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My distinct impression is that it may be moderately easy to make weapon hardpoints display differently. And SolahmaJoe definitely was able to recombine some other models. So with a moderate amount of patience, it should be possible to kitbash together alternate models for almost any mech in 3025.
 
Sorry to be the Necromancer, but is anyone adding in the Phoenix Hawk and Rifleman? I'd love to have them in the campaign.

Shout out to SolahmaJoe for the Marauder and Warhammer, they really make HBS BattleTech feel like the game I always wanted to play.

Cheers,

Mad
I'm pretty sure it was on SolahmaJoe's to do list IIRC. Honestly, the amount of work it took for him to insert the mechs into the Skirmish game and Campaign (yes I finally started seeing them) looks like it was mind boggling.

I don't think there are many people out there with his level of skill. Kitbashing is one thing, he actually imported the actual models from MWO. Then he used some of the effects and features other mechs used, like the king crab for the Marauder.

In order for them to start showing up in my games I actually pulled down the Battletech Mod Manager (which will keep your Modtek files updated FYI) and reinstalled the latest versions of Modtech. The mod manager is so slick it's basically just as if HBS had actually included mod support! Couldn't believe how simple it was to use.

Any mods not loaded by it (older format) can be loaded in the root of the Mods folder just like before. So, I got all my mods up and running flawlessly, together, for the first time!

I don't have the skill for frankenmech creation, anyone else?
 
Last I heard from him he was working on the Phoenix Hawk, but building a tutorial guide for his process using it as the example along the way. Once done it could be used to kitbash or even straight clone the way Zot did to create Wasp, Stinger, Valkyrie, and Crusader models, and the guide could help us do the other mechs.
 
Last I heard from him he was working on the Phoenix Hawk, but building a tutorial guide for his process using it as the example along the way. Once done it could be used to kitbash or even straight clone the way Zot did to create Wasp, Stinger, Valkyrie, and Crusader models, and the guide could help us do the other mechs.
Well... That's glorious!

Ran into a pair of Marauder II's last night. Wonderful to see new models on the field.
 
Can anyone post a screenshot of the resizer variables copied into the JSON? I'm not sure I've done it right, because my Marauder still looks really big....
Not at PC, so can't quote. But Mech Resizer has been updated since HotD was released, so you'll need to open the HotD sample mech resizer mod.json and the actual, new format Mech Resizer mod.json and judiciously copy only the relevant bits from the HotD sample into the correct spot in the MR file. Commas are important, all entries except the last one must end with one, the last entry must not end with one. That's the most likely source of error.
 
SolahmaJoe has all the mech resizer variables under his latest download. Also know he's working on texture re work on the Mechs and the P Hawk fyi

Yep I have the variables, but I don’t think I pasted them in right because both of my Marauders I’m fielding in the campaign look pretty chubby!
 
Hm... The MAD II's are chubby, but the regular ones appear correctly. If I get time today I will fire up my PC and grab my resizer folder and pm the link to you from my Google drive.
 
Thanks for the info... took a look at the mechs and they look good.
He's still working out the kinks. It will be a while but well worth the wait. The PHawk will eventually be in there too.

Between his mod and the JK Variants one it's made "Peices of 8" game runs especially unforgiving. Add to that the vehicles enhancement mod and the game is a completely different experience.