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@Dialcaliper i have been using your 1.0 version since it came out along with 60 odd other mods including XAI.

i went to upgrade to 1.4 because i really like where you were going with it.
unfortunately....it didnt play well with my install.
of the mods your 1.4 requires the only ones i didnt have were JKvariants (because it is integrated into XAI) and the CAB (because it is huge and had far too many things inculded that i didnt need) and the custom ammo categories.
i installed all three.
and boy oh boy....conflicts galore.
this is my load order minus your mod.

https://drive.google.com/open?id=1f4w4x8JaHIMyyETaSjm1so16Ig9NvPVb

1.0 worked without issue but i am unable to get 1.4 working...everything i tried caused more conflict and mods not loading.
i could be wrong but i believe it has to do with XAI and if it does XLRP (similar to XAI but with mech engineer) might have issues too.
 
@unclecid

I converted to use the CommunityAssetBundle precisely for the reason you are describing - way too many dependencies and conflicts with all the individual mods. (I almost released the latest version without it, but I counted up 14 mod dependencies, each of which could break the install.

Step one is important - make absolutely certain you delete the old version of SLDFRoyalDivision from your mod folder - There are some potential conflicts that can happen there, as some of the folder and mod names have changed.

XAI or HelmCoreDawning might interfere, but if you are loading my mod after theirs - In my CAB folder, the mod.jsons has a dependency on JK_Variants. You might try deleting that line if you're getting interference with XAI, but I know that JK_variants might have some exclusions listed against some of the other mods you have

I'd say your first step is getting JK Variants working

To try and use the CAB folder without installing the whole CAB, you'll also need these mech mods, which I don't see in your mod list.
Javelin
Warhammer Redux (vanilla)
Old Phoenix Hawk from HotD (can't tell if you've got this in another mod)
Stone Rhino (for the Matar, or you can delete the mech and chassisdefs for it)
Hunchback IIC (for the HBK-2, or you can delete mech and chassisdefs for it as well - I don't know if this is available outside the CAB)

You might not be able to use some of the vehicles in the Encounters folder without the tank packs from the CAB

I highly recommend biting the bullet and downloading the CAB, as a lot of mods are converting over to it to try to avoid the nightmares you just described.
 
@Dialcaliper

i will give your new update another try sometime in near future until then i will stay with 1.0 at least that way i can still enjoy your mechs.
when i installed the CAB i used the installer.
next time i will try the manul version cuz man did it add a bunch stuff i will not use anytime soon.

on a side note...installing CAB broke my mech hangar in game.
had to remove ALL mech mods and reinstall them

also had to verify files to get contracts back.

like i said..i REALLY like what you are doing here...i just need to figure out how to make it work with my 63 or so mods

i think what you said about removing the jkvaraint dependency and loading after XAI may be the answer.
 
Forgive me for snicker I must.

Yea every time someone update a mod I gotta go see if it play nice with the other mods.. oh man what a pain! But I gotta laugh, I truely do because this is part and parcel of modding.. and of course THE MOMENT you've got everything tuned and working nice together.. someone puts out a new mod you just gotta have.. You plug it in, everything breaks..

*face plants keyboard* ARGGGGGG!

At this point I keep an running update of the working mod folder on google drive. ie: if my composite mod doesn't break or crash I back it up! I personally could care less if your mod maker here ever makes a mech engineer version. I've both the steam and the GOG version of the game.. steam for multiplayer, GOG for the modding simply because it easier to install and deal with and futz with. Got a Rougetech install, a XAI install, a XLRP install, and of course my own install which is built around 3025 extended, SLDF divisions and any pre clan mech thats been modded. And also has the benni of being the Vanilla mech lab.
 
SLDF Royal Divisions has been updated for 1.5.1 compatibility, and a couple minor additions

[Mod edit: no unapproved links, no nexus]

Royal Stinger,
A couple of uniques based on the Corsair just for fun (7A because AMS, and Ravager)
Additional Vehicles and Lancedefs
Groundwork for future additions.
 
Hi Dialcaliper,

I was wondering is there any way to run the WR-CAC, Item Collections, and the Encounters without the Weapons Realizer dependency?

I'm able to run the rest of the SLDF Royals just not the above

I'm "one of those people" that's having a serious slowdown hit when using the WR mod and a can't find a reason for it, let alone a work around

Thanks for you work and thanks in advance for any and all help

I'm loving your and JK's work so far and the richness it adds to Battletech.
 
Ok, as of today....

