[Mod] JK_Variants 1.8.0.0 - 175+ 'Mechs and 125+ Vees, Rarity Tables, and more

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Justin Kase

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Version 1.6.2.2 is out

*** NOTICE***
This version of the mod relies on using ModTek 7.1. Please read the instructions on the ModTek page very carefully before proceeding.

If you choose to do a full uninstall of this mod at a future date, prior to uninstalling, you should perform the following actions before removal:

In Campaign mode:
  • Sell/scrap all 'Mechs (you can strip out any vanilla equipment first). You can either go into
  • MechBay/Bay and scrap it outright, or send it to Storage, then sell it in the Store as below.
  • Open Store and click on the SELL tab. Then sell all partial 'Mech Salvage, Weapons, Ammo and
  • Upgrades from this mod.
  • If your save was in mid battle where the Opponent had a ‘Mech/Vehicle from the mod, you need to finish that fight before you uninstall. Make sure your main save is onboard the DropShip.
In Skirmish mode:
  • Delete all non-Stock copies of the variant models
  • Delete any of this mod's weapons from any non-Stock copies of base game 'Mechs.
  • Make sure to delete any ‘recently used’ lances that have these ‘Mechs
  • Check Skirmish Single Player and confirm the 15, 20, 25, Unlim last used lances don’t have any ‘Mechs from the Mod. If so, replace with another vanilla ‘Mech, then fight (you can just lose it, but you must fight for it to save).
If you have errors post uninstall, try reinstalling the mod, then look through your Campaign save / Skirmish non-Stock 'Mechs for the above. As always, you can reach out to me directly for assistance, but, keep in mind, if you have other mods in play, a save may not be recoverable back to Vanilla state.

*** Additional Note : The 1.5.1.2 version of the Mod is dependent on having BATTLETECH Patch 1.5.0+, to keep with versioning. ***

This latest version of the JK_Variants mod adds in models from the Community Asset Bundle in a separate folder. This allows for new 'mechs and vehicles to use the Community built models in their games. Please be sure to support those model's authors as well :D


Variants Mod
Includes files for all the 3025-30 era appropriate 'Mechs, which currently have model in game. (please comment in forums on any I missed)

Then follow the accompanying PDF instructions based on what you want to use

NOTE : This version includes a home for the 3025 era mech/chassis defs that pair up with the FANTASTIC Community Asset Bundle mod - big thank you to all the Modelers out there that gave their blessings to include their files. Some of those files have been slightly adjusted to make them Vanilla legal. Many of these files can also be found in the 3025 Extended mod. The intention of housing them here, is for easy access for other mods.

The included PDF file should help with installing the mod - it even has screen shots ;)

Please continue to report issues here - thank you all!!!

[mod edit: no unapproved links, nexus]

Original Post below:
Greetings everyone!

Just a simple mod that adds in several of the 'missing' chassis - this doesn't add any new 'Mehcs or models/frames. These are all preexisting 'Mechs (and Vehicles) that are in the game. The mod sticks to what could be found in the ~3025 era (though I stretched forward a bit to get some 3028 models as well)

The mod can be found at the Nexus Mods site and on my Google Drive . The whole folder should be copied down and placed in your %BATTLETECH/BattleTech_Data/StreamingAssets folder. You will need to then either copy out the VersionManifest.cdv into the %BATTLETECH/BattleTech_Data/StreamingAssets/data folder - or open open the VersionManifest - Lines Added.csv and manually add them in. There is also a backup of the current VersionManifest file in this folder.

This mod makes all the list variants below appear in the Skirmish mode and has options to add them in for Campaign mode. If added properly, and you have no conflicting mods, the game will work with any existing/in process Campaign save.

I have tested the below 'Mechs in Skrimish mode against the AI, and all them work - though you will get warnings on 3 'Mechs that are under weight (a Firestarter, Dragon and Panther). These 2 max out their armor, but there is still some tonnage left over that could have been used.

The mod includes new movement profiles for 3 of the 'Mechs that deviate from the standard engines.

Also, while I did adjust some of the MechTags (the things that I think control how the AI behaves), I really need to go over them with a fine tooth comb - and I am open to help here ;)

EDIT : Another note, I did not adjust any of the weapon fire positions either.

Please let me know if you see any errors, have suggestions or requests for other 'Mechs that would be era and Tech level appropriate.

Once you go into skirmish mode you should see the 'Mechs (sample pic from my Lights selection below)

LightsExample.png


For Campaign mode you will see them appear for the OpFor on occasion. I am working to add them into Stores and such not next.

