Mod families
Mods are not one thing. They fall into a few big families, and each family demands a different skill. Knowing which family your idea belongs to tells you whether this course is the right tool for it.
Asset mods
These add or replace content: a car model, a new outfit, a texture, a map. The work is mostly in modeling and art tools, not programming. You can build a beloved mod without writing a line of code. It is a real craft, just not this one.
Configuration mods
These change values the game already reads: handling files, spawn rates, weapon stats. You edit data, not logic. Powerful, low barrier, and a great way to feel the game respond, but you are turning dials the developers left exposed, not adding new behavior.
Trainers and menus
These are big scripted tools that expose many cheats and options behind a menu: spawn a car, change weather, teleport. You will install one in P0 as your proof that the workshop works. Under the hood they are scripts like the ones you will write, just very large ones.
Scripted mods
This is our family. A scripted mod adds new behavior through code: a character that reacts, a mission with an objective, a system that remembers a state between sessions. It is the only family where you decide logic the game never had. It is also the hardest, because your code has to survive inside a living engine that was not waiting for you.
Total conversions
At the far end, some teams combine every family into a whole new game built on the original engine. These are huge, multi-person, multi-year efforts. Worth admiring, not a starting point.
Where this school lives
We live in the scripted family, on GTA V, in C#, through ScriptHookVDotNet. If your dream is a new car model, this course will not teach you the modeling, but it will teach you the code that makes that car do something new. Keep your idea in mind and notice which family it needs. The next lesson zooms into ours: what exactly makes a mod a scripted one, and why that means programming.