 2006, 11:39 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Modding Process
Hmmm, not finding it. I see a number of references in messages to that file, but they all say "where is it?". So I guess I have the same question 
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October 26th, 2006, 12:46 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding Process
I've posted a copy of the description files here:
http://www.captainkwok.net/se5resources.php
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October 26th, 2006, 01:09 AM
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Sergeant
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Re: Modding Process
Yeah, found them after I started widening my search past this forum
Thanks for doing that, Captain Kwok. I can definitely see why Aaron pulled them - they're seriously out of date and somewhat confusing.
Instead of relying on them, I think I'm going to hard-code the ones I know about for now and when the updated files come out, I'll read them in instead.
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October 26th, 2006, 01:14 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Modding Process
Is there a way to get SE5 to generate a log or report showing any errors with my mod?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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October 26th, 2006, 01:18 AM
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Private
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Join Date: Oct 2006
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Re: Modding Process
thxs Capitain for the link, but im still a bit confused if i could ud¡se, for example "Combat To Hit Defense Plus " as racial ability?? or is just for th hulls??
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October 26th, 2006, 08:40 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Modding Process
Quote:
President_Elect_Shang said:
Is there a way to get SE5 to generate a log or report showing any errors with my mod?
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bump
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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October 26th, 2006, 09:58 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding Process
SE:V will spit out fatal mod errors when the mod is loaded as SE:IV did. It won't tell you though if you have 1 ability required but 2 listing and things of that sort - but it would tell you if you had 1 ability listed and said 2 were required...
The "Combat To Hit Defense" ability can be used on hulls or components, and even facilities if you wanted.
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October 26th, 2006, 05:54 PM
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Shrapnel Fanatic
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Re: Modding Process
Quote:
Captain Kwok said:
It won't tell you though if you have 1 ability required but 2 listing and things of that sort...
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And it never should; that is not a data file error, it is a valid way to take out certain abilities for testing or just to leave them around in the off chance you might like to add it back in the future. Maybe a "data file verifier" could list it as a warning, but SE5 shouldn't gripe about it on every load.
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October 26th, 2006, 10:01 AM
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Corporal
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Re: Modding Process
Haven't tried yet but there are a bunch of debug flags which all default to FALSE in DebugSettings.txt
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October 26th, 2006, 10:52 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Modding Process
I have been working with the debug text but have not had any luck getting it to go. I have also worked with the little log that pops up when you run the mod. Problem there is I can't read any of the four entries it is reporting. All four problems are parse problems but I can't tell where they are located at?
Is there any programs that will check formula for parse-ability? The script parse utility is for making csf files right? I have tried it to no avail.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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