Hm.. I think some clarification needs to be done.
There are many types of mods, and some can intermix.
In detail..
ShipList mods:
- I believe Chris Jones' TNG mod affects shiplist, models and other misceleanous textures.
- Rod O'Neil's mod is a shiplist mod, but he has also written some missions to go along with it. (Missions needs his mod)
- My OP+ project used to be a shiplist mod, but it has grown into a full shiplist and models pack.
Missions:
- Nuclear Wessels made the EvilDave missions for both OP and EAW. These added missions could be a mod of their own that affect single and multiplayer D2.
- TraceyG has her own good sets of missions, in a pack. These are for Single and Multiplayer D2.
- There's also Karnak's EEK missions.
- I have taken time to recompile and debug the EAW single-player campaigns for OP once the sources were made public.
- I wrote these nice little .MCT campaign files that mix the 4 mission packs above for the ultimate single-player campaign experience that would blow your mind.
- I am the maintainer for the CoopAce script for some time now, and it is hosted on the khoromag site like previous versions are.
Misc:
- Like Frey said, he's got a texture pack which can be used to tweak sounds, and looks of weapons, some objects, etc..
- EzINI could be considered a mod tool.
- There are thousands of independant models compatible with SFC2 (EAW or OP) use. I even made a few myself.
- ShipEdit tool, useful to tweak your own mods. Great in conjunction with a db tool like excel or other spreadsheet apps.
etc?
All of these could be considered mods by themselves. But more interesting is how you can mix/match these mods together to create a game like no other.
ie:
- pick a shiplist mod (with or without models)
- install all mission mods
- select texture/sound mods at need
- add models you want yourself, modding your own game at need.
.. and voila.. Uber SFC.
-- Luc