This mod now overrides mw5_assetaccess to be able to enable duel missions for urban biomes. If you are using other mods that override the same file then put my mod to load in a way that my changes are overridden/cancelled This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity. This mod now overrides AI_missioncomponent To enable more AI functions in my missions. This mod now overrides Blackboard_Mech This mod now overrides Scenariogeneratorclass This mod now overrides HomeMenuPanelWidget This mod now overrides KookensPleasurePit_Checker This mod now overrides MetagameTracker This NEEDS to take effect for my mod to function properly... If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD.
Incompatibility FAQ's -If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use. -if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. make sure my mod loads last to fix this issue or remove the other mod.
MODS POTENTIALLY NOT COMPATIBLE: TTrulesAI (coyote pilot may not follow orders.) Colorized HomeScreen (variable) (sh01-Buttons) (My mod has to override his mod) Stacked crates (SD defenses fire at the ground and sometimes ignore enemies)
ABSOLUTELY NOT COMPATIBLE Low Tonnage High Difficulty Missions Scary turrets HeavierEnemyLances shush ryana Better spawns Increased warzone rewards
Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. Which will result in missions not ending properly in my mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything. My mod should load AFTER mech variant adding mods. My load order is 9.
VERSION 4.2.1 (current version) -Fixes a bug caused by other mods making mechs have negative tonnage in the lance 2 screen.
VERSION 4.2 -Added a second lance to the game you can bring on missions, which uses your own mechs and pilots. -Added numpad hotkey commands for tanks, second lance and asfs. -Upgraded coyote pilots AI in close range when it comes to target selection. (instead of targeting closest, he will target closest that he also has LOS to, which makes more sense. Second lance will use this AI) -All hotkey commands as well as merc dialog options are tied to numpad now. If you dont have one, buy one FFS. -Fixed EG rescue text reward typo. -Fixed a bug where player tanks wouldnt spawn correctly. -Tank loot crates will no longer spawn in arena missions. -Fixed a bug where opening coy tac menu while holding down another key did some messy stuff. -Air to air missiles will now curve upwards when no targets are available, much like SAM's do, to avoid hitting ground units. -Fixed a bug where EG stronghold defense would show up in multi-missions. -Optimizations to the games frame rate when it comes to enemy units. Expect 1-3 extra frames in large battles.
VERSION 4.1.2 -Added a new endgame mission type: Endgame stronghold defense. This mission will last longer then a normal stronghold defense and you must defend two bases at once. -You can now close the coyote tac menu by pressing tab again. -Removed tank and vtol null unit killer code from being automated. (this created a bug where player uavs would get deleted.. (i also believe now that tanks and vtols dont become null units anyway so this is not needed.. especially if it causes problems) -Added a mod option to remove faction assistance from factions that like you .-Added lootable tank crates you can find randomly on missions. Interact with them to get a random tank. (these crates are harder to spot then normal weapon loot crates and do not get a verbal callout from ryanna) -Fixed a bug where restarting ASF missions would lower the players DP amount. -Asfs are easier for AI to shoot down. (especially hostile ones) -Fixed a bug where AI wouldnt fire lasers at ASFs. -Additional AI FPS improvements. -Added a new debug button to my coyote tac menu. It activates my null unit killer script (including vtol and tanks)
VERSION 4.0.2 -Fixed a bug where mechs would stop moving every 2-3 seconds. -Fixed a compatiblity issue with BGO mod where move order would not function on steam version of the mod.
