Feedback:User/Morgoth Bauglyr/Modding Support

Easier (Texture) Modding Through out-of-Archive Overriding
Currently texture modding in GW1 is primairily done with TexMod, which is actually more a hack than a mod. What TexMod does is, it replaces a game texture in the graphics memory more or less on the fly with a different one. This works in most cases, but there are several issues. First of all it is a third party program that interferes with the game client which is technically prohibited by the EULA. Then, some of the textures (e.g. armors) in GW are baked during runtime, so any changes in armor pieces break the mod and it has to be done for any possible combinations of armor parts. Also texmod sometimes replaces the wrong textures making e.g. your nice UI mod appear on grass in the landscape too. Lastly there is currently nothing publicly known about the structure of the GW2 game client, so there is no way to tell if texmod does even work with it (it does not work with all applications). A better way to modify textures would be to make files that are stored unpacked outside the game client archive(s) load last and so override the files within. This could possibly also be done only for specific files and folders, restricting modability to certain parts of the game. I am assuming here, that the game archive(s) are storing the folder structure within, so recreating that folder tree and placing the mod files within would then make the game load these files instead of the ones inside the archive. This would also leave the original game files uncompromised. This system would work similar to the one seen e.g. in Oblivion.