Hi, shin. Do you have .net framework 3.0 installed? Do you have administrator permissions in your computer?
Hey Leogansky which programm is it that you are using that allows you to organize you icons via transparent window customization on your desktop. I really like how you could keep your desktop clean and tidy that way. If you could tell me which programm that is it would be fantastic. Also what i wanted to ask is why there is no possibility to actually change a color slot by number and not having the programm always apply it to the 1st slot?
Sure thing. The program is called “Fences”, from Stardock. You can get it free here => Stardock.com - Your Edge In Software
Well, that’s a more technical matter, but I’ll do my best to explain it.
If you saw my tutorial, you know there are 10 color files for each of the two costume files (normal and alternate). These colors are applied on top of the respective costumes, so when you select color 2, 3 or 4 of the normal costume, you are just switching colors, but the costume remains the same.
A mod can be composed of up to three files: color file, costume file and VFX file.
Imagine you have a mod that only comes with a color file. This mod requires a costume to be applied to, either normal or alternate. Let’s assume it is a normal costume mod, so all we need to do is to pick one of the 10 colors of the normal costume and put this color file instead. So, you can overwrite color 5, for instance, and when you pick the normal costume with color 5, your mod will appear. If you pick one of the other colors of the same costume, no harm done, they are all ok, because you’ve only changed color 5.
Now, imagine that the author of the mod provided a color file AND a costume file to serve as the base for this color. This usually means one of two things: (1) it’s an alternate costume mod, but the author wants you to use it in the normal costume slot, or (2) the author of the mod changed the costume file in some way that it is now different from the original normal or alternate costumes.
Either way, for you to apply this mod you will have to pick one of the 10 colors and overwrite it like before, but you also need to overwrite the costume file, that is the base for this color to be applied. When you overwrite the costume file, all the other original colors can now become useless, since if the new costume file is not the same as the one those colors need to be applied to, you won’t be able to use those colors in-game. Of course, the color that came with the mod will work, but will most likely be the only one. All the other 9 are now useless until you change the costume file back to the one those 9 colors can be applied to.
So, considering the bigger, more generic picture, I thought it was best to see a mod as a tuple of <color, costume, vfx> files. This way, you can apply any type of costume mod without worrying it won’t function properly due to bad “compatibility” between colors and costume files, mostly, since this is still an issue when doing manual modding by overwriting files and forgetting which color goes to which costume file. With SF4CMM, you don’t have to worry about that anymore.
And since when you switch a costume file, it will most likely render the other 9 colors (except the one that comes bundled with the mod) unusable, I thought “well, let’s just apply it to slot 1 all the time, since the worst case scenario is that only one out of 10 slots is usable anyway”.
So there you go, this is why SF4CMM always applies its mods to color 1. All the other colors can, in the worst case scenario, be useless when you apply a new costume mod. Of course, if the other 9 colors are still “compatible” with the new costume mod, you can still use them, but at your own risk. I prefer to take the safest route at all times, or at least I try to;)
Hope this helped clear things up. Any other questions, shoot.
hey leogansky, i was just wondering with the sf4cmm if its possible in furture versions to have the ability to replace all 10 colours instead of just 1. some costume mods come with a whole 10 colour scheme for the mod and i would like the ability to choose all 10 when i switch costumes. Also, ive had a problem when playing with my friends when we would pick the same character, one character could get messed up if not using the original model, so a 10 skin changer would fix this problem. just want to know if its possible to do. its not a big deal, the mod manager is great how it is, but this would greatly help. Thanks
I asked pretty much the same in a different way. Maybe i should have put it out like you did. I explained my problem in kind of a weird way. Leogansky is it possible to add 10 colors instead of just adding 1. There are 10 slots 1 for each of the 10 colours. Is this really not possible to do?
Will this be getting updated to work with AE?
Yes, I’m planning on updating SF4CMM to support AE, as soon as I get some free time.
As I already explained in my previous answer, the problem lies in the fact that all 10 color slots share the same costume and visual effects file. This means that it is possible to change all 10 slots, but only if all 10 colors use the same costume and visual effects file.
This means that, for example, you cannot have slot 1 with normal ryu (white) costume and slot 2 with alternate 1 ryu (white) costume, because they use different costume files (normal costume file and alternate 1 costume file). You can only have 10 colors that use the same costume file as a basis. You can have all 10 Ryu colors changed IF they all use the normal costume, for example.
Given that I want a more generic and less error-prone solution (even that, sometimes, it can have less flexibility), I don’t provide support to this feature.
Thanks, this help me alot