MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: 2 Dec, 2021 @ 2:06pm

Update: 28 Nov, 2021 @ 9:37am

0.6.3 Yet Another Mechlab
Temp fix for the mechlab crashing after a longer session (the equipment tooltip widget causing memory leak, that's vanilla code). PGI is aware of the problem now and working on a fix. Until then, we have a forced garbage collection in Mechlab every 30s, so the memory is reclaimed.
Added config setting for Salvage parts that unsalvageable mechs drop.
Added God Mode option. There, you have it.
Removed Archer CT missile slot - was completely broken (PGI models missing / incorrectly positioned)
Most of the code in this update by trueg:
Jumpjets are general use now - any mech can take jumpjets. Max nr. you can install is based on mech speed. They can go to any torso and legs. In the config options, they are default limited to mech chassis that already has support for JJs (unrestrictedJumpJets off) (visuals, sounds, etc). Examples: Cataphract, Nightstar, Crab. Installing JJs to chassis variants that do not have JJ support will result in graphical glitches while the JJ is active. Examples: Flea, King Crab, etc.
Updates and polish to GUI, stat widgets, etc
Fixed Struct upgrades causing sparks in the cockpit.
Gixed Gyro weight calculation.

Update: 21 Nov, 2021 @ 4:24am

0.6.2 Yet Another Mechlab
Updated UI widgets for latest game patch - Esc, Space bar etc keys work in mechlab.
Implemented item rarity for engines and other internal equipment. Now their market availability is limited, wont spawn all types at every market.
Added logic so mechs assembled from salvage have 30% chance for any component or armor to be destroyed (0), otherwise have random health values to all parts and armor.
Updated HUD widget for abilities so they show the bound key now.
@trueg
Fixed Mechlab crashes / memory leak, hopefully
Improved Alpha stats in Mech view
Improved a lot of code, added more polishing
Fixed some TCs and misspells
Improved error messages, gyro equip checks, tooltip, added rarity support for gameplay tags (equipment tags)
Moved config to Game.ini in %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor - now it's compatible with Bobbert's ModOptions if it's installed.
yaml.cfg in Mods dir is no longer functional, can be deleted

Update: 21 Nov, 2021 @ 4:17am

0.6.2 Yet Another Mechlab
Updated UI widgets for latest game patch - Esc, Space bar etc keys work in mechlab.
Implemented item rarity for engines and other internal equipment. Now their market availability is limited, wont spawn all types at every market.
Added logic so mechs assembled from salvage have 30% chance for any component or armor to be destroyed (0), otherwise have random health values to all parts and armor.
Updated HUD widget for abilities so they show the bound key now.
@trueg
Fixed Mechlab crashes / memory leak, hopefully
Improved Alpha stats in Mech view
Improved a lot of code, added more polishing
Fixed some TCs and misspells
Improved error messages, gyro equip checks, tooltip, added rarity support for gameplay tags (equipment tags)
Moved config to Game.ini in %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor - now it's compatible with Bobbert's ModOptions if it's installed.
yaml.cfg in Mods dir is no longer functional, can be deleted

Update: 13 Nov, 2021 @ 1:20am

0.6.1 Yet Another Mechlab
Lowered Mech Chassis salvage drops (new amount: min: weight/30+1 max: weight/15+1, was 20/10)
Equipment is properly removed when prerequisites are missing (no engine -> engine hs is removed, same for Supercharger)
@trueg fixed a lot of code, now the mod works as intended with Steam and Epic (equipment properties, keyboard binds), and added the following:
Equipment rarity changes the probability of them showing up in markets. Can be disabled via yaml.cfg
Rebalanced targeting computers with different TCS for different weapon systems. Also TCS do no longer add additional weight
The mechlab now shows error messages when adding an equipment fails
Opening MechManagementScreen (Battlemechs) for the first time might be a bit slow until the reorganized and new filler types are added to inventory

Update: 9 Nov, 2021 @ 2:01pm

0.6 Yet Another Mechlab
Added @vonSeiten's Armor model - thank you very much!
Fixed UAV stability / game crashes by implementing PGI target sharing. Now it uses game code, not my old one I made before DLC1. No longer NARCs targets, either. It just works.
Fixed Salvage rolling mechs from non-owned DLC.
@trueg made more wondrous spaghetti, and thus, now, Dynamic Fillers are perfected. They are distributed over the components equally. Also fixed cfg file being overwritten every time.
@trueg changed Gyros, now different variants buff different stats. Also has a plethora of new possibilities and stats for equipment.
Fixed some KGC duplicated hardpoints

Update: 9 Nov, 2021 @ 11:24am

0.6 Yet Another Mechlab
Added @vonSeiten's Armor model - thank you very much!
Fixed UAV stability / game crashes by implementing PGI target sharing. Now it uses game code, not my old one I made before DLC1. No longer NARCs targets, either. It just works.
Fixed Salvage rolling mechs from non-owned DLC.
@trueg made more wondrous spaghetti, and thus, now, Dynamic Fillers are perfected. They are distributed over the components equally. Also fixed cfg file being overwritten every time.
@trueg changed Gyros, now different variants buff different stats. Also has a plethora of new possibilities and stats for equipment.
Fixed some KGC duplicated hardpoints

Update: 30 Oct, 2021 @ 5:26am

0.5.3 Yet Another Mechlab
Added @vonSeiten's Engine models - thank you very much!
Added cfg setting for upkeep cost multiplier (pilot salary and mech upkeep). Default is 1.00 float
Fixed some calculations in the new equipment properties code (@trueg)
Fixed KeyBindingOptionsWidget so it will correctly have default bindings for abilities and won't be so wonky when changing keybinds. If using Bobbert's ModOptions, it will correctly recognize the inputactions for YAML (it needs to have higher load order than YAML). Will also recognize and show YAW MML Ammo Switch keybind (YAW 0.99.9.3).
The old YAML ini in Mods dir is no longer used, can be deleted.
If you encounter problems, delete %LocalAppData%\MW5Mercs\Saved\Config\WindowsNoEditor\GameUserSettings.ini, that will reset every setting and keybind.

Update: 28 Oct, 2021 @ 6:14am

0.5.2 Yet Another Mechlab
Fixed mech properties not applying to coop guests (UAV, speed, cooling, TSM, etc) in DerivedMech.

Update: 28 Oct, 2021 @ 4:46am

0.5.1 Yet Another Mechlab
Fixed Fortified Structure Upgrades causing internal explosions.
Fixed Mech speed with no engine (there was a second check I had to remove). Now mechs without engine will have 0 as top speed.
Fixed ECM-equipped mechs appearing for users not having DLC1. Now everything in this main mod that has ECM requires DLC1 to appear.
Added a check for mech salvage items - should not show empty, attribute-less items in salvage screen if no mech MDL compatible Salvage exists.