OpenXcom Forum
Modding => Tools => Topic started by: humax on October 05, 2018, 11:11:58 am
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Description:
Hello commander (cheater and translator)!
When I translated openxcom in 2015 for my personal use, it was necessary to make quick progress, which is very easy with openxcom. But I found manual editing too laborious, so I started to program this savegame editor. However, a few other projects have come to the fore and I postponed the project for a long time. Now in September 2018 I decided to resume the project ...
The code written so far was more advanced than I remembered, but the code was very amateur, so I had to spend some more time to improve it.
The main functions are now completed, so that a publication can take place.
With this savegame-editor you can change many important things in your savegame, such as:
Geoscape
- Available money
- Difficulty level
- Switch from IRONMAN to "normal" gamemodus and vice versa
- Speedup (next) manufacture (the next item will be completed at the next full hour)
- Speedup your researches (all research begun will be completed the next day)
- Speedup your transfers (all transfers / will arrive at the next full hour)
- Remove warning from the council of the funding nations
- Edit the value of your soldier-stats
- Finish buildings
- Repair, refuel and rearm your crafts
- Heal wounded soldiers
Battlescape
- Heel bleeding wounds
- Locate all enemies
- Stun all enemies
- Kill all enemies
Installation:
1 ) Extract the 'OPENXCOM_Trainer.exe'
2 ) Start it
3 ) Choose your language (english or german, but you can translate it too)
4 ) Choose the path of your 'openxcom.exe'
5 ) Make your settings
6 ) Open a savegame
7 ) Set your options
8 ) Click the 'apply' - button
9 ) Save your edited savegame (be sure you activated 'create backup' or use 'save as...')
Changelog:
Version 0.9.0.0 (05.10.2018)
Version 0.9.1.0 (03.03.2019)
- Added changelog
- Added cheatoption 'Set clock to 23:30'
- Added cheatoption 'Heal wounded soldiers'
- Added cheatoption 'Kill all aliens'
- Automatic review and addition of missing translations in the existing GUI-language-files
- NumericUpDown-value adjustment now also possible with right-click and mouse-wheel
- Bugfix: craft is back in base when using cheat 'Repair and refuel crafts, reload craftweapons'
- Bugfix: now handles when craft is flying to waypoint
- Bugfix: if the savegame contains information about killed soldiers, the savegame becomes corrupted.
Version 0.9.1.1 (04.03.2019)
- Partial support for openxcom extended
Version 0.9.1.2 (16.03.2019)
- Enabling command line argument 'reset' for resetting the application settings
- Handling error when setting application icon
Version 0.9.1.3 (10.07.2019)
- Partial support for 'The X-COM FILES'
Version 0.9.3.0 (22.07.2019)
- Rulesets are processed faster
- Background music
- Bugfix: rulesets are now differentiated by XCOM-version
- Bugfix: sometimes used wrong encoding for opening / writing files
- Bugfix: soldiers will no longer be wounded when using the 'train soldiers'-option in battlescape
- Bugfix: player-units will no longer die when using 'kill all aliens'-option when dog or tank is in battlescape
- Bugfix: money is now treated correctly even after already one month is over
- Option 'Speed up researches' will now decrease / increase assigned scientists to '1' at each project
- Some progress in enhanced 'cheat'-mode: Tab 'General' and 'Soldiers' is now editable
Version 0.9.4.0 (29.07.2019) (never released)
- Reload safefile - it's faster, because rulesets will not be reprocessed
- Enhanced 'cheat'-mode: editing crafts is now possible
- Enhanced 'cheat'-mode: editing items is now possible
- Bugfix: rulesets (again) are now differentiated by XCOM-version
Version 0.9.4.1 (05.08.2019) (never released)
- Bugfix: Enhanced 'cheat'-mode: increase to much assigned scientists
- Bugfix: Enhanced 'cheat'-mode: unhandled exception in researches
Version 0.9.5.0 (31.08.2019) (never released)
- Bugfix: Enhanced 'cheat'-mode: index updates are now performed
- Enhanced 'cheat'-mode: editing productions is now possible
Version 0.9.6.0 (05.09.2019) (never released)
- Bugfix: swapping rulesets
- Enhanced 'cheat'-mode: editing personell is now possible
Version 0.9.7.0 (08.10.2019) (never released)
- Enhanced 'cheat'-mode: editing transfers is now possible
Version 0.9.8.0 (09.11.2019)
- Enhanced 'cheat'-mode: editing buildings is now possible
Version 0.9.8.3 (24.11.2019)
- Bugfix: Added some categories for 'The X-Files'
- Bugfix: Enhanced 'cheat'-mode: fixed crashing, when using undetermined armor
- Bugfix: Enhanced 'cheat'-mode: fixed crashing, when maxFuel of craft is unknown
- Bugfix: Set up correct Mods-path
