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Larsenex

Sergeant
15 Badges
Feb 25, 2018
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  • Pillars of Eternity
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Apocalypse
  • BATTLETECH - Backer
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Greetings,

I am returning after 9 months away. I use Mod tek and BTML to mod my 'campaign' game. My game was fun as I would start the game with heavy modded heavies.

I want to also mod the Mercenary game. What files do I need to mod to start with my own mechs that I created?

Is this possible?

On a side note is the Urban DLC something I should pick up?

Thanks again. Folks here were instrumental in helping me learn how to mod the game and I could use some help to get back into things.

Larsenex
 
Hi there,

for the starting mechs, you only need to mod the SimGameConstants.json. Search for StartingLance or StartingPlayerMech. You will find both entries twice, one under "Story" one under "CareerMode".

As to Urban DLC: In my opinion it's pretty expensive, for what you get. Maybe wait for a sale on Steam.
 
Thank you very much.

I am just now relearning things. It seems my old mods which created custom mechs are not valid. Is there a place to go to relearn what changes I need to do to get my 'old' mods working again?

I am a huge fan if JK and many of his old mods I used such as 'easy start' and such.

One really big question is this > Is the Maurader & Warhammer and their variants back in the game yet or we waiting a bit more?
 
Ok so I am wee bit excited. I see we are getting another DLC in about ten days and with it another very large update which offers mod support and my two Mechs as mentioned above > Mara and Warhammer.

So should I hold off starting a new game until the DLC and 1.8 drop? I am sure all the work folks are doing on mods will have to be redone at that time.

Is the mod community and folks waiting to see whats going to change? I did just purchase the Urban DLC.
 
Ok so I am wee bit excited. I see we are getting another DLC in about ten days and with it another very large update which offers mod support and my two Mechs as mentioned above > Mara and Warhammer.

So should I hold off starting a new game until the DLC and 1.8 drop? I am sure all the work folks are doing on mods will have to be redone at that time.

Is the mod community and folks waiting to see whats going to change? I did just purchase the Urban DLC.
I am in the same position, should I hold off for HEAVY METAL or start a new Career Mode attempt?

I wanted to brush up on my Light Mech Tactics against a “Hard” OpFor Difficulty Setting before the release of HEAVY METAL, so I went ahead and started a Career Attempt that I’ll just set aside on the 21st. Then start up a new Career Mode attempt with all the newest bells, whistles and Mechs! : )

As to our Modding Community, HBS has reached out to a number of Modders as they worked to finalize what Modding Support will be at release. This will help ensure that some Mods will hit the ground running so to speak, and help ensure early success of the perception of Modding Support. I know I intend to check out the Mods that are first out of the gate on 21 and 22 NOV.

And as ever, good luck and good BATTLETECH gaming! :bow:
 
What? Ya can't knock out an entire campaign in 10 days.. what sort of gamers are you! You'ld think ya had stuff to do out there the real world! The shame of it all!


*grin*
 
Ok so I am wee bit excited. I see we are getting another DLC in about ten days and with it another very large update which offers mod support and my two Mechs as mentioned above > Mara and Warhammer.

So should I hold off starting a new game until the DLC and 1.8 drop? I am sure all the work folks are doing on mods will have to be redone at that time.

Is the mod community and folks waiting to see whats going to change? I did just purchase the Urban DLC.
We'll find out more about the mod support from the livestream on Thursday (the 14th). I don't have any insider information, but my gut feeling is that they are integrating a mod loader into the base game and making it (mostly, at least) compatible with existing ModTek mods... since that's a standard format that basically the entire community has agreed upon already.

As far as your custom mechs breaking... that sounds very familiar, but it's been long enough I can't recall what changed. Pull a copy of one of the standard mechs and go through line by line with it side-by-side next to one of your custom mechs. I think there will be something obviously missing.

I know for myself, I wasn't very far into any of my current campaigns/careers, so most of them are waiting to get restarted on the 21st. The only exception is a campaign that I'm doing just to have save points before each story mission... so that I can re-familiarize myself with them before making Ironman attempts.
 
Thank you very much.

I am just now relearning things. It seems my old mods which created custom mechs are not valid. Is there a place to go to relearn what changes I need to do to get my 'old' mods working again?

Depending on when you made your mods, I think it has something to do with the version manifest. I remember something, that in the beginning, you had to edit the versionmanifest.csv and later ModTek added the lines for you. If you pm me your email adress I can send you two of my own mechs (one new variant and one new mech using the chassis of another), that are still working.
 
Greetings,

I am returning after 9 months away. I use Mod tek and BTML to mod my 'campaign' game. My game was fun as I would start the game with heavy modded heavies.

I want to also mod the Mercenary game. What files do I need to mod to start with my own mechs that I created?

Is this possible?

On a side note is the Urban DLC something I should pick up?

Thanks again. Folks here were instrumental in helping me learn how to mod the game and I could use some help to get back into things.

Larsenex

2 big things thing know after being gone 9 months.
- new expac and game update on 21 nov (as you know)
- modtek and btml are no longer 2 separate things.
btml has been rolled in modtek. (goto github and look for modtek under battletechmodders)


but as others have said..best bet is to wait for 1.8
no real sense in getting things working for now when its all gonna change on 21 nov
 
Thanks for the Updates. I did in fact find that Modtek and BTML were rolled into one tool. I was able to get my mods working with some small changes and started up a Mercenary campaign.

I have some questions which are NOT mod related but perhaps the community can give a quick answer?

Regarding career mode, I see I have a timer of 1500 is that the number off days before the game stops and I get a score? I can mod this up to like 3 or 4K right?

Can you run a 'tonnage' limited flashpoint with more tonnage than it requires or is the blocked by the game?

Are flashpoints worth doing? I am early in the career and the faction increases are coming slowly.

I will likely toss this game and start fresh on the 21rst. I am very much looking forward to the Heavy metal DLC and getting Mauraders back.
 
Thanks for the Updates. I did in fact find that Modtek and BTML were rolled into one tool. I was able to get my mods working with some small changes and started up a Mercenary campaign.

I have some questions which are NOT mod related but perhaps the community can give a quick answer?

Regarding career mode, I see I have a timer of 1500 is that the number off days before the game stops and I get a score? I can mod this up to like 3 or 4K right?

Can you run a 'tonnage' limited flashpoint with more tonnage than it requires or is the blocked by the game?

Are flashpoints worth doing? I am early in the career and the faction increases are coming slowly.

I will likely toss this game and start fresh on the 21rst. I am very much looking forward to the Heavy metal DLC and getting Mauraders back.
The Vanilla Career Mode has a 1200-day timer. And as I recall, yes it can be modded.

The game does constrain you to Mech/Lance limitations in those FLASHPOINTS with such limits.

I find that FLASHPOINTS are so fun, interesting and rewarding that once they begin to appear I simply fly from one to another until there are no more. As a result I’ve never come close to the Career Goal of visiting every planet. But then I consider that a small sacrifice to make for all that FLASHPOINT goodness.

I’ll be joining you on the 21st in starting a new Career Attempt. I can’t wait to wade into the FLASHPOINT Mini-Campaign. : )
 
At the end of the career timer you get a reward based on score.
Also there is no need to stop playing at end of timer...you can keep going .
You can also make the career shorter and raise or lower rank score requirements.
 
I would definitely like to see some improvements to Career mode in the future (or with 1.8 patch even its most likely too late for that) especially the fact that player made character is excluded from pilot training completition, which means in Career mode, using custom made character is complete waste of experience gained, as his experience doesnt count towards Career mode accomplishment, and therefore its better to use any other pilot than custom made...