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?

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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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