What format for files do you prefer?
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Now that I'm starting up more with modding stuff myself, I just want to ask a quick question. When I mod PD2, I never used the actual Bundle Tool with .pdmods and such (althought I do use the tool now), I just only downloaded the .rar files and extracted the folders for mod_overrides. I had a friend who said .pdmods were just more difficult in general because of updating, and more work when new patches come out and stuff.

But now that I am making mods myself, I just want to know if more people use the Bundle Tool and the .pdmod formats and installing/uninstalling mods through the tool, or do more people just use .rar format and just placing in the mod_overrides. I know they generally just do the same thing, I just don't know what I should be doing for when I upload, do I want to upload more bundle tool stuff and .pdmods or just give you a .rar with a folder for mod_overrides. I just want to make stuff that more people would actually use (like how people advertise to the larger opinion or to make according to the majority). I just want your opinion, and if YOU make mods, what do YOU do?

Replies
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pd2mod gives the possiblity to overwrite more kinds of files and it is not limited like the overwrite process.

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I believe most people will prefer the mod_override method. However, some mods are just not possible with this (such as those that require .object changes).

I would say, IF you can, make a mod work with mod_override. Then you should.

If not. well, i hope your fans respect that.

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I believe most people will prefer the mod_override method. However, some mods are just not possible with this (such as those that require .object changes).

I would say, IF you can, make a mod work with mod_override. Then you should.

If not. well, i hope your fans respect that.

As you know i like the Mod_overrides more than .PDMODs.. i have had to re-download 8 gig worth of pd2 bundles due to me being an absolute potato around 5 times....

If i do use .PDMODS i will ALWAYS backup the current Assets folder to my desktop :P

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Mod overrides FTW

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I believe most people will prefer the mod_override method. However, some mods are just not possible with this (such as those that require .object changes).

I would say, IF you can, make a mod work with mod_override. Then you should.

If not. well, i hope your fans respect that.


As you know i like the Mod_overrides more than .PDMODs.. i have had to re-download 8 gig worth of pd2 bundles due to me being an absolute potato around 5 times....

If i do use .PDMODS i will ALWAYS backup the current Assets folder to my desktop :P

It does back up automatically to a backup folder :P

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I believe most people will prefer the mod_override method. However, some mods are just not possible with this (such as those that require .object changes).

I would say, IF you can, make a mod work with mod_override. Then you should.

If not. well, i hope your fans respect that.


As you know i like the Mod_overrides more than .PDMODs.. i have had to re-download 8 gig worth of pd2 bundles due to me being an absolute potato around 5 times....

If i do use .PDMODS i will ALWAYS backup the current Assets folder to my desktop :P

The bundle modder automatically installs any supported filetypes into the mod_override folder. The reason you have to download 8 gigs again is because filetypes that are not supported by mod_overrides in the mods you are using are installed in the bundles, which have to be redownloaded once an update is released.

pdmods and mod_overrides are for 2 different purposes, for making 2 different types of mods. One type is not just better than the other in every way, because both have limitations.

When possible it is good to make mod_override mods, but it isn't always possible.

The only difference between a certain mod being in a mod_override form or a pdmod form is the installation procedure. If a mod fully supports mod_override and is in a pdmod form it will install in the mod_override folder and WILL NOT require you to re-download assets.

pdmod supported filetypes
unit
object
model
material_config
cooked_physics
gui
texture
bnk
continent
mission
massunit
scene
world_cameras
environment
world_sounds
world
continents
cover_data
nav_data
sequence_manager
effect
world_setting
physic_effect
animation_def
animation_subset
animation
animation_state_machine
animation_states
mop_data
menu
credits
timeline
font
banksinfo
shaders
render_template_database
camera_shakes
cameras
atom_batcher_settings
network_settings
physics_settings
scenes
diesel_layers
light_intensities
render_config
texture_channels
post_processor
cgb
controller_settings
achievment
prefhud
lua
xml
movie
stream
tga
dialog
bnkinfo
objective
comment
hint
xbox_live
decals
bmfc
idstring_lookup
mb
dialog_index
old
action_message
strings
merged_font

mod_override supported filetypes
font
merged_font
model
material_config
animation
texture
stream
bnk

As you can see pdmod's can do considerably more than mod_overrides

TL;DR Both mod forms are needed for full modding capabilities.

Avatar
I believe most people will prefer the mod_override method. However, some mods are just not possible with this (such as those that require .object changes).

I would say, IF you can, make a mod work with mod_override. Then you should.




If not. well, i hope your fans respect that.


As you know i like the Mod_overrides more than .PDMODs.. i have had to re-download 8 gig worth of pd2 bundles due to me being an absolute potato around 5 times....

If i do use .PDMODS i will ALWAYS backup the current Assets folder to my desktop :P


The bundle modder automatically installs any supported filetypes into the mod_override folder. The reason you have to download 8 gigs again is because filetypes that are not supported by mod_overrides in the mods you are using are installed in the bundles, which have to be redownloaded once an update is released.

pdmods and mod_overrides are for 2 different purposes, for making 2 different types of mods. One type is not just better than the other in every way, because both have limitations.

