MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon - Addon and Fixes
56 kommentarer
Anima Ignis Solaris 22. sep. kl. 17:36 
@dionysus yes that is exactly that is happening and i did tests free saves in the middle of the road saves doesn't matter i've had it crash a few times when going to certain area's on the map that have the teaching centers but hopefully deadraiser will indeed update this and their won't be any problems anymore till then it's a waiting game
Dionysus 21. sep. kl. 22:58 
@Anima Ignis Solaris DeadRaiser is (fingers crossed) working on updating this for DLC7, it currently crashes för me when entering a mission and i expect your game does as well. Patience is a virtue my friend :)
Anima Ignis Solaris 21. sep. kl. 22:03 
so uhh i'm unsure about this but I get fetal errors when i've tried to have this along with the clan counter part now i don't know which one is doing it but either one or both is doing it and i really liked this mod espically the spinal mounted railgun before the new dlc came out it was just so funny using it as it just deletes my problems away.
Squish8294 14. sep. kl. 7:00 
Wanted to drop in and leave a note. Thank you for the mod. I hope you're progressing well with it and wish you the best!

I've been hooked on Continuous Beam Lasers since MW4 Mercs and have yet, until now, to find a mod that features them. So, even though I haven't been able to enjoy this mod and YAWC:FA due to DLC7 patch -- thank you even so.
Marcel 7. sep. kl. 14:46 
i completely understand that, i just didnt know if these were going to be continued was all.
DeadRaiser  [ophavsmand] 7. sep. kl. 14:42 
I will, but you need to give me time to update things. The DLC changed a lot
Marcel 7. sep. kl. 14:05 
@deadraiser, i know youre hard at work on updates but i just wanted to ask if you were going to keep these lines of mods going? like with obscure as well?
DeadRaiser  [ophavsmand] 25. aug. kl. 15:21 
@Torroc, no that's either Clan Invasion or Yet Another Revamped Weapon
Torroc 25. aug. kl. 8:46 
Ok... so forgive me for asking didnt this mod have sn naval ppc's for mechs?
UpTheArts 25. aug. kl. 8:18 
Got it, thank you. And thank you for the Addons and Fixes mods overall - very fun but also largely lore-friendly, IMHO.

Indeed such a magnificent weapon should be balanced with either a range gap or friendly fire. I choose friendly fire. :D
DeadRaiser  [ophavsmand] 24. aug. kl. 20:49 
@UpTheArts That is not a bug. The range in meters is an estimate, the projectile is on a timer. The issue arises with velocity upgrades, not range quirks as that means the projectile will travel farther before the timer ends and the round is active. The timer itself is a fraction of a second, so it's only noticeable when you're in that 100-200m range which is extremely short range for a Railgun. You can go to your mod options, under the YAW Addon and Fixes section, and just disable the timer so it's active at all times. The point of the timer is to stop AI, particularly lancemates, from doing AoE damage to themselves and the player and potentially kill either you or themselves. I am exploring updating artillery-style projectiles again to make the switch between armed and unarmed AoE without losing out on the actual weapon damage a possiblity, but what you're experiencing is the weapon working as intended currently and not a bug.
UpTheArts 24. aug. kl. 15:58 
Hello There! Long time enjoyer of the mod. Want to report a likely bug with the Spinal Railguns.

I understand that these do no damage under an "Arming Distance" of 100m. This is demonstrated easily, that it does no damage at point blank.

However, the bug is that this no damage Arming Distance is INCREASED by range bonuses (e.g. from Equipments or Quirks, and possibly from the Level of the weapon), so that the better the range bonus, the longer the no damage Arming Distance, and the worse the weapon performs. At the same time, Arming Distance appears to be not affected by bonuses to decrease Minimal Range (that works on e.g. LRMs).

I hope this is not WAD, and hope there is an option to disable the Arming Distance mechanism. Thank you!

