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Crusher Bob

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42 comments

  1. AFGHANPSYCHO
    AFGHANPSYCHO
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    Thank you very much for this mod. Some AMD users, such as myself, are suffering from a issue where their game freezes after completing the Majesty Metals mission, meaning they can never progress. This is the only skip mod I've had work for me. Thanks again.

    Edit: You have to save your game and reload it for your game to work properly, otherwise you will black screen in the mech bay.
  2. tavin44
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    Im trying to use this mod but when i install it exactly as u say..i launch game and all i get is a black screen with a number on the top right corner..the number fluctuates between 57 and 59..but it never goes to start screen.
    1. crusher_bob
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      Would assume that number is your FPS counter.

      What does your [...]\BATTLETECH\BattleTech_Data\output_log.txt file have to say?
    2. tavin44
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      i dont think i get a log message..game doesnt actually crash..it just goes to black screen and stays there.
      Im actually using another mod right now the easy quickstart one that gives you 3 modified atlas's and 2 modified spiders..and skips past majesty metals mission..and that mod is working just fine.
    3. tavin44
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      OK update..got mod to run finally and it does skip tutorial and starts all pilots at 2 skill points in each area..but i didnt get the event to pick a mech..all i have in my bays is a shadowhawk..vindicator..spider and a locust.i even sped up time for 2 months and only event i got was the bank event.
    4. tavin44
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      Last post..ok got it all working ..had to use optional CSV file to get event to pop. Great mod keep up the good work.

      (Topic Closed)
    5. jeffohara78
      jeffohara78
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      Could you message me how or what you did to resolve your issue? I'm running into the exact issue your described and can't get past it. TIA.
  3. drhippensteel
    drhippensteel
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    Does this work with ModTek? I'd like to leave the original files untouched.
    1. troch22
      troch22
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      Same here.. ModTek & BTML is becoming the standard/foundation for battletech modding
    2. crusher_bob
      crusher_bob
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      Hmm. will look into making a BTML version.
  4. Benner2000
    Benner2000
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    could you make a version of this mod that doesnt change the charakter creation or skip the intro?
    1. crusher_bob
      crusher_bob
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      You can keep the intro by keeping the original copies of milestone_000_[...] to milestone_002_[...]. You can keep the skills grained in character creation by keeping the original of everything in the background folder.
    2. Benner2000
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      cool thanks, i now just got the problem that i dont get the grasshopper mech, ever. i got it one time when i tried the mod for the first time and then it never came again. i am sitting here for two hours repeating the event and it doesnt work :(

      EDIT: forget it i just wrote the comment and a minute later i got it, i dont have any luck
    3. Benner2000
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      BTW could you make a overpowered version of this mod where you can get a assault mech?
    4. crusher_bob
      crusher_bob
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      Done.
    5. Benner2000
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      you are the most awesome person on this website, i just spend the whole night reading up on how to eddit files so i can have a king crab from the start
      THANK YOU!
    6. crusher_bob
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      You can open forcedevent_ancestral_battlemech_start.json with a 'real' text editor, like Notepad++ and replace

      mechdef_awesome_AWS-8T
      mechdef_zeus_ZEU-6S
      mechdef_stalker_STK-3F
      and
      mechdef_battlemaster_BLR-1G

      with

      mechdef_kingcrab_KGC-0000

      So the any of the assault mech 'random' choices will give you a king crab every time.

      Trying to edit .json files with plain Windows Notepad would be quite difficult, as Notepad doesn't preserve the spacing of the .json files, for some reason.
      But you can change lot of stuff in the game with just a text editor.

      Remember to make a backup copy when trying to change something.

      If you encounter infinite loading, there's a log file in [...]\BATTLETECH\BattleTech_Data named output_log.txt that will usually have whatever caused the infinite loading screen to happen. It's good about catching typos and miss-formatted files. Though more ambitions mods can cause infinite loading screens without an error message in the output log. But if you want to get into the simpler bits of .json modding, just download a mod that sorta does what you want, open it with a text file, and see what they did.
    7. Benner2000
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      i just realized that the event doesnt trigger anymore after the patch yesterday
    8. crusher_bob
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      The patch made some changes to VersionManifest.csv, so you'll have to add the line for the event back at the bottom. Will also have to mark my uploaded edited versionmanifest as obsolete, and see about putting up a new one...
    9. Benner2000
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      that sounds good
    10. Benner2000
      Benner2000
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      works perfectly, also compatible with both Battletech Enhanced - More Gear More Options and LosTech Vehicle and Turret Salvage
    11. seshperankh
      seshperankh
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      Found a way around the issue.
      Get out of the game immediatly after warrior gains. after everything closes and you re-launch. Bobs your Un=cle fully rideable mehchs
  5. crusher_bob
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    Have added a file in 'optional files' that replaces the choice of 'light mech' with 'assault mech' possible outcomes: Awesome 8T, Zeus, Stalker, Battlemaster.
  6. mavikfelna
    mavikfelna
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    So for those of us that have the 1.0 version of the mod and a highly modified versionmanifest.csv file what do we need to do to upgrade to v1.1 without having to rebuild the csv file?
    1. crusher_bob
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      Should be nothing. Only change is in simgameconstants.json.

