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 CustomComponents 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 and weapons 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
- also auto-fixes existing save games
- weapons resized to CBT spec
- AC20 is not full size until crit splitting is implemented
- 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 and Modding
- players can disable some of the restritions
- modders can add more components using CustomComponents
- there are additional settings like factional accounting or partical weight savings for structure and armor components
- see Settings Source Code for all available settings
cockpit | exotic |
---|---|
standard | - |
small | yes |
cockpit upgrades* | - |
*upgrades are auto-converted to act as the actual item
gyro | exotic |
---|---|
standard | - |
gryo upgrades* | - |
*upgrades are auto-converted to act as the actual item
engine core | exotic |
---|---|
rating 60 | - |
rating 100-400 | - |
engine type | exotic |
---|---|
std | - |
xl | - |
compact | yes |
light | yes |
cxl | yes |
xxl | yes |
cxxl | yes |
engine kits | exotic |
---|---|
DHS conversion | - |
CDHS conversion | yes |
heat sinks | exotic |
---|---|
Clan Double Heat Sink | yes |
armor | exotic |
---|---|
ferros-fibrous | - |
clan ferros-fibrous | yes |
light ferros-fibrous | yes |
heavy ferros-fibrous | yes |
stealth | yes |
structure | exotic |
---|---|
endo-steel | - |
clan endo-steel | yes |
endo-composite | yes |
- 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
- Denadan - ideas, custom components lib
- TotalMeltdown - ideas, lore and rules
Downloads can be found on github.
After installing BTML, ModTek, CustomComponents and DynModLib, put the mod into the \BATTLETECH\Mods\ folder and launch the game.
- Use git
- Use Visual Studio to compile the project