After the Heavy Metal update I can confirm that this mod still works after finishing the campaign's first mission and begin traveling, in addition the modification I made to enable flashpoints after enabling full map also functions, Heavy Metal's flashpoints are also enabled I think.
Playing with advanced 3062 mod. I can confirm it works with a saved game. just downloaded and installed the mod and after around 5 days. a popup event to let me choose to unlock the whole map. great work!
Seems to be working with the latest Modtek and BTML installed, Few days passed and got the event and the star map became fully accessible.
I think far as I know, this could be adjusted to enable Flashpoint missions during the campaign. Basically it would have to be changed to use the milestone_700a_update that allows post campaign use as I think this mod only uses the vanilla milestone from the version 1.2 that just unlocks the entire map after campaign completion.
Update ! - It works, for those who want to start out with Flashpoint during the campaign. you can edit this mod to enable it when prompted. After I picked one of the selections, the next day I got a in-game notification of flashpoints and saw then active on the Starmap after I finished the starting mission.
Haven't played recently and I don't know if this works with the new BattleTech Mod Manager. But I edited one of the mod's Milestone files, I copied the section out of the "milestone_700a_update" (Flashpoint's milestone file) into the mod's version specifically the "SYSTEM_UseFlashpoints" section, and pasted that into the mod's "milestone_Open_Map_Travel" json file so when I finished the campaign intro and enabled full map I immediately had Flashpoint missions displayed.
Damn, I can confirm this mod is broken and dead. What a shame, there are only two mods on the nexus that open up the map. Unfortunately the other one is long abandoned and broken as well.
Edit: IT WORKS, ha! Turns out you need to start a new game, or at least I did. Tried it multiple times on existing save and no dice, then started a new one and a couple weeks of idling in the starting system and the option popped up. You sir, are now my hero, great work with this mod.
I wonder if its because of the new flashpoint restriction, as in, since you can't do flashpoints till after the campaign then maybe that itself is a map limiter.
it not working at new game :( nor on my save game, after a fresh install and modtek BTMdident help, but fix some mods work whit, whar for me but not this
It is btmodloader nothing after and 2.3 for both along with v1.2.2 for this.
EDIT:
There's a file in .modtek (modtek) that says:
ModTek v0.2.3.35909 -- 8/7/2018 1:10:55 PM Loaded db cache. Loaded merge cache. Loaded type cache.
1:10:56 PM - Pre-loading mods... Caught exception while parsing mod.json at path A:\Games\Steam\steamapps\common\BATTLETECH\Mods\OpenMapChoice\mod.json Required property 'Path' not found in JSON. Path 'Manifest[0]', line 11, position 5. Loaded cached load order.
I'm running the latest 1.1.1-309r version of BattleTech and both the v0.2.3 of BTML and the v0.2.3 of ModTek. The event pops up fine for me. What does your ModTek.log in the .modtek folder say? Did the mod load correctly?
And better keep a savegame from right before you tried to run the mod, not because it could mess with your savegame (I made sure that it removes every tags that it writes itself), but because if you happen to have run into a bug and the milestone that triggers the event kicked in without working correctly, the milestone WILL NOT EVER kick in on this savegame again! (milestones are basically one-offs, can't change that sadly).
EDIT: And on the very slim off-chance, have you modded the game in any way that changes how the Morale of your company works on a fundamental level? Because the milestone (that triggers the choice-event) triggers when your company has 0 (zero) Morale or greater, so basically everytime unless you somehow have negative morale o_O
It should be at line 23. Try changing "obj": "Morale" into "obj": "COMPANY.daysPassed" and see if that changes anything. Warning: the json IS case-sensitive. That actually only works with "val": 0 so don't change that one. Basically it now seems to look for if a day has passed at all or not (I dunno really tbh, there's a reason I chose Morale)
KEEP IN MIND! If you load a savegame in which you have already tried to run the mod, the chances are VERY HIGH that the milestone will not kick in anyway. Milestones are one-offs as far as I can tell and there isn't really anything I can change about that.
