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Thread: Esf Editor 1.4.3

  1. #41

    Default Re: Esf Editor 1.4.2

    Quote Originally Posted by koras321 View Post
    something like this?
    Yes, that's similar to what I had in mind.

  2. #42
    alpaca's Avatar Harbinger of saliva
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    Default Re: Esf Editor 1.4.3

    It might be useful to have patcher behaviour available for an ESF editor. That way, if you change small things in startpos.esf the mod users wouldn't have to download the whole file but could just run the patcher version on their startpos. I guess the best way would be to create the additional entries as XMLs and then patch them in using the program (you'd need some special behaviour for removing stuff).

    Alternatively, for more user friendliness, the ESF editor could allow creating patch scripts between two different esfs.

    No thing is everything. Every thing is nothing.

  3. #43

    Default Re: Esf Editor 1.4.2

    Quote Originally Posted by koras321 View Post
    something like this?
    you just about made my pants sticky.

  4. #44

    Default Re: Esf Editor 1.4.3

    Quote Originally Posted by alpaca View Post
    It might be useful to have patcher behaviour available for an ESF editor. That way, if you change small things in startpos.esf the mod users wouldn't have to download the whole file but could just run the patcher version on their startpos. I guess the best way would be to create the additional entries as XMLs and then patch them in using the program (you'd need some special behaviour for removing stuff).
    Good idea
    for now you can export any node to new esf file (right click on node - Export)
    user still must copy, but file is smaller

    Quote Originally Posted by alpaca View Post
    Alternatively, for more user friendliness, the ESF editor could allow creating patch scripts between two different esfs.
    i'm thinking about comparing files,

    for now in next version - 1.5
    - reduced memory usage while coping big parts
    - added the posibility of describing nodes
    - added "goto" function
    you can paste a node path like: CAMPAIGN_SAVE_GAME/CAMPAIGN_ENV /CAMPAIGN_MODEL/WORLD/REGION_MANAGER/ and tree expand
    - added find value option
    search esf file and present all founded values
    with this you can search any references for id, etc.
    and of course you can edit this result set

    I plan release 1.5 in next weekend

    in 1.6 - maybe patcher
    Last edited by koras321; May 18, 2009 at 04:04 PM.

  5. #45

    Default Re: Esf Editor 1.4.3

    Wow... with the new one it ing owns.... i copied the world over... and now i have greece as a starting faction...

    Now if only i could figure out how to make it so that A) we can change the year back to 1700.... and stop everyone from doing anything for a few turns to get several faction emgered...

  6. #46
    alpaca's Avatar Harbinger of saliva
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    Default Re: Esf Editor 1.4.3

    Sounds good

    No thing is everything. Every thing is nothing.

  7. #47
    alpaca's Avatar Harbinger of saliva
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    Default Re: Esf Editor 1.4.3

    One thing we also desperately need is a "create new ID" feature. It should make sure it knows all the ids in the game and then generate a new one (for slots, etc.)

    No thing is everything. Every thing is nothing.

  8. #48

    Default Re: Esf Editor 1.4.3

    Game crushes after any editing of regions.esf. Even if I return original values.

    Excuse me for my bad English.

  9. #49

    Default Re: Esf Editor 1.4.3

    Quote Originally Posted by Lissindiel View Post
    Game crushes after any editing of regions.esf. Even if I return original values.

    Excuse me for my bad English.
    Can anyone confirm this?

  10. #50

    Default Re: Esf Editor 1.4.3

    Hmm... Strange. Everything is OK now, but earlier i`ve got 4 crushes...

  11. #51

    Default Re: Esf Editor 1.4.3

    Excellent job!

    But I want the feature Search. Insteed of looking in every ing folder, you can just search for you faction or id nr. It would make things so much easier

  12. #52

    Default Re: Esf Editor 1.4.3

    Lissindiel - I had this problem as well. It seems to crop up when you try to save a file when there is more than one edited file open. The easy solution is to edit one at a time, and save it before editing the next.

  13. #53
    Roderna's Avatar Libertus
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    Default Re: Esf Editor 1.4.3

    Quote Originally Posted by koras321 View Post
    Can anyone confirm this?
    I have this problem as well..........
    Not even a simple change such as all tech researched.........

  14. #54
    demis14's Avatar Miles
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    Default Re: Esf Editor 1.4.3

    I have a suggestion that might have already been pointed out. Is it possible to make a function, that informs the user if a Uint or other values that are usually IDs, conflict with other existing ones? A colouring could be used as well instead of a warning. This would be extremely useful to us i think, because when creating new entries, and new IDs are required, this could help a lot to avoid conflicting with other exisitng IDs.

  15. #55

    Default Re: Esf Editor 1.4.3

    no updates to the editor?

  16. #56

    Default Re: Esf Editor 1.4.3

    Are you people also unable to C&P files in the new Startpos?


  17. #57

    Default Re: Esf Editor 1.4.3

    Bump for this so people don't DL the older one and run into problems with savegames like I did...

  18. #58
    CaptainAnthony's Avatar Civis
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    Default Re: Esf Editor 1.4.3

    I fixed the problem. Thanks
    Last edited by CaptainAnthony; August 19, 2009 at 10:04 PM.

  19. #59
    Gorrrrrn's Avatar Citizen
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    Default Re: Esf Editor 1.4.3

    Search function would be most useful.

    I've posted a list of data fields in saved games and there's some there that take some tracking down.
    http://www.twcenter.net/forums/showt...39#post5836139

    eg has anyone found an entry for PORT_GARRISON_MANAGER - it should be near the end of REGIONS_ARRAY but before the SPYING_ARRAY

  20. #60
    Archimonday's Avatar Senator
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    Default Re: Esf Editor 1.4.3

    I've been seaching for the last hour back and forth to get these faction ID's in order, before I start experimenting and labeling everything.

    Its a pain in the ass:

    695242828 - Hessen
    695571148 - Pirates
    695180612 - Greece
    694104436 - Bavaria
    693470796 - Hannover
    692236916 - Sweden
    691014580 - Austria
    693174020 - Mughal Empire
    691806972 - Poland-Lithuania
    691930284 - Ottoman Empire
    693677012 - Portugal
    693595220 - Denmark
    694541260 - United States
    695117892 - Ireland
    691162236 - Netherlands
    692091036 - Russia
    691663756 - Prussia
    690825124 - France
    462913460 - Spain
    694462092 - Courland
    694661468 - Huron Confederacy
    694334404 - Wurttemberg
    694185564 - Westphalia
    694048572 - Cherokee
    693551236 - Plains Nations
    692971364 - Iroquis
    692932924 - Inuit Nations
    693832540 - Pueblo
    695370028 - Mexico
    692382252 - Maratha Confederacy
    692775740 - Savoy
    693877524 - Venice
    693970748 - Genoa
    692850988 - Persia
    693392924 - Italian States
    693023108 - Morocco
    695497324 - Barbary States
    694814580 - Saxony
    694998780 - Hungary
    694412388 - Chechneya
    694263476 - Georgia
    693320516 - Mysore
    693781316 - Crimean Kharnate
    693092284 - Knights Of Saint John
    694955820 - Afghanistan
    695433732 - colombia
    692683604 - New Spain
    692600012 - Louisiana
    695056788 - Naples & Sicily
    694751300 - Scotland
    692505212 - Thirteen Colonies
    694706492 - Mamelukes
    694611468 - Punjab
    694890308 - Norway
    695309020 - Quebec
    690601956 - Great Britain
    Last edited by Archimonday; August 25, 2009 at 10:54 PM.

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