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Does it still error out of you don't have an art asset matching the weapon type?
 
Say...

as we know by now, the entries
Code:
"MaxLevelOneAbilities" : 2,
"MaxLevelTwoAbilities" : 1,
in the SimGameConstants.json don't do anything perceivable.
Regardless of what values you put there, when levelling up your mechwarrior, you can only pick 2/1 respectively.

Anybody got any idea if there is something in the .dlls that may be modded to that effect?
 
Regarding location restrictions on gear and weapons.

The only limits I can find in existing gear are that they go anywhere, or the Head, Center Torso, Arm, or Leg specifically. I haven't seen one that allows for the three Torso locations only, a way to restrict it to "not the limbs".

Still haven't found anything like this.

Semi-related, I tried setting the Omni flag to "true" on a mech, and the game locks on loading (and works fine when it's switched back to "false).

Either the flag doesn't work, or there's another step.

E: because at this point I'm just looking for a way to disable the hardpoint system entirely.
 
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So I was trying to convert the minimum range reduction traints into reductions in the penalty instead.

I basically just edited the existing minimum range reduction trait files to change the description text and then under statistic data I changed:

"statName" : "ToHitMinimumRange",
"operation" : "Float_add",
"modValue" : -2.0,
"modType": "System.Single"


This doesn't work... Still getting a +8 penalty to hit under minimum range.


I'm guessing I can't just change the JSON? I was hoping to be clever and just change the statname :) (I also tried it as an Int.32 just to see if that was the issue)
 
On another note, I was able to add 2 more Evasive Charges for any unit that can reach the theoretical max of 8. 6 total for movement, +1 for jumping, and +1 for Pilot Skill Evasive. I brute forced it into the piloting traits and game constants to increase the number that can be built by 2 instead of 1 at Piloting 6 and 10.

These are the changes I made to achieve that.
Code:
{
    "Description" : {
        "Id" : "TraitDefEvasiveChargeAddOne",
        "Name" : "Increased Evasion Cap",
        "Details" : "PASSIVE: 'Mechs piloted by this MechWarrior have their EVASIVE charge cap increased by 2.",
        "Icon" : "uixSvgIcon_ability_mastertactician"
    },
    "Type" : "EvasionCap",
    "ShortDesc" : "+ 2 Max Evasion",
    "DisplayParams" : "ShowInPilotToolTip",
    "ActivationTime" : "Passive",
    "EffectData" :
    [
        {
            "durationData" :
            {
                "duration" : -1
            },
            "targetingData" :
            {
                "effectTriggerType" : "OnActivation",
                "effectTargetType" : "Creator"
            },
            "effectType" : "StatisticEffect",
            "Description" :
            {
                "Id" : "TraitDefEvasiveChargeAddOne",
                "Name" : "Increased Evasion Cap",
                "Details" : "EVASIVE charge cap increased by 2",
                "Icon" : "uixSvgIcon_ability_mastertactician"
            },
            "statisticData" :
            {
                "statName" : "MaxEvasivePips",
                "operation" : "Int_Add",
                "modValue" : "2",
                "modType" : "System.Int32"
            },
            "nature" : "Buff"
        }
    ]
}
Code:
{
    "Description" : {
        "Id" : "TraitDefEvasiveChargeAddTwo",
        "Name" : "Increased Evasion Cap",
        "Details" : "PASSIVE: 'Mechs piloted by this MechWarrior have their EVASIVE charge cap increased by 2.",
        "Icon" : "uixSvgIcon_ability_mastertactician"
    },
    "Type" : "EvasionCap",
    "ShortDesc" : "+ 4 Max Evasion",
    "DisplayParams" : "ShowInPilotToolTip",
    "ActivationTime" : "Passive",
    "EffectData" :
    [
        {
            "durationData" :
            {
                "duration" : -1
            },
            "targetingData" :
            {
                "effectTriggerType" : "OnActivation",
                "effectTargetType" : "Creator"
            },
            "effectType" : "StatisticEffect",
            "Description" :
            {
                "Id" : "TraitDefEvasiveChargeAddOne",
                "Name" : "Increased Evasion Cap",
                "Details" : "EVASIVE charge cap increased by 2",
                "Icon" : "uixSvgIcon_ability_mastertactician"
            },
            "statisticData" :
            {
                "statName" : "MaxEvasivePips",
                "operation" : "Int_Add",
                "modValue" : "2",
                "modType" : "System.Int32"
            },
            "nature" : "Buff"
        }
    ]
}
Then in "CombatGameConstants" under To-Hit.
Code:
        "EvasivePipsMovingTarget":
        [
            1,
            2,
            3,
            4,
            5,
            6,
            7,
            8
        ],
        "ToHitMovingPipUMs":
        [
            2,
            4,
            6,
            8,
            10,
            12,
            14,
            16
        ],
        "ToHitMovingTargetStrings":
        [
            "1 EVASIVE charge: +{0} Difficulty to hit this unit with ranged attacks.",
            "2 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.",
            "3 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.",
            "4 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.",
            "5 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.",
            "6 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.",
            "7 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks.",
            "8 EVASIVE charges: +{0} Difficulty to hit this unit with ranged attacks."
        ],
Later on when I get a chance I may look into adding 2 more trait steps at Piloting 4 and 8 to add the 2 extra EC.


Do these charges display on the tactical layer UI?
 
