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Haree78 - Justin Kayse - don Zappo and many others

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TheHaribo

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  1. TheHaribo
    TheHaribo
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    INSTALLATION INSTRUCTIONS BELOW IN THIS POST
    NOTE DO NOT DROP THIS MOD IN TO THE HBS MOD LOADER DIRECTORY, IT IS NOT INSTALLED IN YOUR Users\User\AppData\ FOLDER. Read the install instructions below. If you install using the default HBS mod loader it will be incredibly slow and some things will be broken.

    1.9.2.2 IS NOT SAVE COMPATIBLE WITH SAVES PRIOR TO 1.9.2.0

    BattleTech Extended 3025-3057 Commander's Edition 1.9.2.0
    REQUIRES A CLEAN MOD FOLDER INSTALL. Delete the contents of the \Mods\ folder before updating but you can keep the CommunityAssets folder if you are using the latest CAB. Read the install instructions below.
    NOTE: 1.9.0.0+ requires a new campaign/career save if playing a version before 1.9.0.0, stay on the older version if you wish to continue your save.
    *Known Issue*
    Currently it is not possible to go back to the Main menu and start a new game or load one. You need to restart your game when going back to the main menu or suffer unintended behaviour. Will be some work, but fixed later. I didn't want to hold back release for it.

    UPDATE THE CAB for this version, New models are required, check you have 4 directories for the CAB now.
    CAB-Clan Mech
    CAB-IS Mech
    CAB-Misc
    CAB-Tank

    1.9.2.2
    Fixes an issue that could cause an infinite mission load that would likely only occur with certain Mission Control settings.
    Fixed a flashpoint issue - RJPhoenix
    Updated Loot Magnet version to fix minor issues - FrostRaptor
    Fixed Daboku stock load out.
    Added more fluff events - craig77
    Grammar corrections and Star System description improvements - Tetro75
    Grammar corrections in loading tips - Arran
    Added a workaround for Xanthe star system having 2 instances that wont break saves but wont be in an issue in future saves.
    Changes to the Xotl tables mod to be able to handle a lot more mechs and vees and to shave a little off load times

    1.9.2.1
    Make sure you update the CAB for new vehicles, and clean out the previous mod before installing the update or left over redundant content will break your game.

    The Xotl tables now work with vehicles, this fixes the issues with vehicles appearing in the wrong timeline, this also means vehicle rarity compared to each other is now as lore accurate as it can be.  It also means rarity changes over time based on the tables.

    The rest of the vehicles missing that should be around have been added to the mod, helped by FrostRaptor giving us several vehicle models we didn't have before.

    Multiple fixes to rarity, nothing major but should stop some edge case mistakes with the rarity.

    Performance increases.  Lots of spring cleaning has been done and streamlining to shave a little off load times and minor things in mission.

    1.9.2.0
    300+ units added to the game, faction units and Mercenaries, sporting the correct unit colours and insignia. These units will move around the Inner Sphere depending on in game date, garrisoning different planets based on source books. When facing a faction you will often face the planetary garrisoning forces or forces garrisoned nearby worlds instead of a generic faction name.
    Remember units will move around, and mostly garrison borders, large events like the clan invasion, or official formation of the Federated Commonwealth will see units move around a lot. After the Federated Commonwealth is officially formed each Ally's units can fight for each other.
    Random access tables will vary based on the unit and date. Some units will bias speed, mobility, fire power or short range, or have lots of certain mechs.
    If you go to the middle of a faction territory where no units are stationed you will likely be facing standard Local Militia forces, who will have no mech upgrades and be using some of the mechs relegated to Militia only forces.

    Massive rework of how the map is generated and the types of contracts available will mean factions will offer contracts far in to each others borders but factions will not be targets for contracts far in to others borders. This will mean there is more contracts against factions rather than pirates or government forces. Conflicting territory borders will still have the most variety.
    Improvements to the Clan Invasion to be even closer to what occurred in the Lore, including the involvement of Clan Diamond Shark.

    Now using Jamie Wolf's 'Mech Affinities mod. This has new effects for Pilot Quirks but more significantly has a very different system of gaining experience with 'Mech chassis'. There is almost a unique combination per chassis for bonuses gained from becoming an expert with a 'Mech.

    Added a bunch of new Vehicles to the game.

    Improved 'Mech rarity to account for varying level of equipment for certain units even prior to Helm Core introduction.

    Improved the flashpoint restrictions based on the date in game. Some flashpoints have been moved around the map to bring the player around the map where a lot of the content of the mod is residing.

