I sincerly didn't expect this mod to work at all, but it somehow does. Although, I still can't confirm that my squad actually keeps their formation at all (because they still scatter too much).
Rewrites something on TTRulez_AiMod2 Both active, Diamond formation duplicates the last formation active from previous mission (Regardless of how the mission ended) If Formation Changer only active, Diamond Formation is correct If TTRulez_AiMod only active, previous rewritten formation instead of Diamond formation is used.
I dunno, maybe my game has a problem, but that is what I'm experiencing.
ttai does formation changes in the backend that the user is unaware of. try setting formationchanger above it then try it below it see if you can find a working "acceptable" with both otherwise you may have to use one or the other.
Yeah, I have tried arranging the two, but the end is the same. I ended up with this mod on my mod list, since as posted before, with TTai and not formation changer active, the formation replacement happens.
Hoping for a future fix, else, still enjoying your mod.
I have spoken to Oraeon and helped him on how to modify the command menu. Oraeon's focus is not to make FormationChanger work with his mods, but rather to make his own detailed formation changing, AI interaction and command system. It seems the end goal will be that people use his mod over ours for a comprehensive solution, or ours for just formation changes.
To be clear: I hold no ill will towards Oraeon, and willingly help him in whatever way I can to achieve the development of his mod. There is room for both mods in slightly different spaces.
Thank you nonetheless. I enjoy both mods regardless of the occurrence and to see both where many to enjoy. Not forcing you and the authors to do against what they envision and want to do. I still enjoy your mods.
It sounds like Oraeon is being an ass. I like the look of this feature and the fact it puts more information up front where its visible, while his is hidden inside multiple menus and and easily forgotten.
Sorry I'm a little late posting this, but yeah it is a shame. Latest AIMod2 has formation change options, also accessed via F7, but the formation options are not as clear as the way it displays in your mod. I don't have to select F1 for "all" first, then F7, then F3 I think it is to change formation, then select the formation based on little graphics that don't show where I am in the formation (switching mechs aside). With this one, F7 direct and then select from easier to see and more clear formation images. Sigh. Regardless, many thanks for this. I might give it a try to check on compatibility anyway. I like the AI updates from his mod too much to drop it altogether.
I would agree. this mod is honestly far superior to his in terms of formations with it being wholeheartedly tactically sound, useful and simple. Why not simply add these formations themselves to his? all of the logic in his mod literally needs no changes as it doesn't have to do with specific formations at all. Why would you refuse to increase the quality of a mod without needing to change anything about your path in terms of programming or design and in fact simplify your programming and design needs based on something so simple and efficient? it sounds like he is in reality quite prideful and arrogant based on his desire to be a all in one solution as his end goal is essentially "better than others" meaning he desires to exclude mods others than his regardless if they have facets that are superior because he is "the only one who has this particular feature" This is extremely predatory in nature and is reminiscent of those big game companies who act in exactly the same way. I am literally FORCED to use his mod even though this is soooooooo far beyond his in terms of quality in this aspect meaning he is literally choosing to put authors of mods in a position where essentially all of their work will literally never actually be used. Which undermines modding as a whole since there is no point for anyone new to make anything that is similar to his as it will not ever actually be utilized. Completely shutting down any options for creativity. He also received help from this author in how to implement other things but yet refuses to do anything that this author has far exceeded him in. In essence willfully choosing to exclude and shut down his mod and make it valueless in spite of it being sooo much more valuable than his in this aspect.
Any chance you fine folks might add in a Single-File Line formation, Player at the head?
No matter the formation I use, no matter the AI Fix, nothing stops the AI from going absolute bat-sh!7 when I go through any kind of high and tight terrain, and I don't want them going above and away just to try and keep formation, getting singled out while the rest are trying to figure out how to keep in formation without the room to do it in the many chasms in the game.
It might only have the one use and maybe I'm in a minority on this request, but for me at least, it would most certainly get a lot of use.
Not sure what I am doing wrong. I see the change formation but there is no key (F7 or any other) assigned to it on the HUD. Any help would be appreciated and thanks to the modder for all the hard work!
