V 1.8.0.0 - Battletech Flash Point & Heavy Metal DLC needed
This started out as a bit of a joke from a thread over on the Paradox forums, but then I decided that I may as well toss this together for myself as I had just run into the Kell Hounds DLC Flashpoint mission.
It makes Morgan a larger than life MechWarrior AND gives him his signature Archer 'Mech (loaded with top end weapons).
Other than that, this is the original 3rd act of the Kell Hounds Flashpoint with a minor change to include the Archer instead of Orion for Morgan's ride.
Special thanks to:
@bloodydoves for his Archer mod being the original inspiration
@LadyAlekto for her EWS Upgrade
@scJazz / @Amechwarrior for looking this over
@OathOfFealty (aka LegendKiller) for his reworked Kell Hounds logo.
To use this mod you will need:
Battletech Flashpoint DLC
Battletech Heavy Metal DLC
To Install: Download the Give_them_Kell.zip file
PLEASE NOTE : This version is still in test mode for the latest HBS release using their ModManager.
In order to install please do the following :
Unzip and place in : C:\Users\(((YOUR USER ID)))\Documents\my games\BattleTech\mods\
NOTE : all the JK mods will now be stored in a single folder called JK_BTMods to make organization easier
The first time you start the game, it takes a bit to load, and screen will look like it locked up
Then start the game and click on "mods" button in lower left corner
Make sure all the mods are checked as active (yellow check)
Then close the game and restart
Next time you encounter the Kell Hounds mission, if you choose the path where you fight alongside Morgan, you will see him in all his glory !!!
You have "The Archer" listed as a requirement for this mod. "The Archer is no longer available of download here. Is there an alternate location? Or is it no longer required? Or how required is it?
This conflicts with cFixes, and won't load. Would it be possible to get a modified version that plays nicely, or directions on what would need changing to make them play nice? Thanks.
Hmmm - I run cFixes and hadn't had the error. As long as cFixes loads first, it should work fine.
What error are you seeing with the conflict? If it is load order / over write - then I can just make cFIxes an Optional dependency - which should force it to load first.
Deleting the .modtek folder (notice the "." at the front) might help with load order as well.
Hunh. Just tried it again, and it loaded up fine. Go figure.
Before ModTech had been telling me that Give Them Kell had not loaded. When I looked at the log it indicated a conflict with cFixes (sorry, can't remember what exactly it said). But after reading your reply I dropped the folder back in, deleted .modtek (tend to do that any time I change my mods now). And launched it... and it worked fine.
Go figure. Maybe it was just the load order like you say and this time it got it sorted.
Thanks - I appreciate you following up with me. Based on your feedback, I'm going to guess it was indeed the load order.
For the next version I have already adjusted the Mod.Json to make cFixes and Optional Requirement, which means it will load Give them Kell after cFixes (when present)
Welp, its been a long curvy road, but it looks like what is actually the problem is... the Archer.
I had been 'using' the CAB 3025 Single Folder, but that turns out to not actually do anything. So I went back to single installing mechs, and when I added the old BD Archer for Vanilla... boom. Give Them Kell won't load. The only Give Them Kell entry in the log file is:
Warning: Will not load Give_them_Kell because it's lacking a dependency or has a conflict.
I found some other Kell messages. this is the only one that seemed relevant: Warning: Could not find an existing VersionManifest entry for mechdef_archer_ARC-T_fp_morganKell!
So, does it need something that isn't in the BD Archer folder? Something that does appear to be in the CAB folder (and I could 'borrow' and put in the Archer folder)?
I don't know why I thought it was the cFixes file, I was playing around with the single mech files then as well, before switching to the CAB folder, before finding it isn't actually a mech repository despite taking up a LOT of space.
Edit 1: Any time I try to load the old mech files it fails to load the battle maps, just spins away for ever. Don't know where the heck people get mechs from now if CAB isn't a mech addition mod, and the old mods don't work? Was going see if I could scavenge from the 3025 Extended mod, but it only has some mechs... although I might add some of them in for variety.
Colobo's Hanger seems to work, so I might try looking through his files and see what is different between his and the other ones, see if it just needs a tweak somewhere. But if its skin or mesh related, I'm hooped.
Edit 2: Well, I've found out the Better Performance mod will let the old mechs run, yay me, but Give Them Kell still thinks something is missing. Odd that it was happy with the CAB files even though they are just the asset bundles (tried copying those over, no joy) and hardpoints, which didn't seem different between the existing file. Oh... and a HUGE freaking mod.json file with every path for every part of every mech.
