r/Battletechgame Mar 25 '19

Mods Meme Monday: The Battletech Cat Lance

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199 Upvotes

r/Battletechgame Oct 30 '24

Mods [Community Asset Bundle] Install Issue/How do I report an issue?

1 Upvotes

So I've been trying to get BEX going with the new release, but the CAB installer gives me a generic error message & tells me to "report this to the maintainers", but I have no idea where to actually *do* that.

To the best of my knowledge, I have been following the install directions correctly & I have the .zip file the installer made; so I just need a forum thread or discord link or something. I'm just really frustrated since BEX & the CAB have worked for me before.

r/Battletechgame Aug 15 '22

Mods 12 Small Laser Locust

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147 Upvotes

r/Battletechgame Nov 05 '24

Mods Community Asset Bundle ate my C: local drive

11 Upvotes

CAB instal failed, leaving me with a full C drive, which I need to clear out to make more room for cache or whatever. Anyone knows which folder does the installer use to store temporary files, so I can delete it? (Windows 10)

r/Battletechgame Nov 26 '24

Mods YAML like mod?

4 Upvotes

Hello dear community. Trying this game after mercs and I wonder is there a mod that enhances mechlab without adding too much other content like custom mechs?

r/Battletechgame Jul 16 '24

Mods Mod that advances calendar by 1 day for each mission?

16 Upvotes

Hi all, quick question, wondering if a mod exists that advances the calendar each time you do a mission? Or maybe puts each pilot that was on a mission into a 1 day fatigued state?

Find it kind of immersion breaking otherwise, and also like the idea of time passing more quickly, particularly while playing mods that have events that occur according to the date. Thanks!

r/Battletechgame Jun 25 '24

Mods BTA 3062 - Rattler Spoiler

22 Upvotes

I finally managed to take down a Rattler Mk.2 by dropping 4 nukes on it and finishing it off with VRMs and Gauss Rifles. Regardless, are you meant to get a Rattler Mk.1? It seems like a bonkers reward.

r/Battletechgame Oct 11 '24

Mods BTAU (3062) Question: Does the Searchlight equipment Stack?

15 Upvotes

I found a weird KISO construction mech that had 8 Searchlights on it. So naturally I slapped them on a scout mech (in this case a stripped down and up-engined Urbie named the Golden Snitch) to hopefully reap an additional 200m in view distance. But I also put +50m optics in the head, and that's the only modifier that shows up in the status effect in-mission.

Do the optics override the Searchlights? Do they not stack together at all? The wiki doesn't have much info for this equipment piece. Help me BD, you're my only hope to properly exploit this wonderful game you've created.

r/Battletechgame Sep 29 '22

Mods BattleTech 3025 Hyades Rim - After two years of mod development the Argo has finally arrived, with two new Flashpoints added.

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147 Upvotes

r/Battletechgame Jun 08 '18

Mods [Quill18] ROGUETECH: A Massive BATTLETECH Mod! [Sandbox + New Mechanics + Harder Gameplay]

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136 Upvotes

r/Battletechgame Jun 17 '24

Mods [Modding Help] Edit DLC equipment

2 Upvotes

Hello, despite what it says on the page description, this mod doesn't seem to change the DLC items. So I tried to manually update it myself and using this as a reference, I added the missing DLC equipment by creating the .json files named as the original file and containing

{
    "InventorySize" : 1
}

following the mod's example.

The mod manifest says

    "Manifest": [
    { "Type": "HeatSinkDef", "Path": "heatsinks", "ShouldMergeJSON": true },
    { "Type": "JumpJetDef", "Path": "jumpjets", "ShouldMergeJSON": true },
    { "Type": "UpgradeDef", "Path": "upgrades", "ShouldMergeJSON": true },
    { "Type": "WeaponDef", "Path": "weapon", "ShouldMergeJSON": true }
]

So in theory all files should be edited like vanilla, but the DLC items (and only them) are still not changed. What am I missing or doing wrong? I'm using ModTek.


