2.1 Yet Another Weapon Added check to ClusterToiLogic Rare / Hero Mech spawner function - this should negate any orphaned UnitCards. Also updated rate equipment / weapon spawn logic Added support for color change in HUD_Weapon widget (for other mods changing the "Color" variable in HUD.uasset) Changed: YAW Binary Lasers to "Short Burst" stats compared to the new vanilla Blazers @ Justicier10-7 Changed: Arrow IV missile speed from 250m/s to 200, turn rate from 100 to 180 - now it should be able to hit things more reliably under 800m range. Increased Spread from 8 to 12m Changed: Artillery weapons AoE damage - now it is always the reported weapon damage. Changed: All Artillery type weapons have proxy fuse - range is damage/4 meters. Changed: Artillery weapons - they now have a minimum range, under that the AoE explosion will not happen at all - 150m for Cannons, 200m for Artillery Changed: Artillery weapons - no more Min Range, Range, Damage and Velocity bonus by Tier, only Cooldown and Heat. Global Overrides don't affect Range. Changed: HUD widget range - Artillery and all missiles will now show MIN|MAX range Changed: Ballistic Artillery velocities
Hello! I was wondering if anyone could please shed some light on two different issues I have:
I can't fire Ultra AC cannons during their cooldown cycle. When I press the fire button during cooldown... nothing happens. So UACs currently fire like normal AC cannons for me. Note the UACs I'm using are Clan. Does anyone know how I can fix this?
The "switch ammo" key ("k") doesn't work for me. As a work-around, I use "control-[number]". But does anybody know why I can't use the "k'" key?
Any way to disable the halved damage for mgs, magshots, and ap gauss (from YACW)? I really don't like that change and it's 100% NOT lore accurate in any way. Honestly not thrilled about updating if that change cannot be disabled.
As always, a very sincere thanks for the efforts y'all are putting into improving MW5 . . . I just think this particular change is a bad one if not toggleable.
Sneezepee, sadly there are no toggles. Only workarounds are to use the version just before this change (1.8), if you have it, or download the last prior available version, 1.5; and use that instead.
It's honestly a very confusing change from the YAML team. Every other such concept is given in the options, either in YAML proper or in the YAW options, but the MG/Magshot/APGauss change in YAW(C) has no such toggle. Very frustrating.
So you can, gogochlwns. Much appreciated for the tip.
For clarity, in the weapon properties jsons, in the resources folders within YAW and YAWC, you can set the damage vs. armor for ap guass (in YAWC), magshots, and mgs to 1.0 instead of 0.5. That is a nice workaround for not seeing it come up on Mod Options.
Thank you, and kudos for finding and pointing that out.
HOO BOY it has been a b&@*$ and a half trying to diagnose this problem.
So sometimes I get sent to an infinite loading screen where the Leopard appears to get lost in space forever, just flying and flying but the game isn't loading anything. This seemed to happen not just when traveling to a new planet, but also sometimes just from switching back to the home screen from the mechlab or wherever.
I have the game on Steam, Heroes of the Inner Sphere, and no other DLC. Other mods used are: Better Cantina Rewards Better Markets Better Pilots Biome Heat Effects Enhanced Cooldown Pips Equippable Sensor Mod Female Protagonist v2 (Lara Croft) Giga Upgrades Boosted HUD DIY Increased Warzone Rewards Mod Options Mouse Sensitivity Options MW5 Compatibility Pack Pilot Overhaul Pilot Promotion ReAndExWeapons RepairBays Stacked Crates vomBiomes XenoPax Optimize Yet Another Equipment Collection Yet Another Mechlab Yet Another Mechlab Mechs Yet Another Weapon Yet Another Weapon Clan
I'm leaving this message here because after like a collective nine hours of googling, turning various mods on and off, saving and loading games, validating the game cache, reinstalling, moving mods around in the load order, fiddling with settings, resetting to defaults, trying Steam Workshop mods instead of mods downloaded from Nexus, and restarting the campaign and replaying the first couple missions like five times, I THINK I've narrowed it down to Yet Another Weapon being the culprit. Somehow. Sometimes? I don't know. I've had difficulty reproducing the problem. It seems to be working fine for me at the moment with Yet Another Weapon active (Edit, no wait there it goes again), but turning it off did consistently prevent the infinite loading screen issue, so if anyone else has this problem, this might be a solution. (Edit again, wait wait, it might be the base Yet Another Mech Lab)
Oh, worthy of note, it seems like the issue is somehow corruptive. Like, even turning all mods off won't fix the problem unless I reload to a save before the mod was ever turned on, which seems really freakish to me. Does anyone else have any more information on this?
