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Yes, it's 3049. Ok, than i switch back to 3030. THIS is a little bit to Easy for me... ;)

How does it work with the installers? Do I have to delete the XLRP folders before I install the 3030 variant? Or can I simply install the installer over the 3049?

Edit:
I deleted the Folders and reinstall the 3030 Variant.
 
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Yes, it's 3049. Ok, than i switch back to 3030. THIS is a little bit to Easy for me... ;)

How does it work with the installers? Do I have to delete the XLRP folders before I install the 3030 variant? Or can I simply install the installer over the 3049?

Edit:
I deleted the Folders and reinstall the 3030 Variant.

Glad it worked. Yes, you could simply remove all 3049-related folders (main mod and DLC addons), that would also work. Keep in mind removing mechs, weapons, etc. may have an impact on and break ongoing campaigns. It can even break your ability to start singleplayer skirmish games. Just a heads-up.
 
good morning ... I found maybe a bug. Still on my first planet, New Abiline. This is probably my 6 or 7 mission on the same planet. Time on the career has only advance maybe 8 days max. The mission is an escort mission. As soon as I secure the meeting point, the APCs show up and the problem as well. It was my turn to advance, but couldn't. The only thing I could do was hit the done key. Then it was the Allies turn, and the game goes into an enless loop, the transports wouldn't move.
 

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good morning ... I found maybe a bug. Still on my first planet, New Abiline. This is probably my 6 or 7 mission on the same planet. Time on the career has only advance maybe 8 days max. The mission is an escort mission. As soon as I secure the meeting point, the APCs show up and the problem as well. It was my turn to advance, but couldn't. The only thing I could do was hit the done key. Then it was the Allies turn, and the game goes into an enless loop, the transports wouldn't move.

Great catch! Looks like I forgot to add some vehicle movedefs to the main folder. I'll release a fix for it. Let me know if anything else pops up.
 
@XTRMNTR2K : when I first released CBTMovementCore, in non-combat movement mode you reported that it wouldn't auto-select the next pilot and let you move the next one until the previous finished. But I didn't see that behavior and couldn't reproduce it. If you didn't track down the difference, the behavior seems to be a side effect of something with CustomAmmoCategories. I see the behavior you reported when running XLRP, and if I drop a copy of CustomAmmoCategories in my minimal mods setup I start seeing it there too.

Also, on XLRP's nexus page you credited CBTMovementCore to Morphyum. I can only dream of being as good a modder as Morphyum. ;)
 
@XTRMNTR2K : when I first released CBTMovementCore, in non-combat movement mode you reported that it wouldn't auto-select the next pilot and let you move the next one until the previous finished. But I didn't see that behavior and couldn't reproduce it. If you didn't track down the difference, the behavior seems to be a side effect of something with CustomAmmoCategories. I see the behavior you reported when running XLRP, and if I drop a copy of CustomAmmoCategories in my minimal mods setup I start seeing it there too.

Also, on XLRP's nexus page you credited CBTMovementCore to Morphyum. I can only dream of being as good a modder as Morphyum. ;)

Thanks for letting me know! And sorry about the mix-up - that was an oversight. I'll correct it on the nexus page and will upload a corrected readme with the next update.

I also suspected it might be related to CAC, maybe the Target Ground feature. I could ask KMiSSioN about it when I get around to it.
 
@XTRMNTR2K ... installed the hotfix yesterday and the problem with the vehicles movement is fixed. I replayed the mission and completed it with no issues. However, there still a small odd behavior, which I will keep an eye for the next escort mission. The behavior is that when your mech secure the vehicle spawn location, the next turn the selected mech gets a circle kind of indication is its turn, but nothing happens, so you have to hit the done key for the whole lance. But after that turn, the enemy spawn and your vehicles start moving and your lance as well. After that turn, every runs smoothly.
 
