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SigmarPrime

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:DG'evening gentlemen. (tips hat). Lets get going while I'm still on my feet. :)
) Regarding the "shop" folder, isn't "Inventory" reserved for "guaranteed" items that should always appear such as basic ammo, single heat sinks, etc.?
Yes and no. Inventory is reserved for non special items, which you can define in the appropriate shop.json file; ie you create a shop/tag which deals exclusively in ballistic weapons with default inventory and special values (30 and 20 respectively iirc). You put all ballistics, including rares are in basic inventory (count >1, rarity >0). But, for instance you put TTM's as "special" items, along with their rarity value, and a weight value, with +5 increments (+ is weight 5, ++ is 10 and so on). What will happen when you access the store, the game will roll two tables; "inventory" with regards to two numbers: it will roll rarity and populate the inventory with everything that is set to appear, up to the inventory limit. Some things may not appear for a long time, some things will be always there, all part of the background sim. Second number is "special": things get rolled in the first rarity roll, and their weight is deducted from the "special" value (for instance, "special" of 20 would get you four TTS+ or two TTS++ or any combination of the weight values up to "special" value", so you would never get many of them, regardless how much you sacrifice to the RNGesus), so that's basically a limiter on more powerful items you can get. Max items in the shop is still 30, but some of them have a second criterion to be shown, and can never be abundant. Count of 0 means unlimited items to buy, thats correct. So for lostech items you put rarity to regulate how often they should show up, and weight to regulate how many of them can be present in the shop inventory at the same time. Game balance solution.

2) How does the shot count with ACs cause this bug?
The game engine does not recognize/can't animate the second shot. What will happen is you will fire, spend two ammo, hit the same position for double damage, and the game will try to animate two shots and fail miserably showing one leaving the barrel at right angles, racing into space, or wherever, and second will hit for double and your pilot will say they missed. My thinking is that AC shots are not physical objects, and they don't show up properly as double shot, as opposed to LRM and SRM objects. If you make an AC that has indirect fire, it will shoot through terrain, not parabolic. The tracer seems to be a sprite instead of an 3d object (but I think someone will correct me about terminology). Same story for PPCs and lasers. My UAC solution is that I described them as integrated weapons, with ammo inside, and rounds leaving the barrel basically one right behind the other. I'll upload one as an example, I think the description should clarify a bit. I didn't manage to create new ammo types, although I have ammodefs, I'm just lazy now.
In regards to the VersionManifest, I still hold by my recommendation to use separate folder within the data folder, and (just a hunch) try to avoid suffixes similar to default item (UAC_0-STOCK). I don't use that naming string and everything works, and is saved in a custom folder within data folder where .jsons are. Also, in the readme I uploaded, you have the manifest lines relevant to customsweapons folder inside; just copy the folder with the ACs and add the lines to the VersionManifest.csv somewhere in the autocannon weapondef group (backup first and all that), and the game will load them in. I didn't see any problems with your original files, but I'm kinda sleep deprived, soooo... :) Oh, before I forget, you can switch your WeaponEffect-Weapon_AC5 to eaponEffect-Weapon_MachineGun. Looks and sounds like a wet chunky fart gun, but it gives you multifire. To make it look like an AC, an assetbundle would have to to dismantled.

Might be the highlighted part.

#1 - did you place it in your core data/weapon folder? Or is it in a mods folder?
#2 - you have your slashes going both ways. Should be data/weapon/Weapon_Autocannon.......
Shouldn't be an issue. Mine looks like this Weapon_Autocannon_UAC5-Krueger,WeaponDef,data\customweapons/Weapon_Autocannon_UAC5-Krueger.json and it works perfectly, kills the meat, wrecks the metal (I do think I might be doing something wrong here). No issues with pathing. I thought it would be, but none whatsoever.

I couldn't find them either.

What you're saying, though, is that the references to other mech's art assets needs to be added to the manifest as well as in the hardpoint JSON?

