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MadMax Tseng

Recruit
9 Badges
Apr 21, 2018
5
4
  • Cities: Skylines
  • BATTLETECH
  • Age of Wonders III
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Not sure if something similar was posted before, but I created my own version. I got tired of restarting my career to play some flashpoint again. I also wanted to give a proper ass whooping to miss Kerensky.

*** Sorry about the links, but I can't post with them. Replace [DOT] with . ***

Requirements:

  1. ModTek
  2. FlashpointReplay
How it works:
This mods wipes your flashpoint data from your saved game. Here's the currently list of wiped data (subject to change with versions, if any) :
  • Completed flashpoints
  • Discarded flashpoints
  • Conversations / decisions
  • Milestones
  • Consumed milestones
  • Discarded contracts
  • Discarded maps
  • Ignored contract employers
  • Ignored contract targets
  • Available flashpoints
  • Active flashpoint
  • Flashpoint cooldown
  • Current milestones
Run this mod when you are done with everything in your career.

Disclaimer:

I have only tested with the original game and no other mods.
  1. I have only tested with all DLCs.
  2. If you do backup your saved games correctly, there is, as far as I know, no risks.
  3. With that being said, I'm not responsible for any issues, problems, lost of data or damage to your mech's targeting computer!
Side effects:
This mods allows the game to generate up to 10 flashpoints per day to a maximum of 20 on the map. I've done that to help me test and enjoy more specific flashpoints. If this is an issue for you. You can remove lines 58 & 59 from the mod.
https://github[DOT]com/MaximeMorin/FlashpointReplay/blob/master/Rewin.BattleTech.FlashpointReplay/PatchesV2.cs#L58
Rebuild, replace .dll in your mod folder and you should be good.

I might eventually make that a setting of the mod, but I'm currently enjoying the game. (Sorry)

How to reset your saved game:
  1. Install this modtek
  2. Install this mod
    1. Create folder "<path-to-stream-library>\SteamLibrary\steamapps\common\BATTLETECH\Mods\FlashpointReplay"
    2. Unzip the flash point replay mod.json and .dll in the created folder.
  3. Backup your previous saved game.
    In my case, with Steam : C:\Program Files (x86)\Steam\userdata\<your-steam-user-id>\637090\remote\C0\SGS1
  4. Launch the game
  5. Make sure the mod is loaded correctly and enabled using the mod menu.
  6. Load your saved game. (Magic happens here; all data is wiped)
  7. Save your game. (Optional, really, but make sure to disable the mod, or else, it will always wipe everything on load!)
  8. Go back to main menu.
  9. Go to the mods menu.
  10. Disable the mod.
  11. Restart your game.
  12. Load your game.
    1. You shouldn't see any flashpoint in the map, that's normal.
    2. Advance time (travel).
    3. You should eventually see about 10 flashpoint pops.
    4. The heavy metal flashpoint is re-playable. (Haven't finished it, but I'm currently doing the 2nd phase)
  13. Enjoy
Direct download:
https://github[DOT]com/MaximeMorin/FlashpointReplay/raw/master/FlashpointReplay-0.1.0.zip

Sources:
https://github[DOT]com/MaximeMorin/FlashpointReplay

Feel free to copy, modify, whatever.

If you have any issues, let me know, I will try to respond as quickly as possible.
 

Attachments

  • FlashpointReplay-0.1.0.zip
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There already is this: github.com/BattletechModders/FlashpointEnabler
It takes a more "careful" approach to do mostly the same thing. I really don't mean to offend you but after looking at the code i'm almost certain that there are unwanted side effects with brute-force clearing the mentioned data-tracker-lists.
Hopefully "PachesV1" isn't compiled at all as its contents will break your game for sure!

Don't know if you're already there but there's still a "not dead yet" discord for modding BTG, please see: discord.com/invite/SKK4Ad
There are still some people around willing to help.

Best regards, Mad
 
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Hi Mad,

Thanks for your input. I didn't know about FlashpointEnabler. Do you know if it enables you to play the Heavy Metal Story again? My goal wasn't to randomize planets, employers and such; more to replay the same stories. (Especially interested in heavy metal one.)

As far as your comment about breaking a profile, if you could be more specific, it would be welcome. V1 isn't in the .csproj so it can't harm (not compiled). With that being said, even if it was, my profile went through multiple variations of V1 and it still works great. Furthermore, I fail to see how returning true instead of false on a requirement check might break a profile.

As for clearing lists, it's the equivalent of a blank game to some extend. Once again, if you could enlighten me on what side effect there could be so I could double check with my own profile. It would be welcome.

I might hop in discord, if the need arise.

Have a great day!
 
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Regarding Replay of HM, i honestly don't know. As there's more to it than an enable-flag (linked milestones, events, blabla), probably not.

Regarding PatchesV1, the SimGameState.MeetsRequirements methods are multi-purpose and called by various other stuff, Event-Result-Actions and PilotGenerator for example. Forcing true without the context of the caller can lead to really weird results and break campaign events (as requirements shouldn't be met in a certain point but now are).

As for the last point, without actually looking at what methods access these lists for what purpose, i still think it's very possible that the contents of these list help the game decide what to do when and where, especially milestones and such. It also depends on *when* you load the mod (FP active or not, Campaign vs. Career etc.pp.) if there are potential cave-eats. It's just too generic to be safe if you ask me.

Probably see you in discord then, best regards, Mad
 
Hi Mad,

Thanks again for your feedback.

I understand, your point about V1, it did do random stuff, which is why I removed it. Yet, to claim it breaks a profile sounds is a bit harsh. It might trigger more stuff, or unexpected stuff, but that should be about it.

As I mentioned, this mod is meant to be enable once you are done with everything. (Edit: I will make that more clear in the original; it is not currently.) Completed campaign, completed career, completed all flashpoints and only contracts are left to do. At that point, I see a full wipe of the above data as a breath of fresh air.

Since testing, I've completed my heavy metal story a second time with the same game profile. I did give Miss Kerensky and The Bounty Hunter a proper ass-whopping even with their pretty unique skills this second time around.

Have a good day!
 
I once patched the same methods for a mod of mine in a similar fashion (overriding result depending on my own logic) and it DID break my campaign.
But as you say, once you're floating around with nothing else to do, the risks are way smaller...

To minimize risk for potential users of your mod (who probably don't read instructions thoroughly and drop the mod in a running campaign/career), you could check for the existence of certain tags before flushing the lists. There is "story_complete" for example. There will be others for campaign/HM progress too.
That way you can ensure codewise that the mod triggers its stuff "on point".

And yes, playing HM again with a different set of decisions to make sounds nice! :)

Best regards, Mad
 
Hi Mad,

Thank you again for your input. I will look into your suggestion to avoid breaking games of players who fails to read the warning and fails to backup their games.

Have a good day!
 
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