BattleTech

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gnivler

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gnivler

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38 comments

  1. RedMechanic10
    RedMechanic10
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    Can you please add a file to fix the bug with scars and tattoo on nexus, as now it can not be downloaded from ufile.
  2. Dragon32
    Dragon32
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    Re-starting BattleTech after a few years and I was getting really dark MechWarrior portraits and Mechs in the Repair Bay were similarly really dark, almost black.

    Dropping down from 3.0.5 to 3.0.4 fixed that. Hat tip to RhNakur in the Bug Reports tab for the suggestion, that fixed things up for me.
  3. Estel1
    Estel1
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    Very nice mod - but I have noticed strange issue. Namely, when creating character, neither tattoos nor scars are working (showing) on the big character picture. They are still working fine for miniature picture (but the big picture stays decal-less, even after creating character, when viewing it from barracks).

    It seems that whatever you did to make texture decals persist, also nuked rendering "face" decal textures. It is possible that decals on randomly generated characters of other pilots is missingm too (can't be sure, as you never know if they were supposed to have tattoos/scars in the first place), and it might be that  other decals - ones that I haven't noticed - are missing, too.

    I really hope you will be able to determine root of the issue.

    Cheers,
    /CatLady
    1. gnivler
      gnivler
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      Thanks for the comment, glad you like it.  Handling bug in the report you opened.
    2. TSAhriman
      TSAhriman
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      I just wanted to report another similar bug, but I'll write it in here since it seems to be the same issue.
      With this mod, all the company logos around Argo that you see in sim mode: on Argo itself, above the mission holo display/starmap/computer screen in barracks, on the background wall in mech bay etc. are missing. So it was apparently more than just face textures, who knows how many decals overall were "nuked" (I like that term).
      Not what I would call a game breaking bug, but it's a bit annoying, hope you manage to fix this.

      On a sidenote, mad props for not only the overall effects of this mod (which are absolutely lovely, in a brutal sort of way), but also for including the footstep scaling.
      I play with a more "realistic" mech scales, roughly half the size of originals and the disproportionately huge footsteps used to bother me a lot. Massive thank you for giving this functionality too.
    3. ohmlo
      ohmlo
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      Having the same issue with tattoos and scars not showing up on characters. 
  4. guranto28
    guranto28
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    First of all, great mod. Really adds to immersion.

    One thing though, I have resized mechs and vehicles to be closer to canon scale (reduced by about 30%).
    Unfortunately the decals for the foot prints are still at the stock value, meaning the footprints are considerably larger than the mech's actual feet!
    It looks a bit weird to say the least.

    Anyway to adjust the scale of the footprints?
    1. gnivler
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      Thanks! Does your scaling mod affect the footsteps without SE running?
    2. guranto28
      guranto28
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      No, the mod (Mech resizer, part of BEX CE) doesn't change footprint size unfortunately, though they fade fast enough that unless you play at extreme close up its not very noticeable.

      With your excellent mod however, the lingering prints last long enough to be a bit distracting. Like a ten year old trying to walk in dad's footprints in the snow.
      I was wondering if you had come across any way to alter the decal scale?

      Thanks again.
    3. gnivler
      gnivler
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      Glad you like the mod, thanks.

      Here's a beta with the changes if you wouldn't mind giving it a test. New mod.json option for FootstepScale which would be 0.7 to match your 30% reduction, I think. I've set it to 1 meaning regular scale.

      https://ufile.io/1ud98wz8
    4. guranto28
      guranto28
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      That's the ticket!
      You sir, are a legend.

      I've dialed it down to .75 and now it looks spot on.
      Thanks a ton for this great mod!
    5. Kellomies
      Kellomies
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      File expired, only premium users can DL :/

      Any chance you could mirror it elsewhere or put it up here as an alternative?
    6. guranto28
      guranto28
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      Sure
      Try this...
      https://www.dropbox.com/s/v5r3m79dk9dzqye/scorchedearth3.0.4.zip?dl=0
  5. DFMaryland
    DFMaryland
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    I just updated ModTek to 0.7.3 for BT 1.7 and the updated Scorched Earth you released earlier in September, but it won't seem to load anymore. It does seem to mess with the footsteps though. I'm out of ideas, so I attached the log sheet from ModTek. Any ideas?

