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endersblade

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Everything posted by endersblade

  1. Ok, I can't figure this out. I've modified missiles.txt to chande ice bolt to glacial spike, fire bolt to fire ball, and charged bolt to chain lightning in an effort to make cooler skeletal mages. I modified Necromage2, 3, and 4. I left Necromage1 alone. I made sure the CelFile name matched the same cell for the relevant ability, I made sure AnimLen and AnimSpeed were matched, and I also matched up TravelSound and HitSound. I left Monstats.txt alone, as it will still be using Necromagemissile, which I also left alone. For testing purposes, I started a new Necro, got high enough to summon mages, and after expensive testing, they are still just casting their default spells. What am I doing wrong?
  2. Is it possible to make it so "adds 10-23 cold damage" or "+X enhanced damage" and such will apply to spells? I've poked around in the txt files pretty extensively, and can't see anywhere to add/modify that...
  3. Can someone for the love of all that is holy make a mod that changes hireable pilots to have a skillcap of 10 in everything like your character does? It annoys the hell out of me that they did this. I have no idea if any other MW game has done this before, the last one I played was MW3 and I don't remember a single thing about it. But I hate having to constantly hire and fire pilots because either they've reached their potential or I found someone with better caps. That's dumb. The only time I want to hire a new pilot is if one of my current ones is a smear across some random planet! I want my pilots to be able to grow over the course of the campaign in the same manner that my character does. I've tried poking around in the (godawful) editor but frankly have no idea where to start or even what I'm looking for. I'm aware there's a cheat engine table that can do this, but for some reason I can't get it to activate. I'm also not up for hex editing my saves >.> I can't be the only person interested in a mod like this...can someone please do the community a favor?
  4. Mad Cat and Stone Rhino are my absolute favorite 'mechs. I would love to be able to play them in this game. That said, I am specifically referring to the OG Mad Cat...I don't like the more modernized versions, I don't like the MK2 or any other model or versions. And I think they look absolutely retarded with the MWO feet.
  5. I hate that there are random blocks when building your base that you are unable to use, and have to build around. I'd love to have a mod that just makes the full grid available to place buildings.
  6. What are you talking about? I have like 10 mods loaded at once and have no issues. Did you install the mod loader correctly?
  7. This game came outa nowhere for me, I had no idea it was even a thing. I remember watching a video about a potential new game years ago, but that's it. This game feels more like Mech Assault from the XBOX more than it does a successor to MechWarrior 4. That's not really a bad thing, I enjoyed Mech Assault more than the MW series. But I've seen a lot of complaints that the game is too fast-paced to be done accurately with a joystick, and I have to agree. I didn't even bother hooking up the HOTAS and pedals I have, after attempting to play it with a joystick and having a Locust run circles around me, I decided to stick to the keyboard and mouse and had a much better time of it. Also playing in 1st person mode is crap, 3rd lets you see SO much more of what's going on. The single biggest issue I have with this game is the lack of a unique 'mech lineup. It's like all they did is port over some models from MWO and call it a day. There are dozens of other, more iconic 'mechs they could've used, but instead we just get a bunch of boring humanoid looking ones. Yes, I realize the Clan Wars haven't started in this game, so that drops a lot of the cooler 'mechs. But after playing MWO, Battltech, and now MW5, I'm tired of playing with the same handful of 'mechs when I KNOW there are a plethora of them. I also don't like how pilots are done in this. They basically force you to continually hire and fire them, rather than holding onto a veteran roster, because you are constantly finding pilots with higher skill caps. That's super annoying. I eventually found a Cheat Engine script that will let you set all of your pilot's skill caps to 10, because I like the ones I have now and don't want to have to constantly look for others. Missions start to feel repetitive. I mean, they ARE, but I feel something could've been done to make them not feel that way. And they're all over so fast! I got used to Battletech where one mission could take you 30+ minutes. I've completed some of the missions in MW5 in less than 5. Traveling. I like that they only go through the full travel animations once, and they don't make you watch the entire trip, it just kinda zooms you there. However I hate that the contracts list is per planet. In Battletech you could select a contract on one planet that happens on another, and just fly there. It just feels like an annoyance, if just a minor one, to have to relocate looking for contracts. It's beyond the year 3000 FFS, you can't tell me that information can't be transmitted over long distances. Loadouts. I am getting so tired of restrictive loadouts. I would prefer that we got ONE Atlas, or ONE Black Knight, etc, and had the option to kit them out how we want, instead of 50 variants of the same 'mech but with severe restrictions on what you can put on it. I mean, the internals of a 'mech don't really change all that much (at least as far as this game is concerned), just the hard points. So what if it lets people make non table-top canon builds? Leave that crap to the online community, I'm playing a single-player campaign and I want build freedom, dammit! I had to mod this in Battletech, make it so all relevant slots can hold anything. Made for a much more enjoyable game. You're still limited by slot sizes and tonnage. Anyway, that's my 2c. I'd give it a 7/10, and will bump that to an 8 or 9 depending on what 'mechs they give us in the future.