    Simulation mode now imposes Tabletop armor restrictions. Also included one step armor editing for all difficulties by shift clicking armour arrows.

    Large rework of shops and the progression system.Faction shops now directly correlate to Mech factories. These will pop up or disappear based on factories entering the mech market or being destroyed. Lots of work has occurred to make this as 1 to 1 to the lore as possible with some poetic license of extra mechs and equipment being available at factories for gameplay, perhaps they are being refurbushed.
    Note because this is based directly on what is produced and when you can research what is being built where on sarna.net, to save you a trip half the way across the galaxy to the Wasp factory.
    Unlike in the previous version you need to be allied to a faction to have access to the mechs they are producing at their factories. There is still mechs and salvage on the market like previously, if slightly reduced, the factories will always have stock if allied.
    Buying the best versions of weapons and equipment can only occur either through alliance, loot or the black market. The black market has however been toned down on how it always had a plethora of the best available equipment, even though they will still appear.

    Fixed the issues with certain zip programs messing up star system files on extraction
    Fixed Outworlds Alliance planets to be restricted during campaign, when travel is restricted
    Fixed sprint and shoot quirked mechs working with coils
    Lots of minor fixes

    1.9.1.7 Released (Can copy over the top of a 1.9.1.5 install, do a clean install if you didn't pick up yesterday's version)
    Fixed Simple Mech Assembly to use the correct config to limit combining certain variants
    Fixed weapons not appearing in salvage
    Fixed Light Gauss Ammo appearing

    1.9.1.5

    Happy holidays everyone, hope you are all staying safe and wish you all a better and prosperous 2021
    Thanks to the kind donators I will soon have a hardware upgrade so I may be able to play the game as it is meant to be played, thank you, sincerely

    Added the Thunder *3055 Liao - Thanks CAB team for the model
    Changed the Bombardier to use non substitute model - Thanks CAB team for the model
    CASE has been reworked (All locations on Clan mechs have CASE except head).  As HBS Battletech all locations have CASE by default the half ton cost of case upgrades the location to CASE II (0.5 tonne heavier in Tabletop rules).
    CASE II vents the explosion out of the rear armor, or standard armor on locations that don't have a rear and destroy armor at that location, it also only applies 5 damage to the structure in the location of the CASE protected explosion.  Note, this does not protect the pilot from an injury.
    Added a whole bunch of loading tips to tell you about features you probably didn't know about - Thanks Lady Alekto for the method
    Reduced the amount of resolve being generated at the highest levels of morale slightly
    Fixed vehicles spawning out of timeline, really this time, I hope
    Fixed cases where the new Flashpoints weren't spawning
    Fixed some badly defined mechs
    Fixed ammo spawning for the late timeline rare weapons when they appear in shops
    Fixed AMS appearing in salvage when no mech had an AMS
    Bug fix for Tukayid Flashpoint
    Adjusted spotting range upgrades because it was potentially causing bugs with the AI
    Stopped the Flashpoint system prioritising the Raven and Hatchetman flashpoints (As these are not required for said 'Mechs to spawn)
    Fixed Tournament of Champions flashpoint spawn to be easier to do (may need to wait for it to spawn again) - Thanks RJ Phoenix for the fix
    Minor Salvage system bug fixes - Thanks mcb for the update
    Pushed the major factions to operate a bit further in to each others territory to make more planets interesting in terms of contracts
    Fixed some typos
    Made mild improvements to 2020, may need further tweaking

