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	<updated>2026-11-15T14:31:24Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=2149</id>
		<title>5 easy steps towards your FREDucation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=5_easy_steps_towards_your_FREDucation&amp;diff=2149"/>
		<updated>2006-01-06T14:42:01Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FRED Tutorial=&lt;br /&gt;
&lt;br /&gt;
There are lots of people in the FS community at the moment, new and old, who claim they canâ€™t FRED. Some have made the choice voluntarily, others simply donâ€™t know where to start, or donâ€™t think itâ€™s something theyâ€™d ever be able to learn. The truth is though, even if youâ€™ve never modded or mapped a computer game in your life, you can master FRED in a relatively short time. The following five steps will hopefully help anyone aspiring to teach themselves FRED to map out their plans and ultimately come out a pro FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 1 - Do the Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is the most essential part of any FREDucation. You can, and many have, go straight from a completed walkthrough mission and into a campaigns staff and churn out missions with little difficulty. The walkthrough touches on everything you&#039;ll need to know to get you started in FRED, and it&#039;s a brilliant tool. However, as V themselves admitted, it&#039;s still only an introduction to FRED - even before the SCP, people were doing things with FRED that the original coders had never even considered implementing, let alone realized they were already possible.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 2 - Baby steps==&lt;br /&gt;
&lt;br /&gt;
This will be your first functioning mission. It seems a big jump, to go from the fully documented, completely pre-scripted mission of the walkthrough to a completely new, never before seen mission that comes straight out of your head. But it doesn&#039;t have to be. This mission can, and probably should, be very simple - have the player defending a stricken capship while the escape pods are prepared. This could, in theory, be done with no sexps beyond those that control the arrival and departure of the various ships in the mission. Of course, a mission this simple is not ideal, so perhaps having the aim of the mission to defend the same capship until a transport can dock to repair its engines? This requires a higher degree of sexping, though not by much. If you&#039;re feeling confident, add a twist - the repaired capship comes under attack from a pair of enemy capital ships, and have the player switch from taking out bombers to taking out turrets, while the home ship manoeuvres to escape. Or completely disregard this and do a totally different scenario. All you need to do is become confident replicating the steps you learned in the Walkthrough - things like messaging, mission goals, waypoints, AI commands - without a guide telling you precisely what you need to do.&lt;br /&gt;
&lt;br /&gt;
-TIP - Don&#039;t skimp on this mission - make it as complete as you can. Include a briefing and debrief, mission goals, background, check the music and title all fit - often completed missions can be adapted for use later on, no matter how simple they will appear once your FREDding skill has improved.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 3 - Research==&lt;br /&gt;
&lt;br /&gt;
OK. By now, you&#039;re comfortable with what you learned in the Walkthrough, it&#039;s time to expand on your knowledge by researching what others have done. Use VPView to extract Volition missions from Root.vp and have a look at how they did certain things. There are lots of more complex things, like Knossos jumping, or having the player follow waypoints, that the walkthrough does not cover. You could also try looking at the missions from various campaigns that have been released. Things like Derelict and Warzone that had few mods often relied on inventive FREDding to add spice to their missions, and these tactics are still just as or even more valid now, despite the multitude of available mods. Youâ€™ll also want to check out the various tips and tricks that were written up way back in the day for FRED1, which are hosted on Freespacewatch. These may seem dated, but much of the core information about mission continuity and ambience remains vitally important for any FREDder.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 4 â€“ Linking missions together==&lt;br /&gt;
&lt;br /&gt;
STOP! By this point, youâ€™re probably starting to feel confident with FRED, and youâ€™ve probably started to get some really good ideas for campaigns you can do â€“ big, bold, impressive campaigns thatâ€™re going to explain Capella, sort out Bosch and cure cancer. OK, Iâ€™m going to say this bluntly - Do not do this. You are not the first to have this idea, and you will not be the first to fail if you start it. That said, I do think a campaign is a good idea here. Building a campaign forces you to think about consequences, to link your missions together, to develop characters in your wingmen â€“ all very useful traits in a FREDder. But for godâ€™s sake, donâ€™t try to make Inferno or BWO your first project. I recommend building a campaign, no more than 4 or 5 missions long, with no staff other than yourself, and no mods that you canâ€™t make yourself or download already done. Hell, Iâ€™d recommend you use no mods at all, but Iâ€™d be the first to admit that the FS2 isnâ€™t ideal for certain types of missions â€“ FS2 has no Vasudan or light installations, a woeful selection of civilian craft, and really skimps on certain parts of the Vasudan fleet. Stuff like the GVSc Imhoteph from the Scroll of Atankharzim team, or the GTI Archeron by Robin Varley can be indispensable for certain situations. Iâ€™m not saying you need these ships, but if your campaign calls for them, Iâ€™m not saying leave them out either.&lt;br /&gt;