  8. Hey folks, Sorry, I had absolutely no idea where to post this, I just looked for the most relevant area. Has anyone looked into modding this game? People on the Steam Discussion board are already starting to decipher the assets for it. A user named dv has found the locations of the officer stats and such, and possibly even the battleships. Just wanted to see if I could get interest in this here. The more people the better!
  9. ....derp. I should've known that. Feel stupid as hell now. Will give it a shot and see what happens.
  10. Here is a dropbox link to my mod if anyone wants to take a look: https://www.dropbox.com/s/knjrd8wkjd37p0b/AllItemsAtUrCruinne.zip?dl=0
  11. Ok, not entirely sure what happened. I haven't played BT in a while, so I updated all my mods. I then created a mod that added a bunch of stuff to the Ur'Cruinne store. Launched the game to test, went to the store, and noticed the UI is borked. It has the general categories, but the space where the specific categories go is blank. The Buy button looks like %BUY%. If I click on one of the general categories, it brings the specific category icons back, but then the general category 'sticks'. I Verified my cache and reinstalled ModTek. I tried removing the mod that I created. I have absolutely no idea what mod could possibly be doing it. Obviously one or more of the mods that I'm running is causing this; does anyone offhand know if any of the mods from this site are experiencing this issue?
  12. MechEngineer and Classic_BT_Slots conflict. Try removing the Classic BT Slots mod. MechEngineer has its own slot modifications. Then move the .modtek folder in your /mods folder somewhere else so that the game rebuilds it (but don't delete it in case you want/need to go back to it), and test it again. You can also try, if you haven't already, to strip it bare and put everything back in.
  13. I just spent the better part of my Saturday slowly going through my massive list of mods, trying to figure out what was causing my combat to turn into a slide show. Turned out to be Weapon Realizer, which hasn't been updated for 1.5, which is what I assume is the issue. Once I remove that mod, the game runs like butter. Put the mod back in, as soon as I fire, my screen freezes for a good 30 seconds or so, though everything keeps going in the background. I checked the GIT page, still no word on updates, and no mention of this issue happening to anyone else. Just thought I would bring this to the attention of any modders that require this. I think currently the only mod I have that requires it is the WR-CAC part of Dialcaliper's SLDF Royalty mod and another of its dependencies, CustomAmmoCategories. To be more specific: Whenever I begin a mission, the Leopard comes in, my mechs land, then the game freezes for about 5 seconds. Then I go into move phase. As long as there are no enemies onscreen, I can move around in a clean 60 FPS just perfectly fine. Once enemies are detected and come into sensor range, the 'fun' starts. Instantly my FPS drops into the teens. Combat starts, the phase bars show up on the screen, game freezes for another 5 or so seconds. An enemy in sensor range moves, once it stops, game freezes again for 5 seconds or so. My turn, when I move it is a clean 60 FPS, but as soon as the enemy is in view range, it drops to the teens again. I initiate an attack, and it drops into the single digits. Once I fire, the animations happen for a split second, then the image completely freezes for a good 30 seconds or so, while the sounds are on loop in the background. Once it unfreezes, it just repeats everything I've said so far until I decide to kill the game. If I disable WeaponRealizer, edit CustomAmmoCategories and WR-CAC to not require WeaponRealizer, it does bork the game so that I can't actually move (if I try, it sticks my units underground on the opposite side of them map), but eventually the enemies find me. Combat is smooth. Enemy movement is smooth. Everything that was normally freezing before is now smooth. I am doing more testing to see if maybe it's one of the mods requiring WR instead. Will report back. I just tried enabling WeaponRealizer and disabling LC_SLDFRoyal_WR-CAC, which also disables _Encounters and _itemCollections. Mission turned into a slide show again. Definitely seems to be some issue with Weapon Realizer. Btw, I AM deleting my .modtek folder every single time I make any changes, in case someone thinks that's the issue.
