MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another IS Mech
273 Comments
KiltedPatriot 19 Oct @ 10:30pm 
Eagerly awaiting this mod to be updated for DLC7 Hotfix 2 (1.12.376). I miss my customized Amaris' Folly Matar.
strykerpsg 12 Oct @ 3:02am 
thank you bymshea for the assist. Really digging the additional hardware brought to the fight by this mod.
bymshea 12 Oct @ 2:33am 
enable the mech rescale option on yaml setting, if it was already turned on. simply switch it off, apply. restart game and switch it on again. i had to do that once.
strykerpsg 12 Oct @ 1:47am 
Ok, all working. Deleted my other threads. Now, I have one question. I found the Matar but it's stuck in the launching ship when it lands. Am i missing an option on scaling too, to make it squeeze through the bay doors?
DeadRaiser  [author] 11 Oct @ 6:31am 
@jcm383 no look up the Rifleman variants next time. The primitive 1N and 2N are mediums in canon
strykerpsg 10 Oct @ 10:43pm 
Please let us know in chat when updated. It's a great mod. Looking forward to the update.
jcm383 10 Oct @ 3:46pm 
Encountered a 50 Tonne Rifleman 2N - shouldn't it be 60 Tonnes?
Onyx 8 Oct @ 2:00am 
Thanks a lot for your work @DeadRaiser :steamthumbsup:
DeadRaiser  [author] 6 Oct @ 9:10pm 
THIS MOD IS NOT UPDATED FOR THE DLC YET!
kianba 2 Oct @ 2:47pm 
Okay So, im sorry if this is slowly getting annoying, but is there any plan to update this mod for SOK? Or does it work already? Thanks in advance, and sorry again!
. 30 Sep @ 7:18am 
Does this work for SoK dlc?
Wither 23 Sep @ 10:20am 
Roughneck my beloved.
Silver Pheonix 22 Sep @ 11:39am 
Any news on an update to this mod?
Sire Vladimir 7 Sep @ 12:59pm 
This mode is fire DeadRaiser keep up the good work :dungeons_heart:
AikyaJager 2 Sep @ 1:14pm 
Makes sense, SoK is gonna be a big overhaul to the mechlab in general, a lot of work to get everything pushed out I reckon
DeadRaiser  [author] 31 Aug @ 10:27pm 
Post DLC is the best timeframe I currently have
DeadRaiser  [author] 31 Aug @ 10:26pm 
I have to help get YAML updated first
AikyaJager 31 Aug @ 5:44pm 
Yeah I saw it was being worked on, I was curious on a potential timeline, or if the plan is to wait for Shadow of Kerensky first and doing both updates at once
DeadRaiser  [author] 24 Aug @ 8:04am 
@AikyaJager working on it. Read 10 comments down to see that has been mentioned already
AikyaJager 23 Aug @ 7:07pm 
As-is, the Matar uses 125 tons when it only has 110 avilable tons, is the update coming in the near future?
DeadRaiser  [author] 18 Aug @ 3:01pm 
@Silver Phoenix soonTM
Silver Pheonix 18 Aug @ 12:25pm 
I still like to see both the Crocket/Katana and Guillotine in the mods: just saying. I love the mods.
Olleros 13 Aug @ 5:33pm 
@DeadRaiser - Got it, thanks for the heads up! I can self-police, thankfully, and they provide a sufficient enough challenge to not bother me too much. I'll just work around them until it's patched up next. :)
DeadRaiser  [author] 12 Aug @ 10:15pm 
@Olleros, known issue. I goofed their intro dates. If you want to disable them until I fix their spawns, go grab the Spawn Control mod. Don’t know if it’s on Steam but it’s definitely on Nexus
Olleros 12 Aug @ 4:32pm 
Hey DeadRaiser, I'm running into an issue and just wanted to figure out if it's due to a mod conflict, screwy setting, or other. As of year 3027, I've had a ton of Catapult K2(P)s and Catapult C1(F)s showing up in Solaris arena matches. They're each either fitted with Clan weaponry and internals, or high tech level internals, in addition to being hero mechs themselves.