Thanks!
 

Attachments

  • JK_Variants.zip
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Last edited:

Justin Kase

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The following 'Mechs are covered :
  • Annihilator ANH-1A (part of CAB)
  • Annihilator ANH-1E (part of CAB)
  • Archer ARC-2K (part of CAB)
  • Archer ARC-2R (part of CAB)
  • Archer ARC-2S (part of CAB)
  • Archer ARC-2W (part of CAB)
  • Assassin ASN-21 (part of CAB)
  • Assassin ASN-101 (part of CAB)
  • Assassin ASN-SB (part of CAB)
  • Atlas AS7-A (from Record Sheets - but no known fluff)
  • Atlas AS7-D-DC (uses CommandConsole)
  • Atlas AS7-D-K (unnamed Combine variant from Wedding of Davion/Steiner)
  • Atlas AS7-LL (unnamed variant from TRO description)
  • Atlas AS7-RS
  • Awesome AWS-8R
  • Awesome AWS-8V
  • Banshee BNC-3Q
  • (( Banshee BNC-3S - removed - now part of Vanilla game ))
  • Battlemaster BLR-1D
  • Battlemaster BLR-1G-DC (uses CommandConsole)
  • Battlemaster BLR-1S
  • Black Knight BL-7-KNT (Note : this is just a correction of the BL-6-KNT that is used by HBS)
  • Black Knight BL-7-KNT-L
  • (( Blackjack BJ-1DB - removed - now part of Vanilla game ))
  • Blackjack BJ-1DC
  • Blackjack BJ-1X
  • Blackjack BJ-3
  • Blackjack BJ-3X
  • Cataphract CTF-0X (part of DLC as it uses the EWE)
  • Cataphract CTF-2X
  • Cataphract CTF-4X
  • Catapult CPLT-A1
  • (( Catapult CPLT-C4 - removed - now part of Vanilla game ))
  • Centurion CN9-AH
  • Champion CHP-2N (part of CAB)
  • Charger CGR-1A1 (part of CAB)
  • Charger CGR-1A5 (part of CAB)
  • Charger CGR-1A9 (part of CAB)
  • Charger CGR 1L (part of CAB)
  • Charger CGR-SB (part of CAB)
  • Cicada CDA-2B
  • Commando COM-1C
  • Commando COM-1D
  • Commando COM-2D-BI (Blazing Inferno)
  • Commando COM-3A
  • Commando COM-J (from MechCommander)
  • Cyclops CP-10-Z-DC (for DLC - uses CommandConsole)
  • Dragon DRG-1C
  • Enforcer ENF-3R (unnamed variant from TRO description)
  • Firestarter FS9-A
  • Firestarter FS9-K
  • Firestarter FS9-M
  • Grand Dragon DRG-1G
  • Grasshopper GHR-4R (unnamed variant from TRO description)
  • Highlander HGN-733C
  • Hunchback HBK-4H
  • Hunchback HBK-4J
  • Hunchback HBK-4N
  • Hunchback HBK-4SP
  • Jagermech JM6-B
  • Javelin JVN-10A (from Record Sheets - but no known fluff - part of CAB)
  • Javelin JVN-10F (part of CAB)
  • Javelin JVN-10N (part of CAB)
  • Jayhawker JHR-X0 (from TRO 3028 - part of CAB)
  • Jenner JR7-A
  • Jenner JR7-F
  • Linesman LMN-1PT (part of CAB)
  • Loaderking LDK-5C (from TRO 3028 - part of CAB)
  • Locust LCT-1E
  • Locust LCT-1L
  • Locust LCT-3V
  • Longbow LGB-0W (part of CAB)
  • Longbow LGB-7Q (part of CAB)
  • Marauder MAD-3D (part of CAB)
  • Marauder MAD-3L (part of CAB)
  • Marauder MAD-3M (part of CAB)
  • Marauder MAD-3M-DC (part of CAB - uses CommandConsole)
  • Marauder MAD-3R (part of CAB)
  • Marauder II MAD-4A (part of CAB)
  • Nightstar NSR-7J (from TRO 3028 - part of CAB)
  • Nightstar NSR-10C (from TRO 3028 - part of CAB)
  • Orion ON1-VA
  • Orion ON1-V-DC (uses CommandConsole)
  • Panther PNT-8Z
  • Panther PNT-9ALAG
  • Phoenix Hawk PXH-1 (part of CAB)
  • Phoenix Hawk PSH-1D (part of CAB)
  • Phoenix Hawk PXH-1K (part of CAB)
  • Quickdraw QKD-4H
  • (( Raven RVN-1X - removed - now part of Vanilla game ))
  • Raven RVN-2X (part of DLC)
  • Raven RVN-4X (part of DLC)
  • Rifleman RFL-3C (part of CAB)
  • Rifleman RFL-3N (part of CAB)
  • Rifleman RFL-4D (part of CAB)
  • Shadow Hawk SHD-2K
  • Spider SDR-5D
  • Spider SDR-5K
  • Stalker STK-3H
  • Stalker STK-4N
  • Stalker STK-4P
  • Thunderbolt TDR-5D (from Record Sheets - but no known fluff)
  • Trebuchet TBT-5J
  • Trebuchet TBT-5S
  • Trebuchet TBT-7K
  • Trooper TP-1R (part of CAB)
  • Urbanmech UM-R50 (part of CAB)
  • Urbanmech UM-R60C (unnamed variant from TRO description)
  • (( Urbanmech UM-R60L - removed - now part of Vanilla game ))
  • Urbanmech UM-R60X (unnamed variant from TRO description)
  • Victor VTR-9A
  • Victor VTR-9A1
  • (( Vindicator VND-1AA - removed - now part of Vanilla game ))
  • Vindicator VND-1SIC
  • Vindicator VND-1X
  • Vulcan VL-2T (part of CAB)
  • Vulcan VL-5T (part of CAB)
  • Vulcan VL-BL (part of CAB)
  • Warhammer WHM-6D (part of CAB)
  • Warhammer WHM-6K (part of CAB)
  • Warhammer WHM-6L (part of CAB)
  • Warhammer WHM-6L-DC (part of CAB - uses CommandConsole)
  • Warhammer WHM-6R (part of CAB)
  • Warhammer WHM-6R-DC (part of CAB - uses CommnadConsole)
  • Wolfhound WLF-1 (part of CAB)
  • Wolfhound WLF-1A (part of CAB)
  • Wolfhound WLF-1B (part of CAB)
  • Wolfhound WLF-2 (part of CAB)
  • Wolverine WVR-6D (from Record Sheets - but no known fluff)
  • Wolverine WVR-6M
  • Zeus ZEU-6A (from Record Sheets - but no known fluff)
  • Zeus ZEU-6S-DC (uses CommandConsole)
  • Zeus ZEU-6T
  • Zeus ZEU-6Y


