MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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PilotOverhaul - Eternal
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1.542 GB
16 Jun @ 12:18pm
24 Oct @ 3:10pm
18 Change Notes ( view )

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PilotOverhaul - Eternal

Description
The original mod by Wpnx330 can be found here:
Original Pilot Overhaul[www.nexusmods.com]

Pilot Overhaul - Eternal is a continuation that fixes many issues with the original, and is planned to be kept up to date with additional fixes and new options. In the future a separate download will be available with continued development of new features that were intended for Pilot Overhaul 2 that didn't make it into the original mod. See the changelogs section for a list of updates from the original mod.

This mod should be save game compatible with saves that used the original, but always take backup saves.

Major Features:

Pilot quirks:
Pilots can gain quirks through missions and training that can affect their maximum skills. These can be both positive and negative, and allow pilots to specialize in weapon types or other skills. Every pilot will have a different starting set, and different maximum quirk count, all of which can be affected by training your pilots. When in an industrial zone pilots can be trained at the cost of time and cbills to remove negative quirks, add specific positive quirks, and to increase the pilots maximum quirk count.

Mech Affinity:
Pilots need to gain experience with mech chassis and weight classes. At first, when a pilot has never used a mech before, they will have effects like slower rotation, and have shorter sensor range. As the pilot becomes more experienced with the mech, these effects will eventually turn positive. The experience can carry over to other variants of a mech chassis and to other mechs in the same weight class at a reduced rate.

Pilot fatigue and injury:
This mod also completely overhauls the injury system. Pilots will have an increased chance of further injury, and reduced stats if deployed while still injured. This scales with the level of injury. After missions, pilots will also now become fatigued. This has a similar effect to injury, though much reduced. This encourages keeping a backup pilot roster when running missions back-to-back. All of this is configurable through mod options.

Pilot customization:
Pilots are now highly customizable with the ability to change their name, callsign, portrait, backstory, and voice. To support this, the mod also adds 65 new pilot voices, and over 300 new portraits.

Missing in action:
As a result of losing their mech in a mission, pilots can now go missing in action. This can have several outcomes, from being held at ransom, needing to be rescued through completion of a specific mission, or finding their way home on their own.

Rank and wages:
Pilots are now paid based on their skills and rank. Their initial rank affects their base skills and wage. They can increase their rank through gaining skills and quirks.

Pilot stats:
The barracks and deployment screens now keep track of pilot stats, including kills, damage dealt, damage taken, and much more.

Commander:
The commander can now be replaced by other pilots, can move to other pilot slots, and can be injured or even killed like all other pilots. The commander can also have quirks and traits through mod options.

Gather the Elite:
A set of mini campaign arcs to find high-level custom pilots voiced by the supporters of the original mod.

UI changes:
Sections of the UI were changed to support the above features, complete with tooltips to explain any new features.

Configurability:
Most things can be configured through the use of ModOptions[www.nexusmods.com].


Thank you Bobbert for providing the source for Enhanced Academies.


Links:
If you want to talk about the mod, or have an issue you would like to report, you can do in either of these places:
The original Pilot Overhaul discord[discord.gg]
My modding discord[discord.gg]

If you want to support my modding, you can do so here:
https://ko-fi.com/jackalope85
Popular Discussions View All (1)
2
12 Sep @ 11:54pm
Melee "specialization" possible for player lancers?
Swatti
214 Comments
dmb 7 hours ago 
Pilot costs are a bit absurd and not particularly lore friendly.

I suppose I understand the lore isn't really conducive to gameplay, as paying pilots 1000-5000 credits a month equates to just 3,000 to 15,000 for the 90 day cycle, so the inflated x2 to x4 costs of pilots currently is already pulling a lot more strain on the economy. But I'm not sure I like pilots being as incredibly expensive as this mod makes them. Could there be an option in the mod for changing pilot upkeep costs, including a vanilla level of pay?

Also a "trait blacklist" would be nice, honestly. There are some traits I just don't want to see because they're either bad, or insanely niche, given there's only 6 trait slots now, half of the vanilla traits already feel like dead weight that never come up.
9tails 27 Oct @ 1:27am 
Turning off non-MW5 portraits and voice packs doesn't appear to be preventing them from appearing in Hire Pilots.

Like, at all. I just had a world with six pilots to hire and all of them had non-MW5 portraits and voice packs.
jackalope85  [author] 26 Oct @ 6:32am 
@=яενєηąŋŧ= No, they should be good up to 30. I am aware of the training issue, it will be fixed next update when I have time.
=яενєηąŋŧ= 25 Oct @ 8:23pm 
Do things still break when a pilot gets over 20 skill in an attribute like they did in the 330 version?
For some reason academy training is allowing my pilots to gain skill caps beyond the base ten plus whatever quirks they have, and I have now gotten a few with caps above 20 so I'm a bit concerned.
jackalope85  [author] 25 Oct @ 8:01am 
@slayer557 They are not, but there is a built in version
slayer557 25 Oct @ 7:55am 
Does this mod work with Enhanced Academies or are they exclusive from each other?
samhan124 25 Oct @ 3:52am 
Hey, I noticed this fix in the change notes: Fixed academies not giving skill cap increases.
So I used mod options to have 0 quirks, making all pilots capped at 60 skill points. But now when I do training, it's increasing my pilots skill levels to over 60 skill points. Is this intended behavior? Basically, I want my pilots to be forever capped at 60 skill points max.
=EGC= KougarL☠B 24 Oct @ 10:38pm 
Thank you for bringing back the health of each person on the pilot section screen before a mission. Could that same area also highlight when a pilot is in training? Would save a lot of random pecking or back-n-forth between the barracks if a lot of your crew is in training.
Hermatus 24 Oct @ 4:44pm 
Awesome job with the changes to the commander...
No problems between Quirks and Traits....
Good job and thank you very much !
jackalope85  [author] 24 Oct @ 3:51pm 
@Dama733 I can look into it. I'll see if I can limit them based on the game date.