I've done some testing with the mod, it doesn't seem to be enabled. I even changed the values in the lua and the game doesn't reflect this, which is weird since the mod was updated recently. What do I need to do to make sure it works?
This is the report I get in AMUMSS:
starting to process script #1/1 [[gGame Supercharged More.lua]] { >>> Including lua script source in pak >>>>>>> Loaded script [[gGame Supercharged More.lua]] {>>> GCGAMEPLAYGLOBALS.GLOBAL.EXML MapFileTree creation/update done by 2nd thread -> No key_word specified, using whole file... Looking for >>> ["SpecialTechSlotBonus"] New value will be >>> [20.0] of type [NUMBER] >>> Replace [ONCE] >>> Searching in lines 3-6568... -- On line 4733, exchanged: [<Property name="SpecialTechSlotBonus" value="1.25" />] with: [<Property name="SpecialTechSlotBonus" value="20.0" />] Ended processing with [1 CHANGE(s) made] on File: [GCGAMEPLAYGLOBALS.GLOBAL.EXML] Ended with a total of 1 action(s) made } Ended script processing with [[1 action(s), 0 files/groups of files ADDed]] Using custom DateTime format! Starting final MBINCompiler and PAK phase... DONE Compiling Created this PAK: [[gGame Supercharged More 4462a.pak]] Ending MBIN/PAK phase... Ended script [[gGame Supercharged More.lua]] ========================================================================================} } Updated TOOLS\EXML_Helper\MODDED Updated TOOLS\EXML_Helper\ORG_EXML Created PAKs are in local folder >>> CreatedModPAKs <<< and Backups in >>> BuildHistory <<< and >>> BuildHistory\IncrementalBuilds <<< END OF PROCESSING Total scripts processed: 1 ===== Conflicts in ModScript were NOT checked at user request ===== <<< ONLY Checked Conflicts in MODS folder. >>> ======== CONFLICTS at FILE level (conflicts of individual values are NOT checked) ======={ [[CONFLICT]] on "GCGAMEPLAYGLOBALS.GLOBAL.MBIN" (NMSARC.globals.pak) [ >>>] - "MODS\gGame Supercharged More 4462a.pak" [ >>>] - "MODS\_Etcc_stack_and_storage_X10.v3.1.pak" ============================ DONE CONFLICTS CHECKING ===================================} } >>> FINAL REPORT <<< No script failed processing! 0 [[ERROR]] detected 0 [[WARNING]] raised 0 [[NOTICE]] raised [ATTENTION] 1 [[CONFLICT]] detected in processed PCBANKS/MODS paks [ATTENTION] CONFLICTS will prevent the mods involved from expressing their full effect. [ATTENTION] Some CONFLICTS can be resolved by COMBINING mods... [ATTENTION] See file 'README/README-Creating_a_Patch_for_existing_MOD_PAKs.txt' for further help Ended automatic processing at 17:01:17 TOTAL TIME to complete: 00:00:03 (AMUMSS 4.3.1.0W)
I'm not sure what you're asking, since you bolded the answer in your own post. You have a conflict and both mods won't work together without a merge. If you don't have a Lua for stack mod you're using, gStack has a Lua available.
It already is updated to 4.45. If you're on experimental, that will be 4.46 or 4.5 when public is released. I will release an update when they update the public branch.
Obligatory "The New Patch Broke This Mod" comment...
The Game itself loads, but this mod seems to break the game settings, which keeps me from being able to start a new game. I haven't tested a saved game yet. I'm also aware that we're waiting on the MBIN compiler update so these mods can be fixed, so this is more of an FYI.
12 comments
This is the report I get in AMUMSS:
starting to process script #1/1 [[gGame Supercharged More.lua]] {
>>> Including lua script source in pak
>>>>>>> Loaded script [[gGame Supercharged More.lua]]
{>>> GCGAMEPLAYGLOBALS.GLOBAL.EXML
MapFileTree creation/update done by 2nd thread
-> No key_word specified, using whole file...
Looking for >>> ["SpecialTechSlotBonus"] New value will be >>> [20.0] of type [NUMBER]
>>> Replace [ONCE]
>>> Searching in lines 3-6568...
-- On line 4733, exchanged: [<Property name="SpecialTechSlotBonus" value="1.25" />] with: [<Property name="SpecialTechSlotBonus" value="20.0" />]
Ended processing with [1 CHANGE(s) made]
on File: [GCGAMEPLAYGLOBALS.GLOBAL.EXML]
Ended with a total of 1 action(s) made }
Ended script processing with [[1 action(s), 0 files/groups of files ADDed]]
Using custom DateTime format!
Starting final MBINCompiler and PAK phase...
DONE Compiling
Created this PAK: [[gGame Supercharged More 4462a.pak]]
Ending MBIN/PAK phase...
Ended script [[gGame Supercharged More.lua]]
========================================================================================}
}
Updated TOOLS\EXML_Helper\MODDED
Updated TOOLS\EXML_Helper\ORG_EXML
Created PAKs are in local folder >>> CreatedModPAKs <<<
and Backups in >>> BuildHistory <<< and >>> BuildHistory\IncrementalBuilds <<<
END OF PROCESSING
Total scripts processed: 1
===== Conflicts in ModScript were NOT checked at user request =====
<<< ONLY Checked Conflicts in MODS folder. >>>
======== CONFLICTS at FILE level (conflicts of individual values are NOT checked) ======={
[[CONFLICT]] on "GCGAMEPLAYGLOBALS.GLOBAL.MBIN" (NMSARC.globals.pak)
[ >>>] - "MODS\gGame Supercharged More 4462a.pak"
[ >>>] - "MODS\_Etcc_stack_and_storage_X10.v3.1.pak"
============================ DONE CONFLICTS CHECKING ===================================}
}
>>> FINAL REPORT <<<
No script failed processing!
0 [[ERROR]] detected
0 [[WARNING]] raised
0 [[NOTICE]] raised
[ATTENTION] 1 [[CONFLICT]] detected in processed PCBANKS/MODS paks
[ATTENTION] CONFLICTS will prevent the mods involved from expressing their full effect.
[ATTENTION] Some CONFLICTS can be resolved by COMBINING mods...
[ATTENTION] See file 'README/README-Creating_a_Patch_for_existing_MOD_PAKs.txt' for further help
Ended automatic processing at 17:01:17
TOTAL TIME to complete: 00:00:03 (AMUMSS 4.3.1.0W)
It is hard to see when you have (about) 159 chrome tabs.
Edit : Mod is working / i found conflict that is explain why is not working sorry (:)
The Game itself loads, but this mod seems to break the game settings, which keeps me from being able to start a new game. I haven't tested a saved game yet. I'm also aware that we're waiting on the MBIN compiler update so these mods can be fixed, so this is more of an FYI.