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I can not upload the file, but here are the Values with Double Armor:

Filename: emod_armorslots_clstandard.json

{
"Custom": {
"Color": {
"UIColor": "Gold"
},
"WorkOrderCosts": {
"Install": {
"TechCost": "[[Chassis.Tonnage]] / 15",
"CBillCost": "[[Chassis.Tonnage]] * 1.5"
}
},
"Weights": {
"ArmorFactor": 0.01
},
"ArmorStructureChanges": { "ArmorFactor": 2.0 },
"Category" : {
"CategoryID" : "Armor"
},
"CASE": {
"AllLocations": true
}
},
"Description" : {
"Cost" : 250000,
"Rarity" : 0,
"Purchasable" : true,
"Manufacturer" : "Clan",
"Model" : "Clan Standard",
"UIName" : "Armor (C)",
"Id" : "emod_armorslots_clstandard",
"Name" : "Standard Armor (C)",
"Details" : "While otherwise identical to standard BattleMech Armor, Clan Armor incorporates C.A.S.E. technology. <b><color=#00ff00>CASE Enabled</color></b>",
"Icon" : "uixSvgIcon_action_end"
},
"BonusValueA" : "CASE ENABLED!",
"BonusValueB" : "",
"ComponentType" : "Upgrade",
"ComponentSubType" : "NotSet",
"PrefabIdentifier" : "",
"BattleValue" : 0,
"InventorySize" : 1,
"Tonnage" : 0,
"AllowedLocations" : "CenterTorso",
"DisallowedLocations" : "All",
"CriticalComponent" : false,
"statusEffects" : null,
"ComponentTags" : {
"items" : [
"component_type_stock"
],
"tagSetSourceFile" : ""
}
}
 
Question in the round:
I noticed a few things, but I do not know if you can classify them as Bug.

1. At the "Raven Flashpoint" I meet in the first mission a ... Raven ...!?
I thought that was fixed with the updates 1.6.1 and 1.6.2 and the Raven appears only AFTER the Flashpoint?

2. Affects possibly CAC: In almost every Round, the wrong Damage Values are shown right below my Weapons. Only when I have clicked on each Weapon once, the correct Value is displayed. I have to repeat that for almost every move. But I already know this "Bug" from previous versions of CAC.

3. In XLRP 1.4, it sometimes happens that the game no longer responds to mouse clicks in the middle of combat.. Only with the ESC Key I come to the Menu to save. Then load this Savgame and then I can continue to play normally.
Does anyone else have these "Mistakes"?
 
I have seen the Raven in couple of missions and I have not completed the Raven Flashpoint yet. As matter of fact, I have not completed any flashpoint. On my current career, time elapsed since I started is roughly 40+ days.
 
question, how can I get pass the salvage screen? I did save the mission before the last mech, continue with the mission and got the same thing as this morning.... I select my salvage but can' confirm.....
 
I restarted the game, loaded the mission, killed the last mech and .... it didn't finished. I get stuck on the endless cycle of turns.... here is the output log. I guess, will have to skip this mission.
 

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  • output_log.txt
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The overly high headshot rate is from AIM's configuration. The AIM_settings.json in the XLRP directory contained:

/* Enable clustering effect for called shots against mechs. Default true. */

"CalledShotUseClustering": true,

/* Increase or decrease called shot multiplier against mech. 0 to disable called shot, 1 is original strength.
* Default is 0.33 to counter the effect of CalledShotClusterStrength. */

"MechCalledShotMultiplier": 1,

With clustering set to true and combined with the standard called shot multiplier, the called shot rates get massive. I tuned "MechCalledShotMultiplier" down to the suggested 0.33 when clustering is enabled and heatshots for my pilots with called shot mastery were maxing out in the 18-20% rate. Still a bit higher than the vanilla 14-15%, but not the absurd 40% rate.
 
question, how can I get pass the salvage screen? I did save the mission before the last mech, continue with the mission and got the same thing as this morning.... I select my salvage but can' confirm.....

The only solution for me was to delete "Custom Salvage" in the Mods folder. I was stuck in this Endless loop as well.
You may then have to load a Savegame BEFORE the Battle, so on the Argo.

Edit:
I have thus lost an Atlas II SLDF as Salvage (Head Shot) ... :(
 
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I also deleted "Custom Salvage" from Mods folder.
I have only had ONE instance of it looping endlessly since deleting "Custom Salvage", This was when I tried salvaging anything from
a Mech with (SLDF) in the name/description.
 
Guys thanks for the information. So, if I delete this customs salvage from the mod folder, will it impact any other mod or the game?
I think you will just loose the ability to create a mech from different variants, correct me if I am wrong.