&lt;br /&gt;
There are a few things you need to think about while you build your campaign â€“ the first is obviously the story â€“ you need to make something that keeps the player interested, and that is believable, as well as presenting enough challenges so that it canâ€™t be completed in five minutes. If thinking up plots isnâ€™t your forte, then don&#039;t worry - in many cases V has done the work for you. There are plenty of referenced battles and combats, in the briefings, Command briefings, debriefings and messages used in the main campaign, where the player is told about events in the NTF war, but never experiences them, such as large parts of the Colossusâ€™ trek through the NTF systems, or the early days of the battle of Deneb. Creating missions from these stories not only makes things easier by eliminating the need for any mods whatsoever, but also enriches the overall FS community by providing a bit of background to the story that we all know so well.&lt;br /&gt;
&lt;br /&gt;
Planning your missions beforehand can help combat all three of these, and letâ€™s be honest - itâ€™s a lot of fun. Also, keep in mind that youâ€™re probably still learning to FRED â€“ it might be a good idea to insert an asteroid or nebula mission (nebulae can be disguised as the atmosphere of Gas Giants if your campaigns timeline puts you out of reach of the Shivanâ€™s nebula). These arenâ€™t essential, of course, but learning to use these effectively will expand your FREDding possibilities exponentially, and add just a little more buzz to your campaign. Keep in mind also that this campaign is meant as much for your learning as it is to be played. While it may not be perfectly plausible from the point of view of a single squadron, try to vary your missions a bit. A successful heavy assault mission needs to be designed very differently to, say an interceptor mission, and recon missions are a class unto themselves. You may not be able to fit all of the various mission types into your campaign structure of course, but a little bit of variation is always a good idea.&lt;br /&gt;
&lt;br /&gt;
-TIP â€“ Try to avoid subspace missions your first time out, unless you have a really, really good reason to put your player there. Subspace is very difficult to get right, and has a lot of drawbacks, outlined in another Volitionwatch article. If you can do it well, thatâ€™s great, but keep in mind, itâ€™s very, very difficult to do well&lt;br /&gt;
&lt;br /&gt;
-NB â€“ making a campaign is in no way essential to learning to FRED â€“ whatâ€™s important is the experience youâ€™d gain working with the various environments and commands in FRED, and the interesting situations campaigns often lead to. If you donâ€™t want to commit to what is a decent sized project (even three missions will probably see you sitting in front of a computer for twelve or so hours, plus time for testing.) then donâ€™t. Single missions are just as effective here as a minicampaign, and in many ways even more â€“ you donâ€™t need to worry about linking the various missions together, nor come up with plot plausible reasons to see your player plunging into a nebula or asteroid field.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Step 5 â€“ Test, Test, Test.==&lt;br /&gt;
&lt;br /&gt;
Beta testing is one of the most boring parts of FREDding, and, in some ways, one of the hardest. I hate doing it myself, especially since I test roughly every 5 or 10 changes, which means Iâ€™ll generally test each mission at least a dozen times during FREDding, generally a lot more. However, thereâ€™s nothing as irritating as a poorly tested mission, and almost nothing so obvious. Everything you release should be exhaustively tested, and if possible by other people. If youâ€™re doing a campaign, try to get it tested at both the mission by mission level and at the final product, if possible. Your testers will give you bug reports, but also on how the story&#039;s moving along, or how the speech is going. Most of these problems can be fixed with a few clicks of the mouse or a few word changes in your messages, but itâ€™s these that can tip a good mission over the line into a great mission.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind difficulty when Beta testing. Youâ€™ll often hear FREDders talk about balance in a mission, that elusive point where it is just enough of a challenge to get the player involved and enjoying himself without being frustratingly difficult. Balance is affected by almost everything in a mission, in varying degrees. Seemingly small things, like the orientation of a capship, or the distance a wing of fighters arrives from the heat of battle, can alter the balance as much as the more obvious things such as the players available ship and weapon loadout (Allowing your pilot to use Helioses to take out freighters is not recommended )&lt;br /&gt;
&lt;br /&gt;
Well done pilot - you now have all the expertise youâ€™ll need to become a fully fledged member of the FREDding community, with a campaign release under your belt (you were planning to release, right?) and the potential to do pretty much anything. With the possible exception of BWO, thereâ€™s not a campaign out there thatâ€™d turn down applications from FREDders, or you can start your own project, large or small, and add to the FS universe that way. With the SCP and FSO thereâ€™s a myriad of new concepts and abilities coming to FRED, and, despite everything youâ€™ll probably have done by this point, thereâ€™ll always be a lot to learn.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=Links=&lt;br /&gt;
&lt;br /&gt;
Everything mentioned above, and a few other useful resources, will be listed here.&lt;br /&gt;
&lt;br /&gt;
