MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Objective Jump
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5 Oct, 2023 @ 6:06pm
30 Sep @ 3:22pm
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Objective Jump

Description
New with 1.3:
  • Changed minimum jump days to eight to resolve empty markets and pilots.
  • Unified TravelPlanner asset between Super-Jump Drive and Objective Jump.

About

Allows the player to jump directly to a system associated with an accepted objective no matter how far away the system is while only incurring the time and cost of one system jump (13 days / 50,000 C-Bills by default). Performing a jump will also create a new objective so the player can return to the previous system when the mission(s) completes.

Background

Reward side quests will often appear in systems far away from where the player is currently positioned. To take on these missions in the moment potentially costs millions in C-Bills and many months of in-game time to travel to the system and back. This usually means the quest is ignored until the player naturally reaches that area of the Inner Sphere. However, by that time the player has probably progressed well beyond the challenge of the mission in terms of mechs and equipment and the mission rewards are rarely of any meaningful use. With this mod, players can take on these missions as they are presented and then resume their campaign/career from the area they started.

Usage

To use, go to the Objective Log by clicking the currently tracked objective in the upper left corner of the Home Console screen or navigating to Operations → Objective Logs in the top tab menu. Select the desired objective on the left. Click the Track button to make this the tracked objective (if not already tracked), which will enable the Jump button. Click the Jump button on the tracked objective to travel to the location of the quest. Initiating the jump will automatically create a Return Jump objective in the Objective Log that will permit returning to the originating system. Note that only one Return Jump can exist at a time. If a Return Jump already exists when a jump is performed, by default it will be overwritten with the new current system location. This behavior can be changed by setting the OverwriteReturnJump configuration variable to False (see below), which will retain the previous Return Jump system. When the Return Jump is used, it is removed from the Objective Log. The cost and time (in days) of a jump are configurable through the JumpTravelCost and JumpTravelDays variables respectively. The default values are the same as the game's default for a regular single system jump (50,000 C-Bills and 13 days).

In the base vanilla game, many high reward quests are offered only upon entry to certain conflict zones and will not appear as objectives until the player arrives at a system within the conflict zone and accepts the quest. This mod provides the option OfferCZoneHRQ that enables these quests to be offered and accepted by the player regardless of where they reside within the inner sphere. The default value for this option is True. Changing this value requires reloading the game in order for it to take effect.

The five DLC campaigns (LotKL, RoR, DG, SS, and SoK) can also be used with this mod. However, these objectives are not offered to the player the same way as the other reward quests so an additional step is required. After the Priority Transmission is accepted but before clicking Depart for the mission, navigate to the Objective Log screen and Track the DLC Campaign objective. A Set Return Jump button is provided that allows the player to manually create a Return Jump objective for the current system.

Configuration

The OverwriteReturnJump, OfferCZoneHRQJumpTravelCost, and JumpTravelDays configuration variables can be edited through the game's Options menu (via Mod Options[www.nexusmods.com] support). Note that JumpTravelCost is in units of 10,000 C-Bills, so a value of 5 (the default) reflects a total cost of 50,000 C-Bills.

These variables can also be edited through the ObjectiveJump section of the user's Game.ini file:

C:\Users\<Username>\AppData\Local\MW5Mercs\Saved\Config\WindowsNoEditor\Game.ini

Conflicts

This mod overrides the Objective Information screen. One mod found to be in conflict is Co-up Unlocked. The load order value for Objective Jump has been increased to override it.

This mod also overrides the TravelPlanner asset and will be in conflict of other mods that also override this asset. If other mods override Objective Jump, it should continue to function properly with the exception that the configuration options for JumpTravelCost and JumpTravelDays will have no effect. All Objective Jumps will be that of a regular single jump's cost and days.

The Super-Jump Drive[www.nexusmods.com] mod overrides TravelPlanner, but the asset has been unified between these two mods so they will both respect each other's jump travel configuration settings.

Another mod in conflict is WolfEagle1's[www.nexusmods.com] Faster and Cheaper Travel[www.nexusmods.com] mod. However, that mod's functions has been incorporated into Objective Jump so it should continue to work if installed. Thanks to WolfEagle1 for the necessary information to support compatibility!
31 Comments
Pere 1 Oct @ 3:19am 
Yup, works nicely , thank you!
Noop  [author] 30 Sep @ 3:29pm 
All right, the latest version should be up and working now.
Pere 30 Sep @ 7:50am 
Thanks a lot, don't worry i can wait , take your time fixing it.
Noop  [author] 30 Sep @ 7:28am 
Reverted to previous version (1.2) for now.
Noop  [author] 30 Sep @ 7:20am 
Sigh, looks like the Steam version got messed up during the packaging. The Nexus version works. I'll try and redo it later today.
Pere 30 Sep @ 1:37am 
The key for the jump has disappeared with the update. so I can't use it. Tried unstalling and reinstalling the mod but when trackin the mission I can't jump
isitzac 8 Sep @ 12:35pm 
Legendary.
willomally1 7 Sep @ 7:50pm 
It's something else did a full reinstall and now It crashes when I launch the first mission . Other folks have also been getting fatal error messages and crashes when that launch missions as well.
Noop  [author] 7 Sep @ 4:58pm 
A crash occurring on mission launch is not likely due to this mod. Probably another mod that needs updating.
willomally1 7 Sep @ 3:54pm 
Got it to work but now I am getting a fatal error and crash to desktop when I launch the mission