    ScorchedEarth 2.2.1
    Loaded assembly ScorchedEarth (v2.2.1.0)
    Invoking 'ScorchedEarth.Init(String directory, String settingsJson)' using parameter dictionary
    Error: While invoking 'ScorchedEarth.Init', an exception occured
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'ScorchedEarth.Logger' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
    at ScorchedEarth.Logger..cctor () [0x00015] in <fb319629a24041bdac82c58eddb6edf3>:0
    --- End of inner exception stack trace ---
    at ScorchedEarth.ScorchedEarth.Init (System.String directory, System.String settingsJson) [0x000a6] in <fb319629a24041bdac82c58eddb6edf3>:0
    at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
    at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    --- End of inner exception stack trace ---
    at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
    at ModTek.Util.AssemblyUtil.InvokeMethodByParameterNames (System.Reflection.MethodInfo method, System.Collections.Generic.Dictionary`2[TKey,TValue] paramsDictionary) [0x0014c] in <2affd5aa398542ff9bc7dda52df0924f>:0
    at ModTek.ModTek.LoadAssemblyAndCallInit (ModTek.ModDef modDef) [0x0019c] in <2affd5aa398542ff9bc7dda52df0924f>:0
    1. gnivler
      gnivler
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      Thanks for the report and the stacktrace! There's a update now which should fix this.
  6. mtness23
    mtness23
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    Hi there!
    Sorry to report that the current build breaks BT v1.6/UW with ModTek 0.7.2^^
    1. mtness23
      mtness23
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      Hi there again,
      Your latest update seems to have fixed the compatibility issues with 1.6.

      Good work, thank you sir!
    2. gnivler
      gnivler
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      Glad to hear it, enjoy!
    3. kea
      kea
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      with this version (2.2) all pilots have black faces.
  7. PixieV
    PixieV
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    I don't understand the purpose of the LRM spreading can you explain? Is it to make the decals not spawn on top of each other as much?
    1. gnivler
      gnivler
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      It's just for the appearance
    2. PixieV
      PixieV
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      figured as much, anyway fantastic job on the mod :D
    3. gnivler
      gnivler
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      thanks!
    4. BlazeStryker
      BlazeStryker
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      In all honesty, a decent cloud of Missile Spam (Spam spam spam, spammity spammmmm...) should spread some to avoid detonating on itself.
  8. This is the mod I didn't know I needed
    1. BlazeStryker
      BlazeStryker
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      It is (Yes, I like MxR. Doesn't everybody?) IMMERSIVE. Besides, the battle damage and the trashing of the forward base were certainly present and accounted for in the intro battle starting Campaign!
  9. PixieV
    PixieV
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    • 211 kudos
    are the foot prints persistent too
    1. gnivler
      gnivler
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      Negative, I've left them to fade to allow more scorch marks. There's a heinous hard cap on decals that's yet to be cracked.
    2. PixieV
      PixieV
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      awww shame, is it not fixable ? :(

      decals basically don't impact performance at all, I don't know why devs do this
    3. gnivler
      gnivler
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      agreed. it is very difficult to change the cap. hopefully HBS does it
    4. gnivler
      gnivler
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      I've got the footsteps being handled as with the scorches now, but still faced with the hard decal limit. May crack it but it sure isn't easy.
    5. PixieV
      PixieV
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      I wish you luck :)
  10. Vulture82
    Vulture82
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    First day of the month means Gnivler gets a vote ;P
    1. gnivler
      gnivler
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      \o/thanks :)
    2. Vulture82
      Vulture82
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      Least I can do after you helped save my sanity, or what's left of it, with your "We've Heard It All Before" ;P

      And ScorchedEarth is another quality-of-life mod imho ^^
    3. gnivler
      gnivler
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      The sweet, silenced Argo is priceless!