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How to Install Quake Mods Without Overwriting Original Game Files

Install compatible Quake mods in separate folders beside id1, then load them with QuakeSpasm without overwriting the original game data.
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Keep Quake’s original id1 folder intact and install each compatible mod in a separate folder beside it. With QuakeSpasm, launch the mod using -game and its folder name; if the engine cannot find Quake’s data because it is stored elsewhere, add -basedir with the data-root path. Follow the mod’s own instructions for patches, required content, and compatibility options.

How the separate-folder setup works

Quake’s original game data is stored in id1. A typical QuakeSpasm arrangement keeps that folder unchanged and places a mod folder alongside it:

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Quake/
  quakespasm.exe
  id1/          # original Quake game data
  AD/           # Arcane Dimensions mod files

For a mod named mymod, the same arrangement may work if that mod’s instructions support the standard Quake mod-folder workflow. The engine loads the selected folder at startup instead of requiring you to unpack mod files into id1.

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Install and launch a mod with QuakeSpasm

  1. Locate Quake’s data folder. Find the folder containing id1 and leave its original files in place. The Arcane Dimensions installation guide identifies the original game data as the ID pak files and instructs users to keep the mod separate: Arcane Dimensions installation guide.
  2. Read the mod’s installation notes. Check which source port, base-game files, mission packs, patches, and launch options it requires. Do not assume every mod uses the same layout.
  3. Create or extract into the mod’s own folder. For Arcane Dimensions, use a folder named AD beside id1 and extract the mod there. Its guide also says to extract its patch over the AD folder; that patch procedure applies to this mod, not automatically to others.
  4. Launch QuakeSpasm with the mod folder selected. Add -game AD to the shortcut’s target for Arcane Dimensions, or use the actual folder name for another compatible mod, such as -game mymod. The name must match the folder. The QuakeSpasm project README documents -game and the in-game game GAMENAME command for changing mods.

If QuakeSpasm and Quake data are in different folders

Use -basedir to point QuakeSpasm to the directory containing Quake’s data. For example, on Windows, if the data root is C:GamesQuake and the mod folder is named mymod, a launch command can be shaped like this:

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

Replace the example path and folder name with the locations on your system. The QuakeSpasm configuration guide describes -basedir as the directory containing Quake data and shows it used with -game.

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Switch mods from the console

If your QuakeSpasm build and platform provide access to the in-game console, enter game GAMENAME, replacing GAMENAME with the mod folder name. The QuakeSpasm README also documents optional arguments such as -quoth, -hipnotic, and -rogue for certain compatibility cases. Use those only when the mod’s instructions call for them.

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Troubleshoot a mod that will not load

  • The engine says the game directory does not exist: Check that the folder is beside the expected data root and that the name after -game matches it exactly. QuakeSpasm’s version history notes that its game command refuses a nonexistent game directory.
  • Quake data cannot be found: Confirm that the Quake data root is correct, that the required id1 files are present, and that -basedir points to the directory containing them if the engine is elsewhere.
  • The mod starts but behaves incorrectly: Recheck the mod’s README for a required source port, mission pack, compatibility argument, or patch. Do not move files into id1 as a guess.
  • A patch is included: Apply it to the directory specified by that mod’s instructions. Arcane Dimensions’ guide directs users to extract its patch over AD; other mods may differ.

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