The game keeps trying to load 3 consumables regardless of how many times I remove them and resave. Even using the strip all consumables option just sticks them right back on the mech. Any one know of a way to fix this?
2
Invalid Loadout Consumables Not Saving
Started by spectralthundr, Sep 08 2015 06:25 PM
10 replies to this topic
#1
Posted 08 September 2015 - 06:25 PM
#2
Posted 08 September 2015 - 06:35 PM
There are numerous people encountering virtually identical issues.
Piranha...we must discuss something.
Piranha...we must discuss something.
#3
Posted 08 September 2015 - 06:45 PM
Same issue here. I've tried the following:
Edit: this did happen after I tried to modify consumables in a private lobby.
- Pulls modules off one by one then save : I pull of the cool shot 6 (only module shown in consumables), an artillery strike and a cool shot 9 by 9 pop up, pull them off as well then save. Once saved the cool shot 6 is back and if I try to launch invalid load out.
- Strip all modules : hit the strip all modules button, same effect as above (cool shot 6 re-appears and not able to launch)
- Remove the cool shot 6, replace the air strike with cool shot 6; cool shot 6 re-appears after saving same as above)
- Remove all modules, reload with desire modules, same as above....
- Select different mech, move modules around save. Mech is fine, move back to previous mech with issue, try above 1-4 still no success.
- Re start client, try steps 1-5 no success.
Edit: this did happen after I tried to modify consumables in a private lobby.
Edited by Will I Am, 08 September 2015 - 06:46 PM.
#4
Posted 08 September 2015 - 06:56 PM
Will I Am, on 08 September 2015 - 06:45 PM, said:
Same issue here. I've tried the following:
Edit: this did happen after I tried to modify consumables in a private lobby.
- Pulls modules off one by one then save : I pull of the cool shot 6 (only module shown in consumables), an artillery strike and a cool shot 9 by 9 pop up, pull them off as well then save. Once saved the cool shot 6 is back and if I try to launch invalid load out.
- Strip all modules : hit the strip all modules button, same effect as above (cool shot 6 re-appears and not able to launch)
- Remove the cool shot 6, replace the air strike with cool shot 6; cool shot 6 re-appears after saving same as above)
- Remove all modules, reload with desire modules, same as above....
- Select different mech, move modules around save. Mech is fine, move back to previous mech with issue, try above 1-4 still no success.
- Re start client, try steps 1-5 no success.
Edit: this did happen after I tried to modify consumables in a private lobby.
I tried all those steps as well, no dice.
#5
Posted 09 September 2015 - 12:07 AM
Me too.
Found no way to solve this issue.
Found no way to solve this issue.
#6
Posted 09 September 2015 - 04:36 AM
Having the exact same problem here!! My mech has an "alert" for invalid consumable, it's trying to load a priority artillery and a UAV and a standard airstrike. Have tried all the steps listed here 3x over now, no joy. Even went so far as to ENTIRELY strip mech of everything, then save, then logout & restart client: nada. Need a hand here folks, NO IDEA how to fix this jazz!
#7
Posted 09 September 2015 - 09:50 AM
have the same issue. it occured on 3 of my mechs after equiping multiple mechs with consumables. the bug seems to be triggered by the following procedure:
equipping 2 Consumable Modules, saving the mech. changing one of the modules by dragging another one into a filled Consumable module slot.
i have no clue on how to get rid of the problem, even though i do believe that this is what triggers the issue (i did multiple mechs, and all three that are bugged have had that procedure)
equipping 2 Consumable Modules, saving the mech. changing one of the modules by dragging another one into a filled Consumable module slot.
i have no clue on how to get rid of the problem, even though i do believe that this is what triggers the issue (i did multiple mechs, and all three that are bugged have had that procedure)
#8
Posted 09 September 2015 - 10:13 AM
I've sent a ticket in on this, hopefully we get a resolution.
#9
Posted 09 September 2015 - 03:33 PM
I have played 2 days of games with little or no Modules as I have 7-12 million C-Bills locked up in 2 Omnis that I can not access. Hot Patch will fix.
GL HH
GL HH
#10
Posted 09 September 2015 - 10:02 PM
Same issue here. Can't use my brand new Mauler 2P anymore because of this bug. :-(
Disappointed!
Disappointed!
#11
Posted 10 September 2015 - 07:44 PM
I'm sure no one is reading this now since the patch/hotfix, but if you fine fellows at PGI DO read this, THANK YOU!!! I had 2 mechs entirely useless because of this "bug", as soon as I loaded the hotfix and cleared out my modules again everything worked just fine! Thanks again guys!!
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