    1.9.0.0 changes:
    Full map timeline
    Now not only is 'Mech rarity lore accurate over the timeline, so is the Inner Sphere map and the factions that inhabit it. This includes of course the clan invasion of the inner sphere. How much this effects your game depends on what year you start in. Planets will flip ownership based on the various wars day by day so you are actually inhabiting the most accurate representation of the Inner Sphere so far.
    You are getting monthly news letters when appropriate as 'Mechs are released, letting you know who is building newly developed units, and these 'Mechs can be found in stores at the planet they are manufactured and of course being used by the factions that are adding them to their arsenal. (Remember you can press Ctrl-F on the map to search for various things including system names)
    If you forgot which system a 'Mech is being built at but want to go buy one you can search sarna.net to figure out who is building it where.
    New factions will be around based on the timeline. Factions where they have distinctly different 'Mech rarities have been included, periphery factions that would just be using Phoenix 1s and Griffin 1Ns have been left out, they may make the map look prettier but they would be extremely bland if someone was drawn over there by their pretty faction icon.
    Massive rework of the map and biomes that will be used in maps, increasing map variety. Improved lore consistency and made the amount of types of different planets more accurate. As an example of the biggest difference, the previous version would only give you jungle maps on a tropical planet, it now gives jungle, desert, badlands (Australia type maps), and some watery type maps.
    Clans
    Added as an 'end game' enemy, the various clan factions will begin taking periphery planets near the end of 3049, hitting the Inner Sphere proper in 3050.
    Contracts against the clans difficulty is not the same as IS contract difficulty. A half skull is more like 3.5-4 skull approx and 5 skull is off the charts compared to what you have faced before.
    Clan rarity is also based on the lore and changes day by day as with any other faction, you will be meeting first line clan 'Mechs most of the invasion with garrison/2nd line 'Mechs not being seen hardly ever until after the Battle of Tukayid.
    Clan 'Mechs and weapons are better than anything else in Extended so far, your enemy will be far superior, and the rewards much greater. But clan contracts will be much more limiting on the amount you can salvage per mission.
    Omni 'Mech functionality
    With this update omni 'Mechs, Inner Sphere and the Clans, behave slightly differently to before.
    Omni 'Mechs ready in half the time and when put in to storage are stored in parts.
    In Simulation mode, and the other modes once you have the required Argo upgrade, you can build an Omni 'Mech variant from any other parts of the same omni 'Mech as long as you have ever before salvaged a part of that omni variant. You will always from then on have the 'Mech part for that variant listed in your 'Mech storage, even if you have zero parts. If you want to build an omni variant you can shift click that variant, even with zero parts, and if you have the required amount of parts from the other variants of that omni it will build as needed.

    Various other additions are in to be discovered.
    New higher difficulty Inner Sphere contracts that are against elite units of the various factions. After 3050 these missions will become available, and the A/B ranked units will slowly begin to look very different in 'Mech composition to the C/D/F ranked units, taking the contracts against the A ranked units will mean you are much more likely to face los tech based weaponry.
    After the Wolf's Dragoons make their home in Outreach you may be able to buy certain 'Mechs off of them.
    Shops around the sphere will begin to sell los tech based weapons around the clan invasion when 'Mechs using them weapons begin production proper (the balanced 31st century versions, not the SLDF reward versions).
    Weapon availability in shops varies slightly based on the faction that owns a planet.
    A few new 'Mech models thanks to the CAB team.
    A new Flashpoint from Ablomis based on the Grey Death Legion's involvement in the war of 3039.
    An optional mod to make flashpoints appear or not based on date, so you wont be discovering a brand new 'Mech, the Raven 1X or Hatchetman 3F in 3052.
    When the Bounty Hunter turns up in a contract to hunt you (not Flashpoint) he will be using his appropriate 'Mech, the upgraded Marauder he uses after 3044, and then the Mad Cat he gets hold of early during the clan invasion.
    Hiring hubs are now around the inner sphere, and can be searched by pressing Ctrl-F while on the map and typing "hiring hub".

    Notes on the configuration of Extended. The package is downloadable as intended however that's not to say that is the only way to play Extended.
    For example Extended includes Mission Control, check out this awesome mod here: https://www.nexusmods.com/battletech/mods/319
    Many of the features of the mod have been turned off by default as missions, clan difficulty etc. has been balanced around that. However you can turn on things like random extra lances, hot drops and true mission evacuation, look up Mission Control for the many cool things it can add.
    Extended is also compatible with Bigger Drops: https://github.com/BattletechModders/BiggerDrops/releases/tag/1.0.0
    This awesome mod allows you to play with more more than 4 Mechs, this is recommended to be played along side Mission Control's extra lances, and to be played in Simulation mode. It's not in by default because it will massively increase the time per mission. But feel free to add as recommended if that is your bag.
    Extended gives you 4 choices of when to start the Timeline (game engine limitation to be able to only offer 4), but this is configurable easily with a bit of .json editing or changing file names. Within Mods\Timeline\ is a file called event_timeline_set.json. This offers 3025, 3039, 3049 and 3053. Within \dates_3050s\ and \dates_previous\ is some slightly different options, dates_previous has 3057 offered instead of 3039, the timeline stops in 3057 for mech rarity and the map changes but is a good one to choose if you just want everything available and around from the start.