oh by the way YAML (I think) messes up the start of the campaign, the game gives you an objective to repair your centurion but once you do the objective doesn't update and it just softlocks, but this isn't a terribly urgent problem because like you can just start a campaign with YAML off and then turn it on after repairing the centurion)
When you mentioned the Leopard Flying Forever, reminded me of the vanilla game bug. Try this mod, https://www.nexusmods.com/mechwarrior5mercenaries/mods/657
Oh right, that sleep deprived rant of mine. No need for a fix anymore, but thank you anyway.
I forgot to update the above post after some more days of looking for solutions, but I eventually came across someone in some long forgotten corner of a discord server saying that the infinite Leopard flight bug happens when a travel time is reduced to below 0 days, so the problem was using YAML's travel time slider to reduce travel time in addition to the YAML Upgrades that also reduce travel time. Increased the travel time slider again, haven't run into this problem since. So for anyone having the same problem, there you go.
Not sure if it's a bug or if I have an option checked/unchecked incorrectly, but I can't get any artillery mechs or weapons to spawn, yet the ammo is still showing up in the shop. v1.8
Artillery in this is pretty inconsistent from my experiences except for Arrow IV's which are consistent in completely missing every target....
It's disheartening to hear they were made paperweights because of one persons gameplay and that they are just useless and are better off being removed at this point. Why have something that does nothing at all? I've tried equipping the lowest ones I could find, no missile speed boosters at all, not even max rank skill and they still couldn't hit a stationary target at 500M...
so i have harjel heat sinks yaml proper and mod options installed. my game works perfectly fine. i activate yaml weapons and it crashes on start up 1308 error. there is nothing else listed in required files i am missing. what am i doing wrong?
Hi im not sure if this mode is to blame, or im just stupid. Does this mod or YAML modify black market in any way? It seems that every system with 'black karket' tag has nothing to sell. Or im just stupid and this is not how its works. Its been a while since my last playthrou.
If you have YAML installed and have the company upgrades feature on (the leopard upgrades on operations tab), then you need to buy an upgrade to access black market.
The ARROW IV at Tier 5 is bugged. It almost always misses the target. I fired it 7 times and only for a single time it hits the target. As someone mentioned it on Reddit already if you use ARROW IV Tier 2, the issue does not happen. It pretty much makes the ARROW IV at max tier useless. Not sure about Tier 3 and Tier 4 though, as I only tried Tier 2 and it works fine. I don't believe it is due to weapon balancing as I think higher tier weapon should be at least as accurate as the lower tier ones. Please have a look at this issue.
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https://discord.gg/YetAnotherMW5Server
2.1 Yet Another Weapon
Added check to ClusterToiLogic Rare / Hero Mech spawner function - this should negate any orphaned UnitCards. Also updated rate equipment / weapon spawn logic
Added support for color change in HUD_Weapon widget (for other mods changing the "Color" variable in HUD.uasset)
Changed: YAW Binary Lasers to "Short Burst" stats compared to the new vanilla Blazers @ Justicier10-7
Changed: Arrow IV missile speed from 250m/s to 200, turn rate from 100 to 180 - now it should be able to hit things more reliably under 800m range. Increased Spread from 8 to 12m
Changed: Artillery weapons AoE damage - now it is always the reported weapon damage.
Changed: All Artillery type weapons have proxy fuse - range is damage/4 meters.
Changed: Artillery weapons - they now have a minimum range, under that the AoE explosion will not happen at all - 150m for Cannons, 200m for Artillery
Changed: Artillery weapons - no more Min Range, Range, Damage and Velocity bonus by Tier, only Cooldown and Heat. Global Overrides don't affect Range.
