I don't see any mentioning in the description that this "fix" makes some missions easier, yet it changes "Lance_Enemy_Ambushers" in "SimpleBattle_TrapSprung" from spawnEffectTags": { "items": [ "spawn_poorly_maintained_75" ]
to spawnEffectTags": { "items": [ "spawn_poorly_maintained_50" ] what looks to me like the armour is going from 75% to 50%, right?
For a mod that "simply tweaks the contracts to make it impossible for one of those heavy mech mission targets to be a vehicle." why is there a mechdef included for a quad guass rifle Atlas called Gausszilla?
Hmm.The old replacer version worked just fine. However I've since switched to the ModTek version, and now whenever I go to the Contracts screen, I just get the infinitely loading spinny circle thing.
Could you do me a favor and tell which contract files you edited? Because I want to make a ModTek-mod out of it so I can switch it on- and off more easily, but you uploaded every contract.json even the ones you didn't change.
Going by the file modifed dates for the jsons, there's quite a few that were modified... but you can pick them out by looking at the date modified -- the unmodified ones are from 4/24/2018.
Dug through the files myself, most of the modified files he's just changed the ramshackle level from 25% to 50% armour. The only necessary files are in data/simplebattle
The only lines changed are are 451, 451, and 433 respectively, from "lance_type_mech" to "lance_type_solo" in each. That's all youll need for a modtek version.
I wish people would just upload the f***ing necessary files instead of making us do this shit.
E: cutting out all the files but these three takes the mod from 10MB to 100kb. f*#@ing hell
Looking at a minimal-touch ModTek implementation, it looks like you need to include everything in "targetTeam" > "lanceOverrideList" because it's an array.
Touching 315 lines is better than touching all 800 I think.
I *think* this should work, but I don't have time to test it this morning. I'm sharing it here for the original poster to pick up if they want to take it, check it, and add something similar to this to their downloads page.
[Edit] removed link as it caused a problem on contract selection [/Edit] [Edit 2] If you used the file here and got a spinning wheel at contracts, it's because the database gets a bad entry I think. I resolved it by following doing this: ": it seems like mods that change contracts must get imported to modtek's metadatadatabase.db, and removing them causes a loop when the game tries to generate new missions. Deleting .modtek of course forces modtek to regenerate its mddb and thus solves the problem."
from https://www.reddit.com/r/BattleTechMods/comments/8oxfch/contracts_no_longer_appear/
Had a quick look at the dropbox files, each file has a trailing comma JSON error second last bracket. Also lines 3-9 are not needed in SimpleBattle_TakeTheBait.json and SimpleBattle_TrapSprung.json but that should not affect things unless another mod changes those values and it gets overwritten by this mod.
Other than that looks like it should work, I have it working from my own edits.
Great mod! This thing bothered me since the beginning! You go for full salvage for these missions, because you expect to have a good chance to salvage a decent Mech, but then you'll find only a Shrek or Demolisher and a few light/medium Mechs. Do it cover up these missions, where it says "extremly heavy" Mech aswell? I don't know how this works, but can you set a min/max to tonnage for these missions? Last time I got a Cicada, which I wouldn't describe as extremly heavy ;P But since you can get those missions early on, the Mech shouldn't be too heavy, but atleast 60 tons and max maybe 75/80 tons. 60-65 should be common and 70 tons and above really really rare. Looking forward to this mod til it's "polished" and works with ModTek. Thank you very much! :)
Strange, I toke what Zoticus had on dropbox and applied NevynAU's suggested edits and had the minimal modtek working just fine. That infinite load screen in the command center was fixed simply by deleting just the .modtek folder and rebuilding the database, and that was before Mpstark dropped the 0.2.1 modtek update.
25 comments
from
spawnEffectTags": {
"items": [
"spawn_poorly_maintained_75"
]
to
spawnEffectTags": {
"items": [
"spawn_poorly_maintained_50"
]
what looks to me like the armour is going from 75% to 50%, right?
Daiyuki just made a mess ;)
Could you do me a favor and tell which contract files you edited?
Because I want to make a ModTek-mod out of it so I can switch it on- and off more easily, but you uploaded every contract.json even the ones you didn't change.
And thank you very much for your work!
SimpleBattle_TakeTheBait.json
SimpleBattle_TakeTheBait_Hard.json
SimpleBattle_TrapSprung.json
The only lines changed are are 451, 451, and 433 respectively, from "lance_type_mech" to "lance_type_solo" in each. That's all youll need for a modtek version.
I wish people would just upload the f***ing necessary files instead of making us do this shit.
E: cutting out all the files but these three takes the mod from 10MB to 100kb. f*#@ing hell
Touching 315 lines is better than touching all 800 I think.
I *think* this should work, but I don't have time to test it this morning. I'm sharing it here for the original poster to pick up if they want to take it, check it, and add something similar to this to their downloads page.
[Edit] removed link as it caused a problem on contract selection [/Edit]
[Edit 2] If you used the file here and got a spinning wheel at contracts, it's because the database gets a bad entry I think. I resolved it by following doing this:
": it seems like mods that change contracts must get imported to modtek's metadatadatabase.db, and removing them causes a loop when the game tries to generate new missions. Deleting .modtek of course forces modtek to regenerate its mddb and thus solves the problem."
from https://www.reddit.com/r/BattleTechMods/comments/8oxfch/contracts_no_longer_appear/
Edit: sadly your modtek-mod makes it so that the contract-screen is trapped in an endless loading-cycle.
Don't know why that is tbh :(
Other than that looks like it should work, I have it working from my own edits.
Do it cover up these missions, where it says "extremly heavy" Mech aswell? I don't know how this works, but can you set a min/max to tonnage for these missions? Last time I got a Cicada, which I wouldn't describe as extremly heavy ;P But since you can get those missions early on, the Mech shouldn't be too heavy, but atleast 60 tons and max maybe 75/80 tons. 60-65 should be common and 70 tons and above really really rare.
Looking forward to this mod til it's "polished" and works with ModTek. Thank you very much! :)
This is also part of RogueTech and we're working on further improving the contracts
{
"targetTeam": {
"lanceOverrideList": [
... needs to be included -- the rest can be deleted from the files, bringing the filesizes down to ~13.5k. But whatever.
Thanks for the fix and new modtek version.