  14. That worked, I can finally get into combat! ...which is an absolute slideshow. UGH. As soon as combat starts, my framerate plummets, and as soon as people start shooting at each other, it basically just turns into a screenshot. The weapons fire and the sounds continually play for about a solid minute before it finally frees up. Sigh. If it's not one thing, it's another.
  15. I have been spending the past several hours trying to debug and make all of my mods work correctly. I had finally gotten everything settled, or so I thought. I went to the next planet (Bellerophon I think) to start contract work...but the spinning circle of doom happens and none ever load. So I opened up the output_log.txt file and found this: MissingMethodException: Method not found: 'BattleTech.Framework.LanceOverride.RunMadLibs'. at (wrapper dynamic-method) BattleTech.Framework.TeamOverride.RunMadLibs_Patch1 (object,BattleTech.Contract,BattleTech.Data.DataManager) <0x00087> at BattleTech.Framework.ContractOverride.RunMadLibs (BattleTech.Data.DataManager) <0x00184> at BattleTech.Framework.ContractOverride.SetupContract (BattleTech.Contract) <0x0007f> at BattleTech.Contract.SetupContext () <0x00036> at BattleTech.SimGameState.PrepContract (BattleTech.Contract,BattleTech.Faction,BattleTech.Faction,BattleTech.Faction,Biome/BIOMESKIN,int,BattleTech.StarSystem) <0x0023b> at BattleTech.SimGameState/<StartGeneratePotentialContractsRoutine>c__Iterator1.MoveNext () <0x036b7> at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator,intptr) <0x00058>I'm assuming it has something to do with IceRaptor's Madlibs fix, which I downloaded with JK's Rarity Tables. So I searched online and found there was a 1.01 version now, I added it, deleted .modtek, relaunched, started a fresh game, went to Bellerophon, and still getting the same exact error! This is my mod load order: "IRBT14MadlibsFix", "bd_champion", "bd_longbow", "bd_marauder", "BetterJuggernaut", "BTMLColorLOSMod", "cFixes", "Colo-BlackLanner", "Colo-MistLynx", "Colo-Piranha", "CommunityBundles", "Constants", "Executioner", "Flashpoint_Stock_Photos", "GP Adder", "GP bloodasp", "GP cougar", "GP Ebon Jaguar", "GP Hellbringer", "GP Incubus", "GP Kodiak", "GP Mad Cat MK II", "GP Mad Dog", "GP Nova", "GP Nova Cat", "GP shadowcat", "GP Stormcrow", "GP Viper", "GP Warhawk", "Hatamoto-Chi", "Hatamoto-ChiSAM", "HotD-Charger", "HotD-HunchbackIIC", "HotD-PhoenixHawk", "iceferret", "Javelin", "JK_UrbieR50", "JK_VariantsCampaign", "JK_VariantsDLC", "JK_VariantsSkirmish", "JK_VariantsStarLeague", "KitFox", "LessHeadInjuries", "LosTechInStartingShop", "MarauderRedux", "MarsAssault", "MASH", "Mauler", "MechResizer", "OnePointArmorStep", "Raven-Colo", "RealHitChance", "RT Bushwacker", "SkipIntro", "Skirmish Inventory Unlock", "SurvivableArms", "Timber Wolf", "Timeline", "UnionTurret", "Valiant", "ValkKitBash", "Vapor Eagle", "VehicleImprovementProject", "Vulcan", "Warhammer", "WeaponRealizer", "Wolfhound", "Arctic Cheetah", "bd_annihilator", "bd_archer", "bd_assassin", "bd_fafnir", "bd_flea", "bd_hellspawn", "bd_nightstar", "bd_osiris", "bd_rifleman", "bd_roughneck", "bd_roughneckcrane", "bd_thanatos", "bd_uziel", "Colo-ArcticWolf", "Colo-BTTanks", "Colo-DireWhale", "Colo-Gargoyle", "Colo-Hellfire", "Colo-Huntsman", "Colo-Linebacker", "Colo-Lupus", "Colo-MarauderIIC", "Colo-NightGyr", "Colo-STR", "Colo-Summoner", "Colo-SunSpider", "Colo-SuperNova", "Colo-TankPack1", "Custom Ammo categories beta", "JK_VariantsCAB", "LC_SLDFRoyal", "LC_SLDFRoyal_CAB", "LC_SLDFRoyal_DLC", "LC_SLDFRoyal_WR-CAC", "Z_JK_AppearanceDates", "Z_Sab_JK_RarityTables", "LC_SLDFRoyal_Encounters", "LC_SLDFRoyal_itemCollections", "AllItemsAllStores"I tried moving the madlibsfix mod to slot one, half way through, as well as at the bottom. None of them worked. All mods are Enabled=true. No other errors in Output_log or Modtek.log.
  16. Think I know the issue...the game JUST updated today. Will try again once ModTek and BTML get updated.
  17. I recently came back to Battletech and downloaded some mods. Made sure all of them were 1.4 compatible. Followed the guide to install ModTek and BTML. Fresh install of Battletech. Whenever I launch the game and ModTek starts Merging files, I keep running into this error: Add/Replace: ".modtek\Cache\BattleTech_Data\StreamingAssets\data\constants\ApplicationConstants.json" (ApplicationConstants) Uncaught ModTek exception! System.MissingMethodException: Method not found: 'BattleTech.Data.MetadataDatabase.WriteInMemoryDBToDisk'. at ModTek.UI.ProgressPanel+ProgressBarLoadingBehavior+<RunWorkList>d__20.MoveNext () [0x00000] in <filename unknown>:0 It has done it on several files so far. I keep deleting the files and trying again, but it inevitably runs into another. I'm beginning to think it's more an issue with ModTek than it is with the mods. The first time I hit it, it was merging JK's Rarity mod and Vehicle Improvements, the lancedef_vehicle_d9_dynamic_convoy.json file. So I removed both of them. then it was the lancedef_vehicle_d9_dynamic_AssaultBattle.json file. So I remove both of them too. The last one was ApplicationConstants.json from the Custom Ammo Catagories mod. Any ideas?
  18. This is a two-part question. Firstly: Is there some way to make the numbers on the experience counter count up FASTER?!?!? It's driving me crazy sitting there watching it count up as slow as it does. For that matter, the mere fact that it HAS to count is frustrating. Just make experience happen in chunks, instantly, and not going stupid slow every time you level up! I was spam-crafting JET for experience and every couple of seconds I had to stop and wait for the stupid counter to catch up to see how close I was to leveling. Super annoying! Secondly: Messages. I have the autoloot mod, but even without it, sitting there waiting for minutes at a time for that stupid message box to slowly scroll through everything is a giant waste of time! Is there any way to make it show more items at once, and make it happen faster? Is it possible to suppress loot text from the message box? Move it to its own box? I hate missing something important because it's telling me that I've looted stuff.
  19. I figured I would make this PSA since apparently a bunch of people can't figure this out. If you read the patch notes for the 1.2 patch, HBS changed a lot of the ways mods function in Battletech. As such, one can assume that many mods currently made for 1.1 may not work with the 1.2 patch. There is no need to come here and spam the forums with "Muh gayme no werk" threads. We know. Hopefully the mod authors are working on it, but I'm betting at least a few of them are waiting for ModTek and BTML to be updated, if necessary. Then it's a matter of comparing their mods to the new game files and seeing what needs to be changed. Give it time. Either go back to playing vanilla, or wait for the mods to be updated.
  20. As is the case with many modders, I'm currently going through and testing what does and does not still work after the patch. Something I've noticed is that at least one thing, possibly more, isn't being read from SGC, or maybe there's a bug with ModTek. I changed "DefaultMechPartMax" : 3 to "DefaultMechPartMax" : 2 in a personal mod. The mod file loads just fine, as several other modded aspects are working just fine, but for some reason the game is still showing 3. Forgot to mention, I'm using the Custom Campaign option, because I want a harder game. I have also tried making a mod out of the SGC-Hard file, and it didn't change there either. This option is now actually a pull-down from a menu in game, but the minimum is 3. So is this particular setting getting pulled from somewhere else? I mean, it isn't make or break for me, the default 3 I guess is fine, I just really like collecting 'Mechs lol. I'm just more curious if there are MORE things in the .json files that are actually getting pulled from somewhere else now. Edit: It would appear that changing salvage doesn't work anymore, either. I have the following: "ContractFloorSalvageBonus" : 500, "PrioritySalvageModifier" : 0.000025, Which basically means I get all salvage at the end of the mission no matter what I set it to at the start, but instead the game is showing just the defaults. It IS, however, using my modified "ContractPricePerDifficulty" properly. Edit 2: Ahhhh....it would seem these things have been moved into DifficultySettings.json in data/Constants. You can either modify the information listed there to match what you want, or you can just change Enabled: true to false, and it will just read what's in the SGC file.
  21. I think the best you could do is add recoil to the weapon, so it acts like the AC weapons do. You get an accuracy penalty if you fire them turn after turn. I don't understand why you're trying to add actual stability damage - far as I know it doesn't happen in the TT game, and launching missiles doesn't have near enough recoil to push a multi-ton mech off balance. Humans can fire missile launchers, even multi-missile launchers without much any kickback. The missile, unlike a bullet, does not rely on ballistics to fire, but its own propellant. Typically they are either fired in a way that their exhaust is vented out the back of the launcher, or they're propelled out of the launcher via another mechanism and then the missile fires off. But, I am one of those modders that says hey, if you want it, go for it, so if you DO find out how to do this, or if someone does find a way, I'd be really interested to know!
  22. You don't really need an editor for that, the information is saved in a text editable file, SimGameConstants.json. There's a section in the file that looks like this: "StartingPlayerMech" : "mechdef_blackjack_BJ-1", "StartingLance" : [ "mechdef_vindicator_VND-1R", "mechdef_shadowhawk_SHD-2H", "mechdef_spider_SDR-5V", "mechdef_locust_LCT-1V" ], Just change it to whatever you want (the names are all located in the StreamingAssets/data/mech folder) and enjoy. I could throw together a modtek mod for you that would at least make it so your changes don't get overwritten when the game updates.
  23. Now that BTML and ModTek have made it infinitely easier to mod this game, I've been digging deep into the files looking for interesting things to do. One thing that came to mind that I can't figure out, is it possible to make a weapon that bypasses armor completely? I see there's an option to bypass evasion pips, which is cool, but I want to try and make a weapon that completely ignores armor and does pure structure damage. Hell, I don't even know if I'd actually add to the game, just curious if it's possible. The concept being something that just punches straight through the armor - putting a bullet hole in the armor doesn't destroy the armor completely, just makes a hole, but can do a lot of damage to whatever's behind the armor. So instead of making a weapon that deals massive damage in hopes of just blowing through all the armor AND dealing structure damage, I want to make a weapon that thematically just punches a bullet-sized hole in the armor but hits the internals hard. That way the armor is still intact to block other weapon attacks.
  24. While editing the hardpoints for a mech, there is a line under the hardpoint type that says Omni: false. Does anyone know what this does ingame?
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