The last step is only required if you want the mod to be able to access the Media VP files and it doesn't already have a mod.ini. For more info about how -mod and MOD Tab work, read Command-Line_Reference#-mod). (Launcher MOD tab is really setting the -mod flag, so you get the command line explained in the next section. not ModName/Data, simply ModName) and you're ready to play. Run the Launcher, click on MOD tab, select the folder that contains all the mod's files (i.e. If the mod's readme tells you to install to Freespace2\Data, make a new folder called Data within the one you just created and then follow the instructions using this new Data folder as if it were Freespace2\Data (i.e if the readme file instructs you to put a file in Freespace2\data\tables, put it in Freespace2\ModName\data\tables instead). If the mod consists completely of VP files, stick them all in a folder within the root FreeSpace 2 directory and you're done with this step. What you should do is make a separate folder for every mod within your FreeSpace 2 folder. Installing a mod to Freespace2\data means that FS2 retail and multiplayer will load the mod and probably break. If you are following this guide, there is no reason to install files into either of the folders mentioned. This guide is about installing mods for up-to-date FreeSpace Open builds. Installing files into Freespace2\data or the root FreeSpace folder is the method used for retail campaigns and very old SCP builds only. For this reason, always remember this:ĭo NOT install anything to Freespace2\data or into the root FreeSpace 2 folder regardless of what the instructions say. Many mods were written before FS2_Open had these new features or by people only vaguely aware of what they do. See below on how to edit the mod.ini.īe very wary of what the readmes that come with mods tell you to do. Since mods that come before this paradigm shift presuppose your MediaVPs are in the "mediavps" folder, you have to open the mod.ini that comes with the mod and edit it to parse the appropriate "mediavps_3612" folder instead of "mediavps". The official installation instructions for MediaVPs 3.6.12 require you to place each official MediaVP release into its own folder, following the naming scheme "mediavps_3612" where "3612" is evidently the version number (since 2014, the version number has been replaced with the year it released, for example "mediavps_2014" where "2014" is the version year). However, standalone mods specifically require you to NOT use the MediaVPs to avoid file conflicts. Using the MediaVPs for user-made mods that make use of retail ships is possible. If you don't do this, FS2 will run with none of the media VPs' features. Now that you have put the media VP files in that folder, you must go to the mod tab on the Launcher and select "mediavps" as your mod when running FS2. Although you can call this folder anything you like, the assumption that will generally be made is that if you have put them in a folder it will be called mediavps, so it is probably best to stick to that. To truly take advantage of FS2_Open's modding features, you should install the media VP files to a subfolder of your FreeSpace 2 folder. Under FS2_Open, less than a minute's work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. Under retail, installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. While installing mods for FreeSpace has never been hugely difficult, FS2_Open has made considerable improvements to the way that they are handled. Since FSO version 3.7.0, the pilot file format was completely overhauled and there should no longer be any problems caused by switching mods. This would in most cases avoid the dreaded pilot file corruption problems that cropped up sometimes. That is, one pilot for the main campaign, one for FSPort, etc. 4 Important note regarding post-MVP 3.6.10īefore 3.7.0, it was recommended to create a new pilot for every campaign that you played.
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