Does anyone know how I can edit the Globals.dat and have it SAVE with my mod? I've found the original GLOBALS.dat [in TL2/MEDIA] and edited it and such, however I place it into my mod folder and tried to build [after doing a fresh open which re-allocates all of the used files] and it still never had any effect. I've seen several mods that have successful Globals.dat edits.
Could anyone shed some light on this? Thanks!
Hi Haxley,
I ran into this too. Save as all files (NOT as a text file, but as a .DAT file). Also, save as Unicode. See if that helps.
Bill
I just opened with notepad and saved changes, so it never took away the .dat file type. I copy and pasted the original and then opened with notepad, save as > all types > Globals.dat and still the same.
Is there a particular reason it's being ignored?
Hi Haxley,
Could you upload your mod as an attachment? Maybe I can help...
Bill
for testing purposes it's literally a blank mod with an editted globals.dat/globals.bin.dat under media.
for testing purposes it's literally a blank mod with an editted globals.dat/globals.bin.dat under media.
Humor me. Uploaded it anyway if you like. Actually, do you have administrator rights (Windows) for the folders in question? If you do not, you will not be able to overwrite the file. Else, reinstall GUTS.
After having had this problem yourself, did you indeed fix this problem for yourself?
Just curious

I'm going to re-try your tips rq and see if anything changes
After having had this problem yourself, did you indeed fix this problem for yourself?
Just curious 
Yes. I would not have posted otherwise.

. Also just remembered to ask you to delete globals.dat.bin. as well, so when you pack the mod, a new version will be created.
It's good practice to delete any bindat files associated with the dat files you are editing when you make changes outside of GUTS (using note++ etc) and let the GUTS re-create them when it starts up.
There is no reason to edit the bindat files since GUTS will do that for you if it's deleted.