• 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.
@ xtramntr2k do you plan to incorporate this mod or make it compatible with your mod?

You'll find the answer a few posts above. :)
 
@XTRMNTR2K , thanks for the answer. I must have missed your reply to the mod owner.... so I guess I keep tabs on your mod for updates..... I did took your recommendation and restarted the campaign and it is awesome ... haven't play lately due to a business trip to balmy Canada.......but will return home soon
 
If you want to add the engine doubleheatsinks to another mech, for instance the WLF-2, do you just go into the chassis_existing folder and add a chassisdef_wolfhound_WLF-2 json with the below on it?

{
"FixedEquipment": [
{
"ComponentDefID": "Gear_HeatSink_Engine_Double",
"ComponentDefType": "HeatSink",
"DamageLevel": "Functional",
"GUID": null,
"HardpointSlot": -1,
"IsFixed": true,
"MountedLocation": "CenterTorso",
"SimGameUID": "",
"hasPrefabName": false,
"prefabName": null
}

]
}
 
This is the only one I know about that has the equipment, but I haven’t seen anyone actually make the industrial mech variants.

https://www.nexusmods.com/battletech/mods/355

I do use that one with the fluid guns modded out. I don't just don't like them. There one older mod had various and assorted industrial heat sinks. (buky, heavy but lots of cooling.. susceptible to crits though taking your cooling off line at just the wrong moment..Meh!.. No Guts, no Galaxy!)
 
If you want to add the engine doubleheatsinks to another mech, for instance the WLF-2, do you just go into the chassis_existing folder and add a chassisdef_wolfhound_WLF-2 json with the below on it?

{
"FixedEquipment": [
{
"ComponentDefID": "Gear_HeatSink_Engine_Double",
"ComponentDefType": "HeatSink",
"DamageLevel": "Functional",
"GUID": null,
"HardpointSlot": -1,
"IsFixed": true,
"MountedLocation": "CenterTorso",
"SimGameUID": "",
"hasPrefabName": false,
"prefabName": null
}

]
}

Yes, you could do it exactly that way. I haven't done up any variants for post-3039, which aren't currently on my radar (working on other stuff, mostly SLDF related)
 
*sniffle* oh well..

Just read over the sarna net entry and got all misty eyed..

http://www.sarna.net/wiki/Exterminator

I would do unspeakable things to get my hands on that Mech.

Come to think of it, has it ever been in any BattleTech PC game?

EDIT: I think in terms of general look and loadout, the Quickdraw is a half-way decent fit for it. Maybe if rescaled to be a little slimmer...?
 
I chose the rescaled Kintaro for my Exterminator, better hardpoint fit and still a reasonable resemblance
 
Yes, you could do it exactly that way. I haven't done up any variants for post-3039, which aren't currently on my radar (working on other stuff, mostly SLDF related)

Thank you.
 
*sniffle* oh well..

Just read over the sarna net entry and got all misty eyed..

http://www.sarna.net/wiki/Exterminator
If you feel like it, I did put my impression of the null-signature system in, just on the rifleman III in the uniques folder. It’s set up to be installed one slot on each location (except head).

I’ve generally been avoiding doing “lookalike” mechs to represent those that don’t have models in the game (or mods), partly to limit scope on the mod, and partly it doesn’t seem right to me :p

That said I’d vote @bloodydoves’ Assassin model as the best stand-in, maybe a bit taller and slimmer
 
Assassin was my first choice, but at least in the json files it didn't have the hardpoints to support all the lasers in the arms
 
Assassin was my first choice, but at least in the json files it didn't have the hardpoints to support all the lasers in the arms

you should be able to add the hardpoints to the chassis def json and then make a movement def and mech def to reflect the exterminator.

this is what i did with solhama joes marauder in order to make the Bounty Hunter 3015 MAD as it has far more energy hardpoints than standard
 
Right, but AFAIK if there's not a hardpoint in the hardpointdef, weapons in those extra hardpoints in the chassidef either don't appear or levitate in random places near the mech or things like that. It works but has oddball visual artifacts.
 
while i cannot confirm how it works in mechlab....in mission/combat i can tell you the bounty hunter MAD i made from HotD has nothing like that.
the extra energy weapons appear as they should(upon investigation the MAD hardpoint def has it all covered)

well...if you we can make changes to the chassis, movement and mech defs i dont see why we cant do the same to the hardpoint def.
 
I would do unspeakable things to get my hands on that Mech.

Come to think of it, has it ever been in any BattleTech PC game?

EDIT: I think in terms of general look and loadout, the Quickdraw is a half-way decent fit for it. Maybe if rescaled to be a little slimmer...?

Exterminator was a canon mech. Ral Partha even had a rather good look mini for it. I painted mine up with chrome paint and hand painted unit markings etc on it. tp give the effect of its special equipment.

And judging by the above I tink we're about to have an Exterminator in daddy!

MIght not ever be a real model for it unless someone can finally figure out how to make them (which also will happen.. not port them, MAKE them) but a scaled up ASN should to the trick until something better comes along. Suggest looking at all the possible hard point combo's and just incorporate them on the base chassis.. That'll give players some wiggle room on how they set it up.

What makes it unique is going to be its movement more then it's payload which is tiny.
13 tons on the "stock" Exterimator. Somewhat more on the Royal due to it's XL engine.

I see my self using one as a super heavy scout. Possibly forgoing wepons entirely and going full melee build.
 
Last edited:
and speaking of customizing the mech once you get them on the argo (And someone said they did the Bounter Hunter marauder? Gimmie you! Get it up on nexus!)

I find it's interesting when it comes to tweaking the load out on the SDLF royals as they pretty well already carrying in most cases an optimum mix for the hard point layout and payload. It's amazing to me how often I'll make some change and a mission or two later change it back to stock!

Anyone making interface mods watching all this... creating a mod that'll give you the options to switch a mech back to its "default" layout in the mech lab (assuming you have all the needed gear in inventory) would be rather handy. SUrprised it's not a feature in the main game.

Also the Exterminator has never been featured in any of the battletech based computer game. Though it has been modded in before as there was one cobbled together for mw2 mercenaries. (very scary and very welcome to the IS players to have a IS heavy as fast as clan heavies) Creating mech in that game wasn't easy, but you could indeed do so by putting together (Legs lower torso upper torso arms. Sometimes left/right torso. Bigger the mech the more option you would have) pieces from different mechs. The trick was getting everything to line up right which could be a real bear. I'm hearing it's no so different here!
 
v1.4.1 is finally out (yes, I changed the version number to match the BT release)

Includes:
A few more variants
New weapons and functionality with WeaponRealizer AND CustomAmmoCategories
New custom contracts to inject some rare "LosTech" into your campaigns which I'm really excited about!
New shop revisions to MechParts, Faction and Lostech stores. The general mech offerings are now closer to Canon, and the starleague and faction stores should be much more interesting

Probably still has some bugs, and a couple things don't work quite right, but Let me know if you run into trouble, and I'd love feedback on how the missions work, and the rarity of mission encounters and shop offerings.

I'd love your feedback!
 
Last edited:
Anyone making interface mods watching all this... creating a mod that'll give you the options to switch a mech back to its "default" layout in the mech lab (assuming you have all the needed gear in inventory) would be rather handy.

Mad on GitHub has something called MechLab Amendments or some such that uses special strings the name of a mech as a command line input to save, load, and restore stock configurations to .json. It will also add those custom variants to the pool of AI mechs, so you can end up in mirror matches.