VERSION 6.6(.1) IS OUT! I know, I know, so many updates in so short a time!
Changelog: - Fixed a bug that prevented the player from exiting the Leopard on some missions - Refactored standard/rare/lostech loot selection to improve performance and logging (not fully tested!)
Incorporated bugfixes from 6.5.1 and 6.5.2 - Fixed PersistentModel error that occurred in some situations - Fixed Indicator brightness not working properly for Light Towers
Known unknowns: - The updated loot selection code should hopefully improve the reliability of the Junk Loot threshold and help troubleshoot the ??? bug if it's still ongoing. - The updated loot selection code is not fully tested. Preliminary testing looks good, but it's not fully vetted.
Notes: Lostech in Rare loot crates will ignore the "Rare Loot Cbill Threshold" option - otherwise Rare equipment (eg DHS) will never spawn. Standard crates and standard tech in Rare crates will still respect the Rare Loot Cbill Threshold.
6.6.1 changelog: - Fixes a bug with crates that spawn within detection distance (including all crates if Infinite Detection Distance is enabled)
Bug reporting procedures! Please Read! This mod doesn't have any bugs. It's perfect. It works great! No errors ever! Right.
Buuuut if you think you found a bug in this mod, please do the following:
Save a copy of %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor\Game.ini BEFORE making changes, just in case you need to submit a bug
Turn on debug to Basic or Advanced in the Mod Options menu. MOST of the problems you can encounter will have some kind of reference in the Advanced Debug output.
Paste this link into a Windows Explorer window: %localappdata%\MW5Mercs\Saved\Logs\
Review the StackedCrates.log file in that folder. This log file should tell you what most of the important settings are up front, and what the final settings are for each crate as it spawns. This includes scan distance, detection distance, and loot crate contents.
If you can confirm your bug in that log file, go ahead and add a bug in the Bugs tab here in Nexus.
If you can't confirm your bug in that log file, but you're convinced it's this mod, please try this first:
Disable this mod and test: If the bug still occurs, it's not this mod
Disable all other mods and test: If the bug still occurs, it's either the vanilla game or this mod
If the bug still occurs with only StackedCrates enabled, go ahead and report a bug in the Bugs tab here in Nexus
If the bug only occurs when this mod AND another mod are both enabled, go ahead and report a bug in the Bugs tab here in Nexus, but keep in mind this might be a compatibility issue that the other mod author will need to resolve
When reporting a bug in the Bugs tab in Nexus, please do the following to include all of the details I'll need to test with.
Write out a clear description of how to reproduce the bug. Include what feature is not working as expected, what you expect to happen, what actually happens, and any relevant Mod Options settings you have configured.
Include the following files in your bug report (please use a file sharing service such as OneDrive, Google Drive, Box, etc to help keep threads readable):
Any chance you'll be fixing the bugs soon? The big one is the treasure actor and the other problems with coyote. I love this mod, but coyote is a staple in my load order.
really how did it break it worse? its just stacked crates version 6.5 as puff released it, but minus the thing that was making the turrets shoot at nothing.
To name a few: - Crate icon do not appear in map/battlegrid. - Indicator are always light tower. - Active probe autoscan don't work. - Rewards are low tier + 10,000s CBills.
the version release by coyote is exactly what was available in Puffs source. the only difference is he removed the aggro on the treasure actor. it is based off of the 6.5.0 version.
It may be a little late, but I had the same issues as wanara009 and resolved them by reverting to a previous version that's no longer available here. But, you can snag a copy on the Yet Another MW5 discorder server (https://discord.com/channels/1005083287594741800/1088913016948531231/1309402122504241166 - direct link to the post with the files). Downgrading to 6.3 worked for my single-player games).
I've looked a bit and haven't seen anyone else have this issue... I have nothing showing in the mod options menu when I click on this mod?
I had this installed a few years ago when I was playing, and have started playing again recently, and noticed there was an update, so I downloaded the newest version of this mod. I followed the instructions on how to get rid of the old version, by removing the mod files and the mod options from the game ini, and installed the new version, loaded the game, activated the mod, and then closed the game and opened it again.
