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Hydraden

Recruit
Aug 15, 2019
1
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I've logged almost 150 hours in vanilla now and I was wondering if there's any resources available to learn how to make my own mods. I would like to try making a vanilla + type of mod.
 
There are a lot of sample mods on Nexusmods, there is also a BattletechModders git hub.
None coded mods (i.e. replacement JSON files) are extremely easy to create and implement.
If you download a couple of existing mods and unzip them it's pretty easy to work out how they operate.
The first thing you need to work out is how ModTek works, there are other ways to do it, but literally EVERYONE is using this to load mods and I highly recommend it if you want to use your own mods alongside other peoples.
ModTek works out of the box for Windows, but it does also work on Linux and macOS you just need to use a Windows machine to prep one of the files as the executable that does this is Windows only.

I can't link to anything directly due to Paradox's [Mod edit: Publicly commenting on Moderation. No debating the site rules on the forum] linking rules, but I am sure you will work it out with a bit of google fu.
 
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In addition to this, it's worth noting that although HBS doesn't directly support mods, props to them for making an EXTREMELY moddable game and in general (some DLC content excluded) not trying to hide anything away from modders.
 
I've logged almost 150 hours in vanilla now and I was wondering if there's any resources available to learn how to make my own mods. I would like to try making a vanilla + type of mod.

I might put together a guide, watch this space.
 
Is there any way to mod the mechs/assets that are included in DLCs? I've been trying to figure it out and am coming up blank. For any of the stock assets I got the json modding there figured out just fine =/
 
The JSON files for DLCs are in asset bundles named after the expansion. Try Unity Asset Bundle Extractor (not allowed to link it, but Google will find it). I'm not sure if that will do what you want, since JSON isn't listed as an option in the documentation... but it may pull it out as text and it would be readable from there.

Oh, and more generally... you won't be able to modify the original files, since the asset bundles are checksummed and somewhere in there is a check to make sure the user bought the expansion. But ModTek can edit values within the file in-place. If you can make a ModTek mod that changes values in the normal files without modifying the original files, you can use the same techniques to make one that changes values in the asset bundles.
 
Ok, thanks for the tip <3

I dl'd the dlc assets from github and tried to use the JSONs provided to mod Cyclops & Crab nested in the usual mod-mechs folder (mod/streamingassets/data/mechs) and that didn't work so I'll try and see if doing the mod/Assets/ContentPackSource/Flashpoint/prefabs/mechs/ path works.
 
I have not been able to get the modded Flashpoint mech values to work by nesting the JSONs in various paths. D:

I will look at your guide, Edmon. Thanks

Edit: watched it and I couldn't see anything in it that addressed the particular issue I am dealing with, so I will try to clarify a bit more.

My issue is only with modding any asset a DLC pack introduces to the game. I feel confident in my ability to make modified JSON files and have modtek inject those into the game at launch (I am actually hoping to release what I'm working on as a real mod in good time).

That being said, I don't know squat about de-compiling or re-compiling these DLC packs or how the game handles them. So if anyone knows what I need to do to edit DLC specific assets (Mechs, weapons, upgrades, etc) that would be swell! :D
 
I'm not sure if we're using the same terminology... but I'm pretty sure that you CAN'T edit the DLC specific assets... what you can do is have ModTek inject edits dynamically into them. So your mod ends up being not the entire file you're replacing, but only part of it. ModTek then merges changes in.

Does that make more sense?

(I may also need to switch over to my gaming system and run a few tests to double-check.)
 
I would also be interested in knowing how to work with DLC assets. I have a weapon mod that I use that adjusts ranges, but it won't really work unless I can also adjust the DLC weapons.

I get the idea of using ModTek to adjust the values, but I have no idea how to actually do that. All of my previous modding has been direct JSON edits.
 
I would also be interested in knowing how to work with DLC assets. I have a weapon mod that I use that adjusts ranges, but it won't really work unless I can also adjust the DLC weapons.

I get the idea of using ModTek to adjust the values, but I have no idea how to actually do that. All of my previous modding has been direct JSON edits.
I too am changing weapon ranges and several other factors with the goal of making combat much more dynamic and less of a slugfest.
 
Welp, I spent a while trying to see if modtek could find the flashpoint assets with every filepath string I could think of and I'm 90% sure that modtek cannot dynamically edit DLC assets.
 
ModTek certainly CAN modify anything within DLC. You do not understand how is it working. ModTek is not modifying JSON's the way you are thinking, it is working with engine abstractions.
 
ModTek certainly CAN modify anything within DLC. You do not understand how is it working. ModTek is not modifying JSON's the way you are thinking, it is working with engine abstractions.
Ok, but how do I accomplish this? That's all I'm asking; how do I make a JSON mod for an asset included in the DLC file?

Any help here is wonderfully appreciated. ;)
 
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ModTek certainly CAN modify anything within DLC. You do not understand how is it working. ModTek is not modifying JSON's the way you are thinking, it is working with engine abstractions.
Yes, that is the issue we are trying to solve. If there is another resource online to explain it, please point us to it. :)

I have looked through the Github files for ModTek, but nothing jumps out as showing how to actually use it with DLC content.

Based on Edmon's modding tutorial I think I could create a ModTek mod to work with standard JSON files, like the medium laser weaponDef. I don't think I could alter the mechDef for a Hatchetman because I don't know what path to use for DLC content in the asset bundles.
 
Yes, that is the issue we are trying to solve. If there is another resource online to explain it, please point us to it. :)

I have looked through the Github files for ModTek, but nothing jumps out as showing how to actually use it with DLC content.

Based on Edmon's modding tutorial I think I could create a ModTek mod to work with standard JSON files, like the medium laser weaponDef. I don't think I could alter the mechDef for a Hatchetman because I don't know what path to use for DLC content in the asset bundles.

I dunno how to access the DLC assets or if it's even possible. One thing you might consider trying is making a custom mech def instead and pointing the model at a DLC model... I'm not really an expert on this. @don Zappo might know.
 
I'll try and take some time to fiddle with it myself. Not sure when I'll be able to get to it, though.

I've changed movement rates before, but come to think of it it's possible that it never worked and I didn't do enough testing to show that.