idk if youre still wanting this, but i made a folder to support this mod with the new modtek, and it works pretty well. Here's the folder, should just bea drag and drop into the mods folder https://drive.google.com/drive/folders/1LkiR7rkdXXpkn5Oh6RoA8zca97hPWnPk?usp=drive_link
That "mod" is literally just a repackage of mods left here when the creators went out because of Nexusmod's bizarre policies. Most of the mods are well kept at Github with their original creators, and are still open source/permissive/copyleft. All the repackages/bundles uploaded by that user are copyrighted despite the bulk of the work being from other people, with open source licenses.
1) In your Mods directory, create a folder called AA.BT.RealHitChance 2) Move the dll file into this new folder 3) create a file call mod.json in this folder 4) edit the mod.json file and put this inside it: { "Name": "RealHitChance", "Enabled": true, "Version": "1.0", "Description": "Display the real hit chance", "Author": "casualmods", "Website": "https://www.nexusmods.com/battletech/mods/90?", "Contact": "", "DLL": "AA.BT.RealHitChance.dll", "Debug" : false }
Conflicts with BTA3062 v1.9.1-686R just now. Created the json file as specified 12 feb 2019. Start game and "some mods failed to load". ModTek.log file is very large and not obvious what's wrong there.
Anybody else using this with BTA3062 v1.9.1 ?
Like others have said, I'm shocked and dismayed that HBS created the need for this mod by lying to the players. DUMB idea. Would like very much to run this mod instead.
Old-school tabletop BT player from 1990 here. For many years we ran our group's battles on a DOS program I wrote to calculate the to-hit numbers, record the damage, etc. And I can guarantee you my program wasn't lying to the players about their chances to hit, or about how the program's dice worked. It was accountable and verifiable. Any turn-based strategy game that displays a chance to hit should be accountable and verifiable. Meaning all its calculations and its RNG output should all be logged to disk for analysis.
Hey everyone, I was wondering/hoping if anyone might be able to confirm this mod still works, and if it works with Battletech Extended?
If I miss one more Alpha Strike where every weapon has a 70% hit chance because the devs made the unbelievably stupid decision to, let's be honest, outright lie to the player about their chance to hit, I'm going to have a rage-induced heart attack. Bare minimum I'd like to actually know what my actual f***ing hit chance is while they screw me over.
Well, I just got it to load but havent tested in game yet. To load it, unzip the file and move the folder to your mods directory as always. Inside the folder create a mod.json file and inside that simply paste the following:
You would be surpriced at how many people just simply can not handle real hit chance indicators... or heck, even real and true random chance to begin with. XD
And it is not just "several games" that does things like this. Most games "cheat" and "lie" about numbers and game mechanics, in the players favor I might add... because it seems like a very large section of people in general can not handle the reality of true random chance or seeing the real numbers, or being exposed to untampered with game mechanics... etc. Even game types like first person shooters, or action games, etc... do things like this. Bioshock for example, the first bullets fired on you by the enemy will always miss... or Doom where the last parts of your life is more durable then normal... or if you encounter a lot of enemies in Half-Life 1, usually only two of them will actually attack you... etc.
I think you're right Rhodryn, people are pretty bad about statistics in general. 90% is far from a done deal, over hundreds of shots you will actually miss many 90%ers in a campaign but people have a very hard time accepting that I think.
That's why it's noticeable among the best XCOM players for example that they don't 100% trust anything that isn't 100%. Always have a backup plan.
A lot of turn based strategy games do this. Here's a video on how Fire Emblem fudges the numbers to make the player b&@*$ less about missing a 95% chance to hit.
Can you explain how to get this working on 1.8 with no previous experience modding this game? Sorry for the bother, I just can't find a clear explanation for people that haven't been playing prior to 1.8
That doesn't work for me. The game's mod manager doesn't seem to detect any damn mods for me. I double and triple checked and I have the right directories.
Apparently to get mods working natively, you need to check the Enable Mods checkbox, quit and restart BT. It is apparently not enabled by default for some (like me). I will continue using ModTek.
This is my first BattleTech mod and I can't seem to get it to work at all.
