Quote:
Originally Posted by Burnsaber
Quote:
Originally Posted by llamabeast
I could do that quite easily, when I've fixed my current mod compilation script (which doesn't currently seem to like your mods for some reason Burn).
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I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons worked). The only difference between the summoning spells in other mods and mine was that I had listed the spells *before* the units in the bretonnia .dm file. It's a quirk of mine to start the .dm file with the spell code.
Could that cause llamascript to go haywire? Listing summoning spells before the units they actually summon? This could explain the bugginess with my Holy War mod too.
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A bit late in answering this, but I would assume that this would cause problems. The modding manual lists in what order things are loaded, but IIRC the game reads the mod file line by line and if something you have put in there uses something else in the mod without that something else first being defined, strange things can result.
That's why it's a good idea to first mod weapons and armor, then mod monsters and only then mod anything else that may use those selfsame monsters (such as spells, sites, nations etc).