Mod combination script
I've automated the process of combining and renumbering mods.
This means people don't have to worry about what number-space their mods use, b/c you can just use this script to renumber all the mods dynamically.
To use it, you will need a real computer (or a real computer emulator such as cygwin).
awk -f mod_mixer.awk *.dm
vi *.txt
cat headers.txt footers.txt armors.txt weapons.txt monsters.txt sites.txt nations.txt > combined_mod.dm
-- You'll probably want to glance over combined_mod.dm just to make sure nothing got horribly bungled.
I've attached an example where I did this on four mods I grabbed off the forum just now.
Planned improvements:
1) Support for custom namespaces (right now it just dumps them in footers.)
2) Combination of multiple mods on a single existing object - i.e., every line that "selects" the same object should be pulled together into once place.
3) Support for full magic item, spell and pretender modding, should that appear in 3.02.
4) More egomania - it should generate random titles for me (from the list of pretender titles inside Dom3) each time it creates a header for a new mod combination.
5) Notice on name collisions - this should only be a problem with armor, since people equip armor by-name, but if the same name is used more than once for anything, it should be noted.
Once 3.02 is out and I've added support for the 3.02 modding changes, I'll start releasing combined mods (along with a final version of the script so other people can mix their own mods easily.)
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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