My "play: install of the mods..

Absolutly the latest version of CAB.. the single folder install version (just out today!) because it leaves my mod folder LESS cluttered (trust the old guys this is a good thing!)

SLDF Divisions (latests today)

Weapons Diversity 3025 (as of today.. he did some tweeks.. hopefully flamers aren't doing double damage with double heat sinks now..)

Battletech 3025 Extended.. (put this in last.. if files need to be overwrtitten let extended do the overwriting as extended is a full mod package more or less)

and because I am a LAZY typist.. the rest of the mods.. see screen shot!

Handy Campaign start over Quick Campaign start because I plug some different mechs in, and I like to activate and have flash points running concurrent the the restoration campaign. Run everything at the hardest difficulty and iron man mode, 8 pieces per mech and you find yourself glad the flashpoints are there to aid you in gearing up for the Arano campaign
MyMods-3025.jpg


No conflicts on launch 'cept for the expected no load on JK VarientsSkirmish and VarientsStarLeague (I will enable Skirmish later because that will allow me to check for duped mechs entries and get in and do some fine tuning. VarientsStarleague are superseded by SLDF but is there because ya know, reasons

No clan mechs, no clan tech and no hopefully few or no post 39 war mechs. Currently waiting on more industrial mechs and Primitive mechs to be made to plug them in.

The pirate "franken mechs" recently released are in there.. I like to use the smaller two as part of my starting lance along with the Marshal (from the Project 3029 mod.. I stole it of course..back when I was an active.. um.. "independent"). They're plugged in with Handy Campaign Start. Handy Industrial Weapons has had shop support added so what's there show up. And I am working on some industrial mechs to plug in. No models unfortunately. I just need a walker platform with a large dump box ala mining truck on it..(go look at the Wiz Kids dark age models of various and assorted industrial mechs)

Now all I need is a "war" mod with an dynamic map of the Davion - Capellan boarder. I have no clue where to even start on that.. Hopefully someone much brighter then I shall do such a thing eventually. I suppose it could be scripted out. We have a timeline of the 4th war after all.

All the things we do to keep busy until urban warfare releases... *sigh*

(which I assume will have new maps, new mechs, new Vee's (many!), and new Flashpoints, and maybe, just maybe, a bigger map.
 
Hi Dialcaliper,

I was wondering is there any way to run the WR-CAC, Item Collections, and the Encounters without the Weapons Realizer dependency?

I'm able to run the rest of the SLDF Royals just not the above

I'm "one of those people" that's having a serious slowdown hit when using the WR mod and a can't find a reason for it, let alone a work around

Thanks for you work and thanks in advance for any and all help

I'm loving your and JK's work so far and the richness it adds to Battletech.

Are you also running Mission Control? I had a serious slowdown with that, not sure if it was WR related.

Short answer is that no, the WR-CAC folder is separate specifically because all the stuff in it uses WR/CAC.

That said, you can probably get the encounters working by removing the dependency manually, but you’ll have to disable most of the vehicles as many of them use WR/CAC as well. You could go through the vehicledefs and swap out any weapons that come from the WR-CAC folder “weapons” (anything in weapons_existing will be fine as there are simpler versions in the base SLDFRoyal folder). It’s primarily Ultra AC5, SN-PPC and AMS, maybe another, because I didn’t separate those out in the vehicles like I did the mechs (because complicated reasons)

Once that’s done, for the itemcollections you’ll just have to manually remove any instances of the mechs/weapons/ammo from the WR-CAC folder from the CSVs
 
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Are you also running Mission Control? I had a serious slowdown with that, not sure if it was WR related.

Short answer is that no, the WR-CAC folder is separate specifically because all the stuff in it uses WR/CAC.

That said, you can probably get the encounters working by removing the dependency manually, but you’ll have to disable most of the vehicles as many of them use WR/CAC as well. You could go through the vehicledefs and swap out any weapons that come from the WR-CAC folder “weapons” (anything in weapons_existing will be fine as there are simpler versions in the base SLDFRoyal folder). It’s primarily Ultra AC5, SN-PPC and AMS, maybe another, because I didn’t separate those out in the vehicles like I did the mechs (because complicated reasons)

Once that’s done, for the itemcollections you’ll just have to manually remove any instances of the mechs/weapons/ammo from the WR-CAC folder from the CSVs

Nope ..no mission control

Sounds like a project to get Encounters running

I will give it a shot this weekend when I have time to sit down and figure thing out

Thank You for the reply sir


Edit:

Disregard, I took a chance and turned off the debug and the debug server thingies' ,in CAC, by turning both to false. All is running like a [Mod edit: language] again, so far

Thanks again for the help
 
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DialCaliper,

While using the SLDF Royals folders that run without the dependencies of the CAC or the Weapons Realizer I ran into some issues with the circle of death, namely weapons that are dependent on the CAC and or Weapons Realizer.

