MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
2,700 Comments
Void Smasher 9 hours ago 
@Null oh, it's actually quite simple, you just need to make a hard dependency on the YAML mod when you configure the mod on Steam, then the file will be replaced automatically. I made a similar mod for XCOM2, and I think it will work here too. This is especially handy when you're offering a different config file in your mod for another mod. It is important that the path to the configuration file in your mod must be the same as in YAML.
Actraiser7 12 hours ago 
Where is the heavy head bobbing coming from lately? Is it main game or this mod? Rly can't bear it. Also theres some 'Mechs you can't salvage assemble: Rifleman, Raven, Catapult, Hatchetman and Corsair.
Null 13 hours ago 
Unfortunately not, as it is not a standalone mod in the traditional sense. It's a file replacement. So you download it and then paste the contained file within inside the Resources folder of YAML itself. Sorry!
Void Smasher 19 hours ago 
@Null Great job! Could you upload your mod to the Steam workshop?
Null 27 Oct @ 10:09pm 
To those of us unhappy with the rescale changes, I've done a quick edit to the mechs.json fie to revert the changes back to vanilla. You can find it here:

https://www.nexusmods.com/mechwarrior5mercenaries/mods/1341

Hope this helps out some of you!
Ziabetus 26 Oct @ 8:21pm 
It seem since the update you cannot create work orders that repair damaged/destroyed clan weapons affected by the "perpetual weapons" setting.
I'm sure comments reporting problems since the update are annoying, but I can't imagine playing this game without this mod and feel the need to do my part. Thank you so much for making this mod. If I had the means to support this mod I would 100%.
Null 26 Oct @ 4:50pm 
Really can't stand the new rescale option being turned on permanently. I understand why you guys did it, but I still feel this was a mistake. Those of us who don't use modded mechs shouldn't be punished because other users can't read their mod descriptions properly.

If you really want to stop the complaints, maybe disable comments on the mod, or have a really obvious pop-up warning when disabling it. Don't punish those of us who prefer the vanilla mech scale. This was never the reason I downloaded YAML in the first place.
Dama733 26 Oct @ 4:30pm 
Honestly this just boils down to user error on those players part, they complained to you guys when they got stuck because they chose to turn off resize before or after installing a mod that added a larger mech than the vanilla Leopard was designed for. That's on them not you guys.
Void Smasher 26 Oct @ 3:24pm 
Another solution for such mechs is to press Alt+Ctrl+F7.
ChaosKnight 26 Oct @ 3:11pm 
A thought I had as a potential fix to issues of mechs being stuck inside dropships if it is a collision issue with the mechs-dropships, would it be possible to either disable collision with the dropships altogether? or possibly scale the drop ships up by a small factor?
ChaosKnight 26 Oct @ 2:45pm 
Really not liking the permanent loss of the rescale toggle.
It just makes the mechs look wrong, I can't put a word as to why but.... yea.
Future_JPL 26 Oct @ 1:29pm 
Just wanted so say thanks for creating something so awesome. I can't imagine MW5 without YAML at this time. I know this must have been a huge effort, so on behalf of the silent comunity that loves this mod, thanks a ton!
Costco Fahrenheit 26 Oct @ 4:22am 
@phfor I've already done that, I think it's just due to the perspective being lower and not being used to it.
Void Smasher 25 Oct @ 4:20pm 
But all standard Mechs don't have this problem. The issue is unique to modded Mechs only. Let the mech mod authors figure it out. If some people can't understand what they are doing why the entire comunity have to suffer?
phfor  [author] 25 Oct @ 3:55pm 
@Dama733 that's how it'd been for quite some time already. People kept disabling it and complaining about mechs not fitting out the dropships.
Dama733 25 Oct @ 1:49pm 
@DeadRaiser Then why not just change the rescale options default to on but keep the option there for those who do want the vanilla games larger mechs?
Nuttyrat 25 Oct @ 12:59pm 
@phfor FYI this fixed it for me. Was playing the Black Knight and wondering why the cockpit was bouncing around like freaking crazy.
phfor  [author] 25 Oct @ 10:19am 
@Costco Fahrenheit that's more likely tied to another bug with the sync loco being defaulting on even though it should default off.

Open YAML's mod options, go to Miscellaneous - In-Mission, and toggle on the "Sync Locomotion" option. Apply your options, then restart your game. Go back into YAML's mod options, toggle that same setting off, apply again and restart one last time. Apparently, this becoming active even though the mod option default is off.
Costco Fahrenheit 25 Oct @ 7:18am 
@DeadRaiser I get that, but I'm going to have to shelve the mod. It's probably just due to not being used to the 1st person perspective being lower, but I've been getting motion sickness when I use anything faster than a base model Atlas. Thanks for the good times though.
Void Smasher 24 Oct @ 7:35pm 
And about resize, the main problem with the resize is that it makes the Assault Mechs noticebly smaller than they used to be. The Atlas looks like a toy in the Mech Lab, losing all its impressiveness. However, if you look at them from the height of a person standing in the hangar, they look normal, as if nothing has changed. So maybe change mechlab camera poisiton? Especially when entering into loadouts.
Void Smasher 24 Oct @ 7:23pm 
@DeadRaiser ok it's clear now, but I don't think it's a very good idea to make such quirks chasis global. Maybe something else like "Heat efficient structure" for Awesome and I didn't pay attention to K2, yeah, it's weird.
DeadRaiser  [author] 24 Oct @ 7:19pm 
@Pete Zanzibar so your big mechs got slightly less big, but still big. Big whoop. Oh well.
DeadRaiser  [author] 24 Oct @ 7:18pm 
@Void Smasher I'll look into the Spooky and light mech issues. The Awesome is NOT a bug however. The "PPC Platform" quirk is a chassis quirk applied to all Awesome variants regardless of their loadout/hardpoint setup. The same thing applies to the Catapult and its "Missile Platform" quirk. The Catapult K2 still gets this quirk because it's for every mech of the same CHASSIS.
Void Smasher 24 Oct @ 7:14pm 
@DeadRaiser redownloaded the mod and yes some of the problems are gone. The following are still actual.

AS7-SP (Spooky): The torso-mounted missile launchers (1 and 3) overlap each other if something larger than LRM10 is installed in first missile weapon slot.

Awesome: AWS-8R has incorrect quirk "PPC Platform" this version of Awesome is purely a missile boat. AWS-8T might have the same problem, haven't found it yet.

Many light mechs have incorrect loadout weights. For example, the COM-3A has 29 tons out of 25, the SDR-5V has 31 tons out of 30. I see these light mechs in the store when loading the game, maybe the newly generated ones will be fine, we'll see.
YxSleepyheadxY 24 Oct @ 6:36pm 
@Deadraiser Thanx for the reply. Good o hear I´m not going blind :steamhappy::steamthumbsup:

And good call with the rescale option. Can´t count the comments "The Matar is stuck in the dropship" anymore.
DeadRaiser  [author] 24 Oct @ 5:36pm 
@Costco Fahrenheit got tired of people complaining about large modded mechs not being able to leave the dropship so the option is always on as these mechs almost always require YAML to function anyways.

@YxSleepyheadxY option was removed because it was actually breaking YAML's loadout setup. The option would actually break your YAML game if it was turned on and was never meant to be an option to pick.

@Void Smasher Unsub and resub to the mod. Your YAML didn't update correctly and everything you're seeing is still for version 0.97.3.1, not 0.72.3.2.
Costco Fahrenheit 24 Oct @ 4:55pm 
I generally love the mod, but the rescale feature being forced now isn't great.
Void Smasher 24 Oct @ 4:18pm 
0.97.3.2 Yet Another Bug Report

"ENABLE DLC7 MECH LOADOUT VALIDATION": This is a game exploit if it's enabled. Should it be optional?

Rescale is still optional if it was set to ON and then OFF before 0.97.3.2. No rescale on my side. Happy! :D
Void Smasher 24 Oct @ 4:10pm 
0.97.3.2 Yet Another Bug Report :D

Atlas: During the latest Atlas rework, it lost its visuals for AMS. Furthermore, the Atlas's position in the Mechlab has become odd, which is clearly visible when attempting to rotate it.

AS7-SP (Spooky): The torso-mounted missile launchers overlap each other if something larger than LRM10 is installed in first missile weapon slot.

Rifleman: The RFL-RCX, which is given to players at the start of the clan campaign (so it's easy to test), has a very strange mechanic with lasers in the torsos. When you install a laser to side torso, two of them are installed, literally. However, only one is displayed. Thus, each laser in the side torsos takes up double the space.

Awesome: AWS-8R has incorrect quirk "PPC Platform" this version of Awesome is purely a missile boat. AWS-8T might have the same problem, haven't found it yet.

Many light mechs have incorrect loadout weights. For example, the COM-3A has 29 tons out of 25, the SDR-5V has 31 tons out of 30.
YxSleepyheadxY 24 Oct @ 1:59pm 
Have you implemented the Corrected Direwolf & Adder FP run animation?
Dama733 24 Oct @ 1:44pm 
"Changed: removed Mech rescale option - it is now permanently on" why remove the option?
cszolee79  [author] 24 Oct @ 12:12pm 
0.97.3.2 Yet Another Mechlab

Added: TechBase info and mod icons to tooltips @ DeadRaiser
Changed: removed Mech rescale option - it is now permanently on
Changed: removed skin stealing code option - no longer used, it was causing slowdowns at game load
Changed: removed Mech Quirks toggle - they cannot be disabled now (Clan and Omni mechs need them)
Fixed: Demo missions crashing when AI lancemates use SSRMs - it was the Garbage Collection timer
Fixed: Mech models and loadouts by DeadRaiser and Mace24de
Fixed: Black Markets should not have items without the Leopard Upgrade now
nosferatus 23 Oct @ 9:23am 
Best mod for MW5
Void Smasher 23 Oct @ 12:47am 
@Animous You should try YAML discord for troubleshooting.
Void Smasher 23 Oct @ 12:44am 
@Zero X it is actually turned mechlab to MWO style and enchancing customization. Which really sucks, because MWO-style mechlab make mechs unremarkable. What's the point of a rare Star League-era mech if you can build the same thing, or even better, from a more common variant? But from a customization point of view, there are no better options right now.
Void Smasher 23 Oct @ 12:39am 
@Zero X it is functional, playing every day. I am using YAML, Yet Another Weapon, Mod Options, Purchase Salvage and Enhanced Academies. Therefore, players experiencing crashes should check other mods they are using.
Why27 22 Oct @ 7:39pm 
@Zer0 X It crashes the game, or at least for me when it is added.
Zer0 X 22 Oct @ 2:45pm 
So I want to get some things straight here.
1: Does this just add a bunch of new items or does it actually enhance customization like people keep preaching?
2: Is this currently stable and functional? Im seeing a LOT of reports in the comments about crashes and problems.
Animous 22 Oct @ 7:12am 
I love this mod however recently I can't get any of the YAML game settings to save. Is there a fix in the works for this?
Void Smasher 22 Oct @ 12:40am 
Honestly, Clan Mechs did a lot of damage from the start, even without the YAML. But the main change was made by the latest PGI update where they changed AI to fire weapons in groups instead of one by one in chain mode. And this is NICE! Clans MUST rip inner sphere mechs apart like paper. This behavior is consistent with the lore. Finally PGI made a challenge. But even so, the clans don't act like clans. Lots of light mechs running solo to our mercenary unit to die for nothing. Meh. They must strike with organized forces! This game is TOO EASY! So, if you have problems with clans, use legal YAML cheat called "Hardened armor" and long range tactics. Or if the situation allows, try to repeat what ComStar did on Tukayyid. Leave your mercenaries in the choke point and use a fast mech to alert the clan mechs and lead them into a trap or something like that.
Cpt Shadowlorn [519th] 21 Oct @ 6:03pm 
I get missions that do not stop spawning clan mech, and the dmg they do is insane. like it wasnt like this when the DLC first droped and this mod was updated. did somthing change
DepacheTheNinja 21 Oct @ 11:07am 
@Achilles Healer so when you say that to **CEIIAT** do you mean to goto the modlist in mods in the MW5 game folder and change it in there? or what. i am having that issue but i dont see how to do what your suggesting. i would like to play this but im un able to get past this issue. ty ahead of time
HellHeart 19 Oct @ 5:38pm 
I noticed that the Bullshark's cockpit animation is always in the limping animation instead of the normal walking animation.
Nikitong 18 Oct @ 11:43am 
yaml crashes when trying to fly, at the end of a mission, when trying to start a new campaign or career(((
algame 18 Oct @ 2:39am 
Did this mod change how much damage you do? Cos I have not played for awhile but it feels like things are dying waaaaay faster than they used to.
SpinFX 17 Oct @ 12:38am 
Hi,

I've searched and got old information on rebuilding the core.. what is the lastest info on repairing cores. Its a bit confusing on how to do it .
Illiyanne 15 Oct @ 9:22am 
Some issue regarding switching to different thermal camera modes. only getting a brown outline along the edges of the screen
Void Smasher 15 Oct @ 6:03am 
During the latest Atlas rework, it lost its visuals for AMS. Furthermore, the Atlas's position in the Mechlab has become odd, which is clearly visible when attempting to rotate it.
Achilles Healer 14 Oct @ 4:59pm 
@**CEIIAT** I had the same issue and found that I still had the Harjel Eternal branch of YAEC active in my modlist (MW5 Mod Organizer). Removing that and enabling standard YAEC fixed it.

I'm also having the same issue as Saigoth_74 for vision modes.
**CEIIAT** 14 Oct @ 10:14am 
I keep getting this error since the new update in YAML:"LowLevelFatalError [File:Unknown] [Line: 3146] Could not find SuperStruct ReceiveBeginPlay to create ReceiveBeginPlay". YAML is working as single mod, but when I started to add new ones (even additional YAML mods), it is collapsing. I checked the file integrity, delete and upload again all mods, did every possible solution I found in net but no use. Can anybody have same issue?