This probably isn't in development anymore, but it would be nice if it were possible to add a setting where the fatigue quirks aren't generated if you don't use that mod. That way they don't clutter up the list.
Got a question. The mod has rebellious types have lower morale when fighting alongside an officer or the Company Commander (your character)... I run Commander Background and Quirks (Not Extended yet, just the base) and playing a loner (AKA escaped to make your own way in life) assigns me... Rebellious. Does this mean I have lower morale for life?
Running this stand-alone for the moment and noticed my pilots generated at the start of a career run lacked the Mech Mastery tags, while those in the hiring hall had MM with varying mechs and levels. I was going to pop into the Save Editor to give my initial spawns portraits and was wondering if I'll break anything if I add the PQ_Mech_Mastery and PQ_Pilot_GUID_X tags to them before they go on their first sortie. (If these get dynamically added with their own GUID tag that updates based on what they deploy in, then awesome; if not, is there a text doc or similar so I can assign a GUID to them with a minimal number of deployments, or is that a randomized array?)
Not sure if this is a super complex change, but it would be fun if pilots loose their mech abilities after time.
What happens to me is that folks start out on light mechs and as the hardware upgrades they keep their old skills. Now that you've sat in an Orion 15 times you probably do forget a bit on where all the buttons in the Firestarter were...
Another idea: Order the mech skills in decreasing order so that the three main ones show in the UI. The dude that started with skill 1 on the commando still shows that despite never having piloted a Commando ever...
I tend to use 12 MechWarriors counting the Commander in any event. Not only does this allow for three lances as needed, but it also allows for each of the twelve career possibilities:
I'm guessing that this might be difficult to do, mainly for space reasons. There doesn't seem to be much available space in the report window. In any case, it seems to track all mech usage, but only shows the highest rated 3.
mod doesn't load at game start. I'm running the following mods and they appear in this order, can't seem to change that load order… Commander Background and Quirks 1.3.0 Hyades Rim 3.5 ModTek 0.7.6 Monthly Tech Adjustment 4.1 (just loaded today) Panic System 3.5.1 Pilot Fatigue 5.0 … attempting to load pilot quirks 4.0, but won't take. :\
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Running this stand-alone for the moment and noticed my pilots generated at the start of a career run lacked the Mech Mastery tags, while those in the hiring hall had MM with varying mechs and levels. I was going to pop into the Save Editor to give my initial spawns portraits and was wondering if I'll break anything if I add the PQ_Mech_Mastery and PQ_Pilot_GUID_X tags to them before they go on their first sortie. (If these get dynamically added with their own GUID tag that updates based on what they deploy in, then awesome; if not, is there a text doc or similar so I can assign a GUID to them with a minimal number of deployments, or is that a randomized array?)
Not sure if this is a super complex change, but it would be fun if pilots loose their mech abilities after time.
What happens to me is that folks start out on light mechs and as the hardware upgrades they keep their old skills. Now that you've sat in an Orion 15 times you probably do forget a bit on where all the buttons in the Firestarter were...
Another idea: Order the mech skills in decreasing order so that the three main ones show in the UI. The dude that started with skill 1 on the commando still shows that despite never having piloted a Commando ever...
Multi-Target/Sure Footing/Breaching Shot
Multi-Target/Bulwark/Breaching Shot
Multi-Target/Sensor Lock/Breaching Shot
Sure Footing/Multi-Target/Ace Pilot
Sure Footing/Bulwark/Ace Pilot
Sure Footing/Sensor Lock/Ace Pilot
Bulwark/Multi-Target/Juggernaut (Coolant Vent)
Bulwark/Sure Footing/Juggernaut (Coolant Vent)
Bulwark/Sensor Lock/Juggernaut (Coolant Vent)
Sensor Lock/Multi-Target/Master Tactician
Sensor Lock/Sure Footing/Master Tactician
Sensor Lock/Bulwark/Master Tactician
...I use Juggernaut. Still, you get the point.
how can i mod the mechbonding?
i start a new campaign and now some Pilots have 3 mechbonding at start.
Can i mod it to 4 possible mechbondings?
In any case, it seems to track all mech usage, but only shows the highest rated 3.
I'm running the following mods and they appear in this order, can't seem to change that load order…
Commander Background and Quirks 1.3.0
Hyades Rim 3.5
ModTek 0.7.6
Monthly Tech Adjustment 4.1 (just loaded today)
Panic System 3.5.1
Pilot Fatigue 5.0
… attempting to load pilot quirks 4.0, but won't take. :\