For the time being, I'm considering the mod final, particularly since there hasn't been any large outcry for a different version of the visuals.
Barring any major changes from PGI to MW5's particle systems, any future patches to the game will simply require updating the version number in the mod.json file to be fully compatible. Otherwise, the MW5 editor and Epic (because it's the only venue for it) are taking up nearly 200G of my only 1TB SSD; and I could really use that space back.
Hopefully everyone who uses the mod enjoys it and maybe considers it for an endorse. Otherwise, please take care, and enjoy yourselves. Thank you for your time and consideration.
Really like the your visual implementation of the flamer, very nicely done. Does your mod affect flamer performance like Masters1989's mod? I like his velocity changes and was hoping yours did something similar. If not, if I were to load both mods with yours after, would his performance tweaks merge with your visuals? Thanks
Both are strictly visual mods. Neither have an effect on Flamer performance. Now, if you're just referring to the speed at which the flames appear/shoot . . . then yes, mine move very fast and are very responsive to changes in aiming/movement.
You won't need to try and use both my and Master's mods . . . they're incompatible anyway.
Great, thanks for the clarification. I'll be sticking with yours as I appreciate that it overcame the pointblank collision bug and it looks sharp to boot.
Hi this is a great mod that makes the flamers more useable. Great job! Endorsed. I have to say though that I prefer the visuals of Masters1989's Alternate Flamer Visuals. Any chance of ever releasing a new version with more "Fiery" visuals?
Otherwise, with this mod, having narrower projectile paths, maybe it would look better if it was almost more beam like, the way an oxy acetylene torch looks when tuned for a long hot flame.
First off, very glad you like the mod and found it worth endorsing.
On the technical side, Masters1989's flamer visuals mod builds off of the vanilla system, so it's using vanilla visuals, just sped up a lot and tweaked a bit in appearance and lighting . . . and also why it still has the vanilla bug. Meanwhile, I had to rebuild the system from the ground up, using a different particle system to fix the vanilla bug, so I can't use PGI's mesh based particles. Recreating those exact visuals isn't possible, and trying to create something similar is not within my very minor and limited skill level. Therefore, I had to try to find what I felt were the most suitable GPU sprites within the MW5 editor to build the new visuals from.
If you're curious a bit about WHY I went in the direction I did for visuals (and some TT lore), based on what I could work with, here goes:
Spoiler:
Show
For a bit of info on the lore side, Battletech Flamers utilize the fusion engine of the mech to superheat particulate to a plasma state and then launch that particulate into a short-lived jet of flames from the weapon system. The reality is that you're not going to get a true "torch like" appearance, but a plasma jet that is going to ignite and "explode" in flames once outside the confines of the engine shielding . . . all happening over the course of a split second; and then dying out if it has no more fuel to continue the burn (aka lighting up terrain or burnable objects, like in TT). What you see is actually the plasma "cooling" and becoming a flame as it explodes outward and leaves the ionized plasma state. In short, it's visually more like a confined immolation explosion than a sustained flame.
Ironically, this is very similar to a reactor breach in a mech. The explosion isn't a nuclear fission explosion, but the plasma fusion breaching the reactor shielding and ventilating into the surrounding atmosphere. In the process of cooling off (from temperatures of 10,000 Kelvin plus), the ventilation rapidly expands and pushes out from the mech as the plasma dissipates and flash-firing any atmospheric gasses available, creating a significant concussive impact that can cause serious damage to objects in the immediate vicinity . . . which is why you don't want to be next to a mech when it's reactor "explodes" and why most cored mechs aren't salvageable.
The very tiny and controlled ejection of plasma to significant range (for such a small ejection) is the reason why, in TT, Flamers do very modest mech damage but larger quantities of heat damage and incinerating non heat-venting units like vehicles and infantry (they catch fire and burn up instead of absorbing and dissipating heat). Meanwhile, later developed plasma weapons (the IS Plasma Rifle and Clan Plasma Cannon) do far more work. Those weapons actually have ammunition that acts as a true fuel to create a sustained plasma burn, just with different design philosophies. The IS used a highly condensed projectile that has significant impact force and armor melting qualities when magnetically accelerated, like a gauss rifle, and the Clans having a bulkier and lighter projectile focused on optimal heat delivery (even at extreme range) but doing little-to-no physical damage.
