BattleTech
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mad234269

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70 comments

  1. guranto28
    guranto28
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    Hey Mad,
    Unfortunately, this doesn't seem to work for me at all. Typing in the box just changes the name of my company.
    Does this perhaps work by altering the save file?
    The 'Save game editor' mod fails for me as well, as is seems all my save files for some weird reason, are being stored in '.../Mods/Scorched Earth/Saves', and are all compressed as '.gzip' files.

    Any ideas on why this might be happening?
    Using the latest version of BEX CE, btw.

    Love your mods, and apart from this they all work flawlessly.
    I'm sure this isn't a problem with your work, but I was hoping you might have some insight into what is going on.
    1. mad234269
      mad234269
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      Hi guranto28,
      Sry, i probably can't help you. I don't play any big modpack myself...
      The workings of this mod aren't save-related, i'm modifying game-data directly.
      Definetely sounds like problems from somewhere else, consider asking in discord of BEX.
      You could send contents of FellOfACargoShip.log so i can check if sths. in there.
      Best regards, Mad
    2. Feyjarl
      Feyjarl
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      I'm having the same issue, works fine in Battletech Extended but not in RogueTech.
    3. mad234269
      mad234269
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      Hi Feyjarl,
      I don't test compat with RT as i probably never will use it myself. You could ask for help in RT discord and/or add a PR over at github. (https://github.com/mad2342/FellOffACargoShip)
      Best regards, Mad
  2. frostyman
    frostyman
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    Mad, love the mod, thanks for making it.

    Any chance of an "all" command for mechs, to drop one of every legal variant in storage? Maybe have it only work in silent mode so you don't have to handle a billion popups?



  3. SandmanNagasawa
    SandmanNagasawa
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    so, it's like July..yea currently in 1.9.1 running the battletech revised mod I cant add pilots with the mod and the only real reason to have the mod is to quickly easily add mech or pilots... preferably at career start because RNG was you know, ......so kind...

    ANyway hope you update soon :-)
    1. mad234269
      mad234269
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      Hi SandmanNagasawa,
      Everythings working as intended on my side. Could you please hand me the logfile (FellOfACargoShip.log) so i can have a look, thx.
      Best regards, Mad
  4. NeoSeether
    NeoSeether
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    New-ish gripe; did you deliberately blacklist ALL jumpjet-related pieces of gear? I've been trying to add several either with their specific IDs, or with '/comp all+(quantity)', and they never appear in my inventory. Not getting anything from the 'FellOffACargoShip.log' file, either.
    1. mad234269
      mad234269
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      They're not blacklisted, they are an own Def codewise and i just not included them because, well, i never need them for testing (I use this mod to prepare test-scenarios mostly).
      I'll add them in the next version, best regards, Mad
  5. mattyblack316
    mattyblack316
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    Hey Mad,
    I love your mod, makes things sooo much more fun. Ijust have a quick question. Is there any way to find out the clan chassis numbers? as when doing a "list mech" search we get all the IS mechs such as the Warhammer WHM-6R, but for clans we get the mechdef "clan name-inner sphere name" which kinda makes adding mech's a little hard.

    So any work arounds? I did use sarna.net and some mech warrior online stuff to get names but most don't show.

    But thanks again for the mod.
    1. mad234269
      mad234269
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      Hi mattyblack316,
      This mod simply lists all mechdef ids added to the DB (Vanilla and Mechs from Mods, whatever). For insights of whats there and whats not you probably need to poke around in your other mods folders (from where the additonal Mechs are added). Thats not related to FellOfACargoShip...
      If thats not what you mean, please describe a little more detailed what feature you're missing!
      Best regards, Mad
    2. mattyblack316
      mattyblack316
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      Hi Mad,
      Sorry if I wasn't clear. Ok so when using fell off a cargo ship to add in a mech obviously you type in the command /mech whm-6r and a warhammer 6r shows up in your mech bay. But when doing the /list mech command it lists all the mechs including clan but it will be something along the lines of mechdef_Masakari_warhawk_def or something. and the mod won't recognize this there needs to be a whk-a for that particular warhawk to show up. Also I don't think this is on your end I think it's be done by mod designers of BTE Commander's Edition. I was just hoping/wondering if you knew of a work around or something like that.

      But thanks for the reply and help.
      Still a great mod.
      Cheers
    3. mad234269
      mad234269
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      Ok, i see.
      So because the "external" MechDefs don't follow the vanilla rules for naming their Mechs/DefIds, the list command isn't that helpful, right?
      I retrieve the ChassisIds to spawn the Mechs via the "Variant", you could go into "\BT_Extended_Clans\chassis" and find the variant in the files directly.
      I'll check if it's simple enough to add the variant to the list output.
      Best regards, Mad
    4. mad234269
      mad234269
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      Uploaded a new version. You can now call "/list variants" which will output all variant names the "/mech" command needs to spawn the correct mech.
      Hope that helps, best regards, Mad
    5. mattyblack316
      mattyblack316
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      Wow Mad,
      Above and beyond. Thanks for this really awesome

      Cheers
    6. NeoSeether
      NeoSeether
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      Submitted a bug report to your GitHub repository, because that's where I downloaded this mod from, FYI.

