seems to work, except custom values for the WeightThresholds don't seem to register -- it keeps using the default, which imo is tuned way too high on the heavier end. so now i'm just playing without WeightThresholds, the rest of the mod has been working fine for me so far.
though i'm not using the AssembleVariants feature, so i can't tell you if that one might also have some issue.
Does this mod override the advanced campaign settings -- such as number of parts needed and stripped component status? I enabled those campaign features upon starting a new game, and the number of required components seems to be tracking. But I'm not so sure of the rest.
This is as of game v1.5, and I don't know when that game feature was introduced.
Self-replying in case anyone else comes looking/asking the same thing: This mod overrides the advanced campaign settings, so if you want variable component numbers needed per mech weight, or randomized equipment/weapon damage upon recovering a mech, this one works like a charm! :D
Thanks for the mod, love it. However, after 1.3 released, variants of the same base mech aren't combining to assemble. I am using dZ CCC and chose the difficulty setting where 5 parts are needed to assemble a mech. I was wondering if this is a known issue? Thank you!
I noticed a bug using this mod where parts of different chassis variants are combined to make the mech of the last parts gathered. For instance, the game is set to build mechs with 5 parts of a single chassis; I have three Orion-K parts and I get two Orion-V parts in a mission and it builds an Orion-V. Any chance this is from your mod?
Note: I am also using your mod adjusted mech salvage, so perhaps it could be that as well.
I tried the new ones but whenever I come back from a mission, my UI is gone. I am able to get the save game up but when I log back in, I don't get any of the salvage I pick.
@Rtlee117 can you please specify, checking the box for unequipped mechs causes conflict, or unchecked causes conflict? I left it unchecked and am getting the no UI issue. Could be another mod, but I don't have many loaded atm.
I'm also getting the no ui and not getting mech parts. I do have the option set to unequip mechs. Perhaps an update to resolve this conflict is possible Morphyum?
Hi. Very nice mod. I play with RT. buy I have some idea. This is form my other post " My small idea is about to make something like: - If you collect a needed mech part to assemble a new mech it will not automatic assemble. You will see a information window after battle that "new mech is ready to fight or something like that ", but ... - To assemble a mech you will need to go to the storage and press some new bottom "assemble mech" or something like that, to make a new mech from the part you have. - Then you will rebuild this mech. "
and "I just back with the idea. The automatic assembler is a big problem. About "few" mission ago I had a 2 mech ready to fight. One need 16 and one for 14 days . So I start repair them, but after 3 months of a game I still don't finish them - missions them repair of my mechs and re-equip them. . And now in one battle I have 3 new mechs ready to fight. I have 12 bays, 11 was full and, what I can do now. I still need 2 more buys for this new mechs.
Pls do something with this. "
Org post - https://www.nexusmods.com/battletech/mods/79/?tab=forum&topic_id=6938766
Quick question though, What settings in the Mechdef or Chassdef determines if a mech is a variant of another mech.I made a Firefly (30tonner) based on the Jenner works and when I combined 3 Jenners together I got a firefly. Just want to prevent that from happening if I ever release my mech pack. Is your mod looking at the Prefab, the Movedef or something else?
Just one question if you please. If I set AssembleVariants to false, will this make it so that I need to gather all parts of each mech chassis, and have to chase down all five parts off exactly the same mech?
83 comments
though i'm not using the AssembleVariants feature, so i can't tell you if that one might also have some issue.
This is as of game v1.5, and I don't know when that game feature was introduced.
TY!
Note: I am also using your mod adjusted mech salvage, so perhaps it could be that as well.
This is form my other post
"
My small idea is about to make something like:
- If you collect a needed mech part to assemble a new mech it will not automatic assemble. You will see a information window after battle that "new mech is ready to fight or something like that ", but ...
- To assemble a mech you will need to go to the storage and press some new bottom "assemble mech" or something like that, to make a new mech from the part you have.
- Then you will rebuild this mech.
"
and
"I just back with the idea. The automatic assembler is a big problem. About "few" mission ago I had a 2 mech ready to fight. One need 16 and one for 14 days . So I start repair them, but after 3 months of a game I still don't finish them - missions them repair of my mechs and re-equip them. . And now in one battle I have 3 new mechs ready to fight. I have 12 bays, 11 was full and, what I can do now. I still need 2 more buys for this new mechs.
Pls do something with this.
"
Org post - https://www.nexusmods.com/battletech/mods/79/?tab=forum&topic_id=6938766
Could you do something with that ? pls :]
Quick question though, What settings in the Mechdef or Chassdef determines if a mech is a variant of another mech.I made a Firefly (30tonner) based on the Jenner works and when I combined 3 Jenners together I got a firefly. Just want to prevent that from happening if I ever release my mech pack. Is your mod looking at the Prefab, the Movedef or something else?
Works flawless...
Thx for this great mod.
Just one question if you please. If I set AssembleVariants to false, will this make it so that I need to gather all parts of each mech chassis, and have to chase down all five parts off exactly the same mech?