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Old 03-09-2005, 05:21 PM   #921
Fred Tetra
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BTW, Darth_ToMeR and sketch42, thanks for removing the excess text from your error messages! *




* are you sure about who did this? I think you underestimate the power of the darkside...
-Darth333


Aww, and I thought the members where just being super-considerate... and prompt! I did think it a bit interesting that they *both* complied so quickly!


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Last edited by Fred Tetra; 03-09-2005 at 11:32 PM.
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Old 03-09-2005, 06:43 PM   #922
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Quote:
Originally posted by Fred Tetra
I tried opening/editing/saving/re-opening files for both K1 and 2, but could no duplicate the error you were getting.


it happens after i close KT and than reopen the dlg ...
Quote:
As for the Min1HP field, when I looked over Creature files during the initial development of Kotor Tool, I did not see that field, hence no checkbox is present in the editor for that type of file.

Can you give me an example of a file that does? (mention which game it is from, too!)
http://www.lucasforums.com/showthrea...Hp#post1497806

http://www.imagemonster.org/getimg/Min1HP.gif

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Old 03-09-2005, 11:38 PM   #923
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Quote:
Originally posted by sketch42
it happens after i close KT and than reopen the dlg ...

http://www.lucasforums.com/showthrea...Hp#post1497806

http://www.imagemonster.org/getimg/Min1HP.gif
Well, I tried opening a previously edited file and I had no problems. Email me the file that's giving you trouble.

As for the Min1HP field, I'll put it on the to-do list just for you.


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Old 03-10-2005, 12:59 AM   #924
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Quote:
Originally posted by Fred Tetra
Well, I tried opening a previously edited file and I had no problems. Email me the file that's giving you trouble.

As for the Min1HP field, I'll put it on the to-do list just for you.
well its happening to any dlg file i make in KT.. but yeah ill email you one of em... dont laugh at the contents of the file though..lol... im stilll laying around with all this.. and thanks about the Min1 cuz i couldve sworn ive seen it in an older vers of KT ... whats your email??

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Old 03-10-2005, 01:05 AM   #925
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It's right in Kotor Tool's 'About...' box.


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Old 03-10-2005, 01:37 AM   #926
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Quote:
Originally posted by Fred Tetra
It's right in Kotor Tool's 'About...' box.
lol who reads the abouts.. ... sent

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Old 03-10-2005, 12:09 PM   #927
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When I try to alter the inventory for placeables, I hit the inventory options in the choice of placeabel, and then KOTOR Tool either crashes or gives me an error. I am trying to alter the inventory of a KOTOR II placeable.
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Old 03-10-2005, 05:18 PM   #928
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Quote:
Originally posted by MacLeodCorp

When I try to alter the inventory for placeables, I hit the inventory options in the choice of placeabel, and then KOTOR Tool either crashes or gives me an error. I am trying to alter the inventory of a KOTOR II placeable.
You didn't include quite enough information. I need to know (and this would be helpful for anyone to post when they're having problems):

1) What is the Kotor Tool version number? (Sometimes people say 'the latest' and only later do I find out that they're 1-4 versions behind; how I don't know...)

2) What GFF file are you trying to open - name and opening method?
(a) Is it one on your hard drive, opened via the File | Open GFF....
(b) Is it one from the treeview, via a double-click?
(c) Is it one you double-clicked on that caused Kotor Tool to open?

3) What version of KotOR is the file associated with, I or II:TSL? (yes you mentioned; this is to remind others)

4) What was the exact error message produced? If the dialog box with the "Details" button is shown, I need the stack trace up to but not including the "Loaded Assemblies" part or anything after it.

5) Which KotOR games do you have installed? I, II or both?

6) Did you ever edit this file outside of Kotor Tool?


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Old 03-10-2005, 05:57 PM   #929
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fred 2 things... first have you found anything on the dlg file prob i was having? and second

as of right now i have all my utc files set to open with KT on click .. the problem with this is.. whenever i open a new UTx file(thats on my Harddrive) a new KT opens up.. so i can have 2 or more KT programs opened at all times... this is more of an annoyance..