[http://www.volitionwatch.com/articles/ Volitionwatch Articles Index ] Some useful articles, which, despite their age, can still be very relevant to FREDders. Pay particular attention to:&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=13 What Makes a Good Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26 FRED and the Battle of Endor Syndrome ]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=27 Tunnel Vision: Why Subspace Mission?]&lt;br /&gt;
* [http://www.volitionwatch.com/articles/ArticleDisp.php?ID=25 The Problem With User-Created Levels]&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/fredzone FREDZone] A useful resource for FRED information.&lt;br /&gt;
&lt;br /&gt;
GTI Archeron by Robin Varley&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl.aspx?3dactionplanet/freespace/acheron.zip GTI Archeron by Robin Varley] - A well built light installation mod that fills a void in the FS2 Shipset.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dap.com/hlp/hosted/scroll/download.html GVSC Imhotep from The Scroll of Atankharzim] - Vasudan science ship - another void in the FS2 shipset neatly filled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For any questions regarding FRED not covered by this or the other Wiki documents, try the [http://www.hard-light.net/forums/ HLP forums]. You can also contact me, Black Wolf, through a Private Message on HLP, or by emailing the_lone_black_wolf@hotmail.com&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1880</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1880"/>
		<updated>2006-01-03T00:33:47Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Imstalling the Media VP files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again.&lt;br /&gt;
&lt;br /&gt;
== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,mediavps; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,mediavps&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;mediavps&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps , I&#039;d type:&lt;br /&gt;
-mod transcend,mediavps&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\solar_wars_ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\infr1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod solar_wars_ch1,infr1,mediavps&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,mediavps) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;mediavps&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1652</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1652"/>
		<updated>2006-01-03T00:33:29Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Imstalling the Media VP files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again.&lt;br /&gt;
&lt;br /&gt;
== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,mediavps; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,mediavps&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;mediavps&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps , I&#039;d type:&lt;br /&gt;
-mod transcend,mediavps&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\solar_wars_ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\infr1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod solar_wars_ch1,infr1,mediavps&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,mediavps) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;mediavps&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1651</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1651"/>
		<updated>2006-01-03T00:32:39Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Installing the mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,mediavps; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,mediavps&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;mediavps&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps , I&#039;d type:&lt;br /&gt;
-mod transcend,mediavps&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\solar_wars_ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\infr1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod solar_wars_ch1,infr1,mediavps&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,mediavps) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;mediavps&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=2823</id>
		<title>General hints (FRED)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=2823"/>
		<updated>2006-01-02T12:42:04Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Using Fred with mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Use the Y-axis and rotate most of your ships on one or more of the axes to give a more realistic feeling &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Selection Lock if you have selected all the ships you want to rotate/move. This will make it sure you do not select an unwanted craft by chance. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you want a directive to appear only after a specified thing happens, you can use the event chaining in the following way: &amp;lt;br&amp;gt;&lt;br /&gt;
**Put all the conditionals to one event. Chain the next event(which is the actual directive) to the previous event with a delay of at least 1 second. &amp;lt;br&amp;gt;&lt;br /&gt;
**This will make it sure the event will not appear sooner then desired. This is especially useful if you want Command to order the desctruction/capture/inspection of a ship/subsystem. &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the designer&#039;s notes field to note down changes you want to do later. &amp;lt;br&amp;gt;&lt;br /&gt;
*Learning and using Keyboard shortcuts makes your life easier. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you do not want a ship to open fire, simply use the turret-lock-all SEXP instead of disarming all the turrets manually. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you want to use a special, non-docking support ship, you have to make changes in the tables. You cannot simply place a Support ship and disallow all player orders. &amp;lt;br&amp;gt;&lt;br /&gt;
