What will your day one mods of choice be?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

ronhatch

Lt. General
5 Badges
Feb 23, 2018
1.304
2
  • Stellaris
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Crusader Kings III
In the Beta, the starting lance was configurable, but of course, it didn't plug into anything so intricate as the Magistry Metals mission. If there's nothing overly special about that mission from a coding standpoint and it's just a JSON or just feeds off a strategic starting condition JSON, it should also work.
But plugging into the Magistry Metals mission isn't intricate at all... as far as the code is concerned, it's just placing four mechs on the map. You could severely unbalance the mission if your substitutions were drastic enough, but I would be shocked if it didn't work just by changing those four lines in the JSON.

Thinking about the context, it's actually quite possible that there's no continuity between the Tutorial and Magistry Metals from a coding standpoint and they're just totally separate scripts, so the game isn't figuring on things in the same way as it will later to where you "have" the Blackjack (ie. two totally separate missions with starting mech lists). After that mission, I'm sure it would be really tricky to convert one mech into another, but for that particular mission string, it could work.
Given that the first mission has that weird malfunctioning jump jets thing and the Magistry Metals mission has fully functioning jump jets, my bet would be that having any kind of mech continuity whatsoever simply relies on having it in the JSON files. If you think about it, those first two missions are the only ones that don't give you a pilot/mech selection screen, so they have to define the allocation some other way... given the design decisions they've made in the past... it's some lines in the JSON.
 

Mojo Amok

Captain
43 Badges
Feb 23, 2018
474
0
  • Crusader Kings II
  • Pillars of Eternity
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • BATTLETECH
  • BATTLETECH - Backer
  • Age of Wonders III
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • BATTLETECH - Beta Backer
  • Stellaris: Synthetic Dawn
But plugging into the Magistry Metals mission isn't intricate at all... as far as the code is concerned, it's just placing four mechs on the map. You could severely unbalance the mission if your substitutions were drastic enough, but I would be shocked if it didn't work just by changing those four lines in the JSON.

It does have the seemingly unique double cross mechanic, though. I'm not sure if the JSONs alone would be what would govern that or the other unusual scripted elements found in the story missions.

Bottom line is the story missions may or may not be configurable with text edits. From there we have Magistry Metals may or may not work in the same manner as the story missions.

If the answer to all of these questions is "yes, it's all open" then it would suggest modding in a new campaign is potentially feasible, but I'm not willing to go that far without seeing the files.
 

Sable Phoenix

Second Lieutenant
20 Badges
Aug 13, 2017
176
0
  • BATTLETECH - Beta Backer
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Leviathan: Warships
  • Reduce the grid spacing from 24 meters to 6. Trying this in the beta skirmish, I absolutely LOVE the expanded options. (Although I might use some other number, depending on further testing.) It makes the game take longer and the AI spends far more time thinking, but I am a very patient man. It's also very unlikely to cause balance problems.

What does this mean? Is this the spacing of the dots that represent hexes for movement?
 

ronhatch

Lt. General
5 Badges
Feb 23, 2018
1.304
2
  • Stellaris
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Crusader Kings III
It does have the seemingly unique double cross mechanic, though. I'm not sure if the JSONs alone would be what would govern that or the other unusual scripted elements found in the story missions.
But again, the double cross mechanic has nothing to do with which mechs are in the mission.

There is absolutely no reason I can see that the code in charge of the double cross mechanic would not work exactly the same if you were in a Steiner scout lance. So I do think that the JSONs alone are all you need to change the starting lance. Unless I missed something, that was the only change people wanted to make. The rest of the scripting may or may not be defined in the JSON, but that's not the relevant bit.
 

Mojo Amok

Captain
43 Badges
Feb 23, 2018
474
0
  • Crusader Kings II
  • Pillars of Eternity
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Distant Stars
  • Stellaris: Necroids
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • BATTLETECH
  • BATTLETECH - Backer
  • Age of Wonders III
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • BATTLETECH - Beta Backer
  • Stellaris: Synthetic Dawn
But again, the double cross mechanic has nothing to do with which mechs are in the mission.

There is absolutely no reason I can see that the code in charge of the double cross mechanic would not work exactly the same if you were in a Steiner scout lance.

I realize that later part and you're probably correct, but what I mean is that missions with unique scripts could potentially be built differently with a separate tool crafted by Eck feeding in the mission parameters. We haven't really seen anything behind the scenes for story missions as actually implemented in the final game (I am aware of the old campaign file in the Beta). Maybe, in this scenario, Magistry Metals wouldn't even count as a story mission anyway, thus rendering my skepticism moot, but I do feel it's worth noting until there's more confirmation.

The corollary is that, if the story content is indeed JSON-configurable within both the Tac and (especially) Sim layers without any special in-house tools involved that HBS used or developed, the ramifications would go far beyond being able to alter the starting lance. That would open the door for customizing story campaigns or even creating new ones. Dunno - could go either way. Hopefully, they went JSON all the way with everything.
 

Rebeldad

Second Lieutenant
1 Badges
Apr 4, 2018
144
0
  • BATTLETECH
I don't usually care for mods other than vanity stuff. I will just support the game and wait for the timeline to advance. Oh and if anyone does a mod of Marvin the Martian, Hook this old man up.
 

KnightCole

Colonel
2 Badges
Mar 2, 2018
823
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
My initial mods will be:

Create my own variants of a few mechs, initially: ZEU-K1, DRG-K1 and possibly a CNT-K1.
Create a few of my own weapons: Drillz 6 and 4 Missile Launcher, KR PPC, KR AC-10 and 5.
Create 4 custom pilots(no im not going to start with 8/8/8/8, im going to start them off bad, but improve them, dont wanna lose that aspect of the game.
Create my own custom company logo for sure.
Change my starting unit, I cant decide if I wanna pilot a Zeus or a Dragon...
 

