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September 6th, 2002, 01:07 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 Baron Munchausen:
Why does it have to make all those backup files in the same directory with your data files? Can't it put them in some other specified directory?
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hehe no reason other than I never realized it was a problem before. I guess I could make a "data_backup" directory under the mod directory and put them in there. Thanks for the feedback.
Thanks for the info Krsqk!!
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September 6th, 2002, 12:49 PM
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Corporal
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG, Sorry false alarm.
[ September 06, 2002, 18:36: Message edited by: Nebraskan ]
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Nebraskan
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September 6th, 2002, 11:13 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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September 7th, 2002, 01:43 AM
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Corporal
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG, I am sorry. I thought that most of what happened to me was because I was changing 2 different tech level requirements in each level of the weapon. I could see part of what you described though. Makes me feel better anyhow to know I wasn't totally losing my mind.  What you describe as happening when you modify a current component to make a new similar component was definetly part of the problem, and the Family Group putting the rest of the family on the bottom of the .txt file but not showing that in the Tree really had me confused.
I hope you are able to do something about this. It is so much easier to use your SE4Modder to make a mod. I straightened out the problems, in my mod that this caused, manually. It only took about 3 hours whereas it only took about 10 minutes to do using the modder.
Keep refining the program. It has excellent potential. Thank you.
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September 7th, 2002, 02:15 AM
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Brigadier General
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
This is off the mark, out of the box, shot up in your face
Thank you for putting your time and life so that you could make us lowlives who do not know what the data files do make mods.
I am eternaly grateful.
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Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
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September 7th, 2002, 07:41 PM
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First Lieutenant
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Just downloaded and fiddled with this modding tool. Very cool! I opened up the B5 mod (which is gargantuan) and it just flew through the files... Waaaay better than crawling through the text files manually!
Great Work Dave!
Edit: Oh and the Canadian Maple Leaf made me feel all patriotic and misty eyed too
[ September 07, 2002, 18:42: Message edited by: jimbob ]
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The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
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September 10th, 2002, 01:03 AM
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First Lieutenant
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG:
I was just looking at the help file and it mentioned what weapon damage types are allowed, but it looked like it was all v.1.49 damage types. Is it possible to use the latest gold patch weapon damage types (such as 2x damage to shields, etc.) using your program? (sorry I don't have gold Version here with me).
Thanks
[ September 10, 2002, 00:04: Message edited by: jimbob ]
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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September 10th, 2002, 01:58 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Thanks for the feedback guys
Made some minor additions:
- The Create Family hopefully works a bit better now. up to 20 per group and they should be ordered correctly
- Formations now allow you to specify ship types
(ship type options are read from DefaultDesignTypes.txt (excluding Mines, Sats etc)
- Backup files are now put in a separate directory under the mod directory called "data_backup" Any backup files in the data directory currently will also be moved here.
- When saving a new item you can now specify where to save it. (ie at the end or after the Last item you were viewing
Well now for some fun programming since I ran into that roadblock mentioned by Krsqk a few Messages down.  Pretty much means I will have to cut and past every single line a code to new locations if I want to add anything new.
[ September 09, 2002, 12:58: Message edited by: DavidG ]
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September 10th, 2002, 04:45 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 jimbob:
DavidG:
I was just looking at the help file and it mentioned what weapon damage types are allowed, but it looked like it was all v.1.49 damage types. Is it possible to use the latest gold patch weapon damage types (such as 2x damage to shields, etc.) using your program? (sorry I don't have gold Version here with me).
Thanks
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Yup. The program should be 1.78 compatibale now. If you notice anything that is not let me know. The help file is larely based on Imperator Fyrons Website and on the headers of the txt files (which do have some errors and omissions) . I haven't actually updated the help file for a bit.
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September 10th, 2002, 10:32 PM
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Major
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I keep getting a "can't create new directory" error every time I open the editor or change directories. I'm assuming it can't create the backup directory for some reason.
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