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Question for the cFixes team: I can't find it, but does the mod fix the Crab's movement speed from 4/6 to 5/8? (tabletop terminology)

I thought it did, but now I can't tell if I'm dreaming, or the computer simply isn't moving max because it is silly.

yes and the hardpoints as well
 
Can we get some instructions on how to properly install ModTek and BTML so we can make cFixes work? Those two things don't come with any instructions that I can find.

instructions should be on the same page where you downloaded modtek.
btml is now integrated into modtek and is no longer a separate deal.
 
Can we get some instructions on how to properly install ModTek and BTML so we can make cFixes work? Those two things don't come with any instructions that I can find.
Download the ModTek release .zip from the release tab on git, inside is a file that has the instructions. On mobile and don't want to give you incorrect info from memory.
 
quick question: for a fast n dirty edit of the CRB-27 (lil crab) for speed, would something like this be ok? Or do I need to mess with the velocities and jump values too? I'm basically just making it a 140/240 because I read somewhere (on one of these threads) that it's supposed to be a 'fast medium' so i just looked up the shadowhawk movement and copied the 140/240 part

Code:
{
   "Description" : {
      "Id" : "movedef_crab_CRB-27",
      "Name" : "MovementCapabilitiesDef for Crab CRB-27",
      "Details" : "",
      "Icon" : ""
   },
   "MaxWalkDistance" : 140.0,
   "MaxSprintDistance" : 240.0,
   "WalkVelocity" : 20.0,
   "RunVelocity" : 28.0,
   "SprintVelocity" : 36.0,
   "LimpVelocity" : 8.0,
   "WalkAcceleration" : 25.0,
   "SprintAcceleration" : 35.0,
   "MaxRadialVelocity" : 80.0,
   "MaxRadialAcceleration" : 240.0,
   "MaxJumpVel" : 50.0,
   "MaxJumpAccel" : 20.0,
   "MaxJumpVerticalAccel" : 45.0
}
 
quick question: for a fast n dirty edit of the CRB-27 (lil crab) for speed, would something like this be ok? Or do I need to mess with the velocities and jump values too? I'm basically just making it a 140/240 because I read somewhere (on one of these threads) that it's supposed to be a 'fast medium' so i just looked up the shadowhawk movement and copied the 140/240 part

Code:
{
   "Description" : {
      "Id" : "movedef_crab_CRB-27",
      "Name" : "MovementCapabilitiesDef for Crab CRB-27",
      "Details" : "",
      "Icon" : ""
   },
   "MaxWalkDistance" : 140.0,
   "MaxSprintDistance" : 240.0,
   "WalkVelocity" : 20.0,
   "RunVelocity" : 28.0,
   "SprintVelocity" : 36.0,
   "LimpVelocity" : 8.0,
   "WalkAcceleration" : 25.0,
   "SprintAcceleration" : 35.0,
   "MaxRadialVelocity" : 80.0,
   "MaxRadialAcceleration" : 240.0,
   "MaxJumpVel" : 50.0,
   "MaxJumpAccel" : 20.0,
   "MaxJumpVerticalAccel" : 45.0
}
That is all you need to fix to fix movement. There are other things wrong with it. Use cFixes to fix those.
 
That is all you need to fix to fix movement. There are other things wrong with it. Use cFixes to fix those.

tyvm, i'm just working on speed things atm, I read about the other things cFixes fixes (heh) and will eventually get around to that again, just learning2code here
 
FWIW, the other values in the movement profile appear to be related to the animations only. MaxWalk and MaxSprint seem to be the only gameplay parameters.
 
FWIW, the other values in the movement profile appear to be related to the animations only. MaxWalk and MaxSprint seem to be the only gameplay parameters.

actually that is very helpful to know! been sitting here wondering how much that was going to effect things if I didn't also tweak the other values, thank you!
 
Thanks HBS for clearing out some long standing typos!

We're already working to remove the redundant edits and should be able to put out a 1.5 compliant version of cFixes over the next week or so.
 
Thanks HBS for clearing out some long standing typos!

We're already working to remove the redundant edits and should be able to put out a 1.5 compliant version of cFixes over the next week or so.

Honestly, this is looking more like a cFixes patch than anything else. Other than the pirate rep fix and the dead enemy flags, most of those fixes look like cFixes. Well done team!
 
I like the "COMMUNITY REPORTED" tag in the patch notes... nice of them to give credit!
 
cFixes 1.5.0.1 - For BATTLETECH 1.5.0

This update mainly removes modifications that are no longer needed due to being fixed in 1.5.0. There is still quite a number of gameplay altering fixes remaining, main thing being NPC pilot passive stats.
 
cFixes 1.5.0.1 - For BATTLETECH 1.5.0

This update mainly removes modifications that are no longer needed due to being fixed in 1.5.0. There is still quite a number of gameplay altering fixes remaining, main thing being NPC pilot passive stats.

You may want to merge in the fix for the 10000% shop price increase bug in 1.5, although it would make cfixes a dll mod.

Mod is on Nexus Mods with the name "Fix Shop Price Rep Adjustment"
And source on Github, search for "Battletechmods" under my username "clintonmead", you'll need look in the file "FixRepShopAdjustment/FixRepShopAdjustment.cs" (sorry for the stupidly long description but no links rule).

I'm using a few dependencies for my mod but if you want to avoid that you could code up the mod for yourself a few minutes you just need to patch "GetReputationShopAdjustment".

I've noticed that the contract refresh bug isn't fixed in 1.5 (https://forum.paradoxplaza.com/foru...contact-list-not-refilling-over-time.1150377/) so I'll probably patch that also, although it's not entirely clear exactly the best way to patch it.
 
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cFixes 1.6.1.1 for BT 1.6.1 is now available. Search for it at github at /BattletechModders/cFixes/releases/tag/v1.6.1.1 or on nexus in a few hours.

For BATTLETECH 1.6.1

Requires ModTek 0.7.2

Instructions:
For older versions - Delete old cFixes folder in BATTLETECH\Mods
Copy cFixes-1.6.1.1 in to the BATTLETECH\Mods folder.

We're happy to see many corrections applied in 1.6. We've also started to identify errors in Urban Warfare files and with the new contracts. Major points being faction corrections in UW FPs and adding missing tags for new units, allowing them to spawn where they should with HBS's new Lance generator tagging system. We've also added the requirement to complete "The Prototype" before the RVN-1X can appear. It now has two conditions, save file date later than 1-1-3027 and player completing "The Prototype" Flashpoint.
 
cFixes 1.6.2.1 for BT 1.6.2 is now available. Search for it at github at /BattletechModders/cFixes/releases/tag/v1.6.2.1 or on nexus in a day or less.

For BATTLETECH 1.6.2

Requires ModTek 0.7.2

Instructions:
For older versions - Delete old cFixes folder in BATTLETECH\Mods
Copy cFixes-1.6.2.1 in to the BATTLETECH\Mods folder.

The major feature in this round are cost adjustments from copy/paste errors. These have been corrected using HBS own cost calculation sheets and other errors like the HBK having 5 too much melee dmg. Huge thanks to HBS_RedMenace for the data!

The Flashpoint "White Lies" can now spawn in either career or campaign mode. These are in addition to a few other small fixes and the removal of fixes made stock by 1.6.2.