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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Thanks for the info Krsqk!! |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG, Sorry false alarm.
[ September 06, 2002, 18:36: Message edited by: Nebraskan ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Yup bit of a problem here. http://forum.shrapnelgames.com/images/icons/icon9.gif 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! http://forum.shrapnelgames.com/images/icons/blush.gif ) (after level 5 they all got the same name http://forum.shrapnelgames.com/images/icons/icon9.gif ) 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 ] |
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. http://forum.shrapnelgames.com/images/icons/icon10.gif 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. |
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 http://forum.shrapnelgames.com/images/icons/icon10.gif
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. |
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 http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 07, 2002, 18:42: Message edited by: jimbob ] |
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 ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Thanks for the feedback guys http://forum.shrapnelgames.com/images/icons/icon7.gif
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. http://forum.shrapnelgames.com/images/icons/icon9.gif 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 ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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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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