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@Pode - Good question, but doubling up on the faction tag won't do much in that respect.

Based on 3025 era, I'd do :

"unit_rare",
"unit_rare_MagistracyOfCanopus",
"unit_rare_TaurianConcordat",
"unit_rare_Liao",
"unit_rare_Marik",
"unit_common_Davion",
"unit_uncommon_Steiner",
"unit_rare_Kurita",
"unit_rare_ComStar",
"unit_very_rare_AuriganDirectorate",
"unit_very_rare_Betrayers",
"unit_rare_AuriganMercenaries",
"unit_rare_AuriganPirates",
"unit_very_rare_AuriganRestoration",
"unit_rare_Locals",
"unit_very_rare_MajestyMetals",
"unit_rare_MercenaryReviewBoard",
"unit_rare_NoFaction"


Most lances will generate up to 2 rares - so most inner sphere forces would have a reasonable chance of generating 1 or 2 of them (depending on what lance/role tags you give them).

With Common, Davion would have a good chance of spawning 1 with any lance that calls its stats. While potentially delivering up to 4 in total (though unlikely).

Steiner would be a close second.

You could actually knock Kurita and/or TaurianConcordat to Uncommon instead of rare - seeing as they have the most salvage opportunity. But, the rarity tables may have already taken that into account.
 
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While tracking down some things I broke messing around with custom mods, I also discovered that 3 of the VIP vehicle tag files are missing the "Vehicle_Tags" line which got chopped out. Here are fixed versions:



The VIP stuff isn't activated in the mod.json file - you would need to add the line :
{ "Type": "VehicleDef", "Path": "vehicle_VIP", "ShouldMergeJSON": true, "AddToDB": false }

attached is a copy that you can drop in the Z_Sab_JK_Encounters-OtherMods folder - let me know if that works for you!
 

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  • Vehicledef_VIP Variants Fixed-json.zip
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Thanks :)
 
This is now my favorite thread.
I got AMA, AIM, BPF, BD's, cFixes, Colo's, HotD's, JK_*, MechResizer, dZ's Pilot Quirks*, Sab*, Turbine, and VIP all working together... Battletech has me a soft touch away from indecency once again!
 
This is now my favorite thread.
I got AMA, AIM, BPF, BD's, cFixes, Colo's, HotD's, JK_*, MechResizer, dZ's Pilot Quirks*, Sab*, Turbine, and VIP all working together... Battletech has me a soft touch away from indecency once again!

That gave me a much needed laugh this eve (got a killer headache with the storms coming through) :D

I posted some new Sab_Jak files in a new mod thread, splitting it off to allow for more discussion, and @Dr Banzai should be hoping int to help further fine tune the LanceDefs (I used a combination of his work and the stuff @Sabrist and I did earlier this year). This also means the Helm Core will be nicely integrated for Rarity tables.
 
Okay I guess I am dense. How do I turn on the lore base JJ version of the mod for the Career Mode and Campaign.

Also is the faction based lance feature on by default?
 
@UncleGamer - Never hurts to ask - and there are potential issues that would happen with older versions of ModTek (and when I say older, I mean any version prior to the one released this weekend).

Try :

That should be all that you need to do.

There is an additional toggle in the JK_VariantsDLC folder, do the same as above buy copy the mod - ACTIVATED with JJ.json file, this will add them in for the DLC.

Actually, with the new version of ModTek out, I may rename the JJ folder to Z_JK_JumpJets and then expand it out to include the option to apply to the same list of mods as the new Rarity mod.

As to the possible issues, typically the problems that would occur in previous versions of ModTek are:
  • Load order: if it tried to load this first, it would fail the dependency on JK_VariantsCampaign and not load
  • Missed Merges: if you used something like cFixes (which used the StreamingAssets/Data/ folder method instead of telling ModTek what each folder is and what to do with it, it would either overwrite the cFixes merges or cFixes would overwrite these merges (only for the core files)
  • .modtek folder: sometimes I would see an issue where old merges were not updating (though I delete that folder so often in testing, that I haven't seen it in a while)
If you want to send me a copy of the current JSON in the JJ folder, and a copy of your current .modtek folder, I'd be happy to look it over and see if I can figure out what was happening.

AND if the fix above doesn't work, zip up the whole Mods folder and send me a PM with a link for me to look at it (if you are ok with that)
 
Thanks for the reply, love the work your doing... Now one other question...

You have two awesome elements to your mod that I am wondering could be broke out to apply to the stock game.

The JJ mod so that the JJs are only on the usual mech and the faction mod... Is there any way those can be made stand alone for the stock game so they work without the variant addition list?
 
