Incase some of you might have trouble installing this with RogueTech & ModTek.
This is the proper VersionManifestEdit which needs to be implemented into VersionManifest. The original VersionManifestEdit from this mod misses on one extra ",False" command on 13 lines. Just backup your manifest first incase something goes wrong or deleted. Then add these lines at the end of the VersionManifest as discribed by Callyste.
perhaps its just me being dumb, but the versionmanifest part doesn't work for me, it always crashes the game. could you please explain, where to exactly in the versionmanifest do i put the new contents in? i've tried start and ending.
Hello! You should add the lines at the end. I recommend using SublimeText to edit versionmanifest.csv, rather than notepad, wordpad or else. I noticed editing the original versionmanifest is a bit messed up with notepad. Also, does it crash, or does it give you that infinite loading?
I had this same problem. Spent some time fumbling around with the code and figured out a second ",False" at the end of each line in the Versionmanifest.csv file had been added at some point in the past (It's been about a year since I last played/modified Battletech). Anyhow, after manually adding this second ",False" at the end of each line I found the game is loading properly. My only guess at this point is that it was added and/or has something to do with a file referral with respect to the first DLC expansion pack.
Very nice. I was gonna look and add them to the stores tonight but i see you did that with this update.
I think im still going to change it a bit tho and make it so there only available in research planets, so there a bit more rare. Still easy to get, but id have to actually look for a place to get them. Great job tho, i might play around with them now. :)
Thank you! And yes, you're welcome to modify it to suit your preferences! I made them available everywhere on purpose, so people who just want to get them asap can - but in an ideal world, you are right they should be rare :)
Hmm... I should have been clear in the description but forgot to mention: this adds the modules to the Skirmish mechlab. Alas, I have not even played the story campaign, so I am not in a position to correctly add them to stores and test it all works :/. Sorry for the misunderstanding, I'll update the description. On the other hand, anyone is welcome to use my work to add them to campaign mode stores. I would even update the file here.
Just added them, there are a couple of ways depending on how you want it implemented. I just added it to shopdef_Components_base_0.json in the inventory part of the file so I can buy as many as I want wherever I want. However, to prevent conflicts from other mods, it's probably better to make a new shop .json and stick it in the named mod folder. You can set whatever planet criteria you want and how prevalent the parts are in the file.
Ah, thanks for the hints! Yes, I'll probably make a new shop .json then to avoid conflicts, but I will make them available everywhere. I will update the mod tonight, with other changes (heat sinking accurate to the tabletop, and now more versions of the PWS restricted to Mech tonnage... every Mech will now have access to a PWS with accurate weight for their tonnage!)
I think you have them weighing a bit too much too. They are supposed to weigh 7% of the mech's weight. As that would be difficult to calculate with the mod, you have to give them a fixed weight. So assuming the heaviest mech in the category, say a 75 ton mech, 7% of which is 5 tons, not 6.
You're technically right. Although! Technically, the fairest way to make this module was to use the Jump Jets as base, as they are the only components that can restrict usage based on Mech's tonnage. The drawback is, it makes the module eats up one Jump Jet hardpoint. So, in order to the the fairest possible, the module technically includes a Jump Jet.
So I calculated the weight using the median weight for every class. 7% of that, rounded up, then offset the weight up to account for this "integrated" Jump Jet. Thus Standard ends up being 2.5t + 0.5t, Heavy 5t + 1t, and Assault 7t + 2t
Although, now I think of it... I based the modules on the 3 existing variants of the Jump Jets. But technically, I think I should be able to create as many as there are Mech tonnages. This would mean accurate weights across the board, rather than using averages. I'll work on that this evening.
Hah, if only! :D Anyway, I have already updated and tested the files on my end, for every tonnage. Someone is helping me with getting them available in the campaign mode's stores - once I got that figured out, hopefully tonight, I'll update the mod here on Nexus.
Should add in description as to exactly what lines/files you edit so that people can manually add in the lines since this will most likely conflict with alot of mods.
