Recommended Mods for Custom Missions, Side Ops and Beyond
Essentials
You'll definitely need these two for most of these mods.
Being that all the following mods come in .mgsv archives, you will definitely need the mod manager that uses them. Its installation is very simple, and it'll guide you through it, like directing it to the game's mgsvtpp.exe. Despite the warning of size mismatch at the start of the mod space setup, it will also work fine on the Japanese voice version of the game - tested it myself!
All following mission and side op mods do not require any setup in Infinite Heaven - you only need to have Infinite Heaven installed as is for all those mods to work. However, seeing how only one side op can be active within a "questarea" at once, you might want to use Infinite Heaven's "Side ops menu" to force activate a specific side op you wish to play, specifically the "Open specific sideop" option, or other random repop options like "Sideop selection mode", set to the "ADDON_QUEST" side op type if you wish for the game to prioritize the custom side ops when choosing random ones from the list.
In addition, Infinite Heaven's Nexus Mods page has four example side ops - three side ops set on Mother Base about animals breaking loose, and another about rescuing Pequod from a support helicopter crash in Central Africa.
Missions
These mods will actually add an entry to the MISSIONS LIST on the iDroid and will act like most of the game's main story missions, meaning they have a lot of freedom for creators to ensure a more fun experience for the user!
Side Ops
These mods will add entries to the iDroid's SIDE OPS LIST. While they don't have as much memory, environmental and general freedom as Missions, they're more accessible, and have been around for much longer!
Part 2[www.nexusmods.com]
Part 3[www.nexusmods.com]
Part 4[www.nexusmods.com]
Part 5[www.nexusmods.com]
Naval Ops - The Sahelanthropus[www.nexusmods.com]
Destroy All Walker-Gears at the Communications Area[www.nexusmods.com]
Extract the Stolen DD Walker Gears[www.nexusmods.com]
Part 1[www.nexusmods.com]
Strikes Back[www.nexusmods.com]
Part 2[www.nexusmods.com]
Lost in a Jungle[www.nexusmods.com]
A recreation of some cut side ops we've only ever had names and descriptions of left over in the game's files!
Beyond
tinmantex's port of the MGO map ports, all including rescue side ops!
As the file formats and data functionalities have changed drastically between March 2014 and September 2015, this map will be in a long process of conversion, as plenty of those file formats are still unreversed or have no tool support that would make the process much easier available.
Tools
These are the tools that were used to create the mods listed above! If you're interested in making mods yourself, you can look into them!
The very basics for unpacking/repacking are:- File Monolith's[www.nexusmods.com] Archive Unpacker which unpacks the game's archives in an easily accessible way, even unpacking the packs within the archives and putting both in one folder, just so you can easily find some files, and Mass Texture Converter, which will convert all .ftex/.ftexs files within a specific folder - your extraction folder from Archive Unpacker for instance - into DXT1/DXT5 .dds files. There are more very useful tools in File Monolith for much more specific uses, so feel free to take a look on the Nexus page for more!
- GzsTool[github.com] which will unpack individual archives and the packs within, and also repack them for you.
- FtexTool[github.com] which converts .ftex/.ftexs files (former being the main file which connects the latter's together, latter being the mipmaps) to and from DXT1/DXT5 .dds.
- AutoPftxsTool[github.com] which automatically repacks unpacked _pftxs folders into the texture pack .pftxs files, saves a lot of trouble as SnakeBite's mod building companion app MakeBite doesn't already do that on its own.
As FoxKit's more automated data array/parameter file-editing functions are still under development, the alternative is the more tedious XML manual editing decompiling one - but honestly when you get used to it it's not that bad, just not quite there for the patience required for bigger, more precise projects, FoxTool.[github.com]
An application that alleviates a great deal of the more tedious manual work involved in creating custom side ops. Even with the most minimal understanding of modding in general, users can create their own side ops with this, or at least have a decent starting point if they decide to enhance the resulting files with manual scripting work!
Would you, person in the audience, be the first one to make a completely custom .vfx file by documenting how their node structures work, or help this tool's creator in making a node-based editor? Who knows?...
Epilogue
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