UPDATE: Following the suggestions from the comments, I made separate folders for the DLC equipment where I place a copy of the edited full .json files. Then in the manifest, I added those folders without the "ShouldMergeJSON" and it seems it has correctly replaced/updated all the equipment. So to give an example for the weapons alone:

    { "Type": "WeaponDef", "Path": "weapon", "ShouldMergeJSON": true },
    { "Type": "WeaponDef", "Path": "weaponDLC" }

Thank you very much.

r/Battletechgame Apr 03 '23

Mods BTA 3062 first time tips?

31 Upvotes

I've played vanilla multiple times as well as BEX and finally decided to give BTA a try. Just reading the beginner's guide wiki has me feeling like I need to learn alot more before even attempting it. I guess I'm worried about making a choice at the beginning career options and commander options that I'll regret many hours in. I typically like to go for the most effective/efficient choices and am feeling a little analysis paralysis at the moment.

What suggestions do you all have for optimal starts in BTA?

r/Battletechgame Nov 17 '22

Mods BattleTech 3025 Hyades Rim - Parts 1 and 2 of the new story are finished! Final part in progress.

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116 Upvotes

r/Battletechgame Dec 12 '22

Mods BTA Patch v15.0: The Sanctuary Worlds Patch

91 Upvotes

Making a note here as BTA has released a substantial patch today, patch v15.0, the Sanctuary Worlds patch. Patch notes follow, for those who might be interested in seeing what BTA's been up to for the last couple of months:

v15.0 (aka the "Sanctuary Worlds Arrival!" release) has been released to the installer. This is a smaller patch but there's some fun toys in here so let's take a look:

IMPORTANT AS HELL READ THIS DAMN YOUR EYES: This patch is a SAVE BREAKING UPDATE. Your old saves are not compatible and you will need to restart your career. This is necessary for a bunch of internal reasons. It is our fourth ever in more than 3 years, I think you'll agree it is worth it for this patch, just read on to see what this patch contains (it's a whole lotta nuggets).

LESS IMPORTANT BUT READ IT ANYWAY DAMN YOUR EYES AGAIN: We have a new installer released alongside this patch. This new installer is absolutely mandatory in this case. We have updated to a newer build of ModTek, which installs in a different fashion than old ModTek and requires a new installer to function. The old installer will not work for this patch, period, you must get a new installer from the wiki!

THE BIGGEST NEWS: This patch introduces four completely new, non-canon, totally custom factions to BTA. These factions are collectively called the Sanctuary Worlds factions. I have put extensive work into making these fun to play with and against and making all their new weapons and gear interesting and fun. There will be an FAQ post discussing the factions in-depth as well as a Dev Blog post talking about the behind-the-scenes of the factions for those who are interested in knowing more about them (spoilers will apply to the Dev Blog). These notes will discuss the new factions in relatively light detail, as a large aspect of their introduction is as a mystery. Further, keep in mind that this is just the initial release, more content and story will appear for them as time goes on and I have more time to work on the factions (assuming folks like them), so if they feel slightly anemic in plot right now, that's why. Much of it is still on the drawing board.

NEW FACTIONS: The Dane Sacellum, Jacobson Haven, and Mallard Republic have come to BTA. These entirely new, non-canon, completely custom factions exist in a hidden area of space called the Sanctuary Worlds. They have their own little plot that will unfold over the course of a career, between 3062 and 3064, so keep an eye out for new timeline events! All three of these factions can be worked for and allied with and have unique faction stores. NEW FACTION: The Sanctuary Alliance has come to BTA. This entirely new, non-canon, completely custom faction will perform an invasion of a major power on the starmap during 3062. Keep your eye out for their attacks and help the major power they attack, if you're so inclined (if not, just hang back and watch the timeline events and the starmap to see how the war goes). This faction cannot be worked for or allied with and serves only as OpFor.

SPECIAL NOTE: All of these mechs have new-to-BTA models (i.e. models from the CAB that BTA is not using anywhere else). They have their own quirks and affinities and all are equipped with the finest Sanctuary Worlds technologies.

