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https://forum.paradoxplaza.com/forum/index.php?threads/is-it-possible-to-mod-dlc-mechs.1186005/
https://forum.paradoxplaza.com/forum/index.php?threads/help-sought-in-changing-the-starter-lance-for-the-campaign.1285683/
Here are the names for the Phoenix Hawk and Assassin, unsure if you can just plug these into the simgameconstants.json
Gonna try and report back
Edit 1: From further in the thread, looks like HBS is actually supplying the DLC .json info now, nice of them!
https://github.com/caardappel-hbs/bt-dlc-designdata/commit/33bff4ae087cae302bc574c650f9540a98f2d6e9
Super easy, bless HBS for making it so.
This GitHub link has the text of all the Heavy Metal .jsons.
https://github.com/caardappel-hbs/bt-dlc-designdata/commit/33bff4ae087cae302bc574c650f9540a98f2d6e9#diff-0b2b0ff8cf0d2ef0e2dd16ebb8afbfa1
Just look for the chassisdef_[...] and mechdef_[...] you want. Copy them into new text files and save them as .jsons with the proper naming scheme and in the correct folder. The GitHub page has their file name right above the text. Just move them into the [...]BattleTech_Data\StreamingAssets\data\mech or \data\chassis folders as required.
The chassisdef defines general mech details, such as the types of weapons that can be installed in a given location. The mechdef is for the specific mech loadout and armor.
I tried this, but the changes don't take effect. They probably need to be dropped into their own DLC specific folders. Does anyone know the proper folder location?
If you want to edit the Heavy Metal files (specifically the mech chassis files), you need to EXTRACT them from the asset bundles, modify the files, then REPACK the asset file. It's a bit fiddly if you've never done it before, but full instructions can be found here.
The link to the UABE software in the instructions is dead, but you can pick up the Unity Asset Bundle Extractor here[github.com].
I have not played Battletech pretty much since I did this, and for whatever reason what I did worked at that time. Regardless thanks for adding this info here. I've been in the boat of finding an old thread that hopefully fixes my issue only to find it doesn't, so thanks for the new intel.
That is the worst way of going about it and I wish people would stop suggesting it.
The far simpler way:
1. Install modtek
2. Download the JSON files you want to mod from HBS repo (link further up this thread).
3. Mod the files how you want
4. Make a folder in your mods folder
5. Stick your modded files there
6. Write a simple mod.json file
7. Done
You don't have to modify the actual asset bundles and risk screwing up your game completely and you can change your modified files much easier.
Unless they're still farming achieves but want to tinker in the meantime.
Also, if you screw something up with the asset pack, just run a file validation through Steam and voila. Both methods have their pros/cons.
modtek does not disable achievements. Numerous modders, myself included have gotten them while testing/playing our mods
I'll be clear uabe has its place for modding this game, it is used for the creation of new mech models, but it should not be used for any not non art asset related things