Arma: Mod Folders: Difference between revisions

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===Introduction===
__NOTOC__ {{Feature|arma3|While most of the following information is still valid for {{arma3}}, it is recommended to use the [[Arma 3: Launcher]] for mod management.}}


Custom '''modfolders''' is a concept in Operation Flashpoint that allows addon makers and players to  
Custom '''mod folders''' is a concept that was introduced with {{ofp}}. It allows addon makers and players to completely change most aspects of the game.
completely change most aspects of the game.
They were introduced with the release {{ofpr}}, which also became the first total conversion.
They were introduced with the release of the resistance addon, which also became the first total conversion  
[[modification]].


It has become a common practice to start mod folder names with a "@" in front of the name to distinguish them from other files in the Operation Flashpoint directory.
{{Feature|Informative|It has become a common practice to start mod folder names with a "@" in front of the name to distinguish them from other files in the {{arma}} directory. However, this is '''optional''.}}
[[File:A3 Adding Mod Folders.jpg|right|150]]
=== Making it Work ===
To load and use a mod folder it has to be added to the game's [[:Category: Startup Parameters| Startup Parameters]] "-mod".
This is done by creating a new executable shortcut and editing the startup parameters.


===Making it Work===
If for example you are trying to load a mod named @test the startup command might look like this:


To load and use a modfolder it has to be added to the games [[:Category:Operation Flashpoint: Startup Parameters|startup parameter]] "-mod".
{{hl|c= C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=@test}}
This is easiest done by creating a new shortcut and editing the startup command.


If you for example are trying to load a mod named @test the startup command might look like this:
To load several mods separate their names with the "''';'''" character.<br>
{{hl|c= C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=@test;@test2}}


"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=@test
=== How it Works ===
The "-mod" parameter defines a path the engine will use to load data files when loading the game.
{{Feature|Important|If running {{ofp}}, it is important to remember that the ''RES'' mod will automatically be added first to the list of mod folders.}}


To load several mods separate their names with the "''';'''" characther.
A mod folder can contain all the data that your {{arma}} install folder can contain. This includes missions, campaigns, and addons subfolders, etc.
The most common use of mod folders is to organize addon .pbo files.


===How it Works===
=== Addon Mod Folders ===
Since most players today have a very large number of extra addons installed it has become a common practice to divide them into addon mod folders.
The benefit of this practice is that the engine only has to load the addons in the mod folders specified by the player, lowering memory usage significantly.
To create an addon mod folder simple pick a name and create the directories "@myname\Addons\" in the game's directory.
Next place all addons you want in this mod folder into this directory and add "@myname" to your "-mod" list when these addons are needed.


The "-mod" parameter defines a path the engine will use to load data files when loading the game. It is important to remember that the RES mod will automatically be added first to the list of mod folders.
To make this easier you might wish to create several shortcuts loading different mod folders.
This allows mod folders to change most aspects of the game without actually modifying the original files, it is also
important to note that it allows a mod folder later in the path to override data in a mod folder earlier in the path.


Example: If the game is started with "-mod=@Mod1LeastPrio;@Mod2MidPrio;@Mod3HighestPrio", the data is loaded in the following order:
The main drawback of this technique is that it is hard for other players in multiplayer games to know what kind of changes you are playing with as mod folders can be used to make beneficial configuration changes to the game, in other words cheat.


1st: ArmA\dta
=== Conflicting Addons / Addon Load Order ===
2nd: ArmA\addons
Since {{arma1}}, it is possible for addons to modify classes in other addons, including those in the game's core "addons". If the user installs two addons that try to modify the same property of a given class (for example, the model property of the basic soldier class), then obviously both addons can not work as intended (together in the same install, that is).
3nd: ArmA\@Mod1LeastPrio
4th: ArmA\@Mod2MidPrio
5th: ArmA\@Mod3HighestPrio


In case of a conflict, the last loaded config overwrites the earlier ones.
In these cases, there is almost nothing that the user can do to determine which addon takes "priority". Inside of the addons themselves is a property called "requiredAddons", which determines addon load order, regardless of mod folder order. See [[CfgPatches]].


