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1.1 is now in beta.

I'm making a list of all the tweaks I've made in order to compare them to what this patch does, and start turning them into a real mod for my own use once I've installed 1.1

(Going to have to figure out all my own modding, since Nexus requires account creation and login just to download files.)
Should I just keep linking my mod pack in these forums so you can download and play with all the mods in there,, then? Sort of an end around to Nexus. :)
 
Should I just keep linking my mod pack in these forums so you can download and play with all the mods in there,, then? Sort of an end around to Nexus. :)

If it's not a chore, would be very much appreciated.
 
If it's not a chore, would be very much appreciated.
Haha. Sure! I can easily attach it to all of my update posts. Didn't account for people that didn't want to register at the Nexus.
 
You know, it would be really cool if the patches came with a log of files changed.
 
It would certainly save some time ;)

Though they do a pretty reasonable job of telling us what has changed, which combined with looking at the files dates helps to figure things out.

If it's not a chore, would be very much appreciated.

I typically toss the files up to Google Docs - so that may be an easier option for @don Zappo . Any reason not to make an account with Nexus Mods? It doesn't cost anything, and you can make a new e*mail address to link it to - so it doesn't link to your main e*mail. (Just curious)


Questions for the group:

  1. Anyone find out where the Campaign stores the values for the Custom choices made at the start? So if someone wants to edit the values, they can.
  2. Has any found where they are storing the Salvage value choices (which give options from 3-8), so we can add 2 and 9?

Thanks - in advance,
 
It would certainly save some time ;)

Though they do a pretty reasonable job of telling us what has changed, which combined with looking at the files dates helps to figure things out.



I typically toss the files up to Google Docs - so that may be an easier option for @don Zappo . Any reason not to make an account with Nexus Mods? It doesn't cost anything, and you can make a new e*mail address to link it to - so it doesn't link to your main e*mail. (Just curious)


Questions for the group:

  1. Anyone find out where the Campaign stores the values for the Custom choices made at the start? So if someone wants to edit the values, they can.
  2. Has any found where they are storing the Salvage value choices (which give options from 3-8), so we can add 2 and 9?

Thanks - in advance,

Those are WAY up my list of things I need to look for, since I'd fiddled with that sort of thing in direct edits previously.

Just holding off installing 1.1 until I can get the modtek thing figured out -- I don't want to have to check and possibly edit scores of files in the game install itself after every patch.
 
If it's not a chore, would be very much appreciated.
I have drsrstarted attaching the mod pack in the forum post where it is released just for you. ;)
 
It would certainly save some time ;)

Though they do a pretty reasonable job of telling us what has changed, which combined with looking at the files dates helps to figure things out.



I typically toss the files up to Google Docs - so that may be an easier option for @don Zappo . Any reason not to make an account with Nexus Mods? It doesn't cost anything, and you can make a new e*mail address to link it to - so it doesn't link to your main e*mail. (Just curious)


Questions for the group:

  1. Anyone find out where the Campaign stores the values for the Custom choices made at the start? So if someone wants to edit the values, they can.
  2. Has any found where they are storing the Salvage value choices (which give options from 3-8), so we can add 2 and 9?

Thanks - in advance,
For 1, do you mean so you can edit those values mid-game? If so, then yes. They are in the new difficulty settings json in the constants folder.
 
For 1, do you mean so you can edit those values mid-game? If so, then yes. They are in the new difficulty settings json in the constants folder.
Totally missed that file - thanks!!!

EDIT: Here is my test file
BATTLETECH\BattleTech_Data\StreamingAssets\data\constant

This would replace the original and adds a "2" salvage value (with the new category called vEasy)


EDIT2: Now I find myself wondering if we can add other variable categories to this section for more campaign options.
 
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Totally missed that file - thanks!!!

EDIT: Here is my test file
BATTLETECH\BattleTech_Data\StreamingAssets\data\constant

This would replace the original and adds a "2" salvage value (with the new category called vEasy)


EDIT2: Now I find myself wondering if we can add other variable categories to this section for more campaign options.
Can I introduce you to the phrase "playing with fire?"
 
LOL
 
Can anyone enlighten me about how the new difficulty-settings interact with the simgameconstants (especially contract payments and salvage)?

I don't see any changes in the file itself, but even set to normal the option clearly interferes with my modifications to "ContractPricePerDifficulty" .
 
OKay, I'm dumb.

But for the record:

ContractPricePerDifficulty in the SimGameConstants now does less then nothing. All values pertaining difficulty have been moved to the aptly named "DifficultySettings" in the Constants sub-folder. Because... reasons.

Also apparently HBS assumes 150k C-Bills per Difficulty Level to be "Stingy" Payments...
 
1.1.1 just hit, but it looks like all bug fixes, so might not require any file changes.
 
Yeah, I don't see any json changes - got new MDD/VM files, but that is likely due to the originals being modded.

Question for the team!

Does anyone know if these two weapon variables actually do anything?
  • OverheatedDamageMultiplier - ???
  • EvasiveDamageMultiplier - ???
 
Another question for the Mod Masters out there.

In some files, we are able to make calls to determine who the OpFor is - for example, in the Contract files they can call for the variable {TEAM_TAR.FactionDef.Demonym} to use in various ways. Such as to insert into the Mission statement that "Those lousy {TEAM_TAR.FactionDef.Demonym} are at it again!" which would then translate into the OpFor you are facing, lets say Pirates, becoming: "Those lousy Pirates are at it again!"

My question is, do we know if those sort of variable calls work for other files, say the LanceDef files? So we could use those as variable "LanceTags"?

Thanks!
 
Anyone figure out what the component_type_lostech tag in the components types of an item actually does?

E: Well, figured out that it keeps items from appearing in the Skirmish mechbay even if they've been edited to include "stock" in their tags. Not sure if taking it out will screw up anything else, but for now I'm going to give it a try.
 
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Yeah, I don't see any json changes - got new MDD/VM files, but that is likely due to the originals being modded.

Question for the team!

Does anyone know if these two weapon variables actually do anything?
  • OverheatedDamageMultiplier - ???
  • EvasiveDamageMultiplier - ???
I can confirm that OverheatedDamageMultiplier has no function.
 
Is there a way to limit equipment to one per mech like jumpjet restrictions?
I want to limit cockpit/torso mods, gyros and targettracksystem to one each per mech

Each mod could then added as standard on each stock mech config.
 
Is there a way to limit equipment to one per mech like jumpjet restrictions?
I want to limit cockpit/torso mods, gyros and targettracksystem to one each per mech

Each mod could then added as standard on each stock mech config.
Best you can do, is set the variable "StackLimit" to "1" under the big "StatusEffects" array for a given piece of equipment.

If said piece of equipment has more than one such effect, change every instance of "StackLimit" from "-1" (infinite) to "1".

Addendum: In hindsight, I should have mentioned that updating the item's descriptive text to reflect the effect stacking limit is highly recommended.
 
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