Mod is now compatible with 1.9.x versions of BattleTech. (The latest mod update [April 20th 2022] did not change anything, only added a folder for mod after unzip to help with install)
DO NOT INSTALL THIS MOD IF YOU NEED TO PLAY THE CAMPAIGN TUTORIAL If you are starting a new campaign game, make sure to SKIP the tutorial missions or activate this mod only after you complete them. As the Blackjack values being updated to tabletop means that you will get stuck on the tutorial mission.
For DLC you must use ModTek and download the additional files for the DLC The main mod IS NOT included with the optional DLC files so install the main mod + any of the DLC files you own
So im trying to install the dlc part and...... IDK whats going on Edit: This has happened with Urban Warfare as well but i have to check the logs to see if its the same issue
[LOG] "CBT Balance Overhaul Flashpoint" Manifest: [ERROR] Uncaught ModTek exception!: System.NullReferenceException: Object reference not set to an instance of an object at ModTek.Features.Manifest.ModsManifest+<>c__DisplayClass9_0.<FixMissingIdAndType>b__0 (BattleTech.VersionManifestEntry x) [0x00011] in <be558fc32b7e41f5a46a6f0043129313>:0 at System.Linq.Enumerable+WhereArrayIterator`1[TSource].ToList () [0x00019] in <1b13ba6391c74847bbc3eddc86df7eee>:0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <1b13ba6391c74847bbc3eddc86df7eee>:0 at ModTek.Features.Manifest.ModsManifest.FixMissingIdAndType (ModTek.ModEntry entry) [0x00074] in <be558fc32b7e41f5a46a6f0043129313>:0 at ModTek.Features.Manifest.ModsManifest.AddModEntry (ModTek.ModEntry entry) [0x00000] in <be558fc32b7e41f5a46a6f0043129313>:0 at ModTek.Features.Manifest.ModsManifest.NormalizeAndExpandAndAddModEntries (ModTek.ModDefEx modDef, ModTek.ModEntry entry) [0x00037] in <be558fc32b7e41f5a46a6f0043129313>:0 at ModTek.Features.Manifest.ModsManifest.NormalizeAndExpandAndAddModEntries (ModTek.ModDefEx modDef, ModTek.ModEntry entry) [0x000a1] in <be558fc32b7e41f5a46a6f0043129313>:0 at ModTek.Features.Manifest.ModsManifest+<BuildModdedBTRL>d__4.MoveNext () [0x00165] in <be558fc32b7e41f5a46a6f0043129313>:0 at ModTek.Features.Manifest.ModsManifest+<HandleModManifestsLoop>d__3.MoveNext () [0x000cf] in <be558fc32b7e41f5a46a6f0043129313>:0 at ModTek.UI.ProgressPanel+ProgressBarLoadingBehavior+<RunWorkList>d__20.MoveNext () [0x0007b] in <be558fc32b7e41f5a46a6f0043129313>:0
What version of ModTek are you using? I know the ModTek team have tried to make an update for the DLC whereas you don't need the complete DLC file to make changes anymore, just the files that changed. However, I could never get my mod to work with that, that is why the big, large DLC files.
Heyo, steps to get this working with ModTek 2.0+. (With the large files). If you need help getting it to work with smaller files let me know.
The Provided mod.json's aren't valid json files there is a trailing comma.
You don't have to roll back to 0.7.7 to use this just changes the way it loads. Create a Director called AssetBundle and move the large file in that directory.
Modify the mod.json for each DLC: Add a Manifest Array with Type AssetBundle and Path AssetBundle
Love the mod, I can tell you put a lot of work into it. I was checking my jsons for errors and your global.json file popped up; reviewing your global files for the AI and you'd left the C# comments in there like HBS did. If I can make a recommendation to pull these out on your release.
HBS uses fastjson for parsing and the AI will reference this file on load but will fail, now they wrote a patch for their own game but this has to strip the comments and then attempt to reload the file. This will have to fall back to the 'slow' parser which is significantly slower. Turbine and BTPF handled this with a patch on preload but anyone not using it will see significate delays while loading or playing the game, and these mods are no longer supported.
