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have they fixed or planning on fixing the issue with the CAB and BTPF not loading in time ?
We don't know yet. Well, some might, but if they do they shouldn't be saying so until that info is out in the wild from Mitch or patch notes.
 
From the team: For the 1.9 release, we have made some improvements to the ModLoader, such as improved logging messaging, a configurable mod installation folder, and several bugfixes and quality of life improvements. The ModLoader will also be patchable, so the modding community will be able to update and mod the ModLoader itself.
Remember that the mods themselves must be compatible with the latest version of BattleTech, and as mods are created externally to the game, not all mods are guaranteed to work.
 
From the team: For the 1.9 release, we have made some improvements to the ModLoader, such as improved logging messaging, a configurable mod installation folder, and several bugfixes and quality of life improvements. The ModLoader will also be patchable, so the modding community will be able to update and mod the ModLoader itself.
Remember that the mods themselves must be compatible with the latest version of BattleTech, and as mods are created externally to the game, not all mods are guaranteed to work.
THANK YOU good Sir. :bow:

This is very welcome news indeed. : )
 
Great news, thank you for the update @HBS_HighCommand !

BUT, if the modloader itself is moddable, and mods can mod the modloader (it's turtles all the way down), does this mean that they could break the functionality for other mods? Am I being dim (entirely possible, some might say likely), or would this kinda defeat the object of having an "official/supported" modloader system?
 
Great news, thank you for the update @HBS_HighCommand !

BUT, if the modloader itself is moddable, and mods can mod the modloader (it's turtles all the way down), does this mean that they could break the functionality for other mods? Am I being dim (entirely possible, some might say likely), or would this kinda defeat the object of having an "official/supported" modloader system?

Yes it means that SystemMods(A new type of mod in 1.9) can break other mods. But this feature is not meant for the normal mod to be used, its meant to give us the possibility to upgrade the mod loader with modlaoder-DLCs basically, so we can keep adding new mod features in the future, since HBS is bailing. So we don't have to go back to modtek instead.

Also the official modloader can't and never will be able to prevent mods breaking other mods. It's just plain impossible to prevent that. If one mod wants all planets to be water planets and another wants to be all planets to be moons, then they obviously break each other.
 
BUT, if the modloader itself is moddable, and mods can mod the modloader (it's turtles all the way down), does this mean that they could break the functionality for other mods? Am I being dim (entirely possible, some might say likely), or would this kinda defeat the object of having an "official/supported" modloader system?

Hi! Having the modloader be patchable means that the community will be able to use the modloader into the future with new tech changes. An inbuilt modloader allows for new people to learn how to add mods to their game, and lets the community drive how modding should work--we recognize that you are the stewards of modding, and want to let you drive your own feature sets. When we ship 1.9, we are also leaving mod support with some comprehensive documentation to get started with mod installation, modloader patching, and modding itself to get you started. Let's see what cool stuff y'all are building!

Also, the modloader being moddable is different from mods being moddable--as Morphyum points out, mods can always still be incompatible with each other and the modloader. HBS doesn't touch the mods themselves, so the standard caveat for using mods at your own risk applies. :)
 
Hi! Having the modloader be patchable means that the community will be able to use the modloader into the future with new tech changes. An inbuilt modloader allows for new people to learn how to add mods to their game, and lets the community drive how modding should work--we recognize that you are the stewards of modding, and want to let you drive your own feature sets. When we ship 1.9, we are also leaving mod support with some comprehensive documentation to get started with mod installation, modloader patching, and modding itself to get you started. Let's see what cool stuff y'all are building!

Also, the modloader being moddable is different from mods being moddable--as Morphyum points out, mods can always still be incompatible with each other and the modloader. HBS doesn't touch the mods themselves, so the standard caveat for using mods at your own risk applies. :)
I had hoped for something along these lines but had not thought it within reach for 1.9

Your comments here Good @HBS_Mouse, fill me with confidence and peace of mind as BATTLETECH is handed off from Team HBS to its Modding Community. Thank you Team HBS and thank you HBS_Mouse for bringing us the good, Big and Stompy Word! :bow:
 
I just tested my Paradox Launcher install, and it looks like it does work. At least my The Engine Initiative mod plays nice with it. The sample mod, however, doesn't. Whoopsie!
 
Okay, if you get the blank list, it's probably because the mods you copied over to the default location include modtek/.modtek. Detete those, and things should be listed.
 
Can anyone confirm that the modloader now works for modifying DLC content? From my testing, it doesn't appear to work. Removing the "BLACKLISTED" tag on the new 'Mechs makes them available in Skirmish, execpt for the CRB-27b and PXH-1b.
 
It also seems that mods aren't loaded the same way if you change the ModLoader location: after changing the folder, and copying all my mods over, the game hangs going into Skirmish which it does not if I use the default modloader folder. Also, the \mods\HBS folder doesn't have the harmony_summary.log, and the \mods\HBS\Database folder doesn't have database_cache.json.
 
Can anyone confirm that the modloader now works for modifying DLC content? From my testing, it doesn't appear to work. Removing the "BLACKLISTED" tag on the new 'Mechs makes them available in Skirmish, execpt for the CRB-27b and PXH-1b.

From my testing it doesn't appear to work either. My changes to the BW minicampaign or the DLC 'Mechs don't appear anymore.
 
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