oh hey just letting dev know gauss ammo does NOT explode only the weapon itself does I checked the vanilla version and this is the case in coding for ( "CanExplode" : true, ) line & same should be applied to the gauss for this mod for consistency
Downloaded the mod manually, followed the instructions on a vanilla game. I open the game see the first few logos but the cinematic wont load and I'm stuck on a black screen. Any ideas?
I'm gonna assume that the mod doesn't work with the latest version of the game ie. Heavy Metal patch. The modding update requires some work to make old mods compatible. We can only hope Norinvaux updates the mod at some point.
Weapons seem to be bugged. Doing the campaign, anything destroyed with a UAC doesn't count towards any objectives. Did the Panzyr mission, used a UAC20 to destroy the building, didn't count.
For testing, modded the game so I could load 4 UAC20s onto one mech. Got behind an enemy mech, fired all four. Each one doing 200 damage, so 800 damage total, more than enough to destroy a mech, all showed internal damage, but only actually did about 30 damage total to internals. Should've completely obliterated the enemy mech.
Also noticed that even if all of them hit the target, pilots occasionally say they missed. I think both of these bugs have to do with the fact that you have them doing 100x2 damage, instead of 200 damage. I don't know if the super large number is messing with code, or maybe it's dealing all the damage with one shot but the second shot doesn't show, so it's considering it missed shot.
I haven't had any issues with the PPCs or Gauss Rifles so far, but haven't really tested extensively. Going to assume that since they both just shoot single shots, there shouldn't be any issues.
Edit: Never mind...on my current install I forgot to install the shot count mod. Working as intended now. Leaving this unedited in case someone else runs into this issue because they didn't read the OP.
You can make a ModTek version yourself. It's fairly simple.
Step 1: Extract the StreamingAssets folder from the mod archive (rar file) into BATTLETECH/Mods/CWTech Step 2: Take all the folders that are inside the StreamingAssets/mods folder and cut/paste it into BATTLETECH/Mods/CWTech Step 3: Make a file named mod.json (not mod.json.txt) in BATTLETECH/Mods and put the following into it: { Name: "Civil War Tech", Version: "0.9.1 (Modtek Port)", Enabled: true, Manifest: [ { Type: "HeatSinkDef", Path: "heatsinks\\" }, { Type: "UpgradeDef", Path: "upgrades\\" }, { Type: "WeaponDef", Path: "weapon\\" }, { Type: "ShopDef", Path: "shops\\" }, { Type: "ChassisDef", Path: "chassis\\" } ] } Step 4: Play the game.
(Note that I have not actually done this, myself, but this is the exact format for how BattleTech Enhanced did its ModTek version, so I see no reason why it would not work here. There is probably a mod.json layout that would allow you to leave the folders from StreamingAssets/mods where they are, but as I have not tested it, I'm not going to speculate on what that layout is.)
The mod I was copying the idea from kept anything that overrode base game files in the standard StreamingAssets/data/* within the mod folder, probably because ModTek does not need to inject anything into the VersionManifest.csv since those files are overriding base game paths that already exist in it. It's probably a bad idea to have ModTek inject a second, different path for an already-existing identifier into the game. Best case scenario, nothing bad happens, worst case scenario, the game tries to load both files and does weird stuff.
So this is the mod.json that I am using. I haven't moved planets yet to make sure the equipment is spawning, but the ModTek log showed that it loaded.
{ "Name": "Civil War Tech", "Version": "0.9.2.1", "Enabled": true,
"Description": "Mod for HBS's BattleTech game adding some civil war era weapons systems.", "Author": "Norinvaux", "Website": "https://www.nexusmods.com/battletech/mods/33?tab=description",
I was using a 2x Tonnage mod and 1.5x salvage mod as well as the easy game mod : https://www.nexusmods.com/battletech/mods/3 , and having no issues until I tried your mod. I got an infinite loading screen to skirmish mechbay after changing the CSV file to add your paths in. So I reset the game back to vanilla and it loaded fine then I edited the CSV file again with your paths and it went into infinite loading again, luckily I made a vanilla backup of the CSV this time and didn't have to reload it so I put it back in the game put it back to vanilla and it ran fine. For some reason your CSV edits don't work. or should I not be editing the CSV file with notepad++?
Tried the edits. on the JSON files and to CSV files at the end of Darkfang's comment chain. Still not working. Looks like this mod is broken for some of us. Don't know why when I have redownloaded 3 times and tried it a dozen different ways, cant make it come up. Too bad since it looks cool.
Okay yeah, there's a lot of stuff messed up in VersionManifest.csv. I think the author forgot to update it, or accidentally included an old version with it. Give me a while and I'll figure out how to make it work. I'll put it in the other thread, so everything that needs to be done is in one place, and then leave an edit on this post to let you know I've finished it.
