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  #1  
Old November 10th, 2002, 03:55 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by CombatSquirrel:
DavidG,

Under damage types for weapons, SEModder lists "Only Security Systems , "

That " , " is a killer... chokes the component file.

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  #2  
Old November 10th, 2002, 05:57 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

By the way,

I really love this utility. I am using it more than straight text editing for data files. If you want my wishlist, though, it would be:

1) some string search feature under SE4Modder to allow you to go through components, facilities, vehicles, etc with a common denominator one by one (although you cleverly let us access the source files already),

2) feature to do a printout of the complete list of families, weapon families, and their associated components

3) feature to show the progression or current of "latest" components, facilities, etc under any particular tech level.

I would also like to be able to spit lightning bolts, too...

CombatSquirrel

[ November 10, 2002, 14:14: Message edited by: CombatSquirrel ]
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  #3  
Old November 13th, 2002, 12:46 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

#1 is definatly on my to-do list. I know it's a pain finding specific thing in the list.

#2 Were you thinking just a list of all the item names in a certain family or a detail list.

I'm not really sure what you mean in #3. isn't this basically what you get when you view a tech? It shows you what each level will get you.

Let me know if you get that spiting lightning bolts thing working for you.

[ November 12, 2002, 22:49: Message edited by: DavidG ]
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Old November 13th, 2002, 01:05 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Just a heads up for anyone using this program:

If you open an existing mod that has several differnt components or facilities with the same name (such as P&N) SE4 modder will not view them correctly. ie in P&N only one Research Center I will appear in the treeview and when you click it what will be displayed is the first one in the txt file. I also encountered some problems if I made component that had the same name as a group. (Ie Creating a component called 'Weapons')

Due to the nature of the Treeview control I don't plan on fixing this so if you are using SE4Modder you should use start with a base that has unique component and facility names.
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Old November 13th, 2002, 06:20 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

For modding in general - I think it would be practice if we all avoided using duplicate component/facility names. I believe it can cause some messed up things in game as SJ has mentioned earlier in the P&N 1.78 thread.
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Old November 17th, 2002, 11:16 AM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

typo:

Hold your mouse over the "modified maintenance cost" value 1 area, and a popup box displays this message (emphasis added): "Percentage of normal maintenance (10%=110% of normal, -10%=90% or normal)

Not that this is a program crashing bug or anything....

Edit: found another one. No matter which mount I edit, then save, it always says: "You have edited < the Last component I had in the edit window>. Do you wish to save?"

[ November 17, 2002, 10:19: Message edited by: dumbluck ]
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Old November 17th, 2002, 03:36 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by dumbluck:
typo:

Hold your mouse over the "modified maintenance cost" value 1 area, and a popup box displays this message (emphasis added): "Percentage of normal maintenance (10%=110% of normal, -10%=90% or normal)
I'm going to have to blame that one on MM since that line is extracted from abilities.txt

I have noticed a lot of times it asks you 'do you want to save' when it shouldn't although I can save a mount in ver 1.53. ??
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