The mod still works, but it has to be installed differently now. Basically you just decompress the zipped folder into the same directory that the game now uses for mods, then enable it in the mods screen once the game boots.
Oh, don't be. (people do work on cramming in every plausible 'Mech of course...)
Besides, given that the unchanged emblem given by the game is the symbol for the backstory path, we deserve every emblem we can plausibly get hold of, if not an emblem crafting option in the game itself!
Glad you are still updating this mod and even fixing the images used, since the other merc emblem mod is probably abandoned.
(Edit: just clicked on the original file...you made both, did you?^^')
What I do not understand is how this mod injects the dds images. When I put one of my own into the folder in the same way yours do, it showed upside-down ingame. Just putting it in the folder the normal way up works tho.^^
I did not make both. This mod simply adds images to the other mod, made by nekr0gnito (whom I credited in the "About this mod" description). I don't know how to code, but I do know how to research canon lore and I know how to do some basic graphics work...so I guess you could say that I'm a content provider, not a coder.
The images inserted into the folder must be rotated 180 degrees, then flipped horizontally in order to look like the original. I have no idea why HBS did this, but it's easy enough to work around. If yours look correct without doing that, I can't explain it.
Well, let's just hope for everyone that this does not happen. Btw you should probably ask MPStark again now, since he just uploaded a bunch of mods including the one you mentioned. :)
It's such a small thing to adjust his mod constants that it's probably not worth the time. The only thing I added to it was a canon 'Mech frequency, but I've published that on the Paradox forums anyway. Easy to find.
Checked the changelog for the new update. I don't know if you have the time and motivation but maybe check out this post for a more complete list and what emblems you can still implement:
I will keep updating this mod until I'm convinced it's a full accounting of every mercenary outfit (with a known canon reference) from 3025. The one exception I've made is Kingston Caballeros, and then only because someone had a ready-made logo and it looked quite professional. If the BT forums have more units, then I have more work to do!
I went through the sources on that list, and there were about 10 entries that differed from my notes. - Some were flat-out wrong, like the 1st Amphigean Light Assault Group: they've never been a mercenary command, they were formed by House Kurita. - Some were wrong about the date, like the Dragonslayers: a command which can only be traced back definitely to 3039, and whose existence in 3025 might be implied but isn't definite. Also, Fist of Mokal definitely doesn't exist until 3054. - Several couldn't be sourced at all: Death's Shadows, Gebhardt's Carabiners, Raymond's Redcoats...I've never heard of these units and Sarna.net has no entry. - Two units were sourced, but extremely obscurely: Moore's Bandits is definitely mentioned as operating in 3025, but the only source is BattleForce (FASA 1611) and contains no emblem pictures. Moroushi's Independent Assault Battalion comes from the Galtor Campaign (FASA 1613), and contains a logo, but it's unclear if this is actually a mercenary command or a line unit that was separated off for this particular mission. - Finally, there was one unit that was clearly sourced as operating in 3025 that I'd (wrongly) assumed was part of the St. Cyr's Armored Cavalry: St. Cyr's Heavy Assault Group. It also has a logo, so I'll update that right now.
After all that work, one extra unit! Fine by me. -
Nope, no clue. You may have to run the BTML again, or maybe it just won't work. I've heard that a lot of mods aren't working now. But I do know that it's still possible to include these graphics in the game...in fact, I HAD to mod one graphic in that I'd been using in order to get the update to synch with Steam so I could start the game. But including new emblems is now a pain in the ass: you have to include the .dds files directly into the emblems folder, AND you have to manually write in a line in the version manifest file for both emblems and sprites.
15 comments
Just want to get some confirmation posted here for people to see
Basically you just decompress the zipped folder into the same directory that the game now uses for mods, then enable it in the mods screen once the game boots.
Besides, given that the unchanged emblem given by the game is the symbol for the backstory path, we deserve every emblem we can plausibly get hold of, if not an emblem crafting option in the game itself!
(Edit: just clicked on the original file...you made both, did you?^^')
What I do not understand is how this mod injects the dds images. When I put one of my own into the folder in the same way yours do, it showed upside-down ingame. Just putting it in the folder the normal way up works tho.^^
I don't know how to code, but I do know how to research canon lore and I know how to do some basic graphics work...so I guess you could say that I'm a content provider, not a coder.
The images inserted into the folder must be rotated 180 degrees, then flipped horizontally in order to look like the original.
I have no idea why HBS did this, but it's easy enough to work around. If yours look correct without doing that, I can't explain it.
https://community.battletechgame.com/forums/threads/2931
Thanks for all your work even if this will be the last update. :)
Thanks for the link though.
- Some were flat-out wrong, like the 1st Amphigean Light Assault Group: they've never been a mercenary command, they were formed by House Kurita.
- Some were wrong about the date, like the Dragonslayers: a command which can only be traced back definitely to 3039, and whose existence in 3025 might be implied but isn't definite. Also, Fist of Mokal definitely doesn't exist until 3054.
- Several couldn't be sourced at all: Death's Shadows, Gebhardt's Carabiners, Raymond's Redcoats...I've never heard of these units and Sarna.net has no entry.
- Two units were sourced, but extremely obscurely: Moore's Bandits is definitely mentioned as operating in 3025, but the only source is BattleForce (FASA 1611) and contains no emblem pictures. Moroushi's Independent Assault Battalion comes from the Galtor Campaign (FASA 1613), and contains a logo, but it's unclear if this is actually a mercenary command or a line unit that was separated off for this particular mission.
- Finally, there was one unit that was clearly sourced as operating in 3025 that I'd (wrongly) assumed was part of the St. Cyr's Armored Cavalry: St. Cyr's Heavy Assault Group. It also has a logo, so I'll update that right now.
After all that work, one extra unit! Fine by me.
-
You may have to run the BTML again, or maybe it just won't work. I've heard that a lot of mods aren't working now.
But I do know that it's still possible to include these graphics in the game...in fact, I HAD to mod one graphic in that I'd been using in order to get the update to synch with Steam so I could start the game.
But including new emblems is now a pain in the ass: you have to include the .dds files directly into the emblems folder, AND you have to manually write in a line in the version manifest file for both emblems and sprites.