    Optional Feature:
    * NOTE you will need to skip the prologue of the campaign is using these settings *
    Extra settings have been made to be more in line with streamer https://www.twitch.tv/beagsandjam/ wishes. This is an optional patch you can download and apply.
    These are changes for if you have mastered the game. The reason I don't add in to the main package is because I know a lot of people wont like the change because it removes some crutches. The start of the game will be harder and the end game will be brutal. These changes are also intended to make less missions 'barely a scratch' missions just for money.
    Reworked Bulwark. If you want to make your game harder and/or are tired of how strong Bulwark is you have an optional new balanced Bulwark rework available. This can be switched on or off on it's own by switching the "UseBulwarkRework" : false to true in \Mods\BT_Extended_CE\mod.json.
    What does the optional new Bulwark do? Instead of applying an extra 20% damage reduction it instead gives you a free Brace when moving outside of cover. Meaning you are not tied to cover for moving and firing. It does not apply to sprinting and jumping. Less of a pure tank skill, and more of a mobility option skill. You will need to go in to cover and vigilance/brace to get 40% damage reduction, 60% is now impossible and vigilance and brace doesn't stack with the free brace when moving out of cover. This is meant to make the game harder, you have been warned, but makes your choice of secondary 1st tier skill more of a choice.
    Increased Contract Difficulty. Lots of missions have a reworked difficulty, harder in most cases. Most affected are early missions. Most cases of reduced armor enemies have been removed unless it is the theme of the mission, no more than 75% armor. Flashpoint/Story missions are untouched to keep the intended difficulty/balance.
    Reworked drop costs/mission rewards. Drop costs are increased and higher diffuclty missions have scaling more rewards. This makes higher end mission more worth it, and bringing heavier mechs a choice you need to consider. This is also to encourage more varied chassis usage, and also encourage not bringing such a cake walk lance to lower end contracts.
    Less crunchy vehicles. Vehicles no longer take double damage from melee.

    Known Issues:
    On some language versions of Windows when you extract the mod from the zip file with the standard Windows zip file system it will mess up file names for star systems and cause all sorts of issues like infinite loads and contract issues. Unzip the zip file with 7zip will work around this issue.

    REQUIRES MODTEK (included in the zip, thanks mpStark, Frost Raptor and other contributors) - Do not use the in game mod launcher for this mod as it will be insanely slow and some things will straight up break.
    REQUIRES FUNKY INSTALLATION Follow the procedure below or you will see weirdness
    Thank you to Shadowfox who generously gifted me the Heavy Metal expansion.

    Some notes on features:
    What Extended offers is a slice of the BattleTech timeline, I want to be playing in the actual BattleTech universe as written. So mech/vee rarity, and technology rarity is totally based on that. The later you get in the timeline the more common the newer stuff becomes. There is some poetic license, I didn't totally remove coil weapons that are a made up concept in HBS Battletech, but they are extremely rare and only found on research planets. Stuff like that is meant to make the variety still there while still being much truer to the lore. Also level 2 tech such as streaks, pulse lasers, ferro fibrous, endo steel etc. are rare as they come out and only start appearing more as you get further in to the 3050s. So if you want maximum variety in your game start later in the timeline. 3025 and 3039 are for if you prefer a generally low tech game, and you essentially wont see clans until you are way past ready to face them after 1000+ hours of play.

    This isn't a one to one translation from the Tabletop
    The translation fits the HBS game in a fun adding way. Mech builds are from the tabletop, and the factions are using what they should be using but changes were made for gameplay reasons. Double Heat Sink engines provide -40 heat sinking instead of -60 so that heat it still a concept in the game for example. This way it is much less balance breaking if you play when different levels of tech becomes available to you.

    For new players:
    Roll the game on by one day when you first start to be able to select the year to start your game in, if you do a contract without this you will be using 3025 tables.
    Mech kills after a mission might display a red mech icon, it is a mech kill awarded from the enemy ejecting.
    Crit chances of items in the Center Torso are lower in line with Tabletop's 12 slots for the CT location compared to HBS 4 so stock mechs like the Thunderbolt, Phoenixhawk and Warhammer aren't quite so unintentionally vulnerable. I still wouldn't advise it though ;)
    Shots outside of optimum range are slightly less accurate.
    The Heavy Metal loot crate has been left in, the mod is meant to be played without it, but you have the option.
    Colours for los indicators: Red is a front arc shot, blue is a side arc shot, green is rear. Obstructed is shown by a broken line as before. Purple is an obstructed shot on a downed mech.
    Read tooltips for weapons, for example pulse lasers and streak srms ignore some evasion. Artemis means LRMs are more likely to hit the same spot as the original missile that hits.