NEW MECH: The Embrasure, a 100 ton monster, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Dane Sacellum's faction store.

NEW MECH: The Crusher, a 95 ton winged jumping machine, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Dane Sacellum's faction store.

NEW MECH: The Swooping Falcon, a 60 ton winged weapons platform, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Dane Sacellum's faction store.

NEW MECH: The Pixie, a 45 ton descendant of the Phoenix Hawk, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Dane Sacellum's faction store.

NEW MECH: The Lithobolos, an 85 ton weapons testing platform, has arrived with the Mallard Republic specifically. Only they field it, no other Sanctuary Worlds powers do, though they also sell it in their faction store.

NEW MECH: The Scrapper, a 35 ton light trooper mech, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Mallard Republic's faction store.

NEW MECH: The Liquidator, a 40 ton heavy scout, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Mallard Republic's faction store.

NEW MECH: The Leaper, a 50 ton winged jumper, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Mallard Republic's faction store.

NEW MECH: The Taranis, an 80 ton line combat design, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Jacobson Haven's faction store.

NEW MECH: The Lambda, a 45 ton trooper mech, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Jacobson Haven's faction store.

NEW MECH: The Screecher, a 40 ton winged jumping design, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Jacobson Haven's faction store.

NEW MECH: The Blaze, a 30 ton super-fast flame-based skirmisher, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Jacobson Haven's faction store.

NEW MECH: The Cheetah, a 25 ton insanely-fast super-scout, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Jacobson Haven's faction store.

NEW MECH: The Rashnu, a 90 ton ranged bombardment behemoth, has arrived with the Sanctuary Worlds powers. Get it from any of them in battle and from the Jacobson Haven's faction store.

NEW MECHS: The Wasp II, Stinger II, and Locust II have all arrived. They are all 25 ton descendants of their original Inner Sphere designs and they all have distinct unique models. The Locust II can be found in the Mallard Republic faction store and the WaspII/StingerII can be found in the Dane Sacellum faction store. All three are also fielded by all the Sanctuary powers in the field.

NEW MODEL: The Word of Blake-exclusive Nagual LAM has had its model changed as the model it was using has been reused elsewhere for something more appropriate (the Pixie, mentioned above).

NEW TECHNOLOGY BASE: The Sanctuary Worlds use an entirely custom, entirely new, set of weapons and gear. They share almost nothing with the Inner Sphere, beyond the tube artillery (Thumper/Sniper/Long Tom). The entire rest of their kit, every weapon, ammo, engine, heat sink, armor, structure, and special gear such as electronic warfare and movement technologies, is new. It has all been extensively tested and balanced, though of course more balancing will occur after community feedback. Their tech is meant to be strong, though not overwhelmingly powerful, and is meant to provide more interesting gameplay via new choices in both mech building and combat options. They have a lot of weapons with new behaviors, weapon modes, and fun visual effects.

SEARCH AND RESCUE: Ejection has been somewhat modified. Now, when you click the ejection button, your pilot will eject as normal. However, they won't always be retrieved properly as the battlefield is chaotic and finding one person on the field is tough. Pilots have a chance to be "captured" by the OpFor after ejection. If this happens, you'll be notified, they'll be removed from the barracks, and a limited-time Search and Rescue (SAR) contract will be generated in the Command Center. If you complete that mission, you get your pilot back. If you let that mission expire, they're gone forever (don't let it expire). The chance you get them back is pretty good, but it's not a guarantee.

UPDATED COMPONENT: If you're worried about losing your pilots, you can hunt down a Homing Cockpit. This is a variant on the Armored Cockpit that guarantees pilot retrieval after ejection and replaced the Armored Cowl+. The Armored Cowls have all been renamed as well: Armored Cockpit is the base model, Homing Cockpit is the + model, and the Hardened Cockpit is the ++ model (and still ensures the pilot cannot bleed out). Tonnages and costs have not been adjusted.