Found them today :) They are in the assetbundles folder, chrprfmech files. In those files there are references to the specific parts of the Mech mesh, including hardpoints. I don't know how to edit them, but I did try to switch them around. References in the VersionManifest only instruct the Data.Director what to load from where, not where to put it. The hardpoint files in the manifest are there so the game knows there are some hardpoint files. Chrprfmech files define what it looks like AND on which chassis is that mesh hooked because they are written specifically for each chassis and dont have data that the game doesnt (ie chrprfmech_dragonbase_001 doesnt have any hardpoint mesh for right torso). If I just switch in the hardpointdef file, nothing happens because the game loads the hardpoint I gave it in the .json and then promptly attaches it to the chrprfmech it originated from and it proper position, and it doesn't work on a different 'Mech it (asset files have tons of internal data containers defining everything Battletech). Example: tried to give the dragon Awesomes twin PPCs on the right hand - fail. Blank hand, like there is nothing installed, icons for energy weapons are there, but nothing shows on the model. BUT tried to add the ballistic hardpoint from the Dragon's left torso to the Dragon's right torso. While nothing is equipped, nothing shows, and I have a ballistic HP in the RT. When I equip a weapon, it displays the model on the dragons LT, although the weapon is installed in the RT. So how I gathered it works when the HP is loaded, it calls on its parent container, which tells it where to display, and on which model, defined by the prefabidentifier and prefabbase in the chassisdef (prefabidents are chrprfmech_mechname_001 files and show as one of the containers in chrprfmech files, probably main parent one). To make them work I think some combination of prefabidentifier, prefabbase and hardpoints should be devised. Other than that, extracting 'Mech meshes from prefab files and combining them is the only way I know of. Or assetbundles need to be dismantled and spliced among themselves, but ultimately, that would kill the game. Mutate it into something very definitely unBattletech.

And my UAC thingie. Kicks ass. For 15 rounds.:p:p:p

Edit: Grammar. My greatest nemesis sometimes.
 

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ronhatch

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I'm 100% certain I included the necessary weapon files in the "weapon" folder.

I think you meant "\" (that's how it normally shows up for me in windows browser anyway). Odd that the slash would be going the other way like that (I used the Weapon Lab mod to make the new files). I will notify the modder about the issue and see if that's the problem.

Shouldn't be an issue. Mine looks like this Weapon_Autocannon_UAC5-Krueger,WeaponDef,data\customweapons/Weapon_Autocannon_UAC5-Krueger.json and it works perfectly, kills the meat, wrecks the metal (I do think I might be doing something wrong here). No issues with pathing. I thought it would be, but none whatsoever.

Short version: It is unlikely that \ will work on the Mac or when the game is ported to Linux and even under Windows it won't work consistently. Always use / instead.

Longer version: Although Windows always shows paths using the backslash (\), behind the scenes it will accept the slash (/). Unix/Linux only allows a slash (and modern Macs are based on BSD Unix), so unless the Unity framework translates the backslash into a slash, it won't work... and when the framework sees a backslash, well... that's a problem. Traditionally, the backslash is the "escape" key that allows special characters that can't otherwise be typed to be included. The CSV specification mostly just uses quotes to escape anything, but at a minimum allows escaping a quote by prefixing it with a backslash. Implementations may also support additional backslash escape sequences and my guess is that Unity does.

If so, then to consistently specify a single backslash, the correct way to do it is to type two consecutive backslashes. Many frameworks have switched to always using a slash for paths because the double backslash looks horrible and in some situations you have to escape it again and you end up with four backslashes meaning just one. Quite possibly it's working in one case and not the other because of the character after the backslash. If the character is recognized as a valid sequence, it converts it to the indicated special character, if not it leaves it as written. I'd venture a guess that it will never work if the following character is a t, for example, since \t often is used to indicate a tab character.
 

RyuKazuha

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Hey guys,

I'm currently working on an economy-focused mod. Among other things I set the priority salvage modifier to 0.1. It works but the UI does not recognize the change and show it during contract negotiation.

I'm guessing the UI references some static value, but i can't seem to find it. Any ideas?
 

Irish1983

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I want to thank all the people who are sharing their expertise and experiences for modding this game. I have been working on tweaking a few key elements for the game and your discussions have helped me a great deal.

I have a question though and im not sure it has been answered yet (I may have missed it).

Once a campaign i started do changes to Json files not manifest in game?

I have been using dnspy a little aswell (implemented an apply to armor head threshold hold of 10 damage to cause injuries).
 