A smaller issue: There is no indicator that the Railgun is under Arming Distance (increased by Equipments and Quirks, so the pilot has no way of knowing), so it becomes very unreliable and frustrating to use at close range.
Marxon 2. aug. kl. 19:06 
Note, if you have this mod and Yet Another Weapon Clan it WILL break associations between clan lbx ammo clan lbx weapons.
Thankfully installing clan addons and fixes at any point restores this association.
Kirishino 1. aug. kl. 22:50 
ahh i see noted we will review the mods and mod order again then. thanks for the reply i can atleast confirm to him its not the mod. hehee this weapons are fun ngl.
DeadRaiser  [ophavsmand] 21. juli kl. 20:27 
@Kirishino you and/or your co-op partners either installed the mod wrong, have mismatched modlists, have bad load orders, or have mismatched mod versions.
Kirishino 18. juli kl. 10:22 
this mod makes multiplayer not work im in the void when it happens campaing and instant action breaks in coop whoever joining
DeadRaiser  [ophavsmand] 14. juli kl. 8:24 
@ShatteredEssence ignore the conflicts between this mod and YAW. It’s intentional otherwise this mod would not work. You can disable this mod midsave but make sure to strip your mechs of all the weapons and ammo and sell it off before deactivating
ShatteredEssence 14. juli kl. 7:18 
And the second question: is it safe to disable mod mid save?
ShatteredEssence 14. juli kl. 6:21 
Hello.
"THIS MOD REQUIRES YET ANOTHER WEAPON!"

I subbed to both mods here on workshop, but when I enable both mods game says its in conflict. is this ok?
pRaX 3. juni kl. 15:15 
@DeadRaiser Alright. Fair enough. Thank you.
DeadRaiser  [ophavsmand] 3. juni kl. 14:41 
That’s the game doing it. I tried using some YAML properties to make them more rare but those might be broken
pRaX 3. juni kl. 11:43 
@Deadraiser Hey, it's me, nagging again. Is it normal that shops are pretty populated with "improved" Clan Wolverine (Minnesota Tribe) weapons right from 3015 and on but it's almost exclusively Energy and Missile systems? I only ever receive IACs from reward events such as Arena level ups. The amount of available "I" weapons is also massive. They are literally everywhere.
pRaX 30. maj kl. 15:18 
@DeadRaiser Will do. Thank you.
DeadRaiser  [ophavsmand] 30. maj kl. 15:07 
@pRaX seems as though you haven't updated Assorted Fixes as the changes to the PPC-X are in this mod now as I added mode swapping to them. Recommend you get that properly updated by resubscribing to the mod.
pRaX 30. maj kl. 14:46 
@DeadRaiser I see, thank you for answering. Much appreciated.
I got another question though. For some reason, I don't see any of the vanilla PPC-X in neither markets nor do enemy mechs spawn with them. Also, Solaris DLC Mech variants seem strangely absent from markets, missions and arena missions aswell. I have not enabled the "disable PPC-X" option though, which is where my confusion about this stems from.
*EDIT* Nevermind, the cause is your "Assorted Fixes and Content Restoration". All good.
DeadRaiser  [ophavsmand] 30. maj kl. 5:56 
@pRaX AI automatically switch between fire modes based on their range from their current target.
pRaX 30. maj kl. 0:58 
@DeadRaiser I'm just glad it was this simple reason. And it was kinda funny being in Davion space which was almost completely void of ballistics. Something was very very wrong there hehe.
I got a question though. For example, your ILRMs default firing mode is cluster while the more powerful one is the stream mode. One has to manually switch to that one though. Is there a way to tell AI lancemates to switch firing modes? Or was this deliberate so they can't use them?
DeadRaiser  [ophavsmand] 29. maj kl. 15:36 
@pRaX oof. That's on by default because I thought it would cull out the markets of the practically useless Tier 0 weapons hoping that the Tier 1 weapons would fill in. I guess that's not working as intended then so good call to let people know to disable that option if the weapon markets aren't properly populating.
pRaX 29. maj kl. 8:16 
So, I had an issue where I couldn't see almost no "normal/vanilla" weaponry show up in shops. Esepcially ballistics were absent almost everywhere on a fresh 3015 career yet they were filled with mostly melee weapons and your creations. Turns out this is due "Disable Tier 0 Weapons" being enabled by default and resulted in the markets being barren. So if anyone else runs into this issue, this is why.
DeadRaiser  [ophavsmand] 28. maj kl. 18:59 
@Coitus Maximus unsub and resub to the mod. Seems like Steam didn't update the mod correctly for you.
Coitus Maximus 28. maj kl. 13:19 
The Paks folder is empty. it is causing an error in the mod loader.
DeadRaiser  [ophavsmand] 24. maj kl. 9:35 
@Cal Mood I get you’re not trying to start an argument but there is something wrong with your load order. You’re better off joining the YAML discord and getting help with your load order. Go to the steam or Nexus page for YAML and click the discord invite link to get help with it
Cal Mood 24. maj kl. 4:31 
It is NOT my intention to start an argument; being this clear...if I load as you suggest with MW%LoadOrderConfigurator, I get a fatal error when I load any savegame.