@UncleGamer - Thank you for the kind words, they are appreciated :D

With the new ModTek, you could just remove the dependencies on "JK_VariantsCampaign" and it will then try to apply all the files in the folder - but fail (and skip) all the ones that don't exist. So it will only modify the Vanilla. The ModTek log file will show the errors, but it won't hurt anything. That is the approach I am taking with the Rarity Tables for the Other 'Mechs out there.

Here is a copy of the mod.json that only requires the "cFixes" - and that is meant to force cFixes to run first so it doesn't overwrite values. If you don't use cFixes, you can remove that requirement as well.
 

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  • mod-JJ-Vanilla.zip
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So what about the faction based chances for lance composition?
 
I got all this working with ModTek 5.0
Other notable changes: MechResizer (latest from nexus, removing VIP's & manually adding Marauder II), PanicSystem (Latest MpStark, overwriting dz's), RandomCampaignStart (Latest MpStark overwriting dz's). For anyone following or happening upon this on their own quest for the holy grail, I've included my working load_order and a copy of the old style randomcampaignstart mech assignment table with all the mods included. IE: you have a chance at Wolfhound & jk_Variants from the random start.

Los Gehts!
 

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  • Dogahn load_order.txt
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  • RandomStartMechList.txt
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I've done some reworking on the folders and consolidated down to 1 mod folder now.

With the new ModTek, it seems to work well, not causing any problems if it doesn't find the 'Mechs/Vees it is looking for.

I have also been working to add in the rarity for the Mobile HQs in the Ambush mission they appear in - this required the contract to be adjusted and a new LanceDef type to be created - testing it tonight and hoping that it will work. If so, I may work on another mission to allow it to be used more than this one time :p

This would also mean that ICE versions of the Mobile HQs would become more likely in the periphery, while the Fusion Engine variants would be more common in the Inner Sphere.

A copy is attached - please delete the old Z_Sab_JK_Encounters and Z_Sab_JK_Encounters-OtherMods folders and replace with the attached new folder (once extracted)

Thanks - everyone - for your assistance with testing this mod!
 

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  • Z_Sab_JK_RarityTables.zip
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Testing out the 1.4 floor model now - things are looking good. With the new ModTek 6.0, it worked without even needing to

I have split off the Rarity tables into the Rarity mod - which should make bundling this one easier. It will also allow me to more easily handle the Year component of that mod.

JK_Variants will be seeing some other changes with 1.4
  • A few new 'Mechs (not many left, but with year tags, I can now add back in the 3028-3035 ones.
  • A few new Vehicles
  • Variants for other mods - this will add in (9) new variants for all these great 'Mech bundles that have been coming out. Including the -DC versions of the Warhammer and Marauder
  • Adjustments to tone down the effects of the Command Console to bring it more in line with the B2000 computer

I hope to have it out by the end of the weekend.

Lastly - managed to finally bring a 'Mech variant into the game that I've had def files sitting on my harddrive for over a year.

The Urbanmech UM-R50 is now posted on Nexus Mods!

This is an armless variant of the R60, it gains the same bonus as the +1 Defense Gyro (and you can still put a Gyro in there to stack!!), but the lack of arms mean it is easier to unbalance causing the R50 to suffer +10% stability damage. The R50 also has reduced melee ability.

Thanks to @bloodydoves for his help on chopping up the model and educating me on how to setup the modtech info.
 
@Dogahn - my guess is that you don't have the IRBT14MadlibsFix mod installed - this mod is what makes the Rarity Tables mod work (which is why it is required).

However, it may be that there is an issue with an older version - I am getting ready to post up 1.4.0.1 - but here is a preview copy for you.

To everyone - please note, I changed the way the subfolders work - so they are mostly combined. I suggest deleting the old folder then replacing it with these. You may notice that there are a lot of files in here that you may not have mods/mechdefs for. Not to worry, they will not do anything after ModTek sees that you don't have those files. But, in the future, if you download a mod with those files, it will automatically update them (just make sure to delete the .modtek folder after you install those new mods).

Also, this version will see a companion folder added called Z_JK_AppearanceDates - this folder has dates for all the 'Mechs/Vees that are in the Rarity mod. If a 'Mech's appearance date has not passed, that 'Mech should not be a viable choice for the game. This should allow me to create rarity tables well out to 3050, with the 'Mechs/Vees only appearing once you have reached the relevant year.

That being said, if you want to start a campaign and push the year ahead to 3039 or 3050, then I recomend you use the Timeline mod by @Mpstark - this lets you pick from 3 eras to start your game.
 

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  • Rarity & Years.zip
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The problem was actually my version of BattletechPerformanceFix not working in 1.4. Since BPF wasn't loading, it then tripped up the rarity tables from loading. Sorry about the auto-notification, I deleted the post immediately after realizing what was going on; re-reading the logs for the 3rd time.
 
