![]() Thats most likely what I need to do, I'll also have to figure out how to distinguish the different types from one another (i.e is this a weapon, a mech, etc.) as it does seem to matter. If you can give me an example or 2 of the mods you are running and potentially a save file I can try and see if I can get mod support working Stickster42 wrote: Would it be worth including the \mods\.modtek\cache\BattleTech_Data as a scanned location for json definitions as well, that way it would automatically include any enabled modtek mods mechs and equipment? Would it be worth including the \mods\.modtek\cache\BattleTech_Data as a scanned location for json definitions as well, that way it would automatically include any enabled modtek mods mechs and equipment?Īll people would need to do is run the game once first with whatever mods they want and the equipment would then show the next time they scanned in the save editor. I see your editor as a great tool for modders to easily play test new mechs/equipment JWolf1672 wrote: Thanks for the feedback, If you can give me an example or 2 of the mods you are running and potentially a save file I can try and see if I can get mod support working If you know the equipment's I'd from the json file you could also manually try adding it by entering it into the text fields instead of using the drop downs. Of course this will only work for items already in your inventory. If you do you can change the values in the table directly by clicking the value column of the mechs/equipment and entering the amount you want. Just, in game, buy as much smalllasers as you can, save, exit game, come to x:GOG GamesBATTLETECHBattleTechDataStreamingAssetsdata and now in. If you check the table inventory do you see any of the mechs or equipment from the mods there? It's likely that the mods are placing their files in a spot I am not looking at so they won't appear in a scan. I see your editor as a great tool for modders to easily play test new mechs/equipment If not i hope you can figure out how to get it to see mech/equipment mods. Maybe i missed something or did it wrong. if not i hope you can figure out how to get it to see mech/equipment mods. maybe i missed something or did it wrong. ![]() when it asked for the directory for battletech i just gave it the main root of battletech. When it asked for the directory for battletech i just gave it the main root of battletech. your editor works great with vanilla inventory but it doesnt seem to see any mechs or equipment added by the mods. Your editor works great with vanilla inventory but it doesnt seem to see any mechs or equipment added by the mods. I am running at time of this post 60 mods. App to create, save and exchange Military Maps according to MIL-STD-2525 and STANAG. I could perhaps pick bad matches from the existing pilots to reflect them early on and match them better as they go, but they would have some benefits I don't intent and there will be some spots in between I am unable to hit and have to choose between making them weaker or stronger than they should be.Unclecid66 wrote: great job getting this together. A free grid-based map editor for role-playing and tabletop games. I had to delete my save files, mod, then start a new campaign. Look for the keyword StartingLance, then change the mechdefmechname parts to the mechs you want. BATTLETECHBattleTechDataStreamingAssetsdatasimGameConstants folder. However, not having their pilot names, call signs, or stats really hurts the RPG elements. The file is SimGameConstants.json in the. Rural area with no bases, small contested planet that only has one enemy faction to explain the on 1vs1 lances, and the heroes are trying to escape the planet so specifically avoiding bases and civilization while earning money/upgrading/stealing to get their near scrap Leopard up and running. #2 No way to have mutipule lances under GM control that I know of.Īre there any mods to support any of these? I can work around #2-4 with story. Of course updates and hotfixes will likely interfere/revert any changes you do make and I should add that what you are trying to do may have unintended side effects up to and including invalidating every mech in game/breaking the mod. This is the biggest because I want them to use their character names, call signs, and assign stats/level. I would used "A Time of War" for out of mech combat, then do skirmish mode for fights setting up a table for player to hot seat their mechs (custom builds) and me to drop an OP4. Not too far off from what the Devs gave us. in 1992, Douglas Coupland envisioned what North America would look like in 2092. Add a workaround for BEX 1. So I have this idea to use unlimited mode skirmishes to play the Battletech RPG. Lego build I made inspired by desert of kharak sorry if wrong sub. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |