[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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Why some variants are under WeaponAmmo?

For dependencies.

Anything in the WeaponAmmo folder needs to have all those weapon and ammoboxes added into the game in oder for the variants to work.

The reason I split them off from the main batch is for ease of install and risk.

The JK_Variants folder is the most like the base game - so the only thing you are adding into your skirmish / campaign are the new variant chassis and salvage. These are pretty easy to find and sell/scrap if you want to remove the mod for campaign mode.

The JK_WeaponsAmmo folder includes additional sub-folders for :shops, weapon & ammunitionBox. These allow for variants that use half ton MG Loads and a few specialty weapons to have more or less become defunct (such as the Blazer). But, it also means that you now have to watch for those components when removing the mod. So, if you installed them on another 'Mech, you need to remove and then sell them.

the 1.03a will also include 2 more subfolders GT_VariantsSkirmish & GT_CommandConsole (with all credit and thanks to @GenTask ). The VariantsSkirmish will add all of the specialty rides from the various era appropriate TROs into Skirmish mode (not Campaign, due to the unlikely hood of seeing such a unique modification - and adding in even more chassis to salvage). CommandConsole will add the new CommandConsole component, which will come installed on 4 'Mech variants. Unfortunately, due to the nature of this technology, it can't be removed from a 'Mech and placed in another. These 'Mechs will be prizes if found. Still doing a little bit of testing to see if we can control the tonnage limitation of the CC, otherwise it will continue to be deployed this way for now.

Hope this helps!
 

Lyrch75

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Even if there is no chance of getting enough salvage to get the unique rides in the campaign, I think it would be neat for them to be in it just for the cool factor of "Holy crap, that's (insert ride) Mech!"
 

don Zappo

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Your mod is surprisingly resistant to having an injector written for it. I've been working on a mod and have been trying to incorporate this in for the last 2+ hours!
 

Nikitian

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Great news!

On SHD-2K: Perhaps giving it the two AP hardpoints in arms would work best? It would still leave it in a fairly focused shape (non-support-weapons-wise) true to the idea, while allowing for theoretical mounting of short-range weapons for self-defense on this otherwise long-range weapon platform (e.g. in line with CPLT-K2 refit logic) - while on the meta level making the chassis stand out against other Shadowhawk variants and overall the 55-tonner subclass.

In general, I just think that every chassis should theoretically have a niche (as well as something to differ it, i.e. no identical chassises), even if this is a purely metagaming standpoint. Not for the sake of balance per se, though it is welcome, but rather because it is heartwarming to see some unloved variant "excel" at something vs its more popular competitors, even if this is just a marginal improvement. The Little Trashcan That Could. :)
 

don Zappo

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I have a mod loader for this working. I think. Is there a fast way to check if the variants are successfully injected into the campaign? I'm flying around looking at stores for them right now. I did change the starting BJ-1 to a BJ-1X and that worked, but I don't know if that is a truly valid test.
 

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@don_Zappo Hard to say on variants, but you should be able to see immediately if half-ton MG ammo (from JK_WeaponAmmo submod) is injected or not, as it should be available in any store. But yeah, I think if changing a starting mech to a new variant worked, it means it's properly loaded up by the campaign.
 

don Zappo

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@don_Zappo Hard to say on variants, but you should be able to see immediately if half-ton MG ammo (from JK_WeaponAmmo submod) is injected or not, as it should be available in any store. But yeah, I think if changing a starting mech to a new variant worked, it means it's properly loaded up by the campaign.

Good point with the ammo. I didn't incorporate the ammo part of the mod, but I could just for testing purposes. Right now I'm just dropping in a patrol mission, seeing the mechs, and reloading.

My concern with the BJ-1X is that I know the mechs are loaded in because they appear in the skirmish mode. I have to get MetaDatabase.db loaded in properly for them to work in the campaign. I'm concerned that the BJ-1X is still accessible by the campaign because the overall game can see it, but not truly incorporated as a random element in the campaign.
 

Justin Kase

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Even if there is no chance of getting enough salvage to get the unique rides in the campaign, I think it would be neat for them to be in it just for the cool factor of "Holy crap, that's (insert ride) Mech!"

