In the mechlab, the mechs arms seem to be detached. Any reason for this? Are my mods conflicting? I notice something similar with the Hollander (arms will glitch or flicker when showing damage in the mechlab. Please advise. Thx!
Thank you for your reply and in doing so, I've downloaded the rest of your classic mechs.
One question though, I have your classic mech collection lore version and mech delivery installed prior to your standalone mechs. In my game while preparing my mechs and my pilots and travelling from one Industrial hub to another before initiating the First Strike mission against the Black Inferno, I saw the Classic Marauder for sale in one of the hubs, I'm in the year 3022 and I don't know if its supposed to show up that early in the store.
I decided to sell my other trashed mechs and unwanted equipment just to purchase this mech. Now after purchasing, I decided to take contracts to earn money to pay for my travel expenses.
After accepting a contract, doing the final checks in the hangar and launching the mission, I then have a Fatal Error. I restart the game, launch the mission...same thing.
I decided to travel to a nearby system to pickup a different contract. However the same thing happens.
In your opinion, could this be caused by having the Marauder in my inventory but not in the list of mechs to be used in the mission? Because privy to purchasing that mech, I was able to conduct mission contracts fine with no issues.
Anyway a great mod and I'll retract to a previous save to see what happens.
Thank you for your time on this. Stay safe and best regards.
Anyway, the problem I had before was caused by this. I only found out that it was not compatible to this and I have both installed together. Since removing the incompatible mod, everything is working as it should.
Thank you for your reply and mods. Do stay safe and best regards.
Something is wrong with the mech's legs, when walking sideways it looks weird as it doesn't have a rotating torso and when using the arm to hit it seems to float.
i check nexus to see you've done almost every mech i personally *need* besides the templar, you do god's work! blood asp, uziel, uller, masakari, omggg<3 thank youuuu
14 comments
The KitFox was my favorite mech in MechWarrior 2 31st Century Combat back in the PlayStation decades ago aside from the Nova and the TimberWolf.
Is this compatible with this one?
Thank you for your mods. Have a good one.
Thank you for your reply and in doing so, I've downloaded the rest of your classic mechs.
One question though, I have your classic mech collection lore version and mech delivery installed prior to your standalone mechs. In my game while preparing my mechs and my pilots and travelling from one Industrial hub to another before initiating the First Strike mission against the Black Inferno, I saw the Classic Marauder for sale in one of the hubs, I'm in the year 3022 and I don't know if its supposed to show up that early in the store.
I decided to sell my other trashed mechs and unwanted equipment just to purchase this mech. Now after purchasing, I decided to take contracts to earn money to pay for my travel expenses.
After accepting a contract, doing the final checks in the hangar and launching the mission, I then have a Fatal Error. I restart the game, launch the mission...same thing.
I decided to travel to a nearby system to pickup a different contract. However the same thing happens.
In your opinion, could this be caused by having the Marauder in my inventory but not in the list of mechs to be used in the mission? Because privy to purchasing that mech, I was able to conduct mission contracts fine with no issues.
Anyway a great mod and I'll retract to a previous save to see what happens.
Thank you for your time on this. Stay safe and best regards.
The Marauder is Inner Sphere and spawns accurate to the TRO.
Anyway, the problem I had before was caused by this. I only found out that it was not compatible to this and I have both installed together. Since removing the incompatible mod, everything is working as it should.
Thank you for your reply and mods. Do stay safe and best regards.
The floating arms is simply due to the skeleton being used. There's not much to do about it, at least until MW5 Clans arrive :)