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Admiral Brad

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Feb 27, 2018
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Hi,

I have gone through all the steps to mod the starting lance for either Career or Story mode via the simgameconstants and it works if I use a base game mech. However, it never finishes loading if I use a modded mech (i.e. The Phoenix Hawk, Marauder or Wasp). I am using cut/paste for the name so that shouldn't be the issue.

Does anyone else have this trouble or has found a workaround?

Thanks.
 
I've been able to mod starting mechs and use most mechs from mods. Here and there I have had to make a couple small edits usually to mechdef files.
I run a modded but not with mech engineer install.. SDLF mod, and a few other odds and ends..mostly mechs. I don't run any re-balance mods.

note that in the simgameconstants file has 3 locations where starting mechs are noted. The top most is for the Restoration campaign (flashpoints start post campaign), and the bottom most is for sandbox/Career/flashpoint. The second listing I think is for either debugs or skirmish mode.. not sure which.

Suggestion is that once you have made changes go into your mods directory and delete the .modtech folder. The forces modtech to build a new mod database. Couldn't tell ya the why for. I've not the language for it. But it's worked for me. I got the hint from someone else. Something about reinitializing modtech database.
 
If I remember right, I had the same problem with a selfmade chassis variant and the Phonix Hawk, solved it by adding
"DependsOn": [ "NewThings", "HotD-PhoenixHawk" ]
to the mod.json of my "settings-mod" to make sure that the mechs are "integrated" in the game files before the settings are.
(If you're not sure what I mean search for "github writing modtek json mods" and "github mod.json format", these two guides explain it in good detail)
 
If I remember right, I had the same problem with a selfmade chassis variant and the Phonix Hawk, solved it by adding
"DependsOn": [ "NewThings", "HotD-PhoenixHawk" ]
to the mod.json of my "settings-mod" to make sure that the mechs are "integrated" in the game files before the settings are.
(If you're not sure what I mean search for "github writing modtek json mods" and "github mod.json format", these two guides explain it in good detail)

So If I was trying to mod my career starting lance with a Vulcan, Javelin, and a Locust from JK variants, what would that look like?

I read the article you mentioned, and my eyes glazed over because it looked like Greek to me. Can you give me an example?

Appreciate any help with modding my career mechs,

Mad
 
OK, then lets go step by step:
I assume you have Modtek & BTML and have directly edited the SimGameConstants.json in ...\BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants

If so replace the SimGameConstants.json with the original, but keep your edited file, you'll need it later.

Now we start to make your own mod (will call it "MySettings" for the example):
1. Go into the "Mods" folder inside the "BATTLETECH" folder. There you create a new folder for your mod (...\BATTLETECH\Mods\MySettings).

2. Since you just want to change an existing file inside the "StreamingAssets" you have to recreate the folder structure from StreamingAssets" to the file inside of it, in this case: "StreamingAssets\data\simGameConstants" so that the complete path is ...\BATTLETECH\Mods\MySettings\StreamingAssets\data\simGameConstants

3. Copy your modified SimGameConstants.json into ...\BATTLETECH\Mods\MySettings\StreamingAssets\data\simGameConstants

4a. Now you have to create a mod.json for your mod, since you won't have a tool to create one, simply copy the mod.json from any of the mods you are using into the folder of your mod (...\BATTLETECH\Mods\MySettings).

4b. Now you edit the mod.json in your mod folder that is has the following content (starting with { and ending with } ):

{
"Name": "MySettings",
"Enabled": true,
"DependsOn": ["JK_VariantsCampaign", "NameOfTheVulcanMod", "NameOfTheJavelinMod" ]
}

Replace NameOfTheVulcanMod and NameOfTheJavelinMod with the real name of the mods, which is the name of their folder and also noted in their mod.json's, but keep the ""

Done


A little bit about how it works:
When Modtek finds the StreamingAssets\... folder structure inside a mod folder it merges all files inside with the game files at game start (provided that the file name and path, starting at StreamingAssets, are the same)
"DependsOn": ["JK_VariantsCampaign", "NameOfTheVulcanMod", "NameOfTheJavelinMod" ] tells Modtek that it has to load the mods with the names JK_VariantsCampaign, NameOfTheVulcanMod and NameOfTheJavelinMod before it loads this mod.

If you have still questions or something isn't clear just ask, I'm always happy to help.
 
