This mod is intended to adjust some minor issues - nothing Terra shattering, but things I am adjusting on my personal copy and am sharing with the group.
These don't really impact game play all that much (other then adding the missing MG to the Bulldog), they are mostly cosmetic.
NOTE : This does impact Skirmish MP mode, as it sees these 'fixes' as potentially cheating/editing files. I will see if we can use a mod manager to implement a redirect instead for 1.03b - to make it easier to toggle back to vanilla mode.
Currently the adjustments are as follows:
Mechs :
Shops:
Star Systems :
Weapons:
Contract:
Pilot:
Lore :
In my case, I copy these files directly over the existing files - but I will work on fixing it so these fall into the mod folder in the future.
Anyone have any other minor adjustments?
They can be found on the Nexus Mod site, or on my Google Drive here.
These don't really impact game play all that much (other then adding the missing MG to the Bulldog), they are mostly cosmetic.
NOTE : This does impact Skirmish MP mode, as it sees these 'fixes' as potentially cheating/editing files. I will see if we can use a mod manager to implement a redirect instead for 1.03b - to make it easier to toggle back to vanilla mode.
Currently the adjustments are as follows:
Mechs :
- Black Knight BL-6-KNT : Cosmetic : Updated files for the BL-6-KNT. This adjusts the in game notes and context to show it as a BL-7-KNT. No changes to chassis, weapons or anything else.
- Black Knight BL-6b-KNT : Cosmetic : Updated files for the BL-6b-KNT. This adjusts the in game notes to refer to the modern 'Mech as a BL-7-KNT instead of a BL-6-KNT. It does not change any references to the BL-6B-KNT (which is the correct variant). No changes to chassis, weapons or anything else.
- Commando COM-1B : Cosmetic : Updated files for the COM-1B to fix a typo where they refer to the model as the "IB" (that is an i, instead of a 1). No changes to chassis, weapons or anything else.
- Commando COM-1B : File fix: Adjusted max head armor to 45.
- Commando COM-2D : File fix: Adjusted max head armor to 45.
- Spider SDR-5V : File fix: Adjusted max head armor to 45.
- Griffin GRF-4N : Cosmetic: Updated files for the GRF-4N. Similar to the Black Knight, but this adjusts the 4N to instead show as a GRF-2N. No changes to chassis, weapons or anything else.
- Thunderbolt TDR-5S : Cosmetic: Updated files for the TDR-5S to fix a typo in the Chassis file, changed it to now say "armed and heavily armored". No changes to chassis, weapons or anything else.
- Highlander HGN-732 (all 3) : File fix: adjusted excess armor (above the max amount it should be able to get in Table Top) to be on the Rear torso instead.
- Highlander HGN-732P : File fix: Equipment Adjustment: fixed loadout issues (HS & JJ in arms instead of Torso and Head)
- Trebuchet TBT-5N : File fix: max CT armor to be 160 (instead of 120)
- Atlas AS7-D : File fix: moved AC/20 ammunition up from the legs into the RT.
- APC_Vargr : File Fix: Based on the files, the Vargr appears to be a Heavy vehicle, but shows up as 50 tons (same as the Medium Sleipnir APC). Based on the internals, it looks like the tonnage should be 65 tons. This is still a somewhat impossible design with the TT rules for the speed it travels, though you can get close with a fusion engine. (the APC Sleipner also is not exact TT rules, but it could be made to be so if 1 ML was dropped - or by adding a Fusion engine ).
- APC_Wheeled : File fix: the turret armor value was a bit high. Looks like it might have been from the Sleipnir. Then again, maybe the developers intended for the Turret to be that high *shrug*, but I adjusted my copy to match the stock statistics from the TRO value of 30 (instead of 120).
- Bulldog : Missing Weapon : It was missing the Machine Gun. While the Chassis had the slot for it, the MG and Ammo was not in the vehicle file. So I added them in
- Demolisher : Missing Ammo: Added missing 4th ton of AC/20 ammo. Also removed excess commas after Inernals values.
- Scorpion : Weapon Location Adjustment :The MG was in the Turret, but should be in the Front. Moved it.
- Striker : Stat Adjustment: Fixed Turret armor to be 110 instead of 120
Shops:
- Shopdef_Mech_battlefield : File fix: Added missing comma
- Shopdef_Mech_Davion : File fix: Added missing comma
- Shopdef_Mech_Liao : File fix: Added missing comma
- Shopdef_Mech_Marik : File fix: Added missing comma
- Shopdef_Mech_Mech_2 : File fix: Added missing comma
Star Systems :
- Camadeirre : Cosmetic: Changes the description and name to the correct spelling (Camadeierre), which is reflected in the Star Map.
- MacLeodsLand : Cosmetic: Changed Concordant to Concordat in the description
- NewGanymede : Cosmetic: Changed Concordant to Concordat in the description
- NewVandenburg : Cosmetic: Changed Concordant to Concordat in the description
- Renfield : Cosmetic: Changed Concordant to Concordat in the description
- Samantha : Cosmetic: Changed Concordant to Concordat in the description
- Taurus : Cosmetic: Changed Concordant to Concordat in the description
Weapons:
- SRM6_2-Holly : Stat Adjust: Appears to have a type giving it -5 accuracy, instead of -2.
- LRM5_2-Delta, LRM10_2-Delta & LRM15_2-Delta : Stat Adjust: all have the incorrect Instability values. Based on the +2, it should be a 4 (as it is on the LRM20_2-Delta) instead of 5.
Contract:
- contract/story_5_servedcold : Cosmetic: in both the Default and Template versions of the file, it refers to Lord Karosas' son having died - when it was actually his daughter.
Pilot:
- pilot_backer_Brown : Cosmetic: Typo in the description. Change ambivalence to ambivalent.
Lore :
- Lore Great Houses : Cosmetic : This is just my OCD, I adjusted the order of the great houses going counter clockwise so they fall in order.
- Lore Successor State : Cosmetic : Same as above
In my case, I copy these files directly over the existing files - but I will work on fixing it so these fall into the mod folder in the future.
Anyone have any other minor adjustments?
They can be found on the Nexus Mod site, or on my Google Drive here.
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