As a fun side note, current RL plasma technology is really weak, which is why you get a 1/4" range out of a plasma cutter that needs to be right on metal to get work done (and still eats a ton of juice doing it). However, plasma is plasma, and the extremely hot state of gasses is still enough to melt pretty much any metal on immediate contact, which is why it's still a highly effective cutting tool. Even then, within as little as an inch from the cutter, you're seeing something that looks like a candle flame or exploding sparks burning off the end of the tool from the plasma cooling and dissipating.
I do not have the knowledge and skills to rebuild that mod. I'm sorry. I wouldn't even know where to start. Do you have any feedback or opinions on the mod I made?
I fixed that in my mod "Re-balanced and Expanded Weapons".
I have been considering releasing a stand-alone mod that incorporates only the visual changes I've made in that mod (RBEW), but we'll see. I have a lot of mods that I maintain to a certain degree, and I have very little energy.
love the idea but the only effect im getting is the pilot light. im running yaclan yaml yamlm yalm yawe yasv yaw yawc yais yaec lore based mech variants and the astryn collection any ideas if something in there could be conflicting? thanks for the hard work stomping this bug im glad its workn for people. ps i havent been able to find any conflicts with your mod specifically so im kinda at a loss.
Okay, I think I am running a lot of the same mods you're running; and of the ones I don't use I don't see anything that'd outwardly conflict. However, I have some thoughts that might help.
You're using Yet Another Weapon Emporium. If you're also using Masters1989's rebalanced weapons mod, which he recommends pairing with it, then my mod needs to load afterwards to override his Flamer visuals. He includes his "Alternate Flamer Visuals" mod in his rebalanced weapons mod.
Have you tried tweaking load orders to push my mod further down the list? I only alter one file, Flamer_2_PCL, which is a particle effect, but that doesn't mean something else isn't tampering with particles or emitters. While tedious, bumping the file later and later into the load order might help find a conflict.
Do you have any visual overhauls? If people are implementing completely new baseline particle elements/components, they should be making their own. HOWEVER, if someone is altering some of the baseline PGI particle components that I used to build the flamer particle, then it could be altering the affects of my mod; and it might not even show a direct conflict. If you're using one of these mods, like Volatile or War FX, then try disabling them and check to see if my mod works normally afterwards.
Outside of those possible mod issues, the only other thing I can think of is a visual settings issue. It should work, even on the lowest of settings, but I have no idea if there's some specific setting that could cause a problem.
no visual overhauls ,was running burning battlefield disabled that and it wasnt the issue. got your mod loading last and that didnt do it either. maybe someone else will have a similar problem but be smarter than me and figure it out lol. thanks for the ideas ima keep screwn around with it and if i figure out what caused it ill let ya know.
If you want to throw up your full mod list under a spoiler tag it'll allow people to take a look and see about anything that'd be causing the issue. I'm sorry it's not working for you. Again, it's a very simple mod, only 1 file modified . . . so it'd have to be a mod screwing around with particle elements and/or visuals to create a conflict.
Edit: Also as a note, the particle sprite element I pulled to create the flamer effect is apparently the FireballLarge_Radial_16x8_MTI . . . which . . . looking in the reference viewer . . . appears to be used to help create a bunch of impact explosions of various sorts. These seem to range from Igor deaths to some of the fuel tanks/lines blowing up in base elements. So a mod that edits those things might cause an issue with this mod's particle element usage.
Finally got around to replying. Sorry it took me so long but here is my mod list. I can tweak stalker mods for gamma and anomaly but Mechwarrior 5 is Greek to me in that regard. I'll take any help Ican get cause this mod looks really sick.
