How To Play Modpacks

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Shane Rouse

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Aug 5, 2024, 4:23:30 AM8/5/24
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Thismay seem like a silly question to most, but i'm lost in this after searching on the forums and on google for so many times, so i'd appreciate any help here to this lost sheep trying to play a modpack.

- change the game directory to the address of your .zip file. (if you put the .zip folder on your desktop, it should be something a long the lines of this: C:\[your name]\[your name]\Desktop\[.zip folder name])


Try putting it on your desktop. That way, you won't confuse the modpack with anything else. The new game directory address should be: C:\Users\[your name]\Desktop\modpack. Put the modpack in it. Then do the same things. It worked for me..


Other modpacks also seem to have the same setup of the "overrides" folder, manifest.json and modlist.html, so I can safely assume there's nothing wrong with the modpack itself. The trouble is getting it to work, though.


Well, there are no mods, so you can't expect it to work. I've never heard if overrides, manifest.json, or modlist.html. All the mod packs that I've gotten contained a mods, config, saves, and most of the files from your regular modded forge instance.


Well, all the mods I got were from the Technic Launcher. All of them have a 'mods' folder (just like your regular modded minecraft) that contains all the .jar files for the mods. I would try to contact the modpack authors, and ask them how to install the modpack.


A lot of the modpacks probably require launchers like Technic, FTB, and others. I would recommend you to get Technic, because it's really easy to use, and you cant find tons of modpacks and it's easy to install play them.


What modpacks are you trying to install from the Technic Launcher? From my experience some don't work due to the way the location the modpack is stored (the URL isn't suitable, I've had this problem myself).


Otherwise a Technic account should be all that's needed really for getting modpacks to run (I always had Java installed due to doing mods before accessing FTB, Technic and other platforms so don't know if it's a requirement for Technic the same way modloaders like Forge, Rift, Fabric are).


Brand new to Technic, but been wanting to do this for a while. Only issue is, on my laptop I cannot actually play the AotBT modpack despite installing it. The download & installation seems to complete fine, but I never actually get to see the play button. I know what should be happening as I've installed and played AotBT on my desktop, where it worked fine.


- Deleting the pack and redownloading/installing it via the delete pack button, bottom right of modpacks tab

- Reinstalling the pack via the modpack options menu

- Restarting my laptop

- Restarting the Technic launcher


To play a Modrinth modpack using the app, click the "Browse" button on the left side of the launcher. Then, simply click "Install" on the modpacks you want to play, and wait for them to be installed.


To create a Modrinth modpack using the app, go to the Mods tab of an instance and click "Export modpack" near the top right. If this option is not available, you may first need to unpair the instance in the instance settings.


FTB works full time to create and publish top-tier mod packs tailored for the community. Our diverse collection includes everything from essential Vanilla Plus and Kitchen Sink packs to thrilling adventure, progression, expert and challenge packs. Dive into our catalog to discover the perfect modpack for your next gaming adventure!


FTB provides a suite of mods for Minecraft Modded players to enhance their play. Our mods improve core gameplay with Chunks' region claiming and mapping, Essentials' utility commands, Ranks permissions, and much more. Our diverse listing of mods builds upon itself to improve your the Modded experience with an ever growing Quality of Life. Explore all of our mods to find out what you might be missing out on.


Yes you do. Solely for the wad file. In Doom the wad file is called DOOM.WAD and for Doom 2 it is called DOOM2.WAD. A majority of wads work on Doom 2 now, but there's still a decent amount of Doom 1 wads. If you don't know about source ports, please ask as there's a lot to get into.


So anyway, if you only want to buy one game, get Doom 2. However, if bought on Steam or GOG they're both about 5 dollars each. If you somehow still have the files from your DOS versions, you still use the wads from there.


Thanks to both of you. I'll go ahead and purchase both for the sake of completion. And no, I don't know a thing about source ports. I was just getting ready to dive in to setting up GZDoom since that seems to be the preferred thing to use according to what I've seen while lurking here.


FreeDoom however does have a different aesthetic from the original Doom 1 and 2 IWADs, so some WADs which have custom textures, sprites, or sounds that are heavily based off of the original ones from Doom 1 or 2 may or may not fit.


If you don't care about source ports and just want to play and have some mods, the official Unity port on steam would be the best option IMO. No setup and you just run and play (you can choose to download certain wads and stuff within the app).


Yes. You can use Freedoom if you'd like but it will clash pretty severely with wads that either replace graphics or re-index the palettes of iwad sprites. I'd recommend just getting all the iwads -- I think you can get all four for $15 or so. If you only want to get one of them, get Doom 2, since the vast majority of wads are made for it.


However, the original games are generally also very cheap. I don't know where you live, but here the Doom Classic Complete bundle includes Doom, Doom II, Final Doom, and even the Master Levels and that's $15 USD - basically "decent pizza" money.


Note that you won't really need to run them in DOSBox or anything like that - just need to grab the IWADs, copy them elsewhere, then you can remove the installation. All source ports will ever need are the IWADs.


Technically there should be no problem at all with the use of FreeDoom, and on my behalf it's also not too unethical to not pay for a nearly 30yr old game, from which any of the original creators would barely get any income in the first place...


Thanks again everyone. I'm having way too much fun with mixing and matching mods and it's turned what was already a captivating experience into something even richer and deeper. With the endless amounts of customization that have become possible it almost seems downright criminal that all this only cost $15.


Sorry for the Double Post. Just clearing up FreeDoom misconceptions.



Freedooms uses the exact same indexing as their respective Doom counterparts because that is why it works the way it does. Pallete swaps affect everything the same in FreeDoom the same way as it would Doom via Pwad or Mod.



Here! This is my own mod of Coverting Freedoom assets to Doom that includes all textures but not monster or weapon sprites. It also includes my own coding for smooth animations. This is one of the few mods I made that work on ZDoom 2.8 and Zandronum, and GZDoom handles it just fine. Inside the Zip it is compiled as a WAD file as well, but it will not work outside the ZDoom family.



-ii/downloads/kals-free-sleek-doom


Yes, I'm aware the wad structure is the same. What I'm saying is that wads that replace graphics, sounds, etc. are going to clash audiovisually with Freedoom's assets -- those that weren't replaced. It will still technically work, but it's not optimal.


Have you ever used ALTDHTP or DHTP? You'd be shocked at how many of those are redone Freedoom textures.



The main amount of clash is from the Monster sprites honestly. The actual Freedoom Textures by themselves are really well done. All of these textures are Freedoom in the Demo video below.




Freedooms uses the exact same indexing as their respective Doom counterparts because that is why it works the way it does. Pallete swaps affect everything the same in FreeDoom the same way as it would Doom via Pwad or Mod.

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