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antibry

Corporal
1 Badges
Jun 27, 2009
31
1
  • Sengoku
Ack. So, I've been on an odyssey since 1.5 dropped. I've tried clean installs, rolling back to 1.3, rolling back to modtek 6.0, no matter what I try I can't shake this bug with BT Extended 3025 loaded. When I go to a system and check the contracts, the usual "connecting to" spinny appears but spins about twice as fast as normal, but no contracts on any planets.

I was doing fine on 1.4, by which I mean I had tons of cosmetic bugs but ever since I stopped ctrl-alt-del out of the game and corrupting it I was actually able to make progress and get halfway through a career. I kind of don't want to roll back to the known-buggy version, especially since people have had my issue and beat it. I have 850 hours in and I swear the last 100 haven't counted because it's just been me patching and rolling back and steam validating my files and... sigh.

I'm not an expert, but here's the most suspicious part of my output log:

MissingMethodException: Method not found: 'BattleTech.Framework.LanceOverride.RunMadLibs'.
at (wrapper dynamic-method) BattleTech.Framework.TeamOverride.RunMadLibs_Patch1 (object,BattleTech.Contract,BattleTech.Data.DataManager) <0x00087>
at BattleTech.Framework.ContractOverride.RunMadLibs (BattleTech.Data.DataManager) <0x00184>
at BattleTech.Framework.ContractOverride.SetupContract (BattleTech.Contract) <0x0007f>
at BattleTech.Contract.SetupContext () <0x00036>
at BattleTech.SimGameState.PrepContract (BattleTech.Contract,BattleTech.Faction,BattleTech.Faction,BattleTech.Faction,Biome/BIOMESKIN,int,BattleTech.StarSystem) <0x0023b>
at BattleTech.SimGameState/<StartGeneratePotentialContractsRoutine>c__Iterator1.MoveNext () <0x036b7>
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator,intptr) <0x00058>

The only other thing I'm doing is manually editing the simgameconstants to change my starting mechs and give myself an extra zero worth of C-bills to buy exotic light/med mechs (since I don't know how to add mechs that don't appear in streamingassets/mech ), but I kinda doubt that's it. I can't play Vanilla, knowing that there are Unseen mechs for me to See for the first time (kinda).

HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLLLP 850 hours, not like this...
 

Attachments

  • output_log.txt
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Oho! Now we're on to something! from my modtek log:
ModTek v0.7.1 -- 3/14/2019 10:34:15 PM
Building new config.
Not loading BT_Extended_3025_Plus because it is disabled
Not loading JK_VariantsSkirmish because it is disabled
Not loading JK_VariantsStarLeague because it is disabled
Building new load order!

3025 Plus shouldn't be disabled! I messed around with the old "battletech mod manager" for a bit before I realized it was ancient and unsupported (lol). How do I un-disable a mod? What config file is that?
 
Look at the mod.json in the mods folder.
First couple of lines will have the enable....true false
 
Ok, that wasn't it. I couldn't find the config file so I reinstalled the Mod Manager that I'm pretty sure disabled 3025 Plus long enough to un-tick "disable". I had 1.8 of the community asset pack, now I have 2.2
 
I'm running into the same exact issue. It's something to do with the BT1_4_MadlibsFix-master mod that comes with JK's Rarity Tables. I tried downloading the 1.01 update for the MadLibs Fix mod by IceRaptor, but I'm still getting the same error.
 
I'm running into the same exact issue. It's something to do with the BT1_4_MadlibsFix-master mod that comes with JK's Rarity Tables. I tried downloading the 1.01 update for the MadLibs Fix mod by IceRaptor, but I'm still getting the same error.

I've actually isolated a problem down to that specific piece of code, as well, that causes my old (1.4) saves to fail to load in 1.5; even a basic generic (unmodded set) now fails to load.

I'm also getting a "Failure to Rehydrate" message in the logs BattleTech_Data/output_log.txt log, as well, and I KNOW those are closely related. No error in the ModTek log, though.

Frustrating, as I can play with SOME mods, but not my current campaigns, as I'd added in the Star League Mods. I tried seeing if there was a newer version of MadLibs (there "is" though it's marked as older in the configuration file), but I think there's something wrong with that for 1.5, too. HOWEVER, IRBT1_4MadLibs (and it's alternate form) are specifically for the 1.4 Patch; it's meant to be a hack until HBS has fixed the problem.

So, with testing, it appears that the fix is straightforward; set Madlibs to unenabled, and then edit the JK Rarity JSON files to remove the dependancy on Madlibs (you need to do all four, or it will fail to load). JK_Rarity doesn't appear to actually need Madlibs any longer; HBS seems to have fixed the issue.

Hope that helps you. I'm still going to be gingerly working my way back through the rest of the mods, even though I think they are all good now.
 
Yep, It turns out that the MadLibs fix was 'added' into the 1.5 patch, so you don't need it anymore. Just modify the mod.json file in any mod that depends on it and remove the dependency for it.
 
The above needs to be shouted from the rooftops.

Lots of people's saves aren't loading post 1.5/0.7.1.

Removing Madlibs and the Z_Sab_JK_RarityTables dependency on it solved everything for me.
 
also been noticing performance issues with weapon realizer post 1.4/1.5
removing it stops the combat slideshow and brings the fps up to proper levels.
unfortunately some mods have a dependency on it