1.5.1.2 Release
This was originally part of the JK_Variants mod, but was then broken out as a separate function, after receiving multiple requests to make it work with the other existing New 'Mech skins and mods.
IMPORTANT NOTE:
BT1_4_MadlibsFix is no longer required - if you have an older version of this mod - PLEASE delete the "BT1_4_MadlibsFix" folder.
Also, I suggest you delete you Battletech/Mods/.modtek folder after you first install this mod.
What does it do?
The idea behind this mod is to add Faction Rarity Tags to every 'Mech and Vee in the game, in JK_Variants and in other available packages. These tags are then used in new LanceDef files that will call for a mix of tag values.
This makes the various 'Mech/Vee variants become more/less prevalent for the various factions. So, something like the Panther will appear more frequently for a Kurita lance, but that same Panther would be Rare elsewhere - so, instead an Urbie might appear for a similar Liao lance.
How do I install it?
This mod relies on ModTek - as long as you have it, you can download the attached "JK_Rarity.zip", then unzip and drop both mod folders into the Battletech/Mods/ folder.
This includes:
- Z_Sab_JK_Encounter - this folder includes tags for the appearance year of various 'Mechs and Vehicles. This should prevent them from appearing prior to their cannon dates when active.
- Z_Sab_Encounters-OtherMods - this folder includes the lancedefs & tags for vanilla, Flashpoint DLC, JK_Variants & then multiple subfolders for all the wonderful work done by BloodyDoves, GentlePayload, Colo/MattyXR, SolahmaJoe, Dialcaliper and Haree78
Does it work with Vanilla?
Yes, it does, but with the limited choices in the pure vanilla mode, you will see a LOT of the same common 'Mechs for each faction. As more 'Mechs are added to the game, the field expands further allowing for more core game variety in the lances.
Does it work with other 'Mech/Vee mods?
As mentioned at the start, this was originally designed to work with the JK_Variants mod (which adds 75+ new 'Mech variants and 55+ new Vehicle variants to the existing chassis), but during the testing, there was interest expressed in expanding the viable candidates to things like the Bloody Doves' 'Mechs, SolahmaJoe's 'Mechs and Colo's work () and Dr Banzai's Helm Core Resurgence is on the horizon (many new variants using upgraded tech).
NOTE : I do not include any of these mods in the file, they must be downloaded individually. This mod will ONLY modify the Tags for the various MechDef_ files that it finds.
Adding in these extra mods will expand the potential pool that the LanceDefs draw from, giving each Faction an even more distinct feel.
The mods currently covered:
- @bloodydoves : Annihilator, Archer, Assassin, Flea, Nightstar, Rifleman, Urbie 50
- @SolahmaJoe : Hanger of the Dispossed - Charger, Marauder, Phoenix Hawk, Stinger, Wasp, Warhammer
- @MattyXR (Colo?) : Javelin, Mauler, Raven, Wolfhound and over a dozen vehicles
- @GentlePayload : Bushwacker
- @Haree78 : 3025 Extended
- @Dialcaliper : SLDF Royals
- @7StarCider : Weapon Diversity
- and more
Does it make the game harder?
Well, it will make certain achievements difficult, like gathering the Chassis Collection bonuses. It also changes the force disposition for the lances (based on faction availability), which may lead to facing 'tougher' or 'easier' adversaries based on the available models.
How does it work?
The Rarity of the 'Mechs/Vees (and all their variants) was determined by referencing the XOTL Rarity Tables that are used for the tabletop BT game. They are slightly adjusted to account for salvage from neighboring powers, but for the most part, the values are a close match.
The values range through :
- Common - Prevalent model, all but guaranteed to see these. However, these are excluded as targets in the 'Solo' lances (usually used for the solo 'Mech you may have to kill).
- Uncommon - For the purpose of this mod, these are usually called along with Common, though it is a possibility in the 'Solo' lance.
- Rare - You will see these, but they will be limited to no more than half the lance typically.
- Very Rare - These tend to show up in the full skull missions rather than the half levels.
- Ext Rare - Right now these are restricted to potentially appearing in just the Solo lances.
- None - This should prevent the model from appearing at all for the chosen Faction(s).
- Hero - This is a newer designation for special one off variants based on a particular pilot/story. By default, these are only called in special missions.
For example, a 1/2 Skull Mission might call for a Mixed Light Battle Lance (Vees and 'Mechs)
Normally this would call:
- 2 Light Vehicles
- 1 Medium Vehicle
- 1 Light 'Mech (Tank)
By setting the Exclusions to exclude "Rare, Very Rare, Ext Rare and None " for the two lights, this will force the choices on the two lights to be Common/Uncommon for that faction.
Then by setting the Exclusions to exclude " Very Rare, Ext Rare and None " for the medium and 'Mech, it opens the choices to allow the Medium Vee & Light 'Mech to be Common/Uncommon/Rare for that faction with the Light 'Mech also having the Tank Tag.
I Don't Like MyFavoriteMech™ to be Very/Ext Rare or Unavailable - what can I do?
If you want to change the Rarity of a particular model (or models), you just navigate to the relevant mechdef_ file in this Mod's folders (not the original mod) and open it up, then change to a value you find more suitable.
You can use this to tweak things to your liking, or to decrease rarity levels if you aren't using all the variants out there.
What's next?
I am continuing to adjust rarity of certain 'Mechs/Vee models.
Lastly, I am in the process of creating 3050 era specific Tag folders.
Attachments
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