The weapons being the LB-X 10 and the Snub Nose PPC

I found that I did not like the changes that WR and CAC made to the game, but I still wanted to able to use you great work, but as stated above I ran into some problems

I went thru the 1st folder of:

"Name": "LC_SLDFRoyal",
"Enabled": true,
"OptionallyDependsOn": [ "cFixes", "JK_VariantsCampaign", "JK_VariantsStarLeague" , "Colo-TankPack1" ],


And found some issues which I have put into this document below, I will try and go thru more folders as time permits

I think your work is awesome and wanted you to be aware of the issues

I hope you don't think this is in anyway a criticism of your mod as stated above I love it and would like to see the non CAC/WR stuff run well
 

Attachments

  • SLDF Royal issues.zip
    694 bytes · Views: 16
I'm sorry, forgot one:

mechdef_atlas_AS7-D-HC



"MountedLocation": "RightTorso",
"ComponentDefID": "Weapon_Autocannon_LB10-X_0-STOCK",
"SimGameUID": "",
"ComponentDefType": "Weapon",
"HardpointSlot": 0,
"GUID": null,
"DamageLevel": "Functional",
"prefabName": null,
"hasPrefabName": false
 
@Mongo101

I should have been explicit - you need to turn the WR-CAC mod folder to "false" in the mod,json, as everything in it (weapons, mechs, ammo, etc) is dependent on WeaponRealizer and Custom Ammo Categories. The only mechs that will dissapear are in the mech_new and mech_unique folders in that mod. Anything in the "mech" folder under WR-CAC is just an inventory overwrite that adds in the WR-CAC weapons and ammo.

To clarify, in the base SLDFRoyal folder there is a version of the LB-10X with the same ID/filename that is a "vanilla" version which is basically just an upgraded AC/10 that uses normal AC/10 ammo. So the 'Mechs that you've listed in your "issues" section should be running fine with WR-CAC disabled, because the parameters that enable that functionality are added separately within that mod folder. (there's a modification to the LB10-X in WR-CAC that just changes the ammo type it uses to the LBX specific ammo)

Any mech that carries an Ultra AC/5 should revert to the loadout in the base SLDFRoyal folders and use an AC/5++ instead and anything that carries special ammo is added to the inventory in WR-CAC and has a vanilla ammo substitute in the base folder.

All mechs that carry the SN-PPC should be in that folder, and should be disabled from loading entirely.

With WR=CAC disabled and set to false, the SLDFRoyal, CAB and DLC folders should load and run fine in vanilla. This will by default disable the Encounters and itemCollections folders. Start there and let me know if you are still having any issues. Once you are there, then the only issues you should be getting having are getting content in the Encounters and itemCollections running.
 
Thank You very much sir both for your work and for the help, sorry if I misunderstood the directions

I will make the changes ASAP and let you know
 
So far so good, I even changed the gifted Centurion , given after the Argo mission , to a Crab-27ls without diffuculty
 
@Dialcaliper

Seems that the problem has been resolved, knock on wood (poster hits head numerous times), thank you very much for that

Is there a way to get the Encounters and the Item Collections running without the dependencies on CAC and WR?, if there is I would be highly interested (understatement) in doing so

Thanks in advance for any and all help
 
Seconded. I've been having fits getting my mod collection to run. Denadan told me that missing gear errors can cause the spawner and skirmish to crap out even if the mechs/vehicles that are bad aren't spawned. So i started trying to clean up all the error references and spent a lot of time in Encounters before just removing the whole mod pack. Still didn't fix my problem, so definitely not throwing shade at you, just saying there's some conflicts in #Encounters it'd be really nice to have cleaned up cuz I REALLY want those missions.
 
so to let everyone know....
@Dialcaliper released an update for this beauty yesterday...with new goodies too!!
 
YES! ANd now that can get Weapons Diversity 3025 to also work with CAC (which was the real hold up for many things!) Now all I gotta do is score a Rifleman-II, and 4 Ultra-5's.. I wonder f the SLDF encounter stuff s working right now? Guess I'll see!