TIA

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Old 03-10-2005, 11:10 PM   #930
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Quote:
Originally posted by sketch42
fred 2 things... first have you found anything on the dlg file prob i was having? and second

as of right now i have all my utc files set to open with KT on click .. the problem with this is.. whenever i open a new UTx file(thats on my Harddrive) a new KT opens up.. so i can have 2 or more KT programs opened at all times... this is more of an annoyance..

TIA
Your email just showed up - and I have no problem opening the file. The dialogue is pretty funny, too!
Quote:
well its on what we like to call the internet.. just type in your web browser www.starwarsknights.com and follow the links to holowon labs
But is does crash when you try to save it back out again. I'll be taking a look at it.

As for the multiple instances of Kotor Tool, I haven't found a way to work around that yet. I'm not sure how other windows programs handle that either.


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Old 03-11-2005, 04:32 AM   #931
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In case anybody didn't know, CChargin has a new version of MDLOps that works with TSL.

By the way, great tool, Fred.
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Old 03-11-2005, 09:59 AM   #932
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Quote:
Originally posted by The Regent
In case anybody didn't know, CChargin has a new version of MDLOps that works with TSL.

By the way, great tool, Fred.
Actually, I have already re-written it for direct use within Kotor Tool (just like prior versions). I just have to do a bit more testing before I can include it in the next release.

Oh, and Thanks!


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Old 03-11-2005, 01:15 PM   #933
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Quote:
Originally posted by Fred Tetra
Your email just showed up - and I have no problem opening the file. The dialogue is pretty funny, too!

Quote:
Originally posted by Fred Tetra
well its on what we like to call the internet.. just type in your web browser www.starwarsknights.com and follow the links to holowon labs
hehe you should hear how i recorded it.. lol i did my deepest southern accent for that voice.. lol

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Old 03-11-2005, 03:13 PM   #934
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error

got an error with the tool.... ( version 1.0.1892.29047)
everytime i edit an item the editor wont save the correct TemplateResRef, if i load the item after saving it the field is empty, i've tried loading the items with Kse and i get many errors
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Old 03-12-2005, 10:42 AM   #935
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I would wish to know how I can open all *.DLG files with tk102's DLGEditor in KotOR Tool, instead of the integrated dialogs' edition "module"...
Could you help me, please ?...
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Old 03-12-2005, 01:32 PM   #936
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Quote:
Originally posted by Leviathan
I would wish to know how I can open all *.DLG files with tk102's DLGEditor in KotOR Tool, instead of the integrated dialogs' edition "module"...
Could you help me, please ?...
The long and the short of it is you open each of the dialogues in kotor tool and decide which one you need then you extract it from dialogue erf file. Now open it in TK's utility. Voila your set.


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Old 03-12-2005, 05:03 PM   #937
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I have the same exact problem as MacLeodCorp, this happens when using GFF editor, to replicate take any uti file in the game, open it from within KT by doubleclicking, edit something, then save the file, now when I use the edited file in the game it does not show up, or is plain weird. If I try to open it after saving using "file->Open GFF files" it crashes with error about unhandled exception (Object reference not set to an instance of an object.)
Code:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at kotor_tool.clsGFF.GFFReadField(GFFFieldEntry fieldEntry)
   at kotor_tool.clsGFF.GFFReadStruct(GFFStructEntry& structEntry)
   at kotor_tool.clsGFF.Parse(Byte[] bytes)
   at kotor_tool.clsGFF..ctor(FileStream fs, Int32 KotorVerIndex)
   at kotor_tool.frmMain.GetGFFFileKotorVersionIndex(String filepath)
   at kotor_tool.frmMain.OpenGFFFileInEditor(String filepath, Int32 formLocationOffset)
   at kotor_tool.frmMain.miOpenGFFFile_Click(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.MenuItemData.Execute()
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Old 03-12-2005, 09:57 PM   #938
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A number of bugs that were apparently never "activated" in the GFF-handling code in Kotor Tool made themselves evident after updating it to support TSL.

