I got:
Warning: Will not load Flashpoint_The_Raid because it's lacking a dependency or has a conflict.
In my modtek log.
Warning: Will not load Flashpoint_The_Raid because it's lacking a dependency or has a conflict.
In my modtek log.
I got:
Warning: Will not load Flashpoint_The_Raid because it's lacking a dependency or has a conflict.
In my modtek log.
@Amechwarrior
Just passing by to ask if there is a new FP on the works.
You did an awesome job with The Raid.
I can only wonder what you can come up with using the new stuff we got in UW and HM too.
so glad you were able to update this.....
im getting the conflict/dependency wont load error for it though
modtek log is attached an here are the mods im running:
[
"Advanced Difficulty Settings",
"AmmoCookOff",
"BattletechPerformanceFix",
"BetterBaseDefense",
"BetterMortar",
"BTCommanderAbilities",
"BTMLColorLOSMod",
"CareerLeopardStart",
"Commander_Background_and_Quirks",
"CommanderPortraitLoader",
"CommanderPortraitLoaderHelper",
"CommunityBundles",
"CrystalClear",
"CustomComponents",
"CustomSalvage",
"DontShootTheDead",
"DynamicCompanyMorale",
"Elite Forces",
"Flashpoint_the_Cache",
"Flashpoints worthwhile rewards",
"Hyades Rim",
"JK_VariantsStarLeague",
"LessHeadInjuries",
"LootMagnet",
"MeleeMover",
"Merc Emblems",
"ModTek",
"PanicSystem",
"Pilot Fatigue",
"Pilot Quirks",
"PilotHealthPopup",
"SoftExperienceCap",
"Survivable Arms",
"SustainableEvasion",
"Timeline",
"TurretlessVehicleHits",
"Z_JK_VariantsCampaign_JumpJets",
"cFixes",
"Flashpoint Spawn Adjustments",
"Give_me_Death",
"Give_them_Kell",
"Better AI",
"LittleThings",
"Mission Control",
"BiggerDrops"
]
I think that CAB mod already includes the FP Stock Photos. You could try and open the mod.json for The Raid and remove the line "DependsOn": [ "Flashpoint_Stock_Photos" ], entirely and give it a try. It should load, but also after the 3rd mission, the Local Govt. Liaison holoportrait should still display during the conversation after mission 3 as that's in the CAB.
Let me know if this fixes the issue.
Yeah, I built and balanced this FP around stock play after the first DLC was released and before the others. So any new tech from HM and anything like bigger drops and other gameplay changes from modpacks are tuned by the modpack teams to fit my FP into their release. I'm glad to hear it still holds up even after all those changes!this is an extremely late reply, but still wanted to add
first of all, thanks for the work and effort you put into the FP, did give me some serious head scratching - especially because i've started it fairly early and as part of BEX, which made my pilot development damn slow, so i was nowehere near the 10/10/10/10 pilots.
on the other hand, i've made things even more difficult for myself - as i don't like to do half work, so always try to mop up the whole opfor on each mission. with this same attitude the target acquisition mission was damn tough.
i had a lance of an atlas, a bullshark (with the thumper), an awesome and a stalker. all custom tailored to bear lots of ppcs , the bullshark had 2 sldf gausses - but all weapons were only +, or ++, no +++ was present at all.
however, the opfor just swallowed my bolts and slugs like pebbles, i had to re-play the mission lots of times.
my only "issue" with the mod is: the bigger drops is disabled during it. i know you wanted challenge - but with those extra 4 slots one could fine-tune the difficulty a bit for himself. just my 2 cents.
so... i'm at the decision point about the bribe or muscle, and i assume things won't get easier...
it does, but i had like pilots on about 60% avg, a few 7s, but a lot of 5s all over the table. it was quite a challenge this way.Yeah, I built and balanced this FP around stock play after the first DLC was released and before the others. So any new tech from HM and anything like bigger drops and other gameplay changes from modpacks are tuned by the modpack teams to fit my FP into their release. I'm glad to hear it still holds up even after all those changes!