Changed: HUD widget range - Artillery and all missiles will now show MIN|MAX range
Changed: Ballistic Artillery velocities
- I can't fire Ultra AC cannons during their cooldown cycle. When I press the fire button during cooldown... nothing happens. So UACs currently fire like normal AC cannons for me. Note the UACs I'm using are Clan. Does anyone know how I can fix this?
- The "switch ammo" key ("k") doesn't work for me. As a work-around, I use "control-[number]". But does anybody know why I can't use the "k'" key?
Thanks in advance!As always, a very sincere thanks for the efforts y'all are putting into improving MW5 . . . I just think this particular change is a bad one if not toggleable.
It's honestly a very confusing change from the YAML team. Every other such concept is given in the options, either in YAML proper or in the YAW options, but the MG/Magshot/APGauss change in YAW(C) has no such toggle. Very frustrating.
For clarity, in the weapon properties jsons, in the resources folders within YAW and YAWC, you can set the damage vs. armor for ap guass (in YAWC), magshots, and mgs to 1.0 instead of 0.5. That is a nice workaround for not seeing it come up on Mod Options.
Thank you, and kudos for finding and pointing that out.
So sometimes I get sent to an infinite loading screen where the Leopard appears to get lost in space forever, just flying and flying but the game isn't loading anything. This seemed to happen not just when traveling to a new planet, but also sometimes just from switching back to the home screen from the mechlab or wherever.
I have the game on Steam, Heroes of the Inner Sphere, and no other DLC. Other mods used are:
Better Cantina Rewards
Better Markets
Better Pilots
Biome Heat Effects
Enhanced Cooldown Pips
Equippable Sensor Mod
Female Protagonist v2 (Lara Croft)
Giga Upgrades Boosted
HUD DIY
Increased Warzone Rewards
Mod Options
Mouse Sensitivity Options
MW5 Compatibility Pack
Pilot Overhaul
Pilot Promotion
ReAndExWeapons
RepairBays
Stacked Crates
vomBiomes
XenoPax Optimize
Yet Another Equipment Collection
Yet Another Mechlab
Yet Another Mechlab Mechs
Yet Another Weapon
Yet Another Weapon Clan
I'm leaving this message here because after like a collective nine hours of googling, turning various mods on and off, saving and loading games, validating the game cache, reinstalling, moving mods around in the load order, fiddling with settings, resetting to defaults, trying Steam Workshop mods instead of mods downloaded from Nexus, and restarting the campaign and replaying the first couple missions like five times, I THINK I've narrowed it down to Yet Another Weapon being the culprit. Somehow. Sometimes? I don't know. I've had difficulty reproducing the problem. It seems to be working fine for me at the moment with Yet Another Weapon active (Edit, no wait there it goes again), but turning it off did consistently prevent the infinite loading screen issue, so if anyone else has this problem, this might be a solution. (Edit again, wait wait, it might be the base Yet Another Mech Lab)
Oh, worthy of note, it seems like the issue is somehow corruptive. Like, even turning all mods off won't fix the problem unless I reload to a save before the mod was ever turned on, which seems really freakish to me. Does anyone else have any more information on this?
oh by the way YAML (I think) messes up the start of the campaign, the game gives you an objective to repair your centurion but once you do the objective doesn't update and it just softlocks, but this isn't a terribly urgent problem because like you can just start a campaign with YAML off and then turn it on after repairing the centurion)
I forgot to update the above post after some more days of looking for solutions, but I eventually came across someone in some long forgotten corner of a discord server saying that the infinite Leopard flight bug happens when a travel time is reduced to below 0 days, so the problem was using YAML's travel time slider to reduce travel time in addition to the YAML Upgrades that also reduce travel time. Increased the travel time slider again, haven't run into this problem since. So for anyone having the same problem, there you go.
Artillery in this is pretty inconsistent from my experiences except for Arrow IV's which are consistent in completely missing every target....
It's disheartening to hear they were made paperweights because of one persons gameplay and that they are just useless and are better off being removed at this point. Why have something that does nothing at all?
I've tried equipping the lowest ones I could find, no missile speed boosters at all, not even max rank skill and they still couldn't hit a stationary target at 500M...
Thanks for all the work.