- Code optimized - rulesets are processed a little bit faster
- Added a progressbar to show progress of processing rulesets
- Bugfix: Closing app when app is busy
Version 0.9.8.4 (26.11.2019)
- Rulesets are now processed fast
Version 0.9.8.5 (14.01.2020)
- Bugfix: Enhanced 'cheat'-mode: fixed calculation of max engineers
- Bugfix: Enhanced 'cheat'-mode: fixed if you have a lot of money
- Bugfix: Enhanced 'cheat'-mode: fixed if psySkill is negative like in 'The X-COM FILES'
- Added some categories for better support for 'The X-COM FILES'
Version 0.9.8.6 (19.11.2020)
- Increased compatibility for 'The X-COM FILES'
- Added partially support for '40k'
Version 0.9.8.7 (22.11.2020)
- Added support for battlescape for '40k'
Version 0.9.8.8 (13.06.2021)
- Bugfix if no ruleset was found
- Bugfixes for 'The-X-Files'
Version 0.9.9.0 (13.06.2021)
- Bugfix for 'The-X-Files' converting floating 'recovery time' to integer
Version 0.9.9.1 (18.06.2021)
- Added cheatoption 'Stun all enemies'
Version 0.9.9.2 (08.09.2021)
- Bugfix (again) handling error when setting application icon
Version 0.9.9.3 (15.09.2021)
- Bugfix: Enhanced 'cheat'-mode: fixed if a craft is only capable carrying one single weapon like ´the 'Lightning'
- Enhanced 'cheat'-mode: added an option to change baseitems
Maybe coming soon:
Version 1.0.0.0 - (xx.xx.201x)
- A further development is not planned. Reported bugs will be fixed if possible!
Bugs: --> If you find any bugs, please post it here. It would be great if you can provide your savegamefile too!
- If you are using many mods, its possible, that you got problems with the option 'Repair and refuel crafts, reload craftweapons' - meaning that crafts will be assigned the wrong values for maxFuel,maxAmmo, but they will be ready for use.
Images:[/list]
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You know, the savegame files are read and editable via a simple texteditors like notepad++ or vim or nano.
So no need for a extra program....
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Sure, but as i wrote in post #1 for me it was (it is) very laborious, to do it manually every time, especially when i need a fast progress.
With this programm its very fast.
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Sure, but as i wrote in post #1 for me it was (it is) very laborious, to do it manually every time, especially when i need a fast progress.
With this programm its very fast.
Very good, thank you, its good for me research testing!
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Version 0.9.1.0 available #1
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On request now partial support for openxcom extended (not well tested, but should work) with version 0.9.1.1
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It doesn't work at all for me: It gives me an error message.
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Does the error message contains this?:
System.ArgumentOutOfRangeException: InvalidArgument=Value of '21' is not valid for 'index'.
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Released 0.9.1.2 - hoping to fix this issue
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Does the error message contains this?:
System.ArgumentOutOfRangeException: InvalidArgument=Value of '21' is not valid for 'index'.
Yeah, that or another number. The latest upload sorta works, but it doesn't work for advanced openxcom builds, like those used by X-Files, sadly.
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Ok. Its build for original openxcom. With last build it also partially supports openxcom extended. I can have a look for it this evening or tomorrow
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Version 0.9.1.3 partially supports 'The X-COM FILES'.
Get it in #1
The program is not well tested for OpenXcom Extended and 'The X-COM FILES'. So if you get an error, it would be nice to support me with the savegame file, that i can have a look into it, becouse i don't play the games and can't analyse the savegames without having one of them...
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I briefly tested with X-COM Files and it seems to work so far, thanks!
One minor issue though is that research topics still need a scientist to be completed even with the cheat, instead of completing themselves at the end of the day (which some do in X-COM Files, usually very minor stuff). I thought you would use that as well, but it's not a major problem.
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I release a new version in a few days with some bug fixes.
- "research"-problem: it is nessesary to assign 1 scientist to a project to complete it. What i can do is automatically assign one scientist to each project if you have enough scientists employed.
