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  1. RimePendragon
    RimePendragon
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    How can I get this to work with BEX 2.0 ?
    1. MasterBLB
      MasterBLB
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      It requires some effort, but it'll be well worth it.
      1st step is to prepare custom folder with .json data as it is in Battletech; see user's manual section about setup.ini which ones.
      2nd step is to copy .json data from Battletech into your custom folder; not BEX stuf yet.
      3rd step is to repeat step 2 but for BEX data - however, do not forget that you'll have to manually edit weapons data to be properly recognized as stock (look in the manual for "Stock weapons"), and for fancy stuff like Clan weapons to make sure their variants are correctly linked (see "Detecting weapon variants" in the manual)
      4th step is to edit setup.ini, entry jsonDataPath to point to your custom folder. You can comment out old entry by using semicolon.

      If you did all correctly you'll have access to BEX mechs and equipment, however not everything will fully work - stuff like PPC Capacitor won't affect PPCs damage and heat, but it will calculate its slot size and tonnage. Still, as it turned out during my VanilaPlus playthrough Mech Designer was immensely helpful.
  2. dedomep165
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    UPDATE: I just misspelled a folder name in the path, it's working now, my apologies.

    I've tried to follow the directions on using a different path for setup.ini. I use mods, but I use the mods folder (I don't overwrite the data folder). I know Mech Designer is pointing at the data folder, but I can copy the data folder and have it point to a modified version. Unfortunately this did not work. I tried modifying the setup.ini with a different path--that yields an error. If I use the app's native path selection, it wants me to select the Battletech.exe. I tried copying just the EXE and putting it in the appropriate spot in the recreated app folder, then selecting that EXE. That still yields the same error "Wrong path! You have the navigate to proper Battletech main folder!" (this is the error from the installation method of setting the path, there is a slightly different error from modifying the setup.ini directly then attempting to run the app).
    1. dedomep165
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      I should note I tried following what you said to do in the PDF about changing the setup.ini, namely...

      jsonDataPath must point on <Battletech game full path>/BattleTech_Data/StreamingAssets/data. Note usage of slashes instead of backslashes, it's very important. This is set automatically during installation and checked at startup, but if you want Mech Designer to use different than standard data you can manually edit this entry. Own data must be complete, and contain subfolders: ammunitionBox, chassis, constants, heatsinks, jumpjets, mech, upgrades, weapon, descriptions, designMasks, movement.

      That is what did not work.
    2. MasterBLB
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      So all is fine now, right?

      As for custom data folder, it can be sth like C:\CustomBattletechData\<here are folders ammunitionBox, chassis, constants, heatsinks, jumpjets, mech, upgrades, weapon, descriptions, designMasks, movement with .json copied from base game and mods>. Then set the entry jsonDataPath=C:/CustomBattletechData - and that's all.

      Check for Battletech.exe (just name) is done only to determine the rest of the path to data relative to the file. I could demand from users to navigate from <battletech installation folder> through \BattleTech_Data, then \StreamingAssets and point the \data folder directly, but I assumed just pointing out the .exe will be easier.
  3. dedomep165
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    Hey, this is a cool piece of software! I like the concept of being able to work on customization in a lightweight program without opening BattleTech.

    I'm running into an issue with the UI...it's really cramped, not like it looks like in your screenshots. This has happened with other bits of software on my computer as well, things with really simple UI, like Windows 95-esque UI, they'll get cramped like this.