The Partial Wing System components are added to the Jump Jet section of the (skirmish) Mechlab, and don't replace the original Jump Jets. Basically, you use it in conjunction with traditional Jump Jets. Since the mod only adds new files and doesn't replace/edit any, there is near zero possibility of conflict!
the damage in game is multiplied by 5 for most weapons and the heat sinks/generation is multiplied by 3. The wing should radiate 9 heat in game to match tabletop rules not 3.
22 comments
This is the proper VersionManifestEdit which needs to be implemented into VersionManifest.
The original VersionManifestEdit from this mod misses on one extra ",False" command on 13 lines.
Just backup your manifest first incase something goes wrong or deleted.
Then add these lines at the end of the VersionManifest as discribed by Callyste.
Gear_PartialWing_Generic_Standard,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Standard.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Heavy,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Heavy.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Assault,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Assault.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Standard25,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Standard25.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Standard30,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Standard30.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Standard40,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Standard40.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Standard45,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Standard45.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Standard55,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Standard55.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Heavy65,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Heavy65.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Heavy75,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Heavy75.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Heavy80,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Heavy80.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
Gear_PartialWing_Generic_Assault95,JumpJetDef,mods/PartialWingSystem/Gear_PartialWing_Generic_Assault95.json,15,2018-02-27T00:45:28.3055231Z,2018-04-05T01:11:44.4005746Z,,,False,0,False,False
shopdef_PartialWing_all,ShopDef,mods/PartialWingSystem/shopdef_PartialWing_all.json,8,2018-02-27T00:45:28.7315252Z,2018-04-05T01:11:45.0426105Z,,,False,0,False,False
,
could you please explain, where to exactly in the versionmanifest do i put the new contents in?
i've tried start and ending.
You should add the lines at the end. I recommend using SublimeText to edit versionmanifest.csv, rather than notepad, wordpad or else. I noticed editing the original versionmanifest is a bit messed up with notepad.
Also, does it crash, or does it give you that infinite loading?
I will try out Sublime, thanx.
Let me know how it goes.
Includes integrations to campaign stores, more accurate heat sinking value, and accurate weight for every mech!
I think im still going to change it a bit tho and make it so there only available in research planets, so there a bit more rare. Still easy to get, but id have to actually look for a place to get them. Great job tho, i might play around with them now. :)
And yes, you're welcome to modify it to suit your preferences! I made them available everywhere on purpose, so people who just want to get them asap can - but in an ideal world, you are right they should be rare :)
On the other hand, anyone is welcome to use my work to add them to campaign mode stores. I would even update the file here.
Yes, I'll probably make a new shop .json then to avoid conflicts, but I will make them available everywhere.
I will update the mod tonight, with other changes (heat sinking accurate to the tabletop, and now more versions of the PWS restricted to Mech tonnage... every Mech will now have access to a PWS with accurate weight for their tonnage!)
Technically, the fairest way to make this module was to use the Jump Jets as base, as they are the only components that can restrict usage based on Mech's tonnage. The drawback is, it makes the module eats up one Jump Jet hardpoint. So, in order to the the fairest possible, the module technically includes a Jump Jet.
So I calculated the weight using the median weight for every class. 7% of that, rounded up, then offset the weight up to account for this "integrated" Jump Jet. Thus Standard ends up being 2.5t + 0.5t, Heavy 5t + 1t, and Assault 7t + 2t
Although, now I think of it... I based the modules on the 3 existing variants of the Jump Jets. But technically, I think I should be able to create as many as there are Mech tonnages. This would mean accurate weights across the board, rather than using averages. I'll work on that this evening.
Anyway, I have already updated and tested the files on my end, for every tonnage.
Someone is helping me with getting them available in the campaign mode's stores - once I got that figured out, hopefully tonight, I'll update the mod here on Nexus.
Since the mod only adds new files and doesn't replace/edit any, there is near zero possibility of conflict!
The wing should radiate 9 heat in game to match tabletop rules not 3.