Desu Posted December 11, 2017 Share Posted December 11, 2017 The update today added support for loading mods that end in .mod instead of .zip Mod creators are encouraged to utilize the new file extension when publishing mods to avoid the confusion of whether to extract the mod or not. You can still use .zip to test/create your mods and legacy mods ending .zip will still function just fine. DanielGrabez, 4399rong1, bb and 14 others 12 5 Link to comment
Black Posted December 11, 2017 Share Posted December 11, 2017 Thank you @Desu, Pretty useful Link to comment
TheBlueExorcist Posted February 2, 2018 Share Posted February 2, 2018 @Desucan u teach me to make a Mod more specific? Link to comment
Daedalus007 Posted February 16, 2018 Share Posted February 16, 2018 So I read the 'documentation' on mods. It wasn't helpful for answering my question. Which settings are required for zip/mod files to be recognized by PokeMMO? More specifically these settings (using 7-zip) so the mod is recognized in-game: Compression Level Compression Method Dictionary Size Word Size Link to comment
Gilan Posted February 16, 2018 Share Posted February 16, 2018 12 minutes ago, Daedalus007 said: So I read the 'documentation' on mods. It wasn't helpful for answering my question. Which settings are required for zip/mod files to be recognized by PokeMMO? More specifically these settings (using 7-zip) so the mod is recognized in-game: Compression Level Compression Method Dictionary Size Word Size Try just using the normal Window's Zip functionality (right click on the directory and select: send to>Compressed (Zipped) Folder). As long as you structured your mod directory correctly, you shouldn't have any issues. Link to comment
Daedalus007 Posted February 17, 2018 Share Posted February 17, 2018 20 hours ago, Gilan said: Try just using the normal Window's Zip functionality (right click on the directory and select: send to>Compressed (Zipped) Folder). As long as you structured your mod directory correctly, you shouldn't have any issues. That functionality isn't enabled on my system since I have 7-zip installed. I was hoping for a decent answer but I guess I'll just have to do some manual testing and figure it out. Oh welp. Link to comment
XelaKebert Posted February 17, 2018 Share Posted February 17, 2018 41 minutes ago, Daedalus007 said: That functionality isn't enabled on my system since I have 7-zip installed. I was hoping for a decent answer but I guess I'll just have to do some manual testing and figure it out. Oh welp. I also use 7-Zip and I am able to Right Click and select Send To -> Compressed Archive File. Link to comment
Daedalus007 Posted February 17, 2018 Share Posted February 17, 2018 (edited) Looked in the help file and it says default ZIP archival format is 'Deflate' so I'm going to give that a try and post back. So here are the results since apparently nobody else had done this kind of testing before. I ended up doing the testing myself and figured out compatible settings for PokeMMO modding. -Archive Format: ZIP is the only one supported for modding -Compression Level: Any setting is ok, from lowest 'Store' all the way to Ultra -Compression Method: Deflate or PPMd are the only two that work. Deflate64, LZMA, and Bzip2 will NOT work. -Dictionary Size, Word Size, and CPU threads can be set to whatever you like. So the optimal settings for max compression of a mod would be: -ZIP archive format -Ultra compression level -Deflate compression method -32 KB dictionary size -258 word size -CPU Threads equal to the number you have in your computer (or just 1 if you don't know) Edited February 17, 2018 by Daedalus007 Link to comment
Heineken88 Posted February 20, 2018 Share Posted February 20, 2018 @Daedalus007 I don't know how the client uses the mods. If fully loading at startup, loading would take longer at Ultra compression. (Might be noticeable at slower pc's). If data is picked-up along the way the client might uses more of the pc resources. (What client crashes, hangtime, ect.). And why compress to Ultra, mods are not that big (if compared to the B/W rom).... Please correct me if I'm wrong. Link to comment
Daedalus007 Posted February 21, 2018 Share Posted February 21, 2018 On 2/20/2018 at 7:15 AM, Heineken88 said: @Daedalus007 I don't know how the client uses the mods. If fully loading at startup, loading would take longer at Ultra compression. (Might be noticeable at slower pc's). If data is picked-up along the way the client might uses more of the pc resources. (What client crashes, hangtime, ect.). And why compress to Ultra, mods are not that big (if compared to the B/W rom).... Please correct me if I'm wrong. My PC was built in 2010 (so about 8 years old) and runs nearly everything I throw at it. I have no slowdowns or other issues when starting the game. I tested both 'Store' (no compression) and 'Ultra' (max compression). As for most people who are on lower-end hardware, they have a choice if they want to reduce loading times and don't really care about speed in that they can choose a lower amount of compression or none at all. The beautiful thing about 7-zip is just how well it optimizes compression even on Ultra using the ZIP format. When transferring mods to others, Ultra compression is desirable to respect players with limited data use/bandwidth and those on mobile