    Any solutions? This makes it very difficult to use this program unfortunately.
    1. MasterBLB
      MasterBLB
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      Hey dedomep165

      The cramped GUI is result of system-wide font scaling, like here you can see 125% of normal size:


      Current version of Mech Designer does not support scaling; good news is upcoming v0.81 will have support for that enabled, and according to my tester it helps significantly.
      But for now, set scaling to just 100% in Settings. Also, minimal recommended resolution is 1920x1080.
    2. dedomep165
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      Thanks, @MasterBLB! I figured there might be more to it (since I've seen it occur in a few other programs). I'm excited to hear about v0.81--I'll keep an eye out for it!
    3. dedomep165
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      I just wanted to give an update (in case anyone else is reading this and has the same issue). I found a solution for this in an article titled "How to change Scaling for Specific Apps in Windows 11" on a website called TheWindowsClub. Specifically, the second solution, with the heading "Apps appear small on high DPI displays" that involves a registry edit and creating a manifest file in the application directory. This solved the issue completely and now the app scales perfectly.
  4. Kregano
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    Here's a screencap showing off the list of incompatible JSONs going off the screen:

    It'd be nice to have the list exported to a .txt file if the list gets too long. (Maybe 6 or more items?)

    Here's the code of one of those JSONs, which seems like it should work: https://github.com/hongooi73/ExpandedArsenal/blob/main/internals/elite/Gear_PPC_Capacitator_2.json
    1. MasterBLB
      MasterBLB
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      The list you see is about not found .json files with definitions of these components, like ECM++ (Gear_Guardian_ECM_2) - these entries will disappear when you'll put related .jsons into correct folders.
      When I was writing Mech Designer there were only very few positions on this list, and showed only when testing adding stuff from DLCs to base game, and for that current solution was sufficient. Not so long ago I've noticed the same huge list issue when I was preparing VanilaPlus data folder, and added to my TODO list, if I'll update the Mech Designer, to write some solid dialog with scroll area instead of simple message box.
      Btw, a tip - you can click the list, use CTRL+A to mark all of these entries, and then use right mouse button or CTRL+C to copy the entries.

      The linked PPC_Capacitor_2 works, in terms .json is processed, and PPC Capacitor++ listed in AddEquipmentDialog. However, only the part related to slots/weight is taken into calculations, not bonus damage and heat. That part is also put on TODO list - add support for various "statusEffects"
  5. WaterKriz24
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    The Manual doesn't work/will not open.
    1. MasterBLB
      MasterBLB
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      I've just tested it (the one uploaded as separate file) and works fine. However, it has been downloaded as .rar archive, to unpack it you need either 7zip, WinRAR, or other application which handles .rar files.
      Manual is a ,pdf, so Acrobat Reader, Foxitreader, or appropriate browser plugin is required.
  6. SLCPfaelzer
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    Would it be possible that if someone adds files for a mech that's not in the editor, for example the Longbow, to the base game files, that it would load this for editing?
    1. MasterBLB
      MasterBLB
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      Yes, see the manual about "Notes for modders and custom mechs/equipment creators". If something still won't be ok feel free to ask.
  7. belbarid
    belbarid
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    When I use the Save Editor to add a mech to the mechbay from the Mech Designer and then try and use that mech in a mission, the mission load screen hangs. Weirdly, if I start the mission without a custom mech, reload the Pre-Mission save, and use a custom mech, the mission loads properly, but I have to do that for every mission. Start without custom mechs, reload, and then start with custom mechs. Any idea what's going on?
    1. MasterBLB
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      I had similar issue when I tested various weird stuff, like adding quirk items to other mechs. What mech design causes the issue?
    2. belbarid
      belbarid
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      Mechs with quirk items... :) I was playing around with Vectored Thrust Kits, CQC Suites, and that sort of thing.
    3. MasterBLB
      MasterBLB
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      Hmmmm .mechdesign file just contains data, it's up to save editor to put them into the game; however as I said these are exactly the same issues I've encountered, so it might be that Jaime's editor has a bug. Try to unequip all unusual stuff from the mech, then restore the design in the ingame mechlab - maybe this will help. If that won't help remove the mechs, then add their stock version using save editor, and separately quirk items (thrust kit, CQC etc.), then assemble the mechs in game.
    4. belbarid
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      That's what I've taken to doing, and I've left a similar post on the Save Editor mod. Thanks for the reply
  8. LeftwardGlobe16
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    Is it possible to edit hardpoints with this? Or if not would you be willing to add that feature? 
        I know there are some mods out there that already edit around the hard points, but A: I haven't found any that increase it beyond 4 each per part, and B: it would be nice if I could do it myself. I do like having to work within constraints during campaign, but I also want to add in some of my custom builds from tabletop.
        I also assume I can add these new mechs into the game directly?
    1. MasterBLB
      MasterBLB
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      No, it's not possible to edit hardpoints via the tool. However, if you manually alter chassisdef_*.json file, and add hardpoints in table Locations : Hardpoints, which is fairly easy, Mech Designer will use your changes properly; it can even handle hardpoints placed in legs. Visually it allows to set 99 of each type of hardpoint, though practically the max will be number of slots in a location.

