There's someone actually working on the Wasp/Stinger/Valk/Crusader already, so those are possibly on the radar.
As for what mech you'd like to see next, give it a vote (Rifleman's an option; I'd love the Dervish too but it's not a MWO mech sadly): https://www.strawpoll.me/16634245
Since it's an unobfuscated Unity game, it's actually really simple.
Use this and the function names are all in plain text: https://github.com/0xd4d/dnSpy
Should be under:
Assembly-CSharp > BattleTech > Mech > ApplyArmorStatDamage
and you can change it to how /u/RealityMachina has it by modifying the block:
if (location == ArmorLocation.Head) { this.pilot.SetNeedsInjury(InjuryReason.HeadHit); }
Edit: I would like to make a disclaimer (though there is no word on it now), that this is entirely at your own risk, and may not be condoned by either Steam^(cough steam achievements cough) or PI because of the nature of the edits. Please modify this, or any other, file at your own discretion!
Yikes, I'm sorry. I've completely missed stating the pre-reqs.
Yes, ConverseTek is currently built against .NET 4.72.
I don't think there's anything I'm using that really requires such an up-to-date version of the .NET runtime though. For v0.3.0 I'll play with compiling to a lower version if it helps people.
sure you can just create a zip and put it on pastebin, I'll put your stuff on the mechenginemod repository. just create an account (tell me your account name there), install https://desktop.github.com/ and then connect to my repo which I will give you full access too. there are also alternatives on how to work but thats easiest for a newcomer for now.
Actually, if you feel up to it, you could use git directly to push your changes to github (git clone my repo, incorporate your changed into the clone, git commit and git push).
I encountered the following error when I tried to run BT after injecting ModTek. https://codeshare.io/2KX1kX
Does anyone have any idea what's wrong? It does it whether I have mods in the mod folder or not.