When possible it is good to make mod_override mods, but it isn't always possible.

The only difference between a certain mod being in a mod_override form or a pdmod form is the installation procedure. If a mod fully supports mod_override and is in a pdmod form it will install in the mod_override folder and WILL NOT require you to re-download assets.


pdmod supported filetypes
unit
object
model
material_config
cooked_physics
gui
texture
bnk
continent
mission
massunit
scene
world_cameras
environment
world_sounds
world
continents
cover_data
nav_data
sequence_manager
effect
world_setting
physic_effect
animation_def
animation_subset
animation
animation_state_machine
animation_states
mop_data
menu
credits
timeline
font
banksinfo
shaders
render_template_database
camera_shakes
cameras
atom_batcher_settings
network_settings
physics_settings
scenes
diesel_layers
light_intensities
render_config
texture_channels
post_processor
cgb
controller_settings
achievment
prefhud
lua
xml
movie
stream
tga
dialog
bnkinfo
objective
comment
hint
xbox_live
decals
bmfc
idstring_lookup
mb
dialog_index
old
action_message
strings
merged_font


mod_override supported filetypes
font
merged_font
model
material_config
animation
texture
stream
bnk


As you can see pdmod's can do considerably more than mod_overrides

TL;DR Both mod forms are needed for full modding capabilities.

Thanks a lot Beard, that really does help :3 Now, we ask about BLT :D

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I believe most people will prefer the mod_override method. However, some mods are just not possible with this (such as those that require .object changes).

I would say, IF you can, make a mod work with mod_override. Then you should.

If not. well, i hope your fans respect that.


As you know i like the Mod_overrides more than .PDMODs.. i have had to re-download 8 gig worth of pd2 bundles due to me being an absolute potato around 5 times....

If i do use .PDMODS i will ALWAYS backup the current Assets folder to my desktop :P


The bundle modder automatically installs any supported filetypes into the mod_override folder. The reason you have to download 8 gigs again is because filetypes that are not supported by mod_overrides in the mods you are using are installed in the bundles, which have to be redownloaded once an update is released.

pdmods and mod_overrides are for 2 different purposes, for making 2 different types of mods. One type is not just better than the other in every way, because both have limitations.

When possible it is good to make mod_override mods, but it isn't always possible.

The only difference between a certain mod being in a mod_override form or a pdmod form is the installation procedure. If a mod fully supports mod_override and is in a pdmod form it will install in the mod_override folder and WILL NOT require you to re-download assets.


pdmod supported filetypes
unit
object
model
material_config
cooked_physics
gui
texture
bnk
continent
mission
massunit
scene
world_cameras
environment
world_sounds
world
continents
cover_data
nav_data
sequence_manager
effect
world_setting
physic_effect
animation_def
animation_subset
animation
animation_state_machine
animation_states
mop_data
menu
credits
timeline
font
banksinfo
shaders
render_template_database
camera_shakes
cameras
atom_batcher_settings
network_settings
physics_settings
scenes
diesel_layers
light_intensities
render_config
texture_channels
post_processor
cgb
controller_settings
achievment
prefhud
lua
xml
movie
stream
tga
dialog
bnkinfo
objective
comment
hint
xbox_live
decals
bmfc
idstring_lookup
mb
dialog_index
old
action_message
strings
merged_font


mod_override supported filetypes
font
merged_font
model
material_config
animation
texture
stream
bnk


As you can see pdmod's can do considerably more than mod_overrides

TL;DR Both mod forms are needed for full modding capabilities.

SO your saying that all .PDMOD file types are just glorified Mod override files?

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Can I ask for the sake of keeping things readable that you just comment and stop quoting everything guys. It is very anoying to have to scroll over the same wall of text again. And we still can read it from the original post.

Many thanks in advance.

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What Bread-Cat said :P

(Just clear out what the poster that you quoted said and write something in the quote box like "Jim Slims spiel".. its how i do things)

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SO your saying that all .PDMOD file types are just glorified Mod override files?

Noooo...?

Pdmod files can do much, much, much more than mod_override. As you can see by the list of file types I put in. If mod_override could do exactly the same as mod_override could (which isn't the case) pdmods would be close to pointless, except for being used as a mod management system.

For the small list of mod_override supported filetypes I listed, any files of those variety when present in a pdmod and installed with the 1.16 Bundle Modder (With the option enabled) will be installed in the mod_override folder. But that is a small list, so mods such as Lower Shadow map, which replaces a post_processor file HAS to be installed with the Bundle Modder and installed into the bundles as it cannot work with mod_override.

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Can I ask for the sake of keeping things readable that you just comment and stop quoting everything guys. It is very anoying to have to scroll over the same wall of text again. And we still can read it from the original post.

Many thanks in advance.

Especially when quoting everything that Beard says ( ͡° ͜ʖ ͡°)

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