I made a "Mods" folder inside my BattleTech folder, then I installed these 2: ModTekInjector.exe BattleTechModLoaderInjector.exe
as per these instructions: ModTek 0.6.0 and after
BTML has been integrated with ModTek in the 0.6.0 release. If the BATTLETECH\Mods\ directory doesn't exist, create it. Move the entire ModTek folder from the release download into the BATTLETECH\Mods\ folder
You should now have a BATTLETECH\Mods\ModTek\ folder Run the injector program (ModTekInjector.exe) in that folder DO NOT move anything from the BATTLETECH\Mods\ModTek\ folder, it is self-contained.
and
Drag all of the files from the downloaded BTML zip into this folder:BATTLETECH\BattleTech_Data\Managed\ There should be 0Harmony.dll, BattleTechModLoader.dll and BattleTechModLoaderInjector.exe. They are all necessary. Run BattleTechModLoaderInjector.exe after it has been moved into the Managed directory. It'll pop open a console window and inject into Assembly-CSharp.dll after backing it up.
I then ran both of the .exe's
Then I downloaded this mod (my one and only) and put it in the Mods folder, BUT nothing shows up in the game, and there is no log created.
Looks like you've followed the instructions for installing Modtek 0.6.0 and later, which includes BTML, AND the instructions for installing BTML separately for Modtek 0.5.1 and earlier. Each exe is injecting the same file, and so it's probably created some sort of problem with the injection.
Assuming you are on Steam, I would delete the '0Harmony.dll', 'BattleTechModLoader.dll', 'BattleTechModLoaderInjector.exe' and 'Assembly-CSharp.dll', 'Assembly-CSharp.dll.orig' files from BATTLETECH\Battletech_Data\Managed and then verify game files in Steam so that it ensures you have the original file. Then run 'ModTekInjector.exe' in BATTLETECH\Mods\Modtek and it should work.
edit: well maybe not this mod, which seems outdated, but try something like the intro cinematic skip mod, which you should be able to see work easily.
I am a complete novice, so try this at your own risk. Hopefully if there is something clearly wrong with what I suggest, then a more experienced modder can point out the potential flaws. Like you I am confused by the modtek/btml thing in the description tab for this mod.
Before I started there were two mods I wanted to try, the Real Hit Chance mod, and the Pilot Health Popup mod. The Pilot health mod explicitly says it uses Modtek. I installed the 0.7.6.11 version of Modtek as per the "Drop Dead Guide - Modtek 0.6.0 and after", I then installed the Pilot Health Popup mod as per the "Installing a Modtek Mod" section, where it says mods usually unpack as a folder which you simply copy to the Mods folder in the Battletech folder. The folder for this actual mod contains a .dll file (the actual mod), and a .json file, which is a text file which appears to describe the mod for the Modtek mod manager, specific to the mod in question. For the Pilot popup mod it has a line with the name of the mod, and a line saying the .dll file used by the mod, and some lines with version, description, author and mod website. Running the ModtekInjector.exe and starting the game seemed to detect this mod OK and enable it.
Then I tried the Real Hit Chance mod the same as you, by just copying its .dll file on its own into the battletech/mods folder direct, and it didn't work after starting the game. So I took a chance on trying to emulate the way the Pilot Popup mod was packaged. So, I made a new folder "battletech/mods/RealHitChance", Then I moved the AA.BT.RealHitChance.dll into this new folder. Then I made a new text file called "mod.json" in this folder , then in a text editor I coped everything from the mod'json file in the Pilot Chance mod folder, and changed the lines "Name" and "DLL", to be appropriate to the RealHitChame mod name and .dll filename. I don't think the other lines in the .json file absolutely need to be specific to the RealHitChance mod, as they seem to just be some extra description text, but I did change them to be appropriate to this mod.
Anyway, doing this and restarting the game, the mod was detected and it appeared to work OK in my existing campaign game. I had hit chances like 91%, 32%, rather than 85% and 35%.
