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Hey,

I just saw this mod on Edmons Youtube channel. Just a quick question. Is this mod intended or compatible with the vanilla campaign or is this Carreer mode only? Than you in advance.

You have to skip the tutorial part of the game, but it *should* work with the campaign. Please note that I didn't test the entire campaign, so there is still a small possibility of campaign-related bugs. I did, however, adjust the loadouts of some Mechs that appear in campaign mode, so rest assured the mod is meant to be as compatible with it as possible.
 
@Tyutyu .. I have played the campaign with the mod and never had a problem with story missions or regular missions...so it worked great, until the Locura mission, in which after beating all mechs, and completing the goal, I can't trigger the mission complete.
 
@Tyutyu .. I have played the campaign with the mod and never had a problem with story missions or regular missions...so it worked great, until the Locura mission, in which after beating all mechs, and completing the goal, I can't trigger the mission complete.

Thank you for the info guys. i64man did you get this bug : https://forum.paradoxplaza.com/foru...filled-mission-doesnt-end-workaround.1094677/ ?

I would love to use a mod like this that is light enough not to kill my PC. My PC is ok with the base game but it cannot handle Roguetech and runs out of memory mid missions and I lose my saves every time...
 
@ tripplestrengthmisnomer ... I had that problem in the past, I did as @XTRMNTR2K suggested, make sure that you have the latest updates and play the game.... when that happened again, as it does to me, I place the mech in storage and advance the day by one day and then ready the mech again which take one more day. but after that all the missing components are there and you can then load the mech with the configuration you choose
Thank-you, I will try this tonight. I wanted to check with all you folks as it took most of my funds to purchase an unusable shelf piece that is otherwise pretty special.
 
Thank you for the info guys. i64man did you get this bug : https://forum.paradoxplaza.com/foru...filled-mission-doesnt-end-workaround.1094677/ ?

I would love to use a mod like this that is light enough not to kill my PC. My PC is ok with the base game but it cannot handle Roguetech and runs out of memory mid missions and I lose my saves every time...

I can't say much about memory usage, unfortunately. It'll probably be a bit more than vanilla, but not as much as RT needs. This mod uses Custom Ammo Categories though, which may or may not introduce a slight reduction in performance during combat, depending on your system. The next release will use a newer version of CAC, which should improve performance quite a bit (especially when logging is enabled for that mod).

@TripleStrengthMisnomer Glad to hear it! :)

@i64man I can't remember anymore - did you ever manage to finish or skip that mission? Using debug mode might help. I think it was HBS_Eck who posted this neat guide to enabling the debug tools: [Link to Google Docs]
 
@XTRMNTR2K ... I was able to use the debug tool and finish the mission. The problem was that afterwards, I get stuck on the mechbay and can't get out, can't save the game and disable the debug... so on the campaign, the only thing left for me to finish it is the duel with Victoria....now on my career, I am down to 400+ days left, and no problem whatsoever
 
AIM - Attack Improvement Mod - with Spartan Settings Preset enabled

Sry for the newb question but how can I change what preset I want to use? Do I have to copy the full mod into my mods folder or do I have to leave out the settings.json file I dont want and only leave settings.spartan.json in the folder?
 
AIM - Attack Improvement Mod - with Spartan Settings Preset enabled

Sry for the newb question but how can I change what preset I want to use? Do I have to copy the full mod into my mods folder or do I have to leave out the settings.json file I dont want and only leave settings.spartan.json in the folder?

You drop the AIM folder into your mods directory as usual and then rename the settings.spartan.json to settings.json (after either deleting or renaming the original settings.json). You should probably keep the original one renamed as a backup in case you don't like the spartan settings.
 
Managed to install everything recommended in the OP. The AI plucked my eyes out and gave it back to my dead mechs twice on the first mission (Mining Collective). Then I started using "Reserve" to reserve my 2 light mechs ( I started with a Commando ). I had one more battle with 1 skull. It was hard but much fun.

So far 10/10. Thank you for this mod and the help to get it to work for Edmon and all of us.

Are you planning to Compile the mods into a pack? I counted 59 folders in my mod folder after intalling everything.

Note! There is NO Raven anywhere on the internet. I saw it in Edmons Video so I am guessing, the author has removed that mech...Is it possible to add it later if I managed to find the files for it if I have already started my Campaign?

Cheers.
 
Managed to install everything recommended in the OP. The AI plucked my eyes out and gave it back to my dead mechs twice on the first mission (Mining Collective). Then I started using "Reserve" to reserve my 2 light mechs ( I started with a Commando ). I had one more battle with 1 skull. It was hard but much fun.

So far 10/10. Thank you for this mod and the help to get it to work for Edmon and all of us.

Thanks for the feedback! I'm happy to hear you're having a blast. :D


Are you planning to Compile the mods into a pack? I counted 59 folders in my mod folder after intalling everything.

XLRP 1.4 will make use of the Community Asset Pack, so all Mechs (a lot of them!) will come as part of the Mod.


