Before commenting any issues or questions, PLEASE read the description page of this mod first. Anything that can be answered from the description page will be ignored.
Additionally, there are no plans for future updates. Feel free to use the source files but read this mod's permissions if you plan to upload anything from the source files.
Exception to no more updates would be if someone else makes a substantial and fully functional update to the source files that I'd be happy with uploading.
For anyone that plans to use the source files for uploading as a new mod/update:
Post any questions about modding with this mod's source files as a reply to this comment. As long as they cannot be answered with already available info, I'll try, and answer said questions.
Since this mod was tailor-made as a request of sorts, certain mechanics/stats/features will need to re-main the same if a future patch/update is to be uploaded as a new version.
Continued support for this mod is effectively dead, so don't expect immediate action for any work with the source files. I DO NOT want to spend tons of time to double-check and go over anything made from BB-3015. Please document any changes you make if you plan to use them for an upload (even if it's to be a separate mod).
YARQE is compatible with just about any mod. Clan Invasion is an exception (which doesn't even apply here as BattleTech 3015/BB-3015 are their own thing weapon overhaul + expansion wise), and other mods might override it with their own quirks, which could be a compatibility issue.
Rifles were returned as they are canonical weapons. BB-3015 will only include canon weapons, but this mod also makes them like they are in Tabletop. That means they aren't great, as they generally are pretty bad on TT.
Thanks for replying! About Rifles: Maybe it's a problem with my mods merging together in a weird way, but for me rifles are actually kinda better than autocannons. Heavy Rifle especially deals 18 damage with about 8 seconds cooldown, which is about the same time that AC10 takes to reload, and it only deals 33% less damage to armor, so it's basically an AC10 with longer range and huge damage to structure. Medium and Light rifles are more tame, but still, these are quite good nontheless.
Or at least they would have been good if i could find any ammo for them, because literally no shop sells ammo for rifles, no matter how hard i searched. Did you disable rifle ammo or made it super rare, or is it a bug of some kind?
With this mod being a huge pain to update, I'm either going to upload the current source files, or completely overhaul the mod with a new update to internally match YARW much closer (weapon stats and such will remain the same). If the latter, is the case, I'd upload the source files after that overhaul.
There are other ideas to go about a new update, but this mod is low priority since I do not use it myself.
Wow, the overhaul would be such a gift! This mod, along with it's core mod B-3015 give very unique experience, there's no other way to taste tabletop-like balance in first person and in real time, i really hope you give it a final chance to shine!
Thanks for replying, i understand how hard it may be to keep an eye on old mods, thanks for still caring!
I do believe rifle ammo is bugged, and does not exist in the game. It might not be restored back from B3015 core deleting it. Have anybody else had this issue, or found a way to fix it?
It's been a while, but I do believe this was a deliberate decision due to request. Not 100% on that though (This mod exists due to commission, otherwise it would not exist)
Is this and the original Battletech 3015 mod compatible with the YA mech line of mods? Or are users restricted to only LBMV? Would it be safe to use YAGDM instead of LBMV, since that is intended to replace LBMV?
Is Scary Tanks compatible with the intended balance, and are there any recommended settings? I'm assuming 50% for vehicle armor and structure in line with mech changes (which corresponds to 150% of vanilla in YAML).
The mod's settings aren't the default when it is installed for the first time. Mod users will have to manually click the button in Mod Options for default settings. Some people might not do this, and consequently won't get the intended experience.
Greatly enjoyed testing it, the glass cannon playstyle is very fun and tense. However I expect it will make longer missions vastly harder due to the reduced endurance. Looking forward to the updated version.
Found some Rapid Fire AC5s as loot during campaign tutorial. Suspect they are from vehicles affected by either Coyote or Scary Tanks.
I use it with Scary Tanks, it can definitely be too hard if you overtweak the tank HP, but other than that it doesn't make them OP, since you can tweak them down a bit for starting missions.
And yes, prolonged missions, especially multiple mission operations, ESPECIALLY missions where you have to protect someone or do objective under constant respawning onslaught, are really hard to just bulldoze through, you get squashed easily. Though that opens up a potential to much more strategic play - bring some fast long-rangers to deal with objectives without walking through a landmine of scripted spawns, or set up an advantageous battleground for yourself to engage enemies on instead of walking into an ambush. Even stock missions sometimes get much more interesting due to that, especially if it catches you off-guard but doesn't make mission strictly impossible (which usually isn't the case thankfully).
Like your mod, except for a few minor problems. Could you pleas add more options:
1. Falloff option for lasers.
2. Missile speed modifier.
3. Missile spread modifier.
4. Options to remove alternative/weird/artillery weapons are not working as expected for me. I want to remove: - Burst Fire Auto Cannons. - Stream missiles. - PPC-X - Binary Lasers and Binary Lasers SB. - Chemical Lasers and ammo. - Artillery ammo.
5. Configuration file for weapons tweaks (maybe its already possible with Weapon_Properties.json ?). For example I'd like to to modify AC/2's mass/firerate/damage/e.t.c. Can you give some hints, please?
This mod is amazing and has renewed my interest in MW5. Sadly the option to turn off the Non Canon weapons does not work, it won't stay on. Kind of important for a mod that tries to emulate tabletop lol
Please don't just let this mod die, it's so cool and it's a shame this one important option doesn't work.
