Basic Panic System needs a fix. I was able to "fix" it but considering I'm barely qualify as a noob programmer I'll wait for an update.I am curious about Basic Panic....
Basic Panic System needs a fix. I was able to "fix" it but considering I'm barely qualify as a noob programmer I'll wait for an update.
Meanwhile you can use Panic System by gnivler available on github under gnivler/PanicSystem/releases.
CBTHeat, Permanent and Semi-Permanent Evasion also need a fix. My version of Permanent evasion works.
Some mods have already been updated on Nexus and some don't require an update but at this point it's trial and error to find which one.
got it running to but as soon i enter a mission and an attack happens the camera just stays on the target, and nothing goes on. only using jc cab and some other mechsI am very interested in the JK mods and Community Asset Bundle. I can currently get both of them installed and they load with no errors in the log. But, when I go to load the game, i get the perpetual Prepping for Combat spinner.
Thoughts?
Edit: I started again, fresh install, fresh mods installed, latest of all three (including ModTek) and also a new Career and these are at least loading and the mission is running. Will update again if I have any problems.
yep.. I've kept a copy of 1.5.1 with the flashpoint DLC on my machine and I'm glad I did.. because most of the mods I'd like to run won't run...
I am currently awaiting update to SLDF Divisions, Weapon DIversity 3025, and Battletech Extended 3025.. and a number of others and it may be a long wait. I have no doubt what so ever that several mod makers may have to start from scratch and others may just give up entirely on it. We'll see. I'm going to keep my fingers crossed on it..
Special note. There are 3 install sources for Battletech currently. Steam, GOG, and the Paradox Launcher. The Paradox launcher has one very nice feature in that you can install/roll back to an earlier version of the game. That's any and all earlier releases. How ever there is an with the launcher. It will with permission and a few steps check steam if you purchased through steam. It does not do this for the GOG install. How ever it does not recognize the steam DLC purchases so all you get it the base game patched up to the current version and no DLC. I just spent a couple days with Paradox support trying to find a work around and just could not find one.. I don't know if the issue is with the launcher of if steam isn't telling the launcher that the DLC are purchased or a bit of both! It needs some work and hopefully I was able to help the guys figure out some of the issue because of the fact I can be an unconventional thinker. I've been messing around with this technology with and without being paid for as long as Battletech has been around and just a hair longer.
So if it's any consolation, if not just the mod makers having issues.
Back to giant stompy "vanilla" robot goodness
FWIW, GoG also allows rollback to prior versions and can be set to only update when requested. They don't keep every version available, but the last five is usually good enough and personally I keep backups anyway.Special note. There are 3 install sources for Battletech currently. Steam, GOG, and the Paradox Launcher. The Paradox launcher has one very nice feature in that you can install/roll back to an earlier version of the game. That's any and all earlier releases.
With NoCorrectedRoll, I noticed that it wasn't showing up in the ModTek logs... it appears to have been written for an older version that loaded any DLL that it found in certain directories. The current version of ModTek requires a mod.json file that requests loading it. I posted instructions on another thread:NoCorrectedRoll 1.0.1 by RealityMachina
Seems to work, but I don't know any way to be entirely sure. Someone should probably contact the author to see if we can get some version of these additions integrated, but I haven't been willing to spend the time on it yet myself.I use NoCorrections from RealityMachina (search GitHub for that username).
I wanted something that ONLY removed the to-hit adjustments and did absolutely nothing else. Unfortunately that means I can't be 100% sure that it's working, though the changes are simple enough it's a pretty good bet.
The published version was written for an older version of ModTek that would load any DLLs that it found, so to get it to load you need to add a mod.json telling ModTek to load that DLL. Easy enough to do:
Here's a basic mod.json that works for getting it loaded, at least:
- Create a folder for the files ("NoCorrections" is a good choice, since that's the name of the mod).
- Drop the DLL from the release on GitHub (NoCorrectedRoll.dll) into that folder.
- Create a mod.json file with the contents listed below.
Code:{ "Name": "NoCorrections", "Enabled": true, "Version": "1.0.1", "Author": "RealityMachina", "DLL": "NoCorrectedRoll.dll" }
Here is a list of the mods I use that are working with 1.6.
PanicSystem 3.1.3 by gnivler
Not sure if this is useful for finding the problem @gnivler[DEBUG] Floatie PILOT EJECTED
(Filename: C:/dev/5.6.6f2/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MessageCenter [ERROR] CRITICAL ERROR, PLEASE REPORT:
Delegate OnAttackComplete - Standard for message type OnAttackComplete failed with exception
Method not found: 'BattleTech.WeaponHitInfo..ctor'.
at (wrapper dynamic-method) BattleTech.Mech.CheckForHeatDamage_Patch2 (object,int,string) <0x00b35>
at BattleTech.Mech.ReconcileHeat (int,string) <0x00029>
at BattleTech.Mech.AdjustHeatDirectly (single,int,string) <0x00159>
at BattleTech.Mech.HandleDeath (string) <0x001b1>
at BattleTech.AbstractActor.EjectPilot (string,int,BattleTech.DeathMethod,bool) <0x00136>
at BattleTech.Mech.EjectPilot (string,int,BattleTech.DeathMethod,bool) <0x0008b>
at PanicSystem.Patches/AttackStackSequenceOnAttackCompletePatch.Prefix (BattleTech.AttackStackSequence,MessageCenterMessage) <0x00a8c>
at (wrapper dynamic-method) BattleTech.AttackStackSequence.OnAttackComplete_Patch1 (object,MessageCenterMessage) <0x00029>
at MessageCenter.SendMessagesForType (MessageCenterMessageType,MessageCenterMessage) <0x00186>
(Filename: C:/dev/5.6.6f2/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MechEngineer [DEBUG] Floatie Panicked
(Filename: C:/dev/5.6.6f2/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
MechEngineer [DEBUG] Floatie Punching out!
(Filename: C:/dev/5.6.6f2/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not find num flag for combatant Jenner
(Filename: C:/dev/5.6.6f2/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not find num flag for combatant Wolverine
(Filename: C:/dev/5.6.6f2/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
I’m curious if mods which are just new mechs are working, such as the Warhammer and marauder?
Would love to see them walking through the streets of a city.![]()