Same here, sadly. I can see the "current formation", but no option to change it. F7 does not display next to it, there is no option to set keybinds in the game menu either. I'm using the 1.01 version of this mod, 1.1.315 version of the game, and 2.6 version of Compatibility pack. No HUD mod installed. Tried loading the compat pack before and after the formation changer. Nothing.
Make sure you have not deleted or modified the settings file that is inside the mod folder. This is required to install keypresses. Also, if you do not have compatibility Mod installed and at a lower load order number than the formation changer, it won't enable the keypresses, and therefore you cannot select an option or modify the keys in the key binding menu.
I have not touched the defaultSettings.json file without making sure it does not work anyway, and not without backing it up beforehands. And I do have compatibility mod installed, experimented with both relative positions (both lower load-order than formations and higher load-order than formations). I even nuked the %localappdata%/MW5Mercs settings folder, but to no avail. Game is on current version 1.1.315, with both Kestrels and HotIS dlcs installed, Mod Compatibility pack is 2.6, so most up-to-date one (wanted to try older ones, but these are archived so unable to be downloaded anymore). Currently the formation mod resides on top of my mod list (highest prio/loaded last), while compat rests on the very bottom (lowest prio/loaded first). I don't know what else might affect it. The game is from GOG, maybe that's the case.
Alright - I have dropped the Compatibility mod down to 2.5, grabbed the latest Formation mod, and it works now, the keybinds show in the option menu, and the F7 prompt works as supposed to. Not sure what changed with 2.6, but must have been something.
Yes, I had this problem myself. Default load order of FormationChanger is 14, so by default it loads after advanced_zoom, which was why F7 wouldn't work for me. This ultimately led me to organize the load orders for all my mods. Many want to load at load order zero, and the MW5Compatibility mod must load at zero, so all the ones that previously loaded at zero I changed to one. Otherwise, I left them alone, except of course to solve this problem I had to also change the load order of this mod to something lower than advanced_zoom.
48 comments
Both active, Diamond formation duplicates the last formation active from previous mission (Regardless of how the mission ended)
If Formation Changer only active, Diamond Formation is correct
If TTRulez_AiMod only active, previous rewritten formation instead of Diamond formation is used.
I dunno, maybe my game has a problem, but that is what I'm experiencing.
Hoping for a future fix, else, still enjoying your mod.
To be clear: I hold no ill will towards Oraeon, and willingly help him in whatever way I can to achieve the development of his mod. There is room for both mods in slightly different spaces.
Regardless, many thanks for this. I might give it a try to check on compatibility anyway. I like the AI updates from his mod too much to drop it altogether.
Thanks.
No matter the formation I use, no matter the AI Fix, nothing stops the AI from going absolute bat-sh!7 when I go through any kind of high and tight terrain, and I don't want them going above and away just to try and keep formation, getting singled out while the rest are trying to figure out how to keep in formation without the room to do it in the many chasms in the game.
It might only have the one use and maybe I'm in a minority on this request, but for me at least, it would most certainly get a lot of use.
I can see the "current formation", but no option to change it. F7 does not display next to it, there is no option to set keybinds in the game menu either.
I'm using the 1.01 version of this mod, 1.1.315 version of the game, and 2.6 version of Compatibility pack. No HUD mod installed. Tried loading the compat pack before and after the formation changer. Nothing.
This is required to install keypresses. Also, if you do not have compatibility Mod installed and at a lower load order number than the formation changer, it won't enable the keypresses, and therefore you cannot select an option or modify the keys in the key binding menu.
Game is on current version 1.1.315, with both Kestrels and HotIS dlcs installed, Mod Compatibility pack is 2.6, so most up-to-date one (wanted to try older ones, but these are archived so unable to be downloaded anymore). Currently the formation mod resides on top of my mod list (highest prio/loaded last), while compat rests on the very bottom (lowest prio/loaded first).
I don't know what else might affect it. The game is from GOG, maybe that's the case.
Not sure what changed with 2.6, but must have been something.