*Always remove player orders for ship classes other than fighters or bombers. By default, the player can give orders to transports, freighers, cruisers etc. which can often deteriorate the mission. If you give the &#039;Attack my ship&#039; order to a transport that is supposed to board and capture an other ship, it will not follow its default orders until the player-given orders are accomplished. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you do not want a ship destroyed, but you want to make its subsystems destroyable, use the ship-guardian SEXP!&lt;br /&gt;
*Increasing/decreasing the skill level of single turrets also affect the rate of fire. It is advised to increase the level of sentry guns by at least one rank &amp;lt;br&amp;gt;&lt;br /&gt;
*Pressing TAB while having multiple ships selected changes the central point of rotation. If you start rotating, that ship will be the center of the circle your ships will be rotated around. The same is true for moving, the selected &#039;cetral&#039; ship will be moving with the cursor. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you get lost on the grid, press SHIFT-Z. Or, zoom on any of the ships by selecting the fighter in the Selection Menu(H) and pressing ALT-Z &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Selection Mode to make sure you will not make any changes in rotation/moves of ships unintentionally. &amp;lt;br&amp;gt;&lt;br /&gt;
*Diversify the orders of wingmen by using the add-goal SEXP &amp;lt;br&amp;gt;&lt;br /&gt;
*Diversify the mission by using variables. [[Variables]] can be used for randomising. &amp;lt;br&amp;gt;&lt;br /&gt;
*Placing a waypoint into the centre of a jump node enables you to measure distances between any ships and the jump node. Have the waypoint and the jump node have the same co-ordinates for best precision. Technically, the engine measures the distance between the assigned ship(s) and the waypoint, but since the centre of the node and the waypoint are at the same position, practically, you can measure distance between ships and the jump node. &amp;lt;br&amp;gt;&lt;br /&gt;
*Coloured text can be used in the Command briefing, but cannot be used in the Debriefing. &amp;lt;br&amp;gt;&lt;br /&gt;
*An ideal mission length ranges between five and eleven minutes. It is not advised to make a mission longer, FreeSpace players are generally not used to flying for more than ten minutes.&lt;br /&gt;
*For better performance, use the wireframe view mode. The textured view mode eats up more memory and makes the mission editor run slower.&lt;br /&gt;
*If you want a ship just to suddenly appear, use the No Warp Effect feature in the arrival cue section of the Ship Editor. If the departure cue has the No Warp Effect set, then the ship will suddenly disappear. This is useful for nebula missions.&lt;br /&gt;
*Believe it or not, the EMP effect also works on AI-controlled ships. Heed this in mind while setting the nebula settings.&lt;br /&gt;
*Players usually start by increasing the throttle to maximum. Spare them from this and set the player&#039;s craft&#039;s speed 100% by default in the Initial Status options.&lt;br /&gt;
*In case one or more ships in a wing depart without the departure cue becoming true, the wing will not be considered departed. This means if you order one (or all) ships from Beta wing to leave the area and there is an event which becomes true if Beta wing has departed, the event will become incomplete until you restart the mission.&lt;br /&gt;
*The &#039;Neutral&#039; IFF is hostile to the player under any circumstance. If you want The &#039;Hostile&#039;, &#039;Neutral&#039; and &#039;Friendly&#039; sides to attack each other, set the &amp;lt;i&amp;gt;All teams at War&amp;lt;/i&amp;gt; Option in the Mission Specs Editor.&lt;br /&gt;
*You can manually set the player traitor but using the change-iff SEXP on the player&#039;s ship to make the player &#039;Neutral&#039;. This way, both Friendly and Hostile sides will attack the player, but maintain hostility to each other, too. This does not really work when there is also a Neutral side.&lt;br /&gt;
*&amp;lt;b&amp;gt;Never&amp;lt;/b&amp;gt; completely rely on the Protect Ship option in the Misc options in the Ship Editor. The AI may still attack those ships. Rather make that ship invulnerable. It looks daft, but this is the best solution to make the AI not lose the mission for the player by destroying any ships which are supposed captured or not destroyed. You can also use the change-iff to make the ship Friendly. It is a disadvantange that Hostiles will still attack that ship, so make it sure their initial orders engage them so much that they will not turn on the ship to be captured.&lt;br /&gt;
== Using Fred with mods == &lt;br /&gt;
*Note that FRED2 Open uses the same mod usage as FS2 Open, that is,&lt;br /&gt;
-mod mod1,mod2,mediavps&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the name of the mod being played, &amp;lt;mod2&amp;gt; is the name of the mod that the mod being played depends on, and &amp;lt;mediavps&amp;gt; is where the Media VP files are put.  See the wiki instructions Getting Started &amp;gt; &lt;br /&gt;
Installing mods for fs2_open &amp;gt;&lt;br /&gt;
Alternative method / more info&lt;br /&gt;
for complete details.  Also, I&#039;ve heard (and FRED2 Open says) that you should run with the -fredhtl option.&lt;br /&gt;
So, say you were creating a mod for the Freespace Port (for a mission during the Great War)&lt;br /&gt;
You&#039;d use something like the following, depending on where you installed FSPort and the Media VPs: (note the quotes)&lt;br /&gt;
&amp;quot;\&amp;lt;whatever dir Fred is in&amp;gt;\FRED2_build_date_whatever.exe&amp;quot; -mod fsport,mediavps -fredhtl&lt;br /&gt;
This would allow you to use FS1 weapons, ships, etc.  Note you might not need mediavps if you use the mod.ini options mentioned in the installing mods wiki mentioned above, or if you weren&#039;t creating a mission for FS Open.&lt;br /&gt;
