Mod Big Brother Mod Editor [v0.9.5.1 beta] [Vikar73]

Is BBME a useful tool?

  • Nope, Notepad rulez!

    Votes: 29 14.6%
  • It would be good to have a specialized editor, but not a one like BBME...

    Votes: 11 5.6%
  • BBME could be useful, but only after additional development.

    Votes: 41 20.7%
  • Yea, that's a good tool!

    Votes: 117 59.1%

  • Total voters
    198

Vikar73

Newbie
Feb 16, 2018
36
44
Big Brother Mod Editor

Signature.png

"Big Brother Mod Editor" (BBME) is an program for comfortable editing, merging and translation of mods to DarkSilver's game "Big Brother". It's not a mod itself!

Important: BBME needs a decoded game data (txt files with dialogs texts and jpg/png graphic files) to work.

Updated: 25.05.18
Game/Creator: by Dark Silver
Author: Vikar73
Editor Version: 0.9.5 fix beta
Game Version: 0.13.0.007
Language: English

WARNING: Currently BBME is in beta stage of development, so different errors and bugs are possible! Please save your changes often and always make a backup of your files before editing!

!!! Beta-testers wanted !!!

Features:
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Installation:
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Interface:
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Changelog
:
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In case if program crashes, or not started, or gives you some strange messages, please, send me (post here or send in private) following information:
  1. Text description of what you were trying to do and what goes wrong.
  2. Screenshot of the problem.
  3. File 'bbme_log.txt' from program working folder.
  4. What mod(-s) are you using (preferably with download links)? If that's your own mod, then archive with all .txt files from Data folder, along with mod.txt, would be rather helpful.

Sorry for my bad english... :(

Download setup:
Download zip:

 

lazyharry

Active Member
Modder
May 24, 2017
989
376
Hi,
you've mentioned already in Lisa's Photo_session mod that you've found some errors (missing image-link etc), and are working on a Editor tool for BB. I've just started a test of it, looks really promising, but I probably have not tried a fraction of the possibilities yet. I've located with this tool some really missing images in my mod, but it show also some which have no effect on game. (see image of that). The images z-door-bathroom and z-door-night are really not in image-folder or in a mod, but nevertheless the correct image is shown (have just tested it). The 3 still missing images in the part from Shopping adventure have no meaning in the game, the references to that path is missing, so you'll never pass through this dialogue (according to information from Derover).
So, all broken image links are repaired, the few missing images I'll deliver with next update. By the way, the result list feres not exact to the line of the error, it's always one line before. I think that's no problem. One suggestion: is it possible to show line-numbers in left window, where the whole text is?
Will keep you informed about my findings with this nice tool.
 
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Vikar73

Newbie
Feb 16, 2018
36
44
First of all, thanks for your appreciation!

1. About missed images, that still works in game - I already know about that indeterminacy, but since I have no possibility to actually check inside of my program if possibly broken link will work in game or not, I don't know how that situation could be handled. Maybe, I can add some kind of "ignore" dictionary for such files, so user could add them there and then will be no errors shown later.
2. About missed images in never-used events - I really don't see any criteria to determine such situation. So, I assume, modder should decide himself, if he should ignore my warning, or not.
3. "By the way, the result list feres not exact to the line of the error, it's always one line before." - I'll check and fix it.
4. About line numbers in events list - that's a not so easy question. In error lists (maybe, I should rename them to "warning lists"...), as well as in event selector tab headers, I'm currently displaying line numbers in original unmodified file (until save), counting all empty lines etc. So, if I will use that numbers in whole events list, there would be a lot of gaps and newly added (not saved yet) events will have empty or duplicate line numbers. Is it OK? Or, otherwise, I could everywhere use actual immediate line numbers - but they will not match line numbers from the same file opened, for example, in notepad. Which variant would be more convenient for you?
 

lazyharry

Active Member
Modder
May 24, 2017
989
376
Hi,
I think with the not correct line numbers that's for me not a problem, it definitely helps to find the referred place with the error, and I know now it's alwaays next line. I've now tested the search function for emotion images, have found some, but definitely only one (not yet relaunched).

All others are in Mod.txt, but in all cases there is an emo image not necessary, because it's already in basic game (see image). This is related to the way the modtext is built into the standard text.
missing-emo.JPG

To explain it, I'll give you an example.
standard game: (05.txt)
05.mmas2.4@4@<i>Если бы я знал, что так можно, ..........</i>|<i>If I knew this is possible I would've made up this disease a long time ago... .......</i>
05.mmas2.5^ <i>кончить!</i>|<i>cum!</i>

mod.text:
05.mmas2.4@<i>If I knew this is possible I would've made up this disease a long time ago ..........</i>
05.mmas2.5^<i>cum!</i>
0*01.mm.massage.alt^♦ Mom.. It won't be enough..

