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CG File Explorer 18

regularcat

Manager
Moderator
Creation Master had a bug for years. It wouldn't save unless you switched tabs to change the view screen. Example: the edit player screen has 3 edit tabs: info, stats and face. If I edited stats, I had to switch back to the info tab/screen before saving, otherwise it often wouldn't save.

If and when I used CM all I would ever have to do was click another box, for example I would edit three attribute ratings then click on free kick style and it would save.

The issues with CM are not shawminator's coding, it is Rinaldo's code which was given to shawminator by Rinaldo.
 

bangus

Starting XI
Using the Tree View method you highlight the file you want to import and the select section portion at the bottom select export/import and select import and
choose your texture.
Excellent, thanks.

EDIT: Success. I was able to switch GK kits with this method, that's all I need, thanks again.
 
Last edited:

ciuffu

Club Supporter
Do the original infinity patch files you are using, import back in? Test that. Don't edit them, just export them, then see if you can import them. Maybe the original infinity patch files are the problem.

Import errors are often caused by data errors, a common one happens at the bottom of the worksheet. You edit the 18,500 players, but you've left data for 18,600 players in one of the rows. Check all the rows at the bottom.

thank you very much
 

ciuffu

Club Supporter
I don't have any issues importing kits or minikits usings the DA or the Tree View methods.
Using the DA all you have to do import like you were using CM.
Using the Tree View method you highlight the file you want to import and the select section portion at the bottom select export/import and select import and
choose your texture.

It is always best to save and import the texture in the format the game is using.

This information is in the documentation.
thanks i 'll try
 

Syphon-x

Reserves
But you got it to work for at least one team? How, what did you do, did you use the DA tool?

Yes, I use the DA Tool. Maybe I must think about not to replace the original dds file with a png file! like regularcat recommended But, that´s the way I did for the first time, and to answer your question, this way it worked for me. I changed all 3 kits plus the GK kit for Bayern Munich and in game they showed correct. After reloading my modded file I continued editing Ac Milan kits, and in game they are Buggy. Maybe I do something wrong after reloading my modded file in CG FE. But I will try it again today.
 

Syphon-x

Reserves
I don't have any issues importing kits or minikits usings the DA or the Tree View methods.
Using the DA all you have to do import like you were using CM.
Using the Tree View method you highlight the file you want to import and the select section portion at the bottom select export/import and select import and
choose your texture.

It is always best to save and import the texture in the format the game is using.

This information is in the documentation.

Thanks for that good advice. I will try it right now.
 

bangus

Starting XI
Yes, I use the DA Tool. I continued editing Ac Milan kits, and in game they are Buggy.
Use the bundles/win32/content/character/kit method. I've been switching GK kits this way with zero issues. The DA/CM is very buggy, Nafer even said not to use it, because when you do use it you are risking corrupting your files.
 

Syphon-x

Reserves
Use the bundles/win32/content/character/kit method. I've been switching GK kits this way with zero issues. The DA/CM is very buggy, Nafer even said not to use it, because when you do use it you are risking corrupting your files.

Ok, i will try it. Thanks for helping me and i think many other members to find the best way using CG FE!
 

Syphon-x

Reserves
Use the bundles/win32/content/character/kit method. I've been switching GK kits this way with zero issues. The DA/CM is very buggy, Nafer even said not to use it, because when you do use it you are risking corrupting your files.

Yep, the method with the bundles tree works very good. Now I have no Problems with corrupted files in game. The replaced kits are shown perfect. The only Thing I am missing from DA is the very quick changing of Numbercolors and that stuff. But that can be edit in DB Master.
 

ciuffu

Club Supporter
hi all
sorry but after import a file must i click on create mod correct?
because i can't to understand because when i try to create mod always there is an error
 

Syphon-x

Reserves
Hi, first you must Import file/files, yes that´s right. If you making changes when you Import files, the button "create a mod" turns from green into orange. After you finished editing hit the orange "create a mod" button and wait please. The save time is some times very Long, but the Progress runs. WAit untill the create a mod button turns to green!!! Than the mod is saved.
 

Syphon-x

Reserves
After that go to select section and hit on top of the list "patch" . than you can create patch file to Import in the game or overwrite an existing patch file. now click on Import patch! I hope it helps you.
 

bangus

Starting XI
hi all
sorry but after import a file must i click on create mod correct?
because i can't to understand because when i try to create mod always there is an error
Do a test to troubleshoot. Use a set of new default, unedited db files. Import one kit only. Click Create Mod to save.

If it saves correctly, you know the problem is with the current db files you are using. Meaning, they are probably corrupted and you need to start over with a new db.
 

regularcat

Manager
Moderator
hi all
sorry but after import a file must i click on create mod correct?
because i can't to understand because when i try to create mod always there is an error

Have you made sure you are running the tool with administrator privileges ?
The tool cannot write to the root unless it is being run with administrator privilege.

I suggest you read the documentation, I didn't put it together to be ignored and to reply on the forum.
 

ciuffu

Club Supporter
Hi, first you must Import file/files, yes that´s right. If you making changes when you Import files, the button "create a mod" turns from green into orange. After you finished editing hit the orange "create a mod" button and wait please. The save time is some times very Long, but the Progress runs. WAit untill the create a mod button turns to green!!! Than the mod is saved.

thanks the problem isthat when i click on create mod ,after imported the file, gives me an error
 

ciuffu

Club Supporter
Do a test to troubleshoot. Use a set of new default, unedited db files. Import one kit only. Click Create Mod to save.

If it saves correctly, you know the problem is with the current db files you are using. Meaning, they are probably corrupted and you need to start over with a new db.

thanks , yes i must try with a clean db (but i have only modified the column balance in the db of the infinity) to see if appears the same error
 

ciuffu

Club Supporter
Have you made sure you are running the tool with administrator privileges ?
The tool cannot write to the root unless it is being run with administrator privilege.

I suggest you read the documentation, I didn't put it together to be ignored and to reply on the forum.
thanks , yes i run it like administrator and yes i have red the documentation
 

bangus

Starting XI
but i have only modified the column balance in the db of the infinity
That doesn't matter, if the infinity db is corrupted, you won't be able to edit anything in that db without getting an error message. That's why you have to try it with a completely clean db, and not a clean infinity db but the original default db. But I think you understand that.
 

Syphon-x

Reserves
thanks the problem isthat when i click on create mod ,after imported the file, gives me an error

Ok I understand. That´s the same Problem I had the last 2 days. Like Bangus said it is a corrupt database. Yesterday I load for the third time a clean database to start from Zero after I made some Edits in DA/CM with kits. I don´t use DA/CM anymore for editing kits. A few Posts above Bangus writes how to edit kits in a safe way if you are interested in editing kits. I recommend it to do it that way, because now it works for me without issues.
 

MoXoB

Club Supporter
Use the bundles/win32/content/character/kit method. I've been switching GK kits this way with zero issues. The DA/CM is very buggy, Nafer even said not to use it, because when you do use it you are risking corrupting your files.
How ? I not see import\export button :(
 


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