***First steps and how to set up a Mod - A user guide for beginners***The Information given to you in this guide is based on informations from Carl, the local resident Shivan. It´s about setting up a Mod with the 3.6.8z SCP build. It might work with 3.6.10 or it won´t. All the information may be not up to date at a certain stage, but i´ll try my best to always keep it updated.
The intention of this Tutorial is, to make it easier for new Modders to set up a mod and to understand the very basics of modding FS2 and/or SCP.
1. What you need ?
Well most People will advice you to first consult the Freespace Oracel, made by @Karajorma...
http://homepage.ntlworld.com/karajorma/FAQ/modding.html...or the HLP Wiki...
http://www.hard-light.net/wiki/index.php/Portal:Modding...the Problem that i had when first consulting thoose two Sides, was, there was so much information that it first caused more confusion, then it did help me. That´s not because it´s to complicated or to much to read. It´s just because there´s so much information, it might overflow your head.
The next Thing you want to do is get the Tools you need. I´ll just quickly introduce you into the Tools i´m using and link them, so you might easily find them. You can mod almost anything with this Tools, excepting texturing and poffing Ships.
I. Notepad++
http://www.download.com/Notepad-/3000-2352_4-10327521.htmlThis is basically the same as Notepad on your Windows Installation, but with a whole lot of new Functions that eas up browsing through textfiles and modifie them.
II. Dragon Unpacker
http://sourceforge.net/projects/dragonunpackerIt´s a Tool you need to unpack the .vp Files coming with Freespace2 or the Source Code Project (SCP). It´s easy to use and compatible with almost any packaging Format.
III. VP Viewer + VP Builder
http://www.descent-network.com/cgi-bin/descman.cgi?module=vpviewhttp://www.descent-network.com/cgi-bin/descman.cgi?module=vppbuilderThoose are needed to view and unpack the .vp Files in FS2 and to later make new .VP Files, if your mod is set up.
IV. VP Mage
http://www.hard-light.net/wiki/index.php/VPMageA Tool that does the same as VPview and VPBuilder. More easy to use, but not as complex as VPmaker and Viewer.
V. Quick VP
http://scp.indiegames.us/download.php?view.124It´s the Tool i prefer to view and extract VP Files. But it has limited capacitys.
VII. Anibuilder+Aniviewer
http://www.descent-network.com/cgi-bin/descman.cgi?module=anibuilderhttp://www.descent-network.com/cgi-bin/descman.cgi?module=aniviewThoose Tools are needed to make or view Animations, that come shiped with the Game, or thoose you made by yourself.
VIII. Modelviewer
http://www.descent-network.com/cgi-bin/descman.cgi?module=modelviewA very basic tool to view models. Not compatible with the latest updates, but still a good tool for beginners.
IX. The Gimp + Irfanview
http://gimp-win.sourceforge.net/stable.htmlhttp://www.download.com/IrfanView/3000-2192_4-10021962.html?part=dl-IrfanView&subj=dl&tag=button&cdlPid=10755180Booth Tools are used to "pimp" your Pictures and to convert Pictures into another Format, specially the .pcx Format, used by the FS2 Engine which you need to build Animations.
X. Spartac 3D Map
http://www.axelrogat.de/spartac/This tool has nothing to do with FS2 or modding it, at all. But it comes in very handy, if your planning to build a Campaign and want informations about Star Systems in our milky Way Galaxy. It´s in German, but very easy to use.
You probably ask..."do i need all the Tools ?"...well actually you don´t, but believe me when i tell you, that all of them come in very handy. Some have more features but are more fiddling. Others are easy to use and so can speed up the modding Process.
The last thing you want to get is a decent SCP Build. I prefer @Karajormas 3.6.8z Build, because 3.6.10 is still Beta. You get it here...
http://www.hard-light.net/forums/index.php/topic,39905.0.html...it´s a very stable Build. And i didn´t get any Bugs with it. So you have to decide if you want to build your Mod on the most recent Build or the 3.6.8z one.