The following Vehicles are covered:
  • Alacorn MK VI (part of CAB)
  • APC Heavy Wheeled
  • APC Heavy Wheeled LRM
  • APC Heavy Wheeled MG
  • APC Heavy Wheeled SRM
  • APC Sleipnir (this is a fix for the original to make it TableTop legal)
  • APC Sleipnir LRM
  • APC Sleipnir ML
  • APC Sleipnir SRM
  • APC Turhan
  • APC Vargr (this is a fix for the original to make it TableTop legal)
  • APC Vargr LL
  • APC Vargr LRM
  • APC Vargr SRM
  • APC Wheeled LRM
  • APC Wheeled MG
  • APC Wheeled SRM
  • Bandit (part of CAB)
  • Bandit A (part of CAB)
  • Bandit B (part of CAB)
  • Bandit C (part of CAB)
  • Bandit D (part of CAB)
  • Bandit E (part of CAB)
  • Bandit F (part of CAB)
  • Bandit G (part of CAB)
  • Bandit H (part of CAB)
  • Behemoth (part of CAB)
  • Behemoth Armor (part of CAB)
  • Behemoth Flamer (part of CAB)
  • Bulldog AC2
  • Bulldog LRM
  • Carrier : AC2
  • Carrier : Heavy LRM (part of CAB)
  • Carrier : Laser
  • Carrier : LRM (this uses an alt CAB model for the standard LRM Carrier)
  • Challenger MBT-XI (part of CAB)
  • Condor (part of CAB)
  • Condor Davion (part of CAB)
  • Condor Flamer (part of CAB)
  • Condor Liao (part of CAB)
  • Daimyo (Mobile HQ)
  • Darter
  • Darter SRM
  • Darter SRM2
  • Demolisher MG
  • Devastator (this can be set to use alt CAB model)
  • Galleon GAL200
  • Goblin (part of CAB)
  • Goblin LRM (part of CAB)
  • Goblin MG (part of CAB)
  • Goblin SRM (part of CAB)
  • Heavy Transport B1
  • Hetzer (this can be set to use alt CAB model)
  • Hetzer AC10 (this can be set to use alt CAB model)
  • HetzerLaser (this can be set to use alt CAB model)
  • Hetzer LRM (this can be set to use alt CAB model)
  • Hetzer SRM (this can be set to use alt CAB model)
  • J Edgar (this can be set to use alt CAB model)
  • J Edgar Flamer (this can be set to use alt CAB model)
  • J Edgar ICE (this can be set to use alt CAB model)
  • J Edgar MG (this can be set to use alt CAB model)
  • J-27 (part of CAB)
  • J-27 Armor (part of CAB)
  • J-27 Fusion (part of CAB)
  • J-27 MG (part of CAB)
  • K-27 (part of CAB)
  • LongTom Mobile Artillery LT-MOB-25 (part of CAB)
  • MASH Truck (part of CAB)
  • MASH Truck ICE (part of CAB)
  • MASH Truck L (part of CAB)
  • MASH Truck Unarmed (part of CAB)
  • Merkava VIII (this can be set to use alt CAB model)
  • Mobile HQ LL
  • Mobile HQ LRM
  • Morrigu (part of CAB)
  • Packrat (can use alt model in CAB)
  • Packrat ICE (can use alt model in CAB)
  • Packrat ML (can use alt model in CAB)
  • Packrat SRM2 (can use alt model in CAB)
  • Partisan (part of CAB)
  • Partisan AC2 (part of CAB)
  • Partisan LRM (part of CAB)
  • Po (part of CAB)
  • Savannah Master (part of CAB)
  • Savannah Master SL (part of CAB)
  • Schrek AC Carrier
  • Schrek PPC Carrier MG
  • Scorpion LRM
  • Scorpion ML
  • Scorpion SRM
  • Skulker
  • Skulker MG
  • Skuler SRM
  • Striker LRM
  • Striker SRM
  • Swiftwind Cargo
  • Swiftwind Speed
  • Vedette (part of CAB)
  • Vedette AC2 (part of CAB)
  • Vedette Liao (part of CAB)
  • Zhukov (part of CAB)

