D-Unit Posted November 6, 2006 Share Posted November 6, 2006 Ahh! I wanna use this so bad, but my computer is being cleaned out! Link to comment Share on other sites More sharing options...
teeniee Posted November 6, 2006 Share Posted November 6, 2006 UncleMo, I'm not chinese. I want to know my problem from 2 bytes language, or not. Ty, Not english ver. user can't use your tools? Link to comment Share on other sites More sharing options...
Cash #25 Posted November 7, 2006 Share Posted November 7, 2006 This editor is allowing me to do things that were very difficult before. Great work. In pitching attributes, fastball has a dropdown menu with a choice of 0 or 1. What does that do? Link to comment Share on other sites More sharing options...
UncleMo Posted November 7, 2006 Share Posted November 7, 2006 1. Read the readme.txt file. Thanks, I see your readme is changed and I read it. Makes sense and now is working great. This may be why mvpedit never showed pics for me in the past either. Link to comment Share on other sites More sharing options...
tywiggins Posted November 7, 2006 Author Share Posted November 7, 2006 This editor is allowing me to do things that were very difficult before. Great work. In pitching attributes, fastball has a dropdown menu with a choice of 0 or 1. What does that do? It's for fastball movement. But, I'm not really sure if it does anything. Link to comment Share on other sites More sharing options...
bill Posted November 9, 2006 Share Posted November 9, 2006 Ty, must say your program is excellent and is some of the most progressive stuff ever done for the MVP series. I was wondering if you can add .MEP support so we can import new players into an existing dynasty. an example would be adding the MEP for new draftees or international FA. MVPedit seems to have problems doing this due to errors that effect the all star roster. Link to comment Share on other sites More sharing options...
jscand Posted November 10, 2006 Share Posted November 10, 2006 Bill...that is a great idea. Also, is there a way from the coding of the game to be able to search for game generated players? If we could somehow incorporate this into a possible .mep addition, we could then replace the fake players in the draft with real players. Link to comment Share on other sites More sharing options...
kgbaseball Posted November 10, 2006 Share Posted November 10, 2006 Also, is there a way from the coding of the game to be able to search for game generated players? If we could somehow incorporate this into a possible .mep addition, we could then replace the fake players in the draft with real players. Now that's a great idea. Link to comment Share on other sites More sharing options...
tywiggins Posted November 10, 2006 Author Share Posted November 10, 2006 Bill...that is a great idea. Also, is there a way from the coding of the game to be able to search for game generated players? If we could somehow incorporate this into a possible .mep addition, we could then replace the fake players in the draft with real players. I don't know of an easy way to search for game generated players. However, I did do some looking for the draft pool. It was months ago, but I do recall finding them. It is a good idea, but I don't know when I'll get to it. Link to comment Share on other sites More sharing options...
UncleMo Posted November 10, 2006 Share Posted November 10, 2006 Your program alread supports finding game generated players. I mentioned that in this thread I believe and in that psycho thread of mine entitled How Tywiggins made me a slick GM. As for replacing generated players, you'd be having to replace 300 players everytime you go through the draft. If you wanted ultra realism. And not only that, but you'd be changing their audio and portraits as well I believe. Just a word of caution to ya. Link to comment Share on other sites More sharing options...
bill Posted November 10, 2006 Share Posted November 10, 2006 Bill...that is a great idea. Also, is there a way from the coding of the game to be able to search for game generated players? If we could somehow incorporate this into a possible .mep addition, we could then replace the fake players in the draft with real players. Yea i was having problems importing players into the dynasty. What i did was use the importer exporter to extract the roster, and then add a .MEP using mvpedit, then reimport the roster into the dynasty however i got all types of errors using MVPedit because the extracted rosters only had 24 players on the all star teams. Thats why i was hoping for MEP support in the MVP2005 Editor. Jscand your idea would be great if we could get the top 30 picks plus the supplemental round into the game some how. Link to comment Share on other sites More sharing options...
tywiggins Posted November 11, 2006 Author Share Posted November 11, 2006 Your program alread supports finding game generated players. I mentioned that in this thread I believe and in that psycho thread of mine entitled How Tywiggins made me a slick GM. As for replacing generated players, you'd be having to replace 300 players everytime you go through the draft. If you wanted ultra realism. And not only that, but you'd be changing their audio and portraits as well I believe. Just a word of caution to ya. Yeah, I wasn't thinking of the "photo type". All computer generated players have a photo type of 2. (Unless you change them manually) Theoretically, someone could come up with a mod that included: The mep file for the players in the draft, the portraits for the new players, and the audio for the new players. There could be an installer for the portraits and the audio, and then you'd just have to import the .mep into my program. Link to comment Share on other sites More sharing options...
bill Posted November 11, 2006 Share Posted November 11, 2006 Will you consider including .mep support for the mvpeditor program ty? Link to comment Share on other sites More sharing options...
tywiggins Posted November 11, 2006 Author Share Posted November 11, 2006 Will you consider including .mep support for the mvpeditor program ty? Yes, I'm considering it. Link to comment Share on other sites More sharing options...
