• 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.
One side note is that as long as @JustinKase is okay with it, anyone who wants who wants to could add the add tags to their custom mech files, and it would automatically play nice with his mod.

I'm more than happy if others set Rarity tags in their mods to be compatible. The warning I would give to people is to make sure duplicate unit entries aren't criss-crossing ;)
 
I vote for Option 2.

It's easy to create the tags, as I've done for the Sun Spider, Lupus, Hellfire, etc., as i've added the IS tech versions to my game.
 
i vote for option 3 also.

i think the best of both worlds is the way to go.
 
I vote option 2. I'm using this mod because I want the functionality, and I don't mind making sure whatever mechs I add in are tagged appropriately.
 
Posted a consolidated version up to Nexus.

For now I am leaving it open to any alternate 'Mechs (not locking them out), but I will implement solution 3 to allow the mod to take control of 3/4 of each lance, but allow that last 1/4 to have the potential to load other mods in case people get confused on adding them.

Working on documentation as well.

Thank you all for the testing and suggestions!!!!!
 
Nothing in 1.4 seems to mess with the mechdefs or lancedefs. But it isn't working again - based on log files, it looks like it isn't appending in the OpFor name in the calls.

Trying to figure it out.





I'd still suggest using :

BattletechPerformanceFix 2.7 (or latest)

and

ModTek 6.0 (or latest)

Also - now integrating years for the 'Mechs
 
Last edited:
I won't get to try it out until Monday, but so glad to hear that! I got tired of trying different things with it today and reading through that looong log every time trying to see what was happening.
 
V 1.4.0 is live and working - and posted at Nexus.

This has the fix bundled in with it, and has been working for the past 4+ hours for me.


I won't get to try it out until Monday, but so glad to hear that! I got tired of trying different things with it today and reading through that looong log every time trying to see what was happening.

Believe me, I understand. I was up until ~4AM last night banging my head trying things on 3 different mods.

@HBS_Eck is the star on this one though - he was the one who cracked the problem and provided a solution (then implemented by FrostRaptor)


What's next?

My next goal is to add Year tags for all the 'Mechs/Vees. I've already completed 197 'Mech tags, and ~12 in on the Vees. This should then prevent units from showing up before their time.

Technically, this means I should be able to set rarity levels for 3039, 3050 in the mod - and as long as the model designations are different from the ones in 3025, they will all play nice.
 
There are so many good modders in this community.

The unwashed masses (like me) can't thank all of you enough for what you to do to make our game soooooo much better.

3315980-9807349579-worsh.gif
 
Yeah, this is pretty much the best modding community I have ever been involved with - just top notch all around :D To be honest, same for the community overall - which is why I am happy to keep trying to add to it ;)
 
@Justin Kase For some strange reason I am not getting any mod mechs to appear in my career missions, even with your latest update. I even changed systems, but so far only stock mechs have spawned for me (which is *highly* unusual, statistically speaking, with all the modded mechs in my installation and their previous prevalance).

Xalibur75 on Nexus pointed out that the "unit_release" tag is missing from UnitTags.json in BT 1.4, and says he fixed the issue by adding it back in.
Does your patch touch this particular file as well? If the issue isn't officially known yet, I'd like to post a bug report.
 
Morning JK!

At the beginning of this thread you posted the rarity table of the vanilla mechs for all 5 houses. Would you be willing to post the rarity table for all the modded in mechs (HotD, BloodyDroves, Colombo’s, etc)?

If it’s too much trouble, no worries. Just curious to see a few of the tables!

Sure - I'll post them up this eve or tomorrow.


@Justin Kase For some strange reason I am not getting any mod mechs to appear in my career missions, even with your latest update. I even changed systems, but so far only stock mechs have spawned for me (which is *highly* unusual, statistically speaking, with all the modded mechs in my installation and their previous prevalance).

Xalibur75 on Nexus pointed out that the "unit_release" tag is missing from UnitTags.json in BT 1.4, and says he fixed the issue by adding it back in.
Does your patch touch this particular file as well? If the issue isn't officially known yet, I'd like to post a bug report.

So, what I saw this morning (Haree pointed it out on Discord) is that the first time you load the game - after you delete the .modtek sub-folder - it uses the whole spectrum of 'Mechs.

But on the next start up, it then uses the Vanilla only.

Looking in the .modtek folder I could see that the MDD.db was getting over written - but not sure why.

I don't think that UnitTags.json would change that - but I will give it a try.
 
Doesn't seem to fix anything.

But it appears to happen after the first time you do a contract.

I alerted the authorities ;)
 
My low-tech solution for now is to delete the .modtek folder before starting a new game ;)
 
I'm certainly happy to do that for the sake of the content until a solution turns up. :D