Can you try the changes along with updating the component tags portion at the bottom to be “component_type_stock”?
Can you try the changes along with updating the component tags portion at the bottom to be “component_type_stock”?
Can you look up the Output_log.txt file found in the BATTLETECH/Battletech_Data directory? I suspect I know the problem, but logs will confirm.
I knew it.
Here's a probable solution. Go to BATTLETECH\BattleTech_Data\StreamingAssets\data\constants
Open the ApplicationConstants.json file
below the
{
"ResourceType": "UIModulePrefabs",
"ResourceID": "uixPrfPanl_mainMenu",
"Priority": "Foreground"
}
section, add a comma at the end, and then the rest of this:
,
{
"ResourceType": "AmmunitionDef",
"ResourceID": "All",
"Priority": "Background"
},
{
"ResourceType": "AmmunitionBoxDef",
"ResourceID": "All",
"Priority": "Background"
},
{
"ResourceType": "HeatSinkDef",
"ResourceID": "All",
"Priority": "Background"
}
Save and see whether that works.
Back up you files then copy paste it inHow do I install a mod?
I just downloaded a mod, but it's a zip with a BT_data, streaming_asssets, data folders, I could probably dump it into my game and it might work, but I don't want to break anything.
Is there no way to have a mod folder and run mods through that?
How do I install a mod?
I just downloaded a mod, but it's a zip with a BT_data, streaming_asssets, data folders, I could probably dump it into my game and it might work, but I don't want to break anything.
Is there no way to have a mod folder and run mods through that?
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MechLab [LOG] ValidateMechDef: mech: mechdef_warhammer_WHM-6D, validation level: Basic
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MechLab [LOG] ValidateMechDef: mech: mechdef_warhammer_WHM-6D, validation level: Basic
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MechLab [LOG] ValidateMechDef: mech: mechdef_warhammer_WHM-6D, validation level: Basic
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MechLab [LOG] ValidateMechDef: mech: mechdef_warhammer_WHM-6D, validation level: Basic
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MapMetaData - successfully loaded biomeskin highlandsSpring
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
The referenced script on this Behaviour is missing!
(Filename: Line: 1515)
The referenced script on this Behaviour (Game Object '<null>') is missing!
(Filename: Line: 1744)
A script behaviour (probably VersionTrackingBreadcrumb?) has a different serialization layout when loading. (Read 48 bytes but expected 112 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
(Filename: Line: 1888)
I was also poking around the files and can see that HBS added some Star League Era 'Mechs.
Example
There is a Highlander 732b, but it doesn't use the correct LRM or SRM type (artemis versions) and instead uses upgraded variants of weapons HBS created. It also doesn't have CASE assigned to a critical slot or Ferro-Fibrous armor as far as I can see.
There is also a Star League Black Knight that is lacking Endo Steel and a Beagle Active Probe, but has pulse lasers.
I won’t read too much into “not being able to see”. HBS’ implementation obfuscate a lot from the player, and the important “dry weight” info of Mechs (weight before weapons) is hidden from us. I can build a chassis and claim it has Endo and FF and XL in game, and you can’t really disprove it without working out the build with a calculator.I was also poking around the files and can see that HBS added some Star League Era 'Mechs.
Example
There is a Highlander 732b, but it doesn't use the correct LRM or SRM type (artemis versions) and instead uses upgraded variants of weapons HBS created. It also doesn't have CASE assigned to a critical slot or Ferro-Fibrous armor as far as I can see.
There is also a Star League Black Knight that is lacking Endo Steel and a Beagle Active Probe, but has pulse lasers.
I won’t read too much into “not being able to see”. HBS’ implementation obfuscate a lot from the player, and the important “dry weight” info of Mechs (weight before weapons) is hidden from us. I can build a chassis and claim it has Endo and FF and XL in game, and you can’t really disprove it without working out the build with a calculator.
That parameter has nothing to do with salvage... that's how likely it is that your mech will continue to exist when you get cored.If you modify a file, will saved games notice the change? I tried modifying the DestroyedMechRecoveryChance to 0 in the SimGameConstants.json, but I seemed to get partial mech salvage anyway from cored mechs.