So I'm fairly sure this can go here...i could be wrong...
Anyways, I wanted to know if its possible to take 2 custom assets mods and combine them into one in a dungeon. I know you can just move over the assets for one and be fine (at least that's what I did), but when I try to do that for another it overwrites certain files making the previous mute.
Combining Modules into One
Re: Combining Modules into One
Make a list of which files would be over written in the copy and manually merge the new copy of that file with the old copy. The new copy is the one you are trying to copy, and the old being the one that would have been overwritten. You can use Window Notepad or Wordpad to do this. Just open both files and copy the text from the new file at the end of the old file.
Re: Combining Modules into One
I'm assuming that you are only talking about the scripts (since you shouldn't really have a problem with anything else). If that is the case you could also simply rename the scripts you want to put in and add them to the init.lua file, which you should be doing anyway for many custom assets. Obviously it increases the number of lua files you have but is less time-consuming than manually putting in all the scripting.
Of course, if you are talking about the assets themselves (models, textures, sounds, etc.), the only time they should conflict is if they are the same asset (unless something truly odd is going on).
Of course, if you are talking about the assets themselves (models, textures, sounds, etc.), the only time they should conflict is if they are the same asset (unless something truly odd is going on).
Re: Combining Modules into One
I'll give my two examples:
dmcsb_pack
extra lanterns pack
These two specifically. I move the "assets" from dmcsb over into the module im working on. I replace/overwrite. The new assets appear and are usuable. However, when i do the same with the "extra lanterns" it gets rid of the dmcsb assets and replaces it with the lanterns assets.
If you mean what I think you mean...i individually checked every lua script for each mod and the only ones that actually had text was "init.lua". These two diff lua's had diff text where one unpacked the assets/points to certain areas, and the other pointed to diff areas/models.
Mod 1:
-- This file has been generated by Dungeon Editor 1.3.7
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/scripts/sx_extra_lanterns.lua"
Mod 2
-- This file has been generated by Dungeon Editor 1.3.7
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
-- begin ----------
-- import dmcsb_pack - the Dungeon Master Wallset Resource
import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
--
-- end ------------
dmcsb_pack
extra lanterns pack
These two specifically. I move the "assets" from dmcsb over into the module im working on. I replace/overwrite. The new assets appear and are usuable. However, when i do the same with the "extra lanterns" it gets rid of the dmcsb assets and replaces it with the lanterns assets.
If you mean what I think you mean...i individually checked every lua script for each mod and the only ones that actually had text was "init.lua". These two diff lua's had diff text where one unpacked the assets/points to certain areas, and the other pointed to diff areas/models.
Mod 1:
-- This file has been generated by Dungeon Editor 1.3.7
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/scripts/sx_extra_lanterns.lua"
Mod 2
-- This file has been generated by Dungeon Editor 1.3.7
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
-- begin ----------
-- import dmcsb_pack - the Dungeon Master Wallset Resource
import "mod_assets/dmcsb_pack/scripts/dmcsb_pack_init.lua"
--
-- end ------------
Re: Combining Modules into One
You're on the right track. You can freely add BOTH paths to your mod's init.lua, and both will work. You can add many, many assets this way. If you just copy one's init.lua, over the other, you will only have the most recent. You want to combine them, not overwrite. If you're still not sure how, simply copy the first as usual, but with the second, open it with a text editor (wordpad or the like), left-click and drag over the new entry (turning it blue), then RIGHT click on that blue, and select copy. Goto the init.lua in your mod_assets folder, open it, select the spot after the first entry, RIGHT click and select paste.
Hope this helps!
Hope this helps!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
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Hotel Hades
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades