Hallo ZyosV2,
thank you for your answer! I think that answers at least part of my question, maybe all of it. What I wanted to know is, what is the very first proper step to start up a mod. I have downloaded and installed the following programs:
- The Freelancer Mod Manager 1.5b sdk (FLMM, right?)
- The Freelancer Explorer v 2_0_6_23
- The Freelancer Mod Studio 1.2 from here
The installation of the FLMM seemed not to work properly. I could not find an FLMM exe. I think the FLMM installation just installed extrcated files to the vanilla freelancer directory.
So if I understand you correctly, I will have to copy the vanilla folder with the now extracted files to somewhere else and then work on these files. This will keep the vanilla game intact.
To test my mod and play it, I will have to start up the FLMM (where I have no idea where the exe is or how else I do that), set up the FLMM to point to this new directory (presumably in a preference/options setting?), chose my mod and then start the regular game?
Am I missing something?
Sorry for my beginner questions and their vagueness. I have modded games, but only ones which had an inbuilt mod-support (inbuilt mod-launcher, separated directories, prepared files easy to read and modify). There are great tutorials out there for modding FL (giskard’s system tutorial suggested in gthe beginner’s guide, for example, ship tutorials, even a quite confusing but still interesting singleplayer story mission tutorial). I just missed these crucial frist steps, like download these programs/tools, extract files/use the extracted file pack prepared here, set-up your mod directory with tese files. Thanks for clearing that up. If you can expand on anything there, just feel free to add. As I said, any advice is greatly appreciated.
And again: Thank you very much for your answer and help!