If we can find a more reliable way to make them truly rare, then, yeah ;) But, right now, even the rarity 5 'Mechs seem to show up more often than some of the rarity 0 & 1 'Mechs in the same classes.
 

don Zappo

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Hmm, I'm not sure if this mod can be a standalone injector right now for the campaign. In order to get the mechs incorporated it has to have a modified MetaDatabase.db file. I *believe* that ModTek can only merge .jstor files and use modified .dlls. It might be possible through a modified .dll, but it doesn't seem to get injected like a .jstor.

Somebody please correct me if I'm wrong!
 

don Zappo

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One last question, it seems. Does this mod actually add mechs to the stores? All of that data appears to be stored in the shop files which this mod doesn't touch. So, these mechs show up in battles, but never for purchase?

Are there plans to add the mechs to the stores? I think that would be really neat, but obviously not an easy undertaking.
 

Justin Kase

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Sorry - been a late late evening trying to get everything working - promise I'll reply tomorrow (or later today as it happens :p )

But - yes, you are correct, the Shop files aren't in the version you are playing with - that is all in 1.03a.

Here is a teaser of things that are being added:
  • Shop files (Complete - testing)
    • Adds salvaged parts from the mod to various shops in the game
    • Adds a few complete 'Mechs from the mod to shops in the game
    • Adds the weapons / ammo from the mod to shops in the game
  • Fixes for multiple 'Mechs/Vees - Errors from the Original HBS game mech files that I replicated. Fixed those errors in the mod variants. (Complete & tested)
    • Adjusted Turret Armor on Striker variants from 120 down to the correct 110
    • Adjusted the max Jump Jets on the Zeus up from 3 to the correct 4
    • Adjusted the max available CT armor on all Trebuchet variants from 120 up to the correct 160
  • Fixes for errors in the existing mod 'Mechs/Vehicles (Complete & tested)
    • Corrected initial chassis weight on Cataphract CTF-4X
    • Fixed a few movement profiles (no changes to speed, just fixed animation timings)
    • Reviewed the tags on all the 'Mechs and changes over a dozen to have the AI use them in more efficient ways.
  • New 'Mechs : (Complete & tested)
    • Panther PNT-9ALAG,
    • UrbanMech UM-R60C (this is the MG model talked about, but never had a name, I used C for Capellan)
    • Enforcer ENF-3R (this is the 2 ML precursor model talked about, but never named)
  • New Vehicles : (Complete - but have not yet encountered them)
    • APC Wheeled LRM
    • APC Wheeled MG
    • APC Wheeled SRM
  • Taking a cue from HBS (from the Highlander) and adjusting the 'leftover' armor weight on the underweight 'Mechs. This way they won't show up with an 'alert' in the MechBay or Skirmish mode. This will add a very minor amount of armor to the Rear CT location to bring it up to the next half ton value. (Complete & tested)
    • Cataphract CTF-4X
    • Dragon DRG-1C
    • Firestarter FS9-M
    • Highlander HGN-733C
    • Panther PNT-8Z
  • Adding in Hardpoint files
    • Added in files for (5) 'Mechs, which hopefully should make things a bit more visually pleasant. (Complete & tested)
    • Still working on the Hunchback variants - thinking it may be an ordering issue (what order I place stuff in the file) (Still working on this - moved to 1.03b)
  • Weapons : (Complete & tested)
    • Changes to Binary Lasers - Increased damage to 61 (instead of 60) to allow it to head-cap (which gives it a little more purpose)
    • Changes to Binary Lasers - Fixed heat value (incorporated into the mod - but now part of the core)
    • New Weapon - MG + (Blackwell industries)
  • Partial Integration of GT_Variants (with @GenTask 's permission) (Complete & tested)
  • Added in Command Consoles (to be used in Campaign) - note, the consoles themselves will be part and parcel with the 'Mech. Removing them will not allow you to then place them in another 'Mech. (Complete & tested)
  • Added in (4) 'Mechs the use the Command Console (3 of GT's and added in a Zeus after consultation with GT) (Complete & tested)
  • Shop files to purchase the entire 'Mech (should be exceptionally rare) (Complete - but have not yet encountered them)
  • Added in (10) 'Mechs for Skirmish mode only (these are the special one-off rides) (Complete & tested)
  • Optional Salvage adjustment file - to reduce salvage needed to (2) pieces. (will upload an optional file this week)
  • Updating the instructions (Complete)
  • Started typing up a spreadsheet for comparison of stats/hard-points.(Still working on this - will likely just post this as an auxiliary file once completed)
  • At the request of several people, I will also work on integrating the mod with BTML & Modtek (Still working on this)
This brings our totals up to :
  • 'Mechs : 64 Campaign Mode, +10 extra for Skirmish mode & 1 SLDF for missions.
  • Vehicles : 19 Campaign Mode
  • Weapons : 5 Campaign Mode
  • Ammunition : 1 Campaign Mode
  • Gear : 1 Campaign Mode
 
