Here's a screencap showing off the list of incompatible JSONs going off the screen:
It'd be nice to have the list exported to a .txt file if the list gets too long. (Maybe 6 or more items?)
Here's the code of one of those JSONs, which seems like it should work: https://github.com/hongooi73/ExpandedArsenal/blob/main/internals/elite/Gear_PPC_Capacitator_2.json
The list you see is about not found .json files with definitions of these components, like ECM++ (Gear_Guardian_ECM_2) - these entries will disappear when you'll put related .jsons into correct folders. When I was writing Mech Designer there were only very few positions on this list, and showed only when testing adding stuff from DLCs to base game, and for that current solution was sufficient. Not so long ago I've noticed the same huge list issue when I was preparing VanilaPlus data folder, and added to my TODO list, if I'll update the Mech Designer, to write some solid dialog with scroll area instead of simple message box. Btw, a tip - you can click the list, use CTRL+A to mark all of these entries, and then use right mouse button or CTRL+C to copy the entries.
The linked PPC_Capacitor_2 works, in terms .json is processed, and PPC Capacitor++ listed in AddEquipmentDialog. However, only the part related to slots/weight is taken into calculations, not bonus damage and heat. That part is also put on TODO list - add support for various "statusEffects"
I've just tested it (the one uploaded as separate file) and works fine. However, it has been downloaded as .rar archive, to unpack it you need either 7zip, WinRAR, or other application which handles .rar files. Manual is a ,pdf, so Acrobat Reader, Foxitreader, or appropriate browser plugin is required.
Would it be possible that if someone adds files for a mech that's not in the editor, for example the Longbow, to the base game files, that it would load this for editing?
When I use the Save Editor to add a mech to the mechbay from the Mech Designer and then try and use that mech in a mission, the mission load screen hangs. Weirdly, if I start the mission without a custom mech, reload the Pre-Mission save, and use a custom mech, the mission loads properly, but I have to do that for every mission. Start without custom mechs, reload, and then start with custom mechs. Any idea what's going on?
Hmmmm .mechdesign file just contains data, it's up to save editor to put them into the game; however as I said these are exactly the same issues I've encountered, so it might be that Jaime's editor has a bug. Try to unequip all unusual stuff from the mech, then restore the design in the ingame mechlab - maybe this will help. If that won't help remove the mechs, then add their stock version using save editor, and separately quirk items (thrust kit, CQC etc.), then assemble the mechs in game.
Is it possible to edit hardpoints with this? Or if not would you be willing to add that feature? I know there are some mods out there that already edit around the hard points, but A: I haven't found any that increase it beyond 4 each per part, and B: it would be nice if I could do it myself. I do like having to work within constraints during campaign, but I also want to add in some of my custom builds from tabletop. I also assume I can add these new mechs into the game directly?
No, it's not possible to edit hardpoints via the tool. However, if you manually alter chassisdef_*.json file, and add hardpoints in table Locations : Hardpoints, which is fairly easy, Mech Designer will use your changes properly; it can even handle hardpoints placed in legs. Visually it allows to set 99 of each type of hardpoint, though practically the max will be number of slots in a location.
To add these mechs to the game directly you need another tool Jamie's BattleTech Save Editor https://www.nexusmods.com/battletech/mods/408 , it injects designs saved in *.mechDesign into mechbay.
Saving designs and being able to load them into game via Save Game Editor. With that, the streamlined UI you have to even be able to modify or build in the first place is glorious. Can build/modify a mech on the fly compared to in-game.
I see. Well, that actually bing me an idea to ask the author of Save Game Editor an option to export loadout of a mech from save to .mechDesign or .json file.
I too had a similar thought. Some way to export a loadout as a .json file via in-game and/or Mech Designer. Exporting a loadout from Save Game Editor as .mechDesign / .json would very useful as well.
Side note: I created a duplicate Battletech game folder as a test environment filled with custom edits and additions to mechdef, chassidef and upgrade files. I then created a duplicate folder for Mech Designer that points to that test environment. It works seamlessly. This I like :)
I've spoken with Jamie Wolf (the author of save game editor), and unfortunately such option it a way harder than I thought: "It's doable but it would be a significant amount of work since mechs aren't stored as JSON in the save, or even as one item. It's the main reason I haven't done it." (Roguetech discord, modding channel)
About separate data folder - indeed, I use it myself for development; but for Mech Designer you don't need to copy all the data, just folders: - ammunitionBox - chassis - constants - heatsinks - jumpjets - mech - upgrades - weapon - descriptions (well, actually only descriptions/biomes if I recall) - designMasks - movement also, you don't need duplicated installation of the app, just re-define jsonDataPath in setup.ini, using ';' to comment currently not used one, then restart Mech Designer: ;jsonDataPath=D:/Gry/BattletechHW/BATTLETECH/BattleTech_Data/StreamingAssets/data jsonDataPath=C:/BattletechTestEnv/data
Hey, no worries. The app is amazing as is. If the json mech file idea is not worth the time implementing, whatever you do have time to work on is. Also, thank you for the tip there on the test environment file setup. I can save myself some disk space now lol. Kudos!! Amazing stuff here.
Random thought: If json files can be loaded, would it be possible to overwrite those same json files or "save as" and create new ones through Mech Designer?
Of course. A design when loaded from a .json sets current file path to that .json, so it can be overwritten when "Save" is used. And "Export" options works no differently, you can choose other name for the file, leaving original one unchanged. "Save As" writes only in .mechDesign format.
