I like that this mod both makes certain late-game missions harder, while also giving tons of toys to play with to take on that difficulty. I love custom and hero mechs in general, I know you consider this feature complete but I'd love to see more heroes from you someday.
Agree. I found that the only hard part is Frist Strike. Restarted half a dozen time for that mission. Once I got the WHM-BLK, the game became considerable easier. Then once the AS7-GR dropped, that quad LPLZ is a headshot machine.
Makes Rasalhague even more of a slog than it already is? No thanks. I'd play this if it just changed up the rewards and such. This just sounds like pure pain.
Somehow the mod causes Rook to have 68 max points, checking with save editor shows him having Gunnery level cap of 3 instead of 0 and Piloting level cap of 5 instead of also 0
This should load after YAML. It's setup to do so by default, but if you've been messing around with your load order (not recommended) you'll have to manually move it.
MW5 Mod Organizer is my preferred mod manager (and other modders in YAML as well). The issue is, except for a select few mods, most mods do not need to have their load order changed. Most are setup out of the box to work by just dragging and dropping them in. No user manipulation required. This is one of those mods. If you keep your list in their original/default load order, the only things you'd need to move are very commonly known mod conflicts (Coyotes vs. TTRulez for example).
Just wondering if its possible to mod this to have Nikolai's victor to carry a melee weapon. I would like to modify this mod to change Nikolai's hero victor into the variant that can carry a sword.
No. I would have to lock the mech behind DLC 3 as a result as to not annoy PGI which makes it useless as a vanilla main story reward mech. And the source is not public.
1. You need the MechWarrior 5 Editor off the Epic Games Store in order to make any mods in MW5. 2. You need to either make a new mod for whatever you want to make or get the source files for the mod you want to modify with permission from the original mod author.
So no, you can't modify this mod yourself as is. You can download the editor and start learning to mod and make your own variants that way.
AS7-GR right missile pods seem to be blocked by a plate when using the first slot And it seems the left autocannon didn't fire directly at where the torso reticle at
1. Read a few comments below yours about the torso ballistic. 2. The Atlas was never designed to have right torso missiles, but the models in YAML are mirrored and I just used those. Not going to be fixed here so you just have to deal with it.
for some reason your most recent update now breaks Known universe mod ive been messing with my load order all day and ive narrowed the incompatibility down to this mod
Question, please. Playing my first fresh career since installing this mod and YAISM . . . you say they both enable the Rook reward in the campaign. It's unrelated, sort of, but are you touching anything with the pilot Rook, itself?
Now, I'm using "Perfect Unique Pilot Potential", it's overriding this mod, and yet for some reason I'm at the point of getting Shenzeng (my first unique pilot for this career), and he's not coming in with perfect potentials. I'm not saying this mod or YAISM are the culprits, but I'm trying to follow any lead I can find while trying to figure out this issue. This mod and YAISM are the only conflicts showing with PUPP in my current load order, which is why I'm asking. Any help would be sincerely appreciated.
Found the issue. Perfect Unique Pilot Potential v1.3 is a bad update to that mod . . . regressing it to 1.2 fixed the problem. More info found on that mod's page.
I do modify Rook as the pilot to give him full potential as well, but that would only affect him and no one else. Shenzeng is a separate asset and isn't touched at all.
Found the issue and made an update to the post apparently while you had left a reply. Just missed each other, it seems. Hopefully PUPP's author is active and can do a fix/update, otherwise I don't know if there's a replacement out there.
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I am havng fun with it, and I really like the various Hero Mechs I have gotten so far. Thanks again and ignore the naysayers!
2. You need to either make a new mod for whatever you want to make or get the source files for the mod you want to modify with permission from the original mod author.
So no, you can't modify this mod yourself as is. You can download the editor and start learning to mod and make your own variants that way.
And it seems the left autocannon didn't fire directly at where the torso reticle at
2. The Atlas was never designed to have right torso missiles, but the models in YAML are mirrored and I just used those. Not going to be fixed here so you just have to deal with it.
GL on the torso fix, waiting for it
Question, please. Playing my first fresh career since installing this mod and YAISM . . . you say they both enable the Rook reward in the campaign. It's unrelated, sort of, but are you touching anything with the pilot Rook, itself?
Found the issue. Perfect Unique Pilot Potential v1.3 is a bad update to that mod . . . regressing it to 1.2 fixed the problem. More info found on that mod's page.Now, I'm using "Perfect Unique Pilot Potential", it's overriding this mod, and yet for some reason I'm at the point of getting Shenzeng (my first unique pilot for this career), and he's not coming in with perfect potentials. I'm not saying this mod or YAISM are the culprits, but I'm trying to follow any lead I can find while trying to figure out this issue. This mod and YAISM are the only conflicts showing with PUPP in my current load order, which is why I'm asking. Any help would be sincerely appreciated.