MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Pilot Promotion
47 Comments
Noop  [author] 18 hours ago 
Updated to work with game version 1.12.376 (10/8/2025 patch).
MagnusEffect 8 Oct @ 7:47pm 
FYI:
not working correctly after 10/8/2025 hotfix
crashes to desktop when you try to click on barracks tab
Brezonte 11 Sep @ 7:35pm 
Nice
Noop  [author] 7 Sep @ 4:59pm 
Updated to support Shadow of Kerensky DLC.
Noop  [author] 5 Sep @ 7:33am 
It's going to be a bit before I get a chance to look at updating.
cwolf2k 4 Sep @ 5:02pm 
needs update. Looks like it doesn't handle the new traits. The roster list shows blank portraits with 0's for stats, though if you click on one the window does show correct stats for the pilot
Noop  [author] 3 Jun @ 7:35am 
There was some discussion earlier on this if you go back through the comments, but basically no because lancemates all get the same AI behavior. I haven't seen where it's possible to change one without changing them all. The veteran/elite/etc. ranks appears to just apply to enemies and other non-lance allies that may drop.
Havok006 3 Jun @ 3:20am 
Love the mod. Is their any chance later on, have the same system improve their AI Rank?

Like have Promoting raise the invisible Pilot's rank from novice, veteran. Or when it gets to 60/60 go from Veteran to Elite? That woutbe awesome.
Naylind 4 Mar @ 7:55am 
yeah i use both just a new mod installation to try yaml for the first time and it work until the pilot notify the player that pilot can be promoted, but on the pilot in the barrack there's no option to improve it.
Z Man 24 Oct, 2024 @ 8:35am 
Love both this and Pilot Overhaul mod, i hope dev adapt this into the game if they gonna release the next DLC.
Noop  [author] 23 Oct, 2024 @ 12:41pm 
Mod Options is a separate mod available on Nexus:
https://www.nexusmods.com/mechwarrior5mercenaries/mods/537

The settings can also be changed by editing the Game.ini file as described above without the need for Mod Options.
cwolf2k 23 Oct, 2024 @ 12:39pm 
Ug, I see this Mod Options is not on steam, only Nexus which makes it unusable for me. (I refuse to make an account on there for a variety of reasons).
cwolf2k 23 Oct, 2024 @ 11:41am 
I'm not finding this Mod Options when searching for it
cwolf2k 23 Oct, 2024 @ 11:29am 
The # of skills maxed to be promoted....where/how do I set that? I read somewhere there's an execute option (not that I intend to ever use it) that defaults to off. How do I change that?
Noop  [author] 22 Oct, 2024 @ 8:27pm 
I'm not sure what you mean by interface. The mod basically just adds buttons to the barracks screen. There are no dependencies other than Mod Options for configuration convenience.
cwolf2k 22 Oct, 2024 @ 6:10pm 
HELP! How do I get the interface for this to show up? Is there some other mod I have to install as well?
Mr. Bix 28 Jun, 2024 @ 10:00pm 
possible to make them immortal like mason, maybe? shrug
Noop  [author] 28 Jun, 2024 @ 9:15pm 
At this point, yeah. I added the rank with the intent of giving them a little extra boost at some point, but I don't think that's going to work out with how the game operates.
Mr. Bix 28 Jun, 2024 @ 5:58pm 
if a pilot has to be full 60/60 in order to be promoted to a colonel, i'm assuming colonel offers no gameplay benefits and is purely for flavor?
gulegule 23 Jun, 2024 @ 3:19pm 
Would be nice if possible to change the rank strings via config.
Noop  [author] 2 Jun, 2024 @ 8:23pm 
Unfortunately there is some 'under-the-hood' complexity to managing pilots within the game that would make compatibility between the two mods challenging. From what I've heard the PO author has been re-working his mod for a major update and doesn't do much with the existing mod code base beyond keeping it compatible with new game patches. However, it sounds like he's extremely busy so there's no way of knowing when that new release might be.
Paladin 1 Jun, 2024 @ 9:17am 
@Arcosraid

Hard agree. The Pilot Overhaul mod is awesome but I would really like the features of this mod to be compatible.
Arcosraid 30 May, 2024 @ 9:17am 
So far it does not create crashes but sadly 330 simply completely over rides it totally and wont come into play. I do like the idea of this mod gonna be trying and testing it out for a few hrs either today or tomorrow see the differences but if you ever get a chance maybe chat up mod maker for 330 and see if the two could be combined in such a way so the pilots could advance across and be trained up both from experience and from money making it so they can go from being sappy mooks from the start to seasoned mech warriors that way I can up my pilot death difficulties and make the impact of that aspect of the gameplay even more intense just a thought dont know if its possible or if you care just trying encourage good fun :)
Noop  [author] 30 May, 2024 @ 6:12am 
Bah! I even had these typed out in a word processor to catch spelling errors. Oh well.
ChuToy_89 30 May, 2024 @ 12:13am 
There is a spelling mistake for the word "believe" in one of the pilot promotion messages.

