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Most endorsed files in the last two weeks
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Most endorsed files of all-time (non-adult)
Top 30 Files in past two weeks:
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BattleTech mod that allows you to choose which pilots you start with in Career mode. By default, it is set to start with the same four as Campaign mode: Behemoth, Dekker, Glitch, and Medusa.
- 4KB
- 85
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369BattleTech mod that allows you to choose which pilots you start with in Career mode. By default, it is set to start with the same four as Campaign mode: Behemoth, Dekker, Glitch, and Medusa.
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Few Light Medium and Heavy Mechs tweaked
This increases the max tonnage of a few Mechs and also the number of hardpointsMachine Gun tweaked to have more damage
- 28KB
- 11
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370Few Light Medium and Heavy Mechs tweaked
This increases the max tonnage of a few Mechs and also the number of hardpointsMachine Gun tweaked to have more damage
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This mod adds half ton ammo to the stores. There's one version based on TT ammo values and one based on BT values. In case of uneven numbers I alway rounded down, to prevent advantages by stacking half ammo bins. For both there's an alternative version without MG half ammo, to use togerther with JK_Variants.
- 7KB
- 35
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371This mod adds half ton ammo to the stores. There's one version based on TT ammo values and one based on BT values. In case of uneven numbers I alway rounded down, to prevent advantages by stacking half ammo bins. For both there's an alternative version without MG half ammo, to use togerther with JK_Variants.
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LOOK - Enhanced Weapon Normalisation
This mod normalises enhanced weapons to remove outliers. It also enhances LosTec to fall at approximately between the new ++ to +++ range of the base weapon.Several bugged weapons are fixed and a couple of weapons are lightly rebalanced.
- 223KB
- 7
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372LOOK - Enhanced Weapon Normalisation
This mod normalises enhanced weapons to remove outliers. It also enhances LosTec to fall at approximately between the new ++ to +++ range of the base weapon.Several bugged weapons are fixed and a couple of weapons are lightly rebalanced.
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Several Flashpoints assign specific 'Mechs to the player that they must use during a contract. This mod allows for assigning random 'Mechs based on tags set in the contract.json.
- 4KB
- 6
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373Several Flashpoints assign specific 'Mechs to the player that they must use during a contract. This mod allows for assigning random 'Mechs based on tags set in the contract.json.
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374
Hangar of the Dispossessed (Obsolete)
Obsolete. Use CAB with BTA, BEX, or RogueTech
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BattleTech mod that randomizes the UrbanMech variants for the player and all the AI assigned during the Tournament of Champions flashpoint.
- 18KB
- 2
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375BattleTech mod that randomizes the UrbanMech variants for the player and all the AI assigned during the Tournament of Champions flashpoint.
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In this Flashpoint you will follow the story of Gray Death Legion participation in the war of 3039. You will need to demonstrate all your command skills while facing the same circumstances as the legendary Mercenary unit.
- 1.2MB
- 148
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376In this Flashpoint you will follow the story of Gray Death Legion participation in the war of 3039. You will need to demonstrate all your command skills while facing the same circumstances as the legendary Mercenary unit.
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377
Enables factions on the map to war each other.
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Armor Upgrades - Multilanguage
Adds Armor Structure upgrades. In expense of structure slots you can reduce the weight of your Mech.
- 67KB
- 100
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378Armor Upgrades - Multilanguage
Adds Armor Structure upgrades. In expense of structure slots you can reduce the weight of your Mech.
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True Tabletop Conversion (TTC)
There are two versions of this mod now; one that maintains the default numbering system and one that is converted to Classic BattleTech (CBT) standards. For a completely new experience try the full conversion, but keep in mind that using either mod on a saved game will require some adjustments to your Mechs to function properly. Enjoy!
- 171KB
- 15
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379True Tabletop Conversion (TTC)
There are two versions of this mod now; one that maintains the default numbering system and one that is converted to Classic BattleTech (CBT) standards. For a completely new experience try the full conversion, but keep in mind that using either mod on a saved game will require some adjustments to your Mechs to function properly. Enjoy!
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The goal of this mod is two-fold. First, to add fun to the game through variety and challenge. Second, to have you make choices about your equipment instead of just scaling up the +++ ladder of weapons and tonnage. Includes numerous balancing changes and gameplay adjustments.
- 76.7MB
- 9
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380The goal of this mod is two-fold. First, to add fun to the game through variety and challenge. Second, to have you make choices about your equipment instead of just scaling up the +++ ladder of weapons and tonnage. Includes numerous balancing changes and gameplay adjustments.
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381
Balances weapon values and buffs evasion
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CBT Deadlier Anti-Personnel Weapons
ModDescription: Changes made to the Flamer and Machine Gun to be more in line with CBT and scaled to other HBS weapon values.
- 5KB
- 7
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382CBT Deadlier Anti-Personnel Weapons
ModDescription: Changes made to the Flamer and Machine Gun to be more in line with CBT and scaled to other HBS weapon values.
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BattleTech mod (using BTML) that let's your own mechs getting destroyed permanently and instead rewards you with partial mech parts.
- 4KB
- 51
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383BattleTech mod (using BTML) that let's your own mechs getting destroyed permanently and instead rewards you with partial mech parts.
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Guns of Kerensky - A Better Weapon Balance - BT Edition
This is my best attempt to address four key points regarding weapons: (1) smooth out inconsistencies in weapon stats, (2) incorporate some popular ADVANCED rules from classic tabletop Battletech, (3) do this while staying true to lore and design choices in the vanilla experience, and (4) be as cross-compatible as possible!
