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July 24th, 2002, 02:56 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I've tried to install the modder several time. Each time, it tells me that some files are out of date, and it will update them. So I hit ok. It wants to reboot the comp. I hit ok. Then, I can't install it, and it says the same files are out of date. What's going on?
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July 24th, 2002, 03:48 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Imperator Fyron:
I've tried to install the modder several time. Each time, it tells me that some files are out of date, and it will update them. So I hit ok. It wants to reboot the comp. I hit ok. Then, I can't install it, and it says the same files are out of date. What's going on?
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Hmmmm Does it tell you what files they are? I know the install program will sometimes give an acces violation when it finds a file in use. This you can just ignore/cancel and it still installs. I'd suggest you try download just the EXE part and try running it. If the program tells you it is missing files let me know what they are. It sounds like the setup.exe program which VB makes automatically is mesing up and maybe I'll have make my own setup program or provide manual install instructions.
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July 24th, 2002, 05:36 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
d/l the EXE worked fine.
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems).
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July 24th, 2002, 12:31 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Imperator Fyron:
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems).
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Do you mean the Total research points cost? I've done some testing with the P&N mod and proportions and can't seem to find a problem. It does look at the mods techarea.txt file so I don't think that's the problem. Can you give me some details?
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July 25th, 2002, 02:00 AM
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General
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Join Date: Apr 2001
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Great program DavidG! Very refined. One feature I'd like to see, though, before I start using your program instead of just editing the text files, is the ability to add, delete, copy, and paste items in the various files.
__________________
The Ed draws near! What dost thou deaux?
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July 25th, 2002, 02:14 AM
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Shrapnel Fanatic
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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.
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July 25th, 2002, 04:02 AM
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Lieutenant Colonel
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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.
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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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