• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I will look at that other mod, thank you for recommendation, and I'm sorry for this nitpicking. This release has been great so far. :)

Nitpicking? This is from the JK_Variants list of changes:

  • Lore Great Houses : Cosmetic : This is just my OCD, I adjusted the order of the great houses going counter clockwise so they fall in order.

I think you're in good company.
 
Um, not to mean any disrespect, but they do take up another object's spot, don't they? As shops have limits on how many non-stock items can appear at any single time (per visit), they are effectively competing for making an appearance, potentially showing up instead of something else (something positively useful). At least, that's how non-stock shop items ("specials") seem to work in general, from what I was able to gather. :)

True, there is a limit to the # of specials available on each planet in total. I'll have to see how often I am hitting that max amount - which could potentially take away a slot.

No need to apologize, changes are made as I listen to feedback ;) You can easily knock out the lines from the mod to remove the bad weapons from the shop - just go into shopdef_JK_Weapons_special_research and delete the 2 lines of crappy stuff ;)

LOL - and as @don Zappo points out, I have my own little quirks ;)

Not the movement distance, but the movement speed. For my mod, used a tool (linked from Rock, Paper, Shotgun) to double the WalkVelocity, RunVelocity, StrintVelocity, LimpVelocity, WalkAcceleration, and SprintAcceleration values. Since your variants are outside of the main game and there were only five of them (that needed movement files) I went in to manually change these values to bring them in line with the rest of the mod. I noticed that your Velocity values were already doubled, but the Acceleration values were not.

If I had the unmodified values I could easily change all of the movement files in the game at once by whatever factor I want. It is a very minor issue for my mod as I can stash "unmodified" files myself, but I'm concerned about weirdness with other people's games.

I used the Cicada movedefs as a guideline - when you look at the 2A and 3C, the majority of the values are identical with 4 exceptions :

MaxWalkDistance & MaxSprintDistance : these translate into the movement distances for the 'Mech (7/11 and 8/12 in TT hexes)

MaxRadialVelocity & MaxRadialAcceleration : these appear to just be animation speeds. At first I thought about messing with them, but the faster Cicada actually has slower animations for these 2 values. Maybe because it needs to slow down a bit to make the turn?

But, then I looked at the Locust (another 8/12 'Mech) and it had a MaxRadialAcceleration of 1600.00 (which I am guessing is a typo). That being said, the Locust didn't seem to magically move 10 times faster than other 'Mechs in turns. So I decided these values didn't matter all that much.

Cicada.png


So, I took the base MoveDef file and just edited the first 2 lines to match the speed of another 'Mech I wanted to match and left the rest as is.

Long story short - you should be able to safely run your doubling values on these and come up with the appropriate speeds compared to all the stock 'Mech movement values.
 
I just double checked and you are exactly right. I don't know what happened when I was comparing values before. I swear I saw it! Since I can't explain it but I had to redownload your mod to check the values, I'm thinking you changed the values, re-uploaded it, and are playing innocent over here. It's the only explanation!
 
.... he's on to me....



btw - just finished 1.04 and am testing. Didn't add much :p
 
What is there left to add? I figured we were done now that we've perfected the game!
 
Right now, 1.4 includes the fix for the :

APC Wheeled SRM (which I also uploaded as a fix file)
A fix on the ammo location for the Locust 3V (from CT to RT - as is presented on the sheets).

Also, I misunderstood the UrbanMech MachineGun fluff entry - it initially sounded like they replaced the SL with a MG and the Heat Sink with the MG ammo. But, in rereading the 3050 updated entry (after @GenTask pointed it out), it sound like they are saying the R63 was based off a variant that had a MG in the LT instead of the arm. So I am adding in the R60X to account for that version, with a MG and MG ammo Half Load (X for experimental). Seeing as both the C & X have the "Urbie" tag, they will all still be relatively rare to see.

After that, I am pretty much done with stock 3025/3028 'Mech and vehicle variants - until someone points a new one out.

Then I will be working on the SLDF era variants. The Pilot Mod. Scenarios. etc ;)

At least until a new 'Mech chassis comes out ;)

@Morricane : For the moment I've been avoiding going to deep into other years. What I'd like to do, is add in a new unit tag for the year the 'Mech / vehicle is released. Then have that tied to trigger events based on the week.

So, after 52 weeks, it becomes 3026, 104 = 3027, 156 = 3028 (and so on - with an extra week added in every 7 years to account for the extra day each 'year' - leap years would accumulate every 28 years in this simplified method)

Then the "Unit_Available_3029" would be the trigger that allows a unit to start appearing.
 
Last edited:
Possibilities for the Skirmish folder only:

BNC-3MC (3037)
GRH-5N (3040)

@Morricane : For the moment I've been avoiding going to deep into other years. What I'd like to do, is add in a new unit tag for the year the 'Mech / vehicle is released. Then have that tied to trigger events based on the week.

So, after 52 weeks, it becomes 3026, 104 = 3027, 156 = 3028 (and so on - with an extra week added in every 7 years to account for the extra day each 'year' - leap years would accumulate every 28 years in this simplified method)

Then the "Unit_Available_3029" would be the trigger that allows a unit to start appearing.

I also posted this suggestion for HBS to include, which would definitely be helpful and also unit_"factionname" would also be useful as well for mission design and random lance make-up
 
[...]
So, after 52 weeks, it becomes 3026, 104 = 3027, 156 = 3028 (and so on - with an extra week added in every 7 years to account for the extra day each 'year' - leap years would accumulate every 28 years in this simplified method)

Then the "Unit_Available_3029" would be the trigger that allows a unit to start appearing.
I'd honestly just call it 52 weeks per year, and ignore leap years. Easier on the modder to math, easier on the end user to math, and no real difference in gameplay value.

Does lore ever call out if leap years even still exist in 3025?
 
Then I will be working on the SLDF era variants. The Pilot Mod. Scenarios. etc ;)

On the pilot mod -- I PMed you question in response to the callsign and name request.


For the moment I've been avoiding going to deep into other years. What I'd like to do, is add in a new unit tag for the year the 'Mech / vehicle is released. Then have that tied to trigger events based on the week.

So, after 52 weeks, it becomes 3026, 104 = 3027, 156 = 3028 (and so on - with an extra week added in every 7 years to account for the extra day each 'year' - leap years would accumulate every 28 years in this simplified method)

Then the "Unit_Available_3029" would be the trigger that allows a unit to start appearing.

Is the it "training mission" / prelude that's in 3025, or the "three years later" that's in 3025?

Because it could be that we really start the meat of the campaign in 3028, and some of us are probably 3 or 4 years past that point.
 
@Justin Kase Apparently the beta branch has finally been also updated to 1.04, and from what I've seen, the Metadata Database has a number of changes (and got slightly bigger; on the other hand, the new Version Manifest looks unchanged from the old backup or the _orig copy you provide). Could you look into providing updated MDD files with the next mod version?
 
Last edited:
Is the it "training mission" / prelude that's in 3025, or the "three years later" that's in 3025?

Because it could be that we really start the meat of the campaign in 3028, and some of us are probably 3 or 4 years past that point.

I took it as 3 years later was 3025.

Otherwise we'd be months out from the 4th SSW, and that never happens in the storyline. If we were that close to those events, I would have at least expected the storyline to address some notice that "the galaxy is now at war"


I also posted this suggestion for HBS to include, which would definitely be helpful and also unit_"factionname" would also be useful as well for mission design and random lance make-up

I had made a similar suggestion for Year tags to be usable across 'Mechs/Vehicles/Events/Pilots/Planets/etc. Honestly, it would be the best way to go with a 4th SSW game, so the map is changing, despite you sitting still. Would give more of a feeling of a galaxy growing around you, rather than it being more linear/static.


@Justin Kase Apparently the beta branch has finally been also updated to 1.04, and from what I've seen, the Metadata Database has a number of changes (and got slightly bigger; on the other hand, the new Version Manifest looks unchanged from the old backup or the _orig copy you provide). Could you look into providing updated MDD files with the next mod version?

Did that last night. I have new MDD and VM files and will post the official 1.04 today. Just doing some testing to make sure I didn't make another bonehead maneuver :p


I'd honestly just call it 52 weeks per year, and ignore leap years. Easier on the modder to math, easier on the end user to math, and no real difference in gameplay value.


