Don't see why not. Does BTE have it's own version of pilot quirks? Some of the big overhauls already have adopted this mod and implemented it or their own versions. Don't know with BTE, though.
I absolutely love the idea of this, but is there a way to either choose from several options so that choosing the same three options doesn't result in the exact same quirks? I assume that's how this is set up, that your initial 3 background choices create the quirk/flaws and as such will be the same if you choose the same background.
What if it could be randomized from within a pool where applicable? Not everything for everyone, but a pool of relevant options that could happen for each. Just a thought.
Can't say I mind what I ended up with, though. I really gave me a nice start to my personal narrative in the game :)
Want to say I like the idea of playing around with quirks and stories for your commander creation (especially since I use the pilot quirks mod), but a bit of a creative note: the spelling and grammar errors make me 'oof' while reading. I have the cfixes mod because of that sort of reaction. May want to run past all the writing and check for them. I was going to do it myself, but I think I'll remove it for now and hope you have those future updates going and these tiny changes come with them. Cheers.
Well, I didn't want to make the commander OP. But if you replace any trait in one of the background choices with "AbilityDefBWidowsKiss" for example, it should work. IF those skills are coded in a way, that they would effect the player.
Just check the pilot files in \StreamingAssets\data\pilot for the ability names.
Does it need an update? I don't play BT atm, so I didn't test it. As I don't use a .dll, it shouldn't be necessary. As for any update of features: I already used all existing skills, so I'm not quite sure, what I should update.
Marvelous mod, thank you. I go out of my way when playing Roguetech to find pilots with useful skills. It bothers the heck out of me that my starting 'main' pilot is ultimately less useful than the pilots I hire. Your mod addresses that issue nicely.
This mod merges seamlessly without issue with Roguetech 1.7.1. Just paste the contents of the zip file into your mod folder and load up Roguetech the way you normally would, start a new campaign and there are your new starting skills. Couldn't be simpler.
A small constructive criticism. Right now each choice seems to net one nice skill and one handicap. The handicaps can be quite significant. I think it would make for a more appealing mod if each choice netted two nice skills and one handicap, maybe. Most decent pilots have no handicaps and several decent skills. The current version of this mod gives your main less decent skills along with more handicaps than pilots you can hire.
It's more like 3 good skills and 2 handycaps. Your 'youth' choice adds one good and one bad tag, the 'career' choice, two good, one bad. Your country doesn't add any tags. Sadly there is a pretty limited number of pilot tags and I'm lacking the skill of introducing more of them. In order to have different outcomes to your choices in character creation, I had to use almost all of them.
Adding tags alone wouldn't be a big problem, I guess, but adding bonuses or drawbacks is beyond me, as it needs dll editing to do so.
Edit: Just checked the ronin pilots in vanilla. They come with 0 to 2 negative tags. I guess that's why I made my own custom pilots to go with. All of them have a good mix of good and bad tags. Good thing about that is, that you get a lot more variance in events, if your Lance mates have tags like 'naive' or 'criminal'.
The difference is that the Commander's quirks are all static once the game starts. All other pilots have at least the chance, through events, to have bad quirks replaced. I still love the mod though!
That's right. Though they also have a chance to get more negative tags (rebellious for example). But I'll have a look into those events, that refer to your youth (betrayal and so on). Maybe I can make them remove the tags, that are associated with it.
Of some of them, yes. That one, added by the youth choice. Atm I'm working on fixing the ComGuard for Campaign (not as easy as I thought). As soon as I did that, I update the mod with some additional events I edited during my vacation. Those events can add or remove more quirks. Good and bad ones.
I have tried this mod on a fresh install of BT1.8.1-640R and if I select Comguards in the career section then after completing my character all it displays is the planet & space scape and nothing else.
I have let it sit there thinking it is loading something but nothing changes. This is using the latest modtek, Cb&Q mod and skipintro mod.
It will continue and work when selecting any other career, just not ComGuard.
What exactly do you mean with "planet & space scape"?
I'm doing a career with the ComGuard background atm, so in general it works. Did you start a career or a campaign?
Can you open ModTek.log and do a search for Commander_Background_and_Quirks? Then check if there are any errors. Although you can go to BattleTechData within your BattleTech Folder an check if there is an Output.log. Check the date of the file, to see if it's creation time stamp is from when you tried to start the ComGuard career. Open it, scroll to the bottom an check for errors.
