Re-starting BattleTech after a few years and I was getting really dark MechWarrior portraits and Mechs in the Repair Bay were similarly really dark, almost black.
Dropping down from 3.0.5 to 3.0.4 fixed that. Hat tip to RhNakur in the Bug Reports tab for the suggestion, that fixed things up for me.
Very nice mod - but I have noticed strange issue. Namely, when creating character, neither tattoos nor scars are working (showing) on the big character picture. They are still working fine for miniature picture (but the big picture stays decal-less, even after creating character, when viewing it from barracks).
It seems that whatever you did to make texture decals persist, also nuked rendering "face" decal textures. It is possible that decals on randomly generated characters of other pilots is missingm too (can't be sure, as you never know if they were supposed to have tattoos/scars in the first place), and it might be that other decals - ones that I haven't noticed - are missing, too.
I really hope you will be able to determine root of the issue.
I just wanted to report another similar bug, but I'll write it in here since it seems to be the same issue. With this mod, all the company logos around Argo that you see in sim mode: on Argo itself, above the mission holo display/starmap/computer screen in barracks, on the background wall in mech bay etc. are missing. So it was apparently more than just face textures, who knows how many decals overall were "nuked" (I like that term). Not what I would call a game breaking bug, but it's a bit annoying, hope you manage to fix this.
On a sidenote, mad props for not only the overall effects of this mod (which are absolutely lovely, in a brutal sort of way), but also for including the footstep scaling. I play with a more "realistic" mech scales, roughly half the size of originals and the disproportionately huge footsteps used to bother me a lot. Massive thank you for giving this functionality too.
First of all, great mod. Really adds to immersion.
One thing though, I have resized mechs and vehicles to be closer to canon scale (reduced by about 30%). Unfortunately the decals for the foot prints are still at the stock value, meaning the footprints are considerably larger than the mech's actual feet! It looks a bit weird to say the least.
No, the mod (Mech resizer, part of BEX CE) doesn't change footprint size unfortunately, though they fade fast enough that unless you play at extreme close up its not very noticeable.
With your excellent mod however, the lingering prints last long enough to be a bit distracting. Like a ten year old trying to walk in dad's footprints in the snow. I was wondering if you had come across any way to alter the decal scale?
Here's a beta with the changes if you wouldn't mind giving it a test. New mod.json option for FootstepScale which would be 0.7 to match your 30% reduction, I think. I've set it to 1 meaning regular scale.
I just updated ModTek to 0.7.3 for BT 1.7 and the updated Scorched Earth you released earlier in September, but it won't seem to load anymore. It does seem to mess with the footsteps though. I'm out of ideas, so I attached the log sheet from ModTek. Any ideas?
ScorchedEarth 2.2.1 Loaded assembly ScorchedEarth (v2.2.1.0) Invoking 'ScorchedEarth.Init(String directory, String settingsJson)' using parameter dictionary Error: While invoking 'ScorchedEarth.Init', an exception occured System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'ScorchedEarth.Logger' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object at ScorchedEarth.Logger..cctor () [0x00015] in <fb319629a24041bdac82c58eddb6edf3>:0 --- End of inner exception stack trace --- at ScorchedEarth.ScorchedEarth.Init (System.String directory, System.String settingsJson) [0x000a6] in <fb319629a24041bdac82c58eddb6edf3>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <d7ac571ca2d04b2f981d0d886fa067cf>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <d7ac571ca2d04b2f981d0d886fa067cf>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0 at ModTek.Util.AssemblyUtil.InvokeMethodByParameterNames (System.Reflection.MethodInfo method, System.Collections.Generic.Dictionary`2[TKey,TValue] paramsDictionary) [0x0014c] in <2affd5aa398542ff9bc7dda52df0924f>:0 at ModTek.ModTek.LoadAssemblyAndCallInit (ModTek.ModDef modDef) [0x0019c] in <2affd5aa398542ff9bc7dda52df0924f>:0
It is (Yes, I like MxR. Doesn't everybody?) IMMERSIVE. Besides, the battle damage and the trashing of the forward base were certainly present and accounted for in the intro battle starting Campaign!
