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  #21  
Old May 19th, 2009, 04:30 PM

llamabeast llamabeast is offline
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Default Re: Script for combining multiple mods

I will have a quick look when I get home. Maybe I somehow uploaded a broken version or something, or maybe CPCS has some features I didn't take account of.
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  #22  
Old May 19th, 2009, 04:37 PM

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Default Re: Script for combining multiple mods

It must be CPCS, but dunno what. EVen leaving 1 spell from CPCS makes it crash in that way. So you can look just there.
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  #23  
Old May 19th, 2009, 07:16 PM

llamabeast llamabeast is offline
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Default Re: Script for combining multiple mods

Okay, bug hunted!!

I will upload the fixed version in a minute. However, all that needs to change is line 852 (it may be +-1, if I have unknowingly added or deleted a line).

It did read:
for my $modCounter (keys %unknownNationNumberFillIns) {
It should read:
for my $modCounter (keys %spellFillIns) {

D'oh!

The error messages are in fact just warnings. I had warnings turned off (bad llama!) and so hadn't seen them. In fact they do not indicate any actual problems and are harmless.

By the way, I really appreciate that you made the effort to get ActivePerl, work out how to run the code, print the error messages and so forth. Sorry it didn't work right away. I hope it works for you now!
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  #24  
Old May 20th, 2009, 03:15 AM
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Default Re: Script for combining multiple mods

It works!

A thousand thankyous, llamabeast.
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  #25  
Old May 20th, 2009, 09:45 AM
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Default Re: Script for combining multiple mods

I've found another issue, I'm afraid.

When renumbering of units takes place, it appears that new sites that have those units as recruitables don't get their #com and #mon renumbered appropriately. At least, you don't if you're combining the Antilarium4 mod.
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Last edited by Gregstrom; May 20th, 2009 at 10:04 AM..
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  #26  
Old May 20th, 2009, 01:18 PM

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Default Re: Script for combining multiple mods

Poo. When I wrote this I tested it really carefully, but I think I tested it on rather different mods - just CBM and nation mods if I remember correctly.

Unfortunately I am out at a big posh dinner tonight (by some quirk I seem to be on the records as a "lecturer" just for having done a little teaching last year so I get to go to a black tie feast!). I'll fix it tomorrow night, but I'm sorry in the meantime for holding your game up. Which mods does it affect (I am in the library now so can't check things properly)? Possibly if it is just say the magic site mod and the holy mod, you could combine all of the others, and keep those ones separate. They are unlikely to clash with the combined ones because the combined ones are given very high numbers for things IIRC.
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  #27  
Old May 20th, 2009, 02:17 PM
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Default Re: Script for combining multiple mods

It affected Antilarium4.dm, but I've renumbered the #coms and #mons manually - there weren't too many of them.
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  #28  
Old May 20th, 2009, 05:06 PM
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Default Re: Script for combining multiple mods

...apparently the script doesn't always get new summon spells correct either. In the unsanity combi-mod it looked like it got the Mytheology summons correct (at least, to a casual inspection), but apparently it messed up Divine War.
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  #29  
Old May 20th, 2009, 06:52 PM

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Default Re: Script for combining multiple mods

Bah, humbug! Sorry Gregstrom! I will try to take a look tomorrow night. By the sound of it it is a bug rather than a missing feature, so hopefully it will be quickish to solve.
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  #30  
Old June 2nd, 2009, 06:42 AM
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Default Re: Script for combining multiple mods

I'd really like to use this script to merge some mods,but I haven't got the slightiest clue on how to use it: I've never used perl,and I've tried downloading that perl program for windows,but it's a huge mess, so I went on another pc who has Ubuntu, and I tried your instructions for Linux, but it just says something like "no file found".
I'm a total newbie of Linux, so...does the combineMods file need to be in a particular directory? Do the mods need to be in the same one? Anything else that you might explain for this program to work?
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