Battletech Modding Wiki Nexus Battletech Modding Database Battletech Mod Loader & ModTek (required for some mods) Core Recommended Mods Mods that enhance the vanilla experience without breaking anything. None of these mods should be incompatible with each other, but please report any incompatibilities you find. A Little Love For Some Bugs - fixes broken hardpoints on Cicada and Locust so they are actually useful! Ability Refocus - shifts abilities to progress from least specialized to most specialized; changes also allow for more aggressive tactics. Advanced Difficulty Settings - new menu with more options: adjust contract pay, repair/refit rate, salvage rules, etc. AIM - Attack Improvements Mod - fixes vehicle called shot, paper doll display, various bugs, and improves Line of Sight UI. Aldath's Zero Weight Modules - removes weight requirement for modules to make them less useless (there is also a half-weight version available). Basic Panic System - pilots can become panicked and might eject rather than be killed; modified by skills and morale; affects allies and OpFor. Battletech Mod Manager - Better Juggernaut - buffs arguable one of the weakest skills by applying Bulwark after a melee attack. Burn Them Alive - doubles flamer fuel to bring flamers closer in line with tabletop rules. Drop Cost Per Mech - bigger mechs have proportionately higher operation costs for deploying in missions. Extended Information - improved MechLab UI that gives you more detailed information on mech stats. Jack's View Distance Increase - increases view distance based on Tactics skill. JK Minor Adjustments - fixes some lore issues in fluff text. Lore-Friendly Quickstart - skip the tutorial and get straight to the action! Mech and Vehicle Resizer - allows you to adjust unit scale (default matches tabletop scale); manual guide found here. Mech Maintenance By Cost - mech maintenance fees are now value-based rather than a flat rate (encourages use of lighter mechs). Melee Mover - let's you select your ending position when doing a melee attack, like the AI does. Monthly Morale Reset - morale resets to 50% at each financial report, but morale upgrades from Argo are persistent; makes morale dynamic. Real Hit Chance - adjusts to-hit % to account for hidden modifiers. Semi-permanent Evasion - Simple LosTech Recurrence By Reputation - Stable Piloting - 2% Stability Resistance added per level of Piloting; better pilots are harder to knockdown. True RNG Hit Rolls - removes the limiters on roll streaks (makes high and low chances to hit more extreme). Immersion Enhancement Mods Mods that aren't as important as those above, but good to add if you want a more immersive experience. Add Year To Timeline - adds the year to the date in the game timeline message and the event window. Adjusted Mech Assembly - makes mechs, that have been assembled by parts, spawn in the mechbay completly broken. Ammo Cookoff - ammo boxes on 'Mechs have a chance to cause ammo explosions when a 'Mech starts overheating. Arm Weaponry Can Survive - allows arm components to be salvaged if the arm was blown off intact from side-torso destruction. Contract Sort - a very basic mod that allows you to sort the contract list; especially useful for increased contract rates. Injuries Hurt - injuries decrease a pilot's stats (Gunnery, Piloting, Tactics, NOT guts) temporarily until they are healed. JK Variants - adds a boatload of 3025-era of existing mech variants to the game; also makes matching salvage parts much more difficult. Mercenary Emblems - add more mercenary emblems and means to easily add your own. Monthly Tech & Morale Adjustment - MechTech Skill and MedTech Skill are affected the same as Morale based on pay rate. Pilot Fatigue - pilots require a certain amount of rest between missions based on Guts skill or will suffer temporary skill penalties. Random Travel Contracts - travel contracts can go to a random places in the galaxy besides neighboring systems. Vanilla-Altering Mods Stuff that potentially breaks the vanilla experience. Battletech Metadatabase Import Tool - add new variants of enemies to random encounters Battletech Weapon Editor - edit stats of all weapons or add new ones yourself! Battletech Weapon Lab - and alternative equipment editor with easier UI. Inner Sphere Map - removes the story campaign and adds the entire Inner Sphere map. Open Map At Your Choosing - spawns event after 1 day that gives you choice when to open the vanilla map. Total Overhaul Mods All-in-one mod packs that change various game mechanics. DZ Consolidated Company Commander Improved Tactical Depth - borrows many ideas from tabletop to overhaul key combat mechanics for a richer tactical experience. No Guts No Galaxy RogueTech - arguably the most popular compilation mod for veteran players. Abandoned & Outdated Mods Broken Salvaged Mechs Commander Portrait Loader Company Mech Salvage Improved AI Permanent Evasion Stop Scrolling
Someone locked the mod suggestion thread, so I'm making a new one. https://www.nexusmods.com/battletech/mods/25?tab=description removes the story difficulty increase and bases difficulty on a mix of faction reputation and the world's location. Faction planets tend to be 3-4, while independent planets vary more. https://www.pcgamer.com/heres-an-easy-way-to-speed-up-battletech-battles/ Shows you how to enable to enable a debug console that includes an option to speed up mech movement by 5x. Sounds good for grinding money in throw-away missions.
