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Script Merger kDiff3 2-way merge?!


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So I get crazy high conflict numbers when attempting to merge most mod files. We're talking 100+ (no counting whitespace conflicts) in a lot of cases. I determined this is because kDiff3 is only comparing the mods' versions of a particular file, rather than doing a 3-way merge where A is vanilla, B is mod 1 and C is mod 2. That's the whole damn point of kDiff 3; 3-way merges are easy to deal with because in 99% of cases a section in vanilla matches one of the mods.

 

So why the hell is Script Merger attempting 2-way merges instead of 3-way?! How can I resolve this? Don't get me wrong, I could manually open each file, setting A, B and C by hand, but that really defeats the purpose of having Script Merger in the first place

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It usually does 3-way compare and works well enough.

 

I recently ran into a 2-way compare when trying to figure out why someone was having trouble merging one of my mods with someone else's. Turns out that other mod had renamed its blob0.bundle to blob.bundle to prevent it from being merged with other mods. When I tried changing that mod's blob.bundle to blob0 or my blob0 to blob I got the 2-way compare. You never know.

Edited by Partoutatix
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  • 3 weeks later...

https://github.com/AnotherSymbiote/WitcherScriptMerger/search?utf8=%E2%9C%93&q=dlc&type= seems scriptmerger expected blood&wine to be called ep2 instead of bob internally(ep1= hearts of stone), so that's probably why we're getting 2-way merges for B&W xml files.

 

Anyone able to get in touch with the scriptmerger author/AnotherSymbiote?

Edited by Partoutatix
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