Yeah, something feels broken with rarity, as it seems like items we add in later appear more frequently.
maybe @HBS_Eck will pop in and help explain
maybe @HBS_Eck will pop in and help explain
This was an unintended side-effect of ModTek v0.2.0 (now at v0.2.2), where every custom 'mech variant was added into a cached MetadataDatabase.db (if so, then there's a chance it'll appear in the campaign, with notable exceptions).Dear Sir Please when you get all of the Bugs worked out Let me Know. While i do a Very Small amount of Moding. I am More of a Player than Modder. So please let me Know then I hope I can Follow the Simple Instruction and get the Mod Installed Correctly!
I didn't even include the 6b in the mod, unless you are looking at the "minor fixes" mod - which literally overwrites the original file and shouldn't change when it appears.Not certain if it is your mod, or what I did to my base files, I just had a 6b Black Knight spawn as an opfor in a standard mission, still in campaign.
I removed the blacklist tag, toggled mech_def and chassis_def to purchasable, and dropped the rarity (it was a long while ago so I forget)
I am guessing that it was my monkeying around that did it, but I do nrecall you getting a Griffin in on one iteration.
Dear Sir Please when you get all of the Bugs worked out Let me Know. While i do a Very Small amount of Moding. I am More of a Player than Modder. So please let me Know then I hope I can Follow the Simple Instruction and get the Mod Installed Correctly!
More than welcome, I have to thank all the people who have replied here, at Nexus and Reddit - as their responses (like yours) have helped it to grow and become a much more solid/stable mod.First I'd like to say thank you for your amazing work! The number of variant types you've already implemented is really impressive
I don't know if this has been asked for before, but when you have time I'd love it if you would add the missing SLDF Royal variants for the chassis types already in the game, either as part of the main mod or as a extension. I think it would be nice for the other mods that build off your amazing work to have a bit more variety in the rare mech types than the 4 from Vanilla.
What is missing (based on existing Chassis types) -
Battlemaster - BLR-1Gb
Catapult - CPLT-C1b
King Crab - KGC-000b
Kintaro - KTO-19b
Locust - LCT-1Vb
Shadowhawk - SHD-2Hb
Stalker - STK-3Fb
Thunderbolt - TDR-5Sb
Wolverine - WVR-7H (Only one not to use the b naming system for some reason, but SLDF from 2770 according to Sarna)
The Lostech Equipment might be a complication (or not given how you have recreated some of the Primitive and varient gear). But this would bring the SLDF mechs up to 13 and provide a much better assortment for those mods that add them into the game (like RogueTech for example).
I just use your Mod Pack and/or No Guts No Galaxy and save myself the trouble of finding other mods that work well togetherThis Mod really shines with the following two mods:
https://www.nexusmods.com/battletech/mods/93
and
https://www.nexusmods.com/battletech/mods/207
I have those installed in my Mod Pack and now I see your variants all the time! I'm starting with an UM-R60L and a PNT-8Z. Yang has some very specific things to say about those mechs.![]()
This was an unintended side-effect of ModTek v0.2.0 (now at v0.2.2), where every custom 'mech variant was added into a cached MetadataDatabase.db (if so, then there's a chance it'll appear in the campaign, with notable exceptions).
Newer revisions of ModTek added the option to exclude certain file types from being added, but that's dependent on a mod's author, or a sufficiently skilled end-user with the knowledge and patience to make those changes themselves.
- Rear Armor max values on a number of 'Mechs are more/less than the internal structure value. This is not a big deal, unless you intend to bring the 'Mech into the shop to move all its armor to the Rear
Wait, you are finally acknowledging this issue exists, and it is unintended, and it may or may not be fixed in some future version? Hallelujah!(For a long time I have feared that this was some intended, undocumented change; a secret feature, not a bug - and had to fix it for my own use, this being about as much a pet peeve of mine as the incorrect order of Great Houses counter-clockwise was yours.)
I can send the list of affected chassis, or even the fixed chassis files, if that would help you/save you some work on the patch.
@Justin Kase Ah, great! Well, I had to offer help. Yeah, I know of that mod and the vanilla BT's discrepancies with TT with regards to max armor ; mostly I felt the need to comment since the "weird rear armor" was probably my first bug reported on this wonderful mod, and it was never acknowledged until now.![]()
Looked at that just now - seems like she increased the accuracy and negated some of the movement bonuses. Similar ideas, but it doesn't address the fire only with lock on issue.RogueTech has incorporated streak srms (and RACs, and Ultras) into their mod. Perhaps check that out to see how they implemented streaks.
By the way, I'll just say again - I love this mod! Keep up the great work.![]()