The single CAB folder installs all of the Asset Bundles - but it doesn't apply 'Mechs/Vees.
For that you need other mods that apply the vehicles - the JK Variants mod has a CAB folder in it with all the mechdefs that work with the 3025 folder.
I am wondering if the movement / portrait is missing - see I added those in. Can you try this version of the : https://drive.google.com/open?id=1CRA13QxyB5GUbNupV0D1VXwBKZNZ5lpW
If this doesn't work, please send me your ModTek.Log file
Loaded with no complaint, of course I'm a long way from running that mission so won't know for sure, but I think it not declaring an error is a very positive sign.
This started out as a bit of a joke from a thread over on the Paradox forums, but then I decided that I may as well toss this together for myself as I had just run into the Kell Hounds DLC Flashpoint mission.
It makes Morgan a larger than life MechWarrior AND gives him his signature Archer 'Mech (loaded with top end weapons).
Other than that, this is the original 3rd act of the Kell Hounds Flashpoint with a minor change to include the Archer instead of Orion for Morgan's ride.
Special thanks to:
@bloodydoves for his Archer mod
@LadyAlekto for her EWS Upgrade
@scJazz / @Amechwarrior for looking this over
@OathOfFealty (aka LegendKiller) for his reworked Kell Hounds logo.
To use this mod you will need:
Battletech Flashpoint DLC
ModTek
BD_Archer (Bloody Doves Archer mod) or Community Asset Bundle
To Install: Download the Give_them_Kell.zip file and expand in your BATTLETECH/Mods folder.
Next time you encounter the Kell Hounds mission, if you choose the path where you fight alongside Morgan, you will see him in all his glory !!!
Not sure if Im just being dumb (though I just came back to Battletech after like a year and a half) but Modtek/BTML wont load this mod cause its either missing depndancies or has a conflict
This started out as a bit of a joke from a thread over on the Paradox forums, but then I decided that I may as well toss this together for myself as I had just run into the Kell Hounds DLC Flashpoint mission.
It makes Morgan a larger than life MechWarrior AND gives him his signature Archer 'Mech (loaded with top end weapons).
Other than that, this is the original 3rd act of the Kell Hounds Flashpoint with a minor change to include the Archer instead of Orion for Morgan's ride.
Special thanks to:
@bloodydoves for his Archer mod
@LadyAlekto for her EWS Upgrade
@scJazz / @Amechwarrior for looking this over
@OathOfFealty (aka LegendKiller) for his reworked Kell Hounds logo.
To use this mod you will need:
Battletech Flashpoint DLC
ModTek
BTML
BD_Archer (Bloody Doves Archer mod)
To Install: Download the Give_them_Kell.zip file and expand in your BATTLETECH/Mods folder.
Next time you encounter the Kell Hounds mission, if you choose the path where you fight alongside Morgan, you will see him in all his glory !!!
22 comments
V 1.8.0.0 - Battletech Flash Point & Heavy Metal DLC needed
This started out as a bit of a joke from a thread over on the Paradox forums, but then I decided that I may as well toss this together for myself as I had just run into the Kell Hounds DLC Flashpoint mission.
It makes Morgan a larger than life MechWarrior AND gives him his signature Archer 'Mech (loaded with top end weapons).
Other than that, this is the original 3rd act of the Kell Hounds Flashpoint with a minor change to include the Archer instead of Orion for Morgan's ride.
Special thanks to:
To use this mod you will need:
To Install:
Download the Give_them_Kell.zip file
PLEASE NOTE : This version is still in test mode for the latest HBS release using their ModManager.
In order to install please do the following :
Unzip and place in : C:\Users\(((YOUR USER ID)))\Documents\my games\BattleTech\mods\
NOTE : all the JK mods will now be stored in a single folder called JK_BTMods to make organization easier
Next time you encounter the Kell Hounds mission, if you choose the path where you fight alongside Morgan, you will see him in all his glory !!!
If not, for now because problems with the HBS mod manager is not available.
What error are you seeing with the conflict? If it is load order / over write - then I can just make cFIxes an Optional dependency - which should force it to load first.
Deleting the .modtek folder (notice the "." at the front) might help with load order as well.
Before ModTech had been telling me that Give Them Kell had not loaded. When I looked at the log it indicated a conflict with cFixes (sorry, can't remember what exactly it said). But after reading your reply I dropped the folder back in, deleted .modtek (tend to do that any time I change my mods now). And launched it... and it worked fine.
Go figure. Maybe it was just the load order like you say and this time it got it sorted.
Thanks for the reply!
