• 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.
Does that mod (resizer) create files that can then be used, or does it have to be running to keep the Crab from looking Kingly?
 
Just a matter of adding the ChassisDef entry to MechResizer's mod.json file and (usually) specifying a single multiplier.

Int the various (non-King) Crabs' cases? On the 'x' scale (width)? 0.51 for each; Y-scale (height)? 0.55; and the Z-scale (length)? 0.82.
 
Is there a feature list or changelog or something that says what this mod does? The link on the OP appears to have been removed.
There's a rather BIG list to go through, on the 'Articles' tab of the NexusMods page:

nexusmods . com / battletech / mods / 79?tab=articles (just remove the spaces).

Having said that, LadyAlekto had admitted (earlier) on the Discord, that not all of those are up-to-date.

EDIT: Better Bookmark/Favorite this quickly, as a Moderator might decide to remove this link, too.

EDIT 2: Surprised this hadn't been Moderati'd yet, but not taking chances anymore.
 
Last edited:
Just a matter of adding the ChassisDef entry to MechResizer's mod.json file and (usually) specifying a single multiplier.

Int the various (non-King) Crabs' cases? On the 'x' scale (width)? 0.51 for each; Y-scale (height)? 0.55; and the Z-scale (length)? 0.82.

Is there a way to get the Crab as a standalone, so I can see what all you had to do? I mean, if the RogueTech team is OK with sharing the files piecemeal.
 
Is there a way to get the Crab as a standalone, so I can see what all you had to do? I mean, if the RogueTech team is OK with sharing the files piecemeal.
There's a few mandatory RogueTech-related folders required for one particular Crab variant; IF I exclude that one, it'd only be two (tiny) folders in a .zip.

Problem is, said mandatory folders severely overhaul default gameplay mechanics. Pick your poison.
 
There's a few mandatory RogueTech-related folders required for one particular Crab variant; IF I exclude that one, it'd only be two (tiny) folders in a .zip.

Problem is, said mandatory folders severely overhaul default gameplay mechanics. Pick your poison.

I'd go for the non-drastic versions alone -- it's as much about learning as it is about the mech itself, and I'm no where ready to dig into other modders' total overhauls.
 
I'd go for the non-drastic versions alone -- it's as much about learning as it is about the mech itself, and I'm no where ready to dig into other modders' total overhauls.
Okay, here ya go. The MechResizer folder contains a massively-upscaled Urbie meant to represent a Mackie, but I disabled that. Otherwise?

Just look inside MR's mod.json on how the scaling values are intended to work; it shouldn't matter that most of those variants aren't included, but YMMV.
 

Attachments

  • BT-Crabs.zip
    16,1 KB · Views: 12
My install doesn't like something -- it's going back to the infinite spinner when opening the mech lab.

I'll work on it tomorrow night, I'm already up too late (yay job).

E: nevermind, got it to work, just a thing I shouldn't work on while tired
 
Last edited:
Hmmmm. Hmmmmmmmmmmmm. I'm tempted to add such a thing to my Mod Pack. I should be able to convert it.
 
Okay, here ya go. The MechResizer folder contains a massively-upscaled Urbie meant to represent a Mackie, but I disabled that. Otherwise?

Just look inside MR's mod.json on how the scaling values are intended to work; it shouldn't matter that most of those variants aren't included, but YMMV.

The first mech I think of with upscale Urbie would be the Imp.
 
Last edited:
Worked like a charm, and now my game has... nevermind, I'm not going to post that.

Thank you for all your help and sharing your work.
 
Worked like a charm, and now my game has... nevermind, I'm not going to post that.

Thank you for all your help and sharing your work.

Addendum -- does it show up in the campaign based on this mod?
 
Salvaged a Crab 27b in my campaign tonight.
 
There's a rather BIG list to go through, on the 'Articles' tab of the NexusMods page:

www . nexusmods . com /battletech/mods/79?tab=articles
(remove the extra spaces in the URL)

Having said that, LadyAlekto had admitted (earlier) on the Discord, that not all of those are up-to-date.

EDIT: Better Bookmark/Favorite this quickly, as a Moderator might decide to remove this link, too.
Since it's against the forum rules to post URLs that haven't been approved by an admin (who are different from the moderators, from what I can tell), you probably shouldn't try to get around it by spamming them ;) ).

It's not against forum rules to tell users what site to go to, and then give the path on that site. For example, "go to '/battletech/mods/79?tab=articles' on nexusmods".

It should also be permissible to just put a space or two into the URL to make it not a URL - if a web browser can't parse it, then it isn't a URL; if it isn't a URL, then it isn't against the rules. I edited your post in my quote to provide an example of that.

I'm not sure if I'm allowed to voice my disapproval of the 1990's era forum rules, so I'll leave just it at that, and internally wish the forums were still at battletechgame . com.
 
How do you increase the number of local contracts and reduce the number of travel contracts, please?We're trying to do a campaign involving luthien and avellar.