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2 questions for the Mod-Savants ;)

1 - When my Dragon DRG-1G loads into the Mech Lab it tosses up an error in the debug screen:

WARNING GetComponentPrefabName failed to find a prefab name for unit dragon and component Weapon_Laser_MediumLaser_0-STOCK, ideal match name was: chrPrfWeap_dragon_righttorso_laser_eh, falling back to default item

My assumption is that this is due to there not being a laser asset defined for the RT (much less ANY weapon assets defined for the RT) in the Dragon asset bundle. Yes?

If that is the case, is it doable to mod the LT Laser assets over to the RT? If so, any of you interested in doing so? As I think that may be beyond my meager skills :p
Basically yes. You need to define art assets in the hardpointdef file that matches the relevant hardpoints in the chassisdef file which would then use information in the Mechdef files to properly render the mech. In Beta, IIRC, not having an art asset would results in errors and damage not being assigned, but there is talk that this may be resolved. So if you are not picky about art, then a stick mech is entirely possible.

It is not possible to mod the LT energy asset over to the RT with JSON alone, as the art asset for that is defined by a common axis running along the CT; simply defining the RT option with LT asset will result in overlapping assets. It is possible to take apart the art asset and insert a new RT laser, but that’s beyond my skill set. So I cheat, and crib a laser from a hunchback.
 
But imagine if you are a basic user who heard of this great mod and you download but found it not as great as you felt it to be. You remove the mod and then the whole game locks up on you. You reinstall and lose all progress in the main game. How'd that make you feel about the mod creator?
Why would you lose all campaign progress? Just back up your saves?
 
Why would you lose all campaign progress? Just back up your saves?
If your campaign loadouts include a weapon that was modded in, you'll have to find a way to remove those from the save file to be able to load it without freezing. A regular user who was unable/unwilling to modify files (assuming we even find a way to edit the campaign files) would either have to re-install the mod and go into campaign and sell all modded weapons from their inventory (and possibly planet jump until they find a planet with no modded weapons in the store, etc), or just delete their save and start over.

The latter easier in the short term, and some mod users often don't have the patience to fiddle around with things for hours. It'll give them a bad impression of mods for this game, and possibly a bad opinion of the game in general.

Edit: To clarify, I'm not saying that any of Lynx's mods affect campaign (yet). I'm just looking to possible future issues.
 
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So uh.. I asked a question earlier in the thread about what file has mech and vehicle scale settings in it. Does anybody know what file it is?

I wanna scale up the vehicles
 
So uh.. I asked a question earlier in the thread about what file has mech and vehicle scale settings in it. Does anybody know what file it is?

I wanna scale up the vehicles
Sorry, got distracted. The mech scaling factor is TEST_MechScaleMultiplier . It is still in the CombatGameConstants file over in constants. No vehicle scaling that I can tell, but you know, you can always shrink Mechs to match....
 
Thanks for the heads up.

I opted into the public Beta mod on Steam and it didn't impact anything other than VersionManifest.csv - though that doesn't mean that the final 1-0-1 release won't have other tweaks.

Once they do a patch that blows away my in place SUCKos mod, I may use that moment as a chance to redirect all the Star System files - and I am sort of hoping they 'fix' the little things so the Minor Adjustments mod is no longer necessary.
 
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Could use some help, I'm struggling to get some custom pilots spawned in the campaign, is there any mod that does this around so I can check where I'm going wrong?

It's confusing seeing the mod not working as It appears to be a simple process.

Oh this please. I know it's quite cheeky even to ask but adding custom pilots (portrait, name, callsign) preferably among the initial group (sorry Glitch and Dekker! Behemoth not so much) would be the ice on the cake in this fantastic game.
 
Could use some help, I'm struggling to get some custom pilots spawned in the campaign, is there any mod that does this around so I can check where I'm going wrong?

It's confusing seeing the mod not working as It appears to be a simple process.
Oh this please. I know it's quite cheeky even to ask but adding custom pilots (portrait, name, callsign) preferably among the initial group (sorry Glitch and Dekker! Behemoth not so much) would be the ice on the cake in this fantastic game.

I've figured it out. Details to come soon. It requires messing around with a SQL database and a couple more files beyond the .json and version manifest

EDIT: Haven't got the time tonight, I`ll write up the guide tomorrow.
 
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I've figured it out. Details to come soon. It requires messing around with a SQL database and a couple more files beyond the .json and version manifest

Really looking forward to any progress you have made with this. Changing the portraits of the starting lance (hopefully including the Commander) is the mod that I desire the most and have focused my efforts on.
 
Really looking forward to any progress you have made with this. Changing the portraits of the starting lance (hopefully including the Commander) is the mod that I desire the most and have focused my efforts on.
Care to share what you have tried? I can change the 4 starting pilots's (not including the player) 3D portraits with the portrait presets, but have been unable to have them display "icon" type portraits in the sprites/portraits folder instead.
 
I have tried making changes to the lines that point to the starting lance in the pilot files, portrait files, Version files and simGameConstant files including putting new PNG portrait files in a Mod file and trying to point to them. Either I end up with the same old Glitch game generated portrait when it loads or it does not load at all and just endlessly searches. That is why I am excited if SumminCool can enlighten us as to what I am missing and how it is done.
 
So all along I've been thinking about a possible mod manager feature of hiding save files from the game unless the save was made using the exact same mods as those currently installed. I've always thought of it as being in the "nice to have" category, but now I'm leaning towards it being a critical feature.

The tricky part is going to be interacting with cloud saves on the various platforms and figuring out where skirmish builds are being saved.
 
So I think I found a way you could mod the game to have the "Salvaged mechs come empty" mechanic. However it would be a LOT of work, more work than I'm willing to do.

Basically I poked through the milestone files and found the one where you're given the centurion after Axylus, this centurion is a special custom version of the CN9-A. Now just setting up naked custom versions of all the mechs wouldn't work, but what you could potentially do is make all the standard versions of the mechs naked, and then create a custom version of each mech with its "stock" loadout.

And then the hard part... replacing every last instance of each mech in the spawn files with the new custom "stock" mech and blacklisting the naked versions so they can't be picked or whatever. I'm not 100% sure this'd work, but I think it might? Like I said though, too much work for me.
 
So I think I found a way you could mod the game to have the "Salvaged mechs come empty" mechanic. However it would be a LOT of work, more work than I'm willing to do.

Basically I poked through the milestone files and found the one where you're given the centurion after Axylus, this centurion is a special custom version of the CN9-A. Now just setting up naked custom versions of all the mechs wouldn't work, but what you could potentially do is make all the standard versions of the mechs naked, and then create a custom version of each mech with its "stock" loadout.

And then the hard part... replacing every last instance of each mech in the spawn files with the new custom "stock" mech and blacklisting the naked versions so they can't be picked or whatever. I'm not 100% sure this'd work, but I think it might? Like I said though, too much work for me.

Did you see my post here? https://forum.paradoxplaza.com/foru...e-stock-loadout.1090337/page-20#post-24174569

So I think the method you proposed would probably work but is also more likely to break other things compared to adjusting the AddMech and AddMechPart code.