Great mod. Simple, effective, and does exactly what it says. If you're open to recommendations, I would mention this: after going into the .json and allowing vehicles to panic/eject, the SLDF drones from the Raising the Dead mission also panic. They even have "Let's get outta here!" dialogue! Since these are supposed to be autonomous drones, it'd be cool if the mod exempts them.
It's not a big deal, as you can turn off the setting before the mission (if you know to do so), but I just wanted to mention it in case you didn't know that was the case.
Edit: Realized after posting this that this version isn't maintained anymore
I skipped the prologue in my latest playthrough based on your comment. As of this writing, I'm at the mission "War Council" and have had no issues. Thanks for mentioning this. I guess people who want to play the campaign from the very beginning just need to wait til after the prologue to install this mod.
I just had one of my own pilots panic eject for the first time. It made sense, they were in a really bad state. I actually appreciated it because he was probably gonna die if he stuck around.
Then I got to the victory screen....and he's dead. Pretty upsetting seeing as he ejected safely.
I then checked the mod.json file to see if I could glean anything, and found "CountsAsKills" = true. I figure this was to make sure missions respected you beating an enemy via panic as doing the objective. I was really hoping there would be something like "Ejection player kill chance" or "Player Ejection counts as kills" ect.
Seeing as somehow ejection for the player pilots = death, I'm going to have to do the dumb thing and disable it for players. It would be rad though if ejection counted as a kill in terms of defeating enemies (as not to cause bugs with missions) but for players acted like they had just pressed the Eject button on their turn.
Edit Even odder on the Memorial wall it says he was killed "Trying to jump onto the enemy Trebuchet" Seems like it's just a bug.
Quick question. I am playing BT 3025 CE and they somehow limited panick ejections to 1 part instead of 3. Do you know how they did that? It really bugs me.
Sorry I don't know offhand other than that it's going to be in the settings. Best contact the mod pack owner. I'm not maintaining this mod anymore as posted below. Good luck.
First, great mod btw. Now my question. Is there anyway to increase the duration of the "floats"? Theres a lot happening on the screen with the extra notifications and I could do with a second more to read them all! Cheers.
When playing in the Russian localization, I encountered a font problem on combat missions with information messages from the mech. The text becomes unreadable. I changed phrases and added information text to the localization file, but nothing helped. In English, everything is fine, but phrases are not shown in battle, they need to be included somewhere? And what can I do with localization to make it work properly?
This is an unresolved bug unfortunately. I'm not actively working on this project anymore. FMNatic has taken up maintainership at https://github.com/BattletechModders/PanicSystem, maybe they can help with the bugfix. I'm afraid I cannot.
73 comments
It's not a big deal, as you can turn off the setting before the mission (if you know to do so), but I just wanted to mention it in case you didn't know that was the case.
Edit: Realized after posting this that this version isn't maintained anymore
E: I started custom game and skipped the prologue. Hopefully the rest of the game works ok.
Can I install via vortex?
Is modtek required for this mod?
And how do I change the settings in it?
Then I got to the victory screen....and he's dead. Pretty upsetting seeing as he ejected safely.
I then checked the mod.json file to see if I could glean anything, and found "CountsAsKills" = true. I figure this was to make sure missions respected you beating an enemy via panic as doing the objective. I was really hoping there would be something like "Ejection player kill chance" or "Player Ejection counts as kills" ect.
Seeing as somehow ejection for the player pilots = death, I'm going to have to do the dumb thing and disable it for players. It would be rad though if ejection counted as a kill in terms of defeating enemies (as not to cause bugs with missions) but for players acted like they had just pressed the Eject button on their turn.
Edit
Even odder on the Memorial wall it says he was killed "Trying to jump onto the enemy Trebuchet"
Seems like it's just a bug.
Using with modtek and latest release from github.
Excellent mod!
Nexus version is outdated.
It adds a new layer to a largely mechanical game.
Is there anyway to increase the duration of the "floats"? Theres a lot happening on the screen with the extra notifications and I could do with a second more to read them all!
Cheers.