I do like the concept of this mod. Flat out it is an awesome attempt at improving the start of the career in BT. The story line etc is great, my ability to take on the missions is do-able, so yeah I like it.
Big sigh ... however, I have a problem which I've not been able to resolve in my last 2 play throughs in that I am not able to get past the loading screen for Argo II which is the capture of the Argo proper.
To be honest I've seen similar issues before including when in the base game. So just what is causing it I don't know. Whatever the cause I'm stopped here. Plan of Action: 1. I will attempt another 3 times to get this mission completed, meaning that I'm able to play the mission, completing I expect will go okay, but I've gotta get there first. 2. Failing to get past the loading screen after the 3rd attempt, I will then attempt to abort the mission and see what that gives me. 3. If that also fails I will reload without the mod and move on
Just started modding this game and this mod seems like a great idea for a feeling of progression in career. My problem is I use the BattleTech Extended 3025 CE mod which changes the MechTech values to in the thousands ( along with the relevant install and repair values in the MechLab ) leading to huge repair and refit times ( 5000 days to install med. laser).
I can't find out how this mod assigns the initial MechTech and MedTech values to the leopard ( I assume it's in the .DLL file), but I don't know how to open or modify it to change the assigned values. Any help would be appreciated.
Found a work around. Downloaded a save editer https://www.nexusmods.com/battletech/mods/408?tab=description&BH=0 which allowed me to go in and change the mech points to match BXE CE. New career game with BXE CE, the tech level is 3000. Using the Leopard Career Start it is 7. Just opened the save and upped the tech points to 2800. Went more for balance in that the leopards tech level will not be as good as the Argos
Having the same problem as klarch Nice idea and mod but the long repair and refit times make it incompatable with BattleTech Extended 3025 CE mod Any help to make it work would be nice
The final flashpoint of 3 is 3 1/2 skulls rated, with the enemy opposition multiple heavies and assaults including a King Crab on the 'assassinate lieutenant' mission. The forces required to defeat this pretty solidly put this into the mid to later game.
I think this is a great idea but I also think the difficulty level needs to be put in context that the Argo shouldn't be an endgame thing, it should be acquired fairly early on. There's a lot of basic gameplay that assumes you have the Argo - like having more than six active mechs.
Is there an incident that triggers this flashpoint? The reason I ask is that I am "months" into my career, have had other flashpoints come and go, and I am still stuck on the Leopard, with all of its limitations, while waiting for this flashpoint to appear. Very frustrating.
Also curious about this, I'm about 3 months in but wondering whether I should abandon this career run if never going to get the Argo upgrade. Haven't seen any flashpoints other than the "usual".
-- never mind.. just popped up about 200 days in. FYI name of FP is "Digging in the Dirt" (apparently)
Thanks for the response. I assume that it just "popped up", that is, you didn't do anything "special".I just wish that it occurred before 200 days (that's over 6 months!).
There is nothing specific that triggers the flashpoints, but they have a very high weight so it should show up as one of the early random flashpoints. I'm 250 days in and completed the first flashpoint quite a while ago.
I also wish either a little earlier and/or easier FP. Going to uninstall for my next run because I had such a PITA repairing mechs and a hard time finding a second medium mech to do this FP (because it seems a little harder than 1.5 skulls - typical BT mission where you figure ok kill four guys and four turrets... and reinforcements show up in your rear). Additionally irritating was that only had two mechs operational after FP part I... and it *immediately* goes to a second deployment screen. Without being able to exit that screen short of a Ctrl-alt-del.
So (1) No choice to abandon even FP and go back to normal game (i.e. forfeit the second deployment).. and (2) do not recall any warning of consecutive deployments (hard to do when you only have four mechs for first battle.. and facing 8 mechs + 4 turrets as enemies). Assumed it was like other FPS where the next part of FP is a separate contract that you pick from normal contract menu. I also don't recall if this is normal for the deployment screen but it wouldn't let me used my newly damaged mechs either.
Just my opinion - remember this is a new mod so may get tweaked eventually. I'm glad someone at least created the mod because I really wanted to start with Leopard - I like the intial parts of career mode when it's a challenge, somewhere around halfway it just starts to get boring for me.
I am having difficulty loading this mod after having extracting it into my 'Mods' folder. The mod does not appear on the default mod loader, and when I start a new career, I still begin with the Argo. What am I doing wrong? What is the correct procedure for installing and running this mod? I appreciate the help.
20 comments
Big sigh ... however, I have a problem which I've not been able to resolve in my last 2 play throughs in that I am not able to get past the loading screen for Argo II which is the capture of the Argo proper.
To be honest I've seen similar issues before including when in the base game. So just what is causing it I don't know. Whatever the cause I'm stopped here. Plan of Action:
1. I will attempt another 3 times to get this mission completed, meaning that I'm able to play the mission, completing I expect will go okay, but I've gotta get there first.
2. Failing to get past the loading screen after the 3rd attempt, I will then attempt to abort the mission and see what that gives me.
3. If that also fails I will reload without the mod and move on
I can't find out how this mod assigns the initial MechTech and MedTech values to the leopard ( I assume it's in the .DLL file), but I don't know how to open or modify it to change the assigned values. Any help would be appreciated.
Downloaded a save editer https://www.nexusmods.com/battletech/mods/408?tab=description&BH=0
which allowed me to go in and change the mech points to match BXE CE.
New career game with BXE CE, the tech level is 3000.
Using the Leopard Career Start it is 7.
Just opened the save and upped the tech points to 2800. Went more for balance in that the leopards tech level will not be as good as the Argos
I think this is a great idea but I also think the difficulty level needs to be put in context that the Argo shouldn't be an endgame thing, it should be acquired fairly early on. There's a lot of basic gameplay that assumes you have the Argo - like having more than six active mechs.
-- never mind.. just popped up about 200 days in. FYI name of FP is "Digging in the Dirt" (apparently)
So (1) No choice to abandon even FP and go back to normal game (i.e. forfeit the second deployment).. and (2) do not recall any warning of consecutive deployments (hard to do when you only have four mechs for first battle.. and facing 8 mechs + 4 turrets as enemies). Assumed it was like other FPS where the next part of FP is a separate contract that you pick from normal contract menu. I also don't recall if this is normal for the deployment screen but it wouldn't let me used my newly damaged mechs either.
Also, I can confirm it works with the default mod loader, I just played through the whole thing and got the argo without modtech installed.
What am I doing wrong? What is the correct procedure for installing and running this mod?
I appreciate the help.
Trying this Hyades Rim now.