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August 7th, 2002, 02:00 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by tesco samoa:
Dave a defect for when i am creating abilities for facilities.
What I am doing is this
With Facilities with greater than 3 abilities ( i.e. the scroll bar appears on the right )...
I am going to another facility to copy the description of the ability. But if I have scrolled down on the scroll bar I am unable to view the ability of the other facility. Could you keep the scroll bar visible ?
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Yup that's a bug alright. As a temporary workaround you could scroll up to the top before swithing to a new facility.
this is the registry key name
HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer
under that there is a Settings key that will have 2 entries. 'BaseDir' is the root SE4 directory and 'RootDir' is the directory of the Last selected mod.
P.S. Always glad to here the program is getting used. 
[ August 07, 2002, 01:02: Message edited by: DavidG ]
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August 7th, 2002, 02:36 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Found a another little bug while testing that abilites thing. If you component has 3 or more abilities or 3 or more techs required then deleting the Last one and then saving it still saves the Last one.  Deleting one in the middle of the list or when there are 1 or 2 works ok.
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August 7th, 2002, 02:44 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)
Quote:
Originally posted by DavidG:
Add and Delete are in there?? Use the new button to clear the screen to default values. Or alternately if you edit the name of a component/facilitiy etc you will be asked if want to save it as a new item or you want to edit the old ones name.
Copy and paste: You mean like copying a component from one mod to another?
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Oh, guess I didn't play around with it enough to note that! As for copying and pasting, copying between mods would be useful but what I was thinking of is, say you have Component I-III, and you want to extend the series to IV and V. So you copy Component III and rename it Component IV and change all its attributes to the appropriate values, and repeat for Component V. But I guess your program does that automatically, based on what you've described - just edit a component and save it as a new one!
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August 7th, 2002, 02:59 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 Ed Kolis:
But I guess your program does that automatically, based on what you've described - just edit a component and save it as a new one!
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Yup. Also got a new feature that will be in next Version where if you create component I, you can click a button and automatically create level II, III, IV etc.
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August 7th, 2002, 05:20 AM
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Second Lieutenant
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
What are the technical requirements ... ? I can't get this thing to run, at ALL, under Win95. Double-click and ... nothing. Not even an error message.
8P
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Download the Small Ships mod, v0.1b Beta 2.
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August 7th, 2002, 05:51 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Another question... Hopefully it was not asked before...
How come the Armor Tech is not located under Applied Sciences where as everything else is...
It is located under components...
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August 7th, 2002, 05:53 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
David G... Thanks for the program... It is great... Saves allot of time...
When is this new release coming out ???? That would be interesting.....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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