SigmarPrime

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Hello ladies and gents. :) So to start:
@Max_Killjoy I have found that if you swap a "HardpointDataDefID" entry in the chassisdef file to reference a different 'Mech, you can get interesting results. Ie, in the dragon chassisdef file, under "HardpointDataDefID" entry should be "hardpointdatadef_dragon". If you swap that with "hardpointdatadef_awesome", you will get the hardpoints distribution from the awesome prefab, with the accompanying art (although, that might turn out janky a bit, try it out.)

@ronhatch I have changed the pathing in my manifest file to the correct backslash format. Just to be on the safe side, hehehe. Thanks a lot for your input, didn't know about the behind the scenes pathing rules.

@RyuKazuha and @Irish1983 I will dig a bit around the simdata and combat constant files about the things you mention, there should be some things there. And about the .jsons changes, they do manifest as soon as you start the game after the changes, provided you didn't change something that would make the game impossible to load or something that is affecting the campaign start (preload, mechs or equipment and such).

My main interest in this thread is to find ways to mod the game in a balanced way, without using modtek or custom .dlls (call me paranoid, but I really dislike fiddling with the .dlls and .sql databases, too many things can go wrong)

And again sorry for the late replies, RL has been a time consuming nuisance of late (read too much work, not enough Battletech).
Cheers and regards to y'all,
Sigmar
 

Justin Kase

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The game engine does not recognize/can't animate the second shot. What will happen is you will fire, spend two ammo, hit the same position for double damage, and the game will try to animate two shots and fail miserably showing one leaving the barrel at right angles, racing into space, or wherever, and second will hit for double and your pilot will say they missed. My thinking is that AC shots are not physical objects, and they don't show up properly as double shot, as opposed to LRM and SRM objects. If you make an AC that has indirect fire, it will shoot through terrain, not parabolic. The tracer seems to be a sprite instead of an 3d object (but I think someone will correct me about terminology). Same story for PPCs and lasers. My UAC solution is that I described them as integrated weapons, with ammo inside, and rounds leaving the barrel basically one right behind the other. I'll upload one as an example, I think the description should clarify a bit. I didn't manage to create new ammo types, although I have ammodefs, I'm just lazy now.

Couldn't we achieve the effect of the Ultra AC/5 by creating a SRM 2 that does 45 points per missile and then use the MG animation effect to avoid the 90 degree shot into the air? Though you would retain the other stats of a standard AC/5, including using AC/5 ammo and categorizing it as Ballistic.

Then you get the roll to hit for each shot, an animation that works, and it otherwise behaves like an AC/5.

Would a 2 shot MG that does 45 damage also work? Not sure how the hit mechanics of the MG work compared to the missiles.
 

Max_Killjoy

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Didn't I see where someone's mod included UACs?

Edit -- yeah, here.
 
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me987654

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Couldn't we achieve the effect of the Ultra AC/5 by creating a SRM 2 that does 45 points per missile and then use the MG animation effect to avoid the 90 degree shot into the air? Though you would retain the other stats of a standard AC/5, including using AC/5 ammo and categorizing it as Ballistic.

Then you get the roll to hit for each shot, an animation that works, and it otherwise behaves like an AC/5.

Would a 2 shot MG that does 45 damage also work? Not sure how the hit mechanics of the MG work compared to the missiles.

Why not just use a 2 shot AC/5? I coded one up today... haven't tested it yet though.

You can add multiple shots to any weapon
 

Justin Kase

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Didn't I see where someone's mod included UACs?

Edit -- yeah, here.

I believe there are several. Looking at @Lynx7725 's mod there, he pretty much did the SRM idea... and the MG animation. LOL - trust him to do it first ;)

Why not just use a 2 shot AC/5? I coded one up today... haven't tested it yet though.

You can add multiple shots to any weapon

Because of the errors that @SigmarPrime had mentioned.
 

SigmarPrime

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About SRM and MG effect, you can just create an double shot AC and add an MG effect, works then. The problem is AC weapon effect, not the AC itself. I tried the MG effect approach when I started coding in UACs, didn't like the look of it. Circumvented the whole thing by adding ~40% to AC damage and some other effects to make it viable. And besides modding in the custom .dll to make it shoot multiple times, only thing I could think of is extracting MG effect from the .asset file, splicing it onto AC effect, renaming and repacking the .asset. Apparently .dll can hang on firing animation due to, what I understand is, the engine can't calculate that kind of effect multiple, separate times.


