mad2342 / felloffacargoship Goto Github PK
View Code? Open in Web Editor NEW[Battletech Mod][ModTek] Add Mechs, Components, Funds, XP, Argo-Upgrades, Ronin and Reputation to your company. Allows instant travel.
License: MIT License
[Battletech Mod][ModTek] Add Mechs, Components, Funds, XP, Argo-Upgrades, Ronin and Reputation to your company. Allows instant travel.
License: MIT License
Addendum: The following bugs are also present in version 1.9.1-001R, exactly as described below:
Note that said bug occurs after loading another campaign save (even the same one); that is, attempts to add mechs works fine upon initially loading a campaign save from the Main Menu, after restarting the game executable.
The following output from 'FellOffACargoShip.log' appears each and every time (albeit with differing date/time stamps):
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[FellOffACargoShip @ 6/29/2020 8:25:25 PM] EXCEPTION:
Message: <br/>
StackTrace: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled(UnityEngine.Behaviour)
at BattleTech.UI.SimGameInterruptManager.CouldDisplay () [0x0005c] in <029bfe22d2d74c8e8c8ded1619022103>:0
at BattleTech.UI.SimGameInterruptManager.DisplayIfAvailable () [0x00000] in <029bfe22d2d74c8e8c8ded1619022103>:0
at BattleTech.UI.SimGameInterruptManager.AddInterrupt (BattleTech.UI.SimGameInterruptManager+Entry entry, System.Boolean playImmediate) [0x00084] in <029bfe22d2d74c8e8c8ded1619022103>:0
at BattleTech.UI.SimGameInterruptManager.QueuePauseNotification (System.String title, System.String message, UnityEngine.Sprite image, System.String audioEvent, System.Action primaryAction, System.String primaryButtonText, System.Action secondaryAction, System.String secondaryButtonText) [0x00014] in <029bfe22d2d74c8e8c8ded1619022103>:0
at BattleTech.SimGameState.AddMech (System.Int32 idx, BattleTech.MechDef mech, System.Boolean active, System.Boolean forcePlacement, System.Boolean displayMechPopup, System.String mechAddedHeader) [0x0014e] in <029bfe22d2d74c8e8c8ded1619022103>:0
at BattleTech.SimGameState.AddMechByID (System.String id, System.Boolean active) [0x00056] in <029bfe22d2d74c8e8c8ded1619022103>:0
at FellOffACargoShip.Cheater.Mech.<Add>g__AddMech|2_0 (System.String id, System.Boolean force) [0x000a9] in <b6ba15ad94f94edb908ce8c123e52a62>:0
at FellOffACargoShip.Cheater.Mech.Add (System.String param) [0x000f9] in <b6ba15ad94f94edb908ce8c123e52a62>:0
at FellOffACargoShip.HeraldryNameWidget_OnNameInputEndEdit_Patch.Postfix (BattleTech.UI.HeraldryNameWidget __instance) [0x0032c] in <b6ba15ad94f94edb908ce8c123e52a62>:0
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Additionally, enabling the 'AddMechsSilently' option in the mod.json file makes it add a chassis to the inventory without the parts mounted on the variant; though I suppose that's WAD.
Oddly, the bug does NOT occur with said option enabled, even after re-loading differing campaign saves... but as the variant parts aren't added to the inventory...
I do make use of the latest BattletechPerformanceFix release from m22spencer's GitHub repo, so maybe that could be partly responsible?
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