Basic Troubleshooting: -Game version must match what's in the description, new versions may or may work -Make sure you're running the latest mod version -Disable other mods and see if it works with vanilla, testing with a fresh career save is better -Verify game files
The source files are available in the files download section. This mod is no longer being actively updated.
Mod has become buggy lately. Restore Traits is sometimes dropping weapons, only restoring some weapons when I drag the icons back and forth. All weapons are kept if I right-click>Move to Cold Storage and later right-click>Return to Mechbay. Only when I drag does it drop random weapons. If I drag in and out of storage a few times, the mech will eventually be stripped of all but the engine.
Also, all upgrades are lost using either method.
I'm on v1.1.361. I added Yet Another Clan Invasion about the same time as the latest game update a few days ago. I have since disabled the mod (too much cheat tech). Restore Traits is still broken, at least on my setup. Going back to old saves has the same new problem.
I'm hoping to figure this out. Cold Storage is useless if I need to wait 6-12 months re-equip a mech from hibernation. Thank for any help.
Edit: Missing items are not showing up in inventory. It's not like I'm using the parts elsewhere; I can drag one icon around to slowly strip weapons that go nowhere. I am using the Save Loadout button and the white box does appear in the corner of the icon. I installed the mod on May 11, 2024. Worked great, like an extension of the left mechbay window. Only thing I changed was the YA Clan Invasion mod (now disabled) and the v1.1.361 update.
Sadly Bob isn't modding anymore. I found this to try and solve the upgrade issues of cold storage and found out he has quit and it seems this mod is broken now.
Quick question if anyone can help. Love this mod and the others I use Bob, thanks for the work. I totally get why backing off is the only option. I pay for Nexus hoping that it helps out modders so they will keep doing it but, hard to know how much each modder gets and how much is enough. This question is for anyone that can answer. Does the Restore Traits mod conflict with the save mechs loadout option in YAML? I'm trying a change right now to see if it helps because I really hate reloading weapons on mechs after I have figured out the perfect build for that mech and lose the weapons when I want to move them back.
Hi BobbertModdert --- My name is Dean and i wanted to start off by saying thanks for what you do!! i have a question and i am hoping you can help me. so i downloaded your mod for the only reason to save my upgrades, as my load out is covered by one of the YAML mods, i think, i know i am being vague but bear with me. so this is the problem i am having the game will save the upgrades on the light mechs but not the heavy's or assaults and it will save some mediums, is this normal? is this something i did? so i have 38 mods and i just updated 3 mods before i wrote you, and i have the current DLC, any help or insight would be appreciated --- once again thanks --- Dean
Possibility to have the option to enable/disable having a fee and/or time delay to moving mechs in and out of cold storage? I like that this mod saves the loadout and reapplies it to the mech when pulling it out of cold storage. But to balance it with the in game economy, maybe have some sort of constraint to it. Either a time or resource cost? Or both? I think players would love to have the option within the mod to turn the cost option on/off.
I hope I made my ideas clear as mud.
Don't get me wrong, I loathe I lose the upgrades when putting a mech in to cold storage in the vanilla game. I think the devs should have flipped where the cost association is. Kept the limit of 12 in your drop ship + 4 active mechs, had a minimal maintenance fee (as you already pay to repair and upgrade the mehcs) but shifted the cost to moving mechs in and out of cold storage. You have the option to leave weapons on the mechs when you move them, but then you have to pull the mech out of cold storage to get the weapon off. Add a fee and time to moving mechs in and out of cold storage. This gives the player more control over having the mechs they want for the varied tonnage missions while still balancing out the in game economy.
Unfortunately something is wrong. Putting back mechs with saved loadout back into the mechbay isn't working proper. My mechs still lose many components like 5 out of 6 lasers e.g.
The "restore loadout" option in yaml is definitely deactivated and i'm always using the drag&drop method via mouse - no controller or similar devices are attached to my pc.
Would you mind taking a look at your mod again? That would be awesome because your mod is a must-have mod for me :) Thanks in advance
Edit: after having a chat with the yaml-crew over at their discord i think i've found my issue! I wasn't aware that mechs go into cold storage without their weapons - they stay in my inventory.
