GRR...Mod Tools Don't Know How To Count...
Moderator: Moderators
- SBF_Dann_Boeing
- Groove Walrus

- Posts: 1529
- Joined: Wed Aug 31, 2005 11:33 pm
- xbox live or psn: No gamertag set
- Location: An Igloo High Upon a Mountain Top
GRR...Mod Tools Don't Know How To Count...
Ok, i've had this sort of problem before, where I take a world1, odf, msh, etc. of a world i have made the that has stuff in it (in this case objects, and 14 cps in the eli layer), and paste it over the another world of the same three-letter code and munge, and when it munges, for some reason it still reads the old default cps from the world i pasted over as well as my new cps, and of course, there can only be a max of 16 cps, so it crashes. If i lower the cp count, the default cps show up. What can I do to get rid of these old default cps, when they are not in zeroedit?
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: GRR...Mod Tools Don
Hunt for them in your .wld and .lyr files. Both of em should open in Notepad.
- SBF_Dann_Boeing
- Groove Walrus

- Posts: 1529
- Joined: Wed Aug 31, 2005 11:33 pm
- xbox live or psn: No gamertag set
- Location: An Igloo High Upon a Mountain Top
RE: GRR...Mod Tools Don
weren't there. I figured out tho why this happenned, is that when i replaced everything it wrote over the previous lyr file. what i should have done was take the old world1 folder out and then put the new one in.
