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Hmmm.

In my copy, I have "break.my/game" only in the JK_VariantsCampaign folder. I haven't encountered any of those 'Mechs as of yet.

I think if you put it in your Mods root folder, it may add everything.

Not sure how to explain how @Lyrch75 got it though. @Lyrch75 - is the b.m.g file in both folders? The Root folder? Root and JK_VariantsCampaign? What's it look like? Thanks :) I got your pilot info, from Nexus, right?

Could be an issue with ModTek.

If you want - you can remove the "break.my.game" and use the included MetadataDatabase.db file instead (which is setup to correctly use just the Campaign stuff).

I'll play more this eve and see if anything appears
 
A very wise man once said the same thing.

If you have previously broken.your.game then you don't need to apply it every time...
 
Hmmm.

In my copy, I have "break.my/game" only in the JK_VariantsCampaign folder. I haven't encountered any of those 'Mechs as of yet.

I think if you put it in your Mods root folder, it may add everything.

Not sure how to explain how @Lyrch75 got it though. @Lyrch75 - is the b.m.g file in both folders? The Root folder? Root and JK_VariantsCampaign? What's it look like? Thanks :) I got your pilot info, from Nexus, right?

Could be an issue with ModTek.

If you want - you can remove the "break.my.game" and use the included MetadataDatabase.db file instead (which is setup to correctly use just the Campaign stuff).

I'll play more this eve and see if anything appears


I think that break.my.game will inject every mod that is toggled "enabled", as I have one of those files in my mod folder (Edit: Its actually in the JKVariantsCampaign folder) and I am running your and GT's mods together.
In fact I had to delete the extra bmg file to avoid infinite load screen at start up.

Hey, I was the one that was trying to get you to put all of these guys into the campaign, so I am perfectly fine with it as it is.

No I PM'd them to you

Gunther "Gunman" Vinsun.
No fun bio yet, but gimme time. :)
 
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I confirmed with CptMooreB that break.my.game goes in the root Mods folder - which likely means it applies EVERYTHING into the MDD :(

So, it may be best to package the BTML with a MDD.db file (which I happened to do - just in case) and then you can apply the MDD.db to only integrate the Campaign portion.

I did test out my latest variant and it seems to be working well:

Hover.png
 
I confirmed with CptMooreB that break.my.game goes in the root Mods folder - which likely means it applies EVERYTHING into the MDD :(

*tap, tap* Is this thing on? ;)
 
*tap, tap* Is this thing on? ;)

No no - just confirming that you were correct in your earlier guess. I was just trying to find out if that was indeed the way it did work (or if it was unintentional).
 
I bring you only the most important bugs from your mod. There is an error in the description for the Locust-1E. It says ammunitoin instead of ammunition. :)
 
I bring you only the most important bugs from your mod. There is an error in the description for the Locust-1E. It says ammunitoin instead of ammunition. :)

Every correction is an important correction ;) Thanks :)

Fixed in chassisdef and mechdef for the 1.04a release (I will post it this week).
 
I can't wait for the Clint chassis to be added to the game! But, I really hope that the next patch from HBS includes some of the existing MWO chassis that we are missing (like the Cyclops, Assassin, Crab and Javelin - would also love the Flea and Vulcan - not to mention the unmentioned).

Though I would really, really love to see the Loader King (and other industrial 'Mechs) added into the game. Would make for some interesting scenarios!
 
I can't wait for the Clint chassis to be added to the game! But, I really hope that the next patch from HBS includes some of the existing MWO chassis that we are missing (like the Cyclops, Assassin, Crab and Javelin - would also love the Flea and Vulcan - not to mention the unmentioned).

Though I would really, really love to see the Loader King (and other industrial 'Mechs) added into the game. Would make for some interesting scenarios!

Part of a pirate lance using converted industrial mechs!

Second on those added chassis.

(Also, they can add the Thug while they're at it.)
 
Thanks again, JK, for this mod. I have found that it helps to even out the game since it is taking longer for me to get complete chassis. That prevents me from being so far over tonnage as I play through (staying with meds longer, then heavies, then assaults) that I did not just overwhelm with weight. I may still use a balance mod as well for my next playthrough... but for now, this makes a nice tweak to the game 'difficulty' by itself.

On a side note, I run my games almost pure stock. I think I added some ammo at the expense of heat sinks in one mech so far, so it has forced me to run some sub-optimal-meta lances. (Never have I seen so many Cataphract -4x's.)
 
Happy to hear you are enjoying it! Similar to you, I found the extra variants added to the difficulty curve (a little) in acquiring new 'Mechs.

Yeah, I started to see a ton of J Edgars in my most recent BETA :p

The thing I am noticing, is that the 'rarity' doesn't really seem to be a diverse enough range. I am encountering things I set as "5" (the rarest) almost as often as things set at "0". I wonder what happens if we go up a bit (6-9) - not sure if that breaks anything.
 
Happy to hear you are enjoying it! Similar to you, I found the extra variants added to the difficulty curve (a little) in acquiring new 'Mechs.

Yeah, I started to see a ton of J Edgars in my most recent BETA :p

The thing I am noticing, is that the 'rarity' doesn't really seem to be a diverse enough range. I am encountering things I set as "5" (the rarest) almost as often as things set at "0". I wonder what happens if we go up a bit (6-9) - not sure if that breaks anything.
Do you know what the full functional range is?
 
Actually, I wonder if its a case of "A+B+C+D+E = RNG roll" With the large increase in units, the final die roll is a really big number and the weighting gets lost in the scale.

ie: If Rarity: 1 = 1.0 and Rarity: 5 = 0.2; that weighting gets buried by the 50+ units on the list. The difference between 1% and 0.2% isn't significant enough to be noticed in game. With only 20 units, that would still be the same ratio, but 5% vs 1%
(NB: no idea if that is how rarity works but is worth investigating).
If this ends up being the case, an exponent value may be needed for Rarity (eg: 1/4/9/16/25)
 
I should have pointed this out before, but there is a modding Wiki for Battletech. It is great for some things, and not great for others. But, it does have descriptors of a lot of fields. Rarity is kinda one of them. It does say that Rarity = 0 is *not* rare, though.

http://btmodding.warriorsblood.com/index.php?title=Weapons,_Template
 
Not sure on Rarity, but in another example, every Atlas I have seen (3) have been the Command Console variety. I have not seen the primary variant in the game yet. So, not sure what that means, or if it is just more anecdotal evidence of what you are already seeing.