38 comments
great work!
I think far as I know, this could be adjusted to enable Flashpoint missions during the campaign. Basically it would have to be changed to use the milestone_700a_update that allows post campaign use as I think this mod only uses the vanilla milestone from the version 1.2 that just unlocks the entire map after campaign completion.
Update ! - It works, for those who want to start out with Flashpoint during the campaign. you can edit this mod to enable it when prompted. After I picked one of the selections, the next day I got a in-game notification of flashpoints and saw then active on the Starmap after I finished the starting mission.
Edit: IT WORKS, ha! Turns out you need to start a new game, or at least I did. Tried it multiple times on existing save and no dice, then started a new one and a couple weeks of idling in the starting system and the option popped up. You sir, are now my hero, great work with this mod.
EDIT: i tried it with BTML 0.6.4 and ModTek 0.4.2 and the mod does work with it!
If you really completed the campaign, the whole map opens up to you anyway, so why give you a redundant choice?
EDIT: Using BTloader and modtek that were included in the description.
In managed I have:
assembly-csharp.dll
0harmony.dll
battletechmodloader.dll
battle-exe
in my mods I have
.modtek (folder)
openmapchoice (folder)
btmodloader.txt
modtek.dll
But the event isn't popping up.
EDIT: Mod loader file isn't showing anything other than mod tek.
BTModLoader -- 8/6/2018 8:39:19 PM
8:39:19 PM - ModTek.dll: Found and called entry point "Void Init()" in type "ModTek.ModTek"
Took 0.2102839 seconds to load mods
Because it should be btmodloader.log.
What version of BTML and ModTek did you download?
EDIT:
There's a file in .modtek (modtek) that says:
ModTek v0.2.3.35909 -- 8/7/2018 1:10:55 PM
Loaded db cache.
Loaded merge cache.
Loaded type cache.
1:10:56 PM - Pre-loading mods...
Caught exception while parsing mod.json at path A:\Games\Steam\steamapps\common\BATTLETECH\Mods\OpenMapChoice\mod.json
Required property 'Path' not found in JSON. Path 'Manifest[0]', line 11, position 5.
Loaded cached load order.
1:10:56 PM - Done pre-load mods. Elapsed running time: 0.3256792 seconds
----------
New version uploading right now, tested with latest BTML, ModTek & BattleTech-version.
Thanks for pointing it out!
The event pops up fine for me. What does your ModTek.log in the .modtek folder say?
Did the mod load correctly?
And better keep a savegame from right before you tried to run the mod, not because it could mess with your savegame (I made sure that it removes every tags that it writes itself), but because if you happen to have run into a bug and the milestone that triggers the event kicked in without working correctly, the milestone WILL NOT EVER kick in on this savegame again! (milestones are basically one-offs, can't change that sadly).
EDIT:
And on the very slim off-chance, have you modded the game in any way that changes how the Morale of your company works on a fundamental level?
Because the milestone (that triggers the choice-event) triggers when your company has 0 (zero) Morale or greater, so basically everytime unless you somehow have negative morale o_O
Go into the milestones-folder and open milestone_Open_Map_Travel.json.
There look for:
"RequirementComparisons": [
{
"obj": "Morale",
"op": "GreaterThanOrEqual",
"val": 0,
"valueConstant": null
}
]
It should be at line 23.
Try changing "obj": "Morale" into "obj": "COMPANY.daysPassed" and see if that changes anything.
Warning: the json IS case-sensitive.
That actually only works with "val": 0 so don't change that one. Basically it now seems to look for if a day has passed at all or not (I dunno really tbh, there's a reason I chose Morale)
KEEP IN MIND!
If you load a savegame in which you have already tried to run the mod, the chances are VERY HIGH that the milestone will not kick in anyway.
Milestones are one-offs as far as I can tell and there isn't really anything I can change about that.
According to your download history you should have the right version (v1.2.1)
If you download the file right now, it contains the right milestones.