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On the subject of crashes when trying to access mechlab after the first skirmish finished, I’ve done some testing:

1. The issue appears not tied to mod but to the length of the VersionManifest file; when the number of lines in the VersionManifest exceeds 8550, this problem appears to consistently occur.

2. In terms of the THI files, I’ve tested the files above line 8550, cutting the file short of 8550 lines, and the mechlab becomes accessible. I’ve also swapped the lines below 8550 to above the limit, and the mechlab remains accessible. So the files look to be ok per se.

I’d be raising a support request on this item, but modding being modding, I’m not sure of the outcome.
 
I expect some hardcoded fauxpass like "load line 1 - 8550 from VersionManifest.csv" somewhere in the game code.
Tested the number you gave and 8550 lines are the deadline. A single more and the game crashes.
 
Hey Lynx and JK,

You are both doing variant mods. May I ask what is the difference between what you try to achieve? You are sure you guys are not doing duplicate work? Join the forces?

Those internal 10 Heat sinks probably could be modded, maybe. Question is that in the game lights are already bit weak, so are there reasons to nerf those?
Other ways to buff lights than adding dropship ton limit?
Also TT games often break when and if you do direct port to PC. I have nothing against having more mechs in my own mod, but yeah, this looks different.

This mod is following lore? All these variants would fit in the setup? I don't know much about lore, I simply like mech games ;)
 
Hey Lynx and JK,
You are both doing variant mods. May I ask what is the difference between what you try to achieve? You are sure you guys are not doing duplicate work? Join the forces?
If we both do our jobs correctly, 100% to spec? No difference. The key really is our individual interpretation of the game systems and small touches we put into the data files. Yes, to a large degree it's duplicated work for mechs that already have models in game, but working on MechDef and ChassisDef is really fundamental to understanding how the HBS systems work.

Besides, I had code left over from Beta. Converting over to the PROD standard was not very difficult.

Those internal 10 Heat sinks probably could be modded, maybe. Question is that in the game lights are already bit weak, so are there reasons to nerf those?
Other ways to buff lights than adding dropship ton limit?
For lights, the internal heat sink problem is more of adjusting their cooling rates -- but most of them didn't have a cooling problem to begin with. The most notable case would be the Panther-9R and Jenner due to the energy weapon dependence, but otherwise most lights don't really have a big problem.

For heavies and assaults though, the problem is more acute and reversed; many of them are undercooled due to the difference in rules, so many of them aren't able to perform to spec. With many rear mounted weapons on heavies and assaults flipped forward, that makes the problem even worse.

Definitely in the system there are ways of tilting the table to favour lights, but in lore and on table, lights have a ceiling on effectiveness -- as fast as you can move (and gain some measure of protection), enough firepower directed at a light is still likely to turn it into scrap metal. I find the vanilla game system fairly decent to lights at the start, but once you start bringing heavies onto the table, the effectiveness drops off... as they should.


This mod is following lore? All these variants would fit in the setup? I don't know much about lore, I simply like mech games ;)
The variants I have put up is those officially found in the 3039 records, so while not all of them are on the exact timeline, they are mostly around the period. A few have lostech on them, but that's "official", so isn't much of an issue.
 
Good as any time to do an update on what’s going on.

  • The primary focus recently has been to try to resolve the “8550 Problem”. To that end, I’ve start a series of consolidation and optimisation of the files. The intended goal is to reduce the number of files needed to represent 146 Mechs, not just past the 8550 barrier, but to leave as much room as possible for further work.
  • To that end, the primary area of work had been at reducing the movementdef files; this is usually quite safe as most mech variants have similar movement characteristics. I’ve managed to lop about 100 files off. However, even at this number, we’re still slightly above the 8550 line.
  • Moving forward, I’ve also started optimisation of the hardpointdef files. This... is a bit more challenging, because this deals with actual art assets. In some cases, this actually benefits the mech because it allows them more customisation options in the Mechlab. In others, they sort of turn the mech into a variant of another chassis. Case in point is the Wolfhound, which essentially became another Firestarter.
  • This hardpointdef consolidation is probably good enough to pass the 8550 line, but it’s still good practice to shed some weight. I may take a look at improving the chassisdef, but that’s probably not this round.
At the same time, I’m exploring some of the other new features that the production version of the client has given us. New Gear are undergoing testing: I will almost certainly include an implementation of the Beagle Active Probe in fhe next release. Currently in the labs is the Guardian ECM, but that isn’t quite satisfactory at this time. In addition, planning is starting for command consoles as there are variant Mechs in this package that is currently suffering because they paid tonnage for that equipment.