Last edited:

don Zappo

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Wow, that's amazing! I can't wait for this new version to show up. I was going to post my own modpack today after some testing and I will incorporate this new version into it, for sure.

I'm interested to see if you can use BTML/ModTek to incorporate this. I have the loader working for my modpack, but I still have to overwrite the .db file. Aside from this, the injector is very easy to write to add your variants in.
 

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Ok - 1.03a is mostly ready - still haven't encountered some of the new APCs or Command Console 'Mechs, but the Command 'Mechs don't appear to cause any errors when used in Skirmish mode for either side (I even tested with Arclight to confirm the Pilot init bonus didn't conflict with the Command Console one).

Even managed to go toe to toe with the two Command 'Mechs for the end of the match (see the attached pic - and you can see the bonuses applied to the OpFor Zeus DC). They wrecked my lance on the way in, but the Battlemaster pulled it out in the end! I even scored a head hit on the OpFor Zeus-DC (and it was ignored!) , which was an unintended test ;)
DC FaceOff.png


The large number of variants appears to slow down loading in Skirmish mode a bit - there were a few times I thought it was locked up, but then it continued on like nothing had ever happened...

Testing out the Shop files - now every 'Mech added in Campaign mode has a chance to appear somewhere as salvage. Some appear in multiple shop files, increasing the odds of seeing them. The exceptionally rare Command Console 'Mechs may also appear, but they will appear as entire 'Mechs (since the Command Console cannot be added to a chassis) - and be quite expensive.

@GenTask and I decided to make the Command Console take up 2 crit spaces and have it placed in the Head. This makes it look like an error in the MechLab (as there is only 1 crit slot there), but we did it this way to prevent the Command Consoles from being placed into Light/Medium 'Mechs. The mouse-over note on the ComCon warns you that "removing it will damage the ComCon, resulting in it not being mountable in any other 'Mech". In the future, if HBS adds the Min/Max function to upgrades other than JumpJets, the ComCon will be changed to use that system and then restrict them to Heavy/Assault 'Mechs - allowing the console to be moved around.

The shop files also make all the weapons available - in a similar random fashion to other upgraded weapons.

I tried something out with Black-market and Pirates as well - if you find one of these worlds, there is a low chance that they might have salvage from ANY JK 'Mech. Though the prices should be much higher (Black-market x1.5, Pirates x1.75) than elsewhere - but at least they should always have a little salvage for sale ;)
 

don Zappo

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Gimmegimmegimmegimme!
 

don Zappo

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Is this an ETA tonight thing, or an ETA tomorrow thing? Asking for a friend.
 

Justin Kase

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Well, there is an unintended impact to the Shops files - even if you decide to just install the Skirmish mode (which includes the Shop MDD lines in the appropriate portions), this then means that the items start to show up in the campaign mode for purchase! This means that you could see these items without editing the MDD. It was a bit entertaining to see one appear unexpectedly - I was then combing through the MDD looking for some remnant that I forgot to remove, when it dawned on me.

1xstt8.jpg


Is this an ETA tonight thing, or an ETA tomorrow thing? Asking for a friend.
I just reinstalled the game (again) and am adding every part 1 at a time and confirming I can get into Skirmish and Campaign modes (and saving the various VM.csv and MDD.db files for each) at each step.

Don't know that I will post it tonight - depends how quick I get through it (since it is already 11:30 PM here :p ) and how long the tea buzz lasts ;)
 

don Zappo

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That is very interesting with the shop files! I guess it makes sense I *think* you just need to add stuff to the MDD if you want it to show up in missions...

I'm releasing my mod tonight, too. It's 11:30pm but I am in it to win it at this point. ;)
 

don Zappo

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I just noticed you said you are updating the VM.csv files. Why? With the loader you no longer need to do that.