2. What to do now ?
Now that you got all the needed Tools, you first need to install SCP and set up your Mod. You probably want to build your Mod based on SCP rather then Retail FS2. So let´s start...
I. Install your copy of Freespace 2
II. Create a Folder named "mediavps", in X:\...\Freespace2\
III. Copy the SCP Build .exes and the Launcher into your Freespace2 Folder
IV. Copy the Mediavps Files into the "mediavps" Folder, inside your Freespace2 Folder
V. Now create a Folder with your Mods Name, f.e. "ShizzleManizzleFezizzleMod", inside Freespace2 (this is where all your extracted Modfiles will go)
VI. Now start the Launcher, set up your Game and choose your Mod in the "Mod" Tab.
VII. Create a shortcut to Desktop for booth...fred2_open_3.6.9.exe and fs2_open_3.6.9.exe (the same if you use 3.6.10)
VIII. right click at the fred2_open Shortcut and put the following code in the "Target" Section, leaving one space free...
-fredhtl -mod (yourModNameHere),Mediavps -spec -glow -env -mipmap
IX. Now you want to create a Mod.ini inside your Mods Folder, with the following example code...
[launcher]
image255x112 = ShizzleManizzleFazizzleModPicture.bmp;
infotext = Freespace 2 - ShizzleManizzleFazizzle Mod, introducing noob nooby Dog, 45 cent and Eminator...beware Shivans, they come from the Ghetto...;
website = www.shizzlemanizzlefazizzle.com ;
forum = http://www.hard-light.net/forums/index.php/topic,XXXXX.X.html;
[multimod]
primarylist = ;
secondarylist = ,mediavps;
...change everything to your belongs and save the file.
X. Bingo, your know able to build a Mod/Campaign with the enhanced Features of FCP-Freespace and it´s Mediavps Files.
3. Muaaahahhhaaaaarrr...now i can make the best mod ever !!!
Well not so fast. You only did the Setup, you probably also want to know how to actually mod the Game.
I. First, create a Folder where ever you want and name it f.e. "Workshop"
II. Now copy all the .vps Files inside your Freespace2 Folder, into your newly created Workshop Folder
III. start Quick VP (which you installed before) and browse trough the .vp Files, just to get a feeling for them
IV. start extracting the "Data" Folders in every single .vp File, into your Workshop Folder. Simply override whenever you extract another .vp File
V. The Endresult should be a "data" Folder inside your Workshop, that includes ALL FS2 Files in their correct Tree structure
VI . (optional) now delete all .vps in your Workshop and repeat step III-IV for the Mediavps.vps, shipped with your choosen SCP Build
It´s not necessarily usefull to extract the mediavps. But you need to, if you later get more experienced and also want to modifie some of the mediavps content.
VII. The "data" Folder inside your workshop should now contain all information that would be used if you just simply play the game with SCP. To use the files after you modded them, you have to keep up the correct tree hierarchie of the folders inside "data" and then copy the files (correctly structured) into
x:\...freespace2\yourModhere...4. But now i´m ready to go ?
Yes you are. That says, if you already managed to handle all the tools and know which files they use. Notice that this tutorial is only about setting up a mod and a basic starting, not creating new Models etc. There are lots of very cool Ships and Models, which are free to use, as long as you give correct Credits. Just look here...
http://sectorgame.com/f2s/downloads.php?action=category&id=6...consult the HLP Wiki for even more links and other Stuff you could use, like Weapons, Skybox Backgrounds and new Stars or Planets.
5. Is this Mod School ?
I think so. Otherwise it would be named Rock School and was about making Rockmusic.
