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RealityMachina aka me

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Lad09

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30 comments

  1. ThundyUK
    ThundyUK
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    Is it supposed to just go directly in the /mods/ folder? The ingame mod launcher doesn't detect it.

    *EDIT*

    Ok I figured it out. I have had the game installed for years so there was no modFolderRedirect.txt in my %appdata% (AppData\LocalLow\Harebrained Schemes\BATTLETECH) as the install must pre-date the mod support in-game.

    I added the text file into that folder called as above and then edited it entering C:\BTMODS in the file. Created that folder on my C: drive and put the mod in there
    .
    The game now detects the mod.
  2. Slight001
    Slight001
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    I'm not sure this is working in 1.9... I just cored several mechs and got none of the weapons they had mounted in their arms. Three were lights that were taken out by called shots to the rear center armor and displayed no damage prior to the strikes
  3. MadMung0
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    Dose not work with 1.8 throws the same exception as Less Head Injuries mod.

    2019-12-02T15:45:55 FYLS [LOG] Loaded assembly SurvivableArms (v1.0.0.0)
    2019-12-02T15:45:55 FYLS [LOG] Invoking 'InitClass.Init()' using parameter dictionary
    2019-12-02T15:45:55 FYLS [ERROR] Error: While invoking 'InitClass.Init', an exception occured: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Exception from HarmonyInstance "Battletech.realitymachina.SurvivableArms" ---> System.Exception: Parameter "totalDamage" not found in method BattleTech.Mech.DamageLocation(System.Int32, BattleTech.WeaponHitInfo, BattleTech.ArmorLocation, BattleTech.Weapon, System.Single, System.Single, System.Int32, BattleTech.AttackImpactQuality, BattleTech.DamageType)
    at Harmony.MethodPatcher.EmitCallParameter (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Boolean allowFirsParamPassthrough) [0x00490] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.MethodPatcher+<>c__DisplayClass19_0.<AddPrefixes>b__0 (System.Reflection.MethodInfo fix) [0x00001] in <1b23547042994e96b8b6361dbe3791d9>:0
    at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at Harmony.MethodPatcher.AddPrefixes (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Collections.Generic.List`1[T] prefixes, System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.Label label) [0x0002b] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1[T] prefixes, System.Collections.Generic.List`1[T] postfixes, System.Collections.Generic.List`1[T] transpilers) [0x00123] in <1b23547042994e96b8b6361dbe3791d9>:0
    --- End of inner exception stack trace ---
    at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1[T] prefixes, System.Collections.Generic.List`1[T] postfixes, System.Collections.Generic.List`1[T] transpilers) [0x0030d] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00028] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.PatchProcessor.Patch () [0x000d8] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x0002c] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x0001b] in <1b23547042994e96b8b6361dbe3791d9>:0
    at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00007] in <1b23547042994e96b8b6361dbe3791d9>:0
    at SurvivableArms.InitClass.Init () [0x00012] in <bcc5438620674b4eac958119815f424b>:0
    at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
    at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    --- End of inner exception stack trace ---
    at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at BattleTech.ModSupport.Utils.AssemblyUtil.InvokeMethodByParameterNames (System.Reflection.MethodInfo method, System.Collections.Generic.Dictionary`2[TKey,TValue] paramsDictionary) [0x0005c] in <8ae34bafd4064ac19cc10687dd7b28c8>:0
    at BattleTech.ModSupport.ModLoader.LoadAssemblyAndCallInit (ModDef modDef) [0x001be] in <8ae34bafd4064ac19cc10687dd7b28c8>:0
    1. MadMung0
      MadMung0
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      Replying to my own post.

      It looks as if Survivable Arms and Less Head Injuries cannot be run at the same time using the internal HBS Mod system as one or the other will throw the above exception in the log.
      They alternate, If Less Head Injuries loaded OK, after quiting the game the next time you run the game Survivable Arms will work and Less Head Injuries will have thrown the exception.
      I have not tried with modtek yet but will do so tomorrow when I have time.
    2. MadMung0
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      Updated

      Thanks for the fix they both now work under BT1.8 modloader and modtek.
  4. minielfcomplex
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    if you played the mech-warrior video games you can keep your arm weapons if you lose a side torso in the table top you lose both I think people are talking around each other.
    1. Vanel
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      I haven't verified it, but I think if you lose your torso the arm weapon is still gone, if you *only* lose your arm you keep the weapon.

      I like this mod, but considering most of the time when you lose an arm you also lose a torso this mod is limited. Seems to be more useful early game when losing *only* an arm is more common.
    2. caj190
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      That is correct. I played Battletech why back in the 80's forward. So if a Mech's torso is destroyed it takes the arm with it either by complete inner structure failure or by cutting all the connecting wiring, power cables, etc.. The key word is 'destroyed'. The same goes for a Mech's leg inner structure. In the table top and nearly all PC Battletech game, when a leg is destroyed the Mech most likely will fall down and now unable to stand without a difficult Pilot check. The Mech cannot move and is now stationary. In HB's Battletech, you can shred a Mech;s leg and it can still stand and move. A mod should be made to correct that oversight HB made. Cheer, CJ
    3. minielfcomplex
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      in the video games losing a torso didn't destroy the arm. in the tabletop it did. I think people are talking around each other.
    4. BlazeStryker
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      The issue here is that losing the arm does not necessarily mean the arm is destroyed. They're not saying you can pick the damn thing up and fire it like a rifle, they're saying the dismembered arm is still there for repairs or salvage.
    5. Mercer31
      Mercer31
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      That's kind of my take on it. If you lose the side torso, the arm becomes unusable to that mech, since the structure and joints would be severed. So technically the arm would just be lying there. And considering you can punch a mech with an arm weapon, I'm pretty sure the weapon on the dismembered arm would survive the fall to the ground to be salvaged later. In the base game, the side torso gets destroyed, the arm weapon just disappears. Which doesn't make a lot of sense.
  5. Phantus13
    Phantus13
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    Does this work with 1.7?
  6. VoltAmpere
    VoltAmpere
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    Hi, can this mod be made to work in v1.6.2?
  7. Dizzy_xc
    Dizzy_xc
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    Isn't this incorporated into Roguetech or no?
  8. n3007
    n3007
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    Is this still relevant mod in update 1.2?
  9. Adarcer
    Adarcer
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    This mod is missing proper mod structure in its own folder with a mod .json file

    Here you go mod.json fixes the error thrown in BTML when .dll is just in mod folder not sure if it works or not as i have not tested it.

    {
    "Name": "SurvivableArms",
    "Enabled": true,
    "Version": "1.0",
    "Description": "Arm weapons shouldn't instantly evaporate just because the side torso was what was destroyed.",
    "Author": "Lad09",
    "Website": "https://www.nexusmods.com/battletech/mods/146?",
    "Contact": "",
    "DLL": "SurvivableArms.dll"
    }
    1. Dragon32
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      Thanks Adarcer, but I was getting an infinite spinny until I added a comma to the last line:

      "DLL": "SurvivableArms.dll",
  10. MDSXa
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    If you ever played the TT version of this game or looked at the rules book you would know that having arm weapons lost due to accompanying side torso destruction was cannon. Good concept though.
    1. Thokari
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      "cannon" might well cause an arm to come off either way, hahaha.
      I think you meant to say "canon".
      :D
    2. Madcat221
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      Lost to usage until repair, yes. Lost due to obliteration... nope. That limb may be structurally not destroyed. Just... severed. Non-destroyed limbs are in fact one of the four sources of club weapons on the TT.