38 comments
Dropping down from 3.0.5 to 3.0.4 fixed that. Hat tip to RhNakur in the Bug Reports tab for the suggestion, that fixed things up for me.
It seems that whatever you did to make texture decals persist, also nuked rendering "face" decal textures. It is possible that decals on randomly generated characters of other pilots is missingm too (can't be sure, as you never know if they were supposed to have tattoos/scars in the first place), and it might be that other decals - ones that I haven't noticed - are missing, too.
I really hope you will be able to determine root of the issue.
Cheers,
/CatLady
With this mod, all the company logos around Argo that you see in sim mode: on Argo itself, above the mission holo display/starmap/computer screen in barracks, on the background wall in mech bay etc. are missing. So it was apparently more than just face textures, who knows how many decals overall were "nuked" (I like that term).
Not what I would call a game breaking bug, but it's a bit annoying, hope you manage to fix this.
On a sidenote, mad props for not only the overall effects of this mod (which are absolutely lovely, in a brutal sort of way), but also for including the footstep scaling.
I play with a more "realistic" mech scales, roughly half the size of originals and the disproportionately huge footsteps used to bother me a lot. Massive thank you for giving this functionality too.
One thing though, I have resized mechs and vehicles to be closer to canon scale (reduced by about 30%).
Unfortunately the decals for the foot prints are still at the stock value, meaning the footprints are considerably larger than the mech's actual feet!
It looks a bit weird to say the least.
Anyway to adjust the scale of the footprints?
With your excellent mod however, the lingering prints last long enough to be a bit distracting. Like a ten year old trying to walk in dad's footprints in the snow.
I was wondering if you had come across any way to alter the decal scale?
Thanks again.
Here's a beta with the changes if you wouldn't mind giving it a test. New mod.json option for FootstepScale which would be 0.7 to match your 30% reduction, I think. I've set it to 1 meaning regular scale.
https://ufile.io/1ud98wz8
You sir, are a legend.
I've dialed it down to .75 and now it looks spot on.
Thanks a ton for this great mod!
Any chance you could mirror it elsewhere or put it up here as an alternative?
Try this...
https://www.dropbox.com/s/v5r3m79dk9dzqye/scorchedearth3.0.4.zip?dl=0
ScorchedEarth 2.2.1
Loaded assembly ScorchedEarth (v2.2.1.0)
Invoking 'ScorchedEarth.Init(String directory, String settingsJson)' using parameter dictionary
Error: While invoking 'ScorchedEarth.Init', an exception occured
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'ScorchedEarth.Logger' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at ScorchedEarth.Logger..cctor () [0x00015] in <fb319629a24041bdac82c58eddb6edf3>:0
--- End of inner exception stack trace ---
at ScorchedEarth.ScorchedEarth.Init (System.String directory, System.String settingsJson) [0x000a6] in <fb319629a24041bdac82c58eddb6edf3>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <d7ac571ca2d04b2f981d0d886fa067cf>:0
at ModTek.Util.AssemblyUtil.InvokeMethodByParameterNames (System.Reflection.MethodInfo method, System.Collections.Generic.Dictionary`2[TKey,TValue] paramsDictionary) [0x0014c] in <2affd5aa398542ff9bc7dda52df0924f>:0
at ModTek.ModTek.LoadAssemblyAndCallInit (ModTek.ModDef modDef) [0x0019c] in <2affd5aa398542ff9bc7dda52df0924f>:0
Sorry to report that the current build breaks BT v1.6/UW with ModTek 0.7.2^^
Your latest update seems to have fixed the compatibility issues with 1.6.
Good work, thank you sir!
decals basically don't impact performance at all, I don't know why devs do this
And ScorchedEarth is another quality-of-life mod imho ^^