VERSION 4.0 -Went through the AI in the game and did some optimizations. Expect better average frame rates by 2-10 frames. (does not affect hitching/stuttering spawn lag. (thats caused by modded mechs/yaml and alot of weapons) -Added a command menu for coyote vehicles and other in-game assets. -Added mod option to disable hostile ASFs. -Lancemates can now be ordered to move to a location beyond 1km. (Feature wont function with battlegridorders mod enabled) -In collaboration with vonseiten, you can now disable biomes via mod options. (some missions like SD force certain biomes, scripted missions will force biomes. Some mission types will fail to load if a required biome is not present... Dont go crazy and disable 80% of biomes.) -Added a new defense type to all stronghold defense missions: PPC-X Turrets (only if you have DLC6) -Removed a turret spot on a SD map that was under a ramp leading into the base. -Tier 3 PPC turrets will now have 2 medium pulse lasers added onto their loadout. -My null mech killing code has been improved to look for tanks and VTOLS now. -You now call in ASFs and retreat them via the new coyote tac menu. -Friendly tanks can now activate the stronghold defense doors. -Removed stronghold defense AI voiceover. -Renamed "coyote mod stuff" to "tactical operations" -Increased the % chance to get tanks from exploration resource nav points. -Added a mod option to better situate some of my hud elements to fit vonhud mods ui. -Fixed some code where some damage in EG groundwar wasnt counting towards objective. -EG groundwar required damage amount has been increased By around 20% -Added a "free used game memory" button in coyote tac menu. Only use this option if you are having severe FPS issues within a long, drawn out mission. Its not guaranteed to work, and it will also remove some sound effects from the game and the sounds will not return for that mission. (sounds like torso turn and some engine sounds) This option is meant to attempt to clean up memory in both sounds, projectiles and dead units as well as running a one-time garbage collection.
VERSION 3.9.42 -Stronghold defense missions will now show text above all turret locations between waves indicating what types of turrets they are. -Fixed a bug with M lasers in stronghold defense where they would desync coop players shown DP amount when bought.
VERSION 3.9.41 -Fixed a bug in ASF missions related to DP (you couldnt build any turrets). This bug happened because of version 3.9.4
VERSION 3.9.4 -Fixed some coop client related issues with ASFs. Its not perfect, but most aspects of ASFs function correctly in coop now. (ASFs for client-side will appear to be in lower FPS then host by about half, but they will no longer be out of sync) -Hostile ASFs for clients should no longer vanish from LOD when beyond 1km. -Added an anti-air tank to bring on missions. This tank cannot fire on ground units at all but its great against air. -Added a J-edgar as a vehicle to bring on missions. An option for speed sensitive missions. -Hostile ASF's lower altitude more often when engaging ground targets. -Hostile ASF's have lower chance to retreat. -Hostile ASF's retreat movement speed has been slowed by 17% -Changed stronghold defense DP code to remove stutter when some enemies die in these missions. -Stronghold AC2 turrets cost has been increased by a few points per tier. -Player owned ASFs are more expensive to repair. -Solo player DP amount has been increased slightly.
VERSION 3.9.3 -Added a new endgame mission type. Endgame groundwar. -Endgame missions can now award modded mechs. -Fixed a bug with hero mech rewards being the same in endgame missions. -seek and destroy targets are more likely to run away. In harder difficulties they have more armor. -Seek and destroy maps should generally be smaller in late game. -Fixed a bug where hostile striker ASFs would bug out when reaching 0 health and turn into a zombie ship. -Added mod options to adjust hostile ASF health values. -Leopards that spawn units onto the maps will come down and leave 30% faster, resulting in better frame rates. (leopards eat some frames) -Added some code to attempt to force leopards to leave when they get stuck in hover sequence after dropping mechs. (the above is not a bug from my mod AFAIK, but i like to fix problems with the game and other mods.)
VERSION 3.9.2 -Fixes a mission hang with beachhead defense that was introduced in 3.9
VERSION 3.9.1 -Fixes a bug where hostile ASF's would spawn into low difficulty missions. -Fixed a bug where hostile ASF's wouldnt spawn as often into high difficulty missions as i intended. -Redid my null mech cleanup code. It should work alot better now. -Endgame duels can now grab modded mechs for the opfor. -Endgame dueler mechs are 4% less durable. -Fixes previously mentioned bug with ground vehicles.