So in summary:
Make a battletech/mods folder Install Modtek latest version using the guide, ignore everything in that guide apart from the "0.6.0" section, and the "Installing a Modtek mod" section. Run the modtekinjector.exe Make a battletech/mods/RealHitChance folder, move the AA.BT.RealHitChance.dll to this folder. Make a new text file in the battletech/mods/RealHitChance/ folder called mod.json Edit the contents of this text file to be the same as a base mod.json file from another mod, e.g. PilotHealthPopup, using a text editor such as Notepad++, but replace the "Name" and "DLL" sections to be relevant to the RealHitChance mod. Also change the version, description, author and website lines if you want.I believe the version of the RealHitChance mod should be 1.0. Run the game. Check the mod is enabled with the in game mod page.
58 comments
1) In your Mods directory, create a folder called AA.BT.RealHitChance
2) Move the dll file into this new folder
3) create a file call mod.json in this folder
4) edit the mod.json file and put this inside it:
{
"Name": "RealHitChance",
"Enabled": true,
"Version": "1.0",
"Description": "Display the real hit chance",
"Author": "casualmods",
"Website": "https://www.nexusmods.com/battletech/mods/90?",
"Contact": "",
"DLL": "AA.BT.RealHitChance.dll",
"Debug" : false
}
BTMM not detecting it
Cheers!
That method works for pretty much all "old" mods for this game that were not updated to the more "recent" mod system.
Anybody else using this with BTA3062 v1.9.1 ?
Like others have said, I'm shocked and dismayed that HBS created the need for this mod by lying to the players. DUMB idea. Would like very much to run this mod instead.
Old-school tabletop BT player from 1990 here. For many years we ran our group's battles on a DOS program I wrote to calculate the to-hit numbers, record the damage, etc. And I can guarantee you my program wasn't lying to the players about their chances to hit, or about how the program's dice worked. It was accountable and verifiable. Any turn-based strategy game that displays a chance to hit should be accountable and verifiable. Meaning all its calculations and its RNG output should all be logged to disk for analysis.
If I miss one more Alpha Strike where every weapon has a 70% hit chance because the devs made the unbelievably stupid decision to, let's be honest, outright lie to the player about their chance to hit, I'm going to have a rage-induced heart attack. Bare minimum I'd like to actually know what my actual f***ing hit chance is while they screw me over.
{
"Name": "BT_REAL_HIT_CHANCE",
"Enabled": true,
"Version": "1.0",
"Description": "Real Hit Chance",
"Author": "",
"Website": "",
"Contact": "",
"DLL": "AA.BT.RealHitChance.dll",
"Debug" : false
}
The game loaded fine for me.
Thanks for the mod.
You would be surpriced at how many people just simply can not handle real hit chance indicators... or heck, even real and true random chance to begin with. XD
And it is not just "several games" that does things like this. Most games "cheat" and "lie" about numbers and game mechanics, in the players favor I might add... because it seems like a very large section of people in general can not handle the reality of true random chance or seeing the real numbers, or being exposed to untampered with game mechanics... etc. Even game types like first person shooters, or action games, etc... do things like this. Bioshock for example, the first bullets fired on you by the enemy will always miss... or Doom where the last parts of your life is more durable then normal... or if you encounter a lot of enemies in Half-Life 1, usually only two of them will actually attack you... etc.
That's why it's noticeable among the best XCOM players for example that they don't 100% trust anything that isn't 100%. Always have a backup plan.
A lot of turn based strategy games do this. Here's a video on how Fire Emblem fudges the numbers to make the player b&@*$ less about missing a 95% chance to hit.
https://www.youtube.com/watch?v=irQu9pvGb0Q
Sorry for the bother, I just can't find a clear explanation for people that haven't been playing prior to 1.8
This is my first BattleTech mod and I can't seem to get it to work at all.
I made a "Mods" folder inside my BattleTech folder, then I installed these 2:
ModTekInjector.exe
BattleTechModLoaderInjector.exe
as per these instructions:
ModTek 0.6.0 and after
BTML has been integrated with ModTek in the 0.6.0 release.
If the BATTLETECH\Mods\ directory doesn't exist, create it.
