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Old June 21st, 2005, 01:16 PM

The_Paladin The_Paladin is offline
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Default Re: New Map Utils For Dom2

The main reason I'm attempting to modify descriptions (and other attributes) that are already moddable by the official tools is that I am hoping to make the GUI interface as complete as possible.

Since my program is modifying the EXE directly it would be ideal if everything the user was interested in modding could be done directly in that fashion. If you have to combine an EXE mod with a standard mod to get all the changes you desire, it would essentially mean that every time you used that EXE you would also have to enable the appropriate mods. Its not a huge issue but I think for the sake of having a nice UI and to avoid the nuisance of maintaining multiple different mods to accomplish just one overall mod, I am going to try to make the EXE mods as complete as possible.

So yes I will look into modifying the spell and item descriptions after the UI is complete .
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Old June 22nd, 2005, 07:18 AM
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Default Re: New Map Utils For Dom2

Very interesting project.

Have you contacted Illwinter to see if they are going to implement some of the things your program can edit as moddable? I don't think your program will work (without changes) on Dom3, but if your program can write the changes into .dm format of Dom3... And that would also make your program general mod-making tool, so that one could make mod with your tool and have the program write working .dm if modified exe isn't needed.

I'm not sure if this would be much more work to you, but as I think it would be quite a simple addition suggesting it isn't too bad.
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Old June 22nd, 2005, 08:54 AM

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Default Re: New Map Utils For Dom2

Quote:
The_Paladin said:
The main reason I'm attempting to modify descriptions (and other attributes) that are already moddable by the official tools is that I am hoping to make the GUI interface as complete as possible.

Since my program is modifying the EXE directly it would be ideal if everything the user was interested in modding could be done directly in that fashion. If you have to combine an EXE mod with a standard mod to get all the changes you desire, it would essentially mean that every time you used that EXE you would also have to enable the appropriate mods. Its not a huge issue but I think for the sake of having a nice UI and to avoid the nuisance of maintaining multiple different mods to accomplish just one overall mod, I am going to try to make the EXE mods as complete as possible.

So yes I will look into modifying the spell and item descriptions after the UI is complete .
Hmm I don't agree on the principles : IMHO *everything* that can be modded through standard "data" mod should be left in "mods", and your .exe editing tools should *only* be used for the rest ... For example there's no point in modifying in the exe some unit cost or stats.
A clear frontier between both tools will help everyone get what he wants
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Old June 22nd, 2005, 10:39 AM
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Default Re: New Map Utils For Dom2

Personally I tend to avoid any program which modifies the game exe except for ones that come from the developer.
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Old July 15th, 2005, 09:33 AM

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Default Re: New Map Utils For Dom2

The_Paladin
When I try to open your exe in my dominions folder (Win98), I just have an errir message "An error occured when reading dom2.exe"
Was passiert ?
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