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Carmela

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  1. Just so you know, I just posted a thread on the forums explaining that we can use Item ID's up to 4095 or whatever and how to get them to show in the creative window. I cited you and your mod as the source of my inspiration/answer for this. I hope that's alright. I was also still wondering if (**IF** you end up using SD2DX) you might be able to post the mod in its loose files format at some point (no rush, of course), whether already SD2DX formatted or not. If not, I understand. I just wanted to ask. Thanks!
  2. By the way, I had meant to ask if it might be at all possible to get the mod as loose files (Like how SD2DX reads them--ex: folders for config, icons, resources, scripts, text, etc.)? It might be a pain -- and if it is too much of a pain, please don't worry about it. I just figured that-- if it isn't a ton of trouble-- I'd ask, because it would actually be better for me to have the loose items to work with so that I can pick and choose (if desired) what to use and make it more compatible with my own mods. In any case, just figured I'd ask. Love to be able to integrate it with my own stuff.
  3. Oh. My. God. You're right. You can go above 903. It's just that none of the items to which you give id's above 903 will show up in your creative window. You just can't see the items in the creative window, but when I told it to spawn my character with an item with id="904", it did. It's in her inventory... That's so **weird**. Does anyone know of any sort of fix to get the creative window to display all of your items, then? I'm gonna ask on the general modding forums as well. Thank you for the info, Sergant. Most of the people on the forums have been working under the assumption, I think, that you just can't have items above 903, just because they wouldn't show in the creative window. So frustrating. haha
  4. I should probably correct my phrasing in the previous post, referring to SD2DX: The mod manager will automatically input OR remove your mod's edits with the check of a box and the click of a button -- IF you code the mod files correctly, which isn't difficult, just a little time consuming, maybe. It can also ADD (or remove) your icons, resources, assets, and code into the game files for you automatically in the same way. It can't "Edit" them. Just wanted to correct that.
  5. haha. I've been doing so for a few days now as well. Totally get it. It took me a while to find that one. @Sergant1000 - That is what I figured seeing as I can't find a way to do those edits the old way either. Just figured I'd ask. Also - as an option for working with those files, if you're interested -- I think that the newly posted tool on the modding tool forums, SD2DX (extender), could be helpful in allowing you to make such edits, at least to some extent. Don't know if it will do everything, but it does *a lot*. If you code your files correctly, you can do loose file modding now and have the mod manager copy all your stuff into the XML's -- plus it can rebuild the item atlas with loose file icons for you, and also edit resources, assets, and code, I believe. It's a pretty robust tool. Just figured I'd put that out there as it may at least be helpful to you for the moment. I know I've been enjoying using it. I can have all of my different mods as loose file mods and turn individual ones on and off with the checking of a box and the click of a button. Very nice. ~~~~ as a second question, though, I noticed that you have your item IDs for you mod between 3700 and 4000. Does that actually work? Have you found a way to make it accept items above ID 903? If so, how? I'd love to know how to do that. haha Thanks!
  6. Any chance you have an updated sharedassets2 file for v.11.2? Just curious. Thanks.
  7. In the first snippet of code, there are weird non-english letter/number characters in the spelling of "5.7x28mm_Bullet" and "8.6x70mm_Bullet" (at least, those are the 2 problems I see.). Yeah, I hope more of the code isn't like that...that's a lot of code to have to check line-by-line. ::cringe::
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