Aldodrem, apologies if this has asked before, but do you have any plans on integrating CAC into the mod? It would fix the Snub PPC scaling damage, and the LBX "shotgun only" issues. I do realize that would mean the mod wouldn't be a "vanilla only" requirement though.
I didn't specifically change anything purposely for spore fields. Changes were made which modifies AI behaviors for all terrain tiles (which would include spores).
Owners of Flashpoint, Heavy Metal or Urban Warfare can now rejoice. As all the Mechs and Vehicles of the game have now been correctly implemented with the proper tabletop move values, sprint values and part costs.
Updated to the latest but DLC weapons/mechs aren't done so they still carry vanilla game values. Working on doing that but life is busy hard and this game I don't actively play so it is on the far back burner.
It works as is, the only issue you might run into is if their weapon value changes don't jive as well anymore. But I'm using it now and it works great.
You should really check those mods by McFistyBuns https://github.com/McFistyBuns They're bringing Battletech a few steps closer to TT. Together with CBT Balance Overhaul they're making a nice pair.
And GlancingBlowDamageMultiplier is not changed in mod, meaning bulwark still gives 50% damage reduction (though stability reduction was decreased to 25%)
I have just calculated new values for ToHitBaseFloor, ToHitGunneryDivisor, PilotingBaseFloor, PilotingDivisor and PilotStabilityCheck (CBT Piloting mod) that will make accuracy as close as you can get, using integer divisor, to TT rules. Using 2d6 roll, mechwarrior (8/8 TT) will have a ~41.77% chance to pass an unmodified roll. Using ToHitBaseFloor 37.5%, ToHitGunneryDivisor 16, PilotingBaseFloor 52.5%, PilotingDivisor 16 and PilotStabilityCheck 65% you can achieve very close results.
Since I converted the mod over to use the loader I'm glad it is getting synergy with other people's work! Just waiting to see what the Linux update does, heard the leveling system for pilots and their skill/abilities is completely rewritten. So should be interesting (mb I'll finally finish the game, don't know how many playthrough I did but I've never progressed past the fuel tanker explosion, lol).
Those mods by McFistyBuns are really great. In one of the mods he removed the overheat damage and implemented chance for ammo to being blown up. With that mod many people will appreciate LL and PPC even more. The other allows running and shooting and the third one introduces stability checks based on piloting skills. It finally starts to feel like TT :) But I think the most essential mod is Turbine, as it improves loading times a lot and mitigates additional delays introduced by BTLM/ModTek. Skills really need revising. From what I've read, they have done quite nice work. I'm only worried about 75% dmg reduction from Bulwark in special situations ... Mr Data, shields up ...
172 comments
DO NOT INSTALL THIS MOD IF YOU NEED TO PLAY THE CAMPAIGN TUTORIAL
If you are starting a new campaign game, make sure to SKIP the tutorial missions or activate this mod only after you complete them. As the Blackjack values being updated to tabletop means that you will get stuck on the tutorial mission.
For DLC you must use ModTek and download the additional files for the DLC
The main mod IS NOT included with the optional DLC files so install the main mod + any of the DLC files you own
Edit: This has happened with Urban Warfare as well but i have to check the logs to see if its the same issue
[LOG] "CBT Balance Overhaul Flashpoint" Manifest:
[ERROR] Uncaught ModTek exception!: System.NullReferenceException: Object reference not set to an instance of an object
at ModTek.Features.Manifest.ModsManifest+<>c__DisplayClass9_0.<FixMissingIdAndType>b__0 (BattleTech.VersionManifestEntry x) [0x00011] in <be558fc32b7e41f5a46a6f0043129313>:0
at System.Linq.Enumerable+WhereArrayIterator`1[TSource].ToList () [0x00019] in <1b13ba6391c74847bbc3eddc86df7eee>:0
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <1b13ba6391c74847bbc3eddc86df7eee>:0
at ModTek.Features.Manifest.ModsManifest.FixMissingIdAndType (ModTek.ModEntry entry) [0x00074] in <be558fc32b7e41f5a46a6f0043129313>:0
at ModTek.Features.Manifest.ModsManifest.AddModEntry (ModTek.ModEntry entry) [0x00000] in <be558fc32b7e41f5a46a6f0043129313>:0
at ModTek.Features.Manifest.ModsManifest.NormalizeAndExpandAndAddModEntries (ModTek.ModDefEx modDef, ModTek.ModEntry entry) [0x00037] in <be558fc32b7e41f5a46a6f0043129313>:0
at ModTek.Features.Manifest.ModsManifest.NormalizeAndExpandAndAddModEntries (ModTek.ModDefEx modDef, ModTek.ModEntry entry) [0x000a1] in <be558fc32b7e41f5a46a6f0043129313>:0
at ModTek.Features.Manifest.ModsManifest+<BuildModdedBTRL>d__4.MoveNext () [0x00165] in <be558fc32b7e41f5a46a6f0043129313>:0
at ModTek.Features.Manifest.ModsManifest+<HandleModManifestsLoop>d__3.MoveNext () [0x000cf] in <be558fc32b7e41f5a46a6f0043129313>:0
at ModTek.UI.ProgressPanel+ProgressBarLoadingBehavior+<RunWorkList>d__20.MoveNext () [0x0007b] in <be558fc32b7e41f5a46a6f0043129313>:0
Use version v0.8.0.0
?07/07/2022 04:10 PM <DIR> .
07/07/2022 04:10 PM <DIR> ..
07/07/2022 04:09 PM <DIR> AssetBundle
07/07/2022 04:10 PM 339 mod.json
10/15/2020 11:26 AM 16 modstate.json
?{
"Name": "CBT Balance Overhaul UrbanWarfare",
"Enabled": true,
"DependsOn": [
"CBT Balance Overhaul",
"ModTek"
],
"Version": "1.1",
"Description": "Overhauls UrbanWarafre DLC using CBT as a base reference",
"Author": "Aldodrem",
"Website": "https://www.nexusmods.com/users/28548545?tab=user+files",
"Manifest": [
{
"Type": "AssetBundle",
"Path": "AssetBundle"
}
]
}
Love the mod, I can tell you put a lot of work into it. I was checking my jsons for errors and your global.json file popped up; reviewing your global files for the AI and you'd left the C# comments in there like HBS did. If I can make a recommendation to pull these out on your release.
HBS uses fastjson for parsing and the AI will reference this file on load but will fail, now they wrote a patch for their own game but this has to strip the comments and then attempt to reload the file. This will have to fall back to the 'slow' parser which is significantly slower. Turbine and BTPF handled this with a patch on preload but anyone not using it will see significate delays while loading or playing the game, and these mods are no longer supported.
?HBS.Util.JSONSerializationUtility.StripHBSCommentsFromJSON
Is this compatible with BT Extended?
And GlancingBlowDamageMultiplier is not changed in mod, meaning bulwark still gives 50% damage reduction (though stability reduction was decreased to 25%)
I have just calculated new values for ToHitBaseFloor, ToHitGunneryDivisor, PilotingBaseFloor, PilotingDivisor and PilotStabilityCheck (CBT Piloting mod) that will make accuracy as close as you can get, using integer divisor, to TT rules. Using 2d6 roll, mechwarrior (8/8 TT) will have a ~41.77% chance to pass an unmodified roll. Using ToHitBaseFloor 37.5%, ToHitGunneryDivisor 16, PilotingBaseFloor 52.5%, PilotingDivisor 16 and PilotStabilityCheck 65% you can achieve very close results.
But I think the most essential mod is Turbine, as it improves loading times a lot and mitigates additional delays introduced by BTLM/ModTek.
Skills really need revising. From what I've read, they have done quite nice work. I'm only worried about 75% dmg reduction from Bulwark in special situations ... Mr Data, shields up ...