Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Agent_Koopa on April 22, 2007, 12:21:25 pm
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I want to know; does FSOpen support moving mod folders into subfolders? For example, could I move JAD 1&2 into their own JAD folder, and all the separate chapters of ITDoH into their own designated folder? This would certainly be helpful.
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*gir voice* i thiiink sooo.
*oh no! another idiot post from takashi!*
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Great, takashi, just what I needed, bitterness and a misspelled maybe.
EDIT: Heh, whoops.
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I've never seen anyone do this on Windows but I've seen posts from people who've tried it and reported success on Linux.
Why not just try it? It's not like it will melt your PC if it didn't work :D
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I've never seen anyone do this on Windows but I've seen posts from people who've tried it and reported success on Linux.
Why not just try it? It's not like it will melt your PC if it didn't work :D
There's an idea. I just lost access to the computer in question, so I'm going to have to wait a while. I just thought I would post this in the forum for the project in which people improve the internal workings of the game itself, including how the game treats file structure, my question being how the game treats file structure. :p
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It does work on Windows - I've been doing it since I started installing mods.
I have a Mods folder in my FreeSpace directory. Inside I have folders for mediavps, derelict, sync, etc etc. I also have nested folders: I store all the Restoration Project mods in Mods\Restoration\<modname>
A word of caution: your paths MUST reflect this in the mod.ini files. However, it's a simple matter of putting Mods\<modname> instead of just <modname>.
Here's what your Mod commandline will look like (just one example):
-mod Mods\restoration\Warzone,Mods\mediavps
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people on windows use mod.ini's instead of command line
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people on windows use mod.ini's instead of command line
Not all of them.
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people on windows use mod.ini's instead of command line
The mod.ini just kicks the data into the launcher. If you look at the flags, the commandline is there.
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It does work on Windows - I've been doing it since I started installing mods.
I have a Mods folder in my FreeSpace directory. Inside I have folders for mediavps, derelict, sync, etc etc. I also have nested folders: I store all the Restoration Project mods in Mods\Restoration\<modname>
A word of caution: your paths MUST reflect this in the mod.ini files. However, it's a simple matter of putting Mods\<modname> instead of just <modname>.
Here's what your Mod commandline will look like (just one example):
-mod Mods\restoration\Warzone,Mods\mediavps
Thanks. That's kind of how I expected it to work, but it's nice to have confirmation. :D
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Ooh, this could be very useful indeed. Thanks for the tip, Ryan. :)
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Ooh, this could be very useful indeed. Thanks for the tip, Ryan. :)
You're quite welcome.
This is actually a great feature because I've backed things up in such a way that I'll literally never have to use my FS2 CDs to install FSOpen again. I backed up my FS folder, my Mods folder, and my data folder. When I have to reinstall, I just copy the backups over and I'm ready to go.
Plus, I'm an electronic organization freak, so I like to have everything in its place.
EDIT: And, if there was any doubt, FREDOpen also supports this, which makes working on campaigns REALLY easy.