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Rojo

Rojo
54 Badges
May 9, 2004
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I really like the game, but being myself a hard TT gamer I have reached that turning point where I want to play MY Battletech. So here am I, starting to think about initiating myself in the dark arts of modding.

First question: where to start. Is there a guide or similiar I should look for before asking stupid questions?
 
Most of this is fairly easy, the bulk of the game's files are in the open except for the DLC files. A lot of the data is stored in a file format called JSON that are like fancy text files ending in .json extensions. You can use a free editor like "Notepad++" to open and edit these files.

If you open the stock Medium Laser file and change the damage property to 15, you now have a ML that does 15 dmg instead of 25. It's that easy, but I recommend one more step.

Google "ModTek Battletech" and read the guides on how to make your own ModTek based mod. This lets you not edit the stock files and keep them safe by overwriting and merging them with your edits before being loaded in to the running instance of the game.

This is essential for keeping your custom edits between game updates. If you mess with the stock files, and an update changes them all you are out of luck. ModTek's github page has some extenisve tutorials on how to write a .json for ModTek and the mod.json needed for ModTek to load it in.

This is where to start. Try something simple like making a ModTek mod that just alters the damage on a ML, play a skirmish and see if it worked. Once you know you can do that, poke around in the game's folders looking for what you can change or ask anyone here or on the various discord servers.
 
Ok, I changed a modded .json to obtain permanet evasion, so first milestone achieved (let´s be true, not a big one).

Another question: the % of reduced armor for damaged enemies is moddable? Would be possible to adjust that damage, e.g. House units are less damaged?
 
Another question: the % of reduced armor for damaged enemies is moddable? Would be possible to adjust that damage, e.g. House units are less damaged?
What I've heard is that the armor reduction is in the files for the individual contracts and is not something you can change in just one or two places. So if that's correct, it's possible to change it but would be a lot of work. On the plus side, there's a lot of flexibility in the fact that you don't have to change it everywhere at the same time.
 
The calls for tagging a Lance at reduced rates are in the individual contracts. However, I believe there is another file or files that defined what those status tags do. I can't recall where they are, but I think they might be editable.
 
there is a mod on nexus call 'Well Maintained Enemies'
from its description: This mod alters contracts so enemies always have full well maintained armor. No more easy kills on ramshackle enemies. This will increase difficulty quite a bit, particularly in the early game.

it looks like he went thru each and every contract...you could always get the mod and see what he did.
and then do it yourself the way you want.
 
Next questions:

- It´s possible to assign the weight category to each mech individualy? I´m thinking about an initiative system by speed, not weight.

- It´s possible to add more initiative phases? If I go for a mixed speed-weight system (poor Urbie :p ).

Thanks!
 
In theory, it would be possible to add initiative phases. In practice, it would likely require a deep dive into replacing some of the core code and is unlikely to be worth the amount of effort required.

I believe assigning weight categories individually to each mech is simple and has been done by several people for exactly the reason you're talking about.
 
There is a mod on Nexus that changes the weight class of certain mechs based on speed.
For example the quickdraw gets changed to medium