IMPORTANT Mod Database 2.0

Discussion in 'BattleTech (Harebrained)' started by MagnusEffect, Aug 25, 2018.

  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Battletech Modding Wiki

    Nexus Battletech Modding Database

    Step 1: install ModTek (required for some mods)
    Instructions found here.


    Core Recommended Mods

    Mods that enhance the vanilla experience without breaking anything. None of these mods should be incompatible with each other and they will NOT break your savefiles when there is an official update. Most (if not all in this list) should also be compatible with overhaul mods. Please report any incompatibilities you find.
    • A Little Love For Some Bugs - fixes broken hardpoints on the light "bug" mechs so they are actually useful!
    • Ability Refocus - shifts abilities to progress from least specialized to most specialized in a way that makes sense; also allows for more mobile tactics.
    • Battletech Save Editor - edit your save files; also helps to fix savefiles that are broken.
    • cFixes - fixes some minor issues with fluff text and unit hardpoints to match canon (that for some reason have not been officially patched yet).
    • Drop Cost Per Mech - drop cost based on how heavy a force you deploy; gives you more incentive to take lighter mechs.
    • Flashpoint Enabler - allows unfinished flashpoints to be repeatable after a long cooldown period.
    • Guns of Kerensky - a future-proof weapon overhaul that improves the vanilla experience and brings them closer to Classic BT values.
    • Jack's View Distance Increase - increases view distance based on Tactics skill.
    • Loot Magnet - a smarter, more fair salvage system; similar items are now grouped in stacks according to market value.
    • Mech Maintenance By Cost - maintenance fees can be based on value, tonnage or both rather than a flat rate (encourages use of lighter mechs).
    • Retrainer - Retrain your mechwarriors' skills for a fee.
    • Semi-permanent Evasion - faster mechs are more resistant to losing evasion pips; makes faster mechs more viable in late game.
    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.
    • Custom Salvage - allows for more flexibility in assembling mechs; assemble parts from different variants of the same chassis.
    • Faster Refit & Repair - tweak time required for various repairs/refits; ideal for speeding up armor modification (which can be a bit oppressive).
    • Friendly Fire - FF now affects ALL units, both NPCs and player.
    • Mech and Vehicle Resizer - allows you to adjust unit scale (default matches tabletop scale); manual guide found here.
    • Monthly Tech & Morale Adjustment - Changing payroll will affect both morale and repair rates; allows you to boost logistics when you need it most.
    • Panic System - all pilots will now panic (and possible flee) if they fail a Guts skill check.
    • 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.
    Last updated 7/23/2019
     
    Last edited: Feb 26, 2020
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    NOTICE: Many of the mods below could possibly break your game. User discretion advised.

    Overhaul Mods

    Mods and mod packs that significantly change the vanilla experience in some way. ALL of these mods WILL break your savefiles when there is an official patch update until the mod author(s) make an update. Be sure to disable Steam Cloud saves in your game's properties window before using any of these. You have been warned.
    • Battletech Extended 3025 - possibly the best (most accurate to canon) overhaul mod available; adds a lot of cool lore-friendly stuff.
    • Community Asset Bundle - a huge compilation of mods that adds a variety of additional assets to the game; required for some mods.
    • DZ Consolidated Company Commander - hardcore company commander mode
    • Full Random Campaign Start - start the campaign with a random selection of MechWarriors or Mechs; includes many customization options.
    • 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.
    • RogueTech - arguably the most popular compilation mod, but adds a lot of OP shit that breaks lore/immersion. recommended only for veteran players who are bored with the pre-Clan Invasion setting.
    Modder Tools
    Stuff for tweaking "under the hood" game mechanics.




