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When I started my career mode run, I got handed a Vulcan 2T. I did some Skirmish for achievements and to test out some builds. Plus several have weight limits to encourage you to keep some lights and mediums around. You can play them all after the campaign but you'll be so strong at that point that I don't think they'll challenge you much. They don't take you through the entire game but they take you through enough. It takes way too long to get anything together requiring that many parts! Still, upping it to 4 works out nicely as it makes it impossible to earn a big, new mech with just a single, lucky headshot.Ĭareer mode works fine now with the 'Heavy Metal' series of missions to play with. I also started to replay the campaign but with the "8 parts to rebuild a mech" rule, which was NOT a good idea. The simplest way to check if your changes to a mech made it into the system or not, is to name it something else, load it, and go to Skirmish mechlab to see if it made it in.I never did Ironman but I did do career mode. You can make changes over in your own mod AND still replace the existing files - the mod loader provides for that functionality. With the Mod system in place, you really shouldn't be messing with the data folder any more. JSON only edits doesn't affect Career or Campaign game, for that you need the changes to apply to the DB also. If you keep the IDs the same, it's entirely possible that HBS loading sequence will load the DLC content after the mod content. Conversely, JSON 1 ("abcd") and JSON 2 ("abc") will end up with "abcd"Ģ. So if you have JSON 1 with "abcd" and JSON 2 with "efgh" you will end up in game with "abcdefgh". I need to test this, but my understanding of "merging" is basically taking the sum of both (or more) JSONs. There's quite a few things to consider on what you are doing.ġ. Just don't override their DLC mech and create a second instance.
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So if you want to do adjustments to DLC mechs, HBS has kindly released to JSON for you to modify from there - they've even given all the necessary asset names to figure things out too. As was customary, three new weapons for the class were revealed, and the slowdown mechanic was introduced. The focus of the update was the Heavy class. The Heavy Update, officially known as A Heavy Update, was the third major content update for Team Fortress 2. Two versions of the same mech can coexist, as long you give them separate IDs. Goal: Make the Heavy more viable when he has no Medic to pair with. I sort of have to keep my frankenMechs in circulation because if I dump them out, someone out there who has those mechs in their campaign/ career games will suddenly have problems.
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Yes, I do have the same mechs in my mods that HBS just released, but those are my own JSON (from book builds) frankenstein mechs (using base-game assets) and not the more beautifully composed mechs in the DLC. It would have been soooo much simpler if they just used json files for the DLC mechs, instead of baking them into assets, but again, I’m sure they had their reasons.Īs someone who mod to bring in variants and one-off mechs, the issue of DLC mechs is always a bit problematic.įirst and forthmost, I must and do respect HBS/ Paradox's right to make money off DLCs, and I shouldn't (as an independent modder) offer alternative means for people to get at the DLC content without paying the dues. Im a little nervous about some of the (truly) new. The DLC mechs also still exist in their original form, because they are baked into the data. Most of the new weapon systems are from the old books: UAC, LBx, inferno rounds, NARC & TAG. In their place, my modified versions of the two DLC mechs. Now those two unwanted mechs no longer exist in my game. Since there were two mechs I wanted to modify, I opened up the chassis json files for two mechs I never use, replaced the contents of those files entirely with the modified contents of the DLC chassis files from bithub, and saved them. I did come up with a rather drastic workaround. I’m sure they had their reasons, but it is very annoying. I did download and modify the bithub files, but again, getting the game to see the modified files, rather than the data baked into the asset, is a lot more annoying than tweaking a couple of numbers in an easily accessible json file. Update: Since I also wanted to actually mod hard points on the new mechs, I was baffled by the fact that, instead of easily accessible json files, they chose to bury them in assets for the DLC mechs.
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