I found a really big one yesterday that was the cause of (as far as I can tell) the errors many of you are having.

For the technically-mined out there, when a GFF List had it's elements cleared, I was not taking into account the fact that some of the members of the list could be lists themselves or structs that contained lists as one of their fields. This caused there to be "orphan" structs left behind that "belonged" to no one and threw off all sorts of size calculations and structure counts.

Despite this major oversight, all of the UT* editors worked fine up unti TSL's release, when I discovered minor bug in the list updating code, which, when fixed, caused the aforementioned problem to become evident when people saved their files back out.

I think I've fixed this by doing a recursive search amongst the list elements for lists and structs, removing and updating data from the leaf lists back up to the parent list we were trying to clear.

This fix should be present in the next release of Kotor Tool.


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Old 03-12-2005, 10:16 PM   #939
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Quote:
Originally posted by Fred Tetra
A number of bugs that were apparently never "activated" in the GFF-handling code in Kotor Tool made themselves evident after updating it to support TSL.

I found a really big one yesterday that was the cause of (as far as I can tell) the errors many of you are having.

For the technically-mined out there, when a GFF List had it's elements cleared, I was not taking into account the fact that some of the members of the list could be lists themselves or structs that contained lists as one of their fields. This caused there to be "orphan" structs left behind that "belonged" to no one and threw off all sorts of size calculations and structure counts.

Despite this major oversight, all of the UT* editors worked fine up unti TSL's release, when I discovered minor bug in the list updating code, which, when fixed, caused the aforementioned problem to become evident when people saved their files back out.

I think I've fixed this by doing a recursive search amongst the list elements for lists and structs, removing and updating data from the leaf lists back up to the parent list we were trying to clear.

This fix should be present in the next release of Kotor Tool.
is this bug only with gff files or with dlg files as well?

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Old 03-13-2005, 12:50 AM   #940
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XML import troubles...

Hi Fred,

Sorry to hit you with this, considering how great (and how free!) your tool is, but...

Whenever I export a Kotor2 2DA to XML; upon importing the XML I get the following message when attempting to save back to 2DA:

The columns added via the Show Strings function will be removed so that the file can be saved properly.

...after which, all colums of data (with the exception of "Row Label") disappear.

This occurs even if I haven't edited the XML before import.

I have the latest version of Kotor Tool, and have both Kotor 1 and 2 installed on my computer.

Is there a work-around for this, or maybe an upcoming fix?

Thanks.
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Old 03-13-2005, 10:14 AM   #941
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Quote:
Originally posted by sketch42
is this bug only with gff files or with dlg files as well?
DLG files are GFF-based, (that's why you can open them in the Bioware GFF editor), so it does affect them, too.


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Old 03-13-2005, 10:17 AM   #942
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Re: XML import troubles...

Quote:
Originally posted by operagh0st
Hi Fred,

Sorry to hit you with this, considering how great (and how free!) your tool is, but...

Whenever I export a Kotor2 2DA to XML; upon importing the XML I get the following message when attempting to save back to 2DA:

The columns added via the Show Strings function will be removed so that the file can be saved properly.

...after which, all colums of data (with the exception of "Row Label") disappear.

This occurs even if I haven't edited the XML before import.

I have the latest version of Kotor Tool, and have both Kotor 1 and 2 installed on my computer.

Is there a work-around for this, or maybe an upcoming fix?

Thanks.
It's OK to mention problems with Kotor Tool, my users are one of the best sources of info! It'd be hard (and time-consuming) to test every feature for every release!

I was unaware of the probelm you're having; I will take a look into it.