Zarcon

Second Lieutenant
43 Badges
Sep 16, 2017
106
0
  • Crusader Kings II
  • Sword of the Stars II
  • BATTLETECH - Backer
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings III
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Magicka
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron III
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
I’m a freak. Gonna play the game Stock. :p

Am too excited about getting my greedy hands on the gameplay to waste “use” any time modding prior to the adventure, lol! :D
 

GenTask

Captain
3 Badges
Mar 16, 2018
354
0
  • BATTLETECH - Initiate of the Order
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
My initial mods will be:

Create my own variants of a few mechs, initially: ZEU-K1, DRG-K1 and possibly a CNT-K1.

What are on these?

I have a thread here for posting people's creations from Table Top or MegaMek. There used to be a thread on the old forum. I really miss Solaris7 though which had tons of canon-like non-canon variants made by people to sift through with their own made up lore.
 

Hargert

Corporal
25 Badges
Sep 5, 2011
27
4
  • Magicka
  • Sword of the Stars
  • Sword of the Stars II
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • BATTLETECH - Beta Backer
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Warlock 2: The Exiled
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
No mods for day one, will play with their numbers and adjustments for the first play. After that I am thinking mod so it is closer to tabletop balance on weapons and to add mechs to the roster if that is possible. Maybe up the parts needed to salvage a mech to 5 or so.
 

NoDebate

Second Lieutenant
64 Badges
Oct 3, 2012
169
83
  • Crusader Kings II: Reapers Due
  • Age of Wonders III
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44 -  Back to Hell
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Assuming the BJ-1 is our only possible starter, I will be amending that with some table rolling (D Availability seems fair).
 

KnightCole

Colonel
2 Badges
Mar 2, 2018
823
0
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
Assuming the BJ-1 is our only possible starter, I will be amending that with some table rolling (D Availability seems fair).

Lol, ill be changing that into probably my own DRG-K1, after the coronation stuff happens, so as not to mess up the first part of the game, since my mech wont have JJs. I wonder what happens if you dont have JJ and cant get past the training portion where, in the words of Cohh, "mech dad", tells you to JJ.
 

Fiddlersitch

Sergeant
10 Badges
Feb 28, 2018
86
0
  • Pillars of Eternity
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Sword of the Stars
As a noob to modding it seems from reading here that altering the json file to switch one of your starting lance mechs at the majesty metals mission should be possible? To replace the spider?
 

Tnarien

Resident Cranky Bastard
72 Badges
Sep 21, 2013
663
0
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Mass Transit
  • Stellaris: Apocalypse
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • BATTLETECH - Backer
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Initiate of the Order
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Crusader Kings II: Conclave
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife Pre-Order
  • Warlock 2: The Exiled
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
I'd certainly be interested in possibly changing a starting mech or two. I'd be even more interested in knowing how hard it would be to add variants to the game, whether it would be possible to get them to show up in random missions, and whether it would be possible to make them purchasable. I would also very much like to be able to simulate XL engines with their double heat sink capacity, but again, have no idea how hard that would be or even if it is possible.

My idea would be, if possible, to have several mechs (ideally most if not all) with XL variants but make them such that they only appear 5-10% of the time, the rest being regular mech variants. The XL versions could also appear in shops, but be ten times more expensive than regular. The point would be to make collecting not just about finding the right mechs, but the right 'quality' of mechs too.

Creating new variants is only a few minutes work apiece. The unknown quantity is how much tweaking will be necessary to get them into the leveled lists.
 

Panpiper

Captain
28 Badges
May 21, 2006
412
40
www.quora.com
  • Knights of Honor
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Creating new variants is only a few minutes work apiece. The unknown quantity is how much tweaking will be necessary to get them into the leveled lists.
I am fervently hoping that, canon be damned, someone creates XL engine, double heat sink variants of everything, puts them in the lists, and gives them a 5% chance of showing up in lieu of the standard versions on any random map. That would increase the collection game by a factor of 20!

Thant and a few unmentionable mechs of course.
 

Tnarien

Resident Cranky Bastard
72 Badges
Sep 21, 2013
663
0
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Mass Transit
  • Stellaris: Apocalypse
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • BATTLETECH - Backer
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Initiate of the Order
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Crusader Kings II: Conclave
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife Pre-Order
  • Warlock 2: The Exiled
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
I am fervently hoping that, canon be damned, someone creates XL engine, double heat sink variants of everything, puts them in the lists, and gives them a 5% chance of showing up in lieu of the standard versions on any random map. That would increase the collection game by a factor of 20!

Thant and a few unmentionable mechs of course.

XLs are easy to do. Integrated DHSs takes a little more fiddling, but is fairly straightforward.

We didn't have access to the simulation module in beta, so getting things into the random lists and markets is an unknown quantity at this point.
 

Panpiper

Captain
28 Badges
May 21, 2006
412
40
www.quora.com
  • Knights of Honor
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Way of Life
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
XLs are easy to do. Integrated DHSs takes a little more fiddling, but is fairly straightforward.

We didn't have access to the simulation module in beta, so getting things into the random lists and markets is an unknown quantity at this point.
Well, XL variant parts that appear 'infrequently' in shops (and are very expensive) would be one way to get them in game I suppose. That would somewhat satisfy the collector bug. But it would make for much more fun and be somewhat more balanced if you had a chance of running into them in the opforce in missions. By the end game, this sort of mod would be a cheat of course unless the scripted missions could be tweaked to increase the likelihood of XL variants based on the skull difficulty ratings.