# What Files Should I Package For My idStudio Mod?

When developing a mod, many files will be generated in your idStudio base folder.  
It is crucial that you ONLY package what is NECESSARY for your mod to avoid conflicts with other mods.

<p class="callout warning">**You may need to check "Show Binary + Raw Files" to view and package uncommon mod files in the Package Mod window.**</p>

<p class="callout danger">**Never package anything inside an "editors" folder.**</p>

#### decl mod (.decl)

- Check `generated/decls/.../decl_name.decl`
- Only check the decls you've added or modified
- Do not package your declTree folder

<p class="callout warning">**Periodically delete everything in "generated/decls" so unused decl files can be removed and not accidentally packaged.**</p>

#### texture mod (.bimage)

- Check `generated/image/art/.../texture_name.bimage`
- Only check the textures you've added or modified
- Do not package anything in "editors"

#### static model mod (.bmodel)

- Check `generated/model/art/.../model_name.bmodel`
- Do not package anything in "editors"

#### animated model mod (.bmodel) (.bmd6anim)

- Check `generated/model/art/.../model_name.bmodel`
- Check `generated/anim/md6/.../animation_name.bmd6anim`
- Do not package anything in "editors"

#### string mod (.blang)

- Check `strings/english.blang`
- Check other language .blang files if they exist
- Do not package .lang files

<p class="callout warning">**Delete all vanilla strings in the string editor if you haven't already done so.**</p>

#### audio mod (.wem)

- Check `sound/soundbanks/pc/sound_id.wem`  
     - A sound\_id will look something like 123456789.wem
- Do not package anything in sound/ModWavs
- Applies to sound effect, voice over, &amp; music mods.

<p class="callout info">Check "Show Binary + Raw Files" to view and package WEM files in the Package Mod window.</p>

#### map mod (.map)

- Check `maps/.../map_name.map`
- Do not package entities or other file types from the maps folder
- Clear your generated/decls folder after packaging a .map because it will be flooded with vanilla decls

<p class="callout danger">**When you package a .map with decls, be sure to ONLY CHECK each individual decl class folder, not all of "generated/decls" as that would package many vanilla decl files into your mod.**</p>

#### entities mod (.entities.cbfile)

- Check `generated/compfile/maps/.../map_name.entities.cbfile`
- Check `packagemapspec.json` (if assetsInfo was used)
- This is for legacy mods only
- Do not package .entities files for custom maps built inside idStudo's World Editor