

- #Battletech heavy metal edit weapons mod#
- #Battletech heavy metal edit weapons mods#
- #Battletech heavy metal edit weapons download#
The further it moves, the harder it hits, which could give fast-moving light mechs a real leg up when things get hairy. BattleTech is a Mecha turn-based strategy video game developed by Harebrained Schemes and. The new weapons include a Mortar, the first area-of-effect weapon in the game, and the COIL Beam, with an energy output that increases based on the distance traveled by the attacking mech before firing. The eighth and final mech is unknown for now, but it's a brand-new design created exclusively for Battletech and it promises to be a beast: The trailer indicates that it's a 90-ton unit, putting it squarely in the middle of the massive Assault class.
#Battletech heavy metal edit weapons mod#
You can make changes over in your own mod AND still replace the existing files - the mod loader provides for that functionality. With the Mod system in place, you really shouldn't be messing with the data folder any more. JSON only edits doesn't affect Career or Campaign game, for that you need the changes to apply to the DB also. If you keep the IDs the same, it's entirely possible that HBS loading sequence will load the DLC content after the mod content. Conversely, JSON 1 ("abcd") and JSON 2 ("abc") will end up with "abcd"Ģ. So if you have JSON 1 with "abcd" and JSON 2 with "efgh" you will end up in game with "abcdefgh". I need to test this, but my understanding of "merging" is basically taking the sum of both (or more) JSONs.

There's quite a few things to consider on what you are doing.ġ. Just don't override their DLC mech and create a second instance. So if you want to do adjustments to DLC mechs, HBS has kindly released to JSON for you to modify from there - they've even given all the necessary asset names to figure things out too. Two versions of the same mech can coexist, as long you give them separate IDs. I sort of have to keep my frankenMechs in circulation because if I dump them out, someone out there who has those mechs in their campaign/ career games will suddenly have problems.
#Battletech heavy metal edit weapons mods#
Yes, I do have the same mechs in my mods that HBS just released, but those are my own JSON (from book builds) frankenstein mechs (using base-game assets) and not the more beautifully composed mechs in the DLC. It would have been soooo much simpler if they just used json files for the DLC mechs, instead of baking them into assets, but again, I’m sure they had their reasons.Īs someone who mod to bring in variants and one-off mechs, the issue of DLC mechs is always a bit problematic.įirst and forthmost, I must and do respect HBS/ Paradox's right to make money off DLCs, and I shouldn't (as an independent modder) offer alternative means for people to get at the DLC content without paying the dues. The DLC mechs also still exist in their original form, because they are baked into the data. In their place, my modified versions of the two DLC mechs. Now those two unwanted mechs no longer exist in my game.

Since there were two mechs I wanted to modify, I opened up the chassis json files for two mechs I never use, replaced the contents of those files entirely with the modified contents of the DLC chassis files from bithub, and saved them. That ammo can run out or even be damaged by enemy fire and explode, causing additional internal.

I did come up with a rather drastic workaround. Ballistic weapons generate less heat, but use ammunition. I’m sure they had their reasons, but it is very annoying.
#Battletech heavy metal edit weapons download#
I did download and modify the bithub files, but again, getting the game to see the modified files, rather than the data baked into the asset, is a lot more annoying than tweaking a couple of numbers in an easily accessible json file. Update: Since I also wanted to actually mod hard points on the new mechs, I was baffled by the fact that, instead of easily accessible json files, they chose to bury them in assets for the DLC mechs.