UncleMo Posted November 11, 2006 Share Posted November 11, 2006 Possible to make a generic have a real cyberface but keep the generic por trait? Link to comment Share on other sites More sharing options...
tywiggins Posted November 11, 2006 Author Share Posted November 11, 2006 Possible to make a generic have a real cyberface but keep the generic por trait? I don't think so. But, you could extract the player's portrait from the portrait.big file. Then assign him a Photo/Audio id number. Then rename the portrait to the new photo/audio id number. Then import the portrait. Actually, now that I've thought about it, it probably wouldn't take too much to have the editor do this. Link to comment Share on other sites More sharing options...
UncleMo Posted November 11, 2006 Share Posted November 11, 2006 Look, though, I'm afraid of you getting burned out, so do NOT do this if you don't want to. Thanks for your continued support and finishing the projector AND merging the two. Link to comment Share on other sites More sharing options...
Hollywood70 Posted November 13, 2006 Share Posted November 13, 2006 Ty - Fabulous editor! One strange thing has happened for me, though. Although everything I did with the editor (changed some attributes and contract info) worked great, and the game plays great with the changes, something that changed in my .sav file since editing has caused me to get a run time error when using Rich's MVP Sav Reader utility. I backed up my profile before doing the edits, and the backup sav still works fine with the Reader. Any ideas? Thanks again for the editor. Link to comment Share on other sites More sharing options...
tywiggins Posted November 13, 2006 Author Share Posted November 13, 2006 Ty - Fabulous editor! One strange thing has happened for me, though. Although everything I did with the editor (changed some attributes and contract info) worked great, and the game plays great with the changes, something that changed in my .sav file since editing has caused me to get a run time error when using Rich's MVP Sav Reader utility. I backed up my profile before doing the edits, and the backup sav still works fine with the Reader. Any ideas? Thanks again for the editor. Hmm. Did you change any pitchers into position players, or any position players into pitchers? Link to comment Share on other sites More sharing options...
Hollywood70 Posted November 13, 2006 Share Posted November 13, 2006 Hmm. Did you change any pitchers into position players, or any position players into pitchers? Nope.. I edited attributes on about 8 players (2 were pitchers, I added additional pitches to their arsenals), and edited contract amount and length in about 4 or 5 other players. Some of the players I edited were Free Agents that I created within the game that haven't been signed by anyone yet. Link to comment Share on other sites More sharing options...
tywiggins Posted November 13, 2006 Author Share Posted November 13, 2006 Nope.. I edited attributes on about 8 players (2 were pitchers, I added additional pitches to their arsenals), and edited contract amount and length in about 4 or 5 other players. Some of the players I edited were Free Agents that I created within the game that haven't been signed by anyone yet. It probably has something to do with editing the Create-A-Players. What is the error you get with MVPSavReader? Link to comment Share on other sites More sharing options...
Hollywood70 Posted November 14, 2006 Share Posted November 14, 2006 It probably has something to do with editing the Create-A-Players. What is the error you get with MVPSavReader? It was a run-time error of some kind. I'm at work right now, but when I get home I'll run the program and make a note of the exact error and when it happens. Thanks! Link to comment Share on other sites More sharing options...
Hollywood70 Posted November 15, 2006 Share Posted November 15, 2006 Ok, here's the details.. It happens when the program is "Reading Pitcher Offsets", and the error is "Run Time Error 6: Overflow". I'm going to delete the players that I created that are pitchers and see what happens. Link to comment Share on other sites More sharing options...
UncleMo Posted November 18, 2006 Share Posted November 18, 2006 Just FYI. The projector only works for MLB level. Testing has shown that clicking ALL did not work except for MLB level. Clicking individually did not work except for MLB either. FYI. ps, thanks again for your work. Link to comment Share on other sites More sharing options...
tywiggins Posted November 18, 2006 Author Share Posted November 18, 2006 Just FYI. The projector only works for MLB level. Testing has shown that clicking ALL did not work except for MLB level. Clicking individually did not work except for MLB either. FYI. ps, thanks again for your work. FYI, it works as it is supposed to. I loaded the save file that I sent back to you, and checked on the stats for a player at each level, and wrote them down. Then I ran the projector for all levels. The player in AAA had his games go up from 60 to 135. The player in AA had his games go up from 31 to 68. The player in A had his games go up from 61 to 136. What makes you think that it is not working? Link to comment Share on other sites More sharing options...
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