The mod was active, but when I go to mod options, then find stacked crates, there is nothing showing up on the right hand side of the screen to edit the options; it's just nothing. I go to the game ini and the list of options are back, showing that the game has loaded the mod, but still after another reload, there are no options showing in mod options? Has anyone had this issue? Any ideas?
Hey Puff, sorry if this is a dumb/ill-informed comment. Coyote uploaded a version of your mod some time ago that fixed some issues arising when both mods are used together, do you plan to integrate those fixes into the original mod at some point, if that's possible/compatible with the current version and your future plans for it? So far I personally haven't run into, or at least noticed, the issues themselves so I've been running this version alongside C's MP just fine, but improved compatibility is always welcome. Cheers
the fix released by coyote was mainly to address the fact that the Treasure Actor has a base aggro of 25, almost 3 times that of a mech. which was causing all the AI to target and shoot at a spot on the ground at 0,0,0. this issue has been present since day 1 but only recently became a debilitating issue for one of his game modes, stronghold defense. it would cause all turrets to fire at the ground and sometimes ignore enemies as well has completely busting ravager turrets. all his fix does is remove the aggro from the TA
No matter what kind of changes and parameters I submit for the Sensorsettings. All crates are open instantly at the start of every mission so far. Also I dont have a marker for cantina missions. It somehow feels, like nothings changes, when I change (haha) the settings.
Am I missing a button in the ModOptions?
greetings and thanks for your great work so far. :D
Check the Cheat options, as there are infinite detection and infinite scan distance cheats that might be turned on. Also make sure you don't have any other mods that change loot crates, I have no idea how they might conflict with this one.
All mods should go in their default order, (very nearly almost) always. MW5 modding isn't like modding bethesda games. The authors set the load order, so you really should follow it
1) Getting a Blank item with a Tier 0 x1 indicator on it in rare boxes. 2) turning on Infinite Scan does not scan all crates. It scans one at random, and then I have to turn it off and back on again to get the next crate. This happens when I am in mission and switch the option on, because the game spawned all the crates at 2K meters and I am starting in the middle of the base I need to defend and cannot go get the boxes in time.
Reply bump, because new item appeared. Had a rare crate (All marked as such) spawn 13K CBills and a single Tier 2 medium laser. The "standard" crate just down the way spawned 2.2 million CBills, three Clan ER Large Lasers Tier 3 and a pair of Laser AMS Tier 4. Not sure if something went weird with the mod and interacting with other mods. Will try reshuffling the load order, see if that helps.
However, in my case, on Multiplayer, it immediately crashes (fatal error) any client as soon as they join if they also install this mod. If clients don't have this mod but the host has it, clients will not crash but they also will not be able to se ANY loot spawn (including mission boxes).
I have a lot of mods (30 to be exact, including but not limited to 7 of YAML) but it doesn't show any conflict and only crash the client when this mod is enabled on client's side. I don't doubt it's problem on your side so I don't think I'd report it as a bug.
Anyway, the problem I encountered aside, it's a great mod to give incentive to actually explore the map. Thanks.
Great mod, however there is no way to reduce or remove LostTech from crates, rare loot chance even set to 0 does not effect it. Starting in 3015 with rare loot chance 0 and threshold 200k I was soon swimming in LBX-10, Royal Hit Sink Kits, Endo-Steel Structures and Gauss Rifles. Had to remove the mod not to break the balance of the game.
545 comments
I know, I know, so many updates in so short a time!
Changelog:
- Fixed a bug that prevented the player from exiting the Leopard on some missions
- Refactored standard/rare/lostech loot selection to improve performance and logging (not fully tested!)
Incorporated bugfixes from 6.5.1 and 6.5.2
- Fixed PersistentModel error that occurred in some situations
- Fixed Indicator brightness not working properly for Light Towers
Known unknowns:
- The updated loot selection code should hopefully improve the reliability of the Junk Loot threshold and help troubleshoot the ??? bug if it's still ongoing.