Otherwise, thanks for the update! I asked for the option of pilots to be more flexible on NexusMods, so this is really welcome to see with how tedious some skills can be to be upgraded (the main one being, Heat Management). :)
Noop  [author] 21 May, 2024 @ 3:28pm 
Pretty sure it will not work with Pilot Overhaul 330 as both mods use some of the same assets, which will conflict.
Arcosraid 20 May, 2024 @ 1:02pm 
Hey any word on if this works with pilot overhaul 330? or should I just test it?
slimy slimy, grimy grimy 8 Dec, 2023 @ 9:59pm 
anyone tried this with Pilot Overhaul 330? This sounds like a must have for immersion but Pilot Overhaul adds more depth to gameplay
dialt 20 Nov, 2023 @ 11:20am 
If you ask me, it is so commonplace that it would be strange if it were not a standard feature.
I think you have good taste.

>>EnableExecute=True
I think it's really tasteful.
Noop  [author] 19 Oct, 2023 @ 12:43pm 
Heh, I figure that sometimes it just isn't enough to simply dismiss a pilot after they've cored their mech for the 3rd time or always get tier 4/5 weapons destroyed.
gulegule 19 Oct, 2023 @ 8:23am 
> EnableExecute=True

Oh No!
CanisBlack 13 Sep, 2023 @ 5:49am 
So does anyone know how Lancemate AI works now? (As is, any concerns I had about picking this mod up are gone for the moment).
Noop  [author] 11 Sep, 2023 @ 8:22am 
From what I've read it was changed earlier than that, but before my time with the game so IDK.

Just using the mod tools PGI provided, which is the Unreal Editor customized for the game.
gulegule 11 Sep, 2023 @ 8:08am 
It looks like the 3/9/23 patch touched a lot of the lance mate AI, so it seems possible it changed with that one.

As an aside: what tools are you using for code inspection?
Noop  [author] 10 Sep, 2023 @ 8:15pm 
Yeah my take is that's out of date. AI behavior is something I looked at when putting the mod together and from what I could tell all Lancemates (regardless of rank) are assigned the same default behavior values. There was some code that suggested different ranks had different behaviors at some point, but it isn't being executed any longer.
gulegule 10 Sep, 2023 @ 6:44pm 
There a guide that suggests the lance mates have a hidden AI type similar to the opposing AI (e.g. green -> elite) that is suggested by the pilot's bio. So recruiting a 'green' Lt. and promoting them to 60/60 may still have the bad AI.

That may all be out-dated.
Noop  [author] 10 Sep, 2023 @ 6:22pm 
From what I've read in the code and confirmed (to the extent I am able) through empirical testing, there isn't a difference in AI Lancemate pilot behavior based upon rank. It looks like that might have been true at one point, but was changed somewhere along the way.
CanisBlack 8 Sep, 2023 @ 8:08pm 
How does this handle the pilot AI ranks? Do they improve as you promote the pilots? Or if you end up with a "Green" AI pilot does it remain a "Green" pilot even if you promote it all the way to Colonel?
Cursed Hawkins 5 Sep, 2023 @ 9:41am 
@Noop
There's certain mods that can alter your mechs such as lowering the tonnage so you can fit more stuff on it, people without those mods will just see a mech way overtonnage.
Noop  [author] 5 Sep, 2023 @ 8:35am 
Definitely need to match if there are in-mission assets. For most other things it doesn't seem to matter too much.
Cursed Hawkins 5 Sep, 2023 @ 7:43am 
@Noop
To be fair, a lot of people will just recommend when playing coop in MW5 to have the same mod list as the host themselves.
Noop  [author] 2 Sep, 2023 @ 7:27am 
I'm guessing it will work in Co-Op if the host has it but clients do not. Maybe don't do any promotions while they are connected, though. It wouldn't surprise me if that works anyway. I don't do much Co-Op so didn't test with. If you try and find issues lmk.
Gantradies 1 Sep, 2023 @ 5:02pm 
quick check-
in co-op, would you need to have everyone install it, or would it work just fine with just the host running it?
Sappers1412 30 Aug, 2023 @ 5:51pm 
Thanks, I might try it out
Noop  [author] 30 Aug, 2023 @ 2:23pm 
It will work fine if added to an ongoing playthrough.

This modifies many of the same assets as Pilot Overhaul so I can't imagine they'd work well together.
Sappers1412 30 Aug, 2023 @ 11:17am 
Is it possible to add to an ongoing playthrough?
WolfEagle1 30 Aug, 2023 @ 8:13am 
Any conflicts with Pilot Overhaul Mod?