Again, because they come from the same container, they should be all grouped together If you want to mess with the new mechs built-in gear components, which will allow you to do things like change their critical slot size, tonnage, and certain other aspects of their effects, you will need to look for assets names that start with Gear.Press question mark to learn the rest of the keyboard shortcuts Log in sign up User account menu 40 How to modify the DLC mechs, weapons, and equipment (with step by step instructions).
Assets Bundle Extractor 64 Bit How To Do ItNow, many people probably already know this stuff, but I only kinda knew how to do it, so for those of us who are NOT moddersprogrammersespecially brilliant that want to modify the DLC content mechsgearguns heres a guide on how to do it. It took me a good 2 hours of trial and error to actually make it work, so I hope people will find this guide useful. WARNINGS BACKUP THE FILES YOU WILL BE WORKING ON BEFORE MAKING ANY CHANGES - this will allow you to easily restore the game to a vanilla state if you make a mistake somewhere and cant figure out what you did wrong to fix it. MODIFYING THESE FILES WILL ALMOST CERTAINLY DISABLE YOUR ABILITY TO PLAY MULTIPLAYERSKIRMISH - you will have to restore the original unaltered backups if you wish to play multiplayer again. This is for SINGLE PLAYER STORYCAREER MODE ONLY IF YOUR CHANGES MAKE A MECH LOADOUT ILLEGAL, THE GAME WILL CRASH IF YOU TRY TO LOAD THAT SAVE, OR MAY LOAD BUT HAVE OTHER ISSUES LIKE BEING UNABLE TO USE THE MECHBAY - by illegal, I mean that if a mech has a weapon mounted on a hardpoint that no longer exists, or has gear taking up more critical slots in a location that the mech has, etc. You can somewhat get around this by stripping all your mechs and then saving the game before you start, but if your changes make any of the standard mech loadouts the AI uses illegal, you will bork the game.(note that we will be using the heavy metal dlc as a basis for this how-to, for the other DLCs simply swap heavymetal for urbanwarfare or flashpoint as appropriate) So before we begin, lets do a little bit of prep work. First, well back up our asset bundle files that were going to be working on. Navigate to your battletech install directory, then to.BattleTechDataStreamingAssetsdataassetbundles. Create a new folder here called backups, and a second new folder labelled workspace. Copy the heavymetal, urbanwarfare, and flashpoint files from the assetbundles folder and paste them into the backups folder you just made. Now we can undo any mistakes that break the game with a simple copypasta. Assets Bundle Extractor 64 Bit Download Unity AssetsNext, well need to download unity assets bundle extractor (hereafter referred to as UABE). It can be found here: You will want version 2.2 stable d. Assets Bundle Extractor 64 Bit Download The RelevantDownload the relevant version for your OS (32 or 64 bit, for most people it will be 64bit). The.zip file contains a folder called 64bit, we can just place this on the desktop for now. Open the 64bit folder and run the AssetBundleExtractor application. What will open is a small window with very little in the way of information, just bold letters saying NO FILE OPENED. Click File-open, and navigate to your battletech install directory, then.BattleTechDataStreamingAssetsdataassetbundles, and select the heavymetal file. You will get a message box saying This bundle file is compressed Do you wish to unpack it. Select yes, and you will be prompted to enter a name for your new unpacked assetbundle file (I used heavymetalunpacked for simplicitys sake). You should now be looking at your small window, but the no file opened message should be replaced with heavymetal, and there should be a string of letters and numbers below it (unimportant for our purposes). You can sort the list by name (by clicking the name header at the top of the column), but were going to sort by container because this places all the files were interested in together. They should all be together in one group because they all come from the same container (see why we sorted by container) and are all named chassidefmechnamemechvarient (for example, chassidefArcherARC-2R). If you want to mess with the ammunition, which will allow you to adjust things like cost, weight, and amount of ammo contained, youll want the assets named AmmoAmmunitionboxGenericammotype (for example AmmoAmmunitionboxGenericLB10X).
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