The mod is failing to show up in my mod list in game. I have Modtek v 4.0.0 installed, and the UBTP folder extracted and dropped in the \Mods folder. I'm running the game on steam.
cFixes was rolled into this as a colab project with credit from AMW as it's based on json edits and dll coding. Everything that I'm aware of should be included but if you point me to a link I can review them.
Hi, I've got a quick question: The mod description mentions "Bracing Mechs Correctly Cools them down.(0.0.4)", After installing v0.0.6, while out of combat, my Mechs still only cool down if they also take a movement action before bracing. Isn't that what v0.0.4 is supposed to fix, or does that line refer to some other cooldown fix?
P.S. the mod version in mod.json is still at v0.0.0.3
@XSNOMAD, I looked at your UBTP package, and you did NOT give it a main directory, so people are botching the install completely! When you guys install the mod you will have to manually create a folder called UBTP under the mods directory, got it!
I have a new mission for you should you choose to accept it. Existing bug for you to fix or figure out why it is not working correctly, "JumpHeatUnitSize": 6,
This should change Jump Jet heat made by the size of the Mech class. for example, I use 4 different JJ (in other words, there should be a multiplier like this 0.25, 0.5, 1, 2 hitting that line where it be hidden in code it might be there if this "code is broken or bugged" regardless it needs fixed, I knew there was something wrong with JJ heat.
This is why JJ heat is all fudged up in not only the heat display in the Mech Lab but also why a small mech with a tiny jump jet makes much more heat than it should when compared to an assault mech leaving heatsinks out of the equation.
So currently how it works from what I can tell at least in the Mech lab, it multiplies that with this "JumpHeatPerUnit": 1, which is also used for how far you jump they were saying somewhere 4 heat per 6m. I am not sure how the Jump heat min is calculated if it is per JJ or a generic base for when jumping.
If I may ask, what exactly should the file folder structure look like?
Should it be C:\Games\Steam\steamapps\common\BATTLETECH\Mods\UBTP-646-0-0-0-1-1640152707 and then inside that folders for \chasis thru \vehicleChasis and some other independent files ? Or should it look like C:\Games\Steam\steamapps\common\BATTLETECH\Mods\UBTP\... and then the same folders inside it as found in my prior example ?
Please pardon my confusion about "..you will have to manually create a folder called UBTP..."
Just to be clear, if I paste the UBTP folder into C:/GOG Games/BATTLETECH/mods folder, it will be working silently in the background, even if it doesn't show in the in-game mods list?
I have a bug that needs fixing Sir, can you help? It has annoyed me for years now and no one will fix it.
it is a heat bug in the mech bay. When adding in a HeatBank the game does not add the heat bank value to the calculation properly and it totally screws up the heat efficiency readings. It is a bit trivial I know, but it is very annoying.
Well when you add a heat bank, it doesn't increase the overall heat level, the max, with a proper range. If I add a heat bank of say a 10. it should only modify my heat efficiency a little, but it doesn't. The line maxes out all the way. I guess the game cannot figure out where to rebalance the middle or something. It has to do with the equation of how it figures the heat.
Sounds good. Would love to see a bugfix for the "pacify the area" mission objective on capture the base contracts... For me, I wipeout the Opfor but AI doesn't recognize it. Most aggravating!
Seconded. Definitely the most frustrating bug I've encountered in a long time. Spend a good hour or more on a difficult mission, being cautious and tactical, trying not to lose anyone in order to get some hopefully good salvage, only to get softlocked and have all that time and effort be for nothing.
That sounds exactly what the UBTP is here to fix. I've never encountered this bug before. This is on capture base missions? I'll start playing a few and see if I can trigger it.
The cause of this bug is the Battletech Performance fix. change your settings to these and it will never do that again. the cause of the bug is this line because it does something to contracts it shouldn't. The more you know! "ContractLagFix": true,
if you config it like this, you should never have any issues. "logLevel": "info", "features": { "MechlabFix": true, "LoadFixes": true, "NoSalvageSoftlock": false, "DataLoaderGetEntryCheck": true, "ShopTabLagFix": true, "ContractLagFix": false, "EnableLoggingDuringLoads": true, "ExtraLogging": false, "ShaderDependencyOverride": false, "DisableDeployAudio": false, "RemovedFlashpointFix": false, "DisableSimAnimations": false, "RemovedContractsFix": false, "MessageCenterFix": false }, "WantContractsLagFixVerify": false
What about mods that depend on cFixes such as BattleTech Extended 3025-3061 aka BTEX? Will having both cause any conflicts? I assume so long as UBTP is after cFixes in the ModTek load order things should be OK.
Hey, not sure if you're still reading comments here, but I do have a question: During random events, I am unable to utilize some of the Reputation options, such as the one set for "Friendly", even though I am at Honored with that faction. Is it because the Random event option is only queued to be available when I am at that lower Reputation rank?
Does this mod affect the use of jump-jets in combat? I've noticed that when I order a mech to jump, it does so and then automatically braces. I can't give any new orders until the next turn. I have other mods installed, but I've used them before prior to the Unofficial Patch and I've never experienced this before.