&lt;br /&gt;
==See also== &amp;lt;br&amp;gt;&lt;br /&gt;
[[Typical mistakes]]&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1650</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1650"/>
		<updated>2006-01-02T12:39:11Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Alternative method / more info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,Media_VPs; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,mediavps&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;mediavps&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps , I&#039;d type:&lt;br /&gt;
-mod transcend,mediavps&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\solar_wars_ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\infr1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\mediavps&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod solar_wars_ch1,infr1,mediavps&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,mediavps) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;mediavps&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=1647</id>
		<title>General hints (FRED)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=1647"/>
		<updated>2005-12-30T18:01:02Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Using Fred with mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Use the Y-axis and rotate most of your ships on one or more of the axes to give a more realistic feeling &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Selection Lock if you have selected all the ships you want to rotate/move. This will make it sure you do not select an unwanted craft by chance. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you want a directive to appear only after a specified thing happens, you can use the event chaining in the following way: &amp;lt;br&amp;gt;&lt;br /&gt;
**Put all the conditionals to one event. Chain the next event(which is the actual directive) to the previous event with a delay of at least 1 second. &amp;lt;br&amp;gt;&lt;br /&gt;
**This will make it sure the event will not appear sooner then desired. This is especially useful if you want Command to order the desctruction/capture/inspection of a ship/subsystem. &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the designer&#039;s notes field to note down changes you want to do later. &amp;lt;br&amp;gt;&lt;br /&gt;
*Learning and using Keyboard shortcuts makes your life easier. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you do not want a ship to open fire, simply use the turret-lock-all SEXP instead of disarming all the turrets manually. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you want to use a special, non-docking support ship, you have to make changes in the tables. You cannot simply place a Support ship and disallow all player orders. &amp;lt;br&amp;gt;&lt;br /&gt;
*Always remove player orders for ship classes other than fighters or bombers. By default, the player can give orders to transports, freighers, cruisers etc. which can often deteriorate the mission. If you give the &#039;Attack my ship&#039; order to a transport that is supposed to board and capture an other ship, it will not follow its default orders until the player-given orders are accomplished. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you do not want a ship destroyed, but you want to make its subsystems destroyable, use the ship-guardian SEXP!&lt;br /&gt;
*Increasing/decreasing the skill level of single turrets also affect the rate of fire. It is advised to increase the level of sentry guns by at least one rank &amp;lt;br&amp;gt;&lt;br /&gt;
*Pressing TAB while having multiple ships selected changes the central point of rotation. If you start rotating, that ship will be the center of the circle your ships will be rotated around. The same is true for moving, the selected &#039;cetral&#039; ship will be moving with the cursor. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you get lost on the grid, press SHIFT-Z. Or, zoom on any of the ships by selecting the fighter in the Selection Menu(H) and pressing ALT-Z &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Selection Mode to make sure you will not make any changes in rotation/moves of ships unintentionally. &amp;lt;br&amp;gt;&lt;br /&gt;
*Diversify the orders of wingmen by using the add-goal SEXP &amp;lt;br&amp;gt;&lt;br /&gt;
*Diversify the mission by using variables. [[Variables]] can be used for randomising. &amp;lt;br&amp;gt;&lt;br /&gt;
*Placing a waypoint into the centre of a jump node enables you to measure distances between any ships and the jump node. Have the waypoint and the jump node have the same co-ordinates for best precision. Technically, the engine measures the distance between the assigned ship(s) and the waypoint, but since the centre of the node and the waypoint are at the same position, practically, you can measure distance between ships and the jump node. &amp;lt;br&amp;gt;&lt;br /&gt;
*Coloured text can be used in the Command briefing, but cannot be used in the Debriefing. &amp;lt;br&amp;gt;&lt;br /&gt;
*An ideal mission length ranges between five and eleven minutes. It is not advised to make a mission longer, FreeSpace players are generally not used to flying for more than ten minutes.&lt;br /&gt;
*For better performance, use the wireframe view mode. The textured view mode eats up more memory and makes the mission editor run slower.&lt;br /&gt;
*If you want a ship just to suddenly appear, use the No Warp Effect feature in the arrival cue section of the Ship Editor. If the departure cue has the No Warp Effect set, then the ship will suddenly disappear. This is useful for nebula missions.&lt;br /&gt;
*Believe it or not, the EMP effect also works on AI-controlled ships. Heed this in mind while setting the nebula settings.&lt;br /&gt;
