Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: linkhyrule5 on February 15, 2008, 01:26:06 pm

Title: Using mods
Post by: linkhyrule5 on February 15, 2008, 01:26:06 pm
Okay, I have downloaded a mod. I install it to *:/*/Freespace 2/data, putting tables in /tables, effects in /effects, and so on. I can see the ship/wep in the techroom, but when I try to use it, say in "massive battle," which ought to let you use whatever you want, I don't see it!  :confused: The only way I can find to actually use the mod is to make a mission in FREDOpen and actually default Alpha 1 to the ship/weps. Any ideas?
Title: Re: Using mods
Post by: Jeff Vader on February 15, 2008, 01:29:27 pm
Whoa whoa. Slow down, maestro. Two questions:

1. What mod?
2. Don't put anything to \freespace\data\. Get FSO, if you don't already have it, and always install mods into their own folders.

With this mod, place the files to \freespace\modname\data\ to avoid conflicts with oringinal table files and such.
Title: Re: Using mods
Post by: Mobius on February 15, 2008, 01:34:31 pm
:welcomesilver:

Besides this...what do you want to do, exactly? Are you trying to play the main FS2 campaign with a mod?

Read The FAQTM(you can find the link in my signature), there's a section about installing mods. Read it carefully, confusing root FS2 data with mods is something you should definitely avoid ;)
Title: Re: Using mods
Post by: linkhyrule5 on February 15, 2008, 01:43:45 pm
whoops... I don't mean a real mod, like derelict (first one that came to mind), I just mean a ship.tbl/weapons.tbl change. I downloaded the GTF Atlas and SF Mysore mods, and got them to work, but only in the way shown above.

While I'd like to use them in the main campaign, I'd settle with using them in any mission I didn't create myself for that purpose.

Thx for the quick reply, btw.

I read through the faq. I did try that for the Atlas; it didn't seem to work. I'll try again

I do have FS2_Open.
Title: Re: Using mods
Post by: Mobius on February 15, 2008, 01:47:50 pm
That's the answer I expected.

You're basically trying to use custom ships in the main campaign, right? You'll need to modify the campaign itself with FRED to make the Atlas and the Mysore appear in game. Modify the missions and place them in modname/data/missions .

You could create copies of the missions you want the mods to appear in and change their names: you can play them directly via techroom. I don't think you want the Atlas and the Mysore to appear in ALL missions(especially the Mysore since it's Shivan) ;)

EDIT: i.e. if you want to fight the Mysore in the nebula you can play nebular missions only, not the whole campaign.
Title: Re: Using mods
Post by: Jeff Vader on February 15, 2008, 01:50:11 pm
Another option is to rape the ships.tbl so that you'll replace existing ships with custom ones. Though this method results in wingmen and enemies also flying the custom ships, which in turn might be annoying or imbalancing.
Title: Re: Using mods
Post by: Mobius on February 15, 2008, 01:53:15 pm
Idea...is there something in a ship's table entry that makes it appear in team loadout by default? It would be easier to use the ships this way.

(I'm not sure, though)
Title: Re: Using mods
Post by: linkhyrule5 on February 15, 2008, 01:58:21 pm
So, do I just edit the *.fc files, or do I extract from root_fs2.vp?

Also, what if I just want it to appear in the loadout (i think thats what mobius was talking about)? When I go to ship selection, it doesn't appear there,and even in the missions that don't restrict loadout, I don't see them in the weapons. I'll try moving everything into mod_names/data/ now.

Title: Re: Using mods
Post by: Mobius on February 15, 2008, 01:59:31 pm
Create a mod and read the tutorial. I don't like corrupting original files made by :v:, to be honest ;)
Title: Re: Using mods
Post by: Jeff Vader on February 15, 2008, 02:00:15 pm
So, do I just edit the *.fc files, or do I extract from root_fs2.vp?
Extract! Don't tamper directly with the original vps.