    Remember to hover over pilots and mechs portraits to see quirks that will affect your game. In the mech lab hover over the Stock Role description.
    You can take fatigued pilots in to missions, it really isn't a big deal, just sub optimal and rewards having and rotating more pilots. It's cheaper to have more pilots, lower pilot maintenance costs and cheaper pilot space argo upgrades.

    FAQ:
    Q What year should I start my game?
    * 3025 is how you have experienced the game on release, level 1 Tech, with super rare chances of los tech.
    * 3039 is primarily a different option for people who love the lore, not much is different, Kurita has some new toys and what is going on in the map is different but you realistically wont see the clan content or most of the level 2 tech.
    * 3049 is much like 3025, the Inner Sphere really hasn't changed much but it is right at the cusp of things changing and Helm rediscovered technology is slowly filtering in. Expect level 2 tech to be pretty rare finds and you will see the appearance of the clans in real time.
    * 3053 The IS is starting to look a bit different. Not overwhelmingly so. If you are fighting one of the 5 major houses expect to see level 2 tech every other mission. If you play a long campaign things are going to be changing a fare amount.
    * 3057 The IS has seen a large change. While we still have a lot of the level 1 tech mechs out there level 2 tech is much more of a common sight. You are not going to see level 2 every mission, but there is plenty to find.
    Also note Pirates and periphery factions are very unlikely to use level 2 tech, it's possible because of salvage mechs, but expect tons of Wasp 1As and Griffin 1Ns. The major houses aren't sharing.
    If you started your game in 3025 and somehow played until the clock went to 3057 it would be the same in your game as if you started in 3057, but bare in mind the sphere barely changes between 3025 and 3049 in terms of 'Mechs and technology.

    Q Why did I just get low xp?
    A From the main mod page:
    On Hard mode pilots only earn xp based on the mission difficulty, each difficulty has a cap where pilots will earn less xp from them, this is based on real difficulty so right now there is no preview of if you will gain xp as it would reveal the real difficulty. As a general guide 5 skull is max, 4.5 9/9/9/9 pilots, 4 skull 8/8/8/8, this is the same going down half a skull is each level. However bottom end contracts are slightly different, half skull is 3/3/3/3, 1.5 skull is 4/4/4/4, 1 skull is inbetween. 2.5 skull is 5/5/5/5, 2 inbetween.
    Pilots will begin to only get 10% of the xp from contracts if the difficulty is 'beneath' them. This is a form of encouragement to challenge yourself, but also to slow the power curve in to the late game so things aren't too easy before you get there.

    Q Can I change engines?
    A If that is your thing, try other mods. Extended goes for making each mech feel like owning something different in the game, it's more in keeping with the majority of the lore that customization is limited and barely happens in the era, and makes Pokemechs more fun. If I can turn a Pikachu PKC-1 in to a Bulbasaur BUB-3X by changing it's innards you gain something, but lose something in gameplay also.

    INSTALLATION if it fails check each instruction carefully
    If you have installed any mods to the HBS mod folder, disable loading mods in game and remove them from the HBS mod directory. If you have no mods installed ignore this step.
    Now if you have anything in the \Steam\steamapps\common\BATTLETECH\Mods\ folder, clean it out or it will cause you issues.
    Download the zip file for Extended 3025-3057 CE for Battletech 1.9 and extract the contents to \Steam\steamapps\common\BATTLETECH\Mods\
    NOTE This means extracting multiple directories from the downloaded zip file, you are not extracting a single folder, you are not placing the zip file in to the \Mods\ folder, you will see multiple directories in the \Mods\ folder after this step. Google zip files and extracting if this step is a challenge to you.
    Download the full Community Asset Installer https://www.nexusmods.com/battletech/mods/393?tab=files and install. Follow the install procedure at the link provided.
    Go in to the \Steam\steamapps\common\BATTLETECH\Mods\ModTek\ folder and run the ModTekInjector.exe

    Note: There is a known issue with umlaut system file names not extracting correctly from the zip file on some people's foreign language system, from another user:
    @Haree78 Fixed
    The trick is to load 7z (The app) and use the extract function.

    Now you are installed.
    When you boot the game you should see Modtek 0.7.7 appear on the screen. And when you get to the main menu you will see the BattleTech - Extended Commander's Edition logo. If not you messed up on one of the instructions.