*Players usually start by increasing the throttle to maximum. Spare them from this and set the player&#039;s craft&#039;s speed 100% by default in the Initial Status options.&lt;br /&gt;
*In case one or more ships in a wing depart without the departure cue becoming true, the wing will not be considered departed. This means if you order one (or all) ships from Beta wing to leave the area and there is an event which becomes true if Beta wing has departed, the event will become incomplete until you restart the mission.&lt;br /&gt;
*The &#039;Neutral&#039; IFF is hostile to the player under any circumstance. If you want The &#039;Hostile&#039;, &#039;Neutral&#039; and &#039;Friendly&#039; sides to attack each other, set the &amp;lt;i&amp;gt;All teams at War&amp;lt;/i&amp;gt; Option in the Mission Specs Editor.&lt;br /&gt;
*You can manually set the player traitor but using the change-iff SEXP on the player&#039;s ship to make the player &#039;Neutral&#039;. This way, both Friendly and Hostile sides will attack the player, but maintain hostility to each other, too. This does not really work when there is also a Neutral side.&lt;br /&gt;
*&amp;lt;b&amp;gt;Never&amp;lt;/b&amp;gt; completely rely on the Protect Ship option in the Misc options in the Ship Editor. The AI may still attack those ships. Rather make that ship invulnerable. It looks daft, but this is the best solution to make the AI not lose the mission for the player by destroying any ships which are supposed captured or not destroyed. You can also use the change-iff to make the ship Friendly. It is a disadvantange that Hostiles will still attack that ship, so make it sure their initial orders engage them so much that they will not turn on the ship to be captured.&lt;br /&gt;
== Using Fred with mods == &lt;br /&gt;
*Note that FRED2 Open uses the same mod usage as FS2 Open, that is,&lt;br /&gt;
-mod mod1,mod2,Media_VPs&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the name of the mod being played, &amp;lt;mod2&amp;gt; is the name of the mod that the mod being played depends on, and Media_VPs is where the Media VP files are put.  See the wiki instructions Getting Started &amp;gt; &lt;br /&gt;
Installing mods for fs2_open &amp;gt;&lt;br /&gt;
Alternative method / more info&lt;br /&gt;
for complete details.  Also, I&#039;ve heard (and FRED2 Open says) that you should run with the -fredhtl option.&lt;br /&gt;
So, say you were creating a mod for the Freespace Port (for a mission during the Great War)&lt;br /&gt;
You&#039;d use something like the following, depending on where you installed FSPort and the Media VPs: (note the quotes)&lt;br /&gt;
&amp;quot;\&amp;lt;whatever dir Fred is in&amp;gt;\FRED2_build_date_whatever.exe&amp;quot; -mod FSPort,Media_VPs -fredhtl&lt;br /&gt;
This would allow you to use FS1 weapons, ships, etc.  Note you might not need Media_VPs if you use the mod.ini options mentioned in the installing mods wiki mentioned above, also if you weren&#039;t creating a mission for FS Open.&lt;br /&gt;
&lt;br /&gt;
==See also== &amp;lt;br&amp;gt;&lt;br /&gt;
[[Typical mistakes]]&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=1641</id>
		<title>General hints (FRED)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=1641"/>
		<updated>2005-12-30T17:58:16Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Use the Y-axis and rotate most of your ships on one or more of the axes to give a more realistic feeling &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Selection Lock if you have selected all the ships you want to rotate/move. This will make it sure you do not select an unwanted craft by chance. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you want a directive to appear only after a specified thing happens, you can use the event chaining in the following way: &amp;lt;br&amp;gt;&lt;br /&gt;
**Put all the conditionals to one event. Chain the next event(which is the actual directive) to the previous event with a delay of at least 1 second. &amp;lt;br&amp;gt;&lt;br /&gt;
**This will make it sure the event will not appear sooner then desired. This is especially useful if you want Command to order the desctruction/capture/inspection of a ship/subsystem. &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the designer&#039;s notes field to note down changes you want to do later. &amp;lt;br&amp;gt;&lt;br /&gt;
*Learning and using Keyboard shortcuts makes your life easier. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you do not want a ship to open fire, simply use the turret-lock-all SEXP instead of disarming all the turrets manually. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you want to use a special, non-docking support ship, you have to make changes in the tables. You cannot simply place a Support ship and disallow all player orders. &amp;lt;br&amp;gt;&lt;br /&gt;
*Always remove player orders for ship classes other than fighters or bombers. By default, the player can give orders to transports, freighers, cruisers etc. which can often deteriorate the mission. If you give the &#039;Attack my ship&#039; order to a transport that is supposed to board and capture an other ship, it will not follow its default orders until the player-given orders are accomplished. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you do not want a ship destroyed, but you want to make its subsystems destroyable, use the ship-guardian SEXP!&lt;br /&gt;
*Increasing/decreasing the skill level of single turrets also affect the rate of fire. It is advised to increase the level of sentry guns by at least one rank &amp;lt;br&amp;gt;&lt;br /&gt;
*Pressing TAB while having multiple ships selected changes the central point of rotation. If you start rotating, that ship will be the center of the circle your ships will be rotated around. The same is true for moving, the selected &#039;cetral&#039; ship will be moving with the cursor. &amp;lt;br&amp;gt;&lt;br /&gt;