Spoiler:
Show
advanced zoom advanced carreer start alternate portrait astryn collection battle grid orders better salvage shares catapult k2b cockpit glass coyote mission crosshair expanded extra employeers hollander classic lore based mech variant max potential mw5 compatibility pack no hud dialog no storage cost pirate frankenmechs quick sounds stacked crates starmap mouse over stone rhino-behemoth ttrulez ai yacm yaec yais yalm yamm and hotfixes yet another revamped quirks and equipment mech quirks only yasv yawe yam yaw yawc
Okay, so you put your mod list up in alphabetical order. I'm going to presume you're using LOMv2 or Rothe's LOM to manage your load order. In either case first loading will be at the top and last loading will be at the bottom. If you're not using a load order manager you really should be; and they're quite easy to use. I will also say that MW5 is one of the games here on Nexus that I'd say to NOT use Vortex for (it does not seem to handle load orders properly and/or is very finnicky about it). Here's how I'd do your load order to the best of my knowledge, as I don't use all the same mods you use:
- I've found that you always want mods that do nothing but add new chassis loading at the very beginning of your order for maximum compatibility. I don't exactly know why, but this has always worked out for me, even having saved a copy of the (now hidden) quad mechs mod.
mw5 compatibility pack
- Compatability pack comes next. Obviously another one that you want as early in the load order as possible. Question, though . . . why are you using it? I don't think I see anything in your listed load order that requires it.
yaml yaw yawc yaec
- Next come the core YAML files that you're using (including YAEC). You want these loading before other equipment and variant mods that might alter or add to their base effects.
yet another revamped quirks and equipment mech quirks only yawe
- I'm partly guessing here, but I'm thinking that this is about where you'd put these two . . . I don't use them. YAWE gives me some possible red flags, because the maker seems to have screwed with a lot of particle and visual effect elements to create a litany of non-lore weapons and equipment. If they did anything to alter PGI base particle elements, then this could be a cause for conflicts. I don't know for certain. Meanwhile, YARQ looks like it just alters the stats of stuff in the base YAML collection (as far as I can tell), so it should be fine. You could try to disable these one at a time, and run some instant action, to see if either could be cause a conflict.
Caratar's Flamer Visuals Overhaul and Bug Fix
- You didn't list it as a mod you're using, but here is where I have it in my load order. I put it just after all of the core YAML and equipment files.
yacm yasv lore based mech variant yamm and hotfixes
- Next come your variant mods. Yes, LBMV adds some standalone chassis, but it does so seemingly without conflict or issue; and I've had it in this spot on my load order (with other variant mods) since before it added chassis. Once upon a time YACM also only added a bunch of IIC mechs based off of vanilla chassis, so it's always sat in the same spot in my load order. "If it ain't broke, don't fix it . . ." truly applies here. Since Chozo took it over, I've always put YAMM at the end of my variants collections because of the sheer volume of new hardpoints she has added to chassis (including adding ones necessary to ensure compatibility with LBMV); and her mod is then the source of those hardpoints until they are folded into the base YAML mod. Therefore you need it last among variant mods so the hardpoints aren't overwritten.
alternate portrait max potential extra employeers no storage cost quick sounds stacked crates starmap mouse over better salvage shares
- All of these miscellaneous mods should be fine just about anywhere; and have a propensity for clustering towards the middle of the load order. Unless one of these is reporting a conflict with something else, they should all play fine with each other. I will say that I don't use quick sounds and know nothing about it. I use "Perfect Unique Pilot Potential" instead of "max potential", for the Rook reward in careers, as well as the fact I use 330's PO, so the basic pilot portion is not compatible. I also do not use "better salvage shares" or "alternate portraits". All of that said, I don't see anything in this cluster of mods that should cause any conflicts.
coyote mission ttrulez ai
- Coyote has made an excellent missions mod, but . . . contrary to his statements . . . I STRONGLY recommend putting TTAI AFTER coyote missions or you could have very wonky things happen with some AI profiles, like abnormal levels of flawless headshots coming your direction.
- These cockpit/hud elements I *think* should be loaded in this order. Battle Grid Orders should absolutely be last in any HUD lineup right now, until other HUD mods are able to ensure better compatibility. I know VonHUD -at a minimum- is actively working to become compatible. I do not personally use "no hud dialog", "advanced zoom", or "crosshair expanded". Just for process of elimination, you could always try disabling these for an instant action run and see if any are a source of the problem.