These are the mods I use: All 3025 Mercs (Just adds emblems) Battletech Performance Fix Better AI Better Headlights BTML Color LOS Mod BT Simple Mech Assembly Colorful Combatants (just gives OpFors colorful paintjobs) Commander Portrait Loader Crystal Clear Dont Shoot The Dead Fewer Head Injuries (updated version taken from XAI Battletech mod) Flashpoint Spawn Adjustments FYLS Give_me_Death Give_them_Kell Melee Mover Merc Original Emblems Mission Control One Point Armor Adjustment Panic System Pilot Health Popup Repair Bays Savage Marauders (only effects salvage) Unofficial Patch
Believe or not after posting this, the issue seems to be resolved. I guess it was a temporary bug. Xeryx, by other mod, are you referring to Better Combat?
BetterCombat will replace the following BTML Color LOS Mod Crystal Clear Dont Shoot The Dead Fewer Head Injuries (updated version taken from XAI Battletech mod) Melee Mover Pilot Health Popup Panic System (Soon but not today)
Not sure if you understand that it is more of an integration of those mods into one mod, so they all work together properly under one .dll. Yes, Aim is part of the Better Combat mod, but not this mod.
43 comments
"Hidden": true,
Change to
"Hidden": false,
The mod description mentions "Bracing Mechs Correctly Cools them down.(0.0.4)",
After installing v0.0.6, while out of combat, my Mechs still only cool down if they also take a movement action before bracing. Isn't that what v0.0.4 is supposed to fix, or does that line refer to some other cooldown fix?
P.S. the mod version in mod.json is still at v0.0.0.3
While out of combat is the issue here. The game unregisters the heat mechanic and even forcing mech temp to zero doesn't work.
When you guys install the mod you will have to manually create a folder called UBTP under the mods directory, got it!
I have a new mission for you should you choose to accept it.
Existing bug for you to fix or figure out why it is not working correctly,
"JumpHeatUnitSize": 6,
This should change Jump Jet heat made by the size of the Mech class. for example, I use 4 different JJ (in other words, there should be a multiplier like this 0.25, 0.5, 1, 2 hitting that line where it be hidden in code it might be there if this "code is broken or bugged" regardless it needs fixed, I knew there was something wrong with JJ heat.
This is why JJ heat is all fudged up in not only the heat display in the Mech Lab but also why a small mech with a tiny jump jet makes much more heat than it should when compared to an assault mech leaving heatsinks out of the equation.
So currently how it works from what I can tell at least in the Mech lab, it multiplies that with this "JumpHeatPerUnit": 1, which is also used for how far you jump they were saying somewhere 4 heat per 6m. I am not sure how the Jump heat min is calculated if it is per JJ or a generic base for when jumping.
Should it be C:\Games\Steam\steamapps\common\BATTLETECH\Mods\UBTP-646-0-0-0-1-1640152707 and then inside that folders for \chasis thru \vehicleChasis and some other independent files ? Or should it look like C:\Games\Steam\steamapps\common\BATTLETECH\Mods\UBTP\... and then the same folders inside it as found in my prior example ?
Please pardon my confusion about "..you will have to manually create a folder called UBTP..."
Thank you!
then unzip the file in the UBTP folder, that is it
I fixed the file structure. Should just be a download and drop into your mods folder.
You will need to use ModTek as well.
it is a heat bug in the mech bay. When adding in a HeatBank the game does not add the heat bank value to the calculation properly and it totally screws up the heat efficiency readings. It is a bit trivial I know, but it is very annoying.
I do not encounter this bug, is it with the base game or a modded set? The next time you have this bug please post a bug report:
BATTLETECH Bug Reports | Paradox Interactive Forums (paradoxplaza.com)
This is where we are pulling the fixes from.
change your settings to these and it will never do that again.
the cause of the bug is this line because it does something to contracts it shouldn't. The more you know!
"ContractLagFix": true,
if you config it like this, you should never have any issues.
"logLevel": "info",
"features": {
"MechlabFix": true,
"LoadFixes": true,
"NoSalvageSoftlock": false,
"DataLoaderGetEntryCheck": true,
"ShopTabLagFix": true,
"ContractLagFix": false,
"EnableLoggingDuringLoads": true,
"ExtraLogging": false,
"ShaderDependencyOverride": false,
"DisableDeployAudio": false,
"RemovedFlashpointFix": false,
"DisableSimAnimations": false,
"RemovedContractsFix": false,
"MessageCenterFix": false
},
"WantContractsLagFixVerify": false
Another question for you: I use cFixes and this is basically the + version... To install it, I remove the other?
Will having both cause any conflicts?
I assume so long as UBTP is after cFixes in the ModTek load order things should be OK.
Can you give me an example event?
Put this in a folder inside the modtek mods folder maybe?
These are the mods I use:
All 3025 Mercs (Just adds emblems)
Battletech Performance Fix
Better AI
Better Headlights
BTML Color LOS Mod
BT Simple Mech Assembly
Colorful Combatants (just gives OpFors colorful paintjobs)
Commander Portrait Loader
Crystal Clear
Dont Shoot The Dead
Fewer Head Injuries (updated version taken from XAI Battletech mod)
Flashpoint Spawn Adjustments
FYLS
Give_me_Death
Give_them_Kell
Melee Mover
Merc Original Emblems
Mission Control
One Point Armor Adjustment
Panic System
Pilot Health Popup
Repair Bays
Savage Marauders (only effects salvage)
Unofficial Patch
BTML Color LOS Mod
Crystal Clear
Dont Shoot The Dead
Fewer Head Injuries (updated version taken from XAI Battletech mod)
Melee Mover
Pilot Health Popup
Panic System (Soon but not today)