Edit: typing from work so some things got missed out of this post. Will update when I come home.
 
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SigmarPrime

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So to continue previous post (and to touch the AC/SRM with an offtopic stick) multishot ACs with MG effect dont look right, at least not to me. To be honest, neither do ballistic weapons shooting missiles. But, for testing sake, I made an AC20 that uses LRM10 effect because I wanted to make a indirect HE howitzer type weapon (ie. Long Tom). On first iteration, when the modded weapon used AC weapon effect while using indirect fire, the hit got calculated, numbers were as the .json directed, but the weapon effect (rounds) fired in a straight line, clipping through the terrain. That's when I realised that AC weapon effect is just a visual special effect (VFX, innit?) thing in the engine, not a 3d rendered object (and that's why multishot ACs glitch in the engine, game is overlapping several VFX on the same path. Could it be something like layers of VFX glitching each other out? I know that missiles are fired/rendered one at a time, but AC effect is just kinda hitscan (MW4 mercs lasers) thing and all shots are displayed at the same time, without the 1-2-3 order, more like a (123) stream, therefore glitch). So I tested same weapon, just with the LRM effect. Works like a charm. And I named it RPG20, idea being that the older "rifle" ACs are being modernised with new, RP/HEAT ammo, and with added weight accounting for fire control/ballistic calculations hardware (juryrigged from LRM launchers, hehehe) and actuators for increased elevation for indirect fire - and then it made sense to have an AC20 firing as single LRM round, and it fits in the style of run-down, salvage-what-you-can-and-make-it-work MO in the Periphery.

At least in my mind. It has to be viable and explainable, to make it not stick out like a crutch-gun, and fit in the gamestyle. That's why I cant stomach AC displaying MG effect. Trying to work on .jsons only, within the constraints of the engine is half of the fun, ;)

And if someone has any ideas for weapons, please share. :)

Oh, and does anyone know how to resize a single 'Mech via the .json files, without the modtek?

Edit: Anyone here have the understanding of the Unity to actually confirm/deny the "VFX layering" thing?
 

Max_Killjoy

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I'd like to build the light autocannons in spirit, rather than in exact translation from CBT/TT.

Assuming that the better autocannons that used to be around aren't something forgotten as a concept, it's just a matter of some lost manufacturing techniques, so people have been trying to make ACs that are lighter (LBX) and fire faster (UAC) for a long time.

Thus, what I'd create as a LAC would be lighter, short ranged, and split the damage into two "shots" with each trigger pull -- sort of between an AC and an MG in this game.

Roughing it out...

LAC5
* Min Range 0, Med Range 300, Max Range 450
* Damage 2x20, Instability 2x5
* Heat Gen 8
* Tonnage 6
* Ammo per Bin 20​
 

SigmarPrime

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I'd like to build the light autocannons in spirit, rather than in exact translation from CBT/TT.

Assuming that the better autocannons that used to be around aren't something forgotten as a concept, it's just a matter of some lost manufacturing techniques, so people have been trying to make ACs that are lighter (LBX) and fire faster (UAC) for a long time.

Thus, what I'd create as a LAC would be lighter, short ranged, and split the damage into two "shots" with each trigger pull -- sort of between an AC and an MG in this game.

Roughing it out...

LAC5
* Min Range 0, Med Range 300, Max Range 450
* Damage 2x20, Instability 2x5
* Heat Gen 8
* Tonnage 6
* Ammo per Bin 20​

I completely agree with the premise of creating weapons for diversity sake, not port them from TT. Try the double shot, see if you like it. It is janky, but to each his own. Oh, and please, if you would, upload it when you finish it. Would be nice if we shared ideas.

P.S. Regarding your previous question about switching hardpoints, I made a bit of progress with that. Just switch the HardpointDataDefID reference in the chassisdef with the 'Mech you want, and then match the PrefabIdentifier with the 'Mech referenced in the hardpoint line. Won't work in every case, but it will create some hilarious results until you get what you want. I don't know the matching method, so it's a hit&miss thing.

