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Space Bob

Private
Nov 26, 2019
23
0
I made the grave mistake of using ingame modloader to use a mod (StoresRestored). Learned later that this prevents new contracts from generating and found info that it is caused by Modloader, not the mod itself. Unfortunately, in the meantime 1.81 went live and it decided to DISALLOW LOADING SAVEGAMES THAT HAD MODS INVOLVED WITHOUT THOSE MODS AND THEIR BUGGY MODLOADER TURNED ON. So I can't turn the damn modloader off anymore - only saves before the mod works, and that's -500 days of campaign. I'm 99% sure nothing would happen if I was allowed to load that damn save - the mod only changes how stuff in stores generate, no big deal. The game also don't recognise that I have the mod anyway, I just now manually replaced the vanilla files with the modded ones instead of using the modloader.

I rolled back to 1.8.0 that allowed loading saves from modded games without mods, but I DOESN'T ALLOW ME TO LOAD THE GAME FROM NEWER VERSIONS! So at best I can load a save from 200 days prior. Oh joy.

In short - Can somebody help me to either disable the stupid overlay preventing me from loading my game or to remove the mod tag from a savegame / edit version tag of a savegame. Or do anything to load my damn game.
 
You can try the save editor on nexus. I'm pretty sure I implemented the ability to remove mod tags from a save....if I didn't poke me and I'll get on it
 
Tried it already, unfortunately it only SHOWS mod tags, doesn't allow changing them

Darn, could have sworn I added that. Try checking back in 5 or 6 hours. I should be able to add it quickly after I'm done work
 
Jamie, your Mod is good for sooo many things.
Also love how quickly and often you update it.
 
I wonder if Lynx7735’s observation in the Mod Support Readme Documentation thread https://forum.paradoxplaza.com/foru...d-support-readme-documentation.1285684/page-2 would help: create an empty mod with the name that ModLoader is looking for. That may create further problems if you have ModTek loading the real mods of the same name, I’ve no idea.

I thought about this, but I was told that it's the mod loader that causes problems, not the mod itself. Modloader is said to cause many problems with the contract generation, someone even reported that contract tab doesn't want to load at all if he has the loader on, even without any mods. Obviously, I'll know for sure once I am able to turn the damn thing off.

Darn, could have sworn I added that. Try checking back in 5 or 6 hours. I should be able to add it quickly after I'm done work
Woah, I skimmed over your first message and didn't realise that the editor is your work. Thank you for your hard work man, this thing is great! I use it from day 1.

Jamie, your Mod is good for sooo many things.
Also love how quickly and often you update it.
QFT
 
New version is live should allow you to remove mods from the required mods list
 
New version is live should allow you to remove mods from the required mods list
Unfortunately, it doesn't seem to work. The required mods list is empty and yet the game still doesn't let me load the save because "StoresRestored is not loaded/installed". When I load the same save again in save editor the mods tags are still gone.

I rather sure I didn't mess anything up, I used your save editor before and had no problems editing saves (I played around with pilot stats)
 
Hmmm, I'll have to double check some stuff. Can you link me the save on Google drive? (You can message me on nexus or post the link there)
 
That may create further problems if you have ModTek loading the real mods of the same name, I’ve no idea.
Having a mod with the same name in the two systems doesn't cause a problem... at least not with BattleTech 1.8.1 and ModTek 0.7.5.

I discovered one of my personal mods that appeared to start working using the built-in with 1.8.1 was only working in skirmish. I didn't create an empty mod for the built-in since it wasn't working anyway... just copied the mod to both locations.