Oh this is cool! Also nice to see artwork from Front Mission Evolved here. As a VERY big Front Mission (and mech game fan in general) This is a must have mod. 10/10
A bit late to respond, but for clarity, if you decide to use this mod, you may experience a few bugs, as the original uploader has long since abandoned this game/mod. Most notably, certain encounters may become inaccessible. this is because the mod was not updated for the latest version of the game and has quite the spaghetti code because of it.
If you have issues, you can find an unofficial updated version in the developers Discord.
Hey I don't mean to be a nuisance but where can I get that unofficial update? I can't find a live link to that discord anywhere. the one I click is a private one I can't seem to join but I would LOVE to try this mod
So, here is my updated lines in their entirety from my edited squad_invader_convoy.YAML file. With the following code, I was able to successfully engage in every combat convoy I could find and even liberated a province.
lines from 1 to 63 copied straight from my YAML mod file. I even managed to engage that 1 previously mentioned convoy, but I believe that came from one of the other YAML edits. Basically, the other 2 YAML files should be identical to their main folder counterparts up to the "rewards" line.
Hi! I've been struggling with the mod, I updated the file as you did but when I enter combat, I can't make my mechs do anything, the actions are gone. :c
Unfortunately, I have no idea how to fix that. I did experience it once, but I never saw it again. it might be related to one of the other .YAML files, but that is all I can guess.
After reading the new comments and testing through the updated .YAML code, I can say with fair certainty that the following few changes will at the very least get you into the fights. Do note, that I am still using the previously patched mod files from before.
Starting from the top, there are 2 extra lines in the mods squad_invader_convoy.YAML These are lines 21 hopeOnDefeat: false
23 destroyOnLoot: false delete them if you want, but I left them alone. From what I can gather, they do not seem to affect anything, but this does throw off the line count by 2 going forward.
1st change; replace from source .YAML 34 colorKeyOverrideVision: over mods .yaml 36 visualFromSquad: true
2nd change; just straight up delete line 55 from the mods .YAML 55 type_entity_convoy: true I believe this to be the primary culprit in regards to why we can not engage fights properly.
3rd change; copy and insert line 54 from the source .YAML into the mods .YAML 54 scenarioChanges: should look as so; 55 scenarioUnits: 56 scenarioChanges: 57 areas:
These are the only 3 changes I have made in the above mentioned .YAML. Doing so allowed me to engage in an equipment convoy.
I also copied the "scenarioChanges:" line from the other 2 .YAMLs into their respective mod .YAMLS, 'elite' and 'standard'. I also corrected the image call outs in their respective .YAMLs, as those had also changed. Not certain if it affected anything, but better safe than sorry.
All that done, I entered combat just fine, but I now have to deal with a completely different issue...
The issue of animations not working and the entire fight bugging out with mechs just floating in place until the turn ends and everyone magically appears in their end points. Problem is, all actions, bullets, etc. are completely ignored and no damages other than maybe a collision are registered. No idea what causes it, but it happened each and every time.
update; Managed to engage, interact and finish a fight. The animation bug seems to be caused by missiles. everything went perfectly fine up until the enemy decided to launch some missiles at me. The only way I was able to finish the last enemy was through melee collisions as nothing even worked, much less hit.
Afterwards, the victory button appeared, I went into the rewards screen and everything else worked just as it should. My only guess is that maybe Gio's rebalance mod is affecting the missiles somehow, or there is a glitch in the system. It is the only other mod that affects combat that I have.
Thanks for all your trial and error Carnack! Sadly i'm still unable to go in the briefing screen after i click on suit up. Tomorrow i'll start from scratch redownloading the mod files again, then i'll try and follow all your changes.
By the way i removed Gio mod so can't help with that, but if i get to engage and fight i'll tell you if i get the missiles bug
I deleted the old files, downloaded them again and follow your new steps (also tried the old ones) and i cannot engage at all, not even get to the Suit Up menu.. damn xD
I have successfully engaged several different convoys and bases consecutively. Save for 1 equipment convoy I was not able to intercept properly, which I will be looking into. The only 3 files I have edited are the following: squad_invader_convoy squad_invader_convoy_elite squad_invader_convoy_standard If you would like, I can paste my new lines of code in the first file in a fresh reply. For the latter 2 files, basically, the first 45 lines of code should be identical to the source files in the main game folders and should not see any changes until after line 62 or so.
Also, did you properly hit the 'reset config,' 'save config' and 'load mods' buttons in the mod menu, then relaunch the game?
Lastly, The animation freeze bug was due to an improper install of Gio's updated mod.
Hello there! Anyone trying the mod in the new patch yet? Before patch i was able to engage convoys but now i just get to the "suit up" menu, but when i click on suit up it goes back to the map the same way it does if i cancel the attack, any suggestion?
hola... no sé mucho ingles. pero también logré corregir el poder combatir con los convoys, hice lo que CarnackKetral hizo, pero no me ayudó de primeras así que seguí modificando y moví algunas cosas en "squad_invader_convoy.yaml". (aunque no estoy seguro si lo que hizo CarnackKetral me sirvió de primeras.... el caso es que ya sirve)
unos cambios que hice fue: copiar "type_entity_convoy: true" del "squad_invader_convoy_yaml" entre la linea "context_generic: true" y "type_raid: true"
thank you Kleopolo, i am italian so i was able to understand part of what you wrote. i added: "type_entity_convoy: true" between "context_generic: true" and "type_raid: true" and became as you wrote:
66 comments
offical discord is gone.
tryied the hot fixes in the chat and these do not work.
Curently unabke to attack supply convos.
I fixed the issue with all parts names in your mod.
Please contact me via Discord:
Dr_Mauler#6201
The fixed mod is here:
Module Mechs XXL-35-0-4b-Beta-Hot-Fix-3
Is your hotfix still available? The link you have provided no longer has the file.