Is something up on my end, or is this a known issue? Any way to disable these spawns? For reference, I only utilize other YAML plug ins for mechs; (YAMM, YACM, YASV)

Any help would be great, and much appreciated.
DeadRaiser  [author] 10 Jul @ 7:06pm 
Yes it does
morbonator 10 Jul @ 4:28pm 
@DeadRaiser does that mean it will lose the extra crit slots it has right now?
DeadRaiser  [author] 10 Jul @ 4:08pm 
@morbonator the Matar is being updated to use standard battlemech rules next update since that’s how its supposed to be handled. Until then, it’s considered a “superheavy” using YAML’s new superheavy mechanics
morbonator 10 Jul @ 1:19pm 
Is there a way to make the 110T Matar's YAML extra limb slots work? Stuff like upper and lower arm and leg, shoulder, hip, foot, etc. As it stands they're all double wide which doesn't work.
Tal'Raziid 28 Jun @ 9:35am 
Thanks!
DeadRaiser  [author] 28 Jun @ 7:18am 
@Tal’Raziid it’s a YAML mod option that is found under the “In-Mission Miscellaneous” section
Tal'Raziid 27 Jun @ 11:24pm 
What is the "Mech rescale" mentioned in regards to the Matar and Fafnir? Workshop seems to have no such mod
acv55555 26 Jun @ 8:04am 
The Matar has arm and leg actuator slots. Are there any equipment meant for them?
DeadRaiser  [author] 4 Jun @ 4:41pm 
@Moon Moon soonTM
Moon Moon 4 Jun @ 4:27pm 
@DeadRaiser

Hey man. Might I ask if you're ever going to include the Marauder III?
DeadRaiser  [author] 1 Jun @ 7:21am 
@WODZU123098 YAML was updated to have superheavy mechanics more in-line with the tabletop rules for those mechs. The Matar is not supposed to get them so I will be updating the mod to make sure the Matar is setup properly.
WODZU123098 1 Jun @ 5:43am 
It seems to me that the Matar SAM-AF Hero was somehow broken/nerfed because I bought it before the update and nothing was changed in it and it weighs 124/110 tons and if I insert 3 modules (XL engine, endo and armor) for stress relief it will be 105/110 tons. It seems to me that it might not have weighed that much and that more can be put in there.
DeadRaiser  [author] 29 May @ 8:43pm 
@Crunchy it's in YAML's mod options
Crunchy 29 May @ 7:46pm 
@DeadRaiser I did and I cannot find the option to rescale mechs anywhere. Is there an issue with the workshop download? Do i need to get these mods from nexus instead?
DeadRaiser  [author] 29 May @ 7:13pm 
@Crunchy maybe read the mod page? Usually reading the info on the page helps you solve that problem.
Crunchy 29 May @ 6:10pm 
So the Matar cannot get off of the drop ship. Its too big to walk out of the door. Is anyone else having this problem?
FAT WANZER 25 May @ 3:57am 
@DeadRaiser hey man thanks for the answer,also wanna ask is the career mode starting pilot fixed? not being able to rename them when not even a story character is sad.
DeadRaiser  [author] 24 May @ 9:33am 
@FAT WANZER the game is NOT flagging it as incompatible with YAML. The mod requires YAML to work first and foremost. Second, it’s only showing that some vanilla assets are being used by both mods is all that “conflict” stuff is.
FAT WANZER 24 May @ 1:48am 
for some reason game flag it as incompatible with YAML
DeadRaiser  [author] 10 Apr @ 7:52am 
@Ender this is actually an issue that stems from vanilla itself. PGI incorrectly setup the spawn tables for the arenas and shoved in about 15+ extra entries in the heavy class for just Crusaders. Any mod that directly adds on top of the arena will mean that they'll spawn their units alongside tons of Crusaders. I recommend you download the mod "Arena Control" as it has an option to expand the units that can spawn in the arena and alleviate this issue.
Ender 9 Apr @ 8:10pm 
hey so in my carrer basically every arena fight is 90% crusaders and catapults specifically variants from this mod the catapults atleast, i was wondering if you have any idea what would cause this and how to fix it? its really annoying to only see 4 mechs unless im in certain weight restrictions.
Svarog 24 Feb @ 12:23am 
Hello everyone. Tell me, please. Why aren't the mechs on sale or on the battlefield? On the page in the Nexus, it says that they appear after the year 3049. Now, in my save, the year is 3060. Clan mechs from YAML ClanMech are at least on sale, even though they are still not on the battlefield. And the inner sphere mechs aren't even on sale. Can you tell me what I'm doing wrong, maybe they're sold on certain planets?
DeadRaiser  [author] 22 Feb @ 9:27am 
Nope. That is not caused by this mod
Hunterc1998 21 Feb @ 6:12pm 
Question, have you come across anything with Catapault Mechs being invulnerable? I've ran across several specifically in arena battles, sometimes nothing hurts them at all, sometimes my ballistic guns are useless but lasers work, but its an inconsistent but very annoying issue.
Zephyr 31 Jan @ 3:52am 
can i use with with YARW?