Does lore ever call out if leap years even still exist in 3025?

The adding 1 extra week every 7 years is to take care of that 'extra' day each year. The extra week every 28 years would be for the leap year. But I'd be happy if it even triggered every 52 weeks;) No clue about lore, but I assume they would still use it. Especially with ComStar involved ;)
 
@Morricane : For the moment I've been avoiding going to deep into other years. What I'd like to do, is add in a new unit tag for the year the 'Mech / vehicle is released. Then have that tied to trigger events based on the week.

So, after 52 weeks, it becomes 3026, 104 = 3027, 156 = 3028 (and so on - with an extra week added in every 7 years to account for the extra day each 'year' - leap years would accumulate every 28 years in this simplified method)

Then the "Unit_Available_3029" would be the trigger that allows a unit to start appearing.

I was going to suggest the time trickle release of mechs as a joke, I didn't realize you were actually going to try to implement it! :O That's pretty impressive. I'm sure it could be done somehow using the event .json files.

I'm waiting for the pilot mod. I have no idea what your plan is for it, but I'm excited to see your collection of bug fixers in there. I also had just started to think about scenario and mission design. It would be really awesome to add some more mission diversity to the game, but I'm not sure at all how such a thing would be done. I wish there was a Modkit out there from Harebrained like the old NWN games! It might be quite an undertaking without one of those.

@Justin Kase Apparently the beta branch has finally been also updated to 1.04, and from what I've seen, the Metadata Database has a number of changes (and got slightly bigger; on the other hand, the new Version Manifest looks unchanged from the old backup or the _orig copy you provide). Could you look into providing updated MDD files with the next mod version?

See... See! This is why you need to convert it to the Loader. I have no problems with changing MDD files with your variants because of that.
 
See... See! This is why you need to convert it to the Loader. I have no problems with changing MDD files with your variants because of that.

I don't know if it is my system or what, but the BTML causes me weird errors everytime I try to install. It makes some sort of adjustment to the Hosts file, where the date then matches the time I tried to install. Yet I don't see any differences between the files.

It also trips 2 of my AV alerts for heuristics scanning - which is understandable, because it modifies files.

The weird part, is that it then locked a file in the folder and said I didn't have rights and had to grant admin rights to move it.

So... yeah... having all sorts of bizarre problems with the loader.

That being said, I will include a separate download that has all the items in 1 folder for use with BTML and will include a mod file based on what you and @GenTask used.

Going forward, I'll update both packs at the same time.
 
Which mods that installed into the mods dir? I'll download and test. You did specify a mods directory for it to peruse as well as the data directory?

I did notice that some mods have some poorly formed JSON which was causing certain files to fail. I can't/won't update the opensource JSON library I'm using to ignore these errors, so instead you have a new error box tells you all the errors and what was wrong with the JSON.

In JK_Variants for instance, the GT_VariantsSkirmish has some malformed JSON files in the chassis and mech folders that don't load until you fix the JSON errors - they basically have lists of elements that end with a comma. In JSON the final element can not have a comma after it

Example of the trailing comma in chassisdef_atlas_AS7-D_Danielle.json:
{
"Location": "LeftTorso",
"Hardpoints": [
{
"WeaponMount": "Missile",
"Omni": false
},<-- THIS IS THE OFFENDING COMMA - THERE ARE A FEW IN THESE FILES
],
"Tonnage": 0,
"InventorySlots": 10,
"MaxArmor": 210,
"MaxRearArmor": 105,
"InternalStructure": 105
},
Just in case you were unaware, This commentary happened on this mod concerning your variants mod: https://www.nexusmods.com/battletech/mods/152?tab=posts

The https://www.nexusmods.com/battletech/mods/152?tab=description
VersionManifest.csv manager
 
There are 2 other 'Mechs I had wanted to add from the fluff:
  • Urbanmech R50 - which is the armless version and predecessor of the R60. I want to play around and have the model appear without the arms.
  • Hunchback HBK-2 - which is the inpiration (?) for the Hunchback II. Not enough details on what it was. Some people postulate it has the dual AC/20s, but executes it poorly. Others that it had a completely different config (like dual AC/10s)

I'm waiting for the pilot mod. I have no idea what your plan is for it, but I'm excited to see your collection of bug fixers in there. I also had just started to think about scenario and mission design. It would be really awesome to add some more mission diversity to the game, but I'm not sure at all how such a thing would be done. I wish there was a Modkit out there from Harebrained like the old NWN games! It might be quite an undertaking without one of those.