VERSION 3.9 WORK ON TEXT ADVENTURE SYSTEM IS STILL ONGOING AND NOT YET COMPLETED IT WILL BE IN A FUTURE UPDATE AT SOME POINT -Added hostile ASF's to the game.. They will spawn on higher difficulties (55+) -Shooting down enemy ASFs will get you ASF upgrades for that corresponding fighter type. -Hostile ASFs will sometimes attempt to retreat and leave when at low HP. -ASF interceptors now have flares they will fire if they detect air to air missiles. -Fixed a bug where ASF anti air missiles would have delayed damage. -Fixed a bug where strikers wouldnt fire ASM's unless you had the ASM upgrade. -Added some code to kill all sounds that persist through the end of a mission and into your leopard home. (Not a bug from my mod, but i figured id fix this problem anyways) (mostly ams and leopard thruster sound) -Added an option in the ground vehicles menu to clear enabled tanks automatically after a mission completes. (this option is bugged, DO NOT USE IT) ill fix it next time i update (currently fixed)
-Added a new assassination mission variant called seek and destroy Targets will actively avoid the player and must be found and hunted down. Soft time limit where reinforcements will arrive into the mission. Pays more Cbills then standard assassination and will always have an optional Cbill capture point objective.
Sorry for taking you some time, but I can't find any information about these two questions.
1. While I played ver. 3.7 before, the contract of endgame missions had similar C-bill reward to other 100 difficulty mission. But when I upgrade to 4.2.1 , there is only 300,000 up C-bill reward and no reputation in endgame missions contract. Is this a change of previous versions? Or some mods mess it up?
2.Is resource mission are random and can respawn at any warzone location? or they are in fixed place and one-time in single carrer save?
Not intended. I looked at the guns AI and i dont see anything that would make them fire at allies. Allied AA is sort of rare so ive never came across this bug. If i got time ill test. Im pretty busy working on twitch integration right now.
Dude, what did you do to FLASH STRIKE missions... Enemy mechs are just trying to runaway from me and they are way too fast!!! I cant even catch them... Just update them in a way which they fightback!
I've got to agree with OP here. I started avoiding S&D missions when fielding medium or heavier lances because they feel like a giant waste of my time. I understand the idea that went into the design but when you're in a Shadow Hawk but one of the targets is in a Jenner and you have to spend 30+ minutes chasing them round and round and round, it's just silly.
Maybe, as a compromise, the targets could keep running away until you've triggered the final wave of enemy reinforcements but once they're on the field, the targets change their approach and go for one last all-or-nothing attack since they know that no further help is incoming?!
Hey Coyote, do you have a list of fortress worlds? For the lfie of me I cannot seem to find more than 2 of them. If you could help it would be much appreciated.
Just did part 2 of the 'uprising quelled' missions and it had me fighting for Liao against Pirates. The issue is that Both hate me at -5000 and -180 respectively and as a result Liao sent assassins against me, their own contracted mercs, who proceeded to drop right by my mission target and kill them for me, before walking halfway across the map to try and kill me too.
Are assassins supposed to be sent against you by your employer or is this an oversight?
Liao and pirates do not get along. If you were fighting against liao as the opfor the assassins would not attack them.
As for liao sending assassins during their own missions... Im pretty sure its intentional. You can see the mission being an excuse to send them in the first place, knowing where you are. Now why do they sometimes drop in random places on the map? For fun and variance.
So I use the 2nd lance to defend the leopard on the exploration missions and they'll sometimes just teleport to random spots on the map. My bois are suddenly alone and fighting for their lives.
The CDA-BLU doesn't seen to work with anything that reduces laser beam duration. I've tried upgrades and fire controls that reduce beam duration but not with the CDA-BLU. All other mechs seem to be working correctly.
I have researched quite extensively, but can’t quite find a definite answer: how compatible is your mod with something like Battletech 3015 and MechwarriorVR, both by SicSix?
Battletech 3015 uses YAML as base but severely restricts mechs and equipment for a slower, more deliberate TT-like gameplay that adheres to the game’s timeline, while MechwarriorVR limits the HUD elements for the benefit of fantastically immersive, diegetic MFDs (I’m using it on standard flatscreen myself).
