MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
527 Comments
dullen 17 Oct @ 10:23pm 
delete magpulse lrms
Max Night 15 Oct @ 3:24pm 
possible bug I have the LBX 10 C (default cluster)
and I press K or CTRL+ # the ammo wont switch
cszolee79  [author] 11 Oct @ 8:40am 
2.4.1 Yet Another Weapon
Added: support for ThunderOfSuccessionWars sound mod (will not stop trace emitter fire sound when the mod is active)
Changed: moved Capacitor PPC cooldown code to the generic Weapon_CoolDownComponent like Ultra ACs, identifies by gameplay tag(s)
Changed: moved Compact Heatsink and Heatbanks 1-3 to YAML
Changed: Ultra AC ammo usage: 1/burst from 1/projectile, adjusted ammo amounts and ammo explosion accordingly
Changed: ammo equipment explosion damage set to 0 to all ammo. Now the ammo bins themselves will not explode, only the ammo within.
Fixed: LBX10-BF removed from disabled weapons list, LBX max range override in weapon emitter
Fixed: LBX techbase tags
Fixed: Capacitor PPC causing instant overheat
Felix 10 Oct @ 5:11pm 
I too was having crashing issues on jump.

For me, the fix was to validate game files as that rechecks and forces mod updates as well.
UNSC_Spartan-043 9 Oct @ 7:58pm 
For those crashing upon traveling to a new system, try unsubscribing and resubscribing again. It fixed it for me so far.
qball13 9 Oct @ 5:44pm 
This one causes crashing when trying to travel tot a new system, assuming it needs to be changed for the latest update.
Family Plague Doctor 8 Oct @ 8:36pm 
Or departing for most reasons apparently
Family Plague Doctor 8 Oct @ 6:58pm 
This with YAML is causing a crash when departing system for the Kestrel Lance series of quests
The clan arrow IV is doing no damage
sgtsausage138 1 Oct @ 2:00pm 
Where did RAC 20 go?
LightDestroyer6 27 Sep @ 8:50am 
the heavy cap ppc for some strange reason decided to become a hmg. the thing fires faster than a rac 2 and over heats me immediately.
Kubric-khan 26 Sep @ 9:09am 
I either got very unlucky, or the yaml mechs with uac/5s production date is bugged. Fought against a couple of them in 3015 doing both a drac and lyran start.
Void Smasher 25 Sep @ 9:26am 
If the mod affected machine guns, then the IS machine guns are now much better than the clan version.
Void Smasher 25 Sep @ 4:59am 
Please, do not merge standard and burst-fire AC as requested below or make it an optional feature.
Ketchup_Stain 24 Sep @ 10:18pm 
Hi! Is it possible to merge the standard and burst-fire AC like what you did with the cluster/solid? Also, is there a YAW-lite with just the LBX ammo switching, without the additional weapons?
xKilroyx 21 Sep @ 4:36pm 
Thank You for updating these excellent mods!
The Adversary 21 Sep @ 1:36am 
Why is the LBX 10 max range only 742 meters, outside the mission it says max range 1.4km however in mission both cluster and slug dont do damage against anything, not very little damage the dont do any past that range.
The Adversary 20 Sep @ 5:08am 
i like this mod however i dont get why you changed the LB10X AC-BF to also fire slugs and removed the slug version.
Assknight 19 Sep @ 1:05pm 
Updated causes a disconnect for the other player when loading a save with LBX10 weapons
Toys0125 18 Sep @ 6:23pm 
Hey wanted to say that CAP PPC produces way to much heat for some reason instant shutdown at 173. I was using the Tier 4 ER CAP PPC. Compared to Tier 4 ER PPC i get only 20 heat level.
spyderDFX 15 Sep @ 12:11pm 
This mod causes crash with SoK but Yet Another Weapon Clan works
StrayHALO_MAN 13 Sep @ 3:08pm 
I'm getting both DLC7 and YAW inferno SRM.
Spencer 11 Sep @ 2:49pm 
Nice to see you guys in here working on your mods! They just broke basically everyone's game save with that update lol
cszolee79  [author] 11 Sep @ 2:24pm 
Next update will happen over the weekend it will include the 1.11.371 Hotfix 1 change to ClusterToiLogic so that Co-op clients can edit Mech loadouts.
QuartzDr4gon 9 Sep @ 3:49pm 
I'm running Mod Options and YAML (the only two I've gotten to work with this update so far) and added YAW, game crashes on save load.
Sire Vladimir 7 Sep @ 12:54pm 
cszolee79 thanks a lot:davion:
Silver Pheonix 7 Sep @ 11:59am 
Thank you folks yall are doing a great job plz plz keep it up.
charliehorse2323 7 Sep @ 11:03am 
thank you cszolee79, in the next update can you add full controller support ?, currently weapon upgrades have to be done with mouse.
DirtyIrishTactix 7 Sep @ 9:59am 
YES!
Hermatus 7 Sep @ 9:19am 
You are just AWESOME !!
cszolee79  [author] 7 Sep @ 9:14am 
Mod is now DLC7 compatible.
DirtyIrishTactix 7 Sep @ 6:39am 
YAML is updated. Can't wait for this and the companion mods to get similar treatments. Thanks to the modders and all you do!
jdbrophy8 5 Sep @ 5:38pm 
Update coming our way soon?
HITMAN 4 Sep @ 6:16am 
Update plz
Khaesho 3 Feb @ 8:32pm 
Artillery weapons not affected by mech quirks? There's an Arrow IV platform Urby that specifically says it reduces minimum range of arrow 4 nukes. Don't remember what mod it's from though.

