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  #71  
Old September 6th, 2002, 01:07 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Baron Munchausen:
Why does it have to make all those backup files in the same directory with your data files? Can't it put them in some other specified directory?
hehe no reason other than I never realized it was a problem before. I guess I could make a "data_backup" directory under the mod directory and put them in there. Thanks for the feedback.

Thanks for the info Krsqk!!
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  #72  
Old September 6th, 2002, 12:49 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG, Sorry false alarm.

[ September 06, 2002, 18:36: Message edited by: Nebraskan ]
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  #73  
Old September 6th, 2002, 11:13 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Nebraskan:
DavidG, Sorry false alarm.
Huh?? I kind of wish you'd left your message up. I already read it and there is a bug there although I found things a bit different than what you described. I actaully had a response mostly written but had to go to work before I posted it:

Yup bit of a problem here.
As a heads up to anyone using the program here is what's happening.
When you edit a component name then save it as a new component it is saved after the component you edited. This is obviously usefull for say adding one more level to a group but not if it is a brand new component. (although I'm thinking SE4 may not be too picky about the order as longs as I is before II, perhaps even if another component is in between) I'm going to create an option to specify were you want the new component insterted.

The Create Family command put all the new items at the end of the list but only named them correctly to level 5 (Ooop! ) (after level 5 they all got the same name )

Also the due to the nature of the Treeview the order things are listed is not necessarily the same order as in the .txt file.

I should have a fix done pretty soon and I guess I should finally get around to writing that Order components bit.

[ September 06, 2002, 22:13: Message edited by: DavidG ]
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  #74  
Old September 7th, 2002, 01:43 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG, I am sorry. I thought that most of what happened to me was because I was changing 2 different tech level requirements in each level of the weapon. I could see part of what you described though. Makes me feel better anyhow to know I wasn't totally losing my mind. What you describe as happening when you modify a current component to make a new similar component was definetly part of the problem, and the Family Group putting the rest of the family on the bottom of the .txt file but not showing that in the Tree really had me confused.

I hope you are able to do something about this. It is so much easier to use your SE4Modder to make a mod. I straightened out the problems, in my mod that this caused, manually. It only took about 3 hours whereas it only took about 10 minutes to do using the modder.

Keep refining the program. It has excellent potential. Thank you.
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  #75  
Old September 7th, 2002, 02:15 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

This is off the mark, out of the box, shot up in your face

Thank you for putting your time and life so that you could make us lowlives who do not know what the data files do make mods.

I am eternaly grateful.
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  #76  
Old September 7th, 2002, 07:41 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Just downloaded and fiddled with this modding tool. Very cool! I opened up the B5 mod (which is gargantuan) and it just flew through the files... Waaaay better than crawling through the text files manually!
Great Work Dave!

Edit: Oh and the Canadian Maple Leaf made me feel all patriotic and misty eyed too

[ September 07, 2002, 18:42: Message edited by: jimbob ]
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  #77  
Old September 10th, 2002, 01:03 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG:
I was just looking at the help file and it mentioned what weapon damage types are allowed, but it looked like it was all v.1.49 damage types. Is it possible to use the latest gold patch weapon damage types (such as 2x damage to shields, etc.) using your program? (sorry I don't have gold Version here with me).
Thanks

[ September 10, 2002, 00:04: Message edited by: jimbob ]
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  #78  
Old September 10th, 2002, 01:58 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Thanks for the feedback guys

Made some minor additions:
- The Create Family hopefully works a bit better now. up to 20 per group and they should be ordered correctly
- Formations now allow you to specify ship types
(ship type options are read from DefaultDesignTypes.txt (excluding Mines, Sats etc)
- Backup files are now put in a separate directory under the mod directory called "data_backup" Any backup files in the data directory currently will also be moved here.
- When saving a new item you can now specify where to save it. (ie at the end or after the Last item you were viewing

Well now for some fun programming since I ran into that roadblock mentioned by Krsqk a few Messages down. Pretty much means I will have to cut and past every single line a code to new locations if I want to add anything new.

[ September 09, 2002, 12:58: Message edited by: DavidG ]
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  #79  
Old September 10th, 2002, 04:45 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by jimbob:
DavidG:
I was just looking at the help file and it mentioned what weapon damage types are allowed, but it looked like it was all v.1.49 damage types. Is it possible to use the latest gold patch weapon damage types (such as 2x damage to shields, etc.) using your program? (sorry I don't have gold Version here with me).
Thanks
Yup. The program should be 1.78 compatibale now. If you notice anything that is not let me know. The help file is larely based on Imperator Fyrons Website and on the headers of the txt files (which do have some errors and omissions) . I haven't actually updated the help file for a bit.
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  #80  
Old September 10th, 2002, 10:32 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I keep getting a "can't create new directory" error every time I open the editor or change directories. I'm assuming it can't create the backup directory for some reason.
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