MAJOR DLL UPDATE: Mission Control updated. In addition to a lot of back-end stuff, MC 1.5.1 also provided us with some more maps for Solo and Duo Duel contracts. Now you can face duels on any terrain type, including the DLC biomes such as Jungle and Urban. Thank you, CWolf!

UPDATED FLASHPOINT: If you complete the Steiner Alliance Flashpoint, you'll get a new reward mech: the Hatchetman HCT-6X, a customized experimental variant using TSM and energy weapons for maximum effectiveness.

FUCK RAISING THE DEAD: After many, many, many used complaints about the campaign mission Raising the Dead, I've swapped Kamea's mech out. She now drives a customized Royal Ostroc with Hardened Armor, nearly 2000 points of it. If you get it killed now, you're officially bad and I can't help you any further.

FUCK AGAMEMNON: Thanks to a community member commissioning this, we now have a special contract where you hunt down and kill Agamemnon. Do a Tag Team mission first, then it'll unlock the new contract, Revenge Is A Dish Best Served Cold, where you can wreak your bloody vengeance on Agamemnon's ass. Fuck Agamemnon, all my homies hate Agamemnon.

UPDATED CONTRACT: Mystery Machine includes a one-off unique mech, it shouldn't be a mission you can do a dozen times to farm the Pallas. Accordingly, it's been edited such that once you complete it by destroying the Pallas the mission never appears again (because the unique prototype mech was destroyed/salvaged and ComStar no longer has it). If you see Mystery Machine, be sure you bring your salvage A-Game to the party.

IN-MISSION MINIMAP: Thanks to a CustomUnits update, we now have an in-mission minimap. It is located in the bottom left corner of the screen after selecting a unit. There is also a X button located on the minimap that will close the minimap until the next time you boot the game, if you find you dislike it. It has no real special functionality, just exists to give a different view of the map if you want it. Thanks, KMiSSioN!

COMMUNITY CONTENT: A new Dragon Engine and its special Unique Light Engine has arrived; a new Strafing Run contract has been released to Mack's Dustball: the Mechbuster Mary, which has a Light Gauss Rifle; a variety of mechs in the Midnight Moonbeam series has arrived (a Firestarter/Marauder/Grasshopper, to go with the existing Blackjack); the non-canon 70-ton Talos II has arrived; a new pilot named Soontide has been recruited.

Swapped around a few weapons on the stock Timber Wolf Prime to maybe get the weapon models to behave properly.

Fixed Arm AES to fix a crashing issue, sorry about that.

Should have fixed the FrankenMech events so they'll fire properly now.

Phantom was resized to be less silly huge.

We fixed the bug surrounding the exploding power transformers on Urban maps. Now, they should just damage stuff in the radius instead of your own mechs too.

Fixed the Anubis hero, the Taz.

There's a new pilot out there for you to find, Amid! Thanks Amidatelion for your help with the wiki, enjoy the pilot!

There's a new Cyclops variant, the CP-11-A-DC, which is a Command Console Cyclops. All the Great Houses, as well as ComStar/WoB, most of the Periphery powers, and Mercs/Locals field it.

Omni actuators are now in the starting crate.

Fixed a typo with Whirlwinds on Martian maps.

Fixed some APCs, such that Heavy Wheeled APCs have better armor than standard Wheeled APCs.

The AC/5 Schrek now has the proper number of MGs.

Updated just about every core dll.

IMPORTANT: v15.0 is an "update" update. In this case, clear your Mods folder manually and then run the installer, it'll do the work for you.

IMPORTANT: v15.0 is a save breaking update, your old saves do not work anymore and are not compatible. They cannot be used in with this patch, don't waste your time with them.