=== Addon modfolders ===
{{GameCategory|arma1|Tips}}
 
[[Category: Startup Parameters]]
Since most players today have a very large number of extra addons installed it has become a common practice to divide them into addon modfolders.
The benefit of this practice is that the engine only has to load the addons in the modfolders specified by the player, lowering memory usage significantly.
To create an addon modfolder simple pick a name and create the directories "@myname\Addons\" in the Operation Flashpoint directory.
Next place all addons you want in this modfolder into this directory and add "@myname" to your "-mod" list when these addons are needed.
 
To make this easier you might wish to create several shortcuts loading different modfolders.
 
The main drawback of this technique is that it's hard for other players in multiplayer games to know what kind of changes you are playing with as modfolders can be used to make beneficial configuration changes to the game, in other words cheat.
 
=== Modfolder priority ===
 
If there are no or the same "requiredAddons" entries in CfgPatches, the last mentioned mod will be the one that overwrites the rest.
 
===Resources===
 
Alternatively, you can use [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=4;t=47702 'OFP Mod Selector'], by Operator of Dissidence.
 
[[User:Kegetys|Kegetys]]' launcher available [http://www.andrew.nf/OFP/Tools/launcher218.zip 'here']
 
[http://ofp.gamepark.cz/index.php?special=articles/keepitclean.html&newlang=eng Modfolder Tutorial on OFP.info]
 
[http://www.mapfact.net/forum_ofp/viewtopic.php?t=4715&postdays=0&postorder=asc&start=0 Mod-Ordner: wie und warum] German tutorial from Clausewitz in [[Mapfact]] Forum
 
[[Category:Operation Flashpoint: Startup Parameters|M]]
[[Category:ArmA: Tips]]

Revision as of 01:23, 16 November 2021

Arma 3
While most of the following information is still valid for Arma 3, it is recommended to use the Arma 3: Launcher for mod management.

Custom mod folders is a concept that was introduced with Operation Flashpoint. It allows addon makers and players to completely change most aspects of the game. They were introduced with the release Operation Flashpoint: Resistance, which also became the first total conversion.

It has become a common practice to start mod folder names with a "@" in front of the name to distinguish them from other files in the Arma directory. However, this is 'optional.
150

Making it Work

To load and use a mod folder it has to be added to the game's Startup Parameters "-mod". This is done by creating a new executable shortcut and editing the startup parameters.

If for example you are trying to load a mod named @test the startup command might look like this:

C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=@test

To load several mods separate their names with the ";" character.
C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=@test;@test2

How it Works

The "-mod" parameter defines a path the engine will use to load data files when loading the game.

If running Operation Flashpoint, it is important to remember that the RES mod will automatically be added first to the list of mod folders.

A mod folder can contain all the data that your Arma install folder can contain. This includes missions, campaigns, and addons subfolders, etc. The most common use of mod folders is to organize addon .pbo files.

Addon Mod Folders

Since most players today have a very large number of extra addons installed it has become a common practice to divide them into addon mod folders. The benefit of this practice is that the engine only has to load the addons in the mod folders specified by the player, lowering memory usage significantly. To create an addon mod folder simple pick a name and create the directories "@myname\Addons\" in the game's directory. Next place all addons you want in this mod folder into this directory and add "@myname" to your "-mod" list when these addons are needed.

To make this easier you might wish to create several shortcuts loading different mod folders.

The main drawback of this technique is that it is hard for other players in multiplayer games to know what kind of changes you are playing with as mod folders can be used to make beneficial configuration changes to the game, in other words cheat.

Conflicting Addons / Addon Load Order

Since Armed Assault, it is possible for addons to modify classes in other addons, including those in the game's core "addons". If the user installs two addons that try to modify the same property of a given class (for example, the model property of the basic soldier class), then obviously both addons can not work as intended (together in the same install, that is).

In these cases, there is almost nothing that the user can do to determine which addon takes "priority". Inside of the addons themselves is a property called "requiredAddons", which determines addon load order, regardless of mod folder order. See CfgPatches.