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Justin Kase

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JustinKaseToo

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  1. JustinKaseToo
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    Version 1.8.0.0 is out 

     
    PLEASE NOTE : The Patch for Version 1.8.0 of the BattleTech game is now out.  The core coordinate changes should work for any version of BY, but the new 12 systems will only work for 1.8.0 or later.
     
    *** Warning : If you use the extra 12 systems, and you choose to do a full uninstall of this mod at a future date, any campaign that is using the 12 new systems will be unusable - as the game will look for these systems as part of the map. ***
     
    All star systems are now adjusted to the Sarna listed system coordinates - which is as close to the game maps as is possible.  Once installed, the new star system coordinates will become noticeable as soon as you look at the star map.  The easiest way to tell if your map has adjusted, is to look at the Camadeierre star system (in Taurian space).  If it is spelled CAMADEIERRE, you are good to go.  If it is spelled CAMADEIRRE

     

    The 12 new planets have all been adjusted and work in Campaign mode - but you will only see them if you start a completely new campaign.  Existing campaigns will not see them at all.

     

    PLEASE NOTE : This version is still in test mode for the latest HBS release using their ModManager.

     

    In order to install please do the following :

    Unzip and place in : C:\Users\(((YOUR USER ID)))\Documents\my games\BattleTech\mods\

    NOTE : all the JK mods will now be stored in a single folder called JK_BTMods to make organization easier

    The first time you start the game, it takes a bit to load, and screen will look like it locked up

     

     

    Then start the game and click on "mods" button in lower left corner

     

     

    Make sure all the mods are checked as active (yellow check)

     

     

    Then close the game and restart


    Please continue to report issues - thank you all!!!

  2. VoltAmpere
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    hey JK! Are you going to be adding the additional 7 systems found in the House Arano book?
    1. JustinKaseToo
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      You bet :) Since you have been kind enough to get the coordinates figured out, they will go in there ;) I'm rather surprised that HBS didn't add them in with the Urban Warfare expansion.
    2. VoltAmpere
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      great! excited for the next update!
    3. VoltAmpere
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      hey man! there are another seven new systems from OTP Hanseatic Crusades. the coordinates are live in the SUCK so you can grab them anytime. they're ID# 3168 to 3174
  3. JustinKaseToo
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    Version 1.3.2 is out 

     
    PLEASE NOTE : The Patch for Version 1.3.2 of the BattleTech game is now out.  The core coordinate changes should work for any version of BY, but the new 16 systems will only work for 1.3.0 or later.
     
    *** Warning : If you use the extra 16 systems, and you choose to do a full uninstall of this mod at a future date, any campaign that is using the 16 new systems will be unusable - as the game will look for these systems as part of the map. ***
     
    All star systems are now adjusted to the Sarna listed system coordinates - which is as close to the game maps as is possible.  Once installed, the new star system coordinates will become noticeable as soon as you look at the star map.  The easiest way to tell if your map has adjusted, is to look at the Camadeierre star system (in Taurian space).  If it is spelled CAMADEIERRE, you are good to go.  If it is spelled CAMADEIRRE

     

    The 16 new planets have all been adjusted and work in Campaign mode - but you will only see them if you start a completely new campaign.  Existing campaigns will not see them at all.

    Please continue to report issues and suggested 'Mechs to add in - thank you all!!!

  4. deleted2588518
    deleted2588518
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    Hey JK, great work. Would you mind if I bundled it in with my CBT overhaul?
    1. JustinKaseToo
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      Go ahead and use it any way you wish ;)
  5. JustinKaseToo
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    Version 1.04 is out 

     
    PLEASE NOTE : The Patch for Version 1.04 of the BattleTech game is now out. Unlike previous patches, this does not appear to make any changes to the VersionManifest.csv or MetadataDatabase.db files. So these mod files will also work when applied to BattleTech1.03.
     
    *** Warning : to use the extra 16 planets, you will need to edit/replace the MetadataDatabase.db file - we don't know what sort of lasting effect this might have. If you choose to do a full uninstall of this mod at a future date, any campaign that is using the 16 new systems will be unusable - as the game will look for these systems as part of the map. ***
     
    *** Additional Note : The 1.04 version of the Mod is dependent on having BATTLETECH Patch 1.04, to keep with versioning.  The VersionManifest.csv and MetadataDatabase.db files I provide within the Mod are based off those files.  You can still manually add the lines to both using the information provided within the Mod.  Sorry to anyone I confused.  ***
     
    All star systems are now adjusted to the Sarna listed system coordinates - which is as close to the game maps as is possible.  Once installed, the new star system coordinates will become noticeable as soon as you look at the star map.  The easiest way to tell if your map has adjusted, is to look at the Camadeierre star system (in Taurian space).  If it is spelled CAMADEIERRE, you are good to go.  If it is spelled CAMADEIRRE

     

    The 16 new planets have all been adjusted and work in Campaign mode - but you will only see them if you start a completely new campaign.  Existing campaigns will not see them at all.

