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Do you need to copy the plugins and pluggin data for parts mods?


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I just got ksp today, but I'm still trying to figure out how to install mods. My question is, if I get a parts mod, if the mod parts are going into the Parts folder already, wouldn't that mean I wouldn't have to copy the plugin and plugin data onto my PC?

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Mods usually provide and occupy their own folder within KSP\Gamedata. As a rule a) don't ever install anything on your computer if you don't know what it is, B) if you do know what it is and want it then intall all of it.

Each mod may be different, the only way you can get a proper discussion is by looking at that mods' thread in http://forum.kerbalspaceprogram.com/forums/35-Add-on-Releases-and-Projects-Showcase

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Hey, welcome aboard!

Usually you can simply unzip the mod into /Gamedata. The mod should be packaged so that the directory structure is maintained. Often they have their own unique parts, which get put in their own special directory.

If you don't mind my asking, which mods are you getting?

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Usually you can simply unzip the mod into /Gamedata. The mod should be packaged so that the directory structure is maintained. Often they have their own unique parts, which get put in their own special directory.

If only that were true. In my experience, the zip can be any of the following:

/Gamedata/$modname <- Goes in ksp_win or equivalent

/$modname <- Goes in Gamedata

/$modname1/Gamedata/$modname2 <- WTF

It would make mod management much easier if the modders could agree on a directory structure to follow, but they use different variants for different reasons. I would also prefer if the folder that goes in Gamedata was the mod name rather than the author's name or the fictitious company that produced the mod; e.g. I would know what mod the "Hyperedit" folder contains, but not so much the "Kerbaltek" folder (not meaning to single out HyperEdit, just the first example that came to mind).

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I would also prefer if the folder that goes in Gamedata was the mod name rather than the author's name or the fictitious company that produced the mod; e.g. I would know what mod the "Hyperedit" folder contains, but not so much the "Kerbaltek" folder (not meaning to single out HyperEdit, just the first example that came to mind).

I believe that's done so if the author makes another mod, it can be merged into an existing folder instead of creating a new one (see: ASET (ALCOR, Stack Inline Lights), Magic Smoke Industries (IR, Dev Helper), Diazo (RCS Land Aid, Landing Height), Hyomoto (blade antenna, RPM MFDs), Thunder Aerospace (TACLS, TACFB) etc etc). Personally, I prefer it that way.

Edited by ObsessedWithKSP
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I believe that's done so if the author makes another mod, it can be merged into an existing folder instead of creating a new one (see: ASET (ALCOR, Stack Inline Lights), Magic Smoke Industries (IR, Dev Helper), Diazo (RCS Land Aid, Landing Height), Hyomoto (blade antenna, RPM MFDs), Thunder Aerospace (TACLS, TACFB) etc etc). Personally, I prefer it that way.

I get that, and can understand how some would prefer it as it keeps the Gamedata folder a bit less busy. For me, though, one folder per mod is preferable as it simplifies removal and troubleshooting.

It's differences of opinion like this that make the folder structure different among mods. :)

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