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tobias.mb

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Dec 16, 2013
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I'm looking for the files for the new weapons. They don't seem to be in the usual (StreamingAssets\data\weapon) folder.
Specifically I'm looking for them, because I want to add them to the shops (with 100% chance), so I can play around with them right away. So if they're locked, since it's paid content, the weapon IDs would actually also be good enough for me.
 
Once we've altered the json, how do we get the game to "see" that? I put the files in the right folder, but do I have to do something else to tell the game to use the modified json instead of whatever it currently uses?

Thanks in advance!

-Hot Stuff
 
Once we've altered the json, how do we get the game to "see" that? I put the files in the right folder, but do I have to do something else to tell the game to use the modified json instead of whatever it currently uses?

Thanks in advance!

-Hot Stuff
I recommend reading over the "ModTek", and "the mod.json format" links in the above linked post. They should provide the information needed, but if more explanation is needed I'm someone with more knowledge will come along and help explain.
 
Update: Since I also wanted to actually mod hard points on the new mechs, I was baffled by the fact that, instead of easily accessible json files, they chose to bury them in assets for the DLC mechs.

I did download and modify the bithub files, but again, getting the game to see the modified files, rather than the data baked into the asset, is a lot more annoying than tweaking a couple of numbers in an easily accessible json file.

I’m sure they had their reasons, but it is very annoying.

I did come up with a rather drastic workaround. Since there were two mechs I wanted to modify, I opened up the chassis json files for two mechs I never use, replaced the contents of those files entirely with the modified contents of the DLC chassis files from bithub, and saved them.

Now those two unwanted mechs no longer exist in my game. In their place, my modified versions of the two DLC mechs. The DLC mechs also still exist in their original form, because they are baked into the data.

It would have been soooo much simpler if they just used json files for the DLC mechs, instead of baking them into assets, but again, I’m sure they had their reasons.

Thanks for the advice!

-Hot Stuff
 
Update: Since I also wanted to actually mod hard points on the new mechs, I was baffled by the fact that, instead of easily accessible json files, they chose to bury them in assets for the DLC mechs.

I did download and modify the bithub files, but again, getting the game to see the modified files, rather than the data baked into the asset, is a lot more annoying than tweaking a couple of numbers in an easily accessible json file.

I’m sure they had their reasons, but it is very annoying.

I did come up with a rather drastic workaround. Since there were two mechs I wanted to modify, I opened up the chassis json files for two mechs I never use, replaced the contents of those files entirely with the modified contents of the DLC chassis files from bithub, and saved them.

Now those two unwanted mechs no longer exist in my game. In their place, my modified versions of the two DLC mechs. The DLC mechs also still exist in their original form, because they are baked into the data.

It would have been soooo much simpler if they just used json files for the DLC mechs, instead of baking them into assets, but again, I’m sure they had their reasons.

Thanks for the advice!

-Hot Stuff
uhhh...did you not go look at the github link in the mod support readme? it has the jsons for the new mechs. Then just go and create a new modtek formatted mod with the altered jsons.
 
As someone who mod to bring in variants and one-off mechs, the issue of DLC mechs is always a bit problematic.

First and forthmost, I must and do respect HBS/ Paradox's right to make money off DLCs, and I shouldn't (as an independent modder) offer alternative means for people to get at the DLC content without paying the dues. Yes, I do have the same mechs in my mods that HBS just released, but those are my own JSON (from book builds) frankenstein mechs (using base-game assets) and not the more beautifully composed mechs in the DLC.

I sort of have to keep my frankenMechs in circulation because if I dump them out, someone out there who has those mechs in their campaign/ career games will suddenly have problems. Two versions of the same mech can coexist, as long you give them separate IDs. So if you want to do adjustments to DLC mechs, HBS has kindly released to JSON for you to modify from there -- they've even given all the necessary asset names to figure things out too. Just don't override their DLC mech and create a second instance.
 
uhhh...did you not go look at the github link in the mod support readme? it has the jsons for the new mechs. Then just go and create a new modtek formatted mod with the altered jsons.

I'm having the same problem Hot Stuff is, but I'm new to modding. Modifying things like the Marauder and Warhammer is easy since they're already in the chassis folder for the base game (I'm trying to do Advanced JSON Merging instructions to remove some components), but my changes to my DLC test mech ANH-1A never appear in game. I did get the correct original chassis files from the HBS mirror, and I've tried placing those all sorts of locations.

I have put the chassis file in both the chassis folder for the base game and in a Chassis folder in my mod, tried putting the chassis files only in mod folder (modname/chassis), and tried putting the chassis files only in the folder for the base game. None of that has worked.
 
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There's quite a few things to consider on what you are doing.

1. I need to test this, but my understanding of "merging" is basically taking the sum of both (or more) JSONs. So if you have JSON 1 with "abcd" and JSON 2 with "efgh" you will end up in game with "abcdefgh". Conversely, JSON 1 ("abcd") and JSON 2 ("abc") will end up with "abcd"

2. If you keep the IDs the same, it's entirely possible that HBS loading sequence will load the DLC content after the mod content. Precedence matter.

3. If you are playing only with JSON... JSON only edits doesn't affect Career or Campaign game, for that you need the changes to apply to the DB also. Hence the option.

4. With the Mod system in place, you really shouldn't be messing with the data folder any more. You can make changes over in your own mod AND still replace the existing files -- the mod loader provides for that functionality,.

The simplest way to check if your changes to a mech made it into the system or not, is to name it something else, load it, and go to Skirmish mechlab to see if it made it in.
 
There's quite a few things to consider on what you are doing.

1. I need to test this, but my understanding of "merging" is basically taking the sum of both (or more) JSONs. So if you have JSON 1 with "abcd" and JSON 2 with "efgh" you will end up in game with "abcdefgh". Conversely, JSON 1 ("abcd") and JSON 2 ("abc") will end up with "abcd"

2. If you keep the IDs the same, it's entirely possible that HBS loading sequence will load the DLC content after the mod content. Precedence matter.

3. If you are playing only with JSON... JSON only edits doesn't affect Career or Campaign game, for that you need the changes to apply to the DB also. Hence the option.

4. With the Mod system in place, you really shouldn't be messing with the data folder any more. You can make changes over in your own mod AND still replace the existing files -- the mod loader provides for that functionality,.

The simplest way to check if your changes to a mech made it into the system or not, is to name it something else, load it, and go to Skirmish mechlab to see if it made it in.

Fortunately I am only trying to affect Skirmish. I was hoping I wouldn't have to do anything with the data folder too - and that's absolutely true for mechs that can be found in it. Unfortunately it's not for all the other Heavy Metal mechs (so I can only modify the MAD-3R, WHM-6R, WHM-6D successfully).

What you're saying about precedence does sound important, but I have no idea what to do with that. I've created one JSON file for each mech I'm trying to modify, and those work for the aforementioned 3 (which is to say the modify the mechs in skirmish I'm trying modify in the exact way I'm trying to modify them).