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Pezmotion

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Apr 26, 2018
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Hi All -

Per the title, I'm pretty sure this is a dumb problem. I want to mod the SimGameConstants.json to increase the number of missions per planet, and the ronin hire chance. I also threw in a tenfold increase to starting funds and a change to the starting non-random mechs as a simple way to verify my mod was getting loaded as expected. However, it does not seem to be getting loaded. The changes are not showing up in the
Code:
.modtek\ModTek_runtime_log.txt
when it outputs the SimGameConstants to JSON, and the starting C-Bills and Mechs are the default values.

1. I have attached my "Custom_Campaign" mod, which just has the below .json block in
Code:
Custom_Campaign\StreamingAssets\data\simGameConstants\SimGameConstants.json
. Can anyone spot a typo or a bug in my .json? Visual Studio Code says it looks fine.
2. If I make changes to the mod and make a minor version bump to my mod's version number, I would assume that ModTek would attempt to use the new mod configuration. Should I be making any other changes, like deleting the .modtek Cache and DB?

Code:
{
  "Story" : {
        "StartingCBills" : 10000000,
        "MaxContractsPerSystem" : 10,
        "ContractRenewalPerWeek" : 1.5,
        "ContractSuccessReduction" : 1.0,
        "MaxBreadcrumbsPerSystem" : 3,
        "MissionsForFirstBreadcrumb" : 1,
        "MissionsForAdditionalBreadcrumb" : 2,
        "DefaultRoninHiringChance" : 0.24
   },
   "CareerMode" : {
        "CampaignStartDate" : "3025-01-01T05:00:00Z",
        "StartingPlayerMech" : "mechdef_thunderbolt_TDR-5S",
        "StartingLance" : [
            "mechdef_jenner_JR7-D",
            "mechdef_commando_COM-1B",
            "mechdef_spider_SDR-5V",
            "mechdef_panther_PNT-9R"
        ]
   }
}

Thanks in Advance!
 

Attachments

  • Custom_Campaign.zip
    1,7 KB · Views: 2
The latest ModTek release (0.7.7.2) doesn't allow for changes to SimGameConstants. This has already been fixed on GitHub but unless you compile it yourself, you'll have to wait until there's a new release.
 
Thanks for the quick reply Hobbes! I'll download the source code and retry. Do you know offhand which commit fixed the issue?

Last commit should have fixed it. I haven't tried it since I don't know how to compile and HBS's mod loader is sufficient for my needs.