BFbuilder "ModId already exists in game"

Started by RepComm, January 31, 2013, 10:18:18 AM

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In BFbuilder pro, if you try to create any of the following modid folders: Geo1, Bes1, Bes2, Kas1, Kas2, Mod1, Mod2, Hot1, Rhn1, Rhn2, End1, Yav1, Yav2, or any other stock map id,

You get the error "ModID already exists in game"
I edited BFbuilder Pro in Notepad, and found the reference to that error
    'MsgBox erastoinclude
    Select Case LCase(modid)
        Case "bes1"
            MsgBox modid&" Already Exists in Game"
        Case "bes2"
            MsgBox modid&" Already Exists in Game"
        Case  "geo1"
            MsgBox modid&" Already Exists in Game"
        Case "hot1"
            MsgBox modid&" Already Exists in Game"
        Case "kam1"
            MsgBox modid&" Already Exists in Game"
        Case "kas1"
            MsgBox modid&" Already Exists in Game"
        Case "kas2"
            MsgBox modid&" Already Exists in Game"
        Case "nab1"
            MsgBox modid&" Already Exists in Game"
        Case "nab2"
            MsgBox modid&" Already Exists in Game"
        Case "rhn1"
            MsgBox modid&" Already Exists in Game"
        Case "rhn2"
            MsgBox modid&" Already Exists in Game"
        Case "tat1"
            MsgBox modid&" Already Exists in Game"
        Case "tat2"
            MsgBox modid&" Already Exists in Game"
        Case "tat3"
            MsgBox modid&" Already Exists in Game"
        Case "yav1"
            MsgBox modid&" Already Exists in Game"
        Case "yav2"
            MsgBox modid&" Already Exists in Game"
        Case "mod1"
            MsgBox modid&" Already Exists"
        Case "mod2"
            MsgBox modid&" Already Exists"
        Case "template"
            MsgBox modid&" Already Exists"
        Case Else
            dim fso
            set fso=CreateObject("Scripting.FileSystemObject")
            If fso.FolderExists(modnameshortdata) Then
                MsgBox modnameshortdata &" Folder Already Exists", 16
            Else
                Call CreateModFolder(modnameshortdata,modnametitle,erastoinclude)
            End If
            set fso = nothing
    End Select
End Function

My question is, If I were to delete that whole function, would I still be able to create maps successfully? Or would it do more than eleminate the error?

I am trying to make a skin editor for some worlds.

I am sorry for double post...

I figured this out a few minutes ago,

Copy BFbuilder Pro, Paste it, Rename it to BFbuilder Pro 3 (just to keep from confusion with 2.0 and such)
Open with: NotePad, CTRL + F, type this in the box that pops up "already exists in game"
Search it, it will take you to the code listed above,
find this line bellow it:
        Case "geo1"
             MsgBox modid&" Already Exists in Game"

if you delete that line, you can create map with the modid  Geo1
-------------
In that regard, if you want to do any OTHER maps modid that already exists in-game, just delete:
        Case "MODID"
             MsgBox modid&" Already Exists in Game
  from the list of modids in BFbuilder.htm


If this did not explain it clearly enough, tell me and I'll try to re-explain the best I can.

Yea this works I discovered this too over a year ago. Attached is my modified BFbuilder pro.hta with those annoying blocks removed