#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.
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.
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.