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V0.9.3.0 and full changelog in #1
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V0.9.8.0 and changelog is attached in #1. Further development is not planned. I will continue to offer bugfixes if any are found.
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why not call it v1.0 then?
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I thought about that, but since 0.9.5.0 the app isn't well tested. So i have a Little space for Bugfixes till 1.0 ;D
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The new update is not compatible with XCom Files' 1.0 release, which is a shame, but that's okay, this was meant for the original game.
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That are to less information to fix it. Do you get an error Message ?
If you can provide a savegame-file i can have a look into it...
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Not just a single error message, it throws a lot of them about missing stuff, and then the program gets stuck trying to update rulesets. Here's a save if it helps, done right at the start to test this trainer.
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Ok thanks for the savegamefile. i have fixed my code and your save file can now processed, but i need to have a look into your Game, as you have 24 Mods activated. Can you provide me the full game - directory - the directory with the mods.
- "Boolet (EU) ver: 1"
- "First turn TU tweak ver: 0.8"
- "OpenXCom_Unlimited_Waypoints ver: 1.0"
- "PowerSuit_Upgrade ver: 1.0"
- "Recruitment_Office_XCF ver: 1.00"
- "Smart_Flare ver: OXCE 5.41"
- "Swapped_Inventory_Hands ver: 1.0"
- "WEEBCOM ver: 1.0"
- "Wounds proportional to damage ver: 1.1"
- "XcomUtil_Statstrings ver: 1.0"
- "alternative-smoke ver: 2.0"
- "amiga-psx-fonts ver: 1.1"
- "bughunt_turn30 ver: 1.0"
- "chryssalidarmor ver: 1.0"
- "dark-geoscape ver: 1.0"
- "fireblanket ver: 1.0"
- "head_grenade ver: 1.0"
- "hqsounds ver: 1.0"
- "moar-zero ver: 1.0"
- "poetssmallrockets ver: 1.0"
- "recruitcitizens ver: 0.9.9"
- "selfheal ver: 1.0"
- "poetsreversedstatstrings ver: 1.1"
- "x-com-files ver: 1.0.2"
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That was fast, thanks! Still, 24 mods? Lol, I didn't realize I had so many of them, although these are useful so I kept them activated.
Ok thanks for the savegamefile. i have fixed my code and your save file can now processed, but i need to have a look into your Game, as you have 24 Mods activated. Can you provide me the full game - directory - the directory with the mods.
- "Boolet (EU) ver: 1"
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I'm not sure what you're asking for. An attached file with my mods and the files of my game used? So, basically everything except for the UFO and TFTD files (because these could be considered potentially illegal due coming from my legit copy from still being sold nowadays games)?
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I'm not sure what you're asking for. An attached file with my mods and the files of my game used? So, basically everything except for the UFO and TFTD files (because these could be considered potentially illegal due coming from my legit copy from still being sold nowadays games)?
I have the original files. But i havent played the x-files, so i need all your mods you are using. These files should be in directory 'standard'
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I have the original files. But i havent played the x-files, so i need all your mods you are using. These files should be in directory 'standard'
They should definitely not be in the 'standard' directory.
They are in the 'mods' directory.
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Alright then. I'm uploading it compressed in Winrar to save some space. Some of the mods are not meant for X-Files, but rather Piratez when I played it. I'm keeping their files because I believe they don't interfere with other mods, as well as to have them ready if I play Piratez again. I'm also posting it in two posts because I cannot upload the entire thing at once.
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Part 2.
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They should definitely not be in the 'standard' directory.
They are in the 'mods' directory.
Hm you're right. I looked into openxcom, there the mods are in 'standard', thought it would be the same
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Hm you're right. I looked into openxcom, there the mods are in 'standard', thought it would be the same
It is the same.
In OpenXcom, the user mods also belong to 'mods' directory.
You should never ever touch the 'standard' directory.
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Hmm. Thanks for this hint.
I don't have a 'mods'-directory in openxcom. All my mods are in 'standard' - Maybe i did something wrong, when installing openxcom, a few years ago...
That's funny, my program has several hundred downloads, but nobody reports an error. Because my program searches in the wrong folder (or other users also have their mods in 'standard') and doesn't find the rulesets in the mods and the enhanced mode shouldn't work properly.
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Not just a single error message, it throws a lot of them about missing stuff, and then the program gets stuck trying to update rulesets. Here's a save if it helps, done right at the start to test this trainer.
