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Cyttorak001

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I played the vanilla game a few times, but wanted more challenges so I installed some of the community's mods:

- AdjustedMechSalvage
- BetterSorting
- boostedContracts
- boostedGameSpeed
- BrokenSalvagedMechs
- BTMLColorLOSMod
- bt-real-hit-chance
- CompanyMechSalvage
- DropCostPerMech
- ExtendedInformation
- JB_View_Distance_Inc
- JumpJets Removed According To Lore
- Merc Emblems
- MODTEK System Difficulty and Planet Variety and Contract Tweaks
- MoreIsLess
- PermanentEvasion
- Quiet Darius
- RandomCampaignStart (this one isn't posted yet on BattleTech Nexus. It's on GitHub)
- Stability Tonnage
- StopScrolling

What mods are you using?
 

Edmon

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Not a single one because there are no mods on steam. Thought it was not supported to mod.

It is currently not supported to mod.

However, give RogueTech a try. I'm playing that at the moment. It's a lot of content in a single easy to install package.

But finish the standard game first, of course.
 

UncleGamer

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My current Mod list:
  • Less Head Injuries
  • Broken Salvaged Mechs
  • Company Mech Salvage
  • Unlock full map after obtaining the Argo
  • Lore-Friendly Quickstart
Looking at adding:
  • Jump-Jets Removed according to Lore
  • Stability Tonnage
  • Stabile Piloting
  • Basic Panic System
  • Monthly Morale Reset
  • Random Travel Contracts
I know a lot of people like mods for weapons and such, I like these as they enhance the current game experience, in my opinion, without really messing with the game balance. They give the game a more Hard Core mode feel.
 

Shimaru

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Jun 1, 2018
2
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After I'm done with a standard playthrough, I'll probably load up Dz's Consolidated Company Commander mod pack, and hopefully they'll have figured out compatibility with the full Inner Sphere map by then. I'll probably end up toning down a few parts of it, though; I'm more looking for an enhanced vanilla feel with the sandbox, over trying to punch myself in the dick. That or find a mod list that varies play styles over adding as many money and time sinks as it can.
 

Cyttorak001

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My current Mod list:
  • Less Head Injuries
  • Broken Salvaged Mechs
  • Company Mech Salvage
  • Unlock full map after obtaining the Argo
  • Lore-Friendly Quickstart
Looking at adding:
  • Jump-Jets Removed according to Lore
  • Stability Tonnage
  • Stabile Piloting
  • Basic Panic System
  • Monthly Morale Reset
  • Random Travel Contracts
I know a lot of people like mods for weapons and such, I like these as they enhance the current game experience, in my opinion, without really messing with the game balance. They give the game a more Hard Core mode feel.
Oh yeah. How could I forget about the quickstart mods? I also have that, because who wants to keep doing the tutorial missions over, and over, and over again?
 

Kurnn

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I wount use a single mod until the game has had several more patches, at least 2 Updates (Update 1 coming soon) and a DLC.
When that's done...then I'll look for mods that isnt just cheats!

Battletech supports modding, but they are not to blame when mods breaks the game because of updates or something.
The devs have even said that they designed the game in a modular way to make modding easier, but that they cant consider mods in their updates/fixes/DLC.

Mods I will be looking for are anything that adds voices, npcs or anything that have 0 effect on the game, other then immersion!
I will also look for mods that adds content, without it being cheats. Like a new type of mech that's not obviously the best one.

The mods that exist already are not to my liking at all. They seam to only make the game easier and remove stuff like headshots.

What is "lore-friendly Quickstart"?
 

Iron Heel

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First I started with the Battletech ModTek & Mod Loader

For game play changes Im running No Guts No Galaxy Mod, which does

Abilities:
- Juggernaut is now 5 point skill
- Bulwark is now 8 point skill
- Gunnery skill accuracy decreased from 2.5% to 2%
- Piloting skill melee hit decreased from 2.5% to 2%

Chassis:
- Stability has increased to 100 + Mech tonnage. Atlas 100+100=200 stab HP. Locust 100+20=120 stab HP

Weapons:
- Large Laser heat set to 24
- Large ER Laser heat set to 36
- Large Pulse Later heat set to 30
- Medium ER Laser heat set to 15
- Medium Pulse Laser heat set to 12
- Medium Laser Heat set to 9
- PPC ER heat set to 45
- PPC heat set to 30
- AC2 heat from 5 to 3
- AC5 heat from 10 to 3
- AC10 heat from 15 to 9
- AC20 heat from 25 to 21
- LRM/SRM stab damage -1
- SRM2 heat -1
- SRM4 heat +1
- AC2 ammo increased from 25 to 45
- AC5 ammo increased from 15 to 20
- AC10 ammo increased from 8 to 10

Financial:
- Jump Ship cost doubled
- Mech and Mech Warrior costs decreased -25%
- Contracts per system from 3 to 5
- Contract renewal per week from 0.5 to 0.2
- 3-5 skull contracts with low drop tonnage pay additional "High Risk Reward"
- 50% more specials in shops
- Shops sell new variants
- Argo Base Maintenance Cost from 80k to 240k
- Rebalanced ship upgrade prices to counter other financial changes

Salvage:
- Destroyed mechs recovery change set to 50%

Mech and Med:
- Starting Med Tech skill from 6 to 3
- Mech Bay 2 cheaper operation and purchase cost
- Mech Bay 3 cheaper operation cost
- Repairing mech tech requirements x4
- Med Tech Skill upgrades set to 1, except automation 1 has still 2
- Tech Skill per Mech Bay set to 1
- Mech Tech Skill upgrades set to 1
- Component installations 20% faster
- Mech operation costs are based on mech tonnage. More tons, more you pay. Set to 12 per ton.
- Mech repair cost and time is based on mech tonnage. Set to 0.028 per ton.