If you find any error messages that refer to CBaQ please post them in the bugs section. I'm on vacation atm, so I can't run the game to test anything, but I try to help in any way I can.
The screen after you have completed your character creation and you click the Confirm button where it should show the Hi Lord video then go into the tutorial. It dose not do this when ComGuard is selected for campaign, it just shows a space scape with the planet, like orbiting a planet without any UI or ship.
In Career Mode it works as advertised.
No errors in the ModTek.Log, and no errors in the games log.
Just going to reply here as well so others can make the fix themselves while you are away.
As you suggested, I added the tag "commander_career_mercenary", to the CBaQ/backgrounds/background_career_ComGuard.json file like below and it now works fine.
Atm I can only guess (no BT for me right now), but it looks like the campaign needs a career tag to start properly. I could do a patch with a new tag for the ComGuard, to set this straight. But I'd need the contents of BattletechData\StreamingAssets\data\lifepathNode to do it. If I remember correctly, that's the place where the tags can be found. But as I have no BT install on my notebook, that has to wait until I'm back home.
Sorry everybody for the trouble. I tested this mod in so many variations, that it seems I forgot - of all things - the ComGuard in campaign mode... :(
Anyway, a healthy start to the New Year to all of you! ;)
42 comments
Some of the big overhauls already have adopted this mod and implemented it or their own versions. Don't know with BTE, though.
What if it could be randomized from within a pool where applicable? Not everything for everyone, but a pool of relevant options that could happen for each. Just a thought.
Can't say I mind what I ended up with, though. I really gave me a nice start to my personal narrative in the game :)
But then again, randomizing the outcome would make those choices meaningless. Because there would be no consequences, just good or bad luck.
Thanks.
Just check the pilot files in \StreamingAssets\data\pilot for the ability names.
This mod merges seamlessly without issue with Roguetech 1.7.1. Just paste the contents of the zip file into your mod folder and load up Roguetech the way you normally would, start a new campaign and there are your new starting skills. Couldn't be simpler.
A small constructive criticism. Right now each choice seems to net one nice skill and one handicap. The handicaps can be quite significant. I think it would make for a more appealing mod if each choice netted two nice skills and one handicap, maybe. Most decent pilots have no handicaps and several decent skills. The current version of this mod gives your main less decent skills along with more handicaps than pilots you can hire.
Adding tags alone wouldn't be a big problem, I guess, but adding bonuses or drawbacks is beyond me, as it needs dll editing to do so.
Edit: Just checked the ronin pilots in vanilla. They come with 0 to 2 negative tags. I guess that's why I made my own custom pilots to go with. All of them have a good mix of good and bad tags. Good thing about that is, that you get a lot more variance in events, if your Lance mates have tags like 'naive' or 'criminal'.
Edit: Yes, worked. File updated.
I have let it sit there thinking it is loading something but nothing changes. This is using the latest modtek, Cb&Q mod and skipintro mod.
It will continue and work when selecting any other career, just not ComGuard.
I'm doing a career with the ComGuard background atm, so in general it works. Did you start a career or a campaign?
Can you open ModTek.log and do a search for Commander_Background_and_Quirks? Then check if there are any errors. Although you can go to BattleTechData within your BattleTech Folder an check if there is an Output.log. Check the date of the file, to see if it's creation time stamp is from when you tried to start the ComGuard career. Open it, scroll to the bottom an check for errors.
If you find any error messages that refer to CBaQ please post them in the bugs section. I'm on vacation atm, so I can't run the game to test anything, but I try to help in any way I can.
The screen after you have completed your character creation and you click the Confirm button where it should show the Hi Lord video then go into the tutorial.
It dose not do this when ComGuard is selected for campaign, it just shows a space scape with the planet, like orbiting a planet without any UI or ship.
In Career Mode it works as advertised.
No errors in the ModTek.Log, and no errors in the games log.
As you suggested, I added the tag "commander_career_mercenary", to the CBaQ/backgrounds/background_career_ComGuard.json file like below and it now works fine.
{
"Results" : {
"Scope" : "Commander",
"Requirements" : null,
"AddedTags" : {
"items" : [
"commander_career_mercenary",
"pilot_comstar",
"pilot_lostech",
"pilot_bookish"
],
"tagSetSourceFile" : ""
},
But it works in Career mode and i loved this mod!
Sorry everybody for the trouble. I tested this mod in so many variations, that it seems I forgot - of all things - the ComGuard in campaign mode... :(
Anyway, a healthy start to the New Year to all of you! ;)