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TLRoff

Captain
5 Badges
Sep 13, 2018
303
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  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings II
so Putting together a mod package.. everything loads, everything works.. I do happy dance.
I got 3025 extended with the JK stuff, and SDLF stuff and extended weapons..a few other quality of life mods/improvements but mostly pre clan mechs.. 'Cuz ya know, it's all about the big stompy bots.

Everything is hunky dory until I load a save.. and lo and behold.. my mechs are missing their load outs..

Check my stock install.. with a stock save, yep that works fine.. go back to modded install run a mission, save.. quit to menu, load save.. stripped mechs!

Any of you mod makers run into this. It's driving me nuts.. I've been at it all day trying to figure out what gives..

Pull a sub mod. delete the .modtek folder.. Launch game create, save,, back to menu load.. same thing time after time after time.. I've spent the last 8 hours trying to figure out what the heck I've unintentionally done wrong here.

Noth'n but respect for the folks that go through this.. Some of these mods just aren't real nice about working with each other.
 
I forget who set me on this path, but I solved this exact problem by rolling back one version of Custom Components, and others have reported it worked for them as well.
 
I forget who set me on this path, but I solved this exact problem by rolling back one version of Custom Components, and others have reported it worked for them as well.

Yeah that bit caused a bit of a headache for me as well. I thought I broke something with my mod at first before I realized I had installed the newest standalone CC.

@TLRoff I assume you forgot to mention you were using MechEngineer as well? Because if you are, you should use the version of CC that comes with it. :)
 
Yep that was it! Thank you guys...yer all gems! (of course your wives and girlfriends may have a different opinions but... naw, not going there!) Custom components mod.. Who'da thunk?? I would have never ever figured that out!

I'm not using mech engineer for what I'm working up. I like mech engineer, but it's not quite in compliance with the mech construction rules and equipment in the table top CBT rules books "Total Warfare". Tech Manual","Tactical Operations", and "Strategic Operations" from fanpro. It's close, but if we're gonna use CBT rules, then we really should use all of them. 30 years of live play testing testing, all the bugs are out and it's all balanced. We'll get there eventually. Imma trust Mitch and crew on that. But I wouldn't expect to see a full fledged TT mech construction rules compliant lab until NEXT year. That and I want to K.I.S.S. for players that are NOT real familiar with the game.. I'm going to be plugging at this for a bit yet as I am making changes in the base campaign and I want to incorporate flashpoints to run with the main campaign.. as sort of "complete experience" mod. I like career mode but there a whole lot more inner sphere and periphery out there, and I have yet to see a 3024 compliant map.. clan era yes.. era the game is set in... no. Hopefully someone will work that up.

For now Custom Components is out. And I may not actually need to have it in the mod anyway. The main issue with using a vanilla mech lab is some of the bits and pieces other have worked up might be a bit to powerful/usefull etc. I've been pouring through fanpro manuals trying to figure this all out. I've also been working up some of the "primitive" mechs.. to go along with mechs like the Icarus out of the 3025 extended mod. Some of them are actually rather good mechs. But other then some Starleague/lostech the truely high tech gear isn't really appropo before 3029.

Laterz and thanks again
 
About using CBT rules, not everything is possible at this point with modding. They are moving there, but it takes time. For example Rogutech mod is build around "Total Warfare" ruleset, but implementing something, that is not supported by the base game is extremely hard. So sometimes it is important to change some rules for the sake of current game ballance.
 
I totally get that. One of the reasons I've chosen to not use mech engineer. At a certain level the game feel more like a turn based "mechcommander" title then a true conversion to PC of the TT CBT rules. Mech Engineer is nice nice nice chrome, The best conversion of a board game to computer I've ever seen was Interplays Starfleet Command and Starfleet command-II (including Orion Pirate version) and they even went one better by going real time instead of turn based. I've yet so see a better done full on adaptation of TT to computer.. and that was well over a decade ago!

I think the HBS crew might have been just a little shocked at the amount of crowd funding they were able to raise initially.. Fortunately they're mostly older and somewhat responsible and did not go out and by matching company corvettes-Z's so I have no doubt they are working on things. I've no doubt the urban Warfare expansion will add some new code branches that allow us to do far more things and WILL be taken in unanticipated directions by those crazy modder guys. Yep it will be poked at , broken, rebuilt, repurposed..and mostly work with the occasional wierd result, but it'll be good nuff until the HBS team make it happen with unstoned code.