    You can always ask for help, make suggestions, report issues on our Discord: https://discord.gg/KSmamMz
  2. ElricVIII
    ElricVIII
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    I'm really enjoying this mod, but I was wondering if there was somewhere that I could find more details on the mechanics and unit additions to the game. Unless I'm looking in the wrong place, it seems like some things have been modified when compared to the standalone versions of mods in the game. 

    For example, playing in simulation mode I don't see the CBTBehaviors like keeping evasion or sprinting not ending the turn.
  3. redlegs90
    redlegs90
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    I just started using 3025 in the last 2 weeks; a question on pilot affinity toward mechs. Only the current status for 3 mechs is shown on the pilot summary; will pilot gain affinity toward additional mechs beyond 3. For example, the commander has 3 mechs from early in the game before I got Heavy mechs so his summary shows affinity to blackjack, centurion and griffin. I want to start using him and gaining affinity toward Warhammer. Even thought I don't see on his summary will he gain affinity toward that 4th mech. thanks.
    1. tomsie007
      tomsie007
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      That is correct. You can have affinity gain on all mechs, with just the top 3 showing in UI.
  4. ishootblanks
    ishootblanks
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    Running into an issue, upon startup certain mods are not loading properly, found this in the modtek folder,

    Warning: Will not load VXI_FlashpointShift because it's lacking a dependency or has a conflict.
    Warning: Will not load MechResizer because it's lacking a dependency or has a conflict.
    Warning: Will not load Flashpoint_Fighting_Ghosts because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_Timeline because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_Quirks_Plus because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_Quirks because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_Plus because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_JJs because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_FPLore because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_EngineSize because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_Clans because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_CE because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended_3050 because it's lacking a dependency or has a conflict.
    Warning: Will not load BT_Extended because it's lacking a dependency or has a conflict.


    Any ideas?
    1. Pecansandie
      Pecansandie
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      I had to double check all my locations again.  Make sure the cab files are in the mod folder along with bt3025ce mods. Then rerun modtek, and then update the cab.  Worked for me, hopefully you'll get the same results.
    2. dj4822
      dj4822
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      ? Make sure the cab files are in the mod folder along with bt3025ce mod

      This is super important, current installation for CAB says that modtek should go in a separate "My Games\" folder, but that's not true for BT3025CE. Wish that was documented somewhere! 
    3. Jhojnows
      Jhojnows
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      So I ran into this same problem, moved the CAB files into the mod folder, deleted the .modtek folder, hit injector again, but it keeps saying these mods failed to load.  Solutions?
    4. bigrich78
      bigrich78
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      having this issue as well.
    5. TheHaribo
      TheHaribo
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      Guys, you don't have to scroll back far to see this issue is repeatedly reported.  It is 99% of the time because the CAB isn't installed in the correct location or the install instructions were not followed correctly.  I have written the install instructions to the best of my ability but it's impossible for me to predict every possible hiccup that could occur if someone makes a mistake following the instructions or has a knowledge gap in something I am talking about.
      If you require further assistance to get things running the best thing you can do is jump on discord and explain what is going on in the #installation-issues channel, you will very quickly get help there.
  5. Reinhardsson
    Reinhardsson
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    Well, the MOD keeps getting better and better!

    But... with the newest version missions often load infinitely/ do no load at all.
    It happens way to often, that the second mission after reboot won't load.
    (I almost always tab out of the game, do something else, while it loads, due to the long load times. Even with SSD. No idea if that might be a trigger here.)

    That's so annoying.
    1. tomsie007
      tomsie007
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      I've recently ran into this problem, and after playing 1000days + almost problem free. Now it seems to be every other mission I'm running into infinite loads pre-battle. 
    2. TheHaribo
      TheHaribo
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      This isn't a known issue, have you made sure you have the latest CAB installer and installed the CAB?  Do you have 4 CAB directories inside the \Mods\ along side the Battletech Extended folders?
    3. tomsie007
      tomsie007
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      • 51 posts
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      It's just a bit random. I was running 1.9.20, ran into the problem at about day 2000, started getting annoyed so removed everything and updated to the new version (reinstall of mod and cab), and still had the issue. I benched all my mechs, then remade only 8 and thought it was fine, but had the issue again on the third map I tried. Was about to give up in a salty rage and just play Disco Elysium, but tried removing two empty folders in my Battlech documents (Cache and Database), removed .modtek and reinjected, sold a load of accumulated campaign junk, and today and last night it's been behaving itself. f*** Knows, I'm one of those people that's literally never managed to finish a Bethesda game, because I've butt f***ed my savegane into mod oblivion with my retardedness.