      Now: "CommanderStartingExperience" : 6200,

      Was: "CommanderStartingExperience" : 5100,
    2. mavikfelna
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      Cool, thanks!
  7. jerichodrumm
    jerichodrumm
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    I cant use my guy.Whatever I do he will not be paired with a mech.
    I also got the no escape thing for one cut scene but it fixed itself.
    1. crusher_bob
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      Hmm, did you make changes to versionmanifest with something that reads .csv files (like Excel), or did you add the line at the end with a text editor? Not sure if making changes to versionmanifest with Excel plays nice, have always used notepad++ to do the job.

      Does using the uploaded of version manifest I uploaded seem to fix the problem or not being able to put your character into a mech?

      What does your [...]\BATTLETECH\BattleTech_Data\output_log.txt have to say?
    2. jerichodrumm
      jerichodrumm
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      I added the line with Notepad. Figured I broke it and started over from reinstall. Used your VersionManifest. after that
      The LOG FILE _____

      MechLab [LOG] ValidateMechDef: mech: mechdef_griffin_GRF-1N, validation level: Basic

      (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

      NullReferenceException: Object reference not set to an instance of an object
      at BattleTech.UI.LanceLoadoutSlot.RefreshInitiativeData () [0x00000] in <filename unknown>:0
      at BattleTech.UI.LanceLoadoutSlot.OnAddItem (IMechLabDraggableItem item, Boolean validate) [0x00000] in <filename unknown>:0
      at BattleTech.UI.LanceLoadoutSlot.OnMechLabDrop (UnityEngine.EventSystems.PointerEventData eventData, MechLabDropTargetType addToType) [0x00000] in <filename unknown>:0
      at BattleTech.UI.LanceLoadoutSlot.OnDrop (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0
      at UnityEngine.EventSystems.ExecuteEvents.Execute (IDropHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0
      at UnityEngine.EventSystems.ExecuteEvents.Execute[IDropHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0
      UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
      UnityEngine.DebugLogHandler:LogException(Exception, Object)
      UnityEngine.Logger:LogException(Exception, Object)
      UnityEngine.Debug:LogException(Exception)
      UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
      UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(GameObject, BaseEventData, EventFunction`1)
      UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
      UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
      UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
      UnityEngine.EventSystems.StandaloneInputModule:Process()
      UnityEngine.EventSystems.EventSystem:Update()

      (Filename: Line: -1)
    3. crusher_bob
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      Hmm, that's a new one. Can you look at Griffin 1Ns in the skirmish mech lab?
      Can you start a new campaign, get some mech other than a griffin, and launch a mission?

      Have looked at the code that adds the griffin (as compared to any other mech) and they are the same. So it's possible that there is something wrong with your mechdef files?
    4. jerichodrumm
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      I have gotten Griffin, Hunchback and a Vindicator. Dont know why its happening.
      Always the same.
      Appreciate the help. Im gonna shelve it for now. Been fighting this problem for 6 hours.
      Just gonna go vanilla
  8. Kaerius
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    Why did installing this mod remove so much esc key functionality? There's mini-cutscenes I used to be able to skip by pressing esc, as well as bringing up the menu with esc, I can do neither now.
    1. crusher_bob
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      ? Several videos in the campaign start are skipped, so you don't have to press ESC to cancel them anymore. ESC should still open the menu when you are in the actual game, just like always.

      If it no longer does... hmm, can anyone else re-create this problem?
    2. Kaerius
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      The problem went away by itself, still a weird one though. I couldn't even skip cinematics with the [esc to skip] prompt. Might have something to do with starting a new campaign with the mod, maybe something connected to skipping the tutorials? I think it started working again after the first battle.
  9. Grizwald714
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    Awsome mod idea. How do I get the event to choose my mech to fire do i need to complete the first mission to choose my mech because the event didn't fire for me when I just let the time advance.
    1. crusher_bob
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      Hmm, probably the even wasn't entered into the versionmanifest properly. It should fire one day after starting the campaign. Have uploaded a version of the manifest file with the needed line already added, if you want to try that.
    2. Grizwald714
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      Thanks I it working
  10. thndercrackr
    thndercrackr
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    how exactly did you do the mech choice? is there a way to make it so your lance mates have the same option but totally random?
    1. crusher_bob
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      Wrote an event, then used "Forcedevents" in one of the story milestones to fire that event. Would be possible to add more random mechs, you'd just need to take mechs out of the starting lance of SimGameConstants. But not sure if it would let you have a completely empty starting lance. But starting with a locust (or whatever) +4 mechs of choice would be workable.