Clearly there is something conflicting with some other mods I installed, but what? I don't have many, let's sai 15 at all...what is conflicting? Idk what to think.
DeadRaiser  [ophavsmand] 23. maj kl. 13:38 
That is completely wrong. Load order from first to last should be the following:
-YAW Clan
- YAW
- YAW Clan Addon
- YAW Addon (this mod)
- YAOW

I am the developer on the Addons and YAO, yes. This how the load order is intended.
Cal Mood 23. maj kl. 10:43 
hem...you meant, before? (in italian, beforeis "prima di", after means "dopo")? because I am loading YAW A+F before YAW and...it works. Not trolling, I load YAW addons and fixes, YAW (your obscure weapon one) and it is sound...

So for me it is:

YAW+AF
YAW
YAOW (obscure weapon, you also are the developer, yes?)
DeadRaiser  [ophavsmand] 23. maj kl. 5:23 
I can confirm that the problem is your load order 100%. They're loading up in my game just fine with everything set to their correct (default) load position. If you're moving mods around or aren't running the original Yet Another Weapon alongside this then that's going to cause you issues.
DeadRaiser  [ophavsmand] 23. maj kl. 4:59 
Cal Mood: this mod MUST load after the original Yet Another Weapon to function
Cal Mood 22. maj kl. 23:59 
can confirm: by disabling, PPCXs work just fine.

Where should I put your mod in my load order?
DeadRaiser  [ophavsmand] 22. maj kl. 23:36 
@Cal Mood sounds like a load order issue/incompatible mod
Cal Mood 22. maj kl. 23:24 
I think something os off: I did not disable the options, but PPCXs are not shwn anymore in energy weapons list on mechs, even in they are still mounted. Also, if I unequip, they disappear from inventory...
DeadRaiser  [ophavsmand] 26. apr. kl. 18:46 
This new update adds something pretty cool. You can have LRMs, SRMs, ATMs, MMLs, MRMs, and TBolts behave as one-shot missiles if you don't put ammo on your mechs. Have fun!
DeadRaiser  [ophavsmand] 13. apr. kl. 14:35 
@zql9843 changes are live now. Burst-Fire weapons will only consume one round of ammo every time the burst fired now instead of for each round within the burst itself.
DeadRaiser  [ophavsmand] 13. apr. kl. 9:16 
@zqi9843 it's not a bug, but it is my own misunderstanding of how the vanilla burst-fire weapons work. I thought that the vanilla weapons consume ammo with each shot within the burst so I made all of the modded weapons do the same thing. Turns out they don't do that at all so I'll have to go through and change all of them to reflect that. Thanks for making me double-check that otherwise I would have never realized!
zql9843 13. apr. kl. 4:46 
LB20-X BF consumes ammo wayyyy to fast. Probably a bug.
Mirish 22. dec. 2024 kl. 14:01 
@DeadRaiser
Thank you for your answer!
Just letting you know that I have tested the most of it and everything looks compatible so far.
Very happy to hear that the author is working on all-in-one package.
DeadRaiser  [ophavsmand] 27. nov. 2024 kl. 15:20 
@Mirish

It may or may not work with the Addon as it’s built without the fixes in mind. That mod is being discontinued by the mod author and replaced with an updated and better weapon visuals pack soon with built-in YAW(C) Addon support
Mirish 27. nov. 2024 kl. 14:00 
@DeadRaiser
Greetings and thank you for your great work on these fixes.

Sorry for bothering, but I have a question about compatibility with another mod "Ballistic Visuals" [www.nexusmods.com]

Since the mod in question has a compatibility patch for YAW, do you think it will work fine with this mod too? I have checked it in-game briefly and it looked fine on the first glance.
DeadRaiser  [ophavsmand] 13. nov. 2024 kl. 16:01 
Going forward, the mod is going to be in maintenance mode. I have covered pretty much everything I needed/wanted to do. Unless another bug with the original YAW pops up or an update breaks this mod another major update is not likely.
DeadRaiser  [ophavsmand] 24. okt. 2024 kl. 9:43 
Fixed now. Sorry for the mix-up.
DeadRaiser  [ophavsmand] 24. okt. 2024 kl. 9:20 
Unlisted the mod because I tried uploading a version with only the fixes and it overrode this one. Going to get it fixed soon.