internet. Especially when these mods are 'music replacement' or similar mods with significant space concerns. Barely 30% of the world (far less than that) even has proper (land-based) broadband internet access so these types of respectful methods are still relevant for both local and international players alike. I feel it is up to the creator of the mod as to what compression level they desire. I did state in my 'optimal recommended settings' that they were settings that were optimal for 'maximum compression'. If we're really being honest though, not supporting the 7-zip format in PokeMMO is already going to be suboptimal for space concerns. Some types of files don't compress all that well even with 'Ultra' settings. I'm hoping that actual 7-zip format and LZMA (1 and 2) compression formats are supported in the future for mods so that people can make the choice as to how they want to create and distribute mods. Now that I have revealed 'what works', it is trivial to edit other mods that have one or two things that I dislike. I recently unpacked the 'Pokemon Voices' one because Pokemon like Rattata had the LOUDEST SOUNDS EVER while everything else was barely audible. Testing this in my audio editor I did indeed see that it wasn't just my imagination. About an hour later with audio normalization across all 4 voice packs and I'm happy :) Link to comment
Heineken88 Posted February 24, 2018 Share Posted February 24, 2018 On 21-2-2018 at 10:28 PM, Daedalus007 said: When transferring mods to others, Ultra compression is desirable to respect players with limited data use/bandwidth and those on mobile internet. Especially when these mods are 'music replacement' or similar mods with significant space concerns. Barely 30% of the world (far less than that) even has proper (land-based) broadband internet access so these types of respectful methods are still relevant for both local and international players alike. Good point, didn't think about that. I have fiberglass 300mbit up and down. But at the other hand, if you have a little more patients and wait a few minutes longer and play the game while it downloads... Link to comment
Melnah Posted March 10, 2018 Share Posted March 10, 2018 I have no idea how to work these mods. Link to comment
ArPang Posted May 6, 2018 Share Posted May 6, 2018 On 2017/12/11 at 9:25 PM, Desu said: The update today added support for loading mods that end in .mod instead of .zip Mod creators are encouraged to utilize the new file extension when publishing mods to avoid the confusion of whether to extract the mod or not. On 2017/12/11 at 9:25 PM, Desu said: You can still use .zip to test/create your mods and legacy mods ending .zip will still function just fine. Link to comment
purity2910 Posted September 22, 2018 Share Posted September 22, 2018 how can i/we revert .mod to .zip. sorry i don't know much about this stuff RakuenX 1 Link to comment
Desu Posted September 22, 2018 Author Share Posted September 22, 2018 Just rename the file back to .zip purity2910 and xjohnxedgex 2 Link to comment
TheBlueExorcist Posted September 22, 2018 Share Posted September 22, 2018 22 minutes ago, Desu said: Just rename the file back to .zip Easy Link to comment
789Mari987 Posted May 22, 2019 Share Posted May 22, 2019 (edited) Nvm Edited May 22, 2019 by 789Mari987 Link to comment
RTCanwind Posted January 2, 2020 Share Posted January 2, 2020 It seems that mods with ".mod" will fail to load ICON.png. Link to comment
n0etics Posted January 3, 2020 Share Posted January 3, 2020 On 1/1/2020 at 9:21 PM, RTCanwind said: It seems that mods with ".mod" will fail to load ICON.png. Not on mine, or any of the other 4 mods I use. All .mod files are displaying their icon.png files in the mod management menu Link to comment
RTCanwind Posted January 8, 2020 Share Posted January 8, 2020 On 1/4/2020 at 7:31 AM, n0etics said: Not on mine, or any of the other 4 mods I use. All .mod files are displaying their icon.png files in the mod management menu Yep,I have solved it by using another software to zip it. Link to comment
bb Posted June 27, 2020 Share Posted June 27, 2020 于2017/12/11 PM9点25分,Desu 说: The update today added support for loading mods that end in .mod instead of .zip Mod creators are encouraged to utilize the new file extension when publishing mods to avoid the confusion of whether to extract the mod or not. You can still use .zip to test/create your mods and legacy mods ending .zip will still function just fine. Link to comment
Bladeheart111x Posted November 12, 2020 Share Posted November 12, 2020 On 2/17/2018 at 1:35 PM, Daedalus007 said: -CPU Threads equal to the number you have in your computer umber of what? Threads or Cores? Link to comment
StrikerUmbrella Posted November 30, 2021 Share Posted November 30, 2021 On 2/20/2018 at 8:15 PM, Heineken88 said: @Daedalus007 I don't know how the client uses the mods. If fully loading at startup, loading would take longer at Ultra compression. (Might be noticeable at slower pc's). If data is picked-up along the way the client might uses more of the pc resources. (What client crashes, hangtime, ect.). And why compress to Ultra, mods are not that big (if compared to the B/W rom).... Please correct me if I'm wrong. Ultra [max compress], max backup using zip reduces potential zip bomb Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now