MechWarrior 5: Mercenaries
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scsfan

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scsfan

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About this mod

Added various cheating heat sinks, anti gravity structures, more slots, X Gyros, X ECM, X BAP, X Ammo.

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X Tech Equipment - DLC4 compatible. Added various cheating heat sinks and anti gravity structures, X Gyros, X ECM, X BAP.
WARNING: the equipment are very over powered and only attempt on very limited balancing is cost. It may remove many intended fun part of the game, after all, it is a cheat. ;-)


Features in details:
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1. X Tech Equipment : (all under heat sink tab if you have YAML)
X Tech Heat sinks 5 to 40, 1 ton each, XT-HeatSink 5 = 5x single heat sink with 1 Ton wt. XT-HeatSink 40 = 40x shingle heat sink, 1 Ton wt. (Note: MercsReloaded 1.2.1 onwards changed heat calculation formula, so if Mercs Relaoded is actviated, XT HeatSink seems only add capacity but not dissipation. the numbers shown in Mech Lab dose not apply in game dissipation)

X Tech Anti gravity cache - if anyone has a better name for this I'm happy to change. Each "cache" adds 2 tons up to 300 tons, with scaling price. (I was hoping there is at least some balance even it is a cheat. If only wants test it, try instant action.)

X Tech Jump Jets,  X-Jet can be added to any general slot (for Mech is Jet compatible). I didn't have time to add graphic and audio, so if the default Mech has no JJ slot, there won't be Audio and graphic for JJ. Mech will "jump" almost silently into the air, well, supposedly, it's an anti gravity tech.
With YAML, X-Jeb may not be installed on non Jet capable mechs depends on your Mod Options. So I added universal "anti gravity hover jet", can be used on general slot on all Mechs'. 
Do not install different type of X-Jet or mix with standard JJ on the same Mech. 

X Tech Gyros, Mk1 to Mk10, increase 50% to 1200% of max speed, no damage to structures, so can be used on and off limitless. 

X ECM and X BAP, much improved function. will appear late game and rare. I couldn't find how to make it appear earlier, it's not associated with editing starting date. But I've seen some ECM appear very early in some black market. 

X Tech Ammo, generally 4x the amount per ton/slot. Gauss / DLC Rifle has more. 

XT Ammo for YAMW and YAMWC. 

XT Ex-Slot for increased slots, thanks for the idea from ALL111.
Known issue 
"disappearing slots" "disappearing equipment" bug, it happens when adding Ex-Slot and install weapon(s) that exceeds default slots limit. Mech Lab will still allow for installation and the installed equipment still functioning as intended but only weapon(s) will be shown in the component. Eg, you can see 3 Gauss on Rifleman's arm but the installed ammo or heatsink is not displayed.  I'm not sure how to fix this one with my limited mod skill.
If add many slots, it will cause UI auto resize in the mech lab, be aware of the resolution issue for smaller monitors. 

Added optional file - (initially HansDavion's mod idea)standard single heat sink is now CB 1.8m, for salvage. But added another entry to replace the usual standard single heat sink

Mech Upgrades for X Tech Equipment
Because Mech Upgrade on jump jets and heat management become useless, I added a mod to change those upgrades to Armour and Structure upgrades and changed for level 2 target retention and weapon cooldown:
https://www.nexusmods.com/mechwarrior5mercenaries/mods/390


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To Install:
Unpack the zip to your MW5Mercs\Mods directory.
run the game and activate the mod, click apply, quit game and restart the game again. 
or use the mod manager, https://www.nexusmods.com/mechwarrior5mercenaries/mods/174

If the mod showing loaded in mod screen but doesn't show up in game, please remove modlist.json file from the mod folder, then re start the game and choose active mods again or re-fresh with mod manager. 

I will upload source file whence test to be relatively bug free, or if anyone request it earlier.