Note! There is NO Raven anywhere on the internet. I saw it in Edmons Video so I am guessing, the author has removed that mech...Is it possible to add it later if I managed to find the files for it if I have already started my Campaign?

Yeah, I heard about that. Wasn't even aware about it being removed to be honest.

If you do manage to get your hands on the files, you should be able to use it in an ongoing campaign, yes. For 1.4 (whenever that will be released) the Raven is planned to be part of the mod. However, since it is also part of Urban Warfare, I'm not yet sure how exactly it'll be included (maybe in an UW and non-UW variant along with its ECM in two variants? I dunno).
 
@XTRMNTR2K .... I am also experiencing the same ish bugs as i64man on the Castle Nautilus mission, second part. I was unable to trigger any of the events, yangs explosion, the dropship destruction, the artillery rounds or spawn the 3rd and final lance. Have attached a couple of logs to see if it helps.
I will be backing up my mods folder and will reinstall the Mod and extras I use, using the latest versions and try again. May start from a couple saves before taking the mission to see if that helps as well.
 

Attachments

  • Castle Nautilus-Logs.7z
    52,6 KB · Views: 4
@MadMungo ... I played that mission several times, on the vanilla game, with the CCC mod and with the XLRP, and never had an issue...the problem you describe is what I am still experience with the Locura mission, part one of the final campaign mission
 
@XTRMNTR2K .... I am also experiencing the same ish bugs as i64man on the Castle Nautilus mission, second part. I was unable to trigger any of the events, yangs explosion, the dropship destruction, the artillery rounds or spawn the 3rd and final lance. Have attached a couple of logs to see if it helps.
I will be backing up my mods folder and will reinstall the Mod and extras I use, using the latest versions and try again. May start from a couple saves before taking the mission to see if that helps as well.

Thank you for the log files.

There are a few things I'd like to point out:

1. Remove any and all Clan Mechs from your installation. XLRP at this time does not officially support any Clan Mechs or equipment. In fact, at least one Nexus user reported that the mod would not work at all in conjunction with several Clan Mechs.

2. Remove JK_Variants. It is already part of XLRP (with a few exceptions, like the special skirmish-only Mech variants).


As for the logs, there are some interesting errors in there which don't quite make sense to me. This one in particular is interesting:

Code:
2019-05-12T19:13:43 FYLS [LOG] --- ending round 5 ---
2019-05-12T19:13:43 FYLS [LOG] [03_ObjectiveTimer_OstagaardDialog1] - Advance Timer Fired
2019-05-12T19:13:43 FYLS [LOG] Dialog_AsyncOstegaard2.CheckTimerObjectiveConditional - Evaluating message[OnTimerUpdated]
2019-05-12T19:13:43 FYLS [LOG] Dialog_AsyncOstegaard2.CheckTimerObjectiveConditional - FAILED - DurationRemaining != 5
2019-05-12T19:13:43 FYLS [LOG] Dialog_AsyncOstegaard3.CheckTimerObjectiveConditional - Evaluating message[OnTimerUpdated]
2019-05-12T19:13:43 FYLS [LOG] Dialog_AsyncOstegaard3.CheckTimerObjectiveConditional - FAILED - DurationRemaining != 3
2019-05-12T19:13:43 FYLS [LOG] 03_Dialog_AsyncOstagaard1.ObjectiveMatchesConditional - Evaluating message[OnTimerComplete]
2019-05-12T19:13:43 FYLS [LOG] 03_Dialog_AsyncOstagaard1.ObjectiveMatchesConditional - PASSED - Objective matches guid of message.
2019-05-12T19:13:43 FYLS [LOG] 03_Dialog_AsyncOstagaard1 - Conditional passed, sending 0 transmission(s) and firing 1 result(s)
2019-05-12T19:13:43 FYLS [LOG] 03_Dialog_AsyncOstagaard1 - Only triggering once.
2019-05-12T19:13:43 FYLS [LOG] Transmitting 03_Dialog_AsyncOstagaard1 from OnTimerComplete
2019-05-12T19:13:43 FYLS [ERROR] CRITICAL ERROR, PLEASE REPORT:
Delegate OnMessage - Standard for message type OnTimerComplete failed with exception
Object reference not set to an instance of an object
  at BattleTech.Designed.DialogResult.Trigger (.MessageCenterMessage inMessage) [0x00000] in <filename unknown>:0
  at BattleTech.Framework.TriggerResponse.Transmit (.MessageCenterMessage message, SignalType originalSignalType) [0x00000] in <filename unknown>:0
  at BattleTech.Framework.SmartTriggerResponse.OnMessage (.MessageCenterMessage message) [0x00000] in <filename unknown>:0
  at MessageCenter.SendMessagesForType (MessageCenterMessageType messageType, .MessageCenterMessage message) [0x00000] in <filename unknown>:0
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery2.ObjectiveMatchesConditional - Evaluating message[OnTimerComplete]
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery2.ObjectiveMatchesConditional - FAILED - Objective did NOT match guid of message.
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery3.ObjectiveMatchesConditional - Evaluating message[OnTimerComplete]
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery3.ObjectiveMatchesConditional - FAILED - Objective did NOT match guid of message.
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery4.ObjectiveMatchesConditional - Evaluating message[OnTimerComplete]
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery4.ObjectiveMatchesConditional - FAILED - Objective did NOT match guid of message.
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery5.ObjectiveMatchesConditional - Evaluating message[OnTimerComplete]
2019-05-12T19:13:43 FYLS [LOG] SecondaryArtillery5.ObjectiveMatchesConditional - FAILED - Objective did NOT match guid of message.
2019-05-12T19:13:43 FYLS [LOG] [03_ObjectiveTimer_OstagaardDialog1] - Timer Complete. Duration complete action: [IgnoreObjective]
2019-05-12T19:13:43 FYLS [LOG] [03_ObjectiveTimer_OstagaardDialog1] - Objective Ignored
2019-05-12T19:13:43 FYLS [LOG] [03_ObjectiveTimer_OstagaardDialog1] - timer is finished and won't restart any more.

