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

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Well I hope my fixes actually works for you:oops:

Thanks for giving this attention

BTW, when did you change Yang's description for the Raven-1X, I love it now;)

Oh, I'm also just going to call you......Mr. Muggles from now on:p
 
@Mongo101 Funny - I just noticed and changed the Wasp W file, as I noticed I used a mix of upper and lower case there. I found it when I returned from travelling and had edited everything yesterday, but have not yet posted it. Looks like you were ahead of me ;) Thank you for all your efforts and sharing your fixes.

Attached is going to be my 1.5.1.4 version of the CAB folder (this completely replaces the older JK_VariantsCAB - I'd delete or move the older one before replacing it with this version).

@Icewraith - Go to Nexus Mods and look up the Battletech Adjusted Mech Assembly Mod, this will allow you to collect 'Mechs based on Chassis base rather than needing all of 1 type. You can even parse out the ones you want to keep as unique chassis types. There are options in the Mod to allow it to choose the majority parts type or a percentage chance of any of the component parts, based on the # of parts from each chassis.

There is also a special version of the mod that Morph put together for the 3025 mod that will allow us to base it on Chassis name - allowing us to have unique custom 'Mechs for arena fights, but the salvage would all be the base Chassis type.

Just for reference, I haven’t had any issues with the game freezing upon loading a Wasp W. I did run into an escort mission where only three of the four vehicles loaded, and the fourth triggered an endless loading circle. I think it was the lead vehicle based on the position of the others, those are more likely to be small and speedy.
 
Well I hope my fixes actually works for you:oops:

Thanks for giving this attention

BTW, when did you change Yang's description for the Raven-1X, I love it now;)

Oh, I'm also just going to call you......Mr. Muggles from now on:p

Thanks :) If the files I posted continue to give heartache, I will likely try swapping your files in ;)

I made the Raven change a few weeks ago, along with a few others - I'm trying to go back through all the Yang's notes and add a little more banter to them. He likes to talk!

Just for reference, I haven’t had any issues with the game freezing upon loading a Wasp W. I did run into an escort mission where only three of the four vehicles loaded, and the fourth triggered an endless loading circle. I think it was the lead vehicle based on the position of the others, those are more likely to be small and speedy.

Was the last Vee a Behemoth? the latest 3025 mod and my previous JK Variants had misplaced the Behemoth MoveDef file (so dumb on my part) :(

I just posted up a link to the new beta version of 3025 in their discord - want to do some more testing tonight, then I'll post updates for JK Variants and the 3025 stuff this weekend!
 
Thanks :) If the files I posted continue to give heartache, I will likely try swapping your files in ;)

I made the Raven change a few weeks ago, along with a few others - I'm trying to go back through all the Yang's notes and add a little more banter to them. He likes to talk!



Was the last Vee a Behemoth? the latest 3025 mod and my previous JK Variants had misplaced the Behemoth MoveDef file (so dumb on my part) :(

I just posted up a link to the new beta version of 3025 in their discord - want to do some more testing tonight, then I'll post updates for JK Variants and the 3025 stuff this weekend!

Idk what the vehicle that didn’t load was, but I would have been flabbergasted if I got a Behemoth in my convoy in a 1ish skull escort mission.
 
Idk what the vehicle that didn’t load was, but I would have been flabbergasted if I got a Behemoth in my convoy in a 1ish skull escort mission.

That certainly should eliminate the Behemoth ;) So, your thoughts about the ordering and speeds may be the case.
 
I had the same problem as Icewraith. Mine was a 1.5 Skull mission and only 3 of the 4 vehicles spawned with the 4th vehicle spawn just being a bloom.

Going through the game log I found that the non spawning vehicle was the Daimyo HQ and that the ChassisID had a typo it was "ChassisID" : "vehiclechassisdef_DIAMYOHQ"
instead of "ChassisID" : "vehiclechassisdef_DAIMYOHQ".

After fixing the Typo and loading a save from before the vehicles spawned, the 4th vehicle spawned and the mission continued.
 
I had the same problem as Icewraith. Mine was a 1.5 Skull mission and only 3 of the 4 vehicles spawned with the 4th vehicle spawn just being a bloom.

Going through the game log I found that the non spawning vehicle was the Daimyo HQ and that the ChassisID had a typo it was "ChassisID" : "vehiclechassisdef_DIAMYOHQ"
instead of "ChassisID" : "vehiclechassisdef_DAIMYOHQ".

After fixing the Typo and loading a save from before the vehicles spawned, the 4th vehicle spawned and the mission continued.