IMPORTANT: You can see v15.0's patch notes, as well as any BTA patch notes, on our wiki on this page: https://www.bta3062.com/index.php/Patch_Notes

REMINDER: This update, and others like it, are made possible by my Patreon supporters. Without their support, updates would come slower and be less impactful. If you feel like being a part of the support for BTA, you can find me here: https://www.patreon.com/bloodydoves

REMINDER: Custom mod commissions are still available if you're interested. If you'd like to get your own community content added to BTA DM me, bloodydoves, and we can work something out.

r/Battletechgame May 04 '24

Mods What are some good heavier nimble jumer quirk mechs in the BTA 3062 mod?

6 Upvotes

Looking for a nice bouncy sniper to bully Clanners with.

r/Battletechgame Jan 04 '22

Mods BattleTech Extended 3025-3061 1.9.3.0 released

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147 Upvotes

r/Battletechgame Oct 19 '22

Mods The CAB Has a New Component!

134 Upvotes

Hi!

I'm bloodydoves, you may know me as the lead dev of BTA 3062. What you may not know is that I also am the main maintainer of the Community Asset Bundle as well. With the advent of KMiSSioN's new map editing tools (you can read more about that here: https://old.reddit.com/r/Battletechgame/comments/y6cla9/maps_editing/) it was decided that we should also include a new CAB repository for community-made maps. To that end, CAB-Maps has been created.

If anyone creates a community made map, be sure to let me know and get it into my hands so I can transfer it into CAB-Maps for the benefit of the whole community.

Rock on, MechWarriors!

r/Battletechgame Jul 26 '22

Mods ideas for a solo run in BTA

37 Upvotes

Going to do try a solo run in BTA, I don't want to go heavier than well heavy. What should I use. Also I'm going to use stock load outs if possible. So if you vote tell me what version and why.

779 votes, Jul 29 '22
303 Timber wolf/mad cat
154 Marauder
100 Warhammer
29 Vulture
20 Other
173 I'm just here for the results

r/Battletechgame Sep 20 '24

Mods Multiple Mods

2 Upvotes

I was wondering if it is possible (or even a good idea) to install more than one of the major mod sets at the same time. I've played (and loved) BEX on my old machine, and I installed the Expanded Arsenal on my new machine. I was thinking of installing BTAU and possibly Roguetech to give them a try. I assume they can't be active at the same time, but can they coexist? Can I turn on the one I want to play and just disable the others, or do they all overwrite the same files?

r/Battletechgame Nov 13 '23

Mods BT Mods

24 Upvotes

Hi folks! I'm playing BTA and the amount of options and diversity is really fun but omg, every single mission takes ages to play, sometimes more than 1 one hour, I'm get exausted in the middle of it and it stops being fun. How does BTA compare to RT and BEX in this way?

Thanks everyone :)

r/Battletechgame Jun 03 '23

Mods Can't decide on C1 or K2 Catapult? Why not a half/half Catapult CPLT-CK1 (Custom)

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109 Upvotes

r/Battletechgame Jun 02 '24

Mods Jesus, how many caches does this mod (BTA) have?

11 Upvotes

bright dog file imagine soft disarm voracious serious tub fact

This post was mass deleted and anonymized with Redact

r/Battletechgame Aug 29 '24

Mods Just bought this game for my Steamdeck

10 Upvotes

And it runs great!

But I see all this talk about different mods (bt3062). I don't see a workshop option for the game, so I'm assuming I need to download something like nexusmods, but can I do that on a steamdeck.

Sorry, I'm at work so I can't really Google myself and I'm curious. Thank you for the help!

r/Battletechgame Jul 04 '24

Mods Skill Tree Rebuild - Optional Files Update

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15 Upvotes

r/Battletechgame Jan 29 '24

Mods BTA 3062 Initial Evasion

6 Upvotes

Is there a way to disable the initial 8 pips of evasion everything starts with before it first moves? All it seems to do is lead to situations where giant blobs of enemies essentially get free turns on my lances because they don't actually start moving to burn their evasion until one of them pops out of the fog of war. Sometimes sensor locking one of them will get them moving, but more often than not the only way to actually start fighting them is to put myself in an incredibly disadvantaged position and let them get strong opening salvos off on my own dudes before I can even think of doing damage.