*Mod Options*: You're not using it currently, or at a bare minimum failed to list it, but you need to be using it (you have no less than 4 mods that list it as a requirement), and this is where it'd be loaded. MO generally goes as late in the load order as possible to ensure it's implementing custom control designations and such as smoothly as possible. I don't know if NOT using it could cause a conflict, but I've heard weirder things.
advanced carreer start
- Last in your load order. While its use is niche, there are some funky interactions that seem to occur (for example, in my load order, it has a conflict with negotiated gain) that can prevent ACS from working properly. You're also not using any of the mods that'd override it, like 330's Pilot Overhaul . . . which would otherwise be last barring only 1 or 2 mods that should override 330's; and I can't remember what they are off the top of my head.
Okay, hopefully that is helpful, at least for a start. Once the load order is established you can start disabling individual mods until you find a conflict. Once a conflict is found, you can see if it is fixed by adjusting load orders. If not, then the mods just don't play nice together and a choice needs to be made. Unfortunately, it's impossible for any mod author to account for every possible mod combination out there, and some mods just don't work together.
Hopefully we can get you fixed up with the mod up and running . . . or at the very least happy with whatever load order you decide to run.
My actual load order is pretty similar to what you suggested. Strangely enough I use vortex for mw5 and the rest of the mods work fine. Took a crack at testing masters1989 alternate flamer visuals and its working with everything. So I'm just going to deactivate that and do the old turn it off turn it on deal through my modlist. If I find the culprit, I'll post it here so everyone knows what it is. Thanks for the help and hopefully I can get it worked out. Keep making cool stuff!
As a thought, if you go through your load order and it's still not working, only thing I can really suggest after that is verify files and/or do a clean install. Maybe something with your particle effect files is actually bugged/corrupted. I have no idea if using some of the other visual mods can cause lasting side effects in files. I've had personal experience with some other (mostly Bethesda) game mods that'll cause permanent side effects in your game files once you use them, but I don't know if that can happen with MW5. Again, just a thought. I'm sorry I don't have more to offer.
Quickest way to check for an issue in base game files: turn off everything but this mod, load up a difficulty 1 (easiest way to ensure you're safe for testing) instant action with a firestarter, and see if it's working then. If it works, there's a conflict. If it doesn't, there's a base game file bug/corruption.
One of those mods that seems innocuous but once installed you quickly realise it's essential!! You really knocked it out of the park with this, I wanted to express how grateful I am for all the time and effort you put into your "white whale" - it's incredibly appreciated! Now the flamers actually look like they're exhausting jets of superheated plasma rather than the propane weed-burners they were before. Thank you very much!
Oh, fixing Flamers were my white whale. I don't know if I'll keep going. Maybe I'll make some adjustments and try to improve what I have or make an alternate version, depending on feedback or if I can figure out how to do it a little better. I'm just satisfied with this tiny success.
On the other hand, glad you enjoy the mod. Thank you for the kind words.
Congratulations! I see you finally managed to get it worked out! I originally thought you dropped the effort at one point because it has been so bloody long. Very nice :o
Over the months there I did have various spurts of walking away and coming back to break everything again, over and over. For some reason the systems weren't clicking; and I think it's because I was spending too much effort on trying to adjust what PGI made, instead of just scrapping and rebuilding the various particle elements.
Still, I'm glad people are enjoying it. Besides the personal satisfaction, I'm glad I've been able to fix the bug and others are able to benefit.
I get that, and maybe I can make a version of the file with bigger trails. The problem is there's a peculiar balance of particle count, velocity, lifetime, size, and collision reactions. I went through a lot of iterations to make something that felt pretty satisfying, but wasn't a visual nightmare. It's not just shooting these flamers, but being hit by them or seeing other NPCs (or lancemate friends, if you're lucky enough to have them) blast away with Flamers.
