Nevermind, apparently reloading a mission end save was not sufficient for the campaign mission to regenerate, but replaying the last mission did the trick.
I have an EPIC version of the game. no DLCs. Very few mods installed and no conflicts. I had a saved game at the "DEPLOY" stage for a contract. but I still see 300/175 for Deployed Tonnage (95% over). I think Im supposed to see 300/400
The Mod is enabled in the MODS menu. what do I do to get this running?
Sorry for the sarc but someone can't read the description XD. It states: "You may need to jump to other star systems, or even further away, to generate new contracts for the mod to take effect."
Clearly the mod cannot edit already spawned missions... so you must travel a bit, to let the game generate more (which will be modded).
Could be that they're using YAML (like myself). YAML and Tonnage mods don't seem to be working at the moment, though they they have in the past. I think YAML ran into some issues with that stuff recently, could be wrong but it seems to be the case.
Maps and enemies are procedurally generated, which means you are at risk to the RNG and lottery effect. If the game throws 3000 tons of mechs at you, usually on an Objective Raid at 100 Difficulty, that is because the PGI developers did not tighten up their procedural generation guidelines and numbers. Whether PGI considers it as intended or not, is up to them.
The enemies are not affected by anything related to Player Lance Tonnage, or the Max Tonnage mod.
If you are having problems, enable and then run Max Tonnage by itself and only itself, then travel far away to refresh mission generation lists. If you choose to run with other mods, you'll have to figure out your own custom load order for handling any conflicts that occur.
Unfortunately, nothing can be done. YAML utilizes custom code and assets that greatly reduces mod compatibility in regards to override or load order methods.
In Mellow Seven Gaming's video, Max Tonnage is being loaded earlier and being overridden by YAML and SYO. There are no details on which specific files are being overridden, and yet Max Tonnage still works.
Without any technical specifics, it's pure guessing at this point how or why Max Tonnage works... Or in the words of a certain legend that likes whiskey... "Clan Coyote space magic."
Can confirm that this works with YAML with this change to this mod's Mod.json file:
open the mod.json file pertaining to the mod you’re interested in notepad look for the entry "defaultLoadOrder" : 0, (number can be different) in most cases it's set to 0. set your's higher that way it will load later and overwrite what was loaded before
(i just copied this form reddit post)
i just changed it to 11 and now it's before YAML, still need to change star system to this mod to work.
Thanks very much for the update. And all you need to do to get this to work with YAML is change the mod load order for this to something greater than 5, which is the default load order for YAML. Speaking of YAML, is it possible to edit the tonnage to be over 400? There are two Marauder hero mechs with tonnage of 125, likely in yet another clan mech, so I was wondering if the 400 was a hard cap or not.
Using Load Order Manager II, I have YAML set at spot 5 and Max tonnage set at 6, but, it still shows Max Tonnage in red and says there is a conflict. When I launch the game, my allowed tonnages for drops are showing less than 400 (145 actually). Any suggestions?
Replying to both Smith and Paladin, the devs purposely use 400 as their max tonnage in multiple files. As a result, it is safest to keep within those limits to not add even more bugs into the game.
There are different ways to change or remove tonnage, and each way comes with its own bugs, benefits, and eventually rough compatibility with other mods. It also has a major impact for updating the mod for each new DLC.
Paladin's 145 tonnage means that Max Tonnage is not working at all, and the only advice is to change the load order until it works or run far less mods. Simple but tedious process of elimination.
Missions in campaign/career have limits on how heavy of a lance you can deploy for a mission. Regularly you can deploy above the tonnage (like 4 Atlas' for a light scouting mission), but the game will punish you by cutting your paycheck. Realistically, there's no explanation of why you shouldn't be able to deploy with a lance as heavy as you want, and that's how this mod is beneficial.
This mod removes the C-bill penalty for your lance being overweight.
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I had a saved game at the "DEPLOY" stage for a contract. but I still see 300/175 for Deployed Tonnage (95% over).
I think Im supposed to see 300/400
The Mod is enabled in the MODS menu. what do I do to get this running?
"You may need to jump to other star systems, or even further away, to generate new contracts for the mod to take effect."
Clearly the mod cannot edit already spawned missions... so you must travel a bit, to let the game generate more (which will be modded).
Mods have limitations or conditions, which limit when they can activate or take effect.
The enemies are not affected by anything related to Player Lance Tonnage, or the Max Tonnage mod.
If you are having problems, enable and then run Max Tonnage by itself and only itself, then travel far away to refresh mission generation lists. If you choose to run with other mods, you'll have to figure out your own custom load order for handling any conflicts that occur.
https://www.youtube.com/watch?v=_GNOo52kvYM
Without any technical specifics, it's pure guessing at this point how or why Max Tonnage works... Or in the words of a certain legend that likes whiskey... "Clan Coyote space magic."
open the mod.json file pertaining to the mod you’re interested in notepad
look for the entry "defaultLoadOrder" : 0, (number can be different)
in most cases it's set to 0. set your's higher that way it will load later and overwrite what was loaded before
(i just copied this form reddit post)
i just changed it to 11 and now it's before YAML, still need to change star system to this mod to work.
There are different ways to change or remove tonnage, and each way comes with its own bugs, benefits, and eventually rough compatibility with other mods. It also has a major impact for updating the mod for each new DLC.
Paladin's 145 tonnage means that Max Tonnage is not working at all, and the only advice is to change the load order until it works or run far less mods. Simple but tedious process of elimination.
"No more illogical deployments or dealing with unfair penalties."
Is this meant for PvP or something? (I'm just playing the campaign solo)
This mod removes the C-bill penalty for your lance being overweight.