How dare you speak against the glorious glitch. How DARE you. She is adorable, her voice is so cute. Your telling me you really dont think her "one more hit and your toast!" line isnt endearing at all?
But seriously, I get why it would be irritating, some people hate high pitched voices in women.
This mod sounded interesting. Up until the point where it made me start with 4 locusts upon doing a new game. One skull missions are shockingly difficult when your piloting useless mechs. Actually I was kind of forced to use this because another mod requires it, but I guess some mods arent for everyone.
As I frankly find your mod crucial and did long before getting Advanced Difficulty Options, I figure you're the one to do this one.
How hard would it be to get Lady Arano locked into one of the other slots in missions she's your ride-along?
And, for that matter, how about getting her a sane choice of Battlemech? I swear, every time I witness "There's no time to lose--I'll ride in the Atlas", part of me deep inside shrivels up a little.
Is there a way to make it when you start with random ronin, they start at similar xp level as the default pilots?
Also would it be possible to add the ability to choose how many pilots are generated in the hiring hall when entering a system in the same vain that you have contracts set up?
just an FYI i am running both advanced difficulty settings and your full random campaign start. and the two dont like each other with 1.3 updates. they worked fine prior but there are issues now. gonna let the author of adv diffidulty know also.
starting a fresh career mode with these two results in some crazy. the mech i choose via adv difficulty mod and the ones i edited into the simgameconstants json dont show up instead i get the vindicator and a random lance via the full random mod. for pilots i get the 4 default ronin from the campaign but without their portraits.
I don't use the Advanced Difficulty mod, and I also get the Vindicator and 3 randoms on a new Career start. That said, I'm not sure career mode is even supported, yet. FRCS works perfectly fine on a new campaign start, as opposed to the new career mode.
I'm not sure what happens, but when I use the BattleTech Mod Manager to install this Mod, it parses the mod.json file weirdly, removing extra Carriage Returns. In doing so, it smashes up lines 34 and 35 and lines 60 and 61. Since Lines 34 and 60 both don't explicitly close the comment tag, the lines end up closing the comments and parses the rest of the file weirdly.
The owner could fix this by expressly closing the comment lines on 34 and 60. Otherwise, everyone else will need to go to lines 30 and 50 after installing it via Battletech Mod Manager to remove the extra "/" that happens before "SettingsforFullRandomMode" on line 30 and "SettingsforOriginalMethod" on line 50. Doing so will make this work once more. Verified working with 1.2
If you're not using Battletech Mod Manager, then you probably don't need to make these changes.
Awesome work man. Just came across nexus mods and looking at fun stuff for btech. Installed this one I think correct last night but having issues as it really does not seem to be working as far as the random stuff. It did create the option to start a custom campaign it appears. I ran 3 starts thru the intro mission adjusting various things on the “mod” file but no changes seem to have stuck when I get to the first drop with the mercs. So here are some questions for clarification to try to get my mind working this right. Notes: I did correctly install ModTek and BTML
1 for this mod you had the “full random campaign” file containing seekers of folders and the difficulty.json file and you had the “optional campaign mod” zip file with “random campaign start” and a “mod” file.In order to run right do I need both these sets of files? And if so they go in the Battletech/Mods folder.
2 if I am running the optional one does the dll and mod files go by themselves in the mod folder or do they go into the folder chain created by the “full random campaign “ zip?
3: from the “optional” set files I modified various things including drop weight and mechs randomized to change to different weights at start and nothing seems to have changed when I get thru intro level and to the first ur-crone drop mission. Do the changes take effect before or after this mission? In case I am goving in too soon.