      Addendum: Would it be possible to add the functionality to add items with the 'component_type_lostech' tag?

      I can get around it by messing with the mechdef or milestone files, but that's just plain tiresome those ways.
    7. mad234269
      mad234269
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      @NeoSeether
      I'll have a look at the issue and answer on github.
      As for your question: That's already possible, for example: "/comp Weapon_Gauss_Gauss_0-STOCK+5"
      Best regards, Mad
    8. NeoSeether
      NeoSeether
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      Well, I tried to add the Thumper artillery piece with the ComponentDefID of Gear_Mortar_Thumper (which works just fine when added via a 'mechdef_mech_name.json' file).

      But trying to add it via your not-quite-a-debug console? Throws a 'Gear_Mortar_Thumper is unknown or blacklisted' dialog box/error message.

      Maybe the mechdef solution only works for me because I'm running the latest version of MechEngineer as part of my mod setup?

      Addendum: Different suggestion; as I have a bad habit of 'updating' my previous saves rather than just starting a new campaign or career, I tend to make large numbers of item additions; the /comp command is utterly invaluable for this, but is limited to one item choice at a time.

      Is it feasible to add an 'execute batch file' type command (a text file with multiple commands within), which can remove that annoyance?
    9. mad234269
      mad234269
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      The Thumper is deliberately blacklisted in my code as it's a Bullshark specific weapon. (alongside some other special equipment) You can only add stuff thats obtainable in shops too, apart from defs which are added by mods which i cannot know of beforehand.
      Adding the MechDef works, well, because it's a valid, non-blacklisted Mech which has this equipment installed.

      As for your suggestion... yes sth. like that would be possible (probably easier to add custom lists of stuff via settings to be called on a predefined identifier), *but* quite time-consuming to implement. if you like to play around with it and add a pull-request i'd be interested.. :-)

      Best regards, Mad
    10. NeoSeether
      NeoSeether
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      The weird thing? Is that many (haven't tested every single one, ofc) of the mechs have a model for the Thumper.

      For sheer lulz I stuck it on a custom Firestarter (used the excuse of a 45-ton Medium OmniMech version listed on Sarna) and lo-and-behold, it has one... albeit ugly-as-sin.
    11. mad234269
      mad234269
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      P.S.: If you dont mind having to deal with *everything*, just do "/comp all+99".
  6. WitchDoctor3
    WitchDoctor3
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    It shows that mod is active in the mod section of the game, but I when I type in "/help", or any other command, nothing happens. I've used the mod tech injector, and placed just the .log file In the mods folder, Per your Instructions to Sorites163.
    1. mad234269
      mad234269
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      The instructions you mention were for gathering infos for debugging, not installation hints. *All* files need to go into /Mods/LittleThings/ ,without the dll this mod does nothing.
      https://github.com/BattletechModders/ModTek/wiki/The-Drop-Dead-Simple-Guide-to-Installing-BTML-&-ModTek-&-ModTek-mods#installing-a-modtek-mod
      Best regards, Mad
  7. BaTLeZone
    BaTLeZone
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    what are the parameters for /list?

    so far I got ammo, weapons and upgrades

    what do I use for heat related equipment?

    and

    for /upgr is all the only choice?

    cheers
    1. mad234269
      mad234269
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      Please type "/help" as stated in the desc/readme and go from there.
      Every command also accepts "help" as a param which will even give examples.
      To answer ... "/list help", "/list heatsinks" and no, you can also add single upgrades via id
      Best regards, Mad
  8. Petrovitsj
    Petrovitsj
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    Why does the mod have a blacklist for certain components/mechs, and is there a way to remove it?
    1. mad234269
      mad234269
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      Because there are many components and mechs which aren't valid for usage by the player (like the targetdummy-mechs or the fixed equipment or ai-specific imaginary laser weapons).
      No way of removing it apart from editing the source code.
      If you tell me what you think is unreasonably blacklisted, i'll test removing it from the blacklist.
      best regards, mad
  9. Sorites163
    Sorites163
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    Is the /rep command somewhat picky? It just stopped working for me across all saves; I'm not sure why. All other commands are working reliably.
    1. mad234269
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      Please post contents of FellOfACargoShip.log in the mods folder after trying the command again. Used /rep recently a lot with no problems, possibly other mods interfering or already allied to some faction?
      Best regards, Mad
  10. TheRedFear
    TheRedFear
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    Doesn't seem to work with Vortex, for anyone wondering.
    1. mad234269
      mad234269
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      Yes, please use ModTek. Vortex and Vanilla Loader aren't capable enough.
      Best regards, Mad