• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Larsenex

Sergeant
15 Badges
Feb 25, 2018
52
0
  • 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 read somewhere that we are not able to mod the new Mechs. Is this true and if so why?

I wanted to create the 100 ton version of the Mara using the 75 tonner as the templet. Will this be possible?
 
Greetings.

I read somewhere that we are not able to mod the new Mechs. Is this true and if so why?

I wanted to create the 100 ton version of the Mara using the 75 tonner as the templet. Will this be possible?

What's the source for that claim?

The modders have been already adding variants of all the vanilla 'Mechs, including the 100t Marauder II.
 
Hobbes,

Thanks, I was reading some of the pages on the Heavy Metal and it stated that some equipment were hard coded into the frame and thus made it impossible to mod them. I must have mis -interpreted this information.

I really really want the mara II so I am happy to hear its 'in the works'.
 
Hobbes,

Thanks, I was reading some of the pages on the Heavy Metal and it stated that some equipment were hard coded into the frame and thus made it impossible to mod them. I must have mis -interpreted this information.

Yeah, what it means is that it is impossible to take the new equipment and put it in another 'Mech, just like the Cyclops Battle Computer or the Raven's ECM equipment.

Since it is considered a different chassis than the regular version, the Marauder II shouldn't be present in the vanilla game.
 
Hobbes,

Thanks, I was reading some of the pages on the Heavy Metal and it stated that some equipment were hard coded into the frame and thus made it impossible to mod them. I must have mis -interpreted this information.

I really really want the mara II so I am happy to hear its 'in the works'.

the MAD II is on nexus right now in various flavours
 
"The equipment is hard coded." Now why would HBS consider doing it any way other then the way they all ready have? Even Mitch has said "we're not going to reinvent the wheel, thats just silly!" So I suspect strongly the coding is going to be the same way it is "hard coded" for the Raven RVN-1X and that's by a fixed equipment entry in the chassis file. Same same Cyclops. Now mech traits such as they are are all ready in mech files. Modders have taken this and run with it by developing new"Mech Traits" definitions" and written them into their mods. Even my Sandman mech has it though the simple expedient of severely reduced melee damage due to the rifleman type arms.. (Difficult to punch with if at all) but increased DFA damage to represent that the mech has had its ability to DFA enhanced over that of other mechs in its weight class, and all of this is written right into the chassis def file where most of this has been all along.

As for mech traits That will likely be done with an expansion on the existing "tag" system which is the same thing modders have done. I suspect that's the simplest solution And fastest. HBS does NOT want to spend any more time on the fiddly bits then then they have too. They gotta a schedule to meet and an obligation to their customers to fulfill. Either way you'll know in, what a week and some. I sure aint gonna worry about because what ever it is. we'll work with it.

There will be mods using the new stuff with 48 hours of release.. if that long.. some of the modder types super serious hard hard core, and surgically attached to their coffee makers..
 
The new equipment, like the Marauder's Command Pod, will be "fixed equipment" like the Hatchetman's Hatchet or the Raven's ECM. That means that you won't be able to remove them or switch them to other mech in game. Modding you should be able to make use of them. It may be a little more difficult to work with them because they are DLC content contained in the asset bundles rather than just open JSON files, but we should still be able to. See the conversation over here for discussion about modding DLC content: https://forum.paradoxplaza.com/forum/index.php?threads/modding-for-beginners.1232794/
 
The new equipment, like the Marauder's Command Pod, will be "fixed equipment" like the Hatchetman's Hatchet or the Raven's ECM. That means that you won't be able to remove them or switch them to other mech in game. Modding you should be able to make use of them. It may be a little more difficult to work with them because they are DLC content contained in the asset bundles rather than just open JSON files, but we should still be able to. See the conversation over here for discussion about modding DLC content: https://forum.paradoxplaza.com/forum/index.php?threads/modding-for-beginners.1232794/

The general understanding of the modders so far is that we can use assets like ECM or the Hatchet, since the code for them to work is included in the base game, but we're not allowed to distribute the asset bundles (Prefabs) included in the DLC that contain the actual 'Mech models.

In other words, I could add a Raven to the base game, as long as it uses another model (either vanilla or designed by modders). Or I can add a Beagle Active Probe or a Guardian ECM Suite equipment or a Command Console (+1 initiative for all units) to the base game, all of them using functionalities introduced in the DLCs.

However, no modder has ever added DLC 'Mechs using other models for obvious reasons (we want as many DLCs as possible with HBS designed models and the way to do it is to encourage players to buy such DLCs). But all of the major modpacks include ECM gear that works even if you don't have the DLC (because the code is included with the base game).

This is my understanding so far of the rules, but if I'm wrong I'd appreciate that they are made clear since we all want to work with HBS, not against it.
 
Modding you should be able to make use of them. It may be a little more difficult to work with them because they are DLC content contained in the asset bundles rather than just open JSON files, but we should still be able to.
FWIW, since the Marauder and Warhammer are part of the free update instead of the paid DLC, they will likely use open JSON files just like any other mech that comes with the base game.
 
So there's no way to rewrite the stock Bull Shark, or make corrections to something like the v1.9 PHX-1b?

The only thing you can do is make a new variant with a new name that will sit alongside the original? Like make a custom PHX-1c variant instead?
 
Bit of a necro...

But to answer your question, you can tweak them. The source files* are available on github thanks to HBS. However, the modloader doesn't seem to handle letting you tweak them. ModTek does, but unlike the ones found in the data folder, you'll need to include the entire file and add them to the database.

* The repository hasn't been updated to 1.9 yet, so the PHX-1b isn't in there, nor would the BSK MAZ have its 30 additional heat dissipation. To get access to those json files so you can include them, you'll have to unpack the relevant asset bundle it is in to extract it.
 
Yeah, i've extracted the updated 1.9 versions from the AssetBundles. Still wanted to tweak them further to get them back in line with lore/tabletop.

So basically you're telling me i have to use the ModTek loader, not the included HBS mod system?
 
Yeah, i've extracted the updated 1.9 versions from the AssetBundles. Still wanted to tweak them further to get them back in line with lore/tabletop.

So basically you're telling me i have to use the ModTek loader, not the included HBS mod system?

the HBS modloader is unfinished.
it works...sorta...sometimes.
modtek is way to go until such time as modders tell us we dont need modtek anymore.
just my opinion.