    Abandoned, Outdated, & Untested Mods
    • Advanced Difficulty Settings - new menu with more options: adjust contract pay, repair/refit rate, salvage rules, etc.
    • Adjusted Mech Assembly - makes mechs, that have been assembled by parts, spawn in the mechbay completly broken.
    • AIM - Attack Improvements Mod - fixes vehicle called shot, paper doll display, various bugs, and improves Line of Sight UI.
    • Aldath's Zero Weight Modules - outdated files.
    • 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.
    • 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 - tool designed to simplify and enhance the use of mods for Battletech the PC game.
    • Better AI - improves the enemy AI to act more intelligently in response to a player's actions. Discussion thread here.
    • Better Juggernaut - buffs arguable one of the weakest skills by applying Bulwark after a melee attack.
    • Broken Salvaged Mechs
    • Burn Them Alive - doubles flamer fuel to bring flamers closer in line with tabletop rules.
    • Commander Portrait Loader
    • Company Mech Salvage
    • Contract Sort - a very basic mod that allows you to sort the contract list; especially useful for increased contract rates.
    • Extended Information <-now a vanilla feature
    • Improved AI
    • Inferno Missles
    • Injuries Hurt - injuries decrease a pilot's stats (Gunnery, Piloting, Tactics, NOT guts) temporarily until they are healed.
    • Just Die Already - helps fix a bug where mechs won't die like they should (zombiemech bug)
    • Leopard Drop Limit - adds a configurable drop limit to the Leopard in the campaign (and optionally, skirmish mode).
    • Melee Mover - let's you select your ending position when doing a melee attack like the AI does.
    • Mercenary Emblems - add more mercenary emblems and means to easily add your own.
    • Modtek Lore-Friendly Quickstart <- is now a vanilla feature
    • Monthly Morale Reset - morale resets to 50% at each financial report, but morale upgrades from Argo are persistent; makes morale dynamic.
    • No Guts No Galaxy - just another mod compilation, not sure this one still works.
    • Permanent Evasion - mech class specified tool that prevents weapon fire from removing evasion points (helps to simulate tabletop rules).
    • Real Hit Chance - adjusts to-hit % to account for hidden modifiers.
    • Shop Seller <- now a vanilla feature
    • Simple LosTech Recurrence <- now a vanilla feature
    • Skirmish Mechbay Equipment Unlock - unlocks ALL equipment for use in Skirmish Mode.
    • Small Ammo Bins
    • Stable Piloting - 2% Stability Resistance added per level of Piloting; better pilots are harder to knockdown.
    • Stop Scrolling <- now a vanilla feature
    • True RNG Hit Rolls - removes the limiters on roll streaks (makes high and low chances to hit more extreme).
    • Vehicle Improvement Project - improves performance and AI of vehicles to be more of a serious threat to mechs.
    • WarTech - enables factions on the strategic map to go to war with each other and gain/lose territory (not compatible with vanilla campaign).
     
    Last edited: Jul 24, 2019
  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    How to modify the DLC mechs, weapons, and equipment (with step by step instructions)


    https://www.reddit.com/r/BattleTech...o_modify_the_dlc_mechs_weapons_and_equipment/
     

    Attached Files:

    Last edited: Dec 3, 2020
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    PART 2

     
    Last edited: Dec 3, 2020
  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    REPOST PLACEHOLDER

    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:
    • 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).
     
    Last edited: Aug 25, 2018
  6. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    Hey Mags, can you link your full mod here? Also, is the OP method for installing and using mods still accurate?
     
  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Some of the mods in the OP are now abandoned, sadly. I will update it when I have time.

    As a rule of thumb, you want to avoid any mods that add new mechs or equipment to the game. If you don't heed that advice, then your game will want to shit the bed whenever there is an official update.

    Regarding my mods, they are 99% future proof as they only edit existing files; they should work regardless of any new official patches or updates. I've tested them a ton and I can guarantee they will improve your vanilla experience without changing too much:
    • A Little Love For Some Bugs - fixes broken/busted/flawed hardpoints for most light mechs
    • Ability Refocus - reorganizes skills in order of general usefulness (Tier 1 = good general use, Tier 2 = more situational)
    • Guns of Kerensky - brings weapons closer to their tabletop values, but adopting some of the improved design choices from the PC game
     
    Last edited: Jul 1, 2019
  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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  10. Tuonela

    Tuonela Well Liked Berserker

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    Anyone try the RogueTech mods? I'm finishing off the game campaign again and tempting to jump off the deep end.
     
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  11. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    I know @MostlyHarmless has. I'm also working through the game campaign, 'cause I haven't actually finished it yet. Might consider RogueTech since the game will no longer be patching, so mods should be rather stable at this point.
     
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  12. Tuonela

    Tuonela Well Liked Berserker

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    I don't think it works with the vanilla campaign, or even with an existing sandbox campaign as it moves you to a different map and vastly different equip and rules, you'd probably need a new game for it.

    In addition to the list in OP this reddit post outlines pretty well 3 different overhaul packages and the extend of the changes, which includes RogueTech and the Battletech Extended in the list above:

    https://www.reddit.com/r/Battletech...u_want_to_install_a_modpack_a_guide_to_chose/
     
  13. Lardaltef

    Lardaltef Well Liked Berserker

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    I used it on the vanilla game (before heavy metal came out). I felt like it added to much. I also had to roll the game back to get it working.

    I should actually finish the vanilla game before doing mods though.
     
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  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    It's mentioned in the list at the start of this thread.

    I tried it and I will be very blunt about it: RogueTech is "Munchkin Battletech" taken to the extreme. The author reminds me a lot of that asshole who can't have fun unless they are playing with the shiniest of shiny toys. They have no appreciation for subtlety. It adds too much weird shit that never made it past the prototype step and also makes it way too common. I made what I thought at the time was some very reasonable and pleasant feedback regarding this and the author was a HUGE cunt to me in response; they got immediately defensive and said I was a trash fanboy or something like that. All I really remember is they were way out of line. So yeah, fuck RogueTech and fuck that author (can't remember their name now, haven't put much thought to them since). As Fet mentioned, RogueTech was also notorious for breaking people's games after every official patch (which is actually the original reason I stopped using it), but I suppose that is less of an issue now.