Would it be possible to alter your mod in a way that cold storage mechs keep their weapons (or at least to "block" them somehow in in my inventory to prevent being used on salvaged mechs?)
...any idea why my mechs lose all upgrades if i put them back into the mechbay? (via RMB klick)
Restore Traits isn't conflicting with any of the other mods.
Edit: if i drag&drop them to and from cold storage, the mech keeps his upgrades but loses half of its loadout. What could possible cause this despite the game saying no conflict with other mods?
If using with YAML ensure you have the 'save loadout' option turned off in the restore traits mod. Otherwise it eats the loadouts as YAML also has an option for loadout saving and the two will conflict. If in Co-op then only the host can save the traits. Clients moving anything to or from cold storage will cause the traits to be eaten.
Far as RMB click from cold storage losing traits - sounds like a bug honestly.
Noticed the same thing happens to me - no other mods loaded and the only way restoring will work correctly is dragging with the mouse (I play with controller).
It was something to do with how YAML modified the right click to move but YAML can just absorb this mod at this point. Or someone can see if there's a missing event trigger when using controller and add a call there.
217 comments
Basic Troubleshooting:
-Game version must match what's in the description, new versions may or may work
-Make sure you're running the latest mod version
-Disable other mods and see if it works with vanilla, testing with a fresh career save is better
-Verify game files
The source files are available in the files download section. This mod is no longer being actively updated.
Also, all upgrades are lost using either method.
I'm on v1.1.361. I added Yet Another Clan Invasion about the same time as the latest game update a few days ago. I have since disabled the mod (too much cheat tech). Restore Traits is still broken, at least on my setup. Going back to old saves has the same new problem.
I'm hoping to figure this out. Cold Storage is useless if I need to wait 6-12 months re-equip a mech from hibernation. Thank for any help.
Edit: Missing items are not showing up in inventory. It's not like I'm using the parts elsewhere; I can drag one icon around to slowly strip weapons that go nowhere. I am using the Save Loadout button and the white box does appear in the corner of the icon. I installed the mod on May 11, 2024. Worked great, like an extension of the left mechbay window. Only thing I changed was the YA Clan Invasion mod (now disabled) and the v1.1.361 update.
This question is for anyone that can answer. Does the Restore Traits mod conflict with the save mechs loadout option in YAML? I'm trying a change right now to see if it helps because I really hate reloading weapons on mechs after I have figured out the perfect build for that mech and lose the weapons when I want to move them back.
I hope I made my ideas clear as mud.
Don't get me wrong, I loathe I lose the upgrades when putting a mech in to cold storage in the vanilla game. I think the devs should have flipped where the cost association is. Kept the limit of 12 in your drop ship + 4 active mechs, had a minimal maintenance fee (as you already pay to repair and upgrade the mehcs) but shifted the cost to moving mechs in and out of cold storage. You have the option to leave weapons on the mechs when you move them, but then you have to pull the mech out of cold storage to get the weapon off. Add a fee and time to moving mechs in and out of cold storage. This gives the player more control over having the mechs they want for the varied tonnage missions while still balancing out the in game economy.
happy to have you back after your hiatus! :) Can I share some mod ideas with you?
Unfortunately something is wrong. Putting back mechs with saved loadout back into the mechbay isn't working proper.
My mechs still lose many components like 5 out of 6 lasers e.g.
The "restore loadout" option in yaml is definitely deactivated and i'm always using the drag&drop method via mouse - no controller or similar devices are attached to my pc.
Would you mind taking a look at your mod again? That would be awesome because your mod is a must-have mod for me :)
Thanks in advance
Edit: after having a chat with the yaml-crew over at their discord i think i've found my issue!
I wasn't aware that mechs go into cold storage without their weapons - they stay in my inventory.
Would it be possible to alter your mod in a way that cold storage mechs keep their weapons (or at least to "block" them somehow in in my inventory to prevent being used on salvaged mechs?)
Restore Traits isn't conflicting with any of the other mods.
Edit: if i drag&drop them to and from cold storage, the mech keeps his upgrades but loses half of its loadout.
What could possible cause this despite the game saying no conflict with other mods?
Far as RMB click from cold storage losing traits - sounds like a bug honestly.
Is there any workaround to make the mod work?
NM, seems this won't restore correctly with a controller.