Hello, I just finished my first campaign, which was without mods. For my second run I'm planning on modding it up, and this one looks interesting. Is this mod compatable with the
dZ_Consolidated_CompanyCommander mod pack? If not, which of the mods in the pack is it going to clash with?
I haven't tried that mod myself but from going over its list of changes I can see multiple possible conflicts between XLRP and dZ_CCC. Both mods are sometimes modifying the same settings, i.e. evasion and to-hit modifiers per mech weight class. At best, you'd get inconsistencies and balancing issues, at worst you'd be getting conflicts and broken features.
Also, as far as I am aware, dZ_CCC includes JK_variants, as does XLRP. The main difference is that I went over all of Justin Kase's variants - vehicles and mechs - and adjusted their loadouts with some of the 'quirky' weapon manufacturer variants from XLRP (those are marked with an asterisk at the end of their name, like AC/10 *). More importantly, all of the mechs in my mod are adjusted (and fixed, where necessary) for usage with MechEngineer, which is required for XLRP to work. dZ_CCC uses the vanilla mechlab, as far as I am aware.
Long story short: I suggest using one or the other, not both. XLRP is mostly set up to be flexible in terms of which extra mods you use (i.e. AIM, CBT Heat, etc.), whereas CCC comes with these integrated (at least from the description, maybe this has changed with the latest update). Oh, and if you like the idea of XLRP but don't like the thought of using MechEngineer, you should also have a look at
XAI, which is in some ways similar to XLRP and features most of the new weapons and many other new features.
If you do decided to give XLRP a try, you should either skip the tutorial or only install XLRP after the tutorial missions are over; this is because you can not continue the Tutorial since it asks you to move the Blackjack to a specific location within one round, which can not be reached to the different mech speed (MechEngineer calculates speed based on tonnage and engine size, so the speed is actual correct and true to TT). This is a little weird, as you could easily reach the location by sprinting but are forced to walk instead. However, there are no such issues with career mode to my knowledge, and the rest of the campaign should be fine as well.