      Thank you for replying, anyway (also to my previous question about mortars). The mod is boss, it's got me hooked on BT again, despite how janky the engine can be. Keep up the good work!
    4. tomsie007
      tomsie007
      • member
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      Another quick question; Is there a chance for Comstar units to show up in any highlighted sector when I Ctrl-F and search for "Comstar", or must their faction icon be shown in the "Active Factions" tab as well?
    5. Reinhardsson
      Reinhardsson
      • member
      • 55 posts
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      ?This isn't a known issue, have you made sure you have the latest CAB installer and installed the CAB?  Do you have 4 CAB directories inside
      the \Mods\ along side the Battletech Extended folders?
      Yes, everything is as it should be.

      Hmm, lately it doesn't happen anymore, which is good of course!
      But i just can't remember changing anything...
    6. TheHaribo
      TheHaribo
      • member
      • 272 posts
      • 23 kudos
      tomsie007 and Reinhardsson If you get it again, the crash, come on discord and show me your log files at that point, before restarting the game.  The #bug-reports channel shows where to find the log files I need.  Because it's rare I haven't yet been given a log file showing what is failing to load so I've no idea what is going on here.
      Usually failing to load is an issue with a mech model, but I've no idea which one could be an issue, and if it is just your set up or is common.  The reason I think it is a local issue is it is being reported by so few people.
    7. Narf9900
      Narf9900
      • supporter
      • 1 posts
      • 0 kudos
      I'm having the same issue. Infinite load screen.

      Just downloaded everything. Have all the CAB folders and other mods setup correctly. Game just never loads campaign.
    8. zente0
      zente0
      • member
      • 9 posts
      • 1 kudos
      I have erased and reinstalled Battletech and installed the new 1.9.2.1. I started at 3049 timeline. I have been playing about 150-200 days so far and all seems well but not matter where I go or what faction, I don't get any priority missions available. I get the normal planetary missions and missions to other places but not the faction priority ones ( with multiple missions and payout at the end ). I am not talking about Flashpoints just priority missions. Is this due to the timeline I selected or is something else wrong? Any help would be appreciated.

      Zente0
    9. tomsie007
      tomsie007
      • member
      • 51 posts
      • 2 kudos
      I'm still getting it, only it's random when it happens (I can play 5 or 6 maps no problem, then sometimes the first map i try in an evening won't load), and alt-f4 and restarting the game seems to sort the problem. Just seen your post, so next time it happens I'll hop on discord and see where the error logs are report back. Cheers fella.
    10. TheHaribo
      TheHaribo
      • member
      • 272 posts
      • 23 kudos
      So I've got a log file for this, it is reporting a Direct 3D error, related to newer Nvidia drivers.  I know for one user rolling back the Nvidia driver fixed the issue.  I shall continue to investigate.
    11. TheHaribo
      TheHaribo
      • member
      • 272 posts
      • 23 kudos
      Can people that have this issue reinstall the latest Nvidia drivers and this time do a CLEAN install and PLEASE let me know if this has an effect?
    12. tomsie007
      tomsie007
      • member
      • 51 posts
      • 2 kudos
      Not been on quite so much lately, sorry. I've clean installed latest Nvidia drivers this evening though, and played 6 or so maps without it happening. Early signs are good, usually would've happened at least once by now. I'll keep you posted if it happens again. Thank you dude, been mega helpful, really appreciate all the help. 

      Edit- Bugger, nah it's happened again. Second mission after starting the game up. I'm attempting to post a bug report thingy on the discord.
    13. DESF
      DESF
      • member
      • 11 posts
      • 0 kudos
      just curious:
      You all get to the point, where you see the Leopard in orbit but you can not click to beginn mission, or does your game freeze earlier?

      I can reproduce this when Bigger Drops enabled. Game freezes, the button to begin mission stays dark. (Prepping for combat)
      Empty mod folder except 4 asset folders, copy latest ComEdt. into the mod folder - game works, mission starts
      Copy 'Bigger Drops' into the msdafdods folder and the mission can not be startet. Even with 3 mech.
      Tried various Bigger Drops version.
      Funny, because it worked with Bigger Drops before, then suddenly stopped. (Older BTAComEdt. +BiggerDrops)
      So I cleaned mod folder, updated the CAB files, this mod, but the error stays for some reason, as soon as I copy BiggerDrops to the folder.