Size wise, it looks even, but it actually grows from a size of 25 at the emitter to a size of 300 around the 60% mark and then shrinks to a size of 100 towards the end. That's why the banner image shows this large gout of flame coming from the jumping Firestarter, deep in the background. Make them too big, and they're blinding, especially with impacts at even modest ranges. It also becomes a huge factor when stacking flamers. The Shadowhawk IIC I'm piloting in the images has 1 on each arm. Get a YAML FS9-K with 3 flamers in each arm, or a Grasshopper 4P with something like 9 energy hardpoints, and it becomes a complete inferno of screen melting goodness.
However, again, if there's enough demand, I can try to tweak it and make another version with bigger flames. Regardless, I'm happy to hear you're pleased with the mod.
26 comments
Barring any major changes from PGI to MW5's particle systems, any future patches to the game will simply require updating the version number in the mod.json file to be fully compatible. Otherwise, the MW5 editor and Epic (because it's the only venue for it) are taking up nearly 200G of my only 1TB SSD; and I could really use that space back.
Hopefully everyone who uses the mod enjoys it and maybe considers it for an endorse. Otherwise, please take care, and enjoy yourselves. Thank you for your time and consideration.
You won't need to try and use both my and Master's mods . . . they're incompatible anyway.
Otherwise, with this mod, having narrower projectile paths, maybe it would look better if it was almost more beam like, the way an oxy acetylene torch looks when tuned for a long hot flame.
On the technical side, Masters1989's flamer visuals mod builds off of the vanilla system, so it's using vanilla visuals, just sped up a lot and tweaked a bit in appearance and lighting . . . and also why it still has the vanilla bug. Meanwhile, I had to rebuild the system from the ground up, using a different particle system to fix the vanilla bug, so I can't use PGI's mesh based particles. Recreating those exact visuals isn't possible, and trying to create something similar is not within my very minor and limited skill level. Therefore, I had to try to find what I felt were the most suitable GPU sprites within the MW5 editor to build the new visuals from.
If you're curious a bit about WHY I went in the direction I did for visuals (and some TT lore), based on what I could work with, here goes:
For a bit of info on the lore side, Battletech Flamers utilize the fusion engine of the mech to superheat particulate to a plasma state and then launch that particulate into a short-lived jet of flames from the weapon system. The reality is that you're not going to get a true "torch like" appearance, but a plasma jet that is going to ignite and "explode" in flames once outside the confines of the engine shielding . . . all happening over the course of a split second; and then dying out if it has no more fuel to continue the burn (aka lighting up terrain or burnable objects, like in TT). What you see is actually the plasma "cooling" and becoming a flame as it explodes outward and leaves the ionized plasma state. In short, it's visually more like a confined immolation explosion than a sustained flame.
Ironically, this is very similar to a reactor breach in a mech. The explosion isn't a nuclear fission explosion, but the plasma fusion breaching the reactor shielding and ventilating into the surrounding atmosphere. In the process of cooling off (from temperatures of 10,000 Kelvin plus), the ventilation rapidly expands and pushes out from the mech as the plasma dissipates and flash-firing any atmospheric gasses available, creating a significant concussive impact that can cause serious damage to objects in the immediate vicinity . . . which is why you don't want to be next to a mech when it's reactor "explodes" and why most cored mechs aren't salvageable.
The very tiny and controlled ejection of plasma to significant range (for such a small ejection) is the reason why, in TT, Flamers do very modest mech damage but larger quantities of heat damage and incinerating non heat-venting units like vehicles and infantry (they catch fire and burn up instead of absorbing and dissipating heat). Meanwhile, later developed plasma weapons (the IS Plasma Rifle and Clan Plasma Cannon) do far more work. Those weapons actually have ammunition that acts as a true fuel to create a sustained plasma burn, just with different design philosophies. The IS used a highly condensed projectile that has significant impact force and armor melting qualities when magnetically accelerated, like a gauss rifle, and the Clans having a bulkier and lighter projectile focused on optimal heat delivery (even at extreme range) but doing little-to-no physical damage.
As a fun side note, current RL plasma technology is really weak, which is why you get a 1/4" range out of a plasma cutter that needs to be right on metal to get work done (and still eats a ton of juice doing it). However, plasma is plasma, and the extremely hot state of gasses is still enough to melt pretty much any metal on immediate contact, which is why it's still a highly effective cutting tool. Even then, within as little as an inch from the cutter, you're seeing something that looks like a candle flame or exploding sparks burning off the end of the tool from the plasma cooling and dissipating.
