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To work with game version 1.4 you need:
Modtek 6.0
AdjustedMechAssembly v1.4 don't work.
replace AdjustedMechAssembly v1.4 with 1.6 - that one works.

Other than that, i don't see any other problems.
 
Upgraded JK_Variants, Better AI, Better AI Permanent Evasion Add-on and Annihilator to the latest versions.
Added JK_UrbieR50, Rifleman and JK_Rarity.
Everything works fine so far.

Also upgraded HotD (Hangar of the Dispossessed) to the latest version - that added the Charger :).
Updated Modtek to 0.6.1.
 
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That's too bad, this was the best mod if you aren't going for roguetech which basically takes you out of the timeline with all the crazy mechs and tech from the future. Has anyone heard from Don Z?
 
To work with game version 1.4 you need:
Modtek 6.0
AdjustedMechAssembly v1.4 don't work.
replace AdjustedMechAssembly v1.4 with 1.6 - that one works.

Other than that, i don't see any other problems.
Game launched after I did this. I was able to complete my first mission (the one where your employer attacks you and you don't get paid), however when I started the second mission I ended up stuck on the loading screen forever.
 
Can you pull your Battletech log file? Could be trying to load a bad 'Mech ;P
 
SqliteException: Abort due to constraint violation
NOT NULL constraint failed: TagSet.TagSetID
at Mono.Data.Sqlite.SQLite3.Reset (Mono.Data.Sqlite.SqliteStatement stmt) [0x00000] in <filename unknown>:0
at Mono.Data.Sqlite.SQLite3.Step (Mono.Data.Sqlite.SqliteStatement stmt) [0x00000] in <filename unknown>:0
at Mono.Data.Sqlite.SqliteDataReader.NextResult () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) Mono.Data.Sqlite.SqliteDataReader:NextResult ()
at Mono.Data.Sqlite.SqliteDataReader..ctor (Mono.Data.Sqlite.SqliteCommand cmd, CommandBehavior behave) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) Mono.Data.Sqlite.SqliteDataReader:.ctor (Mono.Data.Sqlite.SqliteCommand,System.Data.CommandBehavior)
at Mono.Data.Sqlite.SqliteCommand.ExecuteReader (CommandBehavior behavior) [0x00000] in <filename unknown>:0
at Mono.Data.Sqlite.SqliteCommand.ExecuteNonQuery () [0x00000] in <filename unknown>:0
at Dapper.SqlMapper.ExecuteCommand (IDbConnection cnn, Dapper.CommandDefinition& command, System.Action`2 paramReader) [0x00000] in <filename unknown>:0
at Dapper.SqlMapper.ExecuteImpl (IDbConnection cnn, Dapper.CommandDefinition& command) [0x00000] in <filename unknown>:0
at Dapper.SqlMapper.Execute (IDbConnection cnn, System.String sql, System.Object param, IDbTransaction transaction, Nullable`1 commandTimeout, Nullable`1 commandType) [0x00000] in <filename unknown>:0
at BattleTech.Data.MetadataDatabase.Execute (System.String sql, System.Object param, IDbTransaction transaction, Nullable`1 commandTimeout, Nullable`1 commandType) [0x00000] in <filename unknown>:0
at BattleTech.Data.Tags_MDDExtenstions.GetOrCreateTagSet (BattleTech.Data.MetadataDatabase mdd, System.String tagSetID, TagSetType tagSetType) [0x00000] in <filename unknown>:0
at BattleTech.Data.UnitDef_MDD.get_RequiredToSpawnCompanyTagSetEntry () [0x00000] in <filename unknown>:0
at BattleTech.Data.UnitDef_MDD.GetRequiredToSpawnCompanyTagSet () [0x00000] in <filename unknown>:0
at BattleTech.Data.TagSetQueryExtensions+<GetMatchingUnitDefs>c__AnonStorey0.<>m__1 (BattleTech.Data.UnitDef_MDD unitDef) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[BattleTech.Data.UnitDef_MDD].FindAllStackBits (System.Predicate`1 match) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[BattleTech.Data.UnitDef_MDD].FindAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0
at BattleTech.Data.TagSetQueryExtensions.GetMatchingUnitDefs (BattleTech.Data.MetadataDatabase mdd, HBS.Collections.TagSet requiredTags, HBS.Collections.TagSet excludedTags, Boolean checkOwnership, Nullable`1 currentDate, HBS.Collections.TagSet companyTags) [0x00000] in <filename unknown>:0
at BattleTech.Framework.UnitSpawnPointOverride.SelectTaggedUnitDef (BattleTech.Data.MetadataDatabase mdd, HBS.Collections.TagSet unitTagSet, HBS.Collections.TagSet unitExcludedTagSet, System.String lanceName, System.String lanceDefId, Int32 unitIndex, Nullable`1 currentDate, HBS.Collections.TagSet companyTags) [0x00000] in <filename unknown>:0
at BattleTech.Framework.UnitSpawnPointOverride.RequestUnit (BattleTech.Data.LoadRequest request, BattleTech.Data.MetadataDatabase mdd, System.String lanceName, System.String lanceDefId, System.String unitName, Int32 unitIndex, Nullable`1 currentDate, HBS.Collections.TagSet companyTags) [0x00000] in <filename unknown>:0
at BattleTech.Framework.UnitSpawnPointOverride.GenerateUnit (BattleTech.Data.MetadataDatabase mdd, BattleTech.Data.DataManager dataManager, Int32 contractDifficulty, System.String lanceName, System.String lanceDefId, Int32 unitIndex, Nullable`1 currentDate, HBS.Collections.TagSet companyTags) [0x00000] in <filename unknown>:0
at BattleTech.Framework.LanceOverride.RequestLanceComplete (BattleTech.Data.MetadataDatabase mdd, Nullable`1 currentDate, HBS.Collections.TagSet companyTags) [0x00000] in <filename unknown>:0
at BattleTech.Framework.LanceOverride+<RequestLance>c__AnonStorey0.<>m__0 (BattleTech.Data.LoadRequest request) [0x00000] in <filename unknown>:0
at BattleTech.Data.LoadRequest.Finish () [0x00000] in <filename unknown>:0
at BattleTech.Data.LoadRequest.FlushCompleteRequests (Single deltaTime) [0x00000] in <filename unknown>:0
at BattleTech.Data.DataManager.CheckRequestsComplete (Single deltaTime) [0x00000] in <filename unknown>:0
at BattleTech.Data.DataManager.Update (Single deltaTime) [0x00000] in <filename unknown>:0
at BattleTech.GameInstance.Update (Single deltaTime) [0x00000] in <filename unknown>:0
at BattleTech.UnityGameInstance.Update () [0x00000] in <filename unknown>:0


