• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Since it follows standard csv format rules, the first line of the file tells you what each field is... one of the fields is called 'assetBundleName' and tells it the name of the asset bundle to look for the data in. Data in normal files leaves that blank.

So I think you're mostly there and that you just need to delete the word 'flashpoint' from each of those lines. So you'd have nothing but three commas between the Z and the first False.
Yep I figured that out an hour ago lol. So I've removed the infinite loading issue but it still doesn't seem to be using those files for the mechs because none of the edits I did have an effect.
 
Yep I figured that out an hour ago lol. So I've removed the infinite loading issue but it still doesn't seem to be using those files for the mechs because none of the edits I did have an effect.
Hmm... yeah, that sounds tough to troubleshoot.

I'm assuming from what you said previously that you did get rid of the old manifest lines that referenced the JSONs in the asset bundle... but if you hadn't, that seems like something that could give those symptoms.
 
So if you delete the manifest lines from flashpoint bundle it crashes, and if you make the manifest lines reference the files in the chassis folder you get an infinite load screen when you try to load into the mechbay. So I'm not sure how to make it work.
 
I haven't had a chance to look at our experiment with the files yet, but could it have something to do with the corresponding mechdef files?

The only other thing I could suggest of the top of my head is double checking the formatting of the chassisdef files and your manifest entries. Don't forget to look at your output log to see if it tells you anything useful.
 
Last edited:
Has anyone gotten these to work yet? I successfully modded my starting lance in career mode to all SLDF Highlanders (mechdef_highlander_HGN-732b) and launched the career with no issues, but when I try any of these mechdefs I get the endless spinning:
  • mechdef_hatchetman_HCT-3F
  • mechdef_crab_CRB-27
  • mechdef_cyclops_CP-10-Q
  • mechdef_cyclops_CP-10-Z
Yes I got it to work - there are TWO locations where the career start mech are listed keep scanning down and change the Second one

"StartingPlayerMech" : "mechdef_vindicator_VND-1R",
"StartingLance" : [
"mechdef_jenner_JR7-D",
"mechdef_hatchetman_HCT-31",
"mechdef_spider_SDR-5V",
"mechdef_panther_PNT-9R"

I just changed the commando to Hatcheman for first test
hatchetman.jpg
 
Here's the output log from the most recent crash when I played with the flashpoint code. I cant tell what it means.
Hmm... I don't know the output well either, but the errors I'm seeing appear to be unrelated to what you're trying to do. Which makes me wonder if your new lines are being parsed correctly (sometimes if the parser gets confused, errors pop up later on in unrelated areas).

Perhaps your editor is word-wrapping the lines?

The CSV format definitely requires one line per entry, and the lines are long enough that word-wrap would cause problems if it wasn't turned off.

Other than that, at this point I'm curious what's going on myself, so I definitely want to take a look. Though setting aside time for it will be an issue.
 
From a quick skim of the flashpoint assetbundle file, I believe it would be fairly easy to create variants of the new mechs. Trying to modify the original mechs may not be possible, but I'm sure more experienced modders than myself will be able to give a more definitive answer in time.

As Ronhatch already mentioned, I didn't see anything relevant in the attached output log file.
 
So the whole reason they defs didn't work for me is that FlashPoint did not fully install. I had to go into Steam and tell it to validate existing files. When it did that it found 2 files that did not match and updated them. Suddenly Flashpoint worked. Since I had to start over anyway, I modded my starting lance to include the Hatchetman and it fired successfully.
 
I can confirm that if you extract the definition files and load them with ModTek, they replace the files in the assetbundle so that they can be modded!
I've changed the name of some of the new mechs, and I see the namechange when ModTek is loaded - this means other things can be changed as well.
End even better, the same savegame can also be loaded with ModTek disabled, so modding these existing mechs does not break vanilla saves! :)
 
Last edited:
Check on them in the skirmish mechlab to see if your changes took
 
I can confirm that if you extract the definition files and load them with ModTek, they replace the files in the assetbundle so that they can be modded!
I've changed the name of some of the new mechs, and I see the namechange when ModTek is loaded - this means other things can be changed as well.
End even better, the same savegame can also be loaded with ModTek disabled, so modding these existing mechs does not break vanilla saves! :)
Do they just go inside the data/mech folder inside my modtek mods or somewhere special?
 
Do they just go inside the data/mech folder inside my modtek mods or somewhere special?
IIRC they have to go as a whole file in a folder outside Streaming Data and with a path defined in the mod's .mod file, manifest section. See JK's variants for a good example of the structure.
 
Yes outside Streamingdata, since they are not part of the manifest to begin with. But they override the existing specs.
That's really interesting. So that doesn't break saves or mess with salvage parts if say I edit the CRB's names and variants to the corrected CRB-20 from CRB-27? I want to test this out and make sure it doesn't break anything with either salvage parts or saves as a whole. Could use this method for out community fixes mod.
 
That's really interesting. So that doesn't break saves or mess with salvage parts if say I edit the CRB's names and variants to the corrected CRB-20 from CRB-27? I want to test this out and make sure it doesn't break anything with either salvage parts or saves as a whole. Could use this method for out community fixes mod.
I'd bet good money that the critical part is not changing the internal ID.

Normally the ID and the name match in very specific ways, but there's no reason that has to be true.
 
I'd bet good money that the critical part is not changing the internal ID.

Normally the ID and the name match in very specific ways, but there's no reason that has to be true.

Yes I believe so as well. Don't change the ID's - but you can change the UI name and whatever. As long as everything has the same internal ID's, it shouldn't break saves afaik...
 
Yes I believe so as well. Don't change the ID's - but you can change the UI name and whatever. As long as everything has the same internal ID's, it shouldn't break saves afaik...

Gotcha - similar to what we are doing with the BL-6-KNT to BL-6-KNT and the GRF-4N to GRF-2N. Thanks!