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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 :D
 
Testing the latest Variants update - and the J Edgar 'Flamer' combined with a Firestarter FS9-A is not fun to run into... especially after unloading an energy weapon heavy Alpha strike ;P The only solace I had was that it is a Polar board.

Also, the newly added Heavy Wheeled APCs (20 ton Vehicle - which makes the 50 to Sleipnir and 65 ton Vargr really really Heavy ;) ) have started to appear in the convoy missions. Note - they don't have Turrets. I need to see if the LRM/SRM armor diagrams look the same when selected (with the shadowed turret).

HvyAPCs.png
 
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!
 
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).
 
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!
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.
 
Apologies to all - had a massive headache/earache most of the day and night and haven't been able to read a screen to do replies :p


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.
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.

That being said, removing Black Listed shouldn't have done anything - unless you also went into the MDD and modified it there OR potentially if it was placed in the BTML/ModTek Mods folder. That would potentially load it up.

Feel free to bundle up the MDD, VM.csv and 6b files for me to look at though :)

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!


At this point, 1.04 seems pretty solid. There are a few minor errors such as:

  • 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 ;)
  • A spelling error in the Locust 1E description (Ammunitoin instead of Ammunition)
  • Internal Structure value on the Wheeled APC turrets was too high (30 instead of 5)
That last one is the only thing that really has any impact, though the CORE game has the same error, so, even that isn't a biggie.

1.04a will add a few things:

  • Vargr/Sleipnir Variants (based on the other APC variants)
  • Sleipnir adjusted to be viable according to Table Top rules - minor stat changes for Sleipnir that applies the excess armor points
  • Vargr adjusted to be viable according to TT rules - speed reduced from 6/9 to 5/8 and access armor applied
  • J Edgar Hover Tank & Variants added
  • Heavy Wheeled APCs & Variants added


If you want to wait for 1.04a, I should have it posted Saturday (06/09 Eastern Time) night.

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).
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.

I actually have a number of those in my test folder, but had somehow missed the Shadow Hawk and Wolverine - so please send me your MechWarrior Callsign and name in a PM for a pilots mod that I am hoping to release in July (or sometime after the QoL patch HBS/Paradox has talked about - I am waiting to see how they implement legendary MechWarriors).

Funny about the Wolverine - maybe that should have been a sign to the Clans that it was a troubled name ;)

I also have the following in my tests folder:
  • BLR-1Gbc
  • KGC-000
  • KGC-010
  • TDR-5LS
  • TDR-5Sd (Ultra AC)
Still trying to figure out how to do the Streak SRMs - I think I'll just go ask if anyone else has done them in the main mods thread.

Was also waiting for ModTek to allow for the choice to add/not add in folders to the MDD - so those that want them as choices in scenarios or Skirmish only can do so easily.

Hope to release them soon.

This 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. :)
I just use your Mod Pack and/or No Guts No Galaxy and save myself the trouble of finding other mods that work well together ;)

Heh, yeah, I'll likely go back and change more of Yang's notes to have a bit more of his personality rather than just repeating the base description.

My personal favorite is his comment on the DRG-1C, which finally explains how he lost his right foot (as we already know the story of how he lost his arm).

I am hoping that @Sigil or @Aristocra might write up a few to plug in ;)

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.

This was also why I didn't include the Star League 'Mechs in the BTML/ModTek version of the mod release ;) I'll have to test out 2.2 this eve - thanks for that heads up!!
 
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.

Well I have a Serious Problem With Nexus, and the Nexus Loader. When i Dl it, No Problem. Try and Run it and I get Bug Warrning's / Malware / And Virus Alerts.
I even had a Friend come over and Do an Install of The Mod Loader. He had the same thing Happen.So I cannot Use anything from Nexus.
 
I had a lot of issues with BTML/Modtek when first trying to install it as well - same alerts and such not.

But, I was still able to manually d/l stuff fom Nexus Mods - and there are a number of mods that go about installing through more manual means.

My mod (for example) has both a BTML/ModTek and manual install version. Both with instructions on how to do it.

Look here (or on any Nexus Mods) https://www.nexusmods.com/battletech/mods/18?tab=files and use the yellow "Manual Download" button.
 
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. :)
 
  • 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! :D (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.
 
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! :D (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.

I already went through and set the max front to be up to 2X the Internal and max rear to equal the Internal. This would still allow for a non-TT legal build of up to 3X the armor between the 2.

If you want to fix it so the 2 together can't total more than 2X Internal Structure, you would need to change things in the coding.

Luckily, there is a mod for that ;) https://www.nexusmods.com/battletech/mods/129?tab=files
 
@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. ;)
 
@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. ;)

To be honest, I totally misunderstood the original report :oops: - I thought it was more about the 'total' as opposed to the 2x/1x values. Totally my mistake there :(

I am going through all the core 'Mechs as well and adjust them as part of the reports I have been making on the Minor Errors / Typos list too.

I do appreciate the offer, and might have taken you up on it if it wasn't already done.

Still doing a bit of testing, but should have 1.04a out by no later than tomorrow (Sun 06/10) night. I have been enjoying that the APCs in Escort or Stop the Convoy missions now occasionally surprise me with LRM fire. I have also been unpleasantly jumped by a pair of J Edgar MG Variants - they are fast and ripped up the armor on my Jenner like crazy!!
 
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. :)
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.

What I had tentatively come up with was a double damage SRM-2 that shoots 1 shot with 2 Projectiles which does double damage (16) and double Instability (6) along with some minor bonuses to hit (though I am now thinking of using her idea of ignoring some o f the Evasive Pips). Figuring that either both hit - or none hit. Though this messes with the ammo (since it is only using 1 round per shot) - so I could potentially give it a -25 to the ammo bin to keep things even.

I had also toyed with the idea of giving it a few extra starting ammo capacity to account for the inevitable misses.
 
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Question for you Justin Kase
Any Chance of getting a Clan Mech Adder( Puma ) in a Simple Mod?
I remember it from Mw4 Merk's & Black Knights. Great Mech And is very Nasty for a Light Mech
 
Biggest problems there are

1) No graphics, you'd have to sub something.
2) Hard to build with no Clamtech in the game.
 
Hey, man, you promised us an update last night. The people are going to riot! :p

Did you say there is a problem with the rarity? @n3ctaris has been working on some elite/optimized mechs to add challenge into a game. The rarity for those are set at 5, and I just saw 3 show up in one mission! Not sure if you have insight on this.
 
I've seen rarity set at 20 for Gauss ammo. So how high does rarity go, is it the same for mechs as shops, and no, rarity of 5 tends to show just as often as rarity of 1. What does rarity 0 do? Where are the controls for this in the game? It needs to be rewritten. Rare isnt rare.