MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

486 ratings
Yet Another IS Mech
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File Size
Posted
Updated
6.300 GB
8 Oct, 2023 @ 11:18am
8 Jul, 2024 @ 7:31am
30 Change Notes ( view )

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Yet Another IS Mech

Description
Correcting PGI's second greatest sin by bringing over the last remaining IS mechs from MWO. Check out the full changelog on the Nexus page: https://www.nexusmods.com/mechwarrior5mercenaries/mods/964

The original goal of this mod was to bring over the missing IS mechs from MWO. Now that's accomplished, time to expand into bringing in new mechs, variants, and other stuff.

YAML REQUIRED AND OVERRIDING/CONFLICTING FILES ARE INTENTIONAL. MECH RESCALE IS REQUIRED FOR THE MATAR AND FAFNIR TO LEAVE THE DROPSHIP!

'MECHS AVAILABLE:
- Roughneck (17 variants including 3 heroes)
- Hellspawn (11 variants including 1 hero)
- Fafnir (15 variants including 1 hero)
- Thanatos (14 variants including 1 hero)
> Thanatos MS (4 variants)
> Thanots Omni (7 variants)
> Thanatos XT (5 variants)
- Osiris (10 variants including 1 hero)
- Uziel (10 variants including 1 hero)
- Bushwacker (13 variants including 1 hero)
- Arctic Fox (9 variants)
- Black Hawk-KU (19 variants including 1 hero)
- Catapult H2 (20 variants)
- Gauntlet (7 variants)
- Hatchetman (18 variants including 3 heroes)
- Longbow (13 variants including 1 hero)
- Matar (3 variants including 2 heroes)
- Rifleman III (3 variants including 2 heroes)
- Nightstar (29 variants including 2 heroes)
- Rifleman (18 variants including 1 hero)
- Queen Crab (1 variant, eight more WIP)
- Raven (1 variant, more WIP)

OTHER ADDITIONS:
- Ported MWO skins for all mechs.
- DLC 3 and 6 melee weapons made available to all weight classes.
- Jump Jet support added to the Annihilator, Rifleman, and Archer.
- Loader King given new default skin to differentiate it from the Roughneck. Adds "standard" variants to certain faction spawn pools.

CREDITS
For a full list of credits, please see the Nexus page's description.
259 Comments
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