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  1. Goivah
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    Is this compatible with 1.3/FP?
    1. unclecid66
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      • 121 posts
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      it doesnt seem to be for me.
      i mean the game launched with it but whenever i moused over things the info was all garbled together.
    2. Goivah
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      • 17 posts
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      Yup. Tried it out and I couldn't even access the Mech Bay with it installed. Here's hoping the creator updates it.
  2. mentatt76
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    • 4 posts
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    What does the second line in firepower section indicate? I mean a number with an "S" after the number ? I just couldn't figure this out
    1. BouhPwet
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      It's the total (S)tability damage, very useful :p
      Mostly dealt by missiles (SRM and LRM) and ballistic weapons (AC); also the PPC.
  3. Mariusz85x
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    For me it also does not show statistics log looks like this:
    BTModLoader -- 7/22/2018 12:29:59 PM
    12:29:59 PM - ExtendedInformation.dll: Found and called entry point "Void Init()" in type "ModNamespace.ModBase"
    12:29:59 PM - ExtendedInformation.dll: While loading a dll, an exception occured:
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'BattleTech.StatTooltipData' from assembly 'Assembly-CSharp, Version=, Culture=neutral, PublicKeyToken=null'.
    at (wrapper managed-to-native) System.Reflection.MonoMethodInfo:get_method_info (intptr,System.Reflection.MonoMethodInfo&
    at System.Reflection.MonoMethodInfo.GetMethodInfo (IntPtr handle) [0x00000] in <filename unknown>:0
    at System.Reflection.MonoMethod.GetPseudoCustomAttributes () [0x00000] in <filename unknown>:0
    at System.MonoCustomAttrs.GetPseudoCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0
    at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0
    at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0
    at System.Reflection.MonoMethod.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0
    at Harmony.PatchTools+<>c__2`1[Harmony.HarmonyPrepare].<GetPatchMethod>b__2_0 (System.Reflection.MethodInfo m) [0x00000] in <filename unknown>:0
    at System.Linq.Enumerable.First[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
    at System.Linq.Enumerable.FirstOrDefault[MethodInfo] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
    at Harmony.PatchTools.GetPatchMethod[HarmonyPrepare] (System.Type patchType, System.String name, System.Type[] parameters) [0x00000] in <filename unknown>:0
    at Harmony.PatchProcessor.RunMethod[HarmonyPrepare,Boolean] (Boolean defaultIfNotExisting, System.Object[] parameters) [0x00000] in <filename unknown>:0
    at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0
    at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0
    at Harmony.HarmonyInstance.<PatchAll>b__7_0 (System.Type type) [0x00000] in <filename unknown>:0
    at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
    at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
    at ModNamespace.ModBase.Init () [0x00000] in <filename unknown>:0
    at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&
    at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
    at BattleTechModLoader.BTModLoader.LoadDLL (System.String path, System.String methodName, System.String typeName, System.Object[] prms, BindingFlags bFlags) [0x00000] in <filename unknown>:0

    Took 0.1282351 seconds to load mods

  4. Wrathchilde
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    • 119 posts
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    So where do you actually drop the .dll that's in the downloaded file?
    1. Dragon32
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      • 2,418 posts
      • 51 kudos
    2. Bloodwolf0013
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      • 6 posts
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      So it goes in the base mods folder? I only ask because I have yet to have this mod work, and am unsure if it is due to needing to be in a subfolder, or if it is conflicting with something else.
    3. Dragon32
      • member
      • 2,418 posts
      • 51 kudos
      Put the .dll in the root of Steam\SteamApps\common\BATTLETECH\Mods
    4. Diinem
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      • 9 posts
      • 0 kudos
      Where do you hover over or click to get the details as shown in the picture in the image section for the mod?
      I have had the same issue since this mods inception. I never seen it do anything. I do have a bunch of other mods installed that may be causing issues with it don't know.
  5. LadyAlekto
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    • 1,333 posts
    • 58 kudos
    So it is more public

    I do thank you for making this more compatible for RogueTech and it is highly appreciated :)
  6. Waka44
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    • 3 posts
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    Great Mod! The new patch 1.1 added a lot of extended information as well. But there is a big bug. The firepower of missiles is not added correctly. It only adds one missile. Could you maybe make a new version of your mod and fix that mistake for Harebrained Schemes. That would be awesome.
  7. PlayerTw0
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    • 1,041 posts
    • 55 kudos
    Thanks man using this in my mod pack
  8. Vulture82
    • premium
    • 177 posts
    • 1 kudos
    Just a question / random thought:
    Would it be possible to show more weapon statistics without having to include them in the "Details / Lore"-section?
    Like, I know that that we can edit the "BonusValueA & B" parts to display whatever the hell we want (if the text fits in the box neatly enough),
    but could we get the popup to display statistics like a total-accuracy-modifier (only for the weapon itself, i.e. not accounting for arm-mounted or range),
    maybe how many shots which LRM / SRM-launcher will get out of one ton worth of ammo, stuff like that.

    And after having a random peek at the Extended Information dll, my respect for ACCount05 has grown even more (as has my acknowledgement of the fact, that I could never code such a mod myself, despite how much I want to or how many tutorials I read ;P )

    So... ok... I just tried to do it the hard/easy (pov-thing really) way by writing the "RefireModifier" for the AC2 and AC10 (they DO have different penelties for refiring! Not that the game ever tells you that, mind you) in their "Details:" field and wanted to us <b></b> and \n to mirror the look of the other weapon statistics.


    "Details" : "Refire Penelty: <b>- 2 Accuracy</b>\n\nOne of the most powerful and efficient weapons mounted in combat, AC/10s are known for their heavy damage and ability to stagger opponents. Like all Autocannon weaponry, AC/10s suffer from recoil effects from continuous fire."

    BUT after writing more weapon .json's before testing the results, I've found that somehow resulted in vertically very misaligned text-bodies, sometimes the first paragraph even overlapped the "Bonuses:" text completely. No idea why or how to avoid this.

    So I'm at the end of my very short skillset sadly :(
  9. XiRiith
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    • 2 posts
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    Thx ! Nice QoL's mod.
  10. Giorgious
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    • 9 posts
    • 0 kudos
    Very helpful, thanks for the MOD!

    I have a question, is it possible that if you mouse over the time (weeks + days) it would show the actual date? like 3025 October... or March 7 3050...