Well, tested them. The first one has a corrupted download, so while a good idea, it doesn't work at the moment. For the second, my registry is missing the values that tweak modifies, so you may have better luck that I did with it.
the lock was intentional to reduce clutter. the plan was to add stuff later. thanks for testing these out though.
https://www.reddit.com/r/Battletech...e_a_way_to_generate_easier_contracts/dy9cixj/ Allows you to change the difficulty variance and max contracts per system. As always, back up the file and your save games before editing.
I tested the difficulty scaling mod and the missions per system mod. They both seem to work fine. No bugs that I've noticed.
Mods I would like to see The ability to have ammo in half ton lots The ability to put small lasers in locations that has a medium laser in stock configuration. One way swap only, so no medium lasers where a small was. Inferno ammo for missiles If a mech has hands, the ability to grab a tree and use it as a melee weapon that gives bonus damage at cost of movement speed. One time use per tree because of breakage.
I want half ton ammo. And inferno missiles. Also if the hatchet Man ever comes in I could see improvised melee weapons come in.
Well, there's two of those. Small Ammo Bins: https://www.nexusmods.com/battletech/mods/12 Inferno Missles: https://www.nexusmods.com/battletech/mods/2
I noticed some odd reputation requirements. They weren't game breaking, but I only had about 3 missions that could be run anyway with the change that was recommended to 10. (Not technically the mod, but suggestions on the page). Also, No Guts No Galaxy added 51 mechs to the game. Made a few other changes (Bulwark is now the high end of Guts, etc.) Takes longer to salvage big mechs, but nice to have so many to shoot at. Side note: 128 hours played. I think I have a problem.
Not a mod but in this thread the OP tells how to change the scaling of the mechs (vanilla is set to 1.25 so yeah that's 125%of MWO) so the scale of the mechs vs everything else isn't so completely off. https://forum.paradoxplaza.com/foru...you-can-easily-mod-the-size-of-mechs.1096616/
It looks like he is aiming for "close to the original" mech size. 10 meter original in the middle; MWO scale on the right. He's trying to find a good balance between the two, 0.9 seems to be the sweet spot.
Mech Maintenance By Cost - For those looking for a little more of a challenge and better reason to take smaller mechs, this mod changes maintanance costs from a flat fee to % based on the price of the mech: https://www.nexusmods.com/battletech/mods/92 Permanent Evasion - For those looking to further improve lighter mechs, this mod prevents loss of Evasion pips when being fired upon (Sensor Lock still works as normal). Note that the mod is configurable so you can select specific weight classes or only pilots with Ace Pilot: https://www.nexusmods.com/battletech/mods/94 Better Juggernaut - Probably the least favorite ability by far for most players, this mod buffs Juggernaut by triggering "Bulwark" after a melee attack; ideal for very aggressive attackers: https://www.nexusmods.com/battletech/mods/87 Company Mech Salvage now seems to work correctly again: https://www.nexusmods.com/battletech/mods/44?tab=description
updated full list with another mod of mine. works great for people that want to play more aggressively by combining Master Tactician with Ace Pilot or Juggernaut: Ability Refocus mod - https://www.nexusmods.com/battletech/mods/171 Please remember to endorse
I am really unsatisfied with the current modding community efforts to rebalance weapon & heat values according to tabletop rules. So I came up with my own: https://docs.google.com/spreadsheets/d/14yLRmVAQoXGvoDRoii1fuybxoEulX5xMrXh9M22Eb3o/edit?usp=sharing Mod isn't finished yet, but I will get to it when I return from Honduras. General changes: WORK IN PROGRESS Weapon damage & heat values are roughly 5x that of respective values in tabletop. Heatsink and Dbl Heatsink dissipation is now 5x tabletop value (66% better than before). Most weapons run a bit hotter, but heat dissipation is also much better. All Lostech weapons now have small buffs that make them on par with "+++" weapons. Ballistics: Most (but not all) light autocannon models have reduced damage by ~20% (still much better than table top versions to keep them viable). Some AC/2's models have stability damage reduced by ~40%. Some AC/5's models have stability damage reduced by ~30%. AC/5 is 50% less hot (same heat as AC/2 now). UAC/5 fires twice as much as normal AC/5 and deals more stability damage, but with more refire penalty. AC/10 requires +1 more crit slots. The LB-10 got a ~15% damage buff because it currently can only fire buckshot. Gauss Rifle damage and stability damage improved (now more between AC10 and AC20). AC/20 requires +2 more crit slots (+1 more than Gauss Rifle). AC/20 is 40% hotter (on par with tabletop value) AC/20 gets better stability damage buffs (more on par with LRMs now). Energy: ER PPCs now match tabletop values. PPCs are only 25% hotter. Large Lasers are 33% hotter. Medium Lasers are 50% hotter. Small lasers do 25% less damage. Missiles: All missiles are roughly 50% hotter (now on par with tabletop values). Support: Flamers have double the amount of fuel (tabletop is unlimited, but this is a good middle ground).