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Old September 26th, 2008, 07:21 AM

llamabeast llamabeast is offline
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Default Script for combining multiple mods

I proudly present a perl script for combining multiple mods and eliminating any clashes. I expect it to be useful for games where you want to play with a number of mod nations which might otherwise clash. It's quite a big, lengthy script, and it has a lot of built-in knowledge of how mods work. So, barring any typos (always a possibility), I'm fairly sure it can handle anything that can be thrown at it without producing any bugs in the resulting megamod.

The usage is:

combineMods era mod1.dm mod2.dm ... modN.dm newModName

e.g. combineMods 2 TombKings.dm vaetti.dm MagicMod

This will produce a mod called MagicMod.dm which will include the Tomb Kings and the vaetti, both in the middle era.

The era has to be a number between 1 and 3 (1=early etc). All the mod nations included in the combined mod will be set to be in that era, so that they can play together.

You can combine any number of mods with this script, and it's also fine to include mods which modify vanilla nations, e.g. CBM.

For those who haven't used a perl script before: On Linux or, I think, Mac, you need to open a terminal and type "perl combineMods ..." where ... is all the parameters, as given above. On Windows I believe you need to download ActivePerl. I think it's free.

Here it is:
Attached Files
File Type: zip combineMods.zip (4.8 KB, 361 views)
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My mod nations: Tomb Kings and Vampire Counts
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Last edited by llamabeast; May 19th, 2009 at 07:17 PM..
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