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CG File Explorer 18

bangus

Starting XI
So let's say I put Robben into Chelsea, I remove him from Bayern, I save all, I create mod, close the program. Reopen, everything is reset, well in fact Robben is just gone from the database altogether.
Which program are you using to do these edits? The DA/Creation Master in CGFE? Or the DBM/Excel method?
 

regularcat

Manager
Moderator
Listen to regularcat's advice about tables. I just tested it out by editing a player in CM, then transferring his values to my "keeper" db using DBM and Excel. It worked fine, all the edits I made in CM saved and showed up in my other db, including face, hair, skin, and name.

We know what tables CM manages to destroy so that means we also know what tables it doesn't destroy. It takes an extra five seconds to do some things we want to do.
Sometimes I wish tools gui based where never created. I find it mind boggling how easy something is to do and takes barely any effort to do and someone always finds a
way to not do it.

I almost want to stop helping people out because coming up with ways to do things is always too much to do.
 

bangus

Starting XI
To be ignored and the question to be asked again.
It's why I wrote it, to quick-link instead of explaining again.

I need to refine it though after your comment, because players at least can indeed be edited in CM no problem, then transferred. An update for people who don't read what was posted one page ago lol.
 

Chuny

Chairman
Staff member
Administrator
Super Moderator
Did I read somewhere that Shawminator is currently working on a tool for PES? Any more news about that?
 

romando

Club Supporter
I am trying to replace the default scoreboard/overlay (the one that's being used in leagues that doesn't have their own unique overlays) with the one from FUT. There is a mod that does this, but its for Frosty Mod Manager. Anybody knows which overlay number is the default and which one is FUT?
 

regularcat

Manager
Moderator
I am trying to replace the default scoreboard/overlay (the one that's being used in leagues that doesn't have their own unique overlays) with the one from FUT. There is a mod that does this, but its for Frosty Mod Manager. Anybody knows which overlay number is the default and which one is FUT?

overlay_9002 is the file.
 

three7

Club Supporter
So, no one have same problem? FIP forum is dead, right?

crest_113699_0_0_ color as edited

************** Exception Text **************
Fifa_FB__Explorer.ZstdException: Dictionary mismatch
at Fifa_FB__Explorer.ReturnValueExtensions.ThrowException(UIntPtr returnValue, String message)
at Fifa_FB__Explorer.ReturnValueExtensions.EnsureZstdSuccess(UIntPtr returnValue)
at Fifa_FB__Explorer.Decompressor.Unwrap(ArraySegment`1 src, Byte[] dst, Int32 offset, Boolean bufferSizePrecheck)
at Fifa_FB__Explorer.Decompressor.Unwrap(ArraySegment`1 src, Int32 maxDecompressedSize)
at Fifa_FB__Explorer.Decompressor.Unwrap(Byte[] src, Int32 maxDecompressedSize)
at Fifa_FB__Explorer.Tools.getUncompresseddata(Byte[] CompBytes)
at Fifa_FB__Explorer.Form1.loadlegacyfiles(splash frm)
at Fifa_FB__Explorer.Form1.loadshit()
at Fifa_FB__Explorer.Form1.Form1_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at Fifa_FB__Explorer.Form1.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
Fifa_FB_ Explorer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/3dGameDevBlog/CG%20File%20Explorer%2018/Fifa_FB_%20Explorer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Data.DataSetExtensions
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Data.DataSetExtensions/v4.0_4.0.0.0__b77a5c561934e089/System.Data.DataSetExtensions.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
System.Windows.Forms.DataVisualization
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.DataVisualization/v4.0_4.0.0.0__31bf3856ad364e35/System.Windows.Forms.DataVisualization.dll
----------------------------------------
Be.Windows.Forms.HexBox
Assembly Version: 1.6.0.38064
Win32 Version: 1.6.0.38064
CodeBase: file:///C:/Program%20Files%20(x86)/3dGameDevBlog/CG%20File%20Explorer%2018/Be.Windows.Forms.HexBox.DLL
----------------------------------------
OpenTK.GLControl
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Program%20Files%20(x86)/3dGameDevBlog/CG%20File%20Explorer%2018/OpenTK.GLControl.DLL
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1664.6217
CodeBase: file:///C:/Program%20Files%20(x86)/3dGameDevBlog/CG%20File%20Explorer%2018/OpenTK.DLL
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.1590.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 

juano297

Club Supporter
sorry, I was referring to when I create a mod and then I save it and close the tool, when I open it again how do I have to do to see what I edit in the mod that I saved?.(cg file explorer tool)
 

jddcp

Club Supporter
Banners for EPL teams not showing even though banners added. For all other teams banners and flags showing but nothing for PL teams. How to fix?
 

