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Where to put the forest mods
Where to put the forest mods




where to put the forest mods

#WHERE TO PUT THE FOREST MODS MOD#

To be honest, I don't know what module info files (.ifo) do and I don't think I've ever seen a mod that edited those, but I want to mention them anyway. This behaviour can be quite useful for testing though. This will result in an area being reset everytime the player loads a savegame or re-enters that area while the corresponding. This difference is quite important though, and you'll see why:Īs you can see the Override folder takes precedence over the information stored in savegames. ut* files:ĭynamic Area Info files (.git) behave slightly different when compared to the prievous file types. Static Area Info files (.are) behave the same as. For your final mod you'll still place the files in the Override with the same exceptions as described above and you should note that a fresh playthrough or a savegame from before visiting a certain area is necessary for the mod to work in the description.

where to put the forest mods

This is why you always have to load a savegame where the module you're working in hasn't been visited yet to see your changes. The important difference here is that the information in a savegame takes precedence over every other option. characters (.utc), items (.uti), triggers (.utt) etc.) are different due to the fact that their information is also stored in the savegame the first time they're accessed in a playthrough. Unless you have a file that's different accros two or more modules, you can safely put these files into the Override folder. Those are prioritized in the following way: mdx), scripts (.ncs), dialog (.dlg), GUI files (.gui), 2da files (.2da) and many many more. This usual case holds for most of the game assets, including textures (.tga), texture information (.txi), models (.mdl and. The game will always start at the highest priority and if it can't find the file it'll continue with the next step until it finds the file. Those are the main locations for files, with the second and third being where you'll ususally put your files. You'll usually not edit this information, but knowing that it's there can be important.

  • Savegames: Some information is also stored directly in the savegame.
  • mod for the module you want the edit to be used in. Instead of putting your edited file in the Override where it would override both occurences, you'd put it into the. But they are also important when two files of the same name are used in different modules and you only want to edit one of them. Sometimes it is necessary to put files here due to the way the game prioritizes files. Again, you won't edit these, but this folder is also where. These are where the game stores assets for that specific module. rim files per module, named the same except for the ending "_s" on one of them.
  • The Modules folder: This folder has all the module files (.rim) by default.
  • The Override folder: This folder located in the main installation directory is where most of your modded files will go.
  • I don't know the priorities between those but since you shouldn't edit them anyway, it doesn't really matter anyway.
  • The original game assets: These are stored in multiple packages across the entire game installation, ususally coming packed in.
  • Let's start with an overview of the places a file could be in:

    where to put the forest mods where to put the forest mods

    I'll try to give an overview of the different ways different file types are prioritized. However that also means that one file can be present in multiple locations at once, making is necessary to know which file takes precedence. Instead we can used edited copies of the original, vanilla files that will then be prioritized over the original game assets. Luckily we rarely have to overwrite files when modding the Knights of the Old Republic games.






    Where to put the forest mods