MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon Clan
235 Comments
Michael "Ghost" Murphy 14 Oct @ 2:35pm 
Some weapons are missing it would seem, as others have said, at least in the mech delivery order list. Though I have never noticed anything missing from the delivery list before so I am going to say weapons are indeed not appearing.
Inglix 12 Oct @ 8:36pm 
Ok so after looking at someone's comment on Yet Another Equipment (Harjel) mod. Clicking on ammo - for weapons installed - still doesn't show the double bins. However, per their note, clicking on the empty slot and scrolling down you will be able to choose / install the double ammo bin.

This also applies to "missing" Battle Computers (e.g. BC Artemis V / Ballistic) and other items.
verdantschizo 11 Oct @ 3:52pm 
there seams to be a thing with the clan AC20s where its acting like the AC20BF as well as the damige profile but the sound is cutting hafe way and each shot in the burst is eating ammo this has been happeing for me before the games update and even after the new update for this mod as my clan lasers have working sound now
cszolee79  [author] 11 Oct @ 12:36pm 
2.4.1 Yet Another Weapon Clan
Changed: Ultra AC ammo amounts synced with DLC7 amounts
Changed: YAWC Ultra ACs now use one ammo per burst (was one ammo per projectile before)
Fixed: YAWC Ultra AC Double bins removed from disabled weapons list
Beastoftrol 9 Oct @ 2:37pm 
Same thing here, some items from mod are missing. And this isn't the only YAML mod to be experiencing this type of issue. Patience for all of us, the modders seem to be tackling these new issues already, so its just a matter of time till we're all back to running smoothly.:gman:
Inglix 8 Oct @ 6:00pm 
Since the latest patch double ammo packs (Gauss, HAG, et al.) appear to no longer be seen. Irony is I did have one mech with HAG ammo double that stayed, but removing it caused it to disappear.
CheesyRamen 8 Oct @ 5:28am 
I was unable to purchase either C-LB 10-X double ammo bins and C-LB 10-X BF.