The following Star League Era 'Mechs / Vehicles have been added (for use in Event / Story mods):
  • Griffin GRF-2N
  • Zephyr

The following 'Mechs have been added for Skirmish mode only (from GT_Variants thanks @GenTask ):
  • Atlas AS7-D - Danielle
  • Atlas AS7-WGC Samsonov
  • Catapult CPLT-C1 Jenny
  • Dragon DRG-1G Douglas
  • Dragon DRG-2Y Yorioshi
  • Panther PNT-9R Tanaka
  • Stalker STK-3F Jagawen
  • Thunderbolt THR-5S-T Tallman
  • Victor VTR-9B Li
  • Vindicator VND-1R Vong


Feel free to read up on the lore for many of these variants in the Fan Made 3028 TRO. Sarna Page below - link to the actual PDF is at the bottom of the Sarna page:
http://www.sarna.net/wiki/Technical_Readout_3028


I will also be appending on an optional mod that adds in a few new weapons / ammo and the variants that use them (Variants noted in the above master list):​

Weapons:
  • Binary Laser Cannon (an experiment in fusing 2 LL cores together. Generates as much heat as 2 LL, but only does 75% of that total damage. I added in a +10% to crit bonus as well, to represent the tandem fire. There is a STOCK and + version in the mod - found on the Zeus ZEU-6Y)
  • Tronel Large Laser (an inferior LL that generates extra heat - found on the Panther PNT-8Z)
  • Agra Medium Laser (27C model that had issues meshing with Targeting Systesm - found on Jenner JR7-A)
  • Blackwell Machine Gun (fires 6 rounds per burst instead of 5, potential for +3 damage - while chewing through ammo quicker)
  • (3) New MGs from Dr. Bansai

Ammo:

  • Half Ton MG ammo (used on both MG Vehicle Variants and 3 of the 'Mechs in the WeaponAmmo Mod)

Upgrades:
  • Command Console (used on the GT_CommandConsole 'Mechs - grants multiple bonuses to its pilot)

Shops:

  • Shops (Adds on Shops file to make MG Half Load appear in stores)
  • Shops (Adds on Shops files to have chassis salvage appear for multiple 'Mechs in the game)
  • Shops (Adds on Shops file to have Command Console 'Mechs appear - rarely)
 
Last edited:

