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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.
 
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.

Thanks for the heads up on the panic system and thanks to gnivler for making it possible
 
I 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.
 
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I 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.
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 mechs
 
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
 
ok got it fixed the problem was the basic panic system, but none of the cab odr jk mechs seem to appear anymore, also weapon realizer doesnt work anymore and the author stopped modding.
 
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

Do you run XLRP? I haven’t been able to get it to work, I just get a continuously spinning wheel in the upper left corner.
 
same same. Imma just gonna chill on 1.6.1 mods for a couple weeks. Apparently a good bit of how file are accessed has changed regarding the mechs and everyone's going to have to repack everything to the new format. No changes per say to the files, but several mods just no longer work. One important mod has been Mech Resizer which has been used with several mod packs and the person who made it has reportedly ceased modding. This has hard stopped several mods. The game tries to load mechs and doesn't recognize them so.. spinny spinny for a hung load. Some one will step up, we'll just have to wait... It won't hurt us to play vanilla for a week or so.

I also know that several of our modding folks are short sleep figuring this out.. checking results, pulling hair out.. etc.
 
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.
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.
 
I am currently running the following mods with 1.6..
-MechEngineer by CptMoore (w/CustomComponents included)
-CBTMovementCore by Joe Guetler, Madranis ["Version": "v0.5.2"]
-LootMagnet by IceRaptor ["Version": "2.5.1"]
-CrystalClear by Gnivler
-CustomSalvage by Denadan
-AddYearToTimeline by Zathoth
-AmmoCookOff by RealityMachina (edit: this has problems with 1.6)
-ModTek by MpStark [v0.7.2]
-MoveFaster by Willssi [v0.1] (to speed up missiles and stuff to make the turns go faster)
-PermanentEvasion ["Version": "v1.1.6.2"] by Redferne (original by Morphyum)
-PilotHealthPopup by MpStark ["Version": "1.6.0"]
-RepairBays by raok ["Version": "0.1.0.2"] (I think this is fixed version for Roguetech?)
-SkipIntro by MpStark ["Version": "1.6.0"]
-SkipTravelCutscenes by MpStark ["Version": "1.6.0"]
-CustomAmmoCategories ["Version": "0.1.9"] by KMiSSioN (with WeaponRealizer - janxious, and AttackImprovementMod - Sheepy included)

I installed and tried "PanicSystem" by Gnivler but on the first enemy I forced to eject my game froze as he yelled "My...My mech!!!" I could not select anything as it was the last enemy and I expected the dropship to pick me up after killing him so maybe a conversation conflict with Sumire? In any case I have run 9 successful missions after removing that mod so not sure if it's the cause (not listed above).

I also list "AmmoCookOff" in the above list but to be honest I have not had an ammo explode from overheat so it might not be fully compatible.
 
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For the mods I make or am a part of:

Updated for 1.6+
Better AI
cFixes

No Change Needed for 1.6+
FP Stock Photos
QuickCam

Unknown
The Raid - Likely OK, but that's next on my list.
 
Here is a list of the mods I use that are working with 1.6.

BattleTechPerformanceFix 2.9.14 by m22spencer
LessHeadInjuries 1.0.3 by RealityMachina
PanicSystem 3.1.3 by gnivler
ScorchedEarth 2.2 by gnivler
PermanentEvasion 2.2_dz by Morphyum Modified by donZappo
SpawnProtection 1.2.0 by IceRaptor
SurvivableArms 1.0 by Lad09
NoCorrectedRoll 1.0.1 by RealityMachina
 
NoCorrectedRoll 1.0.1 by RealityMachina
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:
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:
  • 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.
Here's a basic mod.json that works for getting it loaded, at least:
Code:
{
    "Name": "NoCorrections",
    "Enabled": true,
   
    "Version": "1.0.1",
    "Author": "RealityMachina",

    "DLL": "NoCorrectedRoll.dll"
}
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.
 
Yeah, I made a mod.json file to get it loaded, and can confirm that it is actually working.
did some back to back testing and the percentage to hit were different for the same shot.
 
Here is a list of the mods I use that are working with 1.6.

PanicSystem 3.1.3 by gnivler

Where did you find version 3.1.3?

The one I found does not work, it hangs my game whenever I cause a pilot to eject "PanicSystem 3.3"

Here is the last part of the output_log.txt where it freezes for me:
[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)
Not sure if this is useful for finding the problem @gnivler
 
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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. :)

With m22spencer's performance fix in place I'm currently running the additional mech mods (archer, rifleman, hanger of the dispossessed etc) without issue.