Force save without ForceSave mod

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Force save without ForceSave mod

Unread post #1 by Emd4600 [ASR] » Thu Jul 24, 2014 10:30 am

Hi! I'm here to show you how you can add something like ForceSave mod to your mod. The ForceSave mod has it's advantatges (saving with less than 3 parts and no name) and disavantatges (can't use freedom cheat). But, it's disavantatge can be very annoying. So here, I'll show how to allow your part mod to save but without ForceSave:

Let's start!

Really, it's very simple. It's a registry of your parts (or at least the parts you want to be allowed to save). This is the file content:

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="#406B0100" instanceid="#7B5E1224" typeid="prop" />
  <keys name="validEditorKeys">
    <key groupid="YourPartsFolder" instanceid="Part1" />
    <key groupid="YourPartsFolder" instanceid="Part2" />
  </keys>
</properties>


Add more keys to add more parts. Easy, right?
So for example:

<?xml version="1.0" encoding="utf-8"?>
<properties>
  <key name="parent" groupid="#406B0100" instanceid="#7B5E1224" typeid="prop" />
  <keys name="validEditorKeys">
    <key groupid="creature_parts~" instanceid="ce_cell_mouth_jaw_04" />
    <key groupid="creature_parts~" instanceid="ce_cell_mouth_filter_01" />
  </keys>
</properties>


And what name do I give to this file? It doesn't matter. Use a name that you know no other mod would use, so it's compatible.
And for the folder, there are too many registry folders, so let's rename them:
1. Go to your SporeMaster folder and open the reg_file.txt file.
2. Add this to the end:
Spoiler: show
ca_EditorKeys~ 0x406B7BC9
sa_EditorKeys~ 0x406B7BC8
ta_EditorKeys~ 0x406B7BCA
be_EditorKeys_entertainment~ 0x406B7B8F
be_EditorKeys_factory~ 0x406B7B8E
be_EditorKeys_house~ 0x406B7B8D
be_EditorKeys_cityHall~ 0x406B7B8C
ve_EditorKeys_colony-air~ 0x406B7B82
ve_EditorKeys_colony-water~ 0x406B7B81
ve_EditorKeys_colony-land~ 0x406B7B80
ufo_paints_EditorKeys~ 0x406B7B47
ve_paints_EditorKeys~ 0x406B7B3C
be_paints_EditorKeys~ 0x406B7B29
fe_paints_EditorKeys~ 0x406B7B15
fe_EditorKeys~ 0x406B7B14
c2c_EditorKeys~ 0x406B7B0E
skinpaints_EditorKeys~ 0x406B7B0D
ce_EditorKeys~ 0x406B7B0C
c2c_paints_EditorKeys~ 0x406B7B07
cl_paints_EditorKeys~ 0x406B7B06
cl_EditorKeys~ 0x406B7B02
lvl0cl_EditorKeys~ 0x406B7B01
ve_EditorKeys_harvester~ 0x406B7B3D
ve_EditorKeys_military-water~ 0x406B7B3A
ve_EditorKeys_military-land~ 0x406B7B39
ve_EditorKeys_military-air~ 0x406B7B38
ve_EditorKeys_economic-water~ 0x406B7B37
ve_EditorKeys_economic-land~ 0x406B7B36
ve_EditorKeys_economic-air~ 0x406B7B35
ve_EditorKeys_cultural-water~ 0x406B7B34
ve_EditorKeys_cultural-land~ 0x406B7B33
ve_EditorKeys_cultural-air~ 0x406B7B32


(c2c means cell to creature)
(lvl0vl is the starting cell editor)
(cl is the advanced cell editor, the one with more parts)
(sa --> Space Accessories, ta --> Tribal Accessories, etc)

Choose the folder you need. This will also rename these folders when you unpack a file.

And that's all. Add your parts to that registry and no ForceSave needed!


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Re: Force save without ForceSave mod

Unread post #2 by Davo » Thu Jul 24, 2014 9:19 pm

neat!
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Re: Force save without ForceSave mod

Unread post #3 by CamBen » Fri Jul 25, 2014 3:27 am

This sounds really cool, except that you know, since many people use force save anyway, most people are probably not going to do this for their existing spore parts, me included. Nice find nonetheless.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

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Re: Force save without ForceSave mod

Unread post #4 by Emd4600 [ASR] » Fri Jul 25, 2014 5:18 am

Camßεn wrote:This sounds really cool, except that you know, since many people use force save anyway, most people are probably not going to do this for their existing spore parts, me included. Nice find nonetheless.

Yeah, and most mods include ForceSave inside. But I think it would be better use this system, and then the people use ForceSave if they want.
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