MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Enhanced Salvage And Repair
143 Comments
Ӎeρнɪsϯɵ 22 hours ago 
this mod fuck up the upgrades, no longer has any effects on any upgrades.
Muertington 7 Sep @ 1:09am 
Apparently its causing the upgrades to be of 0% value.
Tried disabling different mods and this one seems to be the one causing it.
Copleysus 5 Sep @ 2:37am 
Hi it is okey for all dlc ?
Harlan Lewd 4 Sep @ 9:10pm 
Yes, I noticed that after i reinstalled the repair times and salvage were working normally but for some reason the upgrades to mech show 0% to stats for some reason. I'm glad it's on your list of things to do, take your time, work/play balance is always tricky. Thanks very much for the time you give to it!
awlsondark  [author] 4 Sep @ 4:24pm 
Scripted missions have always been hard coded, I never could find exactly where. The rest of that tracks with what I would expect.
shrike9 4 Sep @ 4:00pm 
From what I am seeing today, the salvage is working on non-DLC mission but it is broken on the DLC specific missions (guess PG went with hard coded shares) but the repair time/costs on IS Mechs still works as does increased salvage chances on all Mechs. Clan Mechs still take forever to fix up.
awlsondark  [author] 4 Sep @ 1:54pm 
It is on my list of things to do, just not sure when. I work full time, but it is on my list of things to do, just need to reinstall the mod tools and check to see if anything in it broke.
Harlan Lewd 4 Sep @ 9:41am 
Any chance of updating this for Shadows of Kerensky? It worked last night after the update but this morning it doesn't show up at all. I love this mod!
awlsondark  [author] 14 Jul @ 4:08pm 
I have never seen that, and I have recruited him many times. Are you sure it wasn't another mod you are using? (Nothing in my mod should cause that.) Try storing the mech, then bring it back out and add the weapons back in.
Captain Planet 14 Jul @ 10:06am 
This mod definitely started causing some issues after getting Rep 5 in the campaign after a story mission. Goblin's Phoenix mech, for example, on the mission deploy/mech select screen, would show having some major serious damage, destroyed equipment, and overtonnage for the mech (52/45). Switching mech bays etc and nothing does nothing to change it, and it will deploy to the mission with the damage, and not even be able to move.

Going to the mechbay however, shows the mech completely fine, no damage, proper tonnage and in complete working order. The only fix was to disable this mod :(
awlsondark  [author] 9 Jul @ 2:14pm 
@IronMeatCurtain It will show a conflict, but I ran both and never had an issue before. Though I have not run YAML in awhile now, I doubt it has changed.
Captain Planet 8 Jul @ 8:16pm 
Does this mod conflict with YAML at all?
Alice (She/Her) 5 Jul @ 2:39am 
Sez there are mods that do that already. Here is one. Hope it helps.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2673983726&searchtext=salvage
Sez 22 Mar @ 8:49pm 
Could you please consider making a standalone version of this mod that just tweaks the chances to salvage by head-shots, legs and coring please? I don't want more profit or cheaper upgrades and repairs, just lore accurate salvage chances. It's stupid that in the base game, legging is the worst way to try to salvage a mech when in the lore it's the best way. IMO, coring should be what leaves you with only a 5% chance of salvaging.
awlsondark  [author] 3 Dec, 2024 @ 1:29pm 
Well, they could have updated some game files, that changed things. Honestly, I have not played Mercs in quite awhile now. And usually the mod only breaks when they add a new DLC.
Glad my mod has helped you, both in game, and as a modder.
ETA3minutes 3 Dec, 2024 @ 9:19am 
I think outdated source files are where the problem is, I basically recreated the same mod and the text overwritten problem is gone.

BTW, this mod has been a great help both in game and in my learning process of modification of MW5, thx!
ETA3minutes 3 Dec, 2024 @ 3:59am 
@awlsondark, I've compared the list of files in this mod to the latest in mod editor. There're items not included in this mod and items listed no longer exist in game files. Is it possible that you've been using files from early version of the game to make the mod? Maybe that could be the cause of text overwritten.