Justin Kase

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To do list:
  • Add any missed era appropriate variants
    • HBK-2K
  • Add Star League variants that could be used for future missions or rare store finds on Star League worlds.
    • BLR-1Gb (Royal)
    • BLR-1Gbc (Royal)
    • CPLT-C1b (Royal)
    • KGC-000b (Royal)
    • KGC-000
    • KGC-010
    • KTO-19b (Royal)
    • LCT-1Vb (Royal)
    • SHD-2Hb (Royal)
    • STK-3Fb (Royal)
    • TDR-5L (Streak)
    • TDR-5LS
    • TDR-5Sb (Streak) (Royal)
    • TDR-5Sd (Ultra AC)
    • WVR-7H (Royal)
  • Include Spreadsheet for stats comparisons
  • Include SLDF Base Mission
 
Last edited:
Instructions

Justin Kase

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  • Stellaris
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More detailed instructions:

Going to break this down as much as I can - because pictures always help :)

If you are having issues, the first thing I'd suggest you do is go onto Steam and set yourself on the public_beta, then Validate your game files (so it fixes any problems of unintentionally corrupted files)

To do this, go to : Steam->Library->BattleTech : Right Click on it and choose Properties : then go to BETAs tab and select public_beta : then go to LOCAL FILES tab and click VERIFY INTEGRITY OF GAME FILES

Once this is done, navigate to your BATTLETECH\BattleTech_Data\StreamingAssets folder and expand the zip for this game in that folder. This should create a mods folder and it will look something like this: (Note - It won't have all my other mods, just the JK_Variants, JK_WeaponAmmo & JK_StarLeague)
01-01.png


Copy the file called VersionManifest-Everything.csv
01-02.png


Now navigate up a folder (or back) into the StreamingAssets folder and enter the data folder and paste the file in there.

Next - rename the VersionManifest.csv file currently there to VersionManifest_Orig.csv (so you can restore back to the Original version if it fails)

THEN - rename the VersionManifest-Everything.csv to VersionManifest.csv

You should wind up looking like this:
01-02a.png


Now go back to the mods folder (up 1 folder level, then into mods) and copy the MetadataDatabase-Everything.db file

01-03.png


Now navigate up a folder (or back) into the StreamingAssets folder and enter the MDD folder and paste the file in there.

Next - rename the MetadataDatabase.db file currently there to MetadataDatabase_Orig.db (so you can restore back to the Original version if it fails)

THEN - rename the MetadataDatabase-Everything.db to MetadataDatabase.db

You should wind up looking like this:

01-03a.png


Close out everything.

Restart the game.


In case above link doesn't work, try either of these:

Nexus Mods : [Mod edit: No unapproved links]

Google Drive : https://drive.google.com/drive/folders/16sJnwKVPiQaqBFpP8-M1XYmvs9JSQZae?usp=sharing
 
Last edited:

Pachira

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Once you figure out how to get this in the campaign mode I'll definitely dl this, I'd love to have further increased enemy variety.
 

Ulminati

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Nice. I agree it could be interesting in the campaign -- but we'll probably run into headaches with the way salvaging mechs currently works. If you suddenly have 4-5 different variants of a mech rather than 2, it'll take a lot longer to get a complete set. Then again, I'm of the firm belief that getting chassis parts should be variant-independent and that the completed chassis should be sans equipment once complete.
 

Justin Kase

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Nice. I agree it could be interesting in the campaign -- but we'll probably run into headaches with the way salvaging mechs currently works. If you suddenly have 4-5 different variants of a mech rather than 2, it'll take a lot longer to get a complete set. Then again, I'm of the firm belief that getting chassis parts should be variant-independent and that the completed chassis should be sans equipment once complete.

I thought about this as well, and it certainly increases the difficulty factor. However, certain models should be more common than others based on 'Rarity' levels. Most of the variant I am adding fall in the 4-5 range (common 0 to ultra rare 5). I am wondering how that works, and if we can increase the spread from 0-9.

But, long story short, yes, this would be an issue that would increase difficulty by making salvage harder to obtain (unless you get a good strike and get all 3 in one shot).

I had thought about using generic chassis that have all the slots for the variants - basically use have mechdef_locust_LCT-1M, mechdef_locust_LCT-1S & mechdef_locust_LCT-1V all just point to chassisdef_Locust. Which then flips salvage and allows you to make any of those 3 variants from the salvage gained.



Once you figure out how to get this in the campaign mode I'll definitely dl this, I'd love to have further increased enemy variety.