That's my stack trace, the system must have been in an infinite loop because my logfile is full of them. It's possible that I messed something else up... I accidentally installed the mektek that came with the bundle before installing mektek 7.0 (the latest).
 
@anamiac - Whenever I seen your name, I think of the Animaniacs ;)

That error looks a bit more like something impacting your Company tags, as if the mission you just played applied a tag - which Rarity shouldn't do.

I have 2 suggestions to try:

1 - Make a folder inside your Mods folder called "-temp" and drag all the other folders from your Mods folder in there. Then reapply all those mods with their newest versions (start with ModTek 7.0 then the base CCC mod followed by any newer versions of those mods). This should not invalidate any saves, if you replace all the same mods.

OR

2 - Zip up the whole Modsfolder and send it to me ;)
 
Okay, I've been feeling like playing a bit of Battletech as of late and I know I can't play it without what I had modded for it. So, I'm considering updating this mod again. Anybody know if anything terrible happened with 1.4 and 1.5 that will make me want to cry buckets or does this seem to be mostly working so only a new coat of paint would be needed?

It does seem like RogueTech has sucked up the entirety of the modding community but I definitely will not be going with their mod. Anybody have opinions on Flashpoints? Those just straight up replaced one of my favorite features in Deployments.
 
Okay, I've been feeling like playing a bit of Battletech as of late and I know I can't play it without what I had modded for it. So, I'm considering updating this mod again. Anybody know if anything terrible happened with 1.4 and 1.5 that will make me want to cry buckets or does this seem to be mostly working so only a new coat of paint would be needed?

It does seem like RogueTech has sucked up the entirety of the modding community but I definitely will not be going with their mod. Anybody have opinions on Flashpoints? Those just straight up replaced one of my favorite features in Deployments.
As far as I've been able to tell, there haven't been any really major infrastructure changes since the shop revisions in 1.3. So I think you'll be OK, with the caveat that I haven't put out a major mod myself, so it's possible there's more going on behind the scenes than what I'm aware of.

I would love to see a Flashpoint implementation of Deployments (it was the first thing I thought of when they announced the concept). Don't know how feasible it would be, but I think most of the needed features are there. It likely won't ever make my personal modding priority list, but if someone else wanted to take it on I might be able to help with a few bits and pieces.
 
In my brief amount of play after Flashpoint came out I never actually ran into a Flashpoint? How do they work? Does it just string 2+ missions together that you must take sequentially? Does it replace travel missions by doing it? These are fundamentally important questions as I consider if Deployments can work in the current environment.

By the way, as a side note - modding for a game that doesn't have official mod support is incredibly frustrating. The fact that patches can just break the entire community for a week just flat out stinks.
 
And as one further note on the subject - Deployments were really valuable in that it fully utilized the Fatigue and Repair systems of this mod and made them really shine. Without those, you can simply just progress time if you wanted to make your mechwarriors get rest or to let your mechs repair. Can anybody think of a way to force or inspire commanders to take multiple missions in a short amount of time without Deployments?