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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old October 13th, 2008, 06:15 PM
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DrPraetorious DrPraetorious is offline
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Default Re: Script for combining multiple mods

So I've been absent from the modding forum and am glad to see that the first thing I needed to do has been done already .

Thanks, llamabeast. This a vast improvement over anything I ever put together, or was likely to put together.
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  #2  
Old March 9th, 2009, 11:54 AM

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

I've been working on a tool that includes functionality similar to your combineMods script. In fact I've been cribbing from your script in order to see what I was supposed to do. I missed all the makemonster and summon stuff the first time. DMG does an additional thing that combineMods does not, which is it also combines the images so you can easily package your combined mods when you are done. For demo/testing purposes I put together a mega mod (~30k lines) that combines 20 of the mod nations and activates all the original nations. It modifies 623 monster ids, 20 nations, 48 magic sites, 159 weapons, 61 armors, and 995 tga files. The number of sprite files is actually the hard limit as more than 1000 crashes with *too many sprites*. I still haven't done anything with nametypes but I may follow your lead and overwrite some of the *unimportant* ones. Sorry if this sounds competitive as my intent is cooperative
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Old March 10th, 2009, 12:47 PM

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Default Re: Script for combining multiple mods

Wow! Awesome llama and pyg.

Llama, will this handle the question I asked in the ABM thread, ie.,

CBM.dm
CBMfixes.dm

So for example if the unit has the same unit number

cbm.dm
#selectmonster 1
...
#descr "foo"
#end

cbmfix.dm
#selectmonster 1
...
#descr "bah"
#end

So monster 1 will have description "bah"? If so this would/will be amazing and awesome!
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