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If you make you own zip packs, use zip archives without compression. Do not use compression, or they would not be loaded properly.
Mods/ -> file structure/hierarchy akin to game root i.e. "Props", "Textures", etc
or
Mods/ -> ModName -> file structure/hierarchy akin to game root i.e. "Props", "Textures", etc
?
First one is exceptionally messy, 2nd one might need priority system to load properly if more than 1 mod.
All the game resource names start from the game root. So all the names inside zip packs should have the same naming. If you wand to add Textures\Texture.dds, then you have to create a folder Textures inside you archive and add your Texture.dds inside this folder.
Case #1:
We have mods folder where we have to reuse the same folder structure as the root. Therefore, for whole Mods/ folder we have one Props/ folder, one Textures/, etc. Any additional mods will overwrite the existing data if conflict. No priority issues by default since mods (that change in some way default game data) will overwrite each other. However, since in this case Mods/ is basically a shadow copy of root game structure it is messy and you cant just "uninstall the mod"
Case #2:
Mods are separated by either their own folder containers or "paks". In this case there are no issues with organization or removal of specific mods but there is no way to specify priority. Let's say BigMod has issues and a small "patch mod" was made by another user. Now we have 2nd pak "BigMod_patch1" but we cant specify the order it loads so if fixed script MyCoolScript.dir loads first from the patch and then game loads the other pak - it will be overwritten by original. This is just basic example, of course you have to fix original mod, but I'm talking in the general context of mod interaction where 2 mods can co-exist but only if one loaded before the other.
Also, to be clear, any pack (zip archive) should contain only those files it overrides/adds to the engine file system.