My question pertains not only to basic file conflicts, but the overall meshing of design ideas, if you are able to comment. Will your mod ‘break into’ 3015’s restrictions when it comes to mechs, gear and other elements that spawn?
hi i am having issues with joining a friend on his game, it keeps crashing with a fatal error when we go to start a mission, does anyone have any advice. thanks
Hey coming back after an absence I got to say I'm liking the improvements. I would like to know if theres some way to disable the hotkeys if not rebind them for the tank lance though. I'm on a laptop and set all my normal squad commands to the numpad and having all my tanks rush off into the distance every time I give my lance the attack my target command makes them more hassle then they're worth. I'd rather just give them their orders through the menu at the star of the mission and then let them do their thing.
3304 comments
Above is the link to my patreon, which directly impacts the amount of work i put into the mod.
https://discord.gg/5c5NTfTHbq
Above is the link to this mods discord channel.
This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity.
This mod now overrides AI_missioncomponent To enable more AI functions in my missions.
This mod now overrides Blackboard_Mech
This mod now overrides Scenariogeneratorclass
This mod now overrides HomeMenuPanelWidget
This mod now overrides KookensPleasurePit_Checker
This mod now overrides MetagameTracker
This NEEDS to take effect for my mod to function properly... If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD.
Incompatibility FAQ's
-If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use.
-if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. make sure my mod loads last to fix this issue or remove the other mod.
MODS POTENTIALLY NOT COMPATIBLE:
TTrulesAI (coyote pilot may not follow orders.)
Colorized HomeScreen (variable) (sh01-Buttons) (My mod has to override his mod)
Stacked crates (SD defenses fire at the ground and sometimes ignore enemies)
ABSOLUTELY NOT COMPATIBLE
Low Tonnage High Difficulty Missions
Scary turrets
HeavierEnemyLances
shush ryana
Better spawns
Increased warzone rewards
Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. Which will result in missions not ending properly in my mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything.
My mod should load AFTER mech variant adding mods. My load order is 9.
VERSION 4.2.1 (current version)
-Fixes a bug caused by other mods making mechs have negative tonnage in the lance 2 screen.
VERSION 4.2
-Added a second lance to the game you can bring on missions, which uses your own mechs and pilots.
-Added numpad hotkey commands for tanks, second lance and asfs.
-Upgraded coyote pilots AI in close range when it comes to target selection.
(instead of targeting closest, he will target closest that he also has LOS to, which makes more sense. Second lance will use this AI)
-All hotkey commands as well as merc dialog options are tied to numpad now. If you dont have one, buy one FFS.
-Fixed EG rescue text reward typo.
-Fixed a bug where player tanks wouldnt spawn correctly.
-Tank loot crates will no longer spawn in arena missions.
-Fixed a bug where opening coy tac menu while holding down another key did some messy stuff.
-Air to air missiles will now curve upwards when no targets are available, much like SAM's do, to avoid hitting ground units.
-Fixed a bug where EG stronghold defense would show up in multi-missions.
-Optimizations to the games frame rate when it comes to enemy units. Expect 1-3 extra frames in large battles.
VERSION 4.1.2
-Added a new endgame mission type: Endgame stronghold defense.
This mission will last longer then a normal stronghold defense and you must defend two bases at once.
-You can now close the coyote tac menu by pressing tab again.
-Removed tank and vtol null unit killer code from being automated. (this created a bug where player uavs would get deleted..
(i also believe now that tanks and vtols dont become null units anyway so this is not needed.. especially if it causes problems)
-Added a mod option to remove faction assistance from factions that like you
.-Added lootable tank crates you can find randomly on missions. Interact with them to get a random tank.
(these crates are harder to spot then normal weapon loot crates and do not get a verbal callout from ryanna)
-Fixed a bug where restarting ASF missions would lower the players DP amount.
-Asfs are easier for AI to shoot down. (especially hostile ones)
-Fixed a bug where AI wouldnt fire lasers at ASFs.
-Additional AI FPS improvements.
-Added a new debug button to my coyote tac menu. It activates my null unit killer script (including vtol and tanks)
VERSION 4.0.2
-Fixed a bug where mechs would stop moving every 2-3 seconds.
-Fixed a compatiblity issue with BGO mod where move order would not function on steam version of the mod.
VERSION 4.0
-Went through the AI in the game and did some optimizations. Expect better average frame rates by 2-10 frames.