Hopefully that was helpful and informative.
I have been considering releasing a stand-alone mod that incorporates only the visual changes I've made in that mod (RBEW), but we'll see. I have a lot of mods that I maintain to a certain degree, and I have very little energy.
You're using Yet Another Weapon Emporium. If you're also using Masters1989's rebalanced weapons mod, which he recommends pairing with it, then my mod needs to load afterwards to override his Flamer visuals. He includes his "Alternate Flamer Visuals" mod in his rebalanced weapons mod.
Have you tried tweaking load orders to push my mod further down the list? I only alter one file, Flamer_2_PCL, which is a particle effect, but that doesn't mean something else isn't tampering with particles or emitters. While tedious, bumping the file later and later into the load order might help find a conflict.
Do you have any visual overhauls? If people are implementing completely new baseline particle elements/components, they should be making their own. HOWEVER, if someone is altering some of the baseline PGI particle components that I used to build the flamer particle, then it could be altering the affects of my mod; and it might not even show a direct conflict. If you're using one of these mods, like Volatile or War FX, then try disabling them and check to see if my mod works normally afterwards.
Outside of those possible mod issues, the only other thing I can think of is a visual settings issue. It should work, even on the lowest of settings, but I have no idea if there's some specific setting that could cause a problem.
Edit: Also as a note, the particle sprite element I pulled to create the flamer effect is apparently the FireballLarge_Radial_16x8_MTI . . . which . . . looking in the reference viewer . . . appears to be used to help create a bunch of impact explosions of various sorts. These seem to range from Igor deaths to some of the fuel tanks/lines blowing up in base elements. So a mod that edits those things might cause an issue with this mod's particle element usage.
advanced zoom
advanced carreer start
alternate portrait
astryn collection
battle grid orders
better salvage shares
catapult k2b
cockpit glass
coyote mission
crosshair expanded
extra employeers
hollander classic
lore based mech variant
max potential
mw5 compatibility pack
no hud dialog
no storage cost
pirate frankenmechs
quick sounds
stacked crates
starmap mouse over
stone rhino-behemoth
ttrulez ai
yacm
yaec
yais
yalm
yamm and hotfixes
yet another revamped quirks and equipment mech quirks only
yasv
yawe
yam
yaw
yawc
astryn collection
catapult k2b
stone rhino-behemoth
hollander classic
pirate frankenmechs
yais
yalm
- I've found that you always want mods that do nothing but add new chassis loading at the very beginning of your order for maximum compatibility. I don't exactly know why, but this has always worked out for me, even having saved a copy of the (now hidden) quad mechs mod.
mw5 compatibility pack
- Compatability pack comes next. Obviously another one that you want as early in the load order as possible. Question, though . . . why are you using it? I don't think I see anything in your listed load order that requires it.
yaml
yaw
yawc
yaec
- Next come the core YAML files that you're using (including YAEC). You want these loading before other equipment and variant mods that might alter or add to their base effects.
yet another revamped quirks and equipment mech quirks only
yawe
- I'm partly guessing here, but I'm thinking that this is about where you'd put these two . . . I don't use them. YAWE gives me some possible red flags, because the maker seems to have screwed with a lot of particle and visual effect elements to create a litany of non-lore weapons and equipment. If they did anything to alter PGI base particle elements, then this could be a cause for conflicts. I don't know for certain. Meanwhile, YARQ looks like it just alters the stats of stuff in the base YAML collection (as far as I can tell), so it should be fine. You could try to disable these one at a time, and run some instant action, to see if either could be cause a conflict.
