Source Filmmaker

Source Filmmaker

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How to Create a Mod Folder
By SpyKe
This Guide explains how to create a Mod folder for SFM, as well as why doing such is a good idea in the long run, along with some troubleshooting tips (Time: 5-10 minutes)
   
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1. Creating the Mod Folder
1. Go to your Steam Library and launch SFM from there. You will see a window called SELECT LAUNCH OPTION. Choose Launch SDK and then hit Play.


2. A new window called SDK Launcher shows up. Under the Mod section, select Create New Mod or Add Existing Mod.


3. Inside this new window, type in the desired Mod's Folder name. Try to avoid using special characters if possible, as it can lead to problems when reading the folder's path.
After that, select Create.


4. A message saying The Mod [NAME OF FOLDER] was successfully added... . Press OK.


5. Another message states: With this action the mod '[NAME OF FOLDER]' will be selected. . Select Cancel.


6. Now back in the SDK Launcher window, select Edit Search Paths For Selected Mod. The following window will show up.


7. Inside the Edit Search Paths window, you have all of the Mod's Folders in your SFM installation. The list has a priority from top to bottom in what assets from each Mod Folder to load, so if for example, you have the same file in two folders, it will load the one that has the highest priority, which is the one at the top of the list.
Be sure to tick the box of your newly created Mod Folder as well as moving it to a desirable place on the list. When you've finished, press OK.

8. Before closing the SDK Launcher window, make sure the Selected Mod Folder (at the bottom of the window) is set to usermod (unless for a specific reason, do not change the default folder from usermod).

If the window Selecting Mod shows up when selecting usermod, press OK to make that folder the default one.

9. When finished, close the SDK Launcher window and boot SFM normally as you would.
2. Why Create a Mod Folder?
There are many reasons as to why you would want to create one, such as:
- Manual organization of folders that contain large groups of assets, especially if you have a lot of assets (like more than 100gb)
- No longer the need to dump all files onto the usermod folder, which can break assets in the long run
- Easy to "unmount" when troubleshooting problems with assets
- Control over which assets are loaded and what priority they have over other mod folders
- Useful to control memory usage by blocking folders with large "memory hungry" assets
- Overall just a good idea if you plan on expanding your asset library
3. Troubleshooting
Q1: I created a Mod Folder, but I can't see it in the SFM directory, or even inside SFM!
A: If you have followed everything correctly, there is still a small chance that for some reason, SFM won't actually create said folder automatically (if you know why, please let me know in the comments).

To fix this, go to your SFM installation folder (if you don't know where it is, Open Steam Library, right-click Source Filmmaker, then select Manage, followed by Browse local files, and finally open the game folder.

Next, create the Mod Folder manually, with the exact same name as you typed in the Create New Mod or Add Existing Mod window.

Then, create a new .txt file called gameinfo in said directory, and add this text to it:

"GameInfo" { game "NAME OF FOLDER" title "NAME OF FOLDER" title2 "based on SFM SDK technology" type multiplayer_only nomodels 1 nohimodel 1 nocrosshair 0 hidden_maps { "test_speakers" 1 "test_hardware" 1 } nodegraph 0 FileSystem { SteamAppId 1840 ToolsAppId 1840 SearchPaths { Game |gameinfo_path|. Game tf_movies Game tf Game hl2 } } }

Note to replace the [NAME OF FOLDER] with the name of the Mod Folder you want to create.

Then, go back to the game folder, and open up the usermod folder. Open the gameinfo.txt file and you will see a section on the file that says "SearchPaths", with all of the Mod Folders installed.
Add your Mod Folder's name to the list, while taking into consideration the order of where you place it in regards to priority. Preferably, place it in the same order as you did back in the Edit Search Paths window. (If you don't know, don't worry, keep reading)
Also make sure not to type any other thing other than "Game" and the "NAME OF FOLDER" afterwards.
When finished, save and close the file and go back to the tutorial above, continuing off of the 6th step.



Q2: When opening up SFM, I see a window called Missing Mods in Search Paths, what do I do?
A: If you see this window, it means you didn't tick the box of your newly created Mod Folder during the Edit Search Paths window segment on the tutorial (in step 7). Go back and redo the tutorial from that step forwards, or your new folder won't be "mounted" onto SFM, and it won't be read from either.



Q3: When searching for my assets in the Asset Browser, my new assets don't show up!
A: You have to set the Mod Filter at the top of your Asset Browser's window to All Mods, or at least the Mod Folder that you're searching from.
If you don't see your folder there, try the resolution to Question 1 (Q1) at the top of the Troubleshooting segment.



Any other common issue will probably be listed here as time goes on.
12 Comments
SpyKe  [author] Mar 21 @ 8:33pm 
Creating the folder in the SDK is the default way of doing it. Simply adding a folder manually without adding it in the SDK will give you a warning informing you that a new mod folder has been created but is currently not mounted.

To mount it, you need to do it in the SDK, so might as well take care of the whole thing there
Stray Cat Strut Mar 20 @ 5:03pm 
do you need to have a folder in sfm files to put it in there or do you just have to create a new one in the sdk
SpyKe  [author] Sep 24, 2024 @ 2:35am 
This is the default way of creating said folders. If it didn't work we're going to need more info than just "doesn't work" to be able to help
brycesonlucari Sep 23, 2024 @ 10:11am 
it still doesnt work after every thing i did
Cas likes Lotara's abs Sep 17, 2024 @ 9:45pm 
Thank you very much. New to sfm so kinda want to make sure i understand this neat trick
SpyKe  [author] Sep 17, 2024 @ 9:45pm 
(unrelated, realized now one of the previous users deleted their comment so I look like I'm arguing with the previous person lol)
SpyKe  [author] Sep 17, 2024 @ 9:42pm 
You do it as many times as you want and/or need to, if you want to do as many as possible in one go, there's nothing wrong with that, or you could do them at a later date
Cas likes Lotara's abs Sep 17, 2024 @ 9:39pm 
Do I just have to do this once or everytime i want to make a new folder for specific mods like scene props or sfmlab models of specific media?
Douran 2.0 Jul 31, 2023 @ 4:15pm 
i have 300 gb of models in my usermod.
SpyKe  [author] Jul 31, 2023 @ 2:57pm 
I don't really understand your comment; You're basically saying that you want Mods to have their "OWN" folders without creating a "huge web of folders". You either have them in each folder separately or you don't, simple as that.

It is highly recommended that you don't dump everything into usermod because eventually you will run into Mods that share the same name and/or path, overriding your old file, which can create incompatibility between Mods (For example, you first install an "Unmasked Spy Model" that has a head texture without the mask, later on you install a "Paintable Spy Model" that has the original head with a mask texture on it, breaking the use/purpose of the old Mod because they shared the same name and/or path).

Despite agreeing that there are better ways of managing Mods in general for other games/programs, this is your best approach at dealing with it in SFM, I don't make the rules.