View Single Post
  #154  
Old January 29th, 2003, 03:59 AM
DavidG's Avatar

DavidG DavidG is offline
Lieutenant Colonel
 
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
DavidG is on a distinguished road
Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Every time I start the modder, it says "cannot create directory". Then it loads fine. This started after I tried to create a mod, it said that, I created manually, it's said it ever since.
Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)

Re the Open button. This is a big OOPS as I managed to break this with Version 1.6+ At least closing and reopening the program fixes it so you can select the mod from the list.

Quote:
If I press the "create family" button in the base SE4 directory, it gives me an error. OK clears the error..which immediatly pops back up. Repeated some 20 times before it went away.
This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items

Quote:
The modder doesn't seem to like components with no Roman Numeral in the name and a numeral in the code. If you run a Create Family on one of these, it works but moves the component like this:
Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together.

Keep on tryng to break it. Give me something to do.
__________________
SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
Reply With Quote