does anyone know how to update this mod for the latest patch? I'm stuck on a black screen with fps counter after these new patches. Re-adding that line to version manifest doesn't seem to work anymore.
Great mod, ive always found it absurd that a tiny locust's machine gun chipping the paint on an Atlas's head would be enough to cause an injury that keeps pilots bed-ridden for two weeks. I mean come on, 2 damage to the head and now my pilot is in the medbay for 14 days!?
When and where are these supposed to show up? I've tried changing the rarity to 0 (same as heatsinks) but they're not showing up in stores. I'm sick of pilot injuries and just want to get using these.
They should always show up, so something went wrong when installing the mod. You could also try Battletech Enhanced, has this included and shops files already changed as optional download. This means if you can start / load your campaign everything will work!
Well, I tried the Battletech Enhanced version and am still not seeing these upgrades show up in the store. Do I need to reach a certain point of the story? Leave the starting star system? All other mods work, just this one doesn't.
did each step as instructed. also followed tips from the comment section. Trying to start new campaign and all im getting is an endless loading screen. I revert all changes and games then works. Any ideas? please help!
hey this mod looks awesome though i am having some trouble i was able to figure out the shop half simple text edit same layout as rest of the document though the csv one i am unsure how to put that one in as the text layout it has looks very different from the rest of the the VersionManifest.csv so i am unsure how to even start that side of it if anyone can help it would be much appreciated.
Are these more readily available in stores than the current cockpit mods or something, just modded into player inventory? How much do they cost if they are purchased?
Done that. Hell i forgot one comma at the end, then even copy pasted your example into json editor and put that into game, and still no go for me. Anyway thanks for trying to help :)
In that example above, I use Advanced Shock Absorbers - Less Injuries ( ASALS ) and Scaled Heat Sinks ( SHS ) mod, if you use only ASALS mod then you only need to combine the text from shop.txt from that mod. Btw, if you need further help you can always visit r/ BattleTechMods ( https://www.reddit.com/r/BattleTechMods/ ), I hope it helps.
is there any way to make possible Mechwarriors to fight \ be available for mission if they are have injuries? may be you have some tips how make it possible? please
Actually, yeah, I think this is a better solution, at last for me. Being able to send injured pilots on missions without having to wait for them to heal, just like you can send damaged mechs out. I can send Dekker out on 3/3 health but not Glitch on 4/5.
Also do these upgrades apply to enemy mechs too? I quite like turning the enemy's meat into jelly to salvage their metal via missiles.
hmm, somehow can't make it work. Doing everything right, traveling from first planet (those backstabbing miners) to next with first contract and only heat sinks and jump jets appear? Do i need Argo and change entire system to make it appear? (as now im restricted to one system by "banks")
18 comments
{
"ID" : "shopdef_Components_base_0",
"RequirementTags" : {
"items" : [],
"tagSetSourceFile" : ""
},
"ExclusionTags" : {
"items" : [
"planet_other_empty",
"planet_progress_1"
],
"tagSetSourceFile" : ""
},
"Inventory" : [
{
"ID" : "Gear_HeatSink_Generic_Standard",
"Type" : "HeatSink",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Gear_JumpJet_Generic_Standard",
"Type" : "JumpJet",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Gear_JumpJet_Generic_Heavy",
"Type" : "JumpJet",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Gear_JumpJet_Generic_Assault",
"Type" : "JumpJet",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Mharius_Advanced_Shock_Absorber_100",
"Type" : "Upgrade",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Mharius_Advanced_Shock_Absorber_200",
"Type" : "Upgrade",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Gear_HeatSink_Generic_Standard_Medium",
"Type" : "HeatSink",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Gear_HeatSink_Generic_Standard_Large",
"Type" : "HeatSink",
"DiscountModifier" : 1.0,
"Count" : 0
},
{
"ID" : "Gear_HeatSink_Generic_Standard_Massive",
"Type" : "HeatSink",
"DiscountModifier" : 1.0,
"Count" : 0
},
],
"Specials" : []
}
If you confuse about what's the difference, just open the default shop-blabla.json and compare it with the example.
I hope it helps
Edit :
Add comma ( , ) after } ----> }, except the last one after "Specials"
Also do these upgrades apply to enemy mechs too? I quite like turning the enemy's meat into jelly to salvage their metal via missiles.