Combat:
- Base hit change from 75 to 65
- Called shot bonus from 2x to 1.5x
- Called Shot Bonus from 2.4x to 1.8x
- Called Shot Master from 3.75 to 2.2x
- AI can be inspired
- Slightly decreased accuracy when first moving and then shooting
- Precision shot cost increased from 20 to 30 points of morale
- Low Moral Precision shot cost increased from 30 to 40
- High moral Precision shot cost increased from 10 to 20
- Added 30% melee(?) penalty when leg non functional
- Melee hit change from 90% to 80%
- Tactics base % from 65% to 60%

No Guts No Galaxy mod also contains these mods rolled into the same package:
JK Variants
Real Hit Chance
Mech Maintenance By Cost
BTMLColorLOSMod
Unlock full map after obtaining the Argo
And if you dont already have it installed,
the package also has the Battletech ModTek & Mod Loader included.
 

Cyttorak001

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I wount use a single mod until the game has had several more patches, at least 2 Updates (Update 1 coming soon) and a DLC.
When that's done...then I'll look for mods that isnt just cheats!

Battletech supports modding, but they are not to blame when mods breaks the game because of updates or something.
The devs have even said that they designed the game in a modular way to make modding easier, but that they cant consider mods in their updates/fixes/DLC.

Mods I will be looking for are anything that adds voices, npcs or anything that have 0 effect on the game, other then immersion!
I will also look for mods that adds content, without it being cheats. Like a new type of mech that's not obviously the best one.

The mods that exist already are not to my liking at all. They seam to only make the game easier and remove stuff like headshots.

What is "lore-friendly Quickstart"?
There are lots of mods that don't do anything to the difficulty, like the quickstart which lets you skip the tutorial missions when you start a new campaign. You jump right to the leopard, orbiting Ur Cruinne. RandomCampaignStart is a mod which randomizes your starting 'Mechs and pilots. LOS mod changes the color and style of your LOS markers for different conditions: green for clear LOS, blue for partially obstructed, dashed yellowish line for indirect firing arc.
 

Cyttorak001

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I should also state that I'm not happy with some of the mods as they're written, so I made a few changes:

- RandomCampaignStart was altered to give you procedurally-generated pilots instead of ronin (which are too high level). I also changed the starting 'Mech roster to reflect the canon-like factional distribution for Merc/Periphery given by Xotl's RATs from the Battletech boardgame site (i.e. your starting 'Mechs are what canon says a mercenary company would have).

- I haven't yet seen a mod that changed the required number of parts to build a 'Mech, so I added that into one of the SimGameConstant files (it's now 5 in my game).

- I dialed back the max missions available per system from 6 to 5 in BoostedContracts mod.

- BrokenSalvagedMechs was way too punishing. Having to repair all the structure on top of re-arming the 'Mech ends up taking something ridiculous like 90 days per 'Mech, with the leopard. You will almost never get to use your salvaged 'Mechs like that, so I changed the conditions in the file to give you fully repaired structure but no weapons. This makes more sense to me, as the whole point of salvaging enough parts to build a 'Mech was that you had enough to construct the internal structure already. It also is less punishing on repair time, especially in the early game before you get the Argo. If that's too easy, there's another option in the file that gives you not destroyed sections but randomized levels of structure repair, which should take less time than completely replacing sections.
 

UncleGamer

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- RandomCampaignStart was altered to give you procedurally-generated pilots instead of ronin (which are too high level). I also changed the starting 'Mech roster to reflect the canon-like factional distribution for Merc/Periphery given by Xotl's RATs from the Battletech boardgame site (i.e. your starting 'Mechs are what canon says a mercenary company would have).

Can you point me to this with the changes, this really sound interesting.
 

Kurnn

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There are lots of mods that don't do anything to the difficulty, like the quickstart which lets you skip the tutorial missions when you start a new campaign. You jump right to the leopard, orbiting Ur Cruinne. RandomCampaignStart is a mod which randomizes your starting 'Mechs and pilots. LOS mod changes the color and style of your LOS markers for different conditions: green for clear LOS, blue for partially obstructed, dashed yellowish line for indirect firing arc.

The quickstart and mod to change colors for markers are nice. First mods I see thats not cheats :p.

But anyone who mods should be aware of problems each time there is an update. You can fix it yourself, but you need to have some mod knowhow.
I rather wait for the game to stabilize, then grab lots of mods that other people tested for me! :)

Yep, I am sooooo slack!
 

