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combineMods.py
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The following would generate the equivalent of the Blood Red mod: Code:
./combineMods.py 2 CBcomplete_1.6.dm TombKings.dm City\ of\ Wonders.dm Jomon\ broken.dm Warhammer\ Skaven.dm themiskyra_MA3.dm Warhammer\ Dwarfs.dm Arga\ Dis.dm Warhammer\ Ogre\ Kingdoms.dm BLOODRED Code:
./combineMods.py 1 CBcomplete_1.6.dm diversity.dm holywar.dm sitemod.dm CPCS.dm LUNARSEA |
Re: combineMods.py
OP now contains utility.
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Re: combineMods.py
ups, does not work under *nix
ImportError: No module named DMG and after renamin dmg/ to DMG/ is still does not work ImportError: cannot import name D3M '''and string d3m is nowhere to be found''' By the way, perl mod-combiner malfunctions, so i am impatiently waitin for a workin replacement |
Re: combineMods.py
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Re: combineMods.py
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Here is an Asia themed mod containing EA-LA TC, Yomi-Jomon, EA Atreus, Goguryeo, Shangri-La, and EA-LA * Qayan.
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Re: combineMods.py
Hmm, sounds like a good time for me to try out Shangri-La. Thanks you!
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Re: combineMods.py
the utility has a nice side-effect of checking if all the graphics is referenced correctly
unfortunately there is a bug which becomes visible when a processed mod contains commented-out line like -spr1 ".\Angmar\Winged Uruloki\Winged_Uruloki_1.tga" -spr2 ".\Angmar\Winged Uruloki\Winged_Uruloki_2.tga" combineMods.py tries to find these files, fails and prints error message Bad File Name: {name of tga} |
Re: combineMods.py
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It should also be telling you that how many nations, monsters, spells, etc. it combined. It DOES NOT check to make sure those numbers are within safe limits. Usually new spells is the first to go over (~135 I think). |
Re: combineMods.py
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OK, here is a mod of stuff I enjoy using together. It is a bit like the Lunar Sea mod. This combo adds a lot of magical options. It uses up all the spell slots so it's not compatible with anything else. Contains:
CBM 1.6 Endgame Diversity Holy War Divine + Sacreds and Priests FW Thugs CPCS Mytheology |
Re: combineMods.py
I think that combination deserves its own thread. A lot of people would probably like that pack and it could be used for some simply set up MP games.
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Re: combineMods.py
Agreed.
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Re: combineMods.py
spent many hours playtesting a middle-age combination
noticed that the script gave two units the same number, so AI player hired a powerful unit for zero gold. The units are "Chaos Warrior Chariot" "Keeper of Secrets" and the mod is "chaos undivided" and the commands i ran where =========================================== #!/bin/sh target=april_1 #use fixed sitemod with correct incscale sed -ie 's|/wyvern|/sitemod|g' sitemod.dm for x in *.dm ; do perl -pi -e s/\\x0d//g "$x" done sed -i -e 's:\\:/:g' angmar.dm sed -i -e 's:^-.*::g' -e 's-farmlandfort-farmfort-' angmar.dm sed -i -e s:goodmagiceader:goodmagicleader: themiskyra_MA1.35.dm /distr/game/Dominions3/utility/combine_Mods.py/combineMods.py \ 2 \ sitemod.dm \ BlackTome.dm \ diversity.dm \ CBcomplete_1.6.dm \ themiskyra_MA1.35.dm \ chaos.dm \ Warhammer\ Ogre\ Kingdoms.dm \ Warhammer\ Skaven.dm \ 'Cinggis Qayan, Wrath of the Khans.dm' \ TombKings.dm \ $target ===================== end of commands ================ |
Re: combineMods.py
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Re: combineMods.py
Uh... can we commoners hope for a compiled executable version?
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Re: combineMods.py
I have xp, and have no clue how to use it.
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Re: combineMods.py
OK, i even trashed my system with Python, and that's what I get:
C:\Program Files\dominions3\mods>combineMods.py 1 ArgaDis.dm Avernum.dm test File "C:\Program Files\dominions3\mods\combineMods.py", line 13 """ ^ SyntaxError: invalid syntax edit: nevermind, I needed a 2.x Python version rather than 3.x |
Re: combineMods.py
I am now trying to combine a bunch of nation mods (Arga Dis, Avernum, Themiskyra and the 6 Warhammer nations along with endgame diversity and worthy heroes), and the resulting mod always gives me "name2spell" error until I drop half of these mods from the mix (the various warhammer ones typically cause mischief). What am I doing wrong? Or there is a total mod size limit?
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Re: combineMods.py
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Re: combineMods.py
I will reconfigure some of my mods to take less spell slots. Primarily by taking them from other nations, like LA Pythium.
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Re: combineMods.py
That's sad :( I was trying to make a single age mod with all the nations plus 10 mod nations, but it seems I am out of luck then :(
Why this arbitrary limit, anyway? |
Re: combineMods.py
"Programming ain't easy, but it sure is fun."
It's has to do with programming. I'm not versed enough to explain further. |
Re: combineMods.py
I dont quite understand how to use it. I have python installed, from Civ 4. I now want to combine a mod (Sombre lateera mod) with the magic site mod. How would i go about doing this ?
When i open the .py files, notepad++ is used. |
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Re: combineMods.py
In that case, creating a .bat should work...but it doesnt. When i run the batch, notepad still opens up the combinemods.py instead of actually doing something relevant.
Perhaps someone else will post. thanks for your time so far. |
Re: combineMods.py
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Attempting to give them all, together with the script |
Re: combineMods.py
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Re: combineMods.py
With the help of lch I made a fairly major change to DMG/combineMods.py which gives some extra room for modding spells by overwriting unused national spells. Previously there were ~136 spell slots but by overwriting unused national spells EA mods can have ~252, MA ~225, and LA ~168. By removing all the default nations and playing with just mod nations you can now have ~353 spells. This hasn't been tested all that much but appears to work. More details here.
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