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@Ballacraine Very unlikely that this is related to XLRP. Didn't change anything regarding events.

What I'm curious about - was Archangel added to the Hiring Hall after the event?
 
I know this screen. Was with me each time exactly the same with a hiring, no matter which warrior is currently being offered.
But never bothered me, because nevertheless the process works perfectly.
I currently play with XAI, here the screen appears normal.
 
I got this error message in an event during a career.
Not sure if it is the mod or vanilla causing it.
Screen-Hunter-01-Mar-24-18-23.jpg
This is vanilla.
 
Gentlemen, I need someone to shed some light for me..... On my current campaign, I had purchase an endo-steel armor.... I finally complete a Victor and during repairing the mech, I decided to installed the Endo-Stell armor and it looks so nice with that orange background. But why is it that I must have some extra open slots if I can't use them? After rearming the mech and after 45 days, I still had the red sign saying that there was something wrong. It turns out that I needed 9x extra empty slots... why?
 
Gentlemen, I need someone to shed some light for me..... On my current campaign, I had purchase an endo-steel armor.... I finally complete a Victor and during repairing the mech, I decided to installed the Endo-Stell armor and it looks so nice with that orange background. But why is it that I must have some extra open slots if I can't use them? After rearming the mech and after 45 days, I still had the red sign saying that there was something wrong. It turns out that I needed 9x extra empty slots... why?

Can you post a screenshot?

Other than issues with some components or location slots being incorrect I don't see how this should happen. That is, of course, assuming that you had the 14 slots for Endo to spare in the first place.
 
@XTRMNTR2K, I will post a picture of it ....tell you, I was happy that finally got the Victor as I was saving that armor for an assault mech.... I end up removing all jump jets and some heatsinks....still end up removing a machine gun .... I got the symbol away but now I have extra tonage....I will post it later.
 
@XTRMNTR2K here are the pictures.... there are 3 pictures, the first one is after I had repaired the mech and added the endo-steel armor, the second one is the message I get upon confirming the repairs and the last one "current" is after I removed the necessary components to eliminate the message.After endo-steel.jpg Error message.jpg
 

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@XTRMNTR2K here are the pictures.... there are 3 pictures, the first one is after I had repaired the mech and added the endo-steel armor, the second one is the message I get upon confirming the repairs and the last one "current" is after I removed the necessary components to eliminate the message.View attachment 465549 View attachment 465550

Everything's working as it should then. :)

Like I said before, both Endo and FF take up 14 slots of internal space each. That's a whopping 28 slots combined! You could almost fit a Long Tom Artillery Piece in there for that much space (well, if we had crit-splitting and Long Toms).

My advice? Take out the Ferro-Fibrous armor or max the armor for the remaining tonnage (and/or maybe tweak engine core rating?). I think removing FF should still give you a bit of free space - around a ton, maybe? - as well as 14 more slots. Not much you can do with that, but you could add the FF armor to another Mech at least.

EDIT: Come to think of it, if you are intending to use this 9S as a brawler you should consider swapping the engine for a smaller one and really removing the FF armor. That should give you some more tonnage and space to play with at the cost of slightly decreased speed. Maybe even stuff in Jump Jets to compensate? (Plus, with the +1 Initiative Butterfly Gyro this is essentially a heavy Mech anyway rather than a true Assault Mech. So you pretty much get a heavy with the armor and firepower to match an 80-ton one.)
 
@XTRMNTR2K I have already removed the FF armor..... I didn't thought about the gyro or the engine, but I will take a look ... thanks.

No problem!

The gyro is a bit of a special case here, as it is fixed for this Mech (same for the other Victors as well as Banshee 3Q and 3E). Other than that there's a lot you can do with it. I like what you've done with it so far, should have a nice punch at close range.
 
@XTRMNTR2K , oh this is a killer machine at close range or even medium range....after checking your message yesterday, I was under the impression that endo steel replace FF armor, but it is not, as you said.... I wil look at the Gyro thing... one more thingm on a couple of post here, someone raised the question about the loading order in relation to the xlrp and JK rarety tags... I did as you said, deleting the modtek folder but when I started the game, the tags still loaded before the xlrp.
 
gentlemem, where is the meeting place after Dr. Farah places rigs the comm tower? I got all my mechs by the leopard, the countdown reaches 1 ostergard gives his speech but is cut short and sumire tells us to get out ... I am pass 30 turns, and still going.... last words from Farah was to meet her at the meeting point,,,, is that not the Leopard? I can't see any other meeting point.
 
Gentlemen, I am really frustrated and don't know what to do. Before the latest update to the game, the Locura mission was a hit and miss as for the prescribed events occurred. Had to restart the mission several times, but was never able to complete the mission. With the latest version of the mod, the mission runs like a charm, until the very end, where it does not finished eventhough, all goals have been completed.

After destroying the last lance, Ostergard give his speech, get the message from Sumarise to get out and Farah said to meet at the meeting point, nothing happens after that. I had all 4 mechs meet at the leopard, nothing. In another iteration of the mission, I had the mech surround the base of the comm tower, nothing. I had the mech go to every other building that has towers that could act as a comm tower, nothing.

Is there anything I could do? Has anyone replayed the campaign to conclussion after the latest update? I really wanted to finish the campaign and move forward with the mechs I had into flashpoint.
 
@i64man I'm sorry to hear of your troubles with this mission. Without a log that shows what happens under the hood at that time it's next to impossible to find out and fix it, though (if it is XLRP itself).

However, another user on Nexus reported the very same issue with the penultimate campaign mission. manfred99 said he used the console to end/skip the mission so he could progress to the final one. You could try asking him how he did it.

However, if this happened the last time you played the game and you haven't run the game again yet, I would like to ask you for the following files which may make it possible to find out what's actually going on:

Code:
BATTLETECH/BattleTech_Data/output_log.txt
BATTLETECH/Mods/.modtek/ModTek.log
BATTLETECH/Mods/MechEngineer/log.txt

The most important one here being the game's output_log.txt, but the others may provide additional info that could help narrowing it down. If you still have these files from the last time you ran the game when this happened (so no starting the game after that) it would be a tremendous help!
 
@karlo73.... I started a new campaign after the latest mod update.... all mods recommended for the XRLP are the latest version and were loaded on the same order as recommended by Edmon in his install video.