UncleGamer

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Anyone got a link to a mod that puts you in the Leopard with the whole map open from the start. Want to go more pure sandbox.
 

Cyttorak001

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Can you point me to this with the changes, this really sound interesting.
The moderators here won't allow me to post a direct link to the original file, because they say it "steals bandwidth," or something.
So here's the (mostly complete) link: github.com/Mpstark?tab=repositories

Just put https:// in front of the address above. The Random Campaign Start mod should be the second in the list. You will need the BTML program (instructions can be found on the fan content subforum here: https://forum.paradoxplaza.com/forum/index.php?forums/battletech-fan-art-fiction-creations.996/ ), and maybe the ModTek program too.

After that, replace the text in the "mod" file in the extracted folder with the following:

{
"Name": "RandomCampaignStart",
"DLL": "RandomCampaignStart.dll",

"Settings": {
"RemoveAncestralMech": false,
"NumberRandomRonin": 0,
"NumberProceduralPilots": 8,

"NumberLightMechs": 3,
"NumberMediumMechs": 1,
"LightMechsPossible": [
"mechdef_locust_LCT-1V",
"mechdef_spider_SDR-5V",
"mechdef_urbanmech_UM-R60",
"mechdef_firestarter_FS9-H",
],
"MediumMechsPossible": [
"mechdef_cicada_CDA-2A",
"mechdef_blackjack_BJ-1",
"mechdef_centurion_CN9-A",
"mechdef_hunchback_HBK-4G",
"mechdef_hunchback_HBK-4P",
"mechdef_trebuchet_TBT-5N",
"mechdef_griffin_GRF-1N",
"mechdef_shadowhawk_SHD-2H",
"mechdef_wolverine_WVR-6R"
]
}
}

This would all be easier if the original creator Mpstark would post the mod to the approved Nexus mod site, but it's his work not mine, so it's up to him to do that. I just altered it slightly.
 

Cyttorak001

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P.S. the text above generates 8 procedural pilots (the max your berths can hold initially). This was because proc-gen has a chance of generating high-level pilots, just like in the hiring halls. After they're generated, you have to go through your roster and fire all the pilots who are "too good."
 

UncleGamer

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Is that randomly generating your own mech as well or do you need to start with the Blackjack?
 

JLaughter

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May 5, 2018
74
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I started using No Guts No Galaxy, bbut it made my game very buggy and laggy, so I reinstalled. I'm very happy with the game as-is, though, so I'm starting to go through the .json files and figure out how to adjust the few things I don't like.

I haven't had a chance to do too much yet, but my main concerns are stability damage weapons, decreasing the effectiveness of bulwark/brace and morale costs/generation. Most of it is pretty easy to find...if someone more savvy than me can show where to edit Bulwark/Brace, that would be super handy.

Standing in one spot and blasting away with 50% damage reduction gets pretty boring, especially in the late game. I'd be happier if evasion and cover were more important.
 

TripleStrengthMisnomer

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Anyone got a link to a mod that puts you in the Leopard with the whole map open from the start. Want to go more pure sandbox.
If you are looking for full sandbox and not particularly concerned with replaying the story , RogueTech is an all in one with a lot of changes and is very well done. It is designed to challenge you from the get go and actually make you pay attention
I started using No Guts No Galaxy, bbut it made my game very buggy and laggy, so I reinstalled. I'm very happy with the game as-is, though, so I'm starting to go through the .json files and figure out how to adjust the few things I don't like.

I haven't had a chance to do too much yet, but my main concerns are stability damage weapons, decreasing the effectiveness of bulwark/brace and morale costs/generation. Most of it is pretty easy to find...if someone more savvy than me can show where to edit Bulwark/Brace, that would be super handy.

Standing in one spot and blasting away with 50% damage reduction gets pretty boring, especially in the late game. I'd be happier if evasion and cover were more important.
 

Cyttorak001

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  • Age of Wonders: Planetfall
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • Stellaris
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH - Initiate of the Order
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Is that randomly generating your own mech as well or do you need to start with the Blackjack?
The Blackjack can be removed using the same script, but I didn't because it's actually the perfect starter 'Mech: every faction uses it so it's not rare, and it has some firepower while not being an overwhelming juggernaut. Replacing the third medium with a light 'Mech is a noticeable impact on game play.
 

UncleGamer

Major
27 Badges
Jan 14, 2017
505
8
  • Hearts of Iron III
  • Leviathan: Warships
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Surviving Mars: First Colony Edition
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • BATTLETECH - Digital Deluxe Edition
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Pillars of Eternity
  • Stellaris: Distant Stars Pre-Order
If you are looking for full sandbox and not particularly concerned with replaying the story , RogueTech is an all in one with a lot of changes and is very well done. It is designed to challenge you from the get go and actually make you pay attention

I looked at Roguetech and while it is pretty cool it is not what I am looking for. Way to much into adding new material and moving the time line via tech forward. For me the current game with some tweaking and more sandbox would be awesome, Roguetech just went to far in my opinion.