Using the injector ModTek v0.7.7.7 for game version above 1.4+, as recommended by BattleTechModLoader (BTML) itself (on its GitHub page), this mod no longer works. At least not with ModTek. Maybe it works using BTML. EDIT : see solution below (reply).
I also tried with Vortex (which uses Harmony with the folder ...\Documents\My Games\BattleTech\mods).
I tried both placing the dll directly in /Mods or in a custom folder /NoTimeToBleed. ModTex does not seem to inject the mod and it does not work when I try to use an injured pilot.
SOLUTION (with ModTek) : I simply manually copy-pasted a mod.json file from another mod and inserted the following code. The mod now works (tested).
{ "Name": "NoTimeToBleed", "DLL": "InjuredPiloting.dll", "Version": "1.0", "Description": "They can get back in the cockpit even with a couple holes in their guts. Pilots can start missions even if wounded.", "Author": "Lad09", "Website": "https://www.nexusmods.com/battletech/mods/99" }
All I had to do in order to get this mod to work was add a mod file to the folder { "Name": "InjuredPiloting", "Enabled": true, "Version": "???", "Description": "Send out your half dead pilots.", "Author": "Modded", "DependsOn": [], "DLL": "InjuredPiloting.dll" }
I presume you are using the forum UI and did not see my follow-up answer.
If you are on the mod page (Posts section), you will see I created a mod.json code with all the proper information. { "Name": "NoTimeToBleed", "DLL": "InjuredPiloting.dll", "Version": "1.0", "Description": "They can get back in the cockpit even with a couple holes in their guts. Pilots can start missions even if wounded.", "Author": "Lad09", "Website": "https://www.nexusmods.com/battletech/mods/99" }
Seems to work fine in 1.9.1 Would be nice to see the injured pilots take stat reductions for being wounded.
File structure didn't jive with HBS mod folder, so I did the following...
C:\Users\username\Documents\My Games\BattleTech\mods\HBS... Add folder "NoTimeToBleed" Copy InjuredPiloting.dll into "NoTimeToBleed" folder Create mod.json in NoTimeToBleed folder with the following contents...
1) Is there a way to make it recalculate if your pilot takes new injuries?
2) How does this work with healing multiple injuries? Say you have 3 pips of injury and it takes 60 days to heal. Do they lose one pip at 20 days and another at 40, or does it wait to completely heal them at 60? I would prefer the partial healing, if possible.
I like it. For some missions, you just want your A team, even if some of them are a little banged up. It's not without it's risk, though, as I found out the 3rd time I deployed an injured mechwarrior. :p Note to self, this is not a substitute for a backup lance of pilots.
Ill try this out, since im a slave driver to my warriors, but my question is.
Ok, say my pilot has a wound that takes 19 days to heal up. If i go out with him and he comes back and doesn't take any additional damage, will he still have 19 days to heal up or will he have 18 days to heal up, since it seems doing a contract takes 1 full day. I assume it would still be 19, but thought id ask anyways.
My Glitch still had 6 days left with one injury before a mission. During the mission, she received another hit, but after the mission she only had 5 days left. The out-of-action timer will proceed for injured pilots, but also not recalculated by additional injuries.
The perfect addition if the Lesser Head Injury mod is still not enough for someone. The game could also need a ToHit penalty for every injury point. Currently, injuries are just a penalty for the player after battle. It would be more plausible if they also have an effect during battle, besides a countdown to incapacitation. That would make it easier to deal with the AI pilots too, besides a little counterbalance bringing own wounded pilots to the battlefield.
Will that mechwarrior be missing some hit points if I use them and they have not healed? Or will they have full health? That's like, the most important aspect of this mod, because you're just making a cheat mod if they aren't missing some health using the mechwarrior while wounded.
15 comments
this mod no longer works. At least not with ModTek. Maybe it works using BTML.
EDIT : see solution below (reply).
I also tried with Vortex (which uses Harmony with the folder ...\Documents\My Games\BattleTech\mods).
I tried both placing the dll directly in /Mods or in a custom folder /NoTimeToBleed. ModTex does not seem to inject the mod and it does not work when I try to use an injured pilot.
I simply manually copy-pasted a mod.json file from another mod and inserted the following code. The mod now works (tested).
{
"Name": "NoTimeToBleed",
"DLL": "InjuredPiloting.dll",
"Version": "1.0",
"Description": "They can get back in the cockpit even with a couple holes in their guts. Pilots can start missions even if wounded.",
"Author": "Lad09",
"Website": "https://www.nexusmods.com/battletech/mods/99"
}
{
"Name": "InjuredPiloting",
"Enabled": true,
"Version": "???",
"Description": "Send out your half dead pilots.",
"Author": "Modded",
"DependsOn": [],
"DLL": "InjuredPiloting.dll"
}
If you are on the mod page (Posts section), you will see I created a mod.json code with all the proper information.
{
"Name": "NoTimeToBleed",
"DLL": "InjuredPiloting.dll",
"Version": "1.0",
"Description": "They can get back in the cockpit even with a couple holes in their guts. Pilots can start missions even if wounded.",
"Author": "Lad09",
"Website": "https://www.nexusmods.com/battletech/mods/99"
}
File structure didn't jive with HBS mod folder, so I did the following...
C:\Users\username\Documents\My Games\BattleTech\mods\HBS...
Add folder "NoTimeToBleed"
Copy InjuredPiloting.dll into "NoTimeToBleed" folder
Create mod.json in NoTimeToBleed folder with the following contents...
{
"Name": "NoTimeToBleed",
"Enabled": true,
"Version": "xxx",
"Description": "Deploy Wounded Mechwarriors",
"Author": "Mad",
"DLL": "InjuredPiloting.dll",
}
1) Is there a way to make it recalculate if your pilot takes new injuries?
2) How does this work with healing multiple injuries? Say you have 3 pips of injury and it takes 60 days to heal. Do they lose one pip at 20 days and another at 40, or does it wait to completely heal them at 60? I would prefer the partial healing, if possible.
Ill try this out, since im a slave driver to my warriors, but my question is.
Ok, say my pilot has a wound that takes 19 days to heal up. If i go out with him and he comes back and doesn't take any additional damage, will he still have 19 days to heal up or will he have 18 days to heal up, since it seems doing a contract takes 1 full day. I assume it would still be 19, but thought id ask anyways.
The out-of-action timer will proceed for injured pilots, but also not recalculated by additional injuries.
The game could also need a ToHit penalty for every injury point. Currently, injuries are just a penalty for the player after battle. It would be more plausible if they also have an effect during battle, besides a countdown to incapacitation. That would make it easier to deal with the AI pilots too, besides a little counterbalance bringing own wounded pilots to the battlefield.