Sorry to bother you if I'm wrong, I'm fairly new to modifications of this game.
awlsondark  [author] 30 Nov, 2024 @ 8:41am 
@ETA3minutes I can't imagine why, as I never touch any file names, only some stats within the files. Wouldn't know where to start to correct that.
ETA3minutes 29 Nov, 2024 @ 5:58pm 
@awlsondark, I believe what @ledehe meant was that, this mod is changing some of the localized text back to English when you are playing non-English version of the game, mainly equipment names and descriptions as far as I can tell.
Ж | wildcardNS 29 Oct, 2024 @ 11:34am 
Is this tested with YAML's own salvage chance modifiers? I'm assuming it should be fine with YAML set to a higher LO, but I want the refit changes this makes. You cannot make me believe replacing 2 M Laser hardpoints takes 4 days. /wankingmotion
awlsondark  [author] 25 Sep, 2024 @ 4:06pm 
@ledehe I have no idea what you are talking about or asking.
ledehe 24 Sep, 2024 @ 8:34pm 
Change the translated language back to English. Please fix it by touching ammo and heatsink
Jacobite 9 Jul, 2024 @ 3:38pm 
This is one of the best mods awesome thank you!!!
Emiliorth 20 Apr, 2024 @ 11:57pm 
@awlsondark Thank you! :)
awlsondark  [author] 20 Apr, 2024 @ 3:35pm 
@Emiliorth It will not affect pre-generated Campaign missions. So, the missions of the career campaign, or the side campaign missions that award the mechs/weapons. It only works on the random generated missions (and may require respawning the missions if you added the mod after they were generated).
Emiliorth 20 Apr, 2024 @ 2:47pm 
Hi, I've completed first mission and I didn't put any points to salvage (I think). Should I get 3 or 5 points of salvage shares after mission complete, because I had 3 of them?
Ketchup_Stain 14 Mar, 2024 @ 6:37pm 
Sorry, tinkered with my mods since the new update, and it turns out it was another mod that caused the crash, I can confirm that your mod and RescaleMechs seem to work together in spite of the conflict indicator in the mods window. I guess I'm not able to benefit from the modified salvage rates, but the repair times are a huge convenience!
awlsondark  [author] 14 Mar, 2024 @ 4:13pm 
@Omnes Interficere Sorry for the delay, just finally got a chance to look through my mod files (with the new expansion and all). I mod that file for salvage rates of mechs. I am not sure what that mod is accessing the file for.

For all others, the mod should be good to go for the new expansion.
Ketchup_Stain 29 Feb, 2024 @ 1:24am 
hi, i really love this mod :steamhappy:, it's a massive time saver. is it possible to make this compatible with TTRulez_RescaleMechs? I get a fatal crash with the DerivedMech.uasset conflict :steamsad:
Tethgar 28 Nov, 2023 @ 12:09pm 
came to complain about not getting 5 shares per point in a campaign mission

Read point #2

Realized its hard coded

GG Mod maker for being clear in description
Magojiro22 23 Nov, 2023 @ 4:51am 
is this YAML compatible?
Neo in Wonderland 14 Nov, 2023 @ 6:04pm 
Ohhh right, that could be it.
awlsondark  [author] 14 Nov, 2023 @ 1:01pm 
I eliminated drop costs from my mod, due to conflicts with their new difficulty slider. Possibly jump jets are included in the repair/refit costs, but I don't recall for sure.
Neo in Wonderland 14 Nov, 2023 @ 11:28am 
Hey there,

I haven't played the game in two weeks or so, and now the Jump costs are back to 50K a pop.
Also, getting conflicts with TTRulez for Jump Jets I/II/III/IV/V.