- The updated loot selection code is not fully tested. Preliminary testing looks good, but it's not fully vetted.
Notes:
Lostech in Rare loot crates will ignore the "Rare Loot Cbill Threshold" option - otherwise Rare equipment (eg DHS) will never spawn.
Standard crates and standard tech in Rare crates will still respect the Rare Loot Cbill Threshold.
6.6.1 changelog:
- Fixes a bug with crates that spawn within detection distance (including all crates if Infinite Detection Distance is enabled)
Causes issues with mods like Coyote's mission pack, makes it impossible to use together due to AI behaviour
This mod doesn't have any bugs. It's perfect. It works great! No errors ever!
Right.
Buuuut if you think you found a bug in this mod, please do the following:
If you can't confirm your bug in that log file, but you're convinced it's this mod, please try this first:
When reporting a bug in the Bugs tab in Nexus, please do the following to include all of the details I'll need to test with.
Thank you all for using this mod and for your support! Following these steps will help me be able to more easily reproduce bugs and fix them!
Report).
hopefully puff comes back soon to fix all these
- Crate icon do not appear in map/battlegrid.
- Indicator are always light tower.
- Active probe autoscan don't work.
- Rewards are low tier + 10,000s CBills.
it is based off of the 6.5.0 version.
Does it work?
Give me a reply Thank you!
I had this installed a few years ago when I was playing, and have started playing again recently, and noticed there was an update, so I downloaded the newest version of this mod. I followed the instructions on how to get rid of the old version, by removing the mod files and the mod options from the game ini, and installed the new version, loaded the game, activated the mod, and then closed the game and opened it again.
The mod was active, but when I go to mod options, then find stacked crates, there is nothing showing up on the right hand side of the screen to edit the options; it's just nothing. I go to the game ini and the list of options are back, showing that the game has loaded the mod, but still after another reload, there are no options showing in mod options? Has anyone had this issue? Any ideas?
Coyote uploaded a version of your mod some time ago that fixed some issues arising when both mods are used together, do you plan to integrate those fixes into the original mod at some point, if that's possible/compatible with the current version and your future plans for it?
So far I personally haven't run into, or at least noticed, the issues themselves so I've been running this version alongside C's MP just fine, but improved compatibility is always welcome.
Cheers
all his fix does is remove the aggro from the TA
I am not sure, if I ran in some troubles here.
No matter what kind of changes and parameters I submit for the Sensorsettings.
All crates are open instantly at the start of every mission so far. Also I dont have a marker for cantina missions.
It somehow feels, like nothings changes, when I change (haha) the settings.
Am I missing a button in the ModOptions?
greetings and thanks for your great work so far. :D
Also make sure you don't have any other mods that change loot crates, I have no idea how they might conflict with this one.
In the ModLoader does this mod need high or low Prio?
1) Getting a Blank item with a Tier 0 x1 indicator on it in rare boxes.
2) turning on Infinite Scan does not scan all crates. It scans one at random, and then I have to turn it off and back on again to get the next crate. This happens when I am in mission and switch the option on, because the game spawned all the crates at 2K meters and I am starting in the middle of the base I need to defend and cannot go get the boxes in time.
However, in my case, on Multiplayer, it immediately crashes (fatal error) any client as soon as they join if they also install this mod. If clients don't have this mod but the host has it, clients will not crash but they also will not be able to se ANY loot spawn (including mission boxes).
I have a lot of mods (30 to be exact, including but not limited to 7 of YAML) but it doesn't show any conflict and only crash the client when this mod is enabled on client's side. I don't doubt it's problem on your side so I don't think I'd report it as a bug.
Anyway, the problem I encountered aside, it's a great mod to give incentive to actually explore the map. Thanks.
Fix is WIP but the WIP is a big project.
It's my partner's favorite mod! She loves to pilot a raven and search for treasure while scouting