    I guess its fine if you just want a bunch of wacky weird shit thrown into the game, but the mod sucks if you are looking for a more "authentic" Battletech experience. Personally, I recommend avoiding it in favor of other mods on the list above. RogueTech is way overrated if you ask me.
     
    Last edited: Feb 25, 2020
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  15. Lardaltef

    Lardaltef Well Liked Berserker

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    I think it also adds fan/fraken mechs and some equipment that seemed like fan equipment. I got the idea that roguetech was more of a "lets see what we can do" then an actual good enjoyable gameplay experience. more for technical achievements.

    I think the Advanced 3062 adds much of the same stuff but without all the broken shit. I think generally people like 3062 and the extended 3025 better than roguetech.

    https://www.nexusmods.com/battletech/mods/452 (3062)

    https://www.nexusmods.com/battletech/mods/387 (extended 3025 which supposedly goes to 3057)
     
    Last edited: Feb 26, 2020
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  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Yeah, I would have thought this was "just having fun with it" mod if not for the fact the author was a complete fucking asshole in defense of how it "all followed lore" according to them and I didn't know what I was talking about (me of all people). I forgot about all the fan shit they added. Honestly, I think I uninstalled Retrotech within a few hours of trying it. It was awful.
     
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  17. Tuonela

    Tuonela Well Liked Berserker

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    Ok, so no roguetech, noted.
     
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    My mod has finally been updated to incorporate all the new equipment included in the Heavy Metal DLC!

    HIGHLIGHTS:
    • LB-2X -> Heavy Machine Gun
    For starters, the LB-2X is not a Star League weapon, but so are a lot of weapons on this list. In it's place, you will get a far more useful Heavy Machine Gun. Again, I know it's not exactly canon, but it's low tech, fits the era, and gives you a low weight ballistic option that is sadly lacking with the vanilla game. Frankly, a heavy MG should have been retconned long ago like so many other Retrotech weapons.

    • UAC/20 -> Rocket Launcher & Streak SRM2
    Another non-Star League weapon that doesn't fit the era at all. It and its variants get replaced with the far easier to fit Rocket Launcher 20 (canon Retrotech) and Streak SRM2 (also, canon, but oddly missing Star League tech). The UAC-20 doesn't add anything to the game except excessive power creep. The Rocket Launcher adds an interesting high damage, low weight, (but one shot) option that can easily be fitted on any mech for a little extra punch when you need it. The Streak SRM2 is the ultimate answer to hyper-evasive targets with an awesome +4 Acc (higher accuracy than any other weapon) and respectable damage for its weight.

    • Coil Gun -> now more lore friendly
    The fluff text behind the Coil Gun doesn't make a lot of sense. Its function remains largely the same, but it has now been changed from an energy weapon to a "poor man's Gauss Rifle" that uses lower-grade 3025-tech. It still relies on kinetic motion to charge its capacitor, but now you need Gauss Ammo (which is low tech and easy to get) and its existence in the 3025 era makes a lot more sense now. The Coil Guns maintain their ability as excellent main guns for smaller, faster mechs.

    • Mortars & Thumper Cannons -> better suppressive fire; a lot more shots, and much, MUCH improved range! (at the cost of increased minimum range and less damage per shot to keep it from being OP)
    The one and done firing for the Mortar was kind of disappointing for the weight. The Thumper was not much better. The ranges for both were also a joke. Now they work like true support weapons; massive range and can provide punishing damage over time. The damage was toned down per shot, but the increase number of salvos more than makes up for it (4 = mortar, 10 = thumper). This allows you to be more liberal with their use and worry less about "saving that shot" for a opportunity that may never come. They will still absolutely wreck light mechs over time, but now you need to keep firing them for a few more turns to get the damage in (having a forward scout helps a lot!). If you are sieging a target and have time to burn, both these weapons are also excellent for softening up defenses before pressing your attack.

    • Archer's Enhanced Missilery System
    Let's be honest, a proper Archer for proper Mechwarriors uses LRMs. But more importantly, it makes no sense that the SRMs get a Stb Dmg buff with a gear module. That's an ammo trait, not a gear trait. So now it keeps the LRM clustering bonus, but drops the +75% SRM Stb Dmg buff for a much more useful Accuracy buff (that is useful for all weapons btw). Now you have another Heavy that is a strong competitor to the "a little bit OP" Marauder.

    • Phoenix Hawk's Vector Thrusters & Hardpoint Improvements
    Despite its legendary heritage, the mech is a bit underwhelming. It made no sense that jumpjets would make the PH's weapons do more damage. They now keep the +10% jump range, but replaced +10% damage buff with a much better evasion buff (when jumping, it now has similar evasion to a Flea). Now you can dance through fire in the nimble PH like you were suppose to! The Phoenix Hawk also gets a minor expansion to its hardpoints for more flexibility in loadouts; now is better equipped for short range brawler builds if required.

    Get it here: https://www.nexusmods.com/battletech/mods/302?tab=description
     
    Last edited: Mar 5, 2021