What version of the JK Variants do you have? You can check the mod.json in the JK_VariantsCampaign folder to check.

That error was fixed on 03/25 and should have been in the more recent versions.
 
What version of the JK Variants do you have? You can check the mod.json in the JK_VariantsCampaign folder to check.

That error was fixed on 03/25 and should have been in the more recent versions.

Yep it is fixed. I was running 1.5.1.1. Royaly mucked up my installation trying to get the latest CustomAmmoCatagories and XLRP to play together and must have installed the older version when re-installing everything.
 
Yep it is fixed. I was running 1.5.1.1. Royaly mucked up my installation trying to get the latest CustomAmmoCatagories and XLRP to play together and must have installed the older version when re-installing everything.

Not a worry, it has happened to me as well - I was afraid that the older file had found its way back in somewhere :p It recently happened with the Annihilator & Nightstar getting reverted to the MechEngineer versions with the extra slots
 
Hi Justin. Any updates for 1.6? Basically, the only mods I am going to start running are this one and the CAB for all the added mechs for Career mode. I am downloading latest of both and ModTek as well as a fresh install of BT Game.
I'll let you know if I run into issues.
 
@FrostWeasel Hey there!

I have this mostly working - but there is also a new way they tag 'Mechs and some new Dynamic LanceDefs that seem to not be playing nice (where you just get Vanilla 'Mechs), working to get that fixed by the weekend !
 
JK,
Quick update for you. (and the sequence of events.) 1) Updated the game and tried to run a new career. Got the never ending mission loading screen. 2) Fresh install of everything, game, ModTek, JK Variants, and CAB. Used same new career, same result. 3) Started a new career after 2 and it seemed to be working. Ran three missions with no problem. 4th mission, I got the never ending circle of loading death. I did load one new mech that wasn't in the prior 3 missions. Only change was a new mech in the lance. 5) Tried a different mission with the same lance and this one worked. Gonna keep going and I'll let you know what else I find.
Now, I don't know if this is the problem of CAB or JK Variants or some combination. The logs don't show anything that looks like an error condition.
Thanks again for the great mod, btw!
 
CAB currently refers to the older asset bundles for the Raven and Javelin - let me post an updated version for that part.
 
from Solhama Joe over on Nexus -

FYI,

The 1.6 update broke any 'Mechs with their own AssetBundle (models). For good reasons. Additional UI features, and HBS combined some assets to improve performance (probably not noticeable but every little bit helps.)
What this means is every content creator is going to have to repackage their 'Mechs into a 1.6 donnor bundle. It's not starting from scratch, but is quite a bit of work.

Thankfully m22spencer is awesome has added a patch into his Performance Fix mod.https://github.com/m22spencer/BattletechPerformanceFix/releases
I did a quick test with the patch and I was getting blankscreen or invisible 'Mechs in the MechBay, but they were able to load into missions.
 
Thanks @unclecid !

That being said - we also need to get the new references to the proper Raven/Javelin in. I'd also like to get the new tags in, for those that don't use the Rarity Tag system.

I'm testing those now.
 
1.6.2.2 is out
Latest version is now posted on Nexus - updated to work with the most recent Community Asset Bundle. I'll also be updating the first post in this thread with the download.

While a few new Vees and 'Mechs have been added, this update is primarily focused on fixing the various Chassis / Mech costs (big thanks to @HBS_RedMenace ) to bring everything in the mod in line with the HBS Standard value formulae. This has resulted in some increases and decreases in costs (as one would guess :p ).

HBS style tags (big thanks to @HBS_Kiva ) have been integrated into the base mod now, but the RARITY Mod is still needed if you want to use that system of OpFor lance generation.

Lastly, it also updates the Melee values for all the 'Mechs in the mod, applying the Terrible, Poor, Average, Good, Excellent modifiers to the various 'Mechs based on the arm actuators and quirks. This also resulted in a decision to adjust a few core Vanilla 'Mechs that melee values didn't seem right for. Such as not taking into account the BattleFists on the Griffin and the BarrelFists on the Enforcer (both got a bump up to Good), while the Dragon dropped from Excellent to Good as it doesn't have any real quirk or reason to be in the same category as something like the Shadow Hawk (with full actuator arms, not blocked by a weapon and dual BattleFists). I also adjusted the Highlander to take less DFA damage :p

As usual, please continue to make suggestions and report issues - thank you all :D
 
Nice catch!

However, it is just extra AC/2 Ammo that shouldn't be there at all. The standard Partisan LRM only has 1 bin of MG ammo.