I have gotten it to work by adding lines to the SQL file - and I actually saw the Locust 1E appear. But, it invalidated the Campaign I was in, so I am thinking I must be doing something wrong. I'll mess with it more this weekend.

I think I also figured out how to add it to the various stores and such, which would allow us to redefine which 'Mech parts would be available where.
 

Eximar

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Thank you indeed.

I wish there was a way to input rarity such that the mech wouldn't appear at all in procedurally generated missions, only storyline missions that require it.
 

Justin Kase

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Thank you indeed.

I wish there was a way to input rarity such that the mech wouldn't appear at all in procedurally generated missions, only storyline missions that require it.

There is a way - make it 'Black Listed' (which is better than being Blakelisted - as @Sigil will tell you)
 

Eximar

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Justin Kase

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So, just replace the number with Black Listed?

No.

Add it in the MechTags/Items section (where you see things like "unit_mech", "unit_heavy"
MechTags
items
"BLACKLISTED"

Use CAPS for it and don't forget the quotes. It does not need "unit_" before it.

That should work.
 

Eximar

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Ah,okay, thank you!
 

Eximar

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This isn't working. The mechs I blacklisted are showing up in random missions.

I modded a lot in Beta and have been careful, so I know it's not input incorrectly.

It looks like:

"unit_mech",
"BLACKLISTED",
"unit_heavy",
and so on.

I can't imagine it would need to be on a specific line there, just in that section, but maybe so.

Thoughts?
 

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Not certain - but on the 'Mechs that are currently Blacklisted - that tag is the last tag in the list. So try:

"unit_mech",
"unit_heavy",
"unit_ready",
and so on ,
"BLACKLISTED"
 

Justin Kase

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Also - I posted up a new Manifest file - as I accidentally removed the Orion-K from the variants mod file.

There is also a new updated Manifest file for those opting into the Public BETA - the file is called VersionManifest-Beta.csv - copy that down into the folder and rename it to VersionManifest.csv.

The current and BETA versions of the original files are posted up in the mod for easy replacement as well under VersionManifest_orig and VersionManifest_orig-Beta .
 

Eximar

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Not certain - but on the 'Mechs that are currently Blacklisted - that tag is the last tag in the list. So try:

"unit_mech",
"unit_heavy",
"unit_ready",
and so on ,
"BLACKLISTED"

Interesting. Didn't see any mechs that were blacklisted to begin with yet, but I will move it.
Thanks again and again.
 

Justin Kase

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Look at the Black Knight BLK-6b-KNT for an example. For some odd reason, it still has an older BETAKickstarter tag, but it doesn't seem to impact it from appearing in the scenario it is part of (maybe because the scenario specifically calls it).
 

Justin Kase

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4 errors were found. Only 1 actually causes a problem.

  1. chassisdef_dragon_DRG-1C.json - had a space after the 1C in the file name. But, since I also included the space within the mechdef and chassisdef files, it still worked. Removed the space.
  2. chassisdef_atlas_AS7-RS.json - Center Torso definition did not exist. This caused some issues.
  3. chassisdef_wolverine_WVR-6M.json & mechdef_wolverine_WVR-6M.json - The Stat sheets showed the ML in the Left Arm, but the TRO and Megamek show it in the Right Arm. It has been adjusted to the Right Arm instead.
  4. chassisdef_granddragon_DRG-1G.json & mechdef_granddragon_DRG-1G.json - A warning appears in Debug mode due to the Right Torso not having Assets for weapons. The 'Mech still works and is fully playable, but the weapon does not appear on the chassis in the 3D Rendering. This is being listed as a known issue, and I am seeing if other 3D savvy modders can assist.

New files have been uploaded to the google drive.

If you want to just replace the files with issues, you only need to copy :

"mods\JK_Variants\chassis\chassisdef_dragon_DRG-1C.json"
"mods\JK_Variants\chassis\chassisdef_atlas_AS7-RS.json"
"mods\JK_Variants\chassis\chassisdef_wolverine_WVR-6M.json"
"\mods\JK_Variants\chassis\chassisdef_granddragon_DRG-1G.json"
"\mods\JK_Variants\mech\mechdef_wolverine_WVR-6M.json"
"\mods\JK_Variants\mech\mechdef_granddragon_DRG-1G.json"

You will also need to update the VersionManifest.csv (the one in the google drive has all the updates).

Or you will need to go in and change the chassisdef_dragon_DRG-1C.json line (just copy and paste the line from the VersionManifest - Lines Added.csv file).

Thanks!