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Old 03-13-2005, 10:37 AM   #943
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Quote:
Quote:
Originally posted by Leviathan
I would wish to know how I can open all *.DLG files with tk102's DLGEditor in KotOR Tool, instead of the integrated dialogs' edition "module"...
Could you help me, please ?...
The long and the short of it is you open each of the dialogues in kotor tool and decide which one you need then you extract it from dialogue erf file. Now open it in TK's utility. Voila your set.
So, I suppose that there's no means to open dialog files with tk102's DLGEditor directly in KotOR Tool...
Thanks anyway !...
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Old 03-13-2005, 11:35 PM   #944
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Hey Fred if I understand your technical details on the GFF file editing. Does this string of bugs and there apropriate fix address a problem I am discovering in KOTOR Tool. That is I create my new UTC file just fine however whenever I wish to make certain changes such as saving my portraits choice in particular. It seems to not save and write the new data to the UTC file. It just reverts back to the default portraits option.


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Old 03-14-2005, 12:28 AM   #945
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Quote:
Originally posted by Darkkender
Hey Fred if I understand your technical details on the GFF file editing. Does this string of bugs and there apropriate fix address a problem I am discovering in KOTOR Tool. That is I create my new UTC file just fine however whenever I wish to make certain changes such as saving my portraits choice in particular. It seems to not save and write the new data to the UTC file. It just reverts back to the default portraits option.
Since the GFF support in Kotor Tool is essential to every UT* editor and the Conversation and Module editors, I wouldn't be surprised if the bug I found was the cause.


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Old 03-15-2005, 10:32 AM   #946
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A new version of Kotor Tool will be posted today.

If you're manually downloading, check that the version number is the one below.

v1.0.1900.17897 (2005-3-14 11:52)

Features/updates:
  • Fixed bug in GFF class that caused data corruption when Lists were manipulated under certain conditions.
  • Module editor now looks in Kotor Tool directory for Mapinfo.bfd file.
  • Beta code added to GFF class to handle international characters better.
  • Fixed bug in 2DA editor that would sometimes cause problems when loading an XML format file.
  • Check for Updates function will no longer try to download while new version is being uploaded.


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Old 03-15-2005, 10:50 AM   #947
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"unable to load Mapinfo.bfd"

...but the file is in the KT folder...
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Old 03-15-2005, 10:55 AM   #948
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great!!!
thanks a lot Fred. i'll download it as soon as it is out.



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Old 03-15-2005, 02:40 PM   #949
Fred Tetra
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Quote:
Originally posted by Fred Tetra
A new version of Kotor Tool will be posted today.

If you're manually downloading, check that the version number is the one below.

v1.0.1900.17897 (2005-3-14 11:52)

Features/updates:
  • Fixed bug in GFF class that caused data corruption when Lists were manipulated under certain conditions.
  • Module editor now looks in Kotor Tool directory for Mapinfo.bfd file.
  • Beta code added to GFF class to handle international characters better.
  • Fixed bug in 2DA editor that would sometimes cause problems when loading an XML format file.
  • Check for Updates function will no longer try to download while new version is being uploaded.
I completely forgot to mention that this release of Kotor Tool includes a new version of MDLOps that supports TSL models, customized for GUI-less operation.

You can now extract TSL models just like in the KotOR I portion of the treeview.

Those of you who'd asked about maps for the Module editor will be happy to know that the initial tests I have done proved to work out OK.

If anyone is interested in helping make maps for KotOR I or TSL, you can read the instructions here


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Old 03-15-2005, 11:44 PM   #950
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A new version of Kotor Tool will be posted today.

If you're manually downloading, check that the version number is the one below.

v1.0.1900.40262 (2005-3-15 23:27)

Features/updates:
  • Simplified the Path Manager interface
  • Added support for NwnNSSComp 1.02 to the Project Manager
  • Project Manager now reports error when script compilation fails and gives option to continue or quit.
  • Fixed bug in window size persistence code
  • Added Widow Size and Location persistence for Project Manager

The instructions for using the Project Manager for compiling scripts are here


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Old 03-16-2005, 12:27 AM   #951
mortis42
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Quote:
Originally posted by Fred Tetra
A new version of Kotor Tool will be posted today.

If you're manually downloading, check that the version number is the one below.

v1.0.1900.40262 (2005-3-15 23:27)

Features/updates:
  • Simplified the Path Manager interface
  • Added support for NwnNSSComp 1.02 to the Project Manager
  • Project Manager now reports error when script compilation fails and gives option to continue or quit.
  • Fixed bug in window size persistence code
  • Added Widow Size and Location persistence for Project Manager

The instructions for using the Project Manager for compiling scripts are here
Good news...I can finally compile fine from the project manager. Loaded up my "test" project and clicked buld and it all worked.
Earlier I created the test project using v1.0.1900.17897 and it gave me an error.
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Old 03-16-2005, 09:08 AM   #952
Xcom
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Fred,

I wonder if you can add the option to package the directory as module without having to create projects and similar.

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Old 03-16-2005, 09:31 AM   #953
Fred Tetra
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Quote:
Originally posted by mortis42
Good news...I can finally compile fine from the project manager. Loaded up my "test" project and clicked buld and it all worked.
Earlier I created the test project using v1.0.1900.17897 and it gave me an error.
I'm glad to hear that it worked for you!

This feature didn't make it in the last release due to time constraints, then I unexpectedly had more free time and finished it!

One problem with writing software is balancing how many new fixes and features to include in a release versus how often to release; work on 25-30 things but only release once every three months or ...


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Old 03-16-2005, 11:01 AM   #954
Lorden Darkblade
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Thanks a lot Fred.
It works with my language I can save .uti files without having to change months



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Old 03-16-2005, 12:12 PM   #955
Fred Tetra
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Quote:
Originally posted by Uchiha Itachi
Thanks a lot Fred.
It works with my language I can save .uti files without having to change months
Your help testing it before this release helped everyone else, too! Thanks again!


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Old 03-18-2005, 01:53 PM   #956
Fred Tetra
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I've gotten a few requests over time for the ability to copy and paste a row between two different 2DA files, and I have gotten it working where you can do that, plus paste a row from MS Excel in as well. (Excel sends you a MemoryStream (!) instead of a string, even though the clipboard indicates "Csv" as the data format. Different, eh?)

I was wondering how many people would use a feature whereby you could select several rows to copy and paste, both within a file and between two different ones as well.

Any interest? Would this be useful?


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Old 03-18-2005, 01:58 PM   #957
Mav
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Fred,

This feature would be extremely useful, especially in keeping the appearence.2da file compatible with several mods, easily. This sounds like a great feature, awesome job Fred.


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Old 03-18-2005, 02:11 PM   #958
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Quote:
Originally posted by Fred Tetra

I was wondering how many people would use a feature whereby you could select several rows to copy and paste, both within a file and between two different ones as well.
I think just about everyone would use it as you have tons of mods using .2da files... This would cut the time necessary to make mods compatible with each other by 10 (more or less ).
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Old 03-18-2005, 03:03 PM   #959
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Quote:
Originally posted by Fred Tetra
I was wondering how many people would use a feature whereby you could select several rows to copy and paste, both within a file and between two different ones as well.

Any interest? Would this be useful?
PLEASE!

I'm not above begging, pleading...or public embarrasement (moreso than usual) if you could make this feature available


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Old 03-18-2005, 03:07 PM   #960
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Quote:
Originally posted by Fred Tetra
I've gotten a few requests over time for the ability to copy and paste a row between two different 2DA files, and I have gotten it working where you can do that, plus paste a row from MS Excel in as well. (Excel sends you a MemoryStream (!) instead of a string, even though the clipboard indicates "Csv" as the data format. Different, eh?)

I was wondering how many people would use a feature whereby you could select several rows to copy and paste, both within a file and between two different ones as well.

Any interest? Would this be useful?
Uh I feel this is necessary to say this way.

Hell YES!! This would be useful.

Forgive me Darth333 but I had to express this for all of us.


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