      [Edit]
      ...
      deleted details
      ...

      After clearing settings-folder, re-injecting modtek etc. it now works with Bigger Drops. (Most of the times.)
      Remaining problems seem to be memory-issues and directX-errors, that sometimes appear.



    14. tomsie007
      tomsie007
      • member
      • 51 posts
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      No, it's the black load screen just prior to the Leopard drop screen that gets stuck for me.
    15. TheHaribo
      TheHaribo
      • member
      • 272 posts
      • 23 kudos
      Reinhardsson can you give something a go for me https://www.dropbox.com/s/4thg0we7rb9gcvh/Extended_CE.dll?dl=0
      Can you drop this in to BT_Extended_CE and overwrite the file there.  Then let me know if you are still getting infinite loads?

      3 people have shown me log files of when they got infinite loads.
      The first had issues with the latest Nvidia drivers and resolved it by rolling back.
      The second for some reason had to reinstall the base game because they were getting a Direct X11 error.  Not caused by the mod as such, but somehow a corrupt install was having issues once the mod was applied.
      The third showed a fringe case that could occur with the Bigger Drops/Full Mission Control patch and the above linked file has some fixes that attempt to resolve that issue.
  6. Kaisermn1
    Kaisermn1
    • member
    • 1 posts
    • 0 kudos
    I couldn't get this mod to work. I am not technical by any means, I tried my best to follow the installation instructions but I think I'm just too dumb. I wish someone would write them down like they are explaining them to a 5 year old. 

    Also, there are 2 downloadable files in the Community Asset Bundle. I tried both, after reinstalling Battletech before each try. No dice. 

    I think I'll switch to playing RogueTech. Their mod was much easier to install, which is too bad because I played your Mod a year ago and liked it very much. The Rogue Tech mod seems overly complicated :P

    Thank you and good luck, I hope my feedback helps
    1. bigrich78
      bigrich78
      • member
      • 2 posts
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      I also can't get it to work. Flashpoint mod isn't loading for me, I think.  This then causes 5 other mods not to load, or something similar. For something that takes so long to download, it is frustrating.
  7. bobitis
    bobitis
    • member
    • 1 posts
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    Is there a list somewhere of what planets make which mechs?
    1. Gundoggy
      Gundoggy
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      • 4 posts
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      Check Sarna.
  8. JerichoRehling
    JerichoRehling
    • supporter
    • 1 posts
    • 0 kudos
    Hello,

    I cannot, for the life of me, figure out how to change the start year. All of the mods loaded succesfully without error, and I can change, for example, my starting world. But I see no option anywhere for a year change.
    1. Gundoggy
      Gundoggy
      • member
      • 4 posts
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      advance the time, it will then let you pick the year.
  9. InquisitorChaos
    InquisitorChaos
    • member
    • 1 posts
    • 0 kudos
    I'm loving this mod, but I have one problem with it. I don't like how much the gameplay is sped up. Is there a way to decrease gameplay speed back to vanilla? I prefer the slow paced mech animations over the faster ones.
    1. Thyrthane
      Thyrthane
      • member
      • 56 posts
      • 0 kudos
      I have never tried to reduce pace but there is a "Movefaster" mod and the name suggests disabling it will make the game slower...
    2. VipreRx
      VipreRx
      • member
      • 3 posts
      • 0 kudos
      Thyrthane is correct, the Movefater mod increases the mech animation/movement speed 50% faster than default. disabling the mod or deleting the folder will do what you're asking.
  10. bvalente17
    bvalente17
    • member
    • 1 posts
    • 0 kudos
    Hi all, going on my 2nd run, loved the game and this mod is AMAZING :) Kudos to developers!

    QUESTION: Is there a way to make it so low-skull missions are still available later in the game, with light/med mechs, so you don't end up having to go always with assaults and can use your other hw?

    thanks!
  11. zente0
    zente0
    • member
    • 9 posts
    • 1 kudos
    No priority faction mission:

    I am doing career mode with no other mods installed.

    I have erased and reinstalled Battletech and installed the new 1.9.2.1. I
    started at 3049 timeline. I have been playing about 150-200 days so far
    and all seems well but not matter where I go or what faction, I don't
    get any priority missions available. I get the normal planetary missions
    and missions to other places but not the faction priority ones ( with
    multiple missions and payout at the end ). I am not talking about
    Flashpoints just priority missions. Is this due to the timeline I
    selected or is something else wrong? Any help would be appreciated.

    Zente0