At some point will you move the duplicate weapons to a legacy compatibility mod with a script to replace everything with SoK versions?
spyderDFX 8 Oct @ 2:28am 
Clan double mg ammo doesn't work with clan mg added by SoK
Twamptastic1626 4 Oct @ 7:45am 
also curious about this. DLC 7 added clan tech but it seems to only be on those enemy clan mechs and barely in the markets
Electrolf 27 Sep @ 4:33pm 
So with the stuff from it being in YAML, if you have DLC 7 you don't need YACW anymore?
Edboy 23 Sep @ 8:05pm 
I'm not 100% sure if the early clan tech bug is from yaml. I had a clan masc show up in a fresh sandbox game at the earliest starting year.
UncleFu 18 Sep @ 1:15pm 
I got the same problem as busto... Clan tech in the 3030's...
busto 17 Sep @ 2:09pm 
Updated to the latest version. I'm currently playing in 3026 and I've seeing IS mechs with (C) weapons from YAWC. Is that supposed to be happening? I don't have YAML's "1999" option enabled that breaks lore timeline.
cszolee79  [author] 17 Sep @ 1:47pm 
This mod works with DLC7.
In the next update I'll add a ModOptions setting to disable duplicate weapons from YAWC spawning on markets that are available in DLC7.
Mad Larkin 15 Sep @ 5:11pm 
@Throcky Yet another Equipment collection seems to work
Throcky 15 Sep @ 7:46am 
So is this and yet another weapon updated? It just YAML
Mad Larkin 14 Sep @ 11:23pm 
Disabled spawn could be good, uh is there a chance for double ammo bins for SoK clan weapons?
cszolee79  [author] 14 Sep @ 2:12pm 
@Chief ain't no way in hell I'll start a new mod :D Maybe do something with disabling spawns of YAWC weapons that are in DLC7.
Sleek 13 Sep @ 7:19am 
Cantina upgrades can be kept using Restore Traits from Bobbert, it is only on Nexus for now but it does work with DLC7 and YAML when you turn off the YAML save build feature.
Ӎeρнɪsϯɵ 13 Sep @ 5:42am 
can u update
1: keep cantina upgrades when store mechs in cold storage
2. remove clan weapons that are already launch in Shadow of kerensky so they do not overlap with the same weapon name and type but with better stats than SOK.
3. option for setting the fee for flying around the planet system.
Chief 12 Sep @ 3:13pm 
@cszolee79 Wouldn't the simplest solution be two separate mods? One with the new and the other with the mod ones?
cszolee79  [author] 12 Sep @ 12:32pm 
@thundercactus yes, still thinking about what to do. The YAWC-added weapons are required by a LOT of 'Mech mods, old savegames and so on, so I can't just wipe them. How to reduce the clutter, well, I'm not sure about that yet. Will have to be backwards-compatible, work with base game and YAML, so yeah, no simple solution.
cszolee79  [author] 12 Sep @ 12:29pm 
@thundercactus you need to enable Tier 6 weapons for Instant Action in YAML Mod Options.
Graftin 12 Sep @ 9:43am 
I am unable to lock on with any clan missiles in this mod despite having everything needed. Is this a bug or do I have something turned off?
Hightower 11 Sep @ 9:04pm 
Seems like we have two versions of most of the clan weapons now. One from the last dlc and one from this mod. Isnt this the time for cleanup and consolifation?
Easy AI 11 Sep @ 9:00pm 
Mod seems fine with the hotfix. The hotfix didn't do a whole lot.
thundercactus 11 Sep @ 5:12pm 
Does YAWC override the DLC7 clan weapons? I don't see the DLC7 clan weapons in the weapon list for instant action, but they still appear on the DLC7 clan mechs.
Is the plan to eventually replace the DLC7 clan equipment with YAWC equipment?
Cast-Steel 11 Sep @ 2:35pm 
there was a hot fix or some sort of update today, does your mods need updated again? or should they still work?
cszolee79  [author] 11 Sep @ 2:23pm 
There should be a check to not allow Clan weapons to spawn before 3050. It is there for Rare weapons (Yet Another Weapon overrides that file - ClusterToiLogic) but normal market (not Rare) spawns are controlled by another asset (ProgressionFunctionLib IIRC) and I don't know if it was fixed in the new hotfix or not, none of my mods mess with that.
Easy AI 11 Sep @ 9:32am 
I just thought it was because some of those clan weapons have a historical intro date of when the clans were created, not when the clan invasion was.
cszolee79  [author] 10 Sep @ 9:23am 
Clan weapon showing up in markets before 3050 is a vanilla game bug, wait for PGI to fix it.
Rustywatermelon 9 Sep @ 9:33pm 
Love the mod of course but having a issue where they are showing up in shops way before the clan invasion. I am in 3015 and I am finding them all around the place.
Rufert 9 Sep @ 12:03pm 
Can this be removed mid playthrough? I started getting the (c) clan weapons about 15 years before the invasion and now they're just clogging up stuff. I threw it in along with YAML thinking it might be a dependency for the new clan stuff. But now I just have doubles of things and the inventory clog is murdering me.
Bsodislavenciaga 9 Sep @ 6:46am 
Is there a chance weapons will be brought in-line to DLC format/ammo/tiering?
HITMAN 4 Sep @ 6:16am 
Update plz
ShadowWolfX4 17 Jun @ 2:30am 
I can't seem to find the ammo for the Improved Plasma Cannon's Clan variant. Adding normal plasma ammo doesn't clear the warning nor does it have ammo in game. (Shows as IP CANNON (C) in YAML and the weapon details say it comes from this mod, so I hope I'm asking in the right place)
thundercactus 22 Apr @ 8:13pm 
Can we get increased damage on the gauss rifle? Due to the increased damage from LB/AC/UAC 20s, the gauss rifle seems rather impotent and pointless.
Sir Wozzel 16 Mar @ 7:24pm 
I have been getting clan weapons on solaris arena enemies in 3027. Is that intended, or can solaris variants just pull from any weapon list?
Pointclearius Gaming 10 Jan @ 11:10am 
The Arrow IV homing, generally have an issue of causing 0 damage to enemy mechs that they impact. The clan variant is even worse, with a failure to damage rate of about 75%+, I watched as salvo after salvo perfectly slammed down on an assault mech only to do nothing. Please look into why this occurs or give me pointers on how to fix it.