Move the entire ModTek folder from the release download into the BATTLETECH\Mods\ folder
You should now have a BATTLETECH\Mods\ModTek\ folder
Run the injector program (ModTekInjector.exe) in that folder
DO NOT move anything from the BATTLETECH\Mods\ModTek\ folder, it is self-contained.
and
Drag all of the files from the downloaded BTML zip into this folder:BATTLETECH\BattleTech_Data\Managed\
There should be 0Harmony.dll, BattleTechModLoader.dll and BattleTechModLoaderInjector.exe.
They are all necessary.
Run BattleTechModLoaderInjector.exe after it has been moved into the Managed directory.
It'll pop open a console window and inject into Assembly-CSharp.dll after backing it up.
I then ran both of the .exe's
Then I downloaded this mod (my one and only) and put it in the Mods folder, BUT nothing shows up in the game, and there is no log created.
what am I doing wrong?
thanks.
Assuming you are on Steam, I would delete the '0Harmony.dll', 'BattleTechModLoader.dll', 'BattleTechModLoaderInjector.exe' and 'Assembly-CSharp.dll', 'Assembly-CSharp.dll.orig' files from BATTLETECH\Battletech_Data\Managed and then verify game files in Steam so that it ensures you have the original file. Then run 'ModTekInjector.exe' in BATTLETECH\Mods\Modtek and it should work.
edit: well maybe not this mod, which seems outdated, but try something like the intro cinematic skip mod, which you should be able to see work easily.
Before I started there were two mods I wanted to try, the Real Hit Chance mod, and the Pilot Health Popup mod. The Pilot health mod explicitly says it uses Modtek. I installed the 0.7.6.11 version of Modtek as per the "Drop Dead Guide - Modtek 0.6.0 and after", I then installed the Pilot Health Popup mod as per the "Installing a Modtek Mod" section, where it says mods usually unpack as a folder which you simply copy to the Mods folder in the Battletech folder. The folder for this actual mod contains a .dll file (the actual mod), and a .json file, which is a text file which appears to describe the mod for the Modtek mod manager, specific to the mod in question. For the Pilot popup mod it has a line with the name of the mod, and a line saying the .dll file used by the mod, and some lines with version, description, author and mod website. Running the ModtekInjector.exe and starting the game seemed to detect this mod OK and enable it.
Then I tried the Real Hit Chance mod the same as you, by just copying its .dll file on its own into the battletech/mods folder direct, and it didn't work after starting the game. So I took a chance on trying to emulate the way the Pilot Popup mod was packaged. So, I made a new folder "battletech/mods/RealHitChance", Then I moved the AA.BT.RealHitChance.dll into this new folder. Then I made a new text file called "mod.json" in this folder , then in a text editor I coped everything from the mod'json file in the Pilot Chance mod folder, and changed the lines "Name" and "DLL", to be appropriate to the RealHitChame mod name and .dll filename. I don't think the other lines in the .json file absolutely need to be specific to the RealHitChance mod, as they seem to just be some extra description text, but I did change them to be appropriate to this mod.
Anyway, doing this and restarting the game, the mod was detected and it appeared to work OK in my existing campaign game. I had hit chances like 91%, 32%, rather than 85% and 35%.
So in summary:
Make a battletech/mods folder
Install Modtek latest version using the guide, ignore everything in that guide apart from the "0.6.0" section, and the "Installing a Modtek mod" section.
Run the modtekinjector.exe
Make a battletech/mods/RealHitChance folder, move the AA.BT.RealHitChance.dll to this folder.
Make a new text file in the battletech/mods/RealHitChance/ folder called mod.json
Edit the contents of this text file to be the same as a base mod.json file from another mod, e.g. PilotHealthPopup, using a text editor such as Notepad++, but replace the "Name" and "DLL" sections to be relevant to the RealHitChance mod. Also change the version, description, author and website lines if you want.I believe the version of the RealHitChance mod should be 1.0.
Run the game. Check the mod is enabled with the in game mod page.
My mod.json file looks like this
{
"Name": "RealHitChance",
"DLL": "AA.BT.RealHitChance.dll",
"Version": "1.0.0",
"Description": "Displays real hit chance",
"Author": "Alexanderabramov",
"Website": "www.github.com/alexanderabramov/bt-real-hit-chance"
}
EDIT: Heh, seems kawless_5 a few posts below posted pretty much the same solution :)