The implementation of additional choices with new scenes has been made in the mod file, but is since BBv0.13 no longer necessary. This scene from diamond mod can now be placed direct in the referred txt-file. So one by one I'll start to switch the different scenes of diamond mod from mod.txt to the referred txtfile in my mod.
 
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Vikar73

Newbie
Feb 16, 2018
36
44
Hi,
I think with the not correct line numbers that's for me not a problem, it definitely helps to find the referred place with the error, and I know now it's alwaays next line. I've now tested the search function for emotion images, have found some, but definitely only one (not yet relaunched).

All others are in Mod.txt, but in all cases there is an emo image not necessary, because it's already in basic game (see image). This is related to the way the modtext is built into the standard text.
View attachment 89530

To explain it, I'll give you an example.
standard game: (05.txt)
05.mmas2.4@4@<i>Если бы я знал, что так можно, ..........</i>|<i>If I knew this is possible I would've made up this disease a long time ago... .......</i>
05.mmas2.5^ <i>кончить!</i>|<i>cum!</i>

mod.text:
05.mmas2.4@<i>If I knew this is possible I would've made up this disease a long time ago ..........</i>
05.mmas2.5^<i>cum!</i>
0*01.mm.massage.alt^♦ Mom.. It won't be enough..

The implementation of additional choices with new scenes has been made in the mod file, but is since BBv0.13 no longer necessary. This scene from diamond mod can now be placed direct in the referred txt-file. So one by one I'll start to switch the different scenes of diamond mod from mod.txt to the referred txtfile in my mod.
Am I understand you correctly, that any lines in mod.txt don't overwrite same id lines in main files, except when it's prefixed with * or ~? And when there is event desciption line in mod.txt, game engine uses it only to identify an event to which further modified (i.e. by * or ~) options should be applied?
I assumed something like that, but wasn't quite sure myself...

If so, I'll made relevant changes.
 

lazyharry

Active Member
Modder
May 24, 2017
989
376
Am I understand you correctly, that any lines in mod.txt don't overwrite same id lines in main files, except when it's prefixed with * or ~? And when there is event desciption line in mod.txt, game engine uses it only to identify an event to which further modified (i.e. by * or ~) options should be applied?
I assumed something like that, but wasn't quite sure myself...

If so, I'll made relevant changes.
I'm not so familiar with the game engine, but it seem to work like you described. * is for added options ~ for deleted option of basic game, and if in basic game is an emo, then in the implemented start of a new scene, obviously not necessary.
Since BBv0.13 there are txt files in Data, no longer encoded dat-files, so it is possible to implement a new scene directly in the game. A lot of the moduls of my mod are already included into the text-files, more and more from mod.txt will follow.

One question: Why didn't you set your tool in this thread:
 

Vikar73

Newbie
Feb 16, 2018
36
44
One question: Why didn't you set your tool in this thread:
Because it says to me: "You have insufficient privileges to post here." and I haven't found anywhere on the forum how I could get those privileges... :confused:
 

lazyharry

Active Member
Modder
May 24, 2017
989
376
Huh, I see. I'm not sure, what's the reason, maybe some forum rules, for example amount of posts ?
 

Vikar73

Newbie
Feb 16, 2018
36
44
v.0.9.2 fix
User settings (working path, used referese paths etc.) now REALLY shouldn't reset after upgrading application to new version. :happyblush
Sorry for annoyance.
 
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bagodoughnuts

Active Member
Jan 7, 2018
779
366
I just found this thread. I am an idiot with computers. Is this just a load and play game that has a lot more options than the original game, or is this a tool to modify the origina game?
I have seen the many mods available on the “All Mods” thread, but I don’t understand the mod instructions for implimenting them.
 

Vikar73

Newbie
Feb 16, 2018
36
44
I just found this thread. I am an idiot with computers. Is this just a load and play game that has a lot more options than the original game, or is this a tool to modify the origina game?
I have seen the many mods available on the “All Mods” thread, but I don’t understand the mod instructions for implimenting them.
This is not a game, it's only a modding tool.

As for instructions to install mods - usually to install a mod you need to firstly install an original game, then copy all mod files over original game files, corresponding mod folder structure: txt files (except mod.txt) to Data directory in original game folder, images (jpg, png and img) - to Images directory, mod.txt to root original game folder and finally all modified libraries and assets - to BigBrother_Data folder.
In most mods all this folders should already be present in mod archives, so all you need is just to unpack archives to game directory.
However, sometimes there could be separate archives for txt and images, without appropriate folders inside, then you should choose yourself, which files should go where to - as I described above.
 
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