Lastly, I am trying to get in a quick pass on the rarity of the Mechs. This is in preparation for introducing these into the Campaign itself; currently the rarity of all of them are at 3 and as a result some of the assaults would end up being too common. The pricing I’m currently sticking to book value, as there hadn’t been any clear way to adjust the value per se. In other aspects, the Mechs are pretty much set up to be added into the campaign game fairly easily, so I don’t expect too much problems from there. This won’t be in this release, but it is being planned for.
 
Ok, here are the fun stuff.

TAGged.png


TAG! You're it! (Tag would have been the most broken thing in the world if I didn't restrict it from stacking.)

This demonstration reel on BAP should be fairly straightforward.


However, this demonstration reel on GECM might not be... wonder how many would get the idea?


EDIT: I must say, it's really a surreal experience when you are running around in a 60 ton Flying Dragon loaded with EW gear, and the enemy AI acts like you're not there.

It became patently obvious that the AI didn't know where my Dragon was, and I was able to use the stealth to snipe at who I want to. It's when the Vindicator got a sniff of where I was, that the game turned more traditional. It's just strange to see enemy Mechs walk right past you, when you are standing right out there in the open....
 
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Weapons Divison Release 1.1
Tetsuhara Heavy Industries is happy to announce the update to its Weapons Division release. Link to the Nexus page.

In this release, we have the technical implementation for:
  • Gauss and Light Gauss Rifle
  • Ammo for Light Gauss Rifle
  • LB-10X in cluster and slug mode
  • Ammo for LB-10X cluster rounds
  • LMG and HMG
  • Ultra AC5
  • ER Laser family
  • Heavy and Light PPC
  • Pulse Laser family
  • LRMs and SRMs with Artemis IV
  • MRMs
  • Ammo for MRMs
  • Rocket Launchers
  • (New!) Guardian ECM
  • (New!) 3025-era EW Equipment
  • (New!) Beagle Active Probe
  • (New!) Command Console
  • (New!) Target Acquisition Gear
  • Technical Implemnetation for Internal Heat Sink Upgrade
  • Technical Implementation for XL Engine
  • 1 Target Drone. Look, if you want to drive this deathtrap...
 
Pretty good rendition of the EW/ECM/BAP.

TAG is creative :)
 
So, some updates on the THI_SSW Mod.

1. Optimization was done but still wasn't able to get the Manifest line count below the critical 8550 limit. Actually, because HBS released additional lines in the 1.0.3 patch, I had to go even lower. Oh, and I had to include a few more items in the THI_WD section, which.. yeah.

2. In the end, I had to remove mechs from the lineup. Primarily, mechs that are already in the game is left out, except where they bring a new capability to the chassis. Even then, I still couldn't get the 8550 (now 8400s) bug to go away.

3. So... even more leaning out. In the end, from 146 Mech variants, we are down to 93 variants in about 56 chassis. Also, in terms of weapons and equipment, the latest THI_WD mod is included, meaning EW equipment and Command Consoles are available.

4. So how about the remaining 53? I intend to bundle them into a THI_SSW2 mod for people who can run it. This mod will be dependent on the THI_SSW mod as there are some common files.

On to specific questions you guys will have:

1. Am I going to make the mechs available in the campaign game?

Well...

upload_2018-5-19_12-7-33.png


This little bugger showed up in a 4.5 contract for me and gave me a hard time with his Warhammer 6K, Archer 2K and Rifleman lancemate. (Yes, the game picked all of the second lance from my modded mechs. I honestly wasn't tipping the scales here.)

Well.. technically, not this bugger. You see, I forgot this Lancelot variant has an XL engine. He died fairly quick once I focused on him. Yes, XL Engine is "functional" in game.

(And for those folks who says "Hey that's a Quickdraw"... that's the point. There isn't a Lancelot model and there likely never will be. At least this way you can fight against a Quickdraw-acting-as-a-Lancelot to see what the mech would be like.)

Other Mechs in the Mod that I've seen in game, over 2 (!) contracts:

32802579_1962433437100577_712678191306637312_n.jpg

(In because it's a jumping Trebbie.)
  • Crusader
  • Shadow Hawk-K (PPC+LRM)
  • Ostroc/ Ostsol (one or the other)
  • Warhammer 6K
  • Archer 2K
  • Rifleman
So once the keys are into the MDD, the mechs show up with alarming regularity (and total disregard for regional politics).

So what's the holdup? Well I'm not actually a SQL person, so I'm just trying to figure out the best way to get the loading script out. So yes, there'd be an option for users to load these into the campaign game.