You can also edit the ModTek load order so your personal settings mod loads last, then it will already know about the modded mech you want to start with by the time it looks at your starting mech mod. The dependency stuff forces the same thing, this isn't as guaranteed but is a bit simpler.
 
so Random Campaign Start has been updated for 1.4

it will give you random mechs and or pilots and or new ancestor mech for campaign or career.
it comes with instruction on what to edit to get what you want in it.

basically for mechs it has all the vanilla stuff and if you want something frmo a mod you just put them in their weight class in the list it pulls mechs from

of note it doesnt play well with other mods that edit simgameconstants json such as XAI
 
so Random Campaign Start has been updated for 1.4

it will give you random mechs and or pilots and or new ancestor mech for campaign or career.
it comes with instruction on what to edit to get what you want in it.

basically for mechs it has all the vanilla stuff and if you want something frmo a mod you just put them in their weight class in the list it pulls mechs from

of note it doesnt play well with other mods that edit simgameconstants json such as XAI

havent tried it on campaign but i cannot get it to work career side with mechs added by mods
 
ok so for me at least with 1.4 and modtek 6.1 i am unable to alter starting lance in any way.

i can get the default custom lance that XAI creates but i cannot make any changes to it or main game files.

now i havent used the default starting lance since well before thanksgiving last year.
now with 1.4 i am no longer able to do this no matter what method i try
 
*scratches head..* Humm, wait one.. imma go to a cut and paste here so the guy can see what's happening..

-------------------- snip from SimGameConstants -----------------

"StartingPlayerMech" : "mechdef_rifleman_II_RFL-3N-2",
"StartingLance" : [
"mechdef_phoenixhawk_PXH-1c",
"mechdef_crab_CRB-27sl",
"mechdef_kitfox_PIRATE",
"mechdef_locust_LCT-1Vb",
"mechdef_hatamotochi_HTM-SAM"
],

-------------------------- end snippage ------------------------
So as you can see in this example I've mech from several mods here. You'll also note I've added an extra mech for a total of 6 counting the player mech.

If you have a mechdef file for it in your mods, you can add it in. Just get the name right.. below is the easy no frill exrta steps requires no memory work way of doing it.

If something is not loading or your edits are not taking, your doing something wrong.

All the commas by the way are IMPORTANT. One of things with unity game engine is it loves CSV files for it database stuff ie: Comma Separated Values. SO those comma's need to stay.. the quote marks surround your data field ie: what ever your item or value/integer is. The [ and ] delineate a section in this case.. "StartingLamce".

Never have more than 5 mechs in the starting lance section. Your player mech is separate but your limited to a max of 6 mechs initially. the section of mechs at the very end of the file is for flashpoint/sand box starting mechs and is subject to the same limitation.. Syntax is important.. you may have to fiddle with it to get it right.

I use windows notepad for the editing. Nothing else is really needed. There's no unicode or any characters used other than standard ascii. If your using any sort of text editor other then the very simplest you may have problems. Apps such as MS Word are going to add formatting characters that will not be recognized and will mess up yer work. It's a database file, not a letter to the editor! It's possible your putting in a space in the wrong place.. Normally when I plug a mech in i go to the mechdef files and highlight/copy the line that starts with mechdef_..... Then in the simeGameConstants file I drag and highlight JUST the mech I want to replace inside the quotes and shift+insert to replace the entry. It becomes automatic after a bit. It also works first time every time if done correctly.

Witha little practice you can even go into the milestones files (ya want number 114) and maybe edit your starting gear if you really want to give your self a hellacious advantage. But you can only edit the Arano Restorartion campain. I haven't figured out if starting equipment in sandbox can even be "edited" as there is no file for the starting equipment.. You get mechs your starting money and the Argo.. so I suppose it's fair.

Note you can also change your starting money (same value for campaign or sandbox) and starting commander XP.. (go look for it in the file, you'll find it). Matter of fact you can change a number of things. But always make a BACKUP of your original file (.bak works just fine as a file extention) that way of you hose the silly thing you've a base line to repair the damage you've done even if you have to re edit in what does work.. You do that 3 or 4 time you get real careful, because it's a serious BOTHER to have to do!

Ok.. brain strained pureed, sweetened and cooked.. Hope it helped!
 
Addendum: XAI and several other of the mod packages that use a custom difficulty sub mod that overrides the default settings.. I found most of the advanced difficulty setting mod can be problematic and can conflict with the rest of what one might choose to do assuming you desire to mod the mod. I generally remove these from the mods as they're really not essential. Just a matter of taste.
 
@TLRoff i gothca...like i said prior to 1.4 i had no issue i even use notepad++ to make sure i dont make any errors.

i figured out the issue though....i was trying to use @Dialcaliper 's wonderful SLDF mech mod and that is where the game was hanging.
i replaced those with stuff from HOTD, BD and Colos and no issue was able to start a new career.

not sure why i wasnt able to use the SLDF mechs
 
Humm. ok I run em to and have no conflicts.. but I do have issues when I try to put some of the Helmcore mechs in.

Attached (I hope) is a list of the mods I have installed..everythig is stable and works
mod list.jpg
 
@TLRoff dude. You are as bad as i am when it comes to number of running mods.....
 
@TLRoff dude. You are as bad as i am when it comes to number of running mods.....


*GRIN!*

Not running any of the more out there mods... and other then the "pirate" summy and kitfox I stay pre clan tech. Pay no mind to the ammo bins mod.. it's currently not doing anything while I poke at it.

The better AI mod I highly recommend... the Ai in the stock game is a little underwhelming though it might not seem so to a new to Battletech player.