Ok, its not stucking at updating rulesets, its working very long, because you have a lot of rulesets, and some of them very large, and then you have a lot of files 2 times...
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Hmm. Thanks for this hint.
I don't have a 'mods'-directory in openxcom. All my mods are in 'standard' - Maybe i did something wrong, when installing openxcom, a few years ago...
That's funny, my program has several hundred downloads, but nobody reports an error. Because my program searches in the wrong folder (or other users also have their mods in 'standard') and doesn't find the rulesets in the mods and the enhanced mode shouldn't work properly.
The 'mods' folder is most probably under %Documents%\OpenXcom\mods
See https://github.com/OpenXcom/OpenXcom/ (https://github.com/OpenXcom/OpenXcom/) for more details.
PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory
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Ok, its not stucking at updating rulesets, its working very long, because you have a lot of rulesets, and some of them very large, and then you have a lot of files 2 times...
That explains a lot, if it checks the entirety of X-Files and the other mods. So, what should I do then?
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You should delete the unnecessary duplicated files. As an example: in your folder user/mods/xcomfiles every file is duplicated with only less changes. So delete the one (older) you dont need.
And then wait till i release a new version. I will look what i can do...
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Uh, that's odd. There aren't many duplicated files in XCF, other than some armor variations for those available to your regular agents and "special" ones. I do have some redundant files, but these are edits I did ingame to change things to my liking and stored for security reasons, in order to re-apply them later once a new version of XCF shows up. I guess I'll wait for the next version of your trainer and see what happens.
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The 'mods' folder is most probably under %Documents%\OpenXcom\mods
See https://github.com/OpenXcom/OpenXcom/ (https://github.com/OpenXcom/OpenXcom/) for more details.
PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory
Thanks, this is usefull!
Just downloaded latest openxcom. Mods in 'standard' are not shown...
I noticed that I had probably already visited the Github page, because I changed my 'user' directory...
To solve that my programm searches for the correct place, i will set up the directories and ask for the correct directory
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The 'mods' folder is most probably under %Documents%\OpenXcom\mods
See https://github.com/OpenXcom/OpenXcom/ (https://github.com/OpenXcom/OpenXcom/) for more details.
PS: in the upcoming OXCE version (6.2 or higher) I have added checks to prevent loading any custom mods from the 'standard' directory
Can you tell me the mod order / priority? I mean, in a savefile there are listed the mods, such as - xcom1, final-mod-pack etc. is there a priority?
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Can you tell me the mod order / priority? I mean, in a savefile there are listed the mods, such as - xcom1, final-mod-pack etc. is there a priority?
First has least priority, last has most priority.
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Really? Wouldn't it make more sense the other way around? I guessed when i putr an mod in openxcom to top it would have most priority?
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pics
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Really? Wouldn't it make more sense the other way around? I guessed when i putr an mod in openxcom to top it would have most priority?
No, most priority on the bottom.
On the picture:
xcom1 has least priority as a master mod
final mod pack has middle priority and overrides (mods) anything in xcom1
alien pick up weapons has the most priority and overrides both xcom1 and final mod pack.
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Ok, thanks
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No, most priority on the bottom.
On the picture:
xcom1 has least priority as a master mod
final mod pack has middle priority and overrides (mods) anything in xcom1
alien pick up weapons has the most priority and overrides both xcom1 and final mod pack.
Another question.
I have found some mods (in the x-files) without a statement for 'master' or master: "".
How openxcom handles this? master :"*"
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xcomfiles has a master:
name: "X-Com Files"
version: "1.0.2"
requiredExtendedVersion: "6.1.1"
author: "Solarius Scorch"
description: "From a humble UN agency to the paramilitary superpower we know, in the vein of the 90's sci-fi paranoia TV series and 80's horror movies."
id: x-com-files
master: xcom1
reservedSpace: 2
To answer the question, both master: "" and master: "*" are treated as "works with any master".
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Sorry i dont mean XFiles , i meant some mods for it.
Ok, thank you.
And if a metadata file doesnt contain any information about master ? then its also for all versions?
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And if a metadata file doesnt contain any information about master ? then its also for all versions?
no, then it's xcom1
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Ok, thanks.
Version 0.9.8.3 and changelog in #1
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Uh, that's odd. There aren't many duplicated files in XCF, other than some armor variations for those available to your regular agents and "special" ones. I do have some redundant files, but these are edits I did ingame to change things to my liking and stored for security reasons, in order to re-apply them later once a new version of XCF shows up. I guess I'll wait for the next version of your trainer and see what happens.