IDK, even with other mechs, I've been having difficulty making artillery weapons explode properly.
phfor 27 Jan @ 10:55am 
Yeah, you shouldn't be running YAW with YARW, they're mutually exclusive, per the mod description of YARW
maximuslt90 26 Jan @ 11:24am 
I had the same issue with range being zero and animation for missiles wouldn't even play, just had the reset bars goin. Turns out the revamped weapons mods and the YAWR essentials or whatever was messing everything up, hope this helps someone that was as enraged as I was. Deleted the mod and it was fixed.
cszolee79  [author] 10 Jan @ 7:29am 
IIRC the Arty weapons use different code for min range (it's in th projectile itself), not affected by mech quirks or anything like that.
Khaesho 9 Jan @ 8:05pm 
Having some issues with the artillery weapons in this mod, specifically, they're not exploding until enemies are significantly beyond the in-game listed minimum range.

Specifically, there's a missile urbie that reduces artemis 4 minimum range by 50%... but the missiles won't explode properly unless you're miles away, it feels like, and even then, sometimes they just don't pop.

Anyone else run into this?
Patch♡♡ 17 Dec, 2024 @ 11:58am 
Is there a way to add all the new weapons and keep weapon hardpoint sizes?
arschbombe 14 Dec, 2024 @ 6:27am 
Does the AI use this new weapons in mechs? Or is it just for the player?
Sean2111 25 Nov, 2024 @ 8:03pm 
Ok thanks.
Learn something every day.
phfor 25 Nov, 2024 @ 7:51pm 
It doesn't say 0/540 ammo.

That's the range numbers - 0m minimum range, 540m maximum.

The ammo is showing as infinite (limitation on the implementation of one-shot)
Sean2111 22 Nov, 2024 @ 4:32pm 
I checked again-
initially I was using in a campaign game.
THIS time I checked in INSTANT action game.
The rocket shows as 0 ammo at start of scenario -
BUT he will fire once ,the animation is just a single rocket/bullet ,which in my test did destroy a Building.

Could an ammo count be introduced so it does not say 0/540 ammo for the Rocket15 before it is even fired.
Should it not say 15/15 ammo ,which as phfor states would then change to 0/15 once fired ONCE?
phfor 22 Nov, 2024 @ 11:22am 
Rocket Launchers, as the description states, are one-shot. They fire once and then they're done.
Sean2111 22 Nov, 2024 @ 1:53am 
Rocket 15 ;
description says integrated ammo.
But in game it seems I have 0/some number and it does not fire.

Do i need to buy ammo -since it sounds cool and only takes up 1 ton and I have it on a mech at present.
Also does it need a target lock or anything?
Silence Suzuka 21 Oct, 2024 @ 7:30am 
I'm not sure which once is causing it.
But after installing YAML and this mod, I feel I never have enough ammobox in the market. even the very basic AC/5 ammobox or AC/10 ammobox.
Willass 4 Sep, 2024 @ 4:14am 
how do I get this mod to stop conflicting with every crosshair mod I try???
George W. Kush 1 Sep, 2024 @ 8:22am 
arty weapons are amusing, shoot a tank or vtol and they go spinning out of control for like 2000m. idr what mod it was but there is a mod that adds in arty weapons and the AOE counts as damage unlike the arty weps in this mod