To start, you will need to create the path intermediate\chunks\attribute\; on this path, you should create and fill .atb file (in which you can specify models by loading your images, for example in intermediate/chunks/textures/ui_texture/);
Ultimately, it will need to be packaged and renamed to "NAME".atb.chunk, where NAME is the final and unique name of the module that the user will use;
As a result, the mod should be hashed and packaged into a .big file.
I highly recommend using my tools in the release
As the end user, you will need to specify in dlcloader.txt the names of all the mods that will be loaded
(e.g. if the mod was packed as mod.patrol.atb.chunk, you should specify mod.patrol on a new line.
It is preferable for the mod developer to indicate the name);
In the end, the .big file from the mod will need to be placed in the final\pc\ folder and renamed to dlc.dlcN.big.pc,
where N is a number greater than the previous one by 1 (e.g. if the last DLC was 6, then ultimately your DLC should be named dlc.dlc7.big.pc).
The number can be anything, but keep in mind that the larger it is, the more files the application scans through (even if they do not exist)!.