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August 6th, 2002, 09:36 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
boy did i bugger the program up.
it does not even load now....
I was opening up some data files on the desk top and it will not open at all any more....
What are the registry settings please... So I can remove the program..
I have noticed that you set them... And I would like to remove them...
or change the settings for the Last mod that was opened....
Help please
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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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August 7th, 2002, 02:00 AM
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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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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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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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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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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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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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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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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.....
__________________
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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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August 7th, 2002, 11:48 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Pax:
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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Well to be honest I'm not really sure. I think some guys have got it to run under win95?? Next time the boss leaves early I'll test it out on a win95 computer at work. What .exe file are you trying to run that does nothing? Is it the setup.exe or se4modder.exe? If the latter did you already run the setup.exe? (note there are 2 download links in my sig. One is the full install and the other is just the exe which you can use just to get a new Version)
[ August 07, 2002, 23:00: Message edited by: DavidG ]
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August 8th, 2002, 12:07 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by tesco samoa:
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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The short answer is it is another wee bug (One that I would have sworn I fixed already )
The reason it happened is because armor is one of those few techs were the tech name is the same as the component name (well minus the roman numeral) Will be fixed in the next Version.
I'll probably upload a new Version hopefully within a week. I just want to finish up what I'm working on which is editing the SystemTypes.txt file.
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