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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.

Please see the pin at the bottom of the Video.

There are three folders to delete or not install, due to their incompatibility with v1.5 at the moment (JK variants mod).

"Note1: Apparently JK Rarities has a problem as of the moment which causes less contracts to spawn, you can simply delete it from the mods directory for now to fix it and put it back later when the modder that made it resolves the problem. The mod directory folders to delete or simply not install are: BT1_4_MadlibsFix-master Z_JK_AppearanceDates Z_Sab_JK_RarityTables"

BTPF might not be v1.5 compatible either...
 
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?
 
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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?

Not really sure what causes the performance issues which people are facing, as I don't face them myself.

Still, hopefully the performance fix mod will be fixed soon so it won't be an issue.
 
@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.
 
The WeaponRealizer that comes with XLRP is mandatory for the mod to work. I can't make any guarantees that the mod will work without it. It will break CAC functionality among other things. If you want to go ahead, feel free to try for yourself.

As for the performance issues I'm not seeing much of those. In fact, from my recent (though limited) testing with my latest development build I would argue that performance has improved, particularly with the latest CAC builds.

Like Edmon said, there is a chance what you're seeing is related to the lack of the Battletech Performance Fix. There's a huge difference between vanilla and BTPF-optimized performance.
 
Thanks for the answers. Things are going pretty well in the fight, my problems mainly affect the Mech Bay. And without ME in the other mod the game runs great.
I hope the BTPF is ready soon ...
 
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?
 

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@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.

Haven't had a look at it in detail but yes, it should be compatible. In fact, I recommend the mod for a better experience. The only reason there were any problems before the latest update was the dependency on the 1.4 Madlibs Fix, which was implemented in BT 1.5 and thus lead to issues when the fix was still being used.

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?

That's exactly how FF Armor is supposed to work. According to the rules, both Ferro-Fibrous armor as well as Endo-Steel structure take up 14 slots of internal space each. So technically speaking, neither is a straight upgrade as you sacrifice space for tonnage. If have the choice between Endo and FF and money is not an issue, Endo is superior since the tonnage gain will be more significant. You could even try combining both, though very little space will be left over.
 
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.
 
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.

Saw the same thing here. I think there was either an error with the rarity tags or they simply weren't supported back then. Should probably work correctly now (though I haven't had time to confirm this).

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 made sure they work, but I wouldn't say that all of them work "as intended" because some are still using their own interpretations of some weapons, i.e. Stream SRM or UAC5.

The good news is that they will be covered in XLRP 1.4 (though it is still far, far away in the distant future).
 
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.
 
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.
 
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.
 
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.

That's weird. Maybe a dependency that's forcing JK's files to load before XLRP? Though that doesn't make much sense to me... Please let me know if you find a possible cause for this.