*If you get lost on the grid, press SHIFT-Z. Or, zoom on any of the ships by selecting the fighter in the Selection Menu(H) and pressing ALT-Z &amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Selection Mode to make sure you will not make any changes in rotation/moves of ships unintentionally. &amp;lt;br&amp;gt;&lt;br /&gt;
*Diversify the orders of wingmen by using the add-goal SEXP &amp;lt;br&amp;gt;&lt;br /&gt;
*Diversify the mission by using variables. [[Variables]] can be used for randomising. &amp;lt;br&amp;gt;&lt;br /&gt;
*Placing a waypoint into the centre of a jump node enables you to measure distances between any ships and the jump node. Have the waypoint and the jump node have the same co-ordinates for best precision. Technically, the engine measures the distance between the assigned ship(s) and the waypoint, but since the centre of the node and the waypoint are at the same position, practically, you can measure distance between ships and the jump node. &amp;lt;br&amp;gt;&lt;br /&gt;
*Coloured text can be used in the Command briefing, but cannot be used in the Debriefing. &amp;lt;br&amp;gt;&lt;br /&gt;
*An ideal mission length ranges between five and eleven minutes. It is not advised to make a mission longer, FreeSpace players are generally not used to flying for more than ten minutes.&lt;br /&gt;
*For better performance, use the wireframe view mode. The textured view mode eats up more memory and makes the mission editor run slower.&lt;br /&gt;
*If you want a ship just to suddenly appear, use the No Warp Effect feature in the arrival cue section of the Ship Editor. If the departure cue has the No Warp Effect set, then the ship will suddenly disappear. This is useful for nebula missions.&lt;br /&gt;
*Believe it or not, the EMP effect also works on AI-controlled ships. Heed this in mind while setting the nebula settings.&lt;br /&gt;
*Players usually start by increasing the throttle to maximum. Spare them from this and set the player&#039;s craft&#039;s speed 100% by default in the Initial Status options.&lt;br /&gt;
*In case one or more ships in a wing depart without the departure cue becoming true, the wing will not be considered departed. This means if you order one (or all) ships from Beta wing to leave the area and there is an event which becomes true if Beta wing has departed, the event will become incomplete until you restart the mission.&lt;br /&gt;
*The &#039;Neutral&#039; IFF is hostile to the player under any circumstance. If you want The &#039;Hostile&#039;, &#039;Neutral&#039; and &#039;Friendly&#039; sides to attack each other, set the &amp;lt;i&amp;gt;All teams at War&amp;lt;/i&amp;gt; Option in the Mission Specs Editor.&lt;br /&gt;
*You can manually set the player traitor but using the change-iff SEXP on the player&#039;s ship to make the player &#039;Neutral&#039;. This way, both Friendly and Hostile sides will attack the player, but maintain hostility to each other, too. This does not really work when there is also a Neutral side.&lt;br /&gt;
*&amp;lt;b&amp;gt;Never&amp;lt;/b&amp;gt; completely rely on the Protect Ship option in the Misc options in the Ship Editor. The AI may still attack those ships. Rather make that ship invulnerable. It looks daft, but this is the best solution to make the AI not lose the mission for the player by destroying any ships which are supposed captured or not destroyed. You can also use the change-iff to make the ship Friendly. It is a disadvantange that Hostiles will still attack that ship, so make it sure their initial orders engage them so much that they will not turn on the ship to be captured.&lt;br /&gt;
== Using Fred with mods == &lt;br /&gt;
*Note that FRED2 Open uses the same mod usage as FS2 Open, that is,&lt;br /&gt;
-mod mod1,mod2,Media_VPs&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the name of the mod being played, &amp;lt;mod2&amp;gt; is the name of the mod that the mod being played depends on, and Media_VPs is where the Media VP files are put.  See the wiki instructions for installing a new mod for complete details.  Also, I&#039;ve heard (and FRED2 Open says) that you should run with the -fredhtl option.&lt;br /&gt;
So, say you were creating a mod for the Freespace Port (for a mission during the Great War)&lt;br /&gt;
You&#039;d use something like the following, depending on where you installed FSPort and the Media VPs: (note the quotes)&lt;br /&gt;
&amp;quot;\&amp;lt;whatever dir Fred is in&amp;gt;\FRED2_build_date_whatever.exe&amp;quot; -mod FSPort,Media_VPs -fredhtl&lt;br /&gt;
This would allow you to use FS1 weapons, ships, etc.  Note you might not need Media_VPs if you use the mod.ini options mentioned in the installing mods wiki, also if you weren&#039;t creating a mission for FS Open.&lt;br /&gt;
&lt;br /&gt;
==See also== &amp;lt;br&amp;gt;&lt;br /&gt;
[[Typical mistakes]]&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1646</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1646"/>
		<updated>2005-12-30T17:46:59Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,Media_VPs; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,Media_VPs&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;Media_VPs&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Media_VPs , I&#039;d type:&lt;br /&gt;
-mod Transcend,Media_VPs&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Solar_Wars_Ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\INFR1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Media_VPs&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod Solar_Wars_Ch1,INFR1,Media_VPs&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,Media_VPs) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;Media_VPs&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that Media_VPs is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1639</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1639"/>