(does not affect hitching/stuttering spawn lag. (thats caused by modded mechs/yaml and alot of weapons)
-Added a command menu for coyote vehicles and other in-game assets.
-Added mod option to disable hostile ASFs.
-Lancemates can now be ordered to move to a location beyond 1km. (Feature wont function with battlegridorders mod enabled)
-In collaboration with vonseiten, you can now disable biomes via mod options.
(some missions like SD force certain biomes, scripted missions will force biomes. Some mission types will fail to load
if a required biome is not present... Dont go crazy and disable 80% of biomes.)
-Added a new defense type to all stronghold defense missions: PPC-X Turrets (only if you have DLC6)
-Removed a turret spot on a SD map that was under a ramp leading into the base.
-Tier 3 PPC turrets will now have 2 medium pulse lasers added onto their loadout.
-My null mech killing code has been improved to look for tanks and VTOLS now.
-You now call in ASFs and retreat them via the new coyote tac menu.
-Friendly tanks can now activate the stronghold defense doors.
-Removed stronghold defense AI voiceover.
-Renamed "coyote mod stuff" to "tactical operations"
-Increased the % chance to get tanks from exploration resource nav points.
-Added a mod option to better situate some of my hud elements to fit vonhud mods ui.
-Fixed some code where some damage in EG groundwar wasnt counting towards objective.
-EG groundwar required damage amount has been increased By around 20%
-Added a "free used game memory" button in coyote tac menu. Only use this option if you are having severe FPS issues within
a long, drawn out mission. Its not guaranteed to work, and it will also remove some sound effects from the game and
the sounds will not return for that mission. (sounds like torso turn and some engine sounds)
This option is meant to attempt to clean up memory in both sounds, projectiles and dead units as well as running a one-time
garbage collection.
VERSION 3.9.42
-Stronghold defense missions will now show text above all turret locations between waves indicating what types of turrets they are.
-Fixed a bug with M lasers in stronghold defense where they would desync coop players shown DP amount when bought.
VERSION 3.9.41
-Fixed a bug in ASF missions related to DP (you couldnt build any turrets). This bug happened because of version 3.9.4
VERSION 3.9.4
-Fixed some coop client related issues with ASFs. Its not perfect, but most aspects of ASFs function correctly in coop now.
(ASFs for client-side will appear to be in lower FPS then host by about half, but they will no longer be out of sync)
-Hostile ASFs for clients should no longer vanish from LOD when beyond 1km.
-Added an anti-air tank to bring on missions. This tank cannot fire on ground units at all but its great against air.
-Added a J-edgar as a vehicle to bring on missions. An option for speed sensitive missions.
-Hostile ASF's lower altitude more often when engaging ground targets.
-Hostile ASF's have lower chance to retreat.
-Hostile ASF's retreat movement speed has been slowed by 17%
-Changed stronghold defense DP code to remove stutter when some enemies die in these missions.
-Stronghold AC2 turrets cost has been increased by a few points per tier.
-Player owned ASFs are more expensive to repair.
-Solo player DP amount has been increased slightly.
VERSION 3.9.3
-Added a new endgame mission type. Endgame groundwar.
-Endgame missions can now award modded mechs.
-Fixed a bug with hero mech rewards being the same in endgame missions.
-seek and destroy targets are more likely to run away. In harder difficulties they have more armor.
-Seek and destroy maps should generally be smaller in late game.
-Fixed a bug where hostile striker ASFs would bug out when reaching 0 health and turn into a zombie ship.
-Added mod options to adjust hostile ASF health values.
-Leopards that spawn units onto the maps will come down and leave 30% faster, resulting in better frame rates. (leopards eat some frames)
-Added some code to attempt to force leopards to leave when they get stuck in hover sequence after dropping mechs.
(the above is not a bug from my mod AFAIK, but i like to fix problems with the game and other mods.)
VERSION 3.9.2
-Fixes a mission hang with beachhead defense that was introduced in 3.9
VERSION 3.9.1
-Fixes a bug where hostile ASF's would spawn into low difficulty missions.
-Fixed a bug where hostile ASF's wouldnt spawn as often into high difficulty missions as i intended.