Fair warning though. In terms of heavies, there is a distinct shift. Where previously we had 2 70 tonners (Cataphract and Grasshopper) and 3 75 tonners (2 Orion variants and a Black Knight -- the other BK is blacklisted), we've now added 7 more 70 tonners (3 Archers, a Cataphract, a Gullotine and 2 Warhammers) and 7 more 75 tonners (2 Orions, 3 Marauders, a Flashman and that cheaty Stalker).

So the heavies are now likely to be heavier, and likely to be packing much more punch, and as a consequence, higher tier missions are likely to be harder. And that's without looking at the 60/ 65 ton range (16 new variants, Crusaders, Ostroc, Ostsol, Rifleman, etc.). Welcome to the Battle Line.

2. Am I going to support BTML/ Modtek?

Yes and No. There's some reasons for this. Modtek (and by extension BTML) is a good tool, so it makes sense to support it. However, it is also (a) in somewhat infancy, but maturing, (b) becomes a single point of failure for mod work, (c) is dependent on another single point of failure (BTML). Mod work always come with some risks, so it's just which risks to take and which not to.

At this point, I rather make sure my stuff works without having to worry about additional layers of complexity. Once my stuff works correctly, it becomes much more trivial to shift onto another framework. At the end of day I just give people options. Some people are comfortable with Modtek, sure I can provide the necessary hooks. Some people aren't, so I just provide them the instructions and items to properly bring these mods on.

So when will that happen? Well, I just got the stuff into the campaign game, I suspect I have tweak certain file values. Rarity and unit tags, things that should be buyable in stores, etc. I still have to go through the THI_WD files to make sure they don't suddenly show up for purchase, that kind of thing. So, it's in the mental pipeline, just not quite at the development stage.
 
Really nice - though I do hold out hope to one day see a Lancelot chassis :)

In my experiments with rarity values ( 0 to 5 ), it seemed like I was seeing more of the rarer items (4-5) than I should have been. Looking forward to seeing what you discover in your testing/examination of the mechanics.
 
In the course of playing, some gems come out.

A Mauler in Taurian colours (!). Quite photogenic.
Mauler.png


Other hilarity:
upload_2018-5-19_16-45-22.png

I laughed my ass off when this thing appeared the next ridgeline over.... opposite my Dual Krab and Highlander. There is a reason why the Charge can be fearsome in this game.... but this is not the way, no.

First sighting of a Marauder:
upload_2018-5-19_16-47-48.png


Why it had a Gladiator pilot I don't know, but that stack of armour took quite a bit of scruffing off.
 
Tetsuhara Heavy Industries - Solaris Skunkwerks Release1.2 available.
Version 1.2 for the SSW is released.

https://www.nexusmods.com/battletech/mods/53?tab=files

In this release, I've reduced the number of Mechs from 146 to 93, to get around a VersionManifest problem. Also updated the weapons and equipment to update to the latest to include GECM, BAP, EW, TAG and Command Console. Lastly, there are now SQL statements to bring these mechs into the campaign game proper.
 
Not sure if the following will be of any interest to you, @Lynx7725, but I've taken the liberty of converting your Solaris Skunkwerks v1.2 mod into a ModTek-compatible format.

Download link for .rar archive: (Removed due to possible ToS violations), changed to attachment instead.

In the process, I ended up weeding out added/missing commas in some ChassisDef files (33 out of 94), 4 AmmunitionBoxDef(s), 1 AmmunitionDef and 3 WeaponDef(s), so that ModTek doesn't throw a fit and refuse to merge them in.

The files/folders that were modded by me, have had their 'Date modified' property changed to May 20th, for ease-of-comparison purposes.

EDIT: made copies of the THI_WD_chassisdef_target_drone.json and THI_WD_mechdef_target_drone.json files into the appropriate SSW sub-folders, because ModTek doesn't like two separate paths being referenced for the same file types.

Surprisingly, it co-exists just fine with some of @Justin Kase's mods (installed using the 'normal' method), and combined with yours (installed using said 'normal' method) would have put VersionManifest.csv well over 8600 lines, so...

ModTek may or may not bypass the 8550 line limit that forced the omission of some 52-odd 'mech variants you had originally planned on releasing? Only minor side effect(s) are some duplicate 'mech variants in Skirmish (because Justin Kase's overlap slightly with yours).

Well, in any event, while ModTek is still technically in alpha status, it's stable enough to not wreck the game entirely... so long as the break.my.game* flag isn't tripped.

* - Most notably, ModTek will attempt to add entries to MetadataDatabase.db on its own; sure, it makes backups, but I'm not sold on that function just yet.
 

