Thanks.... so I got everything correct, but the date does not change at all....I got the scene in which the leopard is leaving the system for a new one since there are no contracts in the starting planet....any ideas?
Well I updated the game, verify the files and downloaded all the files. I installed the game per the instalation guide from edmon... everything looks great, until I start a new campaign... there are no mission on the U'cusine (or something like that planet), so I choose another planet. I leave orbit, you see the Leopard moving but there is no change to the date.... I installed also the BTPF mod....
This is a clean installed.
Edit:
After the performance lags have annoyed me extremely, I now have a trial run the XAI mod on.
And what can I say: With this mod the game flutters like clockwork ...
After the mod runs without MechEngineer and CAC, I have now just ME or CAC suspected of being responsible for the heavy performance problems in XLRP.
The Ram utilization is now also back in the normal range.
Is that in the realm of possibility?
@karlo73 if you have weapon realizer enabled...disable it and see how things go.
for me at least it was the cause of slideshow single digit fps combat.
@XTRMNTR2K ...have you had a chance to look at the latest version of JK rarety tags? There is a newer version and he says it is compatible with your mod... and BTW JK says he is very fond of your mod.
Guys, one question.... on my current campaign I came accross some Ferro Fibrous armor.... I purchase it and mounted on my rifleman. Now, I have a bunch of dynamic slots.... is this normal?
Do the appearance date tags from JK currently work? I can't remember whether I had the latest rarity mod installed at the time it happened, but I encountered a LOT of -L3 Ravens when I last played, and those shouldn't be around before 3058 or something like that.
Also, another question as to additional mechs: you recommend Colo's Wolfhound and Vulcan and a few other mechs on your Nexusmod page, but there are no specific XLRP-Folders for these and some others. Do those work as intended out of the box or are you planning on adding additional XLRP-mech folders? Same question for the new HotD Wasp and Stinger.
I just noticed why JK's Appearance dates and Rarity mods don't work out of the box with XLRP. The XLRP folders get added last in the modtek merge, which overwrites/throws out a lot of the previous merges. After you edit the loadorder.json in the .modtek folder to load JK's mods last it should work. Just need to test this further to verify.
If you delete the .modtek folder - and thus the cache and load order file - before starting the game for the first time after installing these mods, this won't happen (since those two mods from JK start with Z, making them load last by default). This is one of the reasons I suggest to always delete the .modtek folder after deleting mods or installing new ones.
I did that. Still ended up like this. There seem to be some other things going on as well there, don't ask me why.