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Old October 31st, 2009, 07:07 AM
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Burnsaber Burnsaber is offline
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Default Re: Is there WH fantasy battle total mod?

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Originally Posted by llamabeast View Post
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).
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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Old December 22nd, 2009, 04:55 AM
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Default Re: Is there WH fantasy battle total mod?

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Originally Posted by Burnsaber View Post
Quote:
Originally Posted by llamabeast View Post
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).
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.
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).
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Old December 22nd, 2009, 09:38 PM

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Default Re: Is there WH fantasy battle total mod?

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Originally Posted by Edi View Post
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Originally Posted by Burnsaber View Post
Quote:
Originally Posted by llamabeast View Post
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).
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.
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).
Yeah, I'd like to add I noticed that things in the mods seem to load top-down. I was doing a couple of my combat spells, but they didn't work until I put the nextspell on top of the actual spell to be cast. I'm sure this behavior is found in other things in modding.
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