4: if I want to change things is it done on the “mod” file from the “optional “ zip or the “difficulty.json” file? I tried opening and looking at changes on the json file but it is spaced out so odd and convoluted I can’t tell where to make changes to adjust things like ancestry mech or starter lance etc.I am Leary to just change values and true/false and have something go major haywire. Am I looking in right place to make changes or is there anyone or way to get a straighter walk thru on common changes language on the json file so can be translated. 5: to activate is it under new game and standard or new game custom. Custom is what I have used so far to no success I am really looking forward to getting this working right and can’t wait to see the insanity begin but feel like I am spinning my wheels and not finding results. The “mod” file is clean and easy readable but the json file is just nuts trying to track and understand what triggers what. Any help or clarification greatly appreciated.
Alright, let's see if I can address your questions en masse. You download the main zip file. Within that should be a folder with only two or three files in it. Put that folder in your Mods folder. Now you have a folder (called RandomCampaignStart, I believe) in your Mods folder with 2-3 files in it. At this point you are ready to start with randomized mechs in a normal campaign start.
If you want to use this with a custom campaign, download the optional add-on. If you copy this folder within the zip file to your Mods folder it will add the StreamingAssets folder it needs to the RandomCampaignStart folder. Check within this folder to make sure that the StreamingAssets folder is in there. If so, you are good to start a custom campaign with randomized mechs.
If you're looking for a good collection of mods with gameplay upgrades that tries to adhere to vanilla design intentions, give dZ Consolidated Company Commander a look. Check it out and see if it is what you are looking for. I make sure all.the pieces work together without conflict!
Okay so I must be special here because I tried both a custom and standard new campaign after I think put in right slots. I first had removed all files related to the two mods. Now my folders are like this BATTLETECH BATTLETECH (launcher) BATTLETECHLAUNCHER MODS .ModTek ModTek.dll RANDOMCAMPAIGNSTART MOD.json RandomCampaignStart.dll STREAMINGASSETS DATA CONSTANTS DIFFICULTLYSETTINGS.jso
Are these the right folder path setup? Note only changes from the nexus files was on mod.json where I adjusted Lance weights and the starter counts of light/med/heavy/assault.
Files pulled from nexus Fullyrandomcampaignstart-272-v2-5 Contains: mod.json. Read me text. RANDOMCAMPAIGNSTART.dll
Optional custom campaign 272-1-1 Contains folders of RANDOMCAMPAIGNSTART and thru to constants above. Only other file actual is DifficultySettings.json
When I start up to launch game I run BATTLETECHLAUNCHER then hit play.Then would go and hit campaign, New.... and tried both then played thru prologue and on first drop with regular lances it is same exact as always no change.
Sorry to keep bothering but really want to make sure I got all set right when using the mods and the BTML etc. my only other mod running that does work is extra emblems.
That folder structure looks right. BTech just released a new patch today that may be causing you issues. After every official patch you have to reinject BTML. Make sure that this is taken care of...
If that isn't it, upload your BTModLoader.log (from Mods folder), your ModTek.log (from .Modtek folder), and your outuput_log.txt (from BATTLETECH\Battletech_data) to https://forum.paradoxplaza.com/forum/index.php?threads/modpack-dz_consolidated_company_commander.1099514/ I'll take a look and see if anything jumps out.
I will say that I have never tested this without the skip intro and tutorial mods. I know when it injects the mechs into your lance, though, so I don't think that's it. We can get to the bottom of this!
33 comments
...I like the enthusiasm. I mean, I LIKE IT.
(I am hardly alone in this. I have a friend in Winnipeg and I hereby quote him; "Any mission in which Glitch dies, I reset!")
Change the "NumberRoninFromList" value to 1, then delete all pilots listed under that value, except Glitch.
"After the mission, let's make snowmen!"-Glitch on Artic terrain.
But seriously, I get why it would be irritating, some people hate high pitched voices in women.
How hard would it be to get Lady Arano locked into one of the other slots in missions she's your ride-along?
And, for that matter, how about getting her a sane choice of Battlemech? I swear, every time I witness "There's no time to lose--I'll ride in the Atlas", part of me deep inside shrivels up a little.
