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Old July 25th, 2002, 04:02 AM
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DavidG DavidG is offline
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Imperator Fyron:
No, not the tech costs. The actual tech req fields. I tried loading my current work on the Magic Mod into the program, and it didn't read the techarea.txt for the req from that mod folder.
Ah I think I see what you mean. When you click Open to select your mod it does not reload the tech cmbo boxes in the Tech Req area. A work around would be to close the program and restart it, then select your mod from the File list it works OK. (I did notice while testing this on your Magic mod files that the program can get stuck in a loop if if it does not find certain file like racialtraits.txt in the mod directory) Will have to fix it so that it looks for all files in the base directory too.

[ July 28, 2002, 22:37: Message edited by: DavidG ]
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SE4Modder ver 1.76
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