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How to Install Quake Mods Without Overwriting Your Original Game Files

Install Quake mods in their own folders beside id1, then select the mod in QuakeSpasm without altering the original game files.
Length3 min Posted Quest giverVGSources Team
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Keep Quake’s original id1 folder intact, install each mod in a separate folder beside it, and launch the mod by name. In QuakeSpasm, the usual option is -game <folder-name>; if the engine cannot find the Quake data because it is stored elsewhere, add -basedir with the data folder’s path. Follow the mod’s own instructions for any patches or extra compatibility flags.

Use a separate folder for the mod

The original Quake game data is in id1. Do not extract a mod into that folder by default: put the mod in its own directory beside id1, leaving the original files unchanged. The Arcane Dimensions installation guide specifically recommends keeping its AD folder separate from the ID pak files: Arcane Dimensions installation guide.

Quake/
  quakespasm.exe
  id1/          # original Quake game data; leave intact
  AD/           # mod files, for Arcane Dimensions

This layout illustrates the documented Arcane Dimensions setup. Other mods may require different files, folder arrangements, or a different source port, so check the mod’s included README before installing.

Install and launch a mod in QuakeSpasm

  1. Locate the Quake data folder. Find the directory containing id1 and the original Quake pak files. Keep id1 as-is.
  2. Read the mod’s installation notes. Extract its files into the location specified by those instructions. For Arcane Dimensions, the guide puts the mod in a separate AD folder next to the original game data.
  3. Start QuakeSpasm with the mod folder selected. Add -game AD to the launch command or shortcut target for Arcane Dimensions. For a mod folder named mymod, use -game mymod if that mod supports the standard Quake mod-folder workflow.

QuakeSpasm’s project README documents both startup mod selection and runtime switching with game GAMENAME: QuakeSpasm project README. A community configuration guide also shows a -game dopa example for Dimension of the Past: Quake configuration guide.

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Point QuakeSpasm to data stored elsewhere

If the engine executable and Quake data are in different locations, -basedir tells QuakeSpasm where to look for the game data. For example, on Windows, if the data root is C:GamesQuake, a launch command can be written as:

quakespasm.exe -basedir "C:GamesQuake" -game mymod

Replace the example path and folder name with the actual locations on your computer. The configuration guide documents -basedir as the directory containing Quake data files and shows it used with -game.

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Apply patches only where the mod says

Patch instructions are mod-specific. The Arcane Dimensions guide says to copy and extract its patch over the AD directory, rather than into id1. Do that only when the relevant mod’s own instructions call for it.

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Troubleshoot a mod that will not load

  • Check the folder name. The name after -game must match the mod directory name. QuakeSpasm refuses a game command for a nonexistent game directory, so check spelling and where the folder sits.
  • Check the data location. If QuakeSpasm cannot find Quake’s files, verify that the path supplied to -basedir points to the directory containing id1, and confirm that the required original game data is present.
  • Check the mod’s engine and compatibility requirements. Not every mod uses the same source port, base-game edition, mission-pack flags, or directory layout. QuakeSpasm documents optional compatibility arguments for certain cases, including mission packs and Quoth; use them only when the mod’s instructions require them.
  • Keep changes isolated. If a mod’s guide instructs you to apply a patch, check that you are working in the mod’s folder—not the original id1 directory.

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