    Please continue to report issues and suggested 'Mechs to add in - thank you all!!!
     

    1. JustinKaseToo
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      There is a composite pic in the image section that shows the 16 new worlds in game. There are some typos, but those have been fixed.
  6. JustinKaseToo
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    EDIT: Managed to add in new systems - 16 in total.
    Banfora
    Borgan's Rift
    Butzfleth
    Ina
    Itzehoe
    Jacson
    Leyda
    Luxen
    Mas
    Megaris
    Menion
    Ordino
    Palm
    Parian
    Sadurni
    Woogi

    Note - I may remove the Flanagan's Nebulae system - as it is more of a region than a system.
    1. JustinKaseToo
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      I've upped this to 16 new systems and tested it on my system - need to tweak it to appear in a mods folder instead.
    2. JustinKaseToo
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      ..and scaling it back again as it did funky things to the background map. Scrapping changes and trying again.
    3. JustinKaseToo
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      Pretty successfully added the 10 systems - other than the weird border warping. You can see the systems in the images section of the mod.
    4. Havenlol
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      Hey would you mind sharing your method for adding in the new systems? I tried to add in a new one as a test but im not seeing it show up in the map, and im not sure if Im missing a file somewhere or something. I added a new line to the version manifest with everything but still no dice. Any help would be appreciated!
    5. JustinKaseToo
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      @Havenlol - I'll be posting something up within the next 24 hours that should help explain how to do it. Not trying to be coy, just tired and I want to make sure I test out everything before posting it. Don't want to lead anyone wrong ;)
    6. Havenlol
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      @JustinKaseToo Awesome thank you very much! I spent about 6 hours working on it yesterday trying a million different things before I gave up haha. Definitely looking forward to it, and again thanks for taking the time to do that, its greatly appreciated!
    7. JustinKaseToo
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      Not a problem Havenlol - and apologies for the late hour posting. Found an issue in the JK_Variants mod that I needed to get fixed tonight as well :P

      Anyway, the new mod is posted - it can still be applied bu just copying over the files, but the newer way points things to a "mods' folder.

      There is an optional load for 16 new systems, including the VersionManifest.csv lines - and also the lines that need to be added to the MetadataDatabase.db Tabs Table. You should be able to use that as a rough guideline.

      Now, the most important trick I learned while trying to make this mod? You need to refresh/redraw the map in order to see the systems you add in. The easiest way to refresh the map is to start a new campaign. That being said, the map redraws in between various story elements, and that also seems to add in the star systems (though it seems a bit more haphazard).

      It does seem like there is some sort of hidden 'map borders' overlay file, but I have yet to find it. Or maybe it draws the borders - but then I am at a loss as to why it does it in such a strange way. Even adding in 1 system in the center of the existing map causes issues.

      Let me know what you discover as you mess around. I'd really love to continue expanding the region out even further into Marian Hegemony and Lothian League (I even already have some rough Faction files worked out for them ;)

      Good luck!
    8. Havenlol
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      Hey, first, Im really sorry for the late reply, got busy with a bunch of stuff. Thank you for the detailed write-up! Based on everything it looks like I had it all except trying with a new/updated saved state. After spending 6 hours messing with it, I had considered it but found your post and figured I'd wait to hear back, haha. So close! Again thank you for this, I appreciate it.

      I had planned on ultimately attempting to increases the size of the map to try and add in more, or all, of the IS but it seems like in the time I wasn't able to mess with it, other people already managed to get there. Oh well! Again thank you for taking the time to explain your process!
    9. JustinKaseToo
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      Glad to assist. It had stumped me for a while as well.
  7. JustinKaseToo
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    For anyone using my variants mod and having issues editing their MDD file - here is a copy that adds the JK_Variants AND also the JK_SUCKos extra systems.

    https://drive.google.com/file/d/1b5UNiJirwa1Ds-TBAotyA8T2raF5wxWe/view?usp=sharing