At the beginning it looks as though something messes with the timer, which causes Ostergaard's dialog not to play. That, or something is changing event IDs, which is even more weird (and unexpected). As a consequence, it appears that several triggers aren't activated, which leads to the situation you described.

Could you post a complete list of mods you were using when this log was created?
 
@XTRMNTR2K .... Sure thing.

I also tried it again after re installing all the mods from scratch and it went through fine until I got Kamea Killed.
There is still errors in there so I might do a complete uninstall and reinstall to see if it fixes more of the errors but I don't think it will as with the last clean install
I had there was still errors being thrown with a fully stock, non-modded, install.
 

Attachments

  • Castle Nautilus-working-Logs.7z
    102,8 KB · Views: 4
  • non mech mods.txt
    1,6 KB · Views: 11
  • Mechs installed.txt
    1,8 KB · Views: 5
@ MadMungo.... whenever you reply this mission, once you come up with the SLDF mech, take care of the scout lance and the reinforcements as quick as possible, move within the area you came out from the mountain but stay within that general area..... once the last of the reinforcement is destroyed, move the heavy mechs close to the left side of the exit and use the SLDF Griffin to trigger the orbital bombardment ..... move the SLDF mechs to the left edge and wait .... use the griffin as a scout and flanker.... if you stayed close to the edge the mechs come at you one at a time, with make it easier to face the Battlemaster, Awesome and Zeus.
 
@XTRMNTR2K .... Sure thing.

I also tried it again after re installing all the mods from scratch and it went through fine until I got Kamea Killed.
There is still errors in there so I might do a complete uninstall and reinstall to see if it fixes more of the errors but I don't think it will as with the last clean install
I had there was still errors being thrown with a fully stock, non-modded, install.

I am happy to hear that it seems to be working now. There is a chance the issue is a vanilla one (I believe I have heard of this before), in any case.

Many thanks for your logs and mod lists! To be honest, I am amazed the game works at all - there are so many mods that might cause a conflict (or two, or three...) and there are some I don't even know. Generally speaking, the more heavily your installation is modded beyond my recommendations the less I can guarantee the mod will run at all.

Speaking of which, I know I had Quickcam as a recommended mod for 1.3.1, but it won't be for 1.4 anymore. The mod conflicts with a new Custom Ammo Categories feature. Just a heads-up.

In any case, the idea is to make XLRP 1.4 a more complete experience (think Roguetech, which is its own complete package), so that users need (and should) download less optional stuff. But it's still a long road until then.
 
@XTRMNTR2K .... Yep there is a lot of mods, I think I could shrink it by about a quarter. Regarding Quickcam, I will be stopping usage as it pans & zooms to mech being fired apon
then quickly pans away in random direction and back to the mech again. I like extra mechs to play with so they are staying.

@i64man .... Thanks for that strategy, never thought of it. I tale out the firestarter first, due to the double Heatsink bug (+80 heat ALWAYS from 4 flamers = almost instant shutdown) then I back Kamea up closer tothe Castle door to draw the other 3 mechs close and sprint away from them so Yang can set off his trap. I only Kamea killed cause I got within melee range of the almost destroyed lonely BattleMaster.
 
@i64man .... Thanks for that strategy, never thought of it. I tale out the firestarter first, due to the double Heatsink bug (+80 heat ALWAYS from 4 flamers = almost instant shutdown) then I back Kamea up closer tothe Castle door to draw the other 3 mechs close and sprint away from them so Yang can set off his trap. I only Kamea killed cause I got within melee range of the almost destroyed lonely BattleMaster.

It's actually quite easy to win this mission. Just kill the starting enemys, move to the extraction point with everything but one mech, then move the remaining mech left to trigger the "bombard dropship"-event. Eject this mech, mission won. No need to deel with the remaining enemies ;)
 
true that there are other ways to complete the mission, but if you are building your assault mech force, there are 3 mech here that if you are missing pieces, you can finish them