For the next version I have already adjusted the Mod.Json to make cFixes and Optional Requirement, which means it will load Give them Kell after cFixes (when present)
I had been 'using' the CAB 3025 Single Folder, but that turns out to not actually do anything. So I went back to single installing mechs, and when I added the old BD Archer for Vanilla... boom. Give Them Kell won't load. The only Give Them Kell entry in the log file is:
Warning: Will not load Give_them_Kell because it's lacking a dependency or has a conflict.
I found some other Kell messages. this is the only one that seemed relevant:
Warning: Could not find an existing VersionManifest entry for mechdef_archer_ARC-T_fp_morganKell!
So, does it need something that isn't in the BD Archer folder? Something that does appear to be in the CAB folder (and I could 'borrow' and put in the Archer folder)?
I don't know why I thought it was the cFixes file, I was playing around with the single mech files then as well, before switching to the CAB folder, before finding it isn't actually a mech repository despite taking up a LOT of space.
Edit 1: Any time I try to load the old mech files it fails to load the battle maps, just spins away for ever. Don't know where the heck people get mechs from now if CAB isn't a mech addition mod, and the old mods don't work? Was going see if I could scavenge from the 3025 Extended mod, but it only has some mechs... although I might add some of them in for variety.
Colobo's Hanger seems to work, so I might try looking through his files and see what is different between his and the other ones, see if it just needs a tweak somewhere. But if its skin or mesh related, I'm hooped.
Edit 2: Well, I've found out the Better Performance mod will let the old mechs run, yay me, but Give Them Kell still thinks something is missing. Odd that it was happy with the CAB files even though they are just the asset bundles (tried copying those over, no joy) and hardpoints, which didn't seem different between the existing file. Oh... and a HUGE freaking mod.json file with every path for every part of every mech.
For that you need other mods that apply the vehicles - the JK Variants mod has a CAB folder in it with all the mechdefs that work with the 3025 folder.
I am wondering if the movement / portrait is missing - see I added those in. Can you try this version of the :
https://drive.google.com/open?id=1CRA13QxyB5GUbNupV0D1VXwBKZNZ5lpW
If this doesn't work, please send me your ModTek.Log file
I left the BD Archer in place and also dropped the new folder in to the mods folder. Same error.
Here is the log file.
https://drive.google.com/file/d/10qaEVddkLIJBUerlM6b7QHiiuAXCV4EJ/view?usp=sharing
"DependsOn": [ "CommunityBundles" ],
with
"DependsOn": [ "bd_archer" ],
Loaded with no complaint, of course I'm a long way from running that mission so won't know for sure, but I think it not declaring an error is a very positive sign.
Tusen takk!
Let me know how it goes once you run into the mission :)
V 1.6.2 - Battletech Flash Point DLC needed
This started out as a bit of a joke from a thread over on the Paradox forums, but then I decided that I may as well toss this together for myself as I had just run into the Kell Hounds DLC Flashpoint mission.
It makes Morgan a larger than life MechWarrior AND gives him his signature Archer 'Mech (loaded with top end weapons).
Other than that, this is the original 3rd act of the Kell Hounds Flashpoint with a minor change to include the Archer instead of Orion for Morgan's ride.
Special thanks to:
To use this mod you will need:
To Install:
Download the Give_them_Kell.zip file and expand in your BATTLETECH/Mods folder.
Next time you encounter the Kell Hounds mission, if you choose the path where you fight alongside Morgan, you will see him in all his glory !!!
Try the latest version and let me know if you have an issue please
"it will be nice to be back in the saddle again."
Or at least that better meets my UK English sensibilities.
Updated and fixed - thank you :D
Glad you are on the ball ;)
PS; is this mod only for vanilla?, or can work with MechEngine Archer version too
Its made for Vanilla - but you could build Kell's Archer in MechEngineer and save over the spot/slot.
I believe Lady A may be working on a Kell Archer
V 1.3.2 - Battletech Flash Point DLC needed
This started out as a bit of a joke from a thread over on the Paradox forums, but then I decided that I may as well toss this together for myself as I had just run into the Kell Hounds DLC Flashpoint mission.
It makes Morgan a larger than life MechWarrior AND gives him his signature Archer 'Mech (loaded with top end weapons).
Other than that, this is the original 3rd act of the Kell Hounds Flashpoint with a minor change to include the Archer instead of Orion for Morgan's ride.
Special thanks to:
To use this mod you will need:
To Install:
Download the Give_them_Kell.zip file and expand in your BATTLETECH/Mods folder.
Next time you encounter the Kell Hounds mission, if you choose the path where you fight alongside Morgan, you will see him in all his glory !!!