(Forgot to put in Megasmilie, so that people actually recognizing, i´m not trying to teach anyone, but to make a joke) 
Following Files are needed to mod the Game for the greatest impact, browse for them in the X.\workshop\data\tables...
ships.tbl (used to mod the Ships or if you want to include new ones)
weapons.tbl (used to mod the weapons or if you want to include new ones)
tstrings.tbl (used for the History Section and all ingame text related Stuff)
species.tbl (used as reference for the tstrings.tbl and to mod the Species)
stars.tbl (used to mod the Stars, Planets and Skybox Background or if you want to include new ones)
...if your planning new Animations, you´ll find them in...x:\...data\intelanims
The most easy way to include thoose Anis, is just to replace them in your Mods "intelanims" Folder , giving them the same name as original intelanims. But your also able to give them new names and then refer to them in tstrings.tbl and species.tbl or other corresponding Files. I think you´ll learn how to do that, as soon as you browsed through that Files.
Making Anis is very easy, but if you want to make decent ones, it´s a very time consuming process. Basically you make Pictures and/or Videos (split the Videos in single Pictures), convert them to .pcx format with Irfanview, name them 0000.pcx-0100.pcx (depending on how many Pictures you use) and then build the Animations with Anibuilder Tool. I don´t think i have to explain how to use Anibuilder, because it´s pretty self explaining once your started it.
Ok, that´s basically it. You edit all the .tbl Files with Notepad or Notepad++ save them and then put them into your Mods Folder (with correct Folder Structure). There are some things you finally should know.
I. The Ships.tbl is limited to 1 MB of Size. If you exceed the 1 MB kb limit, your Mod will probably crash the Game. Also have a look to where you place the new Ships, if your planning to use some. Don´t put them just at the end of the File, but rather into their correct Sections...like Terran Fighters at the End of the Terran Fighters Section.
II. If you put in new Weapons, don´t forget that you also have to activate them in the ships.tbl....looks like this:
$Allowed PBanks: ( "TC-XW.30mm" "TC-SDC.500" "Morning Star" "LC-PG.3000" "Prometheus R" "Lamprey" "Circe" "Maxim" "Targeting Laser")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "TC-XW.30mm" "LC-PG.3000" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Hornet" "Tornado" "Hornet#Weak" "LC-FLM.19" "Harpoon#Weak" "EMP Adv." "TAG-A" )
...this is where you also have to put in the new Weapons, or if you altered the orignals Names, then you have to replace the originals here.
III. The tstrings.tbl is where alle the text information for all the other .tbl Files goes. So if you f.e. read a Tech Description in the Ships.tbl...this is not the one the Game uses. Look at the Numbers in Ships.tbl and then refer to them in tstrings.tbl. This is the place where you then want to make your text based changes. If you have a different localization, you will get always two of the same Numbers inside the tstrings.tbl...one for english the second for foreign Languages. Don´t forget about that if you have f.e. a French Version of Game and want to make a Mod for english speaking People. You need to change booth localizations to prevent Bugs and/or english People from reading French Language...

IV. If you, of which ever Reason, planning to exclude the Main Campaign (in total Conversions f.e.), you´ll have to extract all Missions inside...
x:\...freespace2\root_fs2.vp
x:\...freespace2\mediavps\mv_core.vp
x:\...freespace2\mediavps\mv_models.vp
...then open FreeSpace2.FC2 and delete everythig inside of it, save the file. Do the same for any singlepayer missionfile. If you emptied all the Files put them into your Mods \missions Folder and there you go, main campaign excluded. The Multiplayer missions, however, are still included. You could also delete their content, to have a "clean" Campaign Section and/or Singleplayer Section.
V. Finally don´t forget to credit others work inside your Readme and/or release Thread, if your planning to use some. It´s a essential part of any Mod Community to give correct Credits. Honour the Work of others and yours will be honoured. Help others with their work and they may help you workig on yours.
Final WordI have to say thanks to Karajorma, Jr2 and all the other community members that helped me out so far. This tutorial wouldn´t be possible without their suggestions and helpfull posts. Note that this is not the last instance to learn modding FS2. It teaches you the very basics. To improve your knowledge you still want to consult Karajormas Oracel and/or the Wiki.
Greets Art