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Adding Repacked Pars
This article explains how to add repacked pars to the mod, and how file load order will be affected by adding pars.
Pars can also be included inside your mod in their correct path. While it is bad practice and not recommended to include both a par AND the loose files inside that par in your mod, it might be helpful to learn about it to keep file load order in mind when creating your mod.
Example: both of /db.par
and /db/en/ExampleFile.bin
exist in your mod
/MyMod/db.par
-> will override /data/db.par
/MyMod/db/en/ExampleFile.bin
-> will override ONLY /en/ExampleFile.bin
inside /MyMod/db.par
In some cases, it might be a good idea to include a par. This is mostly the case for Old Engine model swaps. If your mod replaces a model that is inside a mesh.par
(or mesh_hires.par
), you should pack the par yourself and include it in your mod. This is recommended because Old Engine mesh.par
files will load the first GMD inside them. So if the GMD in your mod does not have the same name as the original GMD, the new model might not be loaded.
Example: only ONE of the following paths exist in your mod
/MyMod/chara/auth/c_am_kiryu/mesh_hires.par
-> will guarantee that your new model gets loaded
/MyMod/chara/auth/c_am_kiryu/mesh_hires/Example.gmd
-> original model might be loaded instead
However, if you are simply modifying original GMD/DDS files, or adding new DDS textures, using loose files is fine.
Example: both paths exist in your mod
/MyMod/chara/auth/c_am_kiryu/mesh_hires/c_am_kiryu.gmd
-> original model will be replaced
/MyMod/chara/auth/c_am_kiryu/mesh_hires/c_am_kiryu_suit_mt.dds
-> original texture will be replaced
/MyMod/chara/auth/c_am_kiryu/mesh_hires/c_am_kiryu_jacket_mt.dds
-> new texture will be added, and will be used only if the modified GMD references it
Next article: Mod Naming