by RiboNucleic Asshat » Wed Feb 20, 2019 12:28 am
So, I've been messing around with this a bunch, and for those who don't know yet, it's fully possible to load custom level packs and even TCs without messing with the vanilla files.
First, you have to copy all of the mod-relevant files into a new appropriately named subfolder. Some mods require you to install over your original files; for these, just make a copy of all the game data then put all the modified files into the mod subfolder. When you want to launch the mod, select the proper folder in the "Custom game content directory" box in the launcher.
Second, rename the .ini that came with the mod to BLOOD.INI. Technically this isn't required, because you can specify a custom ini via the command line, but it makes loading mods more convenient.
Third, ART files have to be renamed for NBlood to load them. It won't load any custom ART files using the vanilla numbers of 000-017, so you have to change the numbering on the new ART files to start from 018 and increase from there. For Cryptic Passage, this means that you would name the two files TILES018.ART and TILES019.ART, respectively. I'm unsure if the order matters, but try to preserve it in any case. I haven't noticed any graphical issues from this method yet.
Fourth, if the install used BARF.EXE to add custom sounds or music to SOUNDS.RFF, NBlood won't automatically load it from the mod folder for whatever reason. Instead, you'll have to use the command line argument "-snd path/to/sounds.rff" and point it to the mod's sounds file.
Once all the setup hassle is out of the way, though, it makes switching between mods a piece of cake. Just as simple as selecting the directory and, if necessary, using the command line to launch with a specific SOUNDS.RFF.