@XTRMNTR2K ... installed the hotfix yesterday and the problem with the vehicles movement is fixed. I replayed the mission and completed it with no issues. However, there still a small odd behavior, which I will keep an eye for the next escort mission. The behavior is that when your mech secure the vehicle spawn location, the next turn the selected mech gets a circle kind of indication is its turn, but nothing happens, so you have to hit the done key for the whole lance. But after that turn, the enemy spawn and your vehicles start moving and your lance as well. After that turn, every runs smoothly.

Yeah, there are some oddities here and there. Sometimes player units don't get their turn, even though combat hasn't started yet (which it usually does *after* the turn ends), etc.

As I'm not sure which mod(s) cause this odd behavior, there's not much I can do about it at the moment, I'm afraid.
 
@XTRMNTR2K ... so far, it is simply awesome the way the mod enhanced the game. I have no issue, at least yet with the salvage screen. I just moved the Argo to another planet. My first planet, I had completed around 7 missions in total (left the 3 skulls and higher alone) and no issue saved the escort mission.
 
@XTRMNTR2K ... so far, it is simply awesome the way the mod enhanced the game. I have no issue, at least yet with the salvage screen. I just moved the Argo to another planet. My first planet, I had completed around 7 missions in total (left the 3 skulls and higher alone) and no issue saved the escort mission.

I'm happy to hear you're having fun! :)

By the way, I just uploaded another hotfix for the main file. There was an issue in one of the itemCollections which could break the store inventory. Many thanks to dyndak for finding the issue!
 
@ XTRMNTR2K
Can you tell me which file (s) you have changed in HF3? I have done a lot of "fine tuning" on some files and really only want to replace those that have actually been changed.
 
@ XTRMNTR2K
Can you tell me which file (s) you have changed in HF3? I have done a lot of "fine tuning" on some files and really only want to replace those that have actually been changed.

The only one I modified was XLRP\StreamingAssets\data\itemCollections\itemCollection_Components_base.csv. You could even fix the issue yourself by adding a blank line at the end (which was missing for some reason).

Out of curiosity, what sort of changes are you working on? :)
 
Is the massively increased effectiveness of called shots intended? When I started getting 40% head shot chance it started making head shot kills extremely cheesy. Do you know if it's AIM or some other mod which is buffing it so high? I'd like to turn it back down.

Also, I've been playing without CustomSalvage and no issues with the salvage screen so far. Which is good as I keep forgetting to save before killing off the last enemy.
 
@ XTRMNTR2K
Thanks for the answer. I found this file, but I was not sure if not more was changed.

I do nothing great. Just a few adjustments to the inventory sizes of weapons and equipment (To say it in the Words of Tim Taylor: "More Power!").
My "Main Gear" is a Customized Clan Armor of the Dire Wolf and the Supernova, in which the Armor is raised to 1.7x while significantly reducing the total Weight ....
And Yes, i know, it's Cheating ... ;)
 
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Is the massively increased effectiveness of called shots intended? When I started getting 40% head shot chance it started making head shot kills extremely cheesy. Do you know if it's AIM or some other mod which is buffing it so high? I'd like to turn it back down.

Yeah, I noticed it myself. Pretty sure it's in AIM somewhere, didn't have the time to dig in yet.

It's definitely on my to do list, though.


Also, I've been playing without CustomSalvage and no issues with the salvage screen so far. Which is good as I keep forgetting to save before killing off the last enemy.

That's good to hear. I also believe it is something about CustomSalvage that causes the issue, but I'd rather have it fixed than play without it. Being able to choose which variant to assemble (and when) is just too cool and useful not to have! (As well as partially broken Mechs and equipment after assembly, which makes sense, IMHO.)


@ XTRMNTR2K
I do nothing great. Just a few adjustments to the inventory sizes of weapons and equipment (To say it in the Words of Tim Taylor: "More Power!").
My "Main Gear" is a Customized Clan Armor of the Dire Wolf and the Supernova, in which the Armor is raised to 1.7x while significantly reducing the total Weight ....
And Yes, i know, it's Cheating ... ;)

As long as it's fun it's cool. :D

Haven't had a good look at the ME armors in a while, what exactly is the value that raises armor per ton? FF only has weight reduction, if I remember correctly.