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Hi guys,
If anyone is interested I made a quick fix of AIM for BT 1.6.1. It is based on 3.2dev version to work on BT 1.6.1. The only change I made was to put the BTModLoader.log file into the mod's folder. The log is still reporting a crash, I haven't changed anything else.
It works without CAC but if you use CAC it will be ignored for the one provided by CAC. So don't use both
You can find it on github under Red1812/Attack-Improvement-Mod/releases
 
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. :)
I have those mechs working due to the BattleTechPerformanceFix 2.9.14 by m22spencer
MadMungo listed it above in his post, so I tried it with the JK_VariantsCampaign and CommunityAssets mods.
 
Hello everyone.
I made a quick fix for WeaponRealizer for BT 1.6.1.
Barely tested with Weapon Diversity 3025 v1.5.1.2, use at your own risk.
I was able to create a new career, launch and finish a contract. Weapons seemed to behave as they should.
You can find it on github under Red1812/BT-WeaponRealizer/releases

This doesn't need CAC and shouldn't be use with it. If you're using CAC use the version provided with it. Don't use both.

Edit: Thanks to CMiSSioN for publishing his code. That let me found out what I was missing to complete the fix (assuming it works as it should and nothing explode...).
 
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:

Not sure if this is useful for finding the problem @gnivler

This is very similar to what happened to my game with the latest Non-RT version.

Grabed it out of the RougTech repository. I looked there as I could not find a version that works any where else.
 
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.
Huh. I wouldn't have thought the reported percentage would be any different. I assumed the roll correction in the game would do its thing entirely behind the scenes.
 
Huh. I wouldn't have thought the reported percentage would be any different. I assumed the roll correction in the game would do its thing entirely behind the scenes.

I don't know how it works display wise but the percentage was lower, 5%, with the mod and higher, 20%, without it for the same shot. It also feels different if you catch my drift.