Took a long time to get to a point where I could just update BB-3015, but the Mod-Options issues should be resolved. IDK y but I left in an extra "branch-true or false" in with the settings I meant to delete.
Main issue was having to update this mod to the latest "standards" to what YARW is like which is... tedious to say the least. I noted this version as a beta still as I didn't have much time to playtest and may be missing something obvious. Good news is it should be easy and quick to update now.
No, it was a major pain to have a "separate version" for just YARW and I refuse to do anything like that ever again. (it's documented on YARW's forum page). Changed laser colors are done so for more variety and for giving the player more information on what's being fired. Future changes will only be done so to be more compatible with and more Merlock's visual overhauls.
Yes! Love the original Battletech 3015 mod’s slower paced weapon exchanges but I didn’t want to have to give up yet another weapon or yet another weapon clan (and all the mech/variants mods that require them!).
Now we get the best of both worlds! Thanks for uploading
I'm having problems getting the mod options for this to actually 'stick'. I noticed PPC-Xs showing in shops with the description text indicating they are supposed to be disabled.
So I checked the mod options and saw that the 'Lore only' weapons options was unchecked (the most important option that has text like THIS IS THE MOST IMPORTANT OPTION LEAVE THIS CHECKED!!!). So I checked it and restarted MW5 (as it says it requires game restart). On restart, the mod option had automatically unchecked that specific option. I experimented with other options, and it literally seems to be ONLY that single option (which happens to be the most important). I also tried setting the Game.ini file to read only after enabling that, but it still doesn't want to keep it saved. Running MW5 as admin didn't seem to fix it either.
21 comments
Additionally, there are no plans for future updates. Feel free to use the source files but read this mod's permissions if you plan to upload anything from the source files.
For anyone that plans to use the source files for uploading as a new mod/update:
EDIT: Also, did your mod restored Rifles which were removed from the main Battletech 3015 mod?
Rifles were returned as they are canonical weapons. BB-3015 will only include canon weapons, but this mod also makes them like they are in Tabletop. That means they aren't great, as they generally are pretty bad on TT.
Or at least they would have been good if i could find any ammo for them, because literally no shop sells ammo for rifles, no matter how hard i searched. Did you disable rifle ammo or made it super rare, or is it a bug of some kind?
There are other ideas to go about a new update, but this mod is low priority since I do not use it myself.
Thanks for replying, i understand how hard it may be to keep an eye on old mods, thanks for still caring!
(This mod exists due to commission, otherwise it would not exist)
Is Scary Tanks compatible with the intended balance, and are there any recommended settings? I'm assuming 50% for vehicle armor and structure in line with mech changes (which corresponds to 150% of vanilla in YAML).
The mod's settings aren't the default when it is installed for the first time. Mod users will have to manually click the button in Mod Options for default settings. Some people might not do this, and consequently won't get the intended experience.
Greatly enjoyed testing it, the glass cannon playstyle is very fun and tense. However I expect it will make longer missions vastly harder due to the reduced endurance. Looking forward to the updated version.
Found some Rapid Fire AC5s as loot during campaign tutorial. Suspect they are from vehicles affected by either Coyote or Scary Tanks.
And yes, prolonged missions, especially multiple mission operations, ESPECIALLY missions where you have to protect someone or do objective under constant respawning onslaught, are really hard to just bulldoze through, you get squashed easily. Though that opens up a potential to much more strategic play - bring some fast long-rangers to deal with objectives without walking through a landmine of scripted spawns, or set up an advantageous battleground for yourself to engage enemies on instead of walking into an ambush. Even stock missions sometimes get much more interesting due to that, especially if it catches you off-guard but doesn't make mission strictly impossible (which usually isn't the case thankfully).
Could you pleas add more options:
1. Falloff option for lasers.
2. Missile speed modifier.
3. Missile spread modifier.
4. Options to remove alternative/weird/artillery weapons are not working as expected for me. I want to remove:
- Burst Fire Auto Cannons.
- Stream missiles.
- PPC-X
- Binary Lasers and Binary Lasers SB.
- Chemical Lasers and ammo.
- Artillery ammo.
5. Configuration file for weapons tweaks (maybe its already possible with Weapon_Properties.json ?).
For example I'd like to to modify AC/2's mass/firerate/damage/e.t.c. Can you give some hints, please?
P.S. Thanks again for this mod. You rock.
Please don't just let this mod die, it's so cool and it's a shame this one important option doesn't work.
Main issue was having to update this mod to the latest "standards" to what YARW is like which is... tedious to say the least. I noted this version as a beta still as I didn't have much time to playtest and may be missing something obvious. Good news is it should be easy and quick to update now.
Take your time man, this mod is pretty sick and worth the wait, keep up the good work.
Now we get the best of both worlds! Thanks for uploading
So I checked the mod options and saw that the 'Lore only' weapons options was unchecked (the most important option that has text like THIS IS THE MOST IMPORTANT OPTION LEAVE THIS CHECKED!!!). So I checked it and restarted MW5 (as it says it requires game restart). On restart, the mod option had automatically unchecked that specific option. I experimented with other options, and it literally seems to be ONLY that single option (which happens to be the most important). I also tried setting the Game.ini file to read only after enabling that, but it still doesn't want to keep it saved. Running MW5 as admin didn't seem to fix it either.
Any suggestions?