So I was trying to convert the minimum range reduction traints into reductions in the penalty instead.

I basically just edited the existing minimum range reduction trait files to change the description text and then under statistic data I changed:

"statName" : "ToHitMinimumRange",
"operation" : "Float_add",
"modValue" : -2.0,
"modType": "System.Single"


This doesn't work... Still getting a +8 penalty to hit under minimum range.


I'm guessing I can't just change the JSON? I was hoping to be clever and just change the statname :) (I also tried it as an Int.32 just to see if that was the issue)
You can't just change the statname, and a lot depends on the triggering conditions.

The Minimum range penalty is in the Constants file, so if you want to change the +8 it has to be done there. To affect the in game, you need to use ToHitIndirectModifier, probably.
 
You can't just change the statname, and a lot depends on the triggering conditions.

The Minimum range penalty is in the Constants file, so if you want to change the +8 it has to be done there. To affect the in game, you need to use ToHitIndirectModifier, probably.

Yeah that's what I'm trying to do... change over two of the tactics skills to modify the "Tohitindirectmodifier". Guessing I'll have to write some code to do that :)
 
Under the theory that it can't hurt to try it out myself, (after backing up the file) I added a Ballistic hardpoint to the King Crab's RT, and an Energy hardpoint to each arm.

The game ran just fine, and it assigned some sort of vaguely appropriate art asset to the AC I put in the RT slot.

So far, so good.
 
Setback -- going into the Hardpoint JSON for the King Crab and referring to art assets from other mechs to allow that RT to show an actual Ballistic art asset causes an endless "spinny" when loading a skirmish battle.
 
Been trying to fiddle with the travel times and its doing some... odd things.

Default:
"Travel" : {
"DefaultSystemTravelTime" : 4,
"DefaultFuelTime" : 3,
"FuelStationFuelTime" : 3,

I changed the DefaultFuelTime to 7 and it worked for part of the journey. First few jumps were 7 days (all good), then suddenly they shifted to 3 days. I guess because I hit Liao space and they must have refueling stations?


Fiddling with the DefaultSystemTravel time turned out to be a bad idea (huge increase in system travel times).

Any suggestions? I'm trying to force a 7 day recharge when doing more than 1 jump (first jump is fine with reduced time, as its subsumed into my planetary travel)
 
I had changed it to 7 days at one point, and it seemed to work - except at a Recharge Station, where it defaulted to 3 instead.



I am trying to figure out Rarity of 'Mechs encountered.

It seems like it doesn't much matter what the rarity level is, it frequently picks rarity 5 over rarity 0 within the same tonnage (or even variants of the same 'Mech/Vehicle). Anyone else having similar experiences?
 
I am trying to figure out Rarity of 'Mechs encountered.

It seems like it doesn't much matter what the rarity level is, it frequently picks rarity 5 over rarity 0 within the same tonnage (or even variants of the same 'Mech/Vehicle). Anyone else having similar experiences?

Having looked at what's rare vs common in those files, I don't see any obvious matching pattern in what I come up against "in the field" on procgen missions.
 
Having looked at what's rare vs common in those files, I don't see any obvious matching pattern in what I come up against "in the field" on procgen missions.
I had started to keep a log of the 'Mechs / Vehicles I encountered at the start of a brand new campaign.

It seems like the 'Mechs / Vees I added at the end of the campaign were the ones that appeared first. I just added in J Edgar Hover Tanks, and the first new mission had 3 of them - at 3/4 rarity.
 
I had started to keep a log of the 'Mechs / Vehicles I encountered at the start of a brand new campaign.

It seems like the 'Mechs / Vees I added at the end of the campaign were the ones that appeared first. I just added in J Edgar Hover Tanks, and the first new mission had 3 of them - at 3/4 rarity.
Seems to do that in an established campaign as well.
After my last install of JK_V I was seeing the unique rides and the DC Atlas's more than any other 100 ton opfor.
 
Something else to keep in mind when doing the mods...
 
Depends on what you are working with. usually won't -- what's the error message?

I'll dig it up when I get home tonight.

There's no error message in the game itself, just sitting at "Prepping for Battle" with the upper-left icon spinning to infinity. Have to use the task manager to kill the process or it will just sit there, no way to back up or leave the game.

No error log is being created, either. (I do have full logs enable via the debug.)

Trying to add the Cataphract's ballistic art assets, right torso, to the King Crab's right torso, just to see if they populate on that little turret-like thing on the right "shoulder" area, or if they try to populate inside the middle of the right torso... I want to see where it "attaches" them.

The King Crab works fine with a Ballistic hardpoint added to that torso, but no art appears for it, just art for the energy weapons that might also be in that location.

As soon as I drop the backup of the default hardpoint file for the King Crab into that folder, everything works fine again.
 
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Was really surprised to see UAC/5s and LB-10s were not in the game at all when both are well known to be Star League tech. Was also surprised to learn there is no way to search for more Star League caches after the main story is over. I have some limited experience with modding on the Nexus website and I would really like to design a mod that addresses both issues. I've seen some other mods that attempt this, but all of them are lacking in one way or another (either they don't work or they break game balance).

I would like to find a way to seed lostech into the game to give people something to do past the main story. I would want to do this in a plausible way that doesn't break the tone of the game. Ideally, I would like to create custom missions that appear randomly, but not sure if that is possible yet.

Is anyone interested in assisting me with this?