MechWarrior 5: Mercenaries
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Mechcommander Mercenaries Modders

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MechcommanderMercs

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  1. corpseharvester1
    corpseharvester1
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    havin a problem with the camera not panning with WASD keys. any insight?
    1. MechcommanderMercs
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      It seems that some people are having issues with the input.ini and gameusersettings.ini files not updating correctly with the mod (?).

      The following lines need to be in gameusersettings.ini in your %localappdata%\mw5mercs\saved\config\WindowsNoEditor\  or \Windows\ (I'm not sure which one is being pulled from).

      ?InputTypeToAxisKeyList=(AxisName="MoveForward",Scale=1.000000,Key=W)
      InputTypeToAxisKeyList=(AxisName="MoveForward",Scale=-1.000000,Key=S)
      InputTypeToAxisKeyList=(AxisName="MoveRight",Scale=-1.000000,Key=A)
      InputTypeToAxisKeyList=(AxisName="MoveRight",Scale=1.000000,Key=D)

      In the input.ini file in the same location, should have the following:
      AxisMappings=(AxisName="MoveForward",Scale=-1.000000,Key=S)
      AxisMappings=(AxisName="MoveForward",Scale=1.000000,Key=W)
      AxisMappings=(AxisName="MoveRight",Scale=-1.000000,Key=A)
      AxisMappings=(AxisName="MoveRight",Scale=1.000000,Key=D)


      I'd hope making sure those are in the files would just make it magically work.  Otherwise, I'm not sure why it only works for some people and not others.  Not sure why it doesn't update for some people anyway, I have code to manually add them in now that runs when the mod boots up.
    2. corpseharvester1
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      that 100% fixed it, nice!
      it worked before then i did a full file wipe switching to the steam version (and deleting the egs version all together) to try and stop all the CTDs that were happenning, after whiping and reinstalling everything, it stopped working. maybe something about the newer version of the mod isnt adding those lines (where they must have been put there from older versions of the mod?)
      who knows. now to see if the CTDs calm tf down
      cheers!
    3. corpseharvester1
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      also, saw 330's "commander unchained" mod, how well does this work with or fix the mason issues with mcm?
    4. MechcommanderMercs
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      As far as I know, it doesn't change anything with "mason" issue.  It's just the AI controller for the player's mech in general that has issues we have to work around--even if it isn't "mason".
  2. Cortlendt
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    Amazing mod! Hoping the author will keep interest in it.
  3. CaptainShack
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    Still one of the coolest mods for MW5. 
    I hope the mod author is doing well and gets some free time to work on this project! 
    1. MechcommanderMercs
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      I'm working for PGI now, so I'd say it's going well. Free time is still iffy, though. I'm going to try to carve some time out to update it for the DLC5 patch, but it might be a few weeks.
    2. CaptainShack
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      I appreciate the effort on this one. Congrats on working with PGI! 
      I find myself coming back to check on this mod every time I'm browsing MW5 Mods :D 
  4. endersblade
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    Man...I REALLY want to enjoy this mod, but it's still a buggy mess.  I don't know if it's other mods messing with this, or it's just completely buggy.

    Characters constantly getting stuck on terrain and not moving, no matter how hard I try to get them to move
    WASD in FPS mode not working (I see your comment about editing the files...not sure why it doesn't work by default)
    Changing to a lancemate's 'mech, WASD makes then slide around really fast
    Mini map is completely useless, have to go into FPS mode and open the map from there just to see what's going on
    Targeting icons on enemies/objectives constantly disappearing, have to F6 and back