Attachments

  • THI_ModTek_v1.2.rar
    426 KB · Views: 18
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Did you ever post something in the Bug or Request forum to ask about the 8600 line limitation? That is going to get painful very quickly once we have more stock 'Mechs added into the game.
 
TimeDiver0: thanks, I’d incorporate the changes at next opportunity, appreciate the help!

Justin Kase: I didn’t, but the Devs are aware. In addition, they let us know that there is an addendum option for the VersionManifest, but there was a bug in it. My understanding is that a fix is in the works.

If the addendum option works, then it’s a better way to approach the problem. In addition, because of the way modtek works, it is unlikely to hit this problem too, so that’s another option.
 
Not sure if the following will be of any interest to you, @Lynx7725, but I've taken the liberty of converting your Solaris Skunkwerks v1.2 mod into a ModTek-compatible format.

@TimeDiver0 - that's a bit of work, there! I do have a question, however. Does ModTek even touch the SQL command file that @Lynx7725 put into the original file set to push things into the MDD? I'm guessing not, but I could be very much wrong, since I'm a rank amateur at modding this game. Playing with the mod now, I can see the mechs and components (as salvage) already being brought into the mix automatically, thanks to the new version of ModTek, but I guess we'd need to do something else to bring elements in that are shop dependent?
 
Welcome to the Tetsuhara Heavy Industries (THI) mod release thread.

We are a small engineering firm based on Awano and we specialize in the refit of Battlemechs. We also have a small weapons development division that is working to bring new technologies to the modern battlefield of 3039.

We will be using this thread to document and announce mod releases, as well as to consolidate feedback.

12 May 2018. Tetsuhara Heavy Industries is happy to announce the update to its Weapons Division release. Link to the Nexus page.

In this release, we have the technical implementation for:
  • Gauss and Light Gauss Rifle
  • Ammo for Light Gauss Rifle
  • LB-10X in cluster and slug mode
  • Ammo for LB-10X cluster rounds
  • LMG and HMG
  • Ultra AC5
  • ER Laser family
  • Heavy and Light PPC
  • Pulse Laser family
  • LRMs and SRMs with Artemis IV
  • MRMs
  • Ammo for MRMs
  • Rocket Launchers
  • (New!) Guardian ECM
  • (New!) 3025-era EW Equipment
  • (New!) Beagle Active Probe
  • (New!) Command Console
  • (New!) Target Acquisition Gear
  • Technical Implemnetation for Internal Heat Sink Upgrade
  • Technical Implementation for XL Engine
  • 1 Target Drone. Look, if you want to drive this deathtrap...

Remainder of post is the old mod release thread from the HBS Forums over. I'd spoiler tag it for now, for record purposes.

Release Links
24 Aug 2017. Please read the next post down. Then if you really want, download the THI-SSW mod pack here.

For today (09 Jul 2017), Tetsuhara Heavy Industries is happy to announce the update of its Release 1 pack.

Release 1.2 (Updated!)

Release 2.1

Weapons Division Release

Tetsuhara Mod Releases Page

In Release 1, the focus is on providing Mech variants found in BattleTech Record Sheets 3039 Unabridged that can be used with the game client. All variants here are compliant to both the record sheets and to MWO’s hardpoint system, unless necessary to workaround the client’s peculiarities.

In this Release 1 Version 2, 12 additional variants are added:

  • Locust LCT-1E
  • Commando COM-1D
  • Commando COM-3A
  • Vindicator VND-1R Vong
  • Vindicator VND-1X
  • Trebuchet TBT-7K
  • Griffin GRF-1E
  • Quickdraw QKD-4H
  • Catapult CPLT-A1
  • Catapult CPLT-C4
  • Awesome AWS-8V
  • Victor VTR-9A
In the case of Victor VTR-9A, the model itself has a bit of issue, but overall is not very noticeable. As such it is included in the Release 1 schedule.

The full list of mechs included is as follows:

  • Commando COM-1D
  • Commando COM-3A
  • Urbanmech UM-R60L
  • Jenner JR7-F
  • Panther PNT-8Z
  • Vindicator VND-1R Vong
  • Vindicator VND-1SIC
  • Vindicator VND-1X
  • Centurion CN9-AH
  • Trebuchet TBT-5J
  • Trebuchet TBT-5S
  • Trebuchet TBT-7K
  • Griffin GRF-1E
  • Shadow Hawk SHD-2K
  • Quickdraw QKD-4H
  • Catapult CPLT-A1
  • Catapult CPLT-C1 Jenny
  • Catapult CPLT-C4
  • Orion ON1-VA
  • Awesome AWS-8R
  • Awesome AWS-8V
  • Victor VTR-9A
  • Battlemaster BLR-1D
  • Battlemaster BLR-1S
  • Atlas AS7-RS
In Release 2, the focus is on providing Mech variants found in BattleTech Record Sheets 3039 Unabridged that can be used with the game client. All variants here are compliant to both the record sheets and to MWO’s hardpoint system, unless necessary to workaround the client’s peculiarities.