@ XTRMNTR2K
Just had the salvage screen crash, again. It was when I selected a mech part from a Stinger SLDF.

I had 2 priority & 6 random salvage, Selected a commando part and a Stinger SLDF part. As soon as I dropped the Stinger SLDF part into the list, it disappeared, and the list now only
shows the commando part and the 6 random stots with all buttons greyed out.

I think it has something to do with the following
[WARNING] CULLED ILLEGAL MECH COMPONENT (Gear_HeatSink_Generic_Double) of RARITY (10). From Random Upgrade? False.

Before a heap of
[ERROR] System.InvalidOperationException: Comparison threw an exception.
are thrown.

Attached is a copy of my logs.
 

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  • BT-Logs.zip
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I think you will just loose the ability to create a mech from different variants, correct me if I am wrong.

@ XTRMNTR2K
Just had the salvage screen crash, again. It was when I selected a mech part from a Stinger SLDF.

I had 2 priority & 6 random salvage, Selected a commando part and a Stinger SLDF part. As soon as I dropped the Stinger SLDF part into the list, it disappeared, and the list now only
shows the commando part and the 6 random stots with all buttons greyed out.

I think it has something to do with the following
[WARNING] CULLED ILLEGAL MECH COMPONENT (Gear_HeatSink_Generic_Double) of RARITY (10). From Random Upgrade? False.

Before a heap of
[ERROR] System.InvalidOperationException: Comparison threw an exception.
are thrown.

Attached is a copy of my logs.

That's highly interesting. If it is indeed the double heatsink that is causing this, there is a chance that 10 is an invalid value for rarity. Vanilla has 100, by the way (used to be 99 I think). Normally only values from 0-5 or so are used, iirc.

What you could do is go to

Code:
XLRP\StreamingAssets\data\heatsinks\Gear_HeatSink_Generic_Double.json

and change the rarity to something like 3 and see if that changes anything.

Can't get much done these days, so it would a huge help. And thanks again for the report and your logs.

@ XTRMNTR2K
Bug found on "chassisdef_nightstar_NSR-9J". Head InventorySlots: 31...

Will be fixed for the next update. No ETA, though.
 
I changed the rarity value change and the game went through OK, no crash. Played another mission and it crashed on another item, found it to also be set to rarity of 10.

Whatever HBS changed in the way rarity is factored seems to have made a rarity of 10 invalid or maybe they have it reserved for something in a future DLC or update?

So I went through and changed any rarity values of 10 to something else and have not had a Salvage screen lockup yet.
 
Pretty sure it has nothing to do with the Rarity Value. I salvaged a Royal Mongoose and a Double Heat Sink with no problem in one mission, but on the SLDF Stinger the salvage screen choked. My guess is that it is connected to that particular chassis (and possibly others with the same error, whatever it may be)

EDIT: I checked the mechdef file for the SLDF Stinger and it seems to be missing the emod_kit_DHS component (which the Royal Mongoose has), which would make Double Heat Sinks illegal on that mech. The Stinger has it in the chassisdef file in the FixedEquipment section instead. I guess that doesn't work properly and therefore *boom*.

EDIT2:I also noticed that the entries for the emodkit_kit_DHS in the chassisdef for the Stinger is missing the line "prefabname": null. no idea if that has any bearing on anything.

Entirely different question: what difficulty settings do you normally use with advanced difficulty settings? With the default settings, I am under the impression that you get way too much money and your pilots become gods in a ridiculously low amount of time.
 
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Guys, just to add my two senses, I had the same issue with salvage screen and end up removing the custom salvage. When my mission locked up if I remember correctly there was a Stinger SLDF on that mission. Before that mission, I had seen other SLDF mechs and I had no issues with the Salvage screen. So @TheGrue you might be right about the Stinger might be part of the issue.
 
this is weird...i am currently in a playthru not using xlrp BUT i am using Custom Salvage.
i have not had ANY issues with custom salvage and lock ups on the salvage screen.

there must be something else going on involving mech chassis yes?
 
good morning gentlemen....well it happened again..... playing a 2 skull destroy a Marik factory, I got the salvage issue. on this mission there were 2x mongoose, 1x hunchback and 1x Vinnie... selected my first from 2x salvage option and it happenned... screen would not allow my second salvage and the confirm button greyout.
 

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  • output_log.txt
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good morning gentlemen....well it happened again..... playing a 2 skull destroy a Marik factory, I got the salvage issue. on this mission there were 2x mongoose, 1x hunchback and 1x Vinnie... selected my first from 2x salvage option and it happenned... screen would not allow my second salvage and the confirm button greyout.

Did that happen with or without "Custom Salvage"?