eruan99

Club Supporter
sorry, I was referring to when I create a mod and then I save it and close the tool, when I open it again how do I have to do to see what I edit in the mod that I saved?.(cg file explorer tool)

Apparently, that's the thing, you can't.
 

qasar80

Youth Team
Keep a backup of the database and edit the players then export the edited players table and import it into the backup database.

I'm not picking on you in particular but I am so tired of hearing CM is fucked up, shawminator needs to fix this, yada yada ya.
There are work arounds for everything and if you bothered to put as much thought into finding these work arounds as you do complaining in a post
everyone could be using the work arounds by now.

Bottom line is these men who create these programs do it for free. Spending their time building them why you spend your time playing.
They owe you nothing, realize that and respect them.

God forbid you may have to spend an extra few minutes doing something.

Listen to regularcat's advice about tables. I just tested it out by editing a player in CM, then transferring his values to my "keeper" db using DBM and Excel. It worked fine, all the edits I made in CM saved and showed up in my other db, including face, hair, skin, and name.

FYI, I didn't export the table. I copied the player values from the table I edited in CM, and pasted the values (overwrote the player) in my keeper db. It was pretty quick and easy, just keep track of the players you edit via their id (view their id in CM), and it's easy to locate/overwrite them in the other db.
Ok, ok, I got this. Excel does the job exclent and I even repaired the mess with the faces.....what about that?
Extra minutes? No, two days of db editing, not that I'm complaining, I do this once and have a solid db fot the future. That is why I was wondering if there could be a solution so not to lose two days of editing, but thanks to the advice recieved, it saved the situation.
And about the tool, just to be clear and repeat myself, the explorer is the best tool yet and shaw deserves all the respects for that, never even implied anything else.
I did all the edits using his tool and all is ok, I just made a mistake by my fault, not the tool and a well placed advice set me on the right way.
 

bangus

Starting XI
Apparently, that's the thing, you can't.
Just a question, but I've been using editing tools for different games for years. I've never seen a tool that allows you to view all the edits you've already done, have you? A person knows and keeps track of what they edited. That's it.

CGFE has crashed on me a few times. So I have all my edited files saved in one location. If it crashes, I start again, open that folder and add those files. For files where I have to locate some complicated file path, I have the file path written down. Editing is 50% organization. The more organized, the easier it is to edit: you know what you've edited and can easily replace those files when needed.
 
Last edited:

eruan99

Club Supporter
Just a question, but I've been using editing tools for different games for years. I've never seen a tool that allows you to view all the edits you've already done, have you? A person knows and keeps track of what they edited. That's it.

CGFE has crashed on me a few times. So I have all my edited files saved in one location. If it crashes, I start again, open that folder and add those files. For files where I have to locate some complicated file path, I have the file path written down. Editing is 50% organization. The more organized, the easier it is to edit: you know what you've edited and can easily replace those files when needed.

No no that's not it. The thing is when you reopen the tool all the edits are gone and no importing patch or importing supposedly edited database works. Once you close it, everything is gone. The previous CMs did save the work, they had some minor issues but at least saved your work.
 

bangus

Starting XI
No no that's not it. The thing is when you reopen the tool all the edits are gone and no importing patch or importing supposedly edited database works. Once you close it, everything is gone. The previous CMs did save the work, they had some minor issues but at least saved your work.
Many people have been using CM to edit, and they say it works. So if it's not saving your edits, it's because you're not saving correctly. I edited something with it and it saved, the edits were visible in-game. But it corrupted my names table so I don't use it.
 

eruan99

Club Supporter
The documentation says to save it then create a mod, which works fine to that point. Closing/reopening the tool results in the default data being loaded and yes I do load the right file at startup, I also tried exporting a full patch and importing it. Yes, it does seem that I am doing something wrong but I can't figure out what it is yet.
 


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