Release 2 Mechs are usually based off almost completed HBS assets that are included in the client, but with some patched-around support content. As a result, these Mechs can have some problems that may not be visually appealing, but are generally ok and stable.

In this Release 2 Version 1, the following mechs are newly included:

  • Firestarter FS9-A
  • Firestarter FS9-H
  • Firestarter FS9-K
  • Firestarter FS9-M
  • Raven RVN-2X
  • Raven RVN-4X
A bugfix with the Spider files and background updates to conform to Record Sheets standards are also included.

The following mechs from earlier releases are included:

  • Spider SDR-5D
  • Spider SDR-5K
  • Spider SDR-5V
  • Blackjack BJ-1
  • Blackjack BJ-1DB
  • Blackjack BJ-1DC
  • Enforcer ENF-4R
  • Catapult CPLT-2K
  • Thunderbolt TDR-5S
  • Thunderbolt TDR-5SE
  • Thunderbolt TDR-5SS
  • Cataphract CTF-1X
  • Cataphract CTF-2X
The Raven, Spider and Thunderbolt assets in game are incomplete and don’t have some animation and parts. However the Spider brings fast, jump-capable recon ability, and the Thunderbolt has so. much. firepower. that they can bring a different gameplay experience.

The Firestarter and Cataphract has some minor model issues with glowing weapons. These Mechs brings unique capabilities to the battlefield, so the problem is smaller than the value it brings.

In Weapons Division Release, the focus is on equipment not found in the Beta release. Things like Ultra, LBX, Artemis, XL engine, etc. etc.

These are at best "imperfect solutions" and almost certainly will be obsoleted when eventually HBS gets around to it.

Weapons Division Release is *NOT* meant for the casual modders. It is assumed you know something about how to mod stuff and just want to save some time.

Instructions for Refit
In each Release pack there is a README file. Please read the file before refitting your client.

All files in THI releases have a THI_ prefix. The files included are already in their correct directories.

What you need to do:

  1. Download and Unzip the Release, from the links above.
  2. Go to your client’s data directory. Typically, this would be: [STEAM_INSTALL_PATH]\steamapps\common\BattleTech – Private Beta\BattleTech_Data\StreamingAssets\data\
  3. *BACK UP* your VersionManifest.csv, found in the \data\ directory above. this is the only file that needs to be modified in this Release, so save a copy just in case.No other existing original files are modified, unless specifically mentioned in the README file.
  4. Copy the files from the Release into the matching directory in your client.
  5. Copy and paste the stated lines from the README file into your VersionManifest.csv at the end of the file, just before the trailing comma.
    1. IMPORTANT: Leave the trailing comma in the last line in place, on its own line.
    2. DO NOT leave blank lines inbetween anywhere.
That is all that is needed to be done. You can start up the Beta client now.

In Case of Emergencies
If your client refuses to run and you suspect the Releases to be the culprit, you can turn off the release by doing the following:

1. Replace the modified VersionManifest.csv with your original backup, OR

2. Delete the lines introduced from the VersionManifest.csv.

The files are safe to leave in the subdirectories, but if you feel particularly threatened by them, just search by the THI_ prefix and delete the files.


Edit History
24 Jun 2017: Updated Links to Release 1.0 and Release 2.0

28 Jun 2017: Updated Links to Weapons Division Release.

03 Jul 2017: Updated Release 1.1 with new standards, and Release 2.1 with Firestarter and Raven mechs.

09 Jul 2017: Updated Release 1.2 with new variants.

24 Aug 2017. THI-SSW Release 1 out.


There's a lot of discussion about struggles with getting new Autocannon types to work, such as LBX and UAC... how did you manage to get them working?
 
There's a lot of discussion about struggles with getting new Autocannon types to work, such as LBX and UAC... how did you manage to get them working?
Well, both the LB-10X (Cluster) and the Ultra AC/5 use "WeaponEffect-Weapon_MachineGun", although ShotCountEnabler might have been an alternative.

Of course, recent discoveries regarding the questionable accuracy of all shells after the very first round puts ShotCountEnabler into doubt.