This was against targets beyond 300m's, the bug seems to occur when the missile impacts at a near perpendicular angle. The greater the impact angle, the higher the chance the missile actually does something.

This theory seems to hold true as most shots against slow mechs do nothing, but shots against fast moving light mechs where the missile has to turn significantly, deal damage at a much more consistent rate.
moab101 25 Oct, 2024 @ 8:46pm 
Wanted to let you guys know that I noticed an issue with the clan AC/10 where the sound abruptly stops after it finishes firing. No echo or anything. Not deal breaking for me, just wanted to let you guys know. The LBX10 sounds normal. This is an awesome mod either way.
George W. Kush 16 Sep, 2024 @ 6:55pm 
@Eagle01

Arrow IV Homing has a 8m AOE radius while the HE has a 40m~ AOE radius.
i went into the mod options and just doubled artillery aoe radius (1.0 to 2.0) in my game. then if you want you can also adjust the damage slider to compensate or just leave it.
George W. Kush 16 Sep, 2024 @ 6:38pm 
SRM 4/LRM 5 (C) + ART 4 both say they can only be placed in MEDIUM/large slots. please fix and make them able to be placed in SMALL slots just like their vanilla counter parts.
Eagle01 9 Aug, 2024 @ 2:03am 
Hi, I just wanted to check if I'm using the Arrow IV Homing wrong. It sometimes deals damage but most of the time it doesn't. I tried firing at with direct line of sight at 800-500m, the first shot dealt damage but the next 5 shot did nothing
phfor 29 Jul, 2024 @ 9:32pm 
@I Denizen I, you'd need the source files. Fortunately for you, in this case the source is available on Nexusmods. They're those slots because that's what they are in the tabletop game.
I Denizen I 19 Jul, 2024 @ 12:36pm 
Hi there, thanks for the work you have done on this mod.

How hard is it to change the slot requirements on weapons? is it possible at all for us the end user?

Only asking as I find it very strange ER L Lasers take 1 slot, but ER LP Laser take 3, one ER LP Laser is not the equivalent of 3 ER L Lasers, Same for Clan SSRM 6 being 2 slots, and the 4 being 1 slot, why would you never ever just use 2 x4 in the same slot space?

Please do not take this as me bashing or insulting you, and I am sorry if it seems that way, I just wanted to give a few examples as to why I was asking the question on weapon slot reqs.

I am really enjoying all the YAML content after years playing on console modless, it's breathed a whole new life into the game for me, so thank you again.
Daemon_Fire 12 Jul, 2024 @ 10:59am 
@ArisenSolution2 @butcher2062
That weapon isn't added by this mod....
tomyironmane 10 Jul, 2024 @ 6:58am 
I've been having an issue where my game seems to forget that certain tiers of clan LAMS exist and just "disappearing" them. This is a fairly new issue, in the last couple days or so, and for the life of me I can't figure out why. Are there issues that might cause this, or did my game just get box-rocked?

I've also seen the stone rhino spinal mount and ursus plasma cannon issue mentioned by another commenter.
butcher2062 12 Jun, 2024 @ 7:11pm 
its an artv lrm that spits out 40 missals duh LOL
cszolee79  [author] 30 May, 2024 @ 2:25am 
"Clan LRM40+ ARTV"
I have no idea what that is.