I haven't had much time to play with it - as I have been consumed with the Variants>MinorFixes>SUCKos currently :p

But I was seeing if I can add in preferred 'Mech bonuses. This could be preferring a class (Assault) or a model (Locust). This could also trigger a negative if placed in something they are uncomfortable in. I have to revisit that one of these weekends when I can dedicate time to the logic.

I've also been working on a 'storyline' event, but, yes, it would be much easier if I had some sort of mod kit. I've figured out how to trigger the worlds and adding in new factions,.

I even have some generic faction icons
 
Which mods that installed into the mods dir? I'll download and test. You did specify a mods directory for it to peruse as well as the data directory?

I did notice that some mods have some poorly formed JSON which was causing certain files to fail. I can't/won't update the opensource JSON library I'm using to ignore these errors, so instead you have a new error box tells you all the errors and what was wrong with the JSON.

In JK_Variants for instance, the GT_VariantsSkirmish has some malformed JSON files in the chassis and mech folders that don't load until you fix the JSON errors - they basically have lists of elements that end with a comma. In JSON the final element can not have a comma after it

Example of the trailing comma in chassisdef_atlas_AS7-D_Danielle.json:
{
"Location": "LeftTorso",
"Hardpoints": [
{
"WeaponMount": "Missile",
"Omni": false
},<-- THIS IS THE OFFENDING COMMA - THERE ARE A FEW IN THESE FILES
],
"Tonnage": 0,
"InventorySlots": 10,
"MaxArmor": 210,
"MaxRearArmor": 105,
"InternalStructure": 105
},
Just in case you were unaware, This commentary happened on this mod concerning your variants mod: https://www.nexusmods.com/battletech/mods/152?tab=posts

The https://www.nexusmods.com/battletech/mods/152?tab=description
VersionManifest.csv manager

Thanks for that heads up! Cleaning those up - alerting @GenTask here as well, as he will need to fix them in his main GT Variants mod.

I hadn't really noticed them, as I was only using them in Skirmish mode and not for the campaign.

Send along your MW Callsign and info when you have a chance for the pilots mod ;)
 
Last edited:
Whaddya mean, like a someone is gonna include a pilots mod and wants copy and paste things for new pilots, so you want my bio backstory and my callsign for a mod like that!?

I have a Pilots mod I have been working on - I may just release the first part (the pilots) ahead of time, while I continue to work on the 'Mech preference portion (which would give a bonus when a pilot is in their preferred 'Mech).

But, yes, I have been collecting the MW names and users that have contributed to the mod (mostly by pointing out mistakes) and basically turn all of you into KS Pilots - but maybe use a different symbol (if I can - a little JK).

Once I get further in, I was going to reach out to each person on my list with a questionnaire - gender, nationality, pick skill focus, 'Mech preference, and a brief bio for the character. I could also ask them to go into character creator and tell me the choices they pick for the look (hair 5, tatoo 4, etc).

I wanted to turn y'all into random characters people might hire in the campaign ;)
 
I have a Pilots mod I have been working on - I may just release the first part (the pilots) ahead of time, while I continue to work on the 'Mech preference portion (which would give a bonus when a pilot is in their preferred 'Mech).

But, yes, I have been collecting the MW names and users that have contributed to the mod (mostly by pointing out mistakes) and basically turn all of you into KS Pilots - but maybe use a different symbol (if I can - a little JK).

Once I get further in, I was going to reach out to each person on my list with a questionnaire - gender, nationality, pick skill focus, 'Mech preference, and a brief bio for the character. I could also ask them to go into character creator and tell me the choices they pick for the look (hair 5, tatoo 4, etc).

I wanted to turn y'all into random characters people might hire in the campaign ;)

You need to drop everything and make this happen RIGHT NOW!