- 277KB
- 58
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384Guns of Kerensky - A Better Weapon Balance - BT Edition
This is my best attempt to address four key points regarding weapons: (1) smooth out inconsistencies in weapon stats, (2) incorporate some popular ADVANCED rules from classic tabletop Battletech, (3) do this while staying true to lore and design choices in the vanilla experience, and (4) be as cross-compatible as possible!
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385
corrected, fixed, checked this time, everything works.
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For the sound sensitive. After a while even the game's great audio gets old. This mod lets you configure and disable certain audio feedback like the pilots talking in the barracks/hiring hall, or the PA system aboard the Argo. It can also mute the sounds of mechs rotating their torsos, and now the grating Crab and Hatchetman noises.
- 4KB
- 22
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386For the sound sensitive. After a while even the game's great audio gets old. This mod lets you configure and disable certain audio feedback like the pilots talking in the barracks/hiring hall, or the PA system aboard the Argo. It can also mute the sounds of mechs rotating their torsos, and now the grating Crab and Hatchetman noises.
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Leopard Liberation Start (Outdated)
Not Flashpoint Compatible!! Try: https://www.nexusmods.com/battletech/mods/518Drops you into the game with the Leopard right before freeing the Argo, and unlocks the entire map for you to roam. After completing a mission it prompts you to take on the Arano Liberation mission, putting the argo option into your contract list.
- 5KB
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387Leopard Liberation Start (Outdated)
Not Flashpoint Compatible!! Try: https://www.nexusmods.com/battletech/mods/518Drops you into the game with the Leopard right before freeing the Argo, and unlocks the entire map for you to roam. After completing a mission it prompts you to take on the Arano Liberation mission, putting the argo option into your contract list.
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Utlility tool to read mech and mechpart data from the game and write it into a easy readable txt format and a few csv files.The files are written every time you enter the Mechbay on your Argo/Leopard.
- 12KB
- 10
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388Utlility tool to read mech and mechpart data from the game and write it into a easy readable txt format and a few csv files.The files are written every time you enter the Mechbay on your Argo/Leopard.
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Mod takes a detailed approach to re-balancing all weapons based on their efficiency in converting heat and tonnage into damage (and stability damage).
- 133KB
- 8
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389Mod takes a detailed approach to re-balancing all weapons based on their efficiency in converting heat and tonnage into damage (and stability damage).
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Early Mission Skip Random Starting Mech bug fixes
Tutorial, escape from Coromodir, and Majesty Metals missions skipped. Semi-Random Starting Mech (from 16 possibilities)Minor bug fixes and starting alterations
- 65KB
- 42
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390Early Mission Skip Random Starting Mech bug fixes
Tutorial, escape from Coromodir, and Majesty Metals missions skipped. Semi-Random Starting Mech (from 16 possibilities)Minor bug fixes and starting alterations
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Cicada Spider and Locust Changes
The Cicada, Spider, and Locust are all terrible chassis. Players who know the lore sell that garbage as soon as they are able. With so few chassis available in the game, this is not a great thing. Have modded these mechs to still be within tabletop rules, but much less terrible.
- 30KB
- 7
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391Cicada Spider and Locust Changes
The Cicada, Spider, and Locust are all terrible chassis. Players who know the lore sell that garbage as soon as they are able. With so few chassis available in the game, this is not a great thing. Have modded these mechs to still be within tabletop rules, but much less terrible.
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Lost Weapons (former Rotary Autocannon Mod)
This mod adds a couple of weapons, that may not fit really into the timeline but are fun to use.
- 3KB
- 62
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392Lost Weapons (former Rotary Autocannon Mod)
This mod adds a couple of weapons, that may not fit really into the timeline but are fun to use.
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Annubis' Weapon Rebalance (And bug fixes)
A weapon rebalance mod that focuses on making all weapons fairly equal so that the player is not funnelled into a specific array of weapons.
- 99KB
- 5
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393Annubis' Weapon Rebalance (And bug fixes)
A weapon rebalance mod that focuses on making all weapons fairly equal so that the player is not funnelled into a specific array of weapons.
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<<RequiresModTek to function>>Using existing Battlemechs to represent other models that are also found in the Technical Readout 3039. Essentially using existing 'Mechs to add more variants to the game. Some modifications to designs were made for aesthetics. Please note some designs are for models impo
- 63KB
- 17
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394<<RequiresModTek to function>>Using existing Battlemechs to represent other models that are also found in the Technical Readout 3039. Essentially using existing 'Mechs to add more variants to the game. Some modifications to designs were made for aesthetics. Please note some designs are for models impo
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395
Gib ECM pls (Royal Griffin chassisdef mod)
Adds ECM aura to the Royal Griffin.
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This mod alters the "event_co_cratesOfMistakes" event (you probably know it as the 'hamburger event'):You now have the choice of having the hamburger event happen, or having one of ten random events happen instead.Either way, the actual event will happen the next day.You shouldn't have to restart your game to have the event
- 29KB
- 7
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396This mod alters the "event_co_cratesOfMistakes" event (you probably know it as the 'hamburger event'):You now have the choice of having the hamburger event happen, or having one of ten random events happen instead.Either way, the actual event will happen the next day.You shouldn't have to restart your game to have the event
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This mod introduces the Stinger, Wasp, Valkyrie, and Crusader using SolhamaJoe's HotD-Phoenix Hawk mod and joelmeador's MechResizer (and BTML/ModTek).
- 36.3MB
- 36
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397This mod introduces the Stinger, Wasp, Valkyrie, and Crusader using SolhamaJoe's HotD-Phoenix Hawk mod and joelmeador's MechResizer (and BTML/ModTek).
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"Always Detect" gives you the option to extend "detection distance" beyond sensor range, for the AI, human players or both.
- 6KB
- 10
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398"Always Detect" gives you the option to extend "detection distance" beyond sensor range, for the AI, human players or both.