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Shrike

First Lieutenant
27 Badges
Apr 13, 2017
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I'm not a particularly tech savvy person. I've used modtek and installed a few mods in the past but that was mainly to fix bugs before they were fixed by the devs.

I was disappointed to hear that the devs had moved onto other things So I popped onto nexus mods to see if there would be a way of getting some new exciting content and with the incredible community asset bundle and other stuff, there clearly is.

But they also seem to require modtek. No problem with that, just was under the impression that the devs had in 1.9 made an accessible mod system to keep the game going through the community, like shadowrun,for example.

Thanks
 
Short answer - different standards.

Long answer - while modding was unsupported and ModTek was the answer, it created its own standard due to modders requirements, which included a lot of changes to implement tabletop mechanics and such. When HBS decided to support modding, it made its mod loader simpler. So now there are two standards, and many of the mods require ModTek to work for this reason. But I'm merely a front end user so I don't know the exact details.

But there are mods that work with both, since they do not require the more extensive changes only allowed by ModTek.
 
Probably the biggest reason that modders continue to require ModTek is that it was here first, and they've already designed their mods to work with it. Which I completely understand, who wants to put all that time into a mod to work with one system, only to have to recode the entire thing to work with a newer one.

And as @Hobbes_ pointed out, some mods just can't work with the HBS mod loader, being they require modification of code to work.

As for me personally, I'm sticking with ModTek simply because it has been around longer and I'm now used to working with it. I've got my own personal modifications working in tandem with BEX_CE which does require ModTek as well, so it just makes sense to use it like I have been doing.

For future games, I do hope that HBS will give us a robust mod-loader from the beginning. One that will allow the neat things that can only be attained through using ModTek currently.
 
And now that HBS modloader is patchable maybe our lovely modders will bring it up to par with modtek.
 
Thanks, another question I had was where would one find a fairly in depth guide to modding? Specifically how to make a flashpoint.

Obviously I know how to edit json files but beyond that I'm a bit lost.

While I am certainly not capable of creating anything that involves graphic design. I am a writer and I know a fair bit of battletech lore, and feel like I could produce a nice Flashpoint or 2 if pointed in the right direction.
 
Thanks, another question I had was where would one find a fairly in depth guide to modding? Specifically how to make a flashpoint.

Obviously I know how to edit json files but beyond that I'm a bit lost.

While I am certainly not capable of creating anything that involves graphic design. I am a writer and I know a fair bit of battletech lore, and feel like I could produce a nice Flashpoint or 2 if pointed in the right direction.
https://forum.paradoxplaza.com/forum/index.php?threads/flashpoint-authors-guide.1153590/
 
And now that HBS modloader is patchable maybe our lovely modders will bring it up to par with modtek.

Would be nice, but beyond me how HBS couldn't copy the architecture and launch a working mod loader instead of one that wouldn't run much of anything.
 
Would be nice, but beyond me how HBS couldn't copy the architecture and launch a working mod loader instead of one that wouldn't run much of anything.

ya that one is a conundrum.
i dont get it either
 
I can't imagine why any of them would want to spend the time when ModTek works so well.