I don't see which part of our mod affects Jump Jets o.O
awlsondark  [author] 4 Nov, 2023 @ 9:39am 
I was editing the file itself that set the cost and durations of jumps. You would think the slider would just use a multiplier on what it finds in that file, that is how I would code it. I didn't find where the difficulty slider was set. But if they did a straight cost adjustment (+x or -x to it), I could see how that would cause an overflow error. Whatever, removing that file from my mod fixed that, and the crazy costs for repairs that were suddenly happening. Spaghetti code at its finest.
Cursed Hawkins 4 Nov, 2023 @ 7:14am 
@Awlsondark
Maybe the code it was attached to was connected to something the difficulty slider now adjusted as well like Easy might have decreased costs for jumps while Hard might have increased costs for jumps.
awlsondark  [author] 3 Nov, 2023 @ 8:18pm 
I am not sure why their difficulty slider has broken jump cost part of the mod, there is no logical reason for it that I can find. So I have removed that part of the mod, since it no longer worked anyways.
aFunnySmile 31 Oct, 2023 @ 4:12am 
Hi, thanks for the mod, it's made my gaming experience a lot better. There is a conflict between your mod and Objective Jump, it changes the travel cost back to the default 50,000 and it also seems to change the repair time and cost to the default values. Even if I set the price of the jump to 10,000 via mod option it doesn't change it. I chose Objective Jump because it wastes a lot of my time when I'm traveling to mission locations, but destroys your mod as a result :crying_yeti:
Is there any way to resolve this conflict issue?
awlsondark  [author] 26 Oct, 2023 @ 7:56pm 
As near as I can figure, the new difficulty slider is affecting the jump cost part of the mod. I have yet to find a solution to that.
Fritzy the Fox 26 Oct, 2023 @ 3:09am 
hello i read the comments to see if anyone else reported Jumps being base prices, i am ingame and have the mod active all jumps are still 50k, could be something to do with the new DLC eating the Scripting for the jump price since it adds a new campaign
Keksimus 23 Oct, 2023 @ 9:37am 
Conflicts with TTRulez_AIMod2
.../Game/Objects/Mechs/_common/Equipment/JumpJets/JumpJet_Class1_Equipment.uasset
.../Game/Objects/Mechs/_common/Equipment/JumpJets/JumpJet_Class2_Equipment.uasset
.../Game/Objects/Mechs/_common/Equipment/JumpJets/JumpJet_Class3_Equipment.uasset
.../Game/Objects/Mechs/_common/Equipment/JumpJets/JumpJet_Class4_Equipment.uasset
.../Game/Objects/Mechs/_common/Equipment/JumpJets/JumpJet_Class5_Equipment.uasset


And YAML
.../Game/Campaign/TimelineEvents/TravelEvent/TravelPlanner.uasset
.../Game/Objects/Mechs/DerivedMech.uasset
Brother Skolas 22 Oct, 2023 @ 2:56pm 
does the increased salvage chance work on story missions?
Cursed Hawkins 13 Oct, 2023 @ 12:29pm 
So, to give a possible reason for why KKrusher's repair costs aren't working is because PGI added a difficulty option that allows you to customize how you want your game to be and one of the options you can now customize is how much the repair bills can be, or if you really want to make the repair bills literally be a fat 0.
awlsondark  [author] 11 Oct, 2023 @ 5:04pm 
Repair costs are working fine for me, but jump costs certainly were higher in game. Checked my file, and it still has the cheaper price. Not sure what is going on there. Repackaged the mod, we'll see if that helps.
KKrusher 10 Oct, 2023 @ 5:27pm 
Jump costs are not working. Repair costs as well.
void catgirl rglx 7 Oct, 2023 @ 12:44pm 
could we get a version of this that has either a configuration file or mod options support?
awlsondark  [author] 4 Oct, 2023 @ 4:37pm 
I updated the mod the day after the dlc came out. But you need to refresh the missions if they were spawned without the mod. And the mod does not affect campaign missions.
jymjim12 4 Oct, 2023 @ 10:15am 
not working in the latest DLC for me, salvage is back to abyssmal, sad
Gudigudi 20 Sep, 2023 @ 2:49pm 
Sadly incompatabile with "Yet Another Mechlab"
Moved the load order in front and after it but it seams that YAML just overrides it which is really sad because I don't want hanger queens.
Aye Harambe 27 Jul, 2023 @ 2:12pm 
Yet Another Mechlab and Yet Another Weapon seem to conflict with this mod. Think that will mess with my game too much? Thanks!