If you do switch to the Nexus mods, do not activate both forums and posts, only one or the other. Plus, you do not have to worry about a bunch of dumbass rules and you control the forum, as you are the moderator in most situations.
To fix the Panther, open up the Panther file with Notebook, on the top line, find the "Unit_Sniper" and put a comma after it. It is just missing a comma.
Can someone point me to the errors in the combat constant file?
https://forum.paradoxplaza.com/forum/index.php?threads/battletech-urban-warfare-few-bugs-in-combatgameconstants-json.1186190/ View the attached screenshots, you'll have exact offsets where the errors occur.
Ah I see. This is 90% sure caused by this bug HBS did in 1.6 release: https://forum.paradoxplaza.com/forum/index.php?threads/battletech-urban-warfare-few-bugs-in-combatgameconstants-json.1186190/ When you start the Mech Designer it shows same warnings about error in parsing .json, right? One of entries in that file is related to engine heatsinks count, and because the file has not been processed variable which stores that number has default value 0. These errors are easy to fix on one's own, but let me know if you need help with that. Also, mech Panther 9R is affected by similar error.
Thanks for the offer had the Panther already fixed. Did the combatconstants today... 4h search trough the code with the text editor. But found all 3 errors and fixed them. Works perfectly now. But could could you point out to me where I can find the dlc mech and flashpoint data, since I'm at a loss there. Thanks for the quick replies and this good tool.
MechDesigner v<number> Installer.exe has listed DLC components to choose during installation, however it preforms a check if someone has installed an expansion. If you wish to add data manually, you can find it there - https://github.com/caardappel-hbs/bt-dlc-designdata All the data is pretty self-explanatory where it must be placed, however X-1 electronic warfare stuff have to be inserted into \data\upgrades\ElectronicWarfare
Because on Paradox I have own, separate subsection, and I deliberately asked admin to created one. But I admit, would I know NexusMods works the way it does I'd use it rather.
40 comments
It'd be nice to have the list exported to a .txt file if the list gets too long. (Maybe 6 or more items?)
Here's the code of one of those JSONs, which seems like it should work: https://github.com/hongooi73/ExpandedArsenal/blob/main/internals/elite/Gear_PPC_Capacitator_2.json
When I was writing Mech Designer there were only very few positions on this list, and showed only when testing adding stuff from DLCs to base game, and for that current solution was sufficient. Not so long ago I've noticed the same huge list issue when I was preparing VanilaPlus data folder, and added to my TODO list, if I'll update the Mech Designer, to write some solid dialog with scroll area instead of simple message box.
Btw, a tip - you can click the list, use CTRL+A to mark all of these entries, and then use right mouse button or CTRL+C to copy the entries.
The linked PPC_Capacitor_2 works, in terms .json is processed, and PPC Capacitor++ listed in AddEquipmentDialog. However, only the part related to slots/weight is taken into calculations, not bonus damage and heat. That part is also put on TODO list - add support for various "statusEffects"
Manual is a ,pdf, so Acrobat Reader, Foxitreader, or appropriate browser plugin is required.
I know there are some mods out there that already edit around the hard points, but A: I haven't found any that increase it beyond 4 each per part, and B: it would be nice if I could do it myself. I do like having to work within constraints during campaign, but I also want to add in some of my custom builds from tabletop.
I also assume I can add these new mechs into the game directly?
To add these mechs to the game directly you need another tool Jamie's BattleTech Save Editor https://www.nexusmods.com/battletech/mods/408 , it injects designs saved in *.mechDesign into mechbay.
Side note: I created a duplicate Battletech game folder as a test environment filled with custom edits and additions to mechdef, chassidef and upgrade files. I then created a duplicate folder for Mech Designer that points to that test environment. It works seamlessly. This I like :)
"It's doable but it would be a significant amount of work since mechs aren't stored as JSON in the save, or even as one item. It's the main reason I haven't done it." (Roguetech discord, modding channel)
About separate data folder - indeed, I use it myself for development; but for Mech Designer you don't need to copy all the data, just folders:
- ammunitionBox
- chassis
- constants
- heatsinks
- jumpjets
- mech
- upgrades
- weapon
- descriptions (well, actually only descriptions/biomes if I recall)
- designMasks
- movement
also, you don't need duplicated installation of the app, just re-define jsonDataPath in setup.ini, using ';' to comment currently not used one, then restart Mech Designer:
;jsonDataPath=D:/Gry/BattletechHW/BATTLETECH/BattleTech_Data/StreamingAssets/data
jsonDataPath=C:/BattletechTestEnv/data
Can someone point me to the errors in the combat constant file?
View the attached screenshots, you'll have exact offsets where the errors occur.
A screenshot how it looks when I have mech without heatsinks. Cooling shows up as a 0.
https://forum.paradoxplaza.com/forum/index.php?threads/battletech-urban-warfare-few-bugs-in-combatgameconstants-json.1186190/
When you start the Mech Designer it shows same warnings about error in parsing .json, right?
One of entries in that file is related to engine heatsinks count, and because the file has not been processed variable which stores that number has default value 0.
These errors are easy to fix on one's own, but let me know if you need help with that. Also, mech Panther 9R is affected by similar error.
Works perfectly now.
But could could you point out to me where I can find the dlc mech and flashpoint data, since I'm at a loss there.
Thanks for the quick replies and this good tool.
All the data is pretty self-explanatory where it must be placed, however X-1 electronic warfare stuff have to be inserted into \data\upgrades\ElectronicWarfare