Quote from: linkhyrule5
I'll try moving everything into mod_names/data/ now.
That's a good start.
Title: Re: Using mods
Post by: linkhyrule5 on February 15, 2008, 02:06:02 pm
which tutorial? the one on karajorma's site (http://homepage.ntlworld.com/karajorma/FAQ?

What if I wanted to just run the actual fs2 campaigns and have my mods in them (i.e. knock the sathanas around with $mass=100, etc.)

Do I put the extracted files into data/missions, or into (say) ModD_Camp/data/missions?

Sorry for the questions, I'm a total n00b at modding...
Title: Re: Using mods
Post by: Jeff Vader on February 15, 2008, 02:09:48 pm
Do I put the extracted files into data/missions, or into (say) ModD_Camp/data/missions?
Always keep modifications in their own subfolders. Just so that you don't forget modified files into \freespace\data where they'll cause trouble with every other mod. If the file names are the same as in the FS2 main campaign, they will have higher priority than the original ones and they will be used when you play the game with your mod.

Quote from: linkhyrule5
Sorry for the questions, I'm a total n00b at modding...
To quote one of the heroes here at HLP: "There are no stupid questions. Only stupid answers."
Title: Re: Using mods
Post by: linkhyrule5 on February 15, 2008, 02:24:41 pm
FS2_open is the only game I know that actually encourages modding :) 

How do get the ships/weapons to appear inthe loadout? even when I custom-make missions, I look in the loadout and the weapon isn't there. It's selected and used, but it doesn't appear on the right side of the screen.



(P.S. yes I'm playing with the options)
Title: Re: Using mods
Post by: Mobius on February 15, 2008, 02:34:56 pm
It would be a good idea to check the root folder at the end of the process. A few months ago I "forgot there" plenties of mods which caused problems. Sometimes I used cut and paste, sometimes I used copy and paste...in the second case I got problems.

Quote from: linkhyrule5
Sorry for the questions, I'm a total n00b at modding...
To quote one of the heroes here at HLP: "There are no stupid questions. Only stupid answers."

I would say something different, but...that phrase says all :)

FS2_open is the only game I know that actually encourages modding :) 

How do get the ships/weapons to appear inthe loadout? even when I custom-make missions, I look in the loadout and the weapon isn't there. It's selected and used, but it doesn't appear on the right side of the screen.



(P.S. yes I'm playing with the options)

Both FS Open and FRED 2 Open need to read the same mod folder. Create a shortcut to FRED 2 Open and put it in your Desktop. In properties, add this to the path: "-mod <modfolder>,<mediavps>"(without the quotes) :)
Title: Re: Using mods
Post by: Snail on February 15, 2008, 02:39:56 pm
Don't forget the "Initial Status" thing in the campaign. Without allowing "Mysore" or "Atlas" in the Initial Status campaign editor, you will not be able to use them regardless of what you've allowed in the mission.
Title: Re: Using mods
Post by: linkhyrule5 on February 15, 2008, 03:27:43 pm
how do I change the initial status
Title: Re: Using mods
Post by: Mobius on February 15, 2008, 03:45:19 pm
Edit the campaign file(*.fc2) :)
Title: Re: Using mods
Post by: Getter Robo G on February 15, 2008, 04:08:07 pm
Ok if you are not mod crazy, guys tell me if this is a cheap and easy way to make changes in the original missions/campaign...

Simply change the name of your modded ships/weapons to the ones in the missions...

Your renamed files should override the vp's right?

Yes it will SAY like Herc2, but it will an atlas no? Same with weapons long as you got all the relevant files in your data dir. All the names have to match up for table, effect ect...

I've never tried to do so in this manner, this is just a knee jerk reaction/question.

Especially for people who just want a quick change and don't mind the name limitations.
Title: Re: Using mods
Post by: linkhyrule5 on February 15, 2008, 08:47:49 pm
Thanks mobius. Robo, I'd rather not some NTF or pirate show up in an atlas (d-l the mod; the beam can one-hit a sathanas, so... Thanks anyway tho!
Title: Re: Using mods
Post by: Mobius on February 17, 2008, 05:31:16 am
No problem, ask whenever you want :)