Try new Version, it should work, but loading rulesets while take a while. If you choose a mod-path where no mods are stored it will process faster and will work also, but then some properties (maxfuel) for example is unknown, etc.)
I will try to get it work faster...
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0.9.8.4 in #1
Changelog: Speed up processing rulesets
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0.9.8.5 and full changelog in #1
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unable to open OXCE saves. most notably with mod "X-COM Files" loaded.
error message reads "can't determine XCOM version"
first three lines of save file are:
name: geoscape
version: Extended 6.5.3
build: " (v2020-05-28)"
save file attached
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does this trainer work with OXCE Warhammer 40k?
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unable to open OXCE saves. most notably with mod "X-COM Files" loaded.
error message reads "can't determine XCOM version"
first three lines of save file are:
name: geoscape
version: Extended 6.5.3
build: " (v2020-05-28)"
save file attached
Sorry I never got a notification about this reply. I will have a look into it...
does this trainer work with OXCE Warhammer 40k?
I never tried, but you can. If not you can reply here again.
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Version 0.9.8.6 at #1
Changelog:
Increased compatibility for 'The X-COM FILES'
Added partially support for '40k'"
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Finally, an update for XCF! I missed that one! It still break when trying to do certain stuff (ie: messing with production items), but it works for most basic stuff at least.
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The tool was actually developed for openxcom, but the main functions should also work in other versions. This is not entirely true for the extended cheat mode, where you will have to live with some limitations. But if you provide a savegame and describe exactly what you do and what doesn't work then I can take a look again...
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I have tried and unfortunately unsucceeded, but obviously, this wasn't made for OXCE nor that mod so it's understandable. still a good idea for those who can't be bothered opening up notepad constantly ;D
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I have tried and unfortunately unsucceeded, but obviously, this wasn't made for OXCE nor that mod so it's understandable. still a good idea for those who can't be bothered opening up notepad constantly ;D
Have you tried latest Version?
I have made an update, which should be able of processing 40k, at least simple cheat mode...
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Have you tried latest Version?
I have made an update, which should be able of processing 40k, at least simple cheat mode...
Have managed to open it up, thanks for the fast response ;D but initially, I don't see any changes to the save game. But maybe it's certain things that don't have support. Cool mod and good work on future works!
Just went into the advanced mode and works as far as I can tell, so great mod :)
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Have managed to open it up, thanks for the fast response ;D but initially, I don't see any changes to the save game. But maybe it's certain things that don't have support. Cool mod and good work on future works!
Just went into the advanced mode and works as far as I can tell, so great mod :)
Just tried it in simple mode, with a new started game. I treid the following cheats, and they worked.
-Money
-Soldier-stats
-Research
-Finish buildings
-Speed up transfers (buying things)
I upload a new version in #1 for supporting battlescape for 40k.
I tried it with following cheats and they worked:
- Show all aliens on map
- kill all aliens
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Mod not work for Xcom Files mod.
First i get error about icon
And Second i get this error, trying to ignore the error starts the menu, but after clicking the apply button, no actions occur.
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The first error should be fixed by itself. The second error you can ignore. To fix it i need your savefile!
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I very much have a language folder, I'm not too sure what the problem is here.
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Does this path exist?
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It does, however, the folder was named differently so the trainer didn't find exactly what it was looking for but I just renamed the folder, thanks for the quick response!
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So everything is working for you now?
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Yep, what I did fixed everything and it was just a simple mistake on my end, not necessarily the trainers :)
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Still waiting for trainer 1.0 ;(
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Hi,
I started getting this error on latest saves. Was working perfectly on older ones.
Does anybody know how to fix it?
Error line can be different depending of save number and level (geoscape or battle)
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I guess I can fix that if you provide your Savegame file
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I guess I can fix that if you provide your Savegame file
Attached. Thank you!
And could you please provide a solution for the future if this error appear again?
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Changelog and new version 0.9.8.8 in #1
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Still waiting for trainer 1.0 ;(
I could rename it to v1.0 :P, of course, but that would have no effect.
No further development is planned, only bugfixes
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And could you please provide a solution for the future if this error appear again?
Sorry, I don't know what else the developers of the respective MODS like 'The-X-Files', '40k' etc. put in.... So i only can react.
