BattleTech mod that adds engines and other components to mechs based on TT rules.
either
- install BattleTechModTools using BattleTechModInstaller
or
- install BattleTechModLoader using instructions here
- install ModTek using instructions here
- install DynModLib using instructions here
Use these mods to maximize enjoyment
- CBT Heat - replaces overheat damage to be crit rolls
- CBT Movement - movement reduces accuracy
- CBT Piloting - mech can stumble by chance
- Pansar - applies armor ratio enforcement according to CBT rules
- Engine ratings
- defines the walk and sprint speeds of a mech
- determines the amount of jump jets a mech can mount
- Engine types
- defines the weight and space use of an engine
- Standard, XL, Light, Compact, XXL, Clan XL and XXL variants
- Engine crits
- each crit reduces heat sink dissipation
- on third crit, destroy engine
- each destroyed slot of an engine counts as a critical hit
- Engine heat sinks
- global heat dissipation removed
- engines come with internal heat sinks already installed
- can add additional heat sinks to an engine through drag & drop
- can convert an engine to use DHS heat sinks instead of SHS through drag & drop of an DHS conversion kit
- Armor and Structure components
- these provide weight savings and in turn require critical slots
- Endo Steel, Endo Composite, Clan Endo Steel
- Ferros Fibrous, Heavy FF, Light FF, Clan FF
- MechLab enhancements
- fixes to have a better approximation of slot count in a mech (12 torso slots, 2 leg slots, 2 head due to cockpit etc..)
- enforces that gyro, cockpit and engine parts are mounted
- enforce engine side torso requirements
- does not allow to mix heat sink types (can be disabled)
- updated summary and enhanced tooltip info for movement and heat management
- hide engine ratings that would make the mech slower or faster than allowed
- Auto fixes existing mechs on load
- reduces initial tonnage to 10% structure
- auto adds cockpit and gyro
- auto adds engine components
- auto fix chassis to have inventory sizes that match the CBT standard implemented in this mod (* actuators are still missing)
- fun fact, the atlas is perfectly auto-fixed
- Prepared item packs
- enabled by modifying the mod.json and removing the "disabled_" prefixes
- standard package, that provides lore* and time appropiate items to the game (*lore as the game sees fit, so LosTech is OK)
- exotic package, adds in stuff like clan tech
- test package, to play around in skirmish mechlab with everythig
- Settings
- modders can add more components
- players can disable some of the restritions
- there are additional settings like factional accounting or partical weight savings for structre and armor components
- see Settings Source Code for all available settings
TODO
- see issues list
- Aliencreature - ideas, lore and rules, item variants, testing
- CptMoore - ideas, rules, coding, testing, core items
- CrusherBob - ideas, lore and rules, engine rating to walk/sprint distance conversions
- TotalMeltdown - ideas, lore and rules
Downloads can be found on github.
After installing BTML, ModTek and DynModLib, put the mod into the \BATTLETECH\Mods\ folder and launch the game.
- Use git
- Use Visual Studio or DynModLib to compile the project