Also would it be possible to add the ability to choose how many pilots are generated in the hiring hall when entering a system in the same vain that you have contracts set up?
and the two dont like each other with 1.3 updates.
they worked fine prior but there are issues now.
gonna let the author of adv diffidulty know also.
starting a fresh career mode with these two results in some crazy.
the mech i choose via adv difficulty mod and the ones i edited into the simgameconstants json dont show up instead i get the vindicator and a random lance via the full random mod.
for pilots i get the 4 default ronin from the campaign but without their portraits.
The owner could fix this by expressly closing the comment lines on 34 and 60. Otherwise, everyone else will need to go to lines 30 and 50 after installing it via Battletech Mod Manager to remove the extra "/" that happens before "SettingsforFullRandomMode" on line 30 and "SettingsforOriginalMethod" on line 50. Doing so will make this work once more. Verified working with 1.2
If you're not using Battletech Mod Manager, then you probably don't need to make these changes.
Notes: I did correctly install ModTek and BTML
1 for this mod you had the “full random campaign” file containing seekers of folders and the difficulty.json file and you had the “optional campaign mod” zip file with “random campaign start” and a “mod” file.In order to run right do I need both these sets of files? And if so they go in the Battletech/Mods folder.
2 if I am running the optional one does the dll and mod files go by themselves in the mod folder or do they go into the folder chain created by the “full random campaign “ zip?
3: from the “optional” set files I modified various things including drop weight and mechs randomized to change to different weights at start and nothing seems to have changed when I get thru intro level and to the first ur-crone drop mission. Do the changes take effect before or after this mission? In case I am goving in too soon.
4: if I want to change things is it done on the “mod” file from the “optional “ zip or the “difficulty.json” file? I tried opening and looking at changes on the json file but it is spaced out so odd and convoluted I can’t tell where to make changes to adjust things like ancestry mech or starter lance etc.I am Leary to just change values and true/false and have something go major haywire.
Am I looking in right place to make changes or is there anyone or way to get a straighter walk thru on common changes language on the json file so can be translated.
5: to activate is it under new game and standard or new game custom. Custom is what I have used so far to no success
I am really looking forward to getting this working right and can’t wait to see the insanity begin but feel like I am spinning my wheels and not finding results. The “mod” file is clean and easy readable but the json file is just nuts trying to track and understand what triggers what. Any help or clarification greatly appreciated.
If you want to use this with a custom campaign, download the optional add-on. If you copy this folder within the zip file to your Mods folder it will add the StreamingAssets folder it needs to the RandomCampaignStart folder. Check within this folder to make sure that the StreamingAssets folder is in there. If so, you are good to start a custom campaign with randomized mechs.
BATTLETECH
BATTLETECH (launcher)
BATTLETECHLAUNCHER
MODS
.ModTek
ModTek.dll
RANDOMCAMPAIGNSTART
MOD.json
RandomCampaignStart.dll
STREAMINGASSETS
DATA
CONSTANTS
DIFFICULTLYSETTINGS.jso
Are these the right folder path setup?
Note only changes from the nexus files was on mod.json where I adjusted Lance weights and the starter counts of light/med/heavy/assault.
Files pulled from nexus
Fullyrandomcampaignstart-272-v2-5
Contains: mod.json. Read me text. RANDOMCAMPAIGNSTART.dll
Optional custom campaign 272-1-1
Contains folders of RANDOMCAMPAIGNSTART and thru to constants above. Only other file actual is DifficultySettings.json
When I start up to launch game I run BATTLETECHLAUNCHER then hit play.Then would go and hit campaign, New.... and tried both then played thru prologue and on first drop with regular lances it is same exact as always no change.
Sorry to keep bothering but really want to make sure I got all set right when using the mods and the BTML etc. my only other mod running that does work is extra emblems.
I will say that I have never tested this without the skip intro and tutorial mods. I know when it injects the mechs into your lance, though, so I don't think that's it. We can get to the bottom of this!