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Changelog and new version 0.9.8.8 in #1
Still not working. The same error appears :(
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I tried it with your save game. It's working for me.
Have you chosen correct paths of your mods ...
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Yes. This one is selected.
I also tried deleting settings.ini and selecting a XComFiles folder. No luck
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I am at work at the moment, I will have a look into it later. But I guess there is something wrong at your side, because I get no errors when opening your Savegame file
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Might be a problem on my side, yes. But I don't know why it started to happen or what could cause it. Nothing changed. And I have some saves from this game session which could be opened without errors.
Attached working save for comparison (maybe there is a difference)
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Might be a problem on my side, yes. But I don't know why it started to happen or what could cause it. Nothing changed. And I have some saves from this game session which could be opened without errors.
Attached working save for comparison (maybe there is a difference)
Can you have a look into your both savegamefiles, which encoding (UTF-8 or something else) these are using? Both the same or different ones
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Can you have a look into your both savegamefiles, which encoding (UTF-8 or something else) these are using? Both the same or different ones
Both files have UTF-8 without BOM encoding. Checked in Notepad++
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Hi, can you check your programm version, maybe i have uploaded an older one...
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can you try this one. There is no fix, but maybe better error description for me...
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Hi, can you check your programm version, maybe i have uploaded an older one...
With all your help I've managed to fix the issue.
Extended error handling says that 38.2 cannot be casted into 'integer'.
So I edited my save file and changed 38.2 into 38. Error was in 1973 line :)
Thanks again for the help!
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To be honest, the game continue to change integer values into float ones but at least I know how to fix it.
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Maybe I don't haven't understand your problem. It's your problem to import an openxcom savegamefile or was your problem to use a savegamefile created by my program?
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AHH, thought about it, now I understand. Will have a look into it again, later
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With all your help I've managed to fix the issue.
Extended error handling says that 38.2 cannot be casted into 'integer'.
So I edited my save file and changed 38.2 into 38. Error was in 1973 line :)
Thanks again for the help!
I have uploaded a new version (0.9.9.0) in #1 which should have fixed your problem. If not answer again...
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I have uploaded a new version (0.9.9.0) in #1 which should have fixed your problem. If not answer again...
So far so good. There are no errors and the trainer works fine. Thanks again for all your help!
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Is it possible to add a non-lethal "kill" as an option to the trainer? Like when all aliens are incapacitated instead of killed
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Hmm nice idea, should be possible. I will have a look at it. But I think I have to look if the enemy is organic.
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I might be mistaken but in OpenXCom (without additional mods) Ctrl+C combination did work as I described before. It ended a combat with all aliens incapacitated.
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Just tried it, seems not to work for me
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In the latest XFiles mode it is definitely not working :) However Ctrl+C combination could be found on lots of web sites with cheats to the X-Com. And it did work. I played with it long ago. But int XFiles mode it's really hard to catch a leader of alien alive :(
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New Version in #1. Note: if you use 'Stun all enemies'-Option and load your savegame in Openxcom, you have to wait a few seconds.
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Works perfectly fine! Tried once but everything is ok! Thank you!
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Handle with care, i dont know what happens if a nonorganic enemy (like cyberdisc) is in battleground...
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Not sure why but I'm still getting the "There is a problem with setting the application icon. Now using default icon." when running the trainer. Your change log shows that you addressed this in update Version 0.9.1.2 (16.03.2019). I am running the latest Version 0.9.9.1 (18.06.2021), on Windows 10.
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Hi, did you get this error on every startup?
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I have uploaded a new version, please try it and give feedback. In the new version there is an extended error message, please send me the content of the error message. It may be that you see the error message only this one time and the problem is solved then, nevertheless the content of the error message would be important. Thanks
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Easy to edit existing stuff.... how can i add new item to a base?
Missing stupid live deep man..... :(
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Easy to edit existing stuff.... how can i add new item to a base?
Missing stupid live deep man..... :(
I don't know how it is done via this tool, but if you upload your save file, I can add the live deep one in a few seconds.
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Easy to edit existing stuff.... how can i add new item to a base?
Missing stupid live deep man..... :(
if I remember correctly, I already removed this function in the first versions. But I could also add it back.
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I don't know how it is done via this tool, but if you upload your save file, I can add the live deep one in a few seconds.
Cheers; I just did it myself in the end. As you say, it's pretty easy.
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Hi,
great trainer, just have small problem that aliens get stunned everytime and doesnt matter if is have that option selected or not.