Applying mods - yvt/openspades GitHub Wiki
Installing packaged mods
OpenSpades uses pak files, which are essentially ZIP files with file extensions .pak (recommended) or .zip, to package game asset. The players can put them in the Resources folder to install the mods.
How to judge the file if it's a pak files or not
pak files have a specific folder structure in it. You can open them with compression programs such as 7-Zip or Bandizip and see if they have such structure.
It should be like:
GFX\.pngModels\{Modelname}\.kv6Scripts\Skin\{Modelname}\.asSounds\{Modelname}\.opusorwav
{Modelname} can be SMG, Rifle, Shotgun, Grenade etc.

To pak authors: Please use the .pak file extension to clearly indicate the file is a pak file. Otherwise, the users won't be able to tell if it's a pak file or a zip file containing a pak file.
Installing non-packaged mods
Still, most of the OpenSpades mods aren't pak files. There are two ways to apply such mods:
Install them as loose files
OpenSpades can load asset files outside pak files (such files are called loose files).
- Create the same folder structure in
Resourcesas you saw in the .pak file as above. (Gfx,Models,Scripts,Soundsetc) - Insert each of the mod files into the correct folder. (ex.
.kv6into\Models\SMG\,.asinto\Scripts\Skin\SMG\)