There's one big problem here, like KungFuSquirrel mentioned OP4 is still classified as a retail package which means you can't mod OP4. However you can MOD a MOD (yes you can it's not a lie!) as long as you have the base source code.
Valve obvisouly released their SDK which is the source code to Half-Life (basicly) and includes the source code for TFC. So you could make a mod on a mod if that mod's name is TFC, or if you can get your hands on another mod's code you could mod that mod.
Now, if that made sense to you, congrats, you now understand the "mod on a mod" theory.
What you'll need is the following:
A C++ compiler (prefereably Microsoft Visual C++) and the SDK (or the modified source code of another mod), that's it now you can start building your on mod. But judging from this situation, you probaly don't know C++, so you'll need some books! Yes books, you need to start reading books! Books on C++, there's tons of em out there. (you could also be a cheap bastard, then just take a look @
http://www.cplusplus.com/ the basics are discussed there).
BTW, the basics directory structure of a mod looks a little bit like this:
-HALFLIFE
-+<MODNAME>
--+cl_dlls (your compiled client dll)
--+dlls (the server side dll)
--+gfx (the menus and stuff
---+shell (the splash and everything belongs in here, just copy the standard structure from the valve directory and modify it from there on)
--+maps (duh, maps)
--+LIBLIST.GAM (basic config file, so Half-Life detects your mod)
That's basicly it.