Cheers.
Most notably, certain encounters may become inaccessible. this is because the mod was not updated for the latest version of the game and has quite the spaghetti code because of it.
If you have issues, you can find an unofficial updated version in the developers Discord.
hidden: true
parents: []
tags:
- squad_invader_convoy
- role_convoy
- squad_invader
- squad
- combat_generic
textName: {}
textDesc: {}
textIdentifierGroup: squad_invader_convoy
image: t_world_crop_squad2
icon: s_icon_overlay_type_squad1
core:
inventory: true
selectable: true
capturable: false
recapturable: true
interactable: true
interactionRange: 2.5
hopeOnDefeat: false
destroyOnDefeat: true
destroyOnLoot: false
intelLocked: false
detectable: true
recognizable: true
observable: true
permanent: false
generated: true
refreshEventsOnExit: true
refreshEventsOnEntry: true
factionChangesWithProvince: false
faction: Invaders
factionBranch:
visual:
colorKeyOverrideVision:
visualPrefabs:
- path: Content/Overworld/Squad_Convoy
movement:
speed: 1.7
rotateToFacing: false
ranges:
vision: 32
observerData:
detection:
pingInterval: 0.3083333
detectionIncrementMin: 0.2
detectionIncrementMax: 0.51
detectionDecayTime: 0.8333333
intel:
units: {}
scenarios:
tags:
context_generic: true
scenarioUnits:
scenarioChanges:
areas:
production:
ai:
isAggressive: false
activeWhenUntracked: true
spawning:
reinforcements:
lines from 1 to 63 copied straight from my YAML mod file. I even managed to engage that 1 previously mentioned convoy, but I believe that came from one of the other YAML edits. Basically, the other 2 YAML files should be identical to their main folder counterparts up to the "rewards" line.
Starting from the top, there are 2 extra lines in the mods squad_invader_convoy.YAML
These are lines
21 hopeOnDefeat: false
delete them if you want, but I left them alone. From what I can gather, they do not seem to affect anything, but this does throw off the line count by 2 going forward.23 destroyOnLoot: false
1st change;
replace from source .YAML
34 colorKeyOverrideVision:
over mods .yaml36 visualFromSquad: true
2nd change;
just straight up delete line 55 from the mods .YAML
55 type_entity_convoy: true
I believe this to be the primary culprit in regards to why we can not engage fights properly.3rd change;
copy and insert line 54 from the source .YAML into the mods .YAML
54 scenarioChanges:
should look as so;55 scenarioUnits:
56 scenarioChanges:
57 areas:
These are the only 3 changes I have made in the above mentioned .YAML. Doing so allowed me to engage in an equipment convoy.
I also copied the "scenarioChanges:" line from the other 2 .YAMLs into their respective mod .YAMLS, 'elite' and 'standard'. I also corrected the image call outs in their respective .YAMLs, as those had also changed. Not certain if it affected anything, but better safe than sorry.
All that done, I entered combat just fine, but I now have to deal with a completely different issue...
The issue of animations not working and the entire fight bugging out with mechs just floating in place until the turn ends and everyone magically appears in their end points. Problem is, all actions, bullets, etc. are completely ignored and no damages other than maybe a collision are registered. No idea what causes it, but it happened each and every time.
Am I the only one who has this issue?
Managed to engage, interact and finish a fight. The animation bug seems to be caused by missiles. everything went perfectly fine up until the enemy decided to launch some missiles at me. The only way I was able to finish the last enemy was through melee collisions as nothing even worked, much less hit.
Afterwards, the victory button appeared, I went into the rewards screen and everything else worked just as it should. My only guess is that maybe Gio's rebalance mod is affecting the missiles somehow, or there is a glitch in the system. It is the only other mod that affects combat that I have.
Sadly i'm still unable to go in the briefing screen after i click on suit up. Tomorrow i'll start from scratch redownloading the mod files again, then i'll try and follow all your changes.
By the way i removed Gio mod so can't help with that, but if i get to engage and fight i'll tell you if i get the missiles bug
The only 3 files I have edited are the following:
squad_invader_convoy
squad_invader_convoy_elite
squad_invader_convoy_standard
If you would like, I can paste my new lines of code in the first file in a fresh reply.
For the latter 2 files, basically, the first 45 lines of code should be identical to the source files in the main game folders and should not see any changes until after line 62 or so.
Also, did you properly hit the 'reset config,' 'save config' and 'load mods' buttons in the mod menu, then relaunch the game?
Lastly, The animation freeze bug was due to an improper install of Gio's updated mod.
I didnt reset config but i did relaunched the game after saving the new config after i modified the files
Before patch i was able to engage convoys but now i just get to the "suit up" menu, but when i click on suit up it goes back to the map the same way it does if i cancel the attack, any suggestion?
unos cambios que hice fue:
copiar "type_entity_convoy: true" del "squad_invader_convoy_yaml" entre la linea
"context_generic: true" y "type_raid: true"
y quedó así:
scenarios:
tags:
context_generic: true
type_entity_convoy: true
type_raid: true
no sé si me entenderán, pero al menos quería ayudar xd. (también podria pasar el codigo entero)
i added: "type_entity_convoy: true" between "context_generic: true" and "type_raid: true" and became as you wrote:
scenarios:
tags:
context_generic: true
type_entity_convoy: true
type_raid: true
Still i am unable to engage convoy of any type.
I tried some of carnackketral suggestion but they did not work.
DId you do anything else?
in the end i changed:
Line 14 in the source file reads:
colorKeyOverrideVision:
as carnackketral suggested,
and i removed " type_raid: true" from tags on line 54, adding as you already said "type_entity_convoy: true" instead