		<updated>2005-12-30T17:44:59Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Installing the mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again. &lt;br /&gt;
&lt;br /&gt;
== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,Media_VPs; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,Media_VPs&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;Media_VPs&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Media_VPs , I&#039;d type:&lt;br /&gt;
-mod Transcend,Media_VPs&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Solar_Wars_Ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\INFR1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Media_VPs&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod Solar_Wars_Ch1,INFR1,Media_VPs&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,Media_VPs) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;Media_VPs&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that Media_VPs is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1638</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=1638"/>
		<updated>2005-12-30T17:43:57Z</updated>

		<summary type="html">&lt;p&gt;24.39.202.217: /* Installing the mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improvements upon Retail ==&lt;br /&gt;
&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult FS2_Open has made considerable improvements to the way that they are handled. Under retail installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open less than a minutes work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
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== Imstalling the Media VP files ==&lt;br /&gt;
&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features you should install the media VP files to a subfolder of your Freespace2 folder. 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. 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. If you don&#039;t do this FS2 will run with none of the media VPs features. It will be like playing retail again. &lt;br /&gt;
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== Installing the mod == &lt;br /&gt;
&lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2 or FS2_Open had these new features or by people only vaguely aware of what they do. For this reason I&#039;ll give you a golden rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER install anything to Freespace2\Data regardless of what the instructions say&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide there is no reason to install there (with one exception I&#039;ll come to later). Installing to that folder means that FS2 retail and multiplayer will load the mod and probably break. The only exception is if you want the mod to work on multiplayer or retail. For instance if you have downloaded the validated multiplayer missions then there is no harm in placing them there as you want retail multiplayer to be able to access them. However you must take great care when doing this. Any problems you experience later could very easily be due to you installing a retail mod and then forgetting you did it. &lt;br /&gt;
Since FS2_Open will run the vast majority of retail mods you&#039;re probably better off simply installing the mod for FS2_Open. &lt;br /&gt;
&lt;br /&gt;
What you should do is make a folder within your Freespace2 folder. Make sure that this folder has no spaces and no hyphens (In fact FS2_Open doesn&#039;t like it if there is a space anywhere in the path so C:\Program Files\Freespace 2\ModName\ is right out). If the mod consists completely of VP files stick them all in there and you&#039;re done with this step. &lt;br /&gt;
If the mods readme tell you to install to Freespace2\Data make a new folder called Data within the one you just created and then follow the instuctions using this new Data folder as if it were Freespace2\Data (i.e if told to stick a file in Freespace2\Data\Tables you stick it in Freespace2\ModName\Data\Tables). &lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the media VP files. For most FS2 based mods this will be true. This is done by creating a new text file called mod.ini (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;BR&amp;gt;&lt;br /&gt;
secondrylist = ,Media_VPs; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this file in the mods folder. Run the launcher, click on mod, select the new folder and you&#039;re ready to play.&lt;br /&gt;
&lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file.&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&lt;br /&gt;
-mod mod1,mod2,Media_VPs&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;Media_VPs&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
a) to run Transcend if I&#039;ve installed it to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Transcend&lt;br /&gt;
and if I&#039;ve installed Media VPs to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Media_VPs , I&#039;d type:&lt;br /&gt;
-mod Transcend,Media_VPs&lt;br /&gt;
into the Features tab&lt;br /&gt;
&lt;br /&gt;
b) to run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod if I&#039;ve installed Solar Wars Ch 1 to \&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Solar_Wars_Ch1&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\INFR1&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
\&amp;lt;whatever_directory_tree_freespace_is_in&amp;gt;\Media_VPs&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
-mod Solar_Wars_Ch1,INFR1,Media_VPs&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,Media_VPs) FS2 SCP looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;Media_VPs&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini methos so that Media_VPs is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;/div&gt;</summary>
		<author><name>24.39.202.217</name></author>
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