Caratar's Flamer Visuals Overhaul and Bug Fix
- You didn't list it as a mod you're using, but here is where I have it in my load order. I put it just after all of the core YAML and equipment files.
yacm
yasv
lore based mech variant
yamm and hotfixes
- Next come your variant mods. Yes, LBMV adds some standalone chassis, but it does so seemingly without conflict or issue; and I've had it in this spot on my load order (with other variant mods) since before it added chassis. Once upon a time YACM also only added a bunch of IIC mechs based off of vanilla chassis, so it's always sat in the same spot in my load order. "If it ain't broke, don't fix it . . ." truly applies here. Since Chozo took it over, I've always put YAMM at the end of my variants collections because of the sheer volume of new hardpoints she has added to chassis (including adding ones necessary to ensure compatibility with LBMV); and her mod is then the source of those hardpoints until they are folded into the base YAML mod. Therefore you need it last among variant mods so the hardpoints aren't overwritten.
alternate portrait
max potential
extra employeers
no storage cost
quick sounds
stacked crates
starmap mouse over
better salvage shares
- All of these miscellaneous mods should be fine just about anywhere; and have a propensity for clustering towards the middle of the load order. Unless one of these is reporting a conflict with something else, they should all play fine with each other. I will say that I don't use quick sounds and know nothing about it. I use "Perfect Unique Pilot Potential" instead of "max potential", for the Rook reward in careers, as well as the fact I use 330's PO, so the basic pilot portion is not compatible. I also do not use "better salvage shares" or "alternate portraits". All of that said, I don't see anything in this cluster of mods that should cause any conflicts.
coyote mission
ttrulez ai
- Coyote has made an excellent missions mod, but . . . contrary to his statements . . . I STRONGLY recommend putting TTAI AFTER coyote missions or you could have very wonky things happen with some AI profiles, like abnormal levels of flawless headshots coming your direction.
cockpit glass
advanced zoom
no hud dialog
crosshair expanded
battle grid orders
- These cockpit/hud elements I *think* should be loaded in this order. Battle Grid Orders should absolutely be last in any HUD lineup right now, until other HUD mods are able to ensure better compatibility. I know VonHUD -at a minimum- is actively working to become compatible. I do not personally use "no hud dialog", "advanced zoom", or "crosshair expanded". Just for process of elimination, you could always try disabling these for an instant action run and see if any are a source of the problem.
*Mod Options*: You're not using it currently, or at a bare minimum failed to list it, but you need to be using it (you have no less than 4 mods that list it as a requirement), and this is where it'd be loaded. MO generally goes as late in the load order as possible to ensure it's implementing custom control designations and such as smoothly as possible. I don't know if NOT using it could cause a conflict, but I've heard weirder things.
advanced carreer start
- Last in your load order. While its use is niche, there are some funky interactions that seem to occur (for example, in my load order, it has a conflict with negotiated gain) that can prevent ACS from working properly. You're also not using any of the mods that'd override it, like 330's Pilot Overhaul . . . which would otherwise be last barring only 1 or 2 mods that should override 330's; and I can't remember what they are off the top of my head.
Okay, hopefully that is helpful, at least for a start. Once the load order is established you can start disabling individual mods until you find a conflict. Once a conflict is found, you can see if it is fixed by adjusting load orders. If not, then the mods just don't play nice together and a choice needs to be made. Unfortunately, it's impossible for any mod author to account for every possible mod combination out there, and some mods just don't work together.
Hopefully we can get you fixed up with the mod up and running . . . or at the very least happy with whatever load order you decide to run.
On the other hand, glad you enjoy the mod. Thank you for the kind words.
Still, I'm glad people are enjoying it. Besides the personal satisfaction, I'm glad I've been able to fix the bug and others are able to benefit.
I like the cleaner flame trails this mod has, but others may prefer larger visuals as an option.
Size wise, it looks even, but it actually grows from a size of 25 at the emitter to a size of 300 around the 60% mark and then shrinks to a size of 100 towards the end. That's why the banner image shows this large gout of flame coming from the jumping Firestarter, deep in the background. Make them too big, and they're blinding, especially with impacts at even modest ranges. It also becomes a huge factor when stacking flamers. The Shadowhawk IIC I'm piloting in the images has 1 on each arm. Get a YAML FS9-K with 3 flamers in each arm, or a Grasshopper 4P with something like 9 energy hardpoints, and it becomes a complete inferno of screen melting goodness.
However, again, if there's enough demand, I can try to tweak it and make another version with bigger flames. Regardless, I'm happy to hear you're pleased with the mod.