-Redid my null mech cleanup code. It should work alot better now.
-Endgame duels can now grab modded mechs for the opfor.
-Endgame dueler mechs are 4% less durable.
-Fixes previously mentioned bug with ground vehicles.
VERSION 3.9
WORK ON TEXT ADVENTURE SYSTEM IS STILL ONGOING AND NOT YET COMPLETED
IT WILL BE IN A FUTURE UPDATE AT SOME POINT
-Added hostile ASF's to the game.. They will spawn on higher difficulties (55+)
-Shooting down enemy ASFs will get you ASF upgrades for that corresponding fighter type.
-Hostile ASFs will sometimes attempt to retreat and leave when at low HP.
-ASF interceptors now have flares they will fire if they detect air to air missiles.
-Fixed a bug where ASF anti air missiles would have delayed damage.
-Fixed a bug where strikers wouldnt fire ASM's unless you had the ASM upgrade.
-Added some code to kill all sounds that persist through the end of a mission and into your leopard home.
(Not a bug from my mod, but i figured id fix this problem anyways) (mostly ams and leopard thruster sound)
-Added an option in the ground vehicles menu to clear enabled tanks automatically after a mission completes.
(this option is bugged, DO NOT USE IT) ill fix it next time i update (currently fixed)
-Added a new assassination mission variant called seek and destroy
Targets will actively avoid the player and must be found and hunted down.
Soft time limit where reinforcements will arrive into the mission.
Pays more Cbills then standard assassination and will always have an optional Cbill capture point objective.
ASF FIGHTER LOCATIONS
Marik territory:
-interceptor-
yanchep
mosiro
-multi-role-
semenyh
ibarra
bondurant
-striker-
schiedam
Laio territory:
-interceptor-
wright
-multi-role-
glasgow
hunan
hsien
Federated suns territory:
-interceptor-
fairfax
shubuta
savonburg
sauk city
narellan
-multi-role-
le blanc
xhosa
andro
-striker-
rio
tawas
Dranocis territory:
-interceptor-
ferleiten
sinope
-multi-role-
iijima
pilkhua
feltre
pesht
-striker-
dabih
apriki
Steiner territory:
-interceptor-
Tapihue
timkovichi
zhongshan
mezzana
-multi-role-
persistence
finsterwalde
premana
montmarault
-striker-
kockengen
bjornlunda
kochab
1. While I played ver. 3.7 before, the contract of endgame missions had similar C-bill reward to other 100 difficulty mission.
But when I upgrade to 4.2.1 , there is only 300,000 up C-bill reward and no reputation in endgame missions contract.
Is this a change of previous versions? Or some mods mess it up?
2.Is resource mission are random and can respawn at any warzone location? or they are in fixed place and one-time in single carrer save?
Thanks a lot for making this great mod.
2. Hand placed, limited amount. About 150 of them in the universe.
Allied AA is sort of rare so ive never came across this bug. If i got time ill test.
Im pretty busy working on twitch integration right now.
Maybe, as a compromise, the targets could keep running away until you've triggered the final wave of enemy reinforcements but once they're on the field, the targets change their approach and go for one last all-or-nothing attack since they know that no further help is incoming?!
Good herding :0)
HTH
Are assassins supposed to be sent against you by your employer or is this an oversight?
As for liao sending assassins during their own missions... Im pretty sure its intentional. You can see the mission being an excuse to send them in the first place, knowing where you are. Now why do they sometimes drop in random places on the map? For fun and variance.
I have researched quite extensively, but can’t quite find a definite answer: how compatible is your mod with something like Battletech 3015 and MechwarriorVR, both by SicSix?
Battletech 3015 uses YAML as base but severely restricts mechs and equipment for a slower, more deliberate TT-like gameplay that adheres to the game’s timeline, while MechwarriorVR limits the HUD elements for the benefit of fantastically immersive, diegetic MFDs (I’m using it on standard flatscreen myself).
My question pertains not only to basic file conflicts, but the overall meshing of design ideas, if you are able to comment. Will your mod ‘break into’ 3015’s restrictions when it comes to mechs, gear and other elements that spawn?
thanks a lot