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The problem was actually my version of BattletechPerformanceFix not working in 1.4. Since BPF wasn't loading, it then tripped up the rarity tables from loading. Sorry about the auto-notification, I deleted the post immediately after realizing what was going on; re-reading the logs for the 3rd time.

Not a worry - and it certainly doesn't hurt to have posted that ;) Glad you figured it out on your own though!

Feel free to try out the newer tables. I should have them officially loaded Sun night along with the new JK_Variants update.
 
@Justin Kase it feels like there is a lot going on with the mod right now. Think maybe it is time for a new, total package release along with new explanations for how this works with stock games and various specific mods added?
 
@Justin Kase it feels like there is a lot going on with the mod right now. Think maybe it is time for a new, total package release along with new explanations for how this works with stock games and various specific mods added?

A new version was posted this eve - and is also part of the recently released 3025 Extended mod (on Nexus)

In general, this mod is made to be dropped onto a normal Vanilla game, or to be dropped in with other mods (other than ones that Require Mech Engineer). The theme is 3025 era and doesn't deviate too far off from it. When used in combination with the Rarity/Year mod, it will actually prevent any 'Mech/Vehicle from appearing before its release date.

The base mod now has 6 folders:
  • JK_VariantsCampaign - this includes variants based off the Vanilla game models. It does add a handful of new weapons, upgrades and a new ammo type (half ton of MG) - but has tried to remain as true to vanilla as possible
    • 75+ 'Mechs
    • 45+ Vehicles
  • JK_VariantsCAB - this is a new addition to the JK_Variants mod, and requires the Community Asset Bundle (found on Nexus). This includes Vanilla 3025 era mechdefs for things like the Annihilator, Archer, Assassin, Champion, Charger, Flea, Javelin, Marauder, Marauder II, Nightstar, Phoenix Hawk, Raven, Rifleman, Vulcan, Warhammer & Wolfhound. It also includes some variants that were not included in those original 'Mech releases - including the Linesman (Mauler), Jayhawker (Bushwacker) and Loader King (Roughneck).
    • 55+ 'Mechs
    • New portaits
    • NOTE: Much of this bundle also appears in the core 3025 Extended folders.
    • NOTE: There are some changes to the original files to make them legal (thanks to @Haree78 on this) and some adjustments to the descriptions and notes to avoid references outside of the current timeline when it would appear.
  • JK_VariantsDLC - this folder adds in the new Cyclops Command Console variant, and a proper era appropriate Crab CRB-20. Doesn't do anything if you don't own the DLC
    • 2 'Mechs
  • JK_VariantsSkirmish - this folder adds in some one-off hero 'Mechs. These aren't meant for regular encounters, and by default they are setting to only appear in the Skirmish mode.
    • 10 'Mechs
  • JK_VariantsStarLeague - this folder never really saw the use I hoped to put it to. It currently has a corrected Griffin 2N model in it along with a Zephyr SL Vehicle. By default, neither are set for Campaign mode.
  • Z_JK_VariantsCampain_JumpJets - getting the award for the unnecessarily longest folder name, this folder will restrict the various 'Mechs to their Lore Jump Jet restrictions. This would mean that you can't just slap JumpJets onto an Atlas or Locust for example. It includes restrictions for 320+ 'Mech names. By default, this folder is not activated.
You can further suplement these folders by downloading the Rarity / Appearance Date mod, which has 3 folders:
  • BT1_4_MadlibsFix-master - this must be installed for the Rarity portion of the mod to work. Without this, it will not function properly.
  • Z_JK_AppearanceDates - this folder adds appearance dates for all 'Mechs and Vehicles in the Vanilla game and JK Variants mod. It also covers everything in the 3025 Extended mod, the SLDF Royals mod, and includes def files based on standard names for 'Mechs that are likely to appear. This part of the mod should prevent a 'Mech/Vehicle from appearing prior to the Lore based dates.
  • Z_Sab_JK_RarityTables - based on the XOTL rarity tables, this part of the mod applies FACTION BASED Rarity to 320+ 'Mechs and 70+ Vehicles. When applied to a game, the factions will begin to have more of a Lore based feel to them. You will see Urbies for Liao, Panthers will become more exclusive to Kurita, the Hatchetman will more or less vanish unless you are fighting Steiner.

The above folders are all part of the 3025 Extended mod and work very nicely with it - future updates should be able to be dropped directly into that mod without issue.

Several other mods also use the JK files - in MOST cases, it should be safe to just drop the newer versions into place. HOWEVER, I would suggest you make a copy of the old folder in a safe place before replacing them. If the mod specifically edits the files in the JK folders, you would have to make similar edits to retain those changes.

Hope this helps - if not, please look over the attached Instructions for more details or feel free to ask me questions!
 

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  • JK Variants ModTek.pdf
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Updated on Nexus - and working to update the notes on the first page as well.

Version 1.5.1.0 is now out!