I will try that file out with the script editor. I went ahead and posted what I have for the mod. It will probably still need some work but a majority of the issues have been squashed. You should get some pretty nice coverage now.
as for roofs.dat do I just gut the file and leave it 0 kilobytes or do I zero it out with a hex editor?
also I understand your life is not dedicated solely to these tools and that is understandable. I hope I speak for the community when I say we are very grateful for your contributions. Even if these end up being the final versions, you still did something incredibly amazing. So take a break, enjoy life for a while, and when you come back, perhaps there will be more feedback to help you code your tools.
I do have one request that might possibly bypass the need for hooking into data files to make npc and objects work. if its possible, maybe a "vault map" could be generated as a temperary holding cell for items and npcs (along with the ability to copy NPCs) so when you change maps, it still holds them and you can place those things on the map you just loaded. Example: I open the vault tool in the map editor, I go to world 3, copy some monsters than load world 0 and offload monsters from the fault where ever I like. Not sure if its even possible, but its a wacky idea I thought might have a remote possibility of being helpful. We would also need the ability to edit properties, maybe that could bypass needing to load data files, but im just guessing. Anyway, I will see you around sometime.