Love the mod and all the mechs.you clearly put a lot of care and work in. So far the Dragonslayer is definitely my favorite. Currently I do seem to have an issue when trying to fire missiles out of the Mastodon right torso hardpoint the game experiences a fatal error.
This mod is...incredible. KodiakJ you did a fantastic job with this. This will make a fine addition to my mech list but what I really enjoy is that you can tell just by driving them that you did your homework and put the effort into the animations, the textures...amazing. Definitely recommending this to anyone who mods MW5.
Nice to see these all in one place. Happy to support your chassis whether they're standalone or bundled, but this is a nice convenience and shrinks the load order a little bit.
Looking forward to seeing what the future holds. You've always put out top-notch work! A very sincere thank you for your efforts in improving MW5.
When I can settle down properly I'm looking forward to getting the Mastodon in game or rather finish it off it's already in the game just not really a playable state :).
That Mastodon model you were working on is sweet. Only thing I will say, make an apocryphal intro date to -at least- match CASE II and/or Reinforced Structure intro date. While the Mastodon is an excellent mech, having an intro date of 3148 sadly makes it virtually unavailable unless you're playing an apocryphal playthrough. Reinforced Structure is fixed for an omnimech, so 3057 is earliest you can go.
Hmmm, ideas . . . maybe from an amalgamation of hardpoints? . . . 1B in each arm, 1E and 1AMS in each ST. 2xLBX20s, 2xLPLs, 2xLAMS, 4t ammo, 15 DHS and a Clan Probe in the head? Intro of 3057, fits the Mastodon's profile well, is unique, and doesn't step on other variants' payloads while using hardpoints that already exist. You could even do a little hardpoint inflation like 2E in each ST location, if you wanted, because those hardpoints will need to exist for other variants anyway.
I've not thought too much about Mastodon to be honest. The model still needs work and I don't know how I'm going to do the arm hard points with multiple weapons yet, so theirs still that to work out. I've been working on the Bruin since Christmas and while I've got it in a playable state theirs a really odd error the pops up in game... works absolutely fine in the editor but soon as it gets in game the rig breaks :\ It's not game breaking issue but it is immersion breaking. I've just finished re-animating a Walk and Run cycle today so hopefully these will solve the problem and I can get back on track with it, if not I think I will have to cancel it and move on to Mastodon.
Oooo, working on the Bruin, too? Excellent. Hopefully all of those apocryphal variant ideas & lore I gave you come in handy. That's another one that'll look great and also be fun to play around with.
Bruin, Mastadon, or whatever comes out next, you've always put out top notch work and looking forward to whatever is released. A very sincere thank you for all the efforts you've put into improving MW5!
All variants of Turkina have no weapons ...and are max on tonnage (checked in Instant Action) ...is that normal? I will use an updated variant from stand-alone release...maybe that one is fixed.
i've run into two minor issues: 1. Dragonslayer spawning with no paint, just the base grey texture 2. Fire Moth spawning for non-Clans in the late 3010s/early 3020s (i can't check my game year at the moment, but it's before the Kestral Lancers missions have become available)
hey Kodiak! So nice to see you :) Amazing that you put your gorgeous mechs into a bundle, I love them all so much. Not to be a bother, but did you check your PMs or your Discord? I had a question for you. I hope everything is going well on your end, much love <3
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-Update YAML Edition restored. Enjoy :)
Edit: Fixed by copy pasting the quirks from the Mastodon standalone to the BC mechs.json and quirks.json files if anyone else is curious.
Thank you for continue these Mods! <3 :)
Looking forward to seeing what the future holds. You've always put out top-notch work! A very sincere thank you for your efforts in improving MW5.
When I can settle down properly I'm looking forward to getting the Mastodon in game or rather finish it off it's already in the game just not really a playable state :).
Hmmm, ideas . . . maybe from an amalgamation of hardpoints? . . . 1B in each arm, 1E and 1AMS in each ST. 2xLBX20s, 2xLPLs, 2xLAMS, 4t ammo, 15 DHS and a Clan Probe in the head? Intro of 3057, fits the Mastodon's profile well, is unique, and doesn't step on other variants' payloads while using hardpoints that already exist. You could even do a little hardpoint inflation like 2E in each ST location, if you wanted, because those hardpoints will need to exist for other variants anyway.
Bruin, Mastadon, or whatever comes out next, you've always put out top notch work and looking forward to whatever is released. A very sincere thank you for all the efforts you've put into improving MW5!
I will use an updated variant from stand-alone release...maybe that one is fixed.
i've run into two minor issues:
1. Dragonslayer spawning with no paint, just the base grey texture
2. Fire Moth spawning for non-Clans in the late 3010s/early 3020s (i can't check my game year at the moment, but it's before the Kestral Lancers missions have become available)
e: ooo, that was a very quick patch, excellent!
Hope to see more mechs, whether fan made or official soon enough.
All the same, thanks and keep up the great work.