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Justin Kase

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Feb 28, 2018
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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
Note: in the Z_Sab_JK_RarityTables, there are multiple options for the JSON. Currently there are only files in the base folder (which cover 3025 rarity), 3039 folder and the userAdded folder (this includes various home-brew or non-standard named 'Mechs/Vees). In time, the 3050 folder will also be populated. When those folders are activated, they will overwrite the older tags (where appropriate), so the folders should be applied in the order the relative JSON shows.


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 :D
That being said, since the current era is 3025-ish, some of the variants in the mods are not era appropriate and receive a None tag across the board, essentially Blacklisting them.


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.
The LanceDef files will then look to make a lance that consists of a mix of those values by using a combination of Inclusion and Exclusion Tags that are then appended with the OpFor Faction name.

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

  • JK_Rarity.zip
    651,1 KB · Views: 34
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In another thread someone was asking for Rarity of the Vanilla 'Mechs for the great houses, and I figured I may as well post that sheet here too.

If there is interest, I can post the lists for the various mods or the full thing.

Rarity-Vanilla.png
 
For the Jayhawker, is there a link to the full mech data? The Mauler is on nexus so that was easy for me to get but I can't seem to find the Bushwacker as a standalone mod.

I pulled it from RogueTech, I will ask GP about it and see if he has it bundled elsewhere.

EDIT : Had a quick Discord text/chat with @GentlePayload and asked if it was ok to post his Bushwacker folder along with the Jayhawker files I tossed in there. He was cool with it, to tide y'all over until his official release. Currently there aren't any Vanilla Bushwacker ~3050 era files in there, since I would have Blacklisted them anyway ;)

The Jayhawker / Bushwacker variant is from the 3028 TRO that @Sigil had put together. The Linesman (pre Dabaku / Mauler) is in there as well.

Jayhawker01.png Jayhawker02.png
 
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sweet....another mech....cant ever have enough.
 
Many thanks for the file @Justin Kase. :)

All the hard work was done by GP on the model, and Sigil and making the stats - I just made the defs ;)

Testing another version of the Rarity tables that adds in the sub-factions (which I am hoping will help with the Flashpoints).

EDIT: Changed the Encounters.Zip file to use the additional factions (for the Flashpoints). Initial testing looks good, please let me know if you see any oddities.
 
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I was asked how this could be applied to Vanilla only - to do so, just make sure you are using the most current version of ModTek (https://github.com/BattletechModders/ModTek/releases/tag/v0.5.0)

Then replace the mod.json file in the Z_Sab_JK_Encounters folder with the attached mod.json instead.

The current mod looks requires : cFixes. BattletechPerformanceFix and the JK_Variants. You can safely remove the JK_Variants portion. I may actually rework the release version of the mod to have Vanilla and then have the JK Variants stuff in the Add Ons section.
 

Attachments

  • mod_json for Z_Sab_JK_Encounters.zip
    557 bytes · Views: 45
@Justin Kase , sir you are amazing. Your mods with the Pilot Quirk mods are giving me the battletech game I really want. I cannot thank you enough for your efforts and quick replies to questions.
 
Not a problem - but this is a team effort.

The original mod was done a long time ago with @Sabrist and we spent a fair amount of time trying to make it work. Luckily @HBS_Eck helped us out with an issue we were having with the {faction} name not properly exporting, this allowed it to work back in 1.2 ... but, it broke again in 1.3 when that code was left out. From what we are hearing, the code should be back in place with the 1.4 release. Luckily, @m22spencer came to the rescue and reapplied the missing code (thank you again to HBS for identifying the code), which is why BattletechPerformanceFix by @m22spencer is required for the mod to work.

Then, in talking with @Dr Banzai - he had already created some new LanceDefs that fit very nicely with the idea. So that too was integrated.

Add to this help from @Amechwarrior and @scJazz to make sure we are staying in sync with the tags that his AI mod prefers to see on the 'Mechs as well as some great ideas... well, you get the point. It isn't just me :D

We're still working on this, and I'm sure we'll get it hammered down even more so as we begin to get feedback from the community on things they are seeing, and any Rarity we messed up. Already @Packrat has found an error in the Victor 9S which suffered from a copy/paste error :( I have that fixed file that will be updated in the main sheet by this eve when I push it out to Nexus.

So, please, let us know how testing is going - especially as it sounds like you are doing mostly vanilla ;)
 
Okay so wondering how far this can be pushed. I have always wondered if there was a way to make the character creation have more meaning. Is there a way to incorporate the faction mech charts into a random lance generator for the Career start so that the faction you choose at creation can be used to effect the mechs in your starter lance?
 
Okay so wondering how far this can be pushed. I have always wondered if there was a way to make the character creation have more meaning. Is there a way to incorporate the faction mech charts into a random lance generator for the Career start so that the faction you choose at creation can be used to effect the mechs in your starter lance?

ya...that would be the shiznit.
currently i edit the game json for the player mech i want based on merc i am gonna create and use a mod to randomly choose rest of unit and crew
 
That is a great question - I will ask MPStark if he can pull by tags. BUT, I don't know if the character creation triggers the faction tag that could be used to check.

Would be a really cool feature to be added in. You could go to the suggestions page and recommend random lances and ask for it to be faction based.
 
I uploaded a new version in the first post with some minor adjustments (and the Victor Steiner variant fix).

mpstark will look into the possibility of using the tags to pull the starting lances - which is pretty damn awesome of him ;)
 
Somehow this breaks my game, caught in endless spinning of death. I can't really see the problem, as I run your variants-mod without any problems at all. It's essentially the only mod atm (well, including cfixes and performance mods that came with it), using latest modtek and btml (0.5.0 and 0.7.0 iirc) - is there anything that I need to edit and failed to see if I want to run both together?
If not, it might be some remnants from mods previously installed, yet have to make a clean uninstall.
 
Glad to hear it :D

Typically, I delete that .modtek folder as a first step and that often clears up my problem (due to load order). Though the newer ModTek is even more impressive with its error handling!
 
That's one of the first things I did after recognizing there were problems. Updating BTML and ModTek, deleting .modtek folder, all other mods I had installed (basically just mechengineer, in which I think is a lot of potential for trouble ;D ) - still didn't work. Reinstalled BT, modtek, btml, variants mod and faction tags: Still wheel of death. Deleted this mod: Runs. Yesterday, installed your latest version: Smoooooth like a smoke jaguar ;)

And then I ran into an Urbie, and started to love this mod so, so much! :D
 
@44th MAC|Bonsai - lol, well whatever it was, so glad to hear it is not impeding you any longer ;) On the flip side, the Panther will now be rarer in the field (unless facing Kurita or Arano Directorate)