      To add these mechs to the game directly you need another tool Jamie's BattleTech Save Editor https://www.nexusmods.com/battletech/mods/408 , it injects designs saved in *.mechDesign into mechbay.
  9. Cromanthus
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    One word: amazing. Two thumbs up!
    1. MasterBLB
      MasterBLB
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      Glad to hear that. And what in my app you've found the most cool?
    2. Cromanthus
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      Saving designs and being able to load them into game via Save Game Editor. With that, the streamlined UI you have to even be able to modify or build in the first place is glorious. Can build/modify a mech on the fly compared to in-game.
    3. MasterBLB
      MasterBLB
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      I see. Well, that actually bing me an idea to ask the author of Save Game Editor an option to export loadout of a mech from save to .mechDesign or .json file.
    4. Cromanthus
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      I too had a similar thought. Some way to export a loadout as a .json file via in-game and/or Mech Designer. Exporting a loadout from Save Game Editor as .mechDesign / .json would very useful as well.

      Side note: I created a duplicate Battletech game folder as a test environment filled with custom edits and additions to mechdef, chassidef and upgrade files. I then created a duplicate folder for Mech Designer that points to that test environment. It works seamlessly. This I like :)
    5. MasterBLB
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      I've spoken with Jamie Wolf (the author of save game editor), and unfortunately such option it a way harder than I thought:
      "It's doable but it would be a significant amount of work since mechs aren't stored as JSON in the save, or even as one item. It's the main reason I haven't done it." (Roguetech discord, modding channel)

      About separate data folder - indeed, I use it myself for development; but for Mech Designer you don't need to copy all the data, just folders:
      - ammunitionBox
      - chassis
      - constants
      - heatsinks
      - jumpjets
      - mech
      - upgrades
      - weapon
      - descriptions (well, actually only descriptions/biomes if I recall)
      - designMasks
      - movement
      also, you don't need duplicated installation of the app, just re-define jsonDataPath in setup.ini, using ';' to comment currently not used one, then restart Mech Designer:
      ;jsonDataPath=D:/Gry/BattletechHW/BATTLETECH/BattleTech_Data/StreamingAssets/data
      jsonDataPath=C:/BattletechTestEnv/data
    6. Cromanthus
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      Hey, no worries. The app is amazing as is. If the json mech file idea is not worth the time implementing, whatever you do have time to work on is. Also, thank you for the tip there on the test environment file setup. I can save myself some disk space now lol. Kudos!! Amazing stuff here.
    7. Cromanthus
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      Random thought: If json files can be loaded, would it be possible to overwrite those same json files or "save as" and create new ones through Mech Designer?
    8. MasterBLB
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      Of course. A design when loaded from a .json sets current file path to that .json, so it can be overwritten when "Save" is used. And "Export" options works no differently, you can choose other name for the file, leaving original one unchanged. "Save As" writes only in .mechDesign format.
    9. Cromanthus
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      Awesome! Started messing around with those features. They work great! Fantastic :)
  10. xeryx
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    If you do switch to the Nexus mods, do not activate both forums and posts, only one or the other. Plus, you do not have to worry about a bunch of dumbass rules and you control the forum, as you are the moderator in most situations.
    1. MasterBLB
      MasterBLB
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      I suppose it's bit too late to switch. I should publish Mech Designer here at the beginning.