P.P.S. If you make a LAC2 (or lighter), try giving it UAC5 prefab, and mount it on locust's arms. Looks savage. And cicada too, 4 ballistic slots. Crappy mechs, but they look mean with that things.
 

Max_Killjoy

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So to continue previous post (and to touch the AC/SRM with an offtopic stick) multishot ACs with MG effect dont look right, at least not to me. To be honest, neither do ballistic weapons shooting missiles. But, for testing sake, I made an AC20 that uses LRM10 effect because I wanted to make a indirect HE howitzer type weapon (ie. Long Tom). On first iteration, when the modded weapon used AC weapon effect while using indirect fire, the hit got calculated, numbers were as the .json directed, but the weapon effect (rounds) fired in a straight line, clipping through the terrain. That's when I realised that AC weapon effect is just a visual special effect (VFX, innit?) thing in the engine, not a 3d rendered object (and that's why multishot ACs glitch in the engine, game is overlapping several VFX on the same path. Could it be something like layers of VFX glitching each other out? I know that missiles are fired/rendered one at a time, but AC effect is just kinda hitscan (MW4 mercs lasers) thing and all shots are displayed at the same time, without the 1-2-3 order, more like a (123) stream, therefore glitch). So I tested same weapon, just with the LRM effect. Works like a charm. And I named it RPG20, idea being that the older "rifle" ACs are being modernised with new, RP/HEAT ammo, and with added weight accounting for fire control/ballistic calculations hardware (juryrigged from LRM launchers, hehehe) and actuators for increased elevation for indirect fire - and then it made sense to have an AC20 firing as single LRM round, and it fits in the style of run-down, salvage-what-you-can-and-make-it-work MO in the Periphery.

At least in my mind. It has to be viable and explainable, to make it not stick out like a crutch-gun, and fit in the gamestyle. That's why I cant stomach AC displaying MG effect. Trying to work on .jsons only, within the constraints of the engine is half of the fun, ;)

And if someone has any ideas for weapons, please share. :)

Oh, and does anyone know how to resize a single 'Mech via the .json files, without the modtek?

Edit: Anyone here have the understanding of the Unity to actually confirm/deny the "VFX layering" thing?

Forgot to ask earlier, did your "artillery" weapon test out the AOE switch in the weapon JSONs?
 

SigmarPrime

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Forgot to ask earlier, did your "artillery" weapon test out the AOE switch in the weapon JSONs?

Tried everything, cant make it work. To be honest, I don't even know what files AoE calls upon so I can check if it works. Although I do have some weapons with AoE enabled, and they play normally, non-AoE style, but my output log always states that I have missing files/effects from weapondefs. It doesnt state which ones, though. But the game runs as it should.

P.S. I have found out that the assetbundle files are Unity FS files. Hexedit shows it as such. If anyone knows anything.. help? :)
 
Last edited:

Justin Kase

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Anyone see a mod out there for Stream SRMs? Been trying to make my own, but have been struggling to represent the ruleset :p


Hello! I am from Russia. I would like to learn how to create 3-d models of soldiers. I would be glad if you help me. (sorry for my English)

Welcome to the community!

I haven't seen a lot of 3D modeling mods yet for the game, but if you are looking for tutorials, I rather like this site:
https://www.youtube.com/user/PhotoBots/videos

Though it may be easiest to grab a free model for the software you use, and then modify it to your liking/needs.
https://www.turbosquid.com/Search/3D-Models/free/soldier

Best of luck - and I look forward to seeing your results!!
 

SigmarPrime

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Anyone see a mod out there for Stream SRMs? Been trying to make my own, but have been struggling to represent the ruleset :p

What is the TT ruleset for those? Never played TT, so my knowledge in that department is sorely lacking.

And I made some progress with the assets, just enough to know I have absolutely no idea what I'm doing or how to proceed. Will update later.
 

Justin Kase

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Max_Killjoy

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What is the TT ruleset for those? Never played TT, so my knowledge in that department is sorely lacking.

And I made some progress with the assets, just enough to know I have absolutely no idea what I'm doing or how to proceed. Will update later.

Short version -- declare target, roll to hit; if you succeed the entire volley fires and hits, locations determined normally; if you miss then none of the missiles even fire.

It's a targeting system that won't fire until it has a good firing solution.