Originally posted by kietotheworld
It gives one Mod folder priority over another. Some people use it for the Media_VPs. Not sure exactly how to use it though.
What I do is this.
All my media.vp files live in a folder called Media_VPs. I have nothing but builds and the launcher in the main folder.
If I want to run MindGames instead of choosing the MindGames folder using the select mod button I used to simply type -mod MindGames,Media_VPs
This would allow me to run MindGames using the media_VP files as if they were in my main Freespace2 folder.
If I want to play multiplayer however I'd just remove the line and it would play multiplayer without the media_VPs being present. I can even go back to running retail simply by running the exe (Well I have to cancel all the command line options in the launcher first but that's a bug Launcher 6 will also remove once RT is finished with it).
What this version of the launcher does is allow me to create an ini file which I drop into the MindGames folder. Now I can use the select mod button again and the laucher will automatically know to look in the media_VP folder too.
That's not so big for MG but look at something like Shrouding the Light which uses several different mods and you can see the value. With one file in the STL folder I can automatically tell it to look in a Folder called FSPort, Media_VP and whatever other mods I need. With a click of the select mod button I can then go back to playing FSPort.
The interesting thing about multimod is that it allows you to make a campaign using parts from other campaigns. Want to make a campaign that uses 10 ships from Inferno and 5 from MindGames? All you need is the ini file and the tables (assuming that the people playing your campaign already have MG and Inferno). No need to make people download a VP containing all the ships that are used in Inferno and MG even though your audience may already have them.