EDIT: Finished. 5 lines in the CSV need to be edited.
I uploaded an update that should fix the messed up lines in the csv, it's my bad for not checking it thoroughly enough. The lines in the readme look okay, so for @AFGHANPSYCHO you just need to copy in the lines in the readme and it should be fine.
You NEED an editor like Notepad++ so you can keep the formatting correct. It’s near impossible not to miss a comma using normal Notepad. You’ll love it.
140 comments
Weapons seem to be bugged. Doing the campaign, anything destroyed with a UAC doesn't count towards any objectives. Did the Panzyr mission, used a UAC20 to destroy the building, didn't count.
For testing, modded the game so I could load 4 UAC20s onto one mech. Got behind an enemy mech, fired all four. Each one doing 200 damage, so 800 damage total, more than enough to destroy a mech, all showed internal damage, but only actually did about 30 damage total to internals. Should've completely obliterated the enemy mech.
Also noticed that even if all of them hit the target, pilots occasionally say they missed. I think both of these bugs have to do with the fact that you have them doing 100x2 damage, instead of 200 damage. I don't know if the super large number is messing with code, or maybe it's dealing all the damage with one shot but the second shot doesn't show, so it's considering it missed shot.
I haven't had any issues with the PPCs or Gauss Rifles so far, but haven't really tested extensively. Going to assume that since they both just shoot single shots, there shouldn't be any issues.
Edit: Never mind...on my current install I forgot to install the shot count mod. Working as intended now. Leaving this unedited in case someone else runs into this issue because they didn't read the OP.
I want to add these weapons to my game but I have no idea how to do it so my star league era weapons won't disappear :s
I know others dont like ModTek.
But thus far I have had zero luck with mods that alter Version Manifest and prefer the ease of Modtek.
If I knew how to do it myself I would gladly do so. Cheers.
Step 1: Extract the StreamingAssets folder from the mod archive (rar file) into BATTLETECH/Mods/CWTech
Step 2: Take all the folders that are inside the StreamingAssets/mods folder and cut/paste it into BATTLETECH/Mods/CWTech
Step 3: Make a file named mod.json (not mod.json.txt) in BATTLETECH/Mods and put the following into it:
{
Name: "Civil War Tech",
Version: "0.9.1 (Modtek Port)",
Enabled: true,
Manifest: [
{ Type: "HeatSinkDef", Path: "heatsinks\\" },
{ Type: "UpgradeDef", Path: "upgrades\\" },
{ Type: "WeaponDef", Path: "weapon\\" },
{ Type: "ShopDef", Path: "shops\\" },
{ Type: "ChassisDef", Path: "chassis\\" }
]
}
Step 4: Play the game.
(Note that I have not actually done this, myself, but this is the exact format for how BattleTech Enhanced did its ModTek version, so I see no reason why it would not work here. There is probably a mod.json layout that would allow you to leave the folders from StreamingAssets/mods where they are, but as I have not tested it, I'm not going to speculate on what that layout is.)
{
"Name": "Civil War Tech",
"Version": "0.9.1 (Modtek Port)",
"Enabled": true,
"Manifest": [
{ "Type": "AmmunitionBoxDef", "Path": "ammunitionBox\\" },
{ "Type": "HeatSinkDef", "Path": "heatsinks\\" },
{ "Type": "UpgradeDef", "Path": "upgrades\\" },
{ "Type": "WeaponDef", "Path": "weapon\\" },
{ "Type": "ShopDef", "Path": "shops\\" },
{ "Type": "ChassisDef", "Path": "chassis\\" }
]
}
{
"Name": "Civil War Tech",
"Version": "0.9.2.1",
"Enabled": true,
"Description": "Mod for HBS's BattleTech game adding some civil war era weapons systems.",
"Author": "Norinvaux",
"Website": "https://www.nexusmods.com/battletech/mods/33?tab=description",
"Manifest": [
{ "Type": "AmmunitionBoxDef", "Path": "ammunitionBox\\" },
{ "Type": "HeatSinkDef", "Path": "heatsinks\\" },
{ "Type": "ChassisDef", "Path": "chassis\\" },
{ "Type": "ShopDef", "Path": "shops\\" },
{ "Type": "UpgradeDef", "Path": "upgrades\\" },
{ "Type": "WeaponDef", "Path": "weapon\\" }
]
}
(I use selfmade ModTek version)
Will this work with Battletech Enhanced?
Thanks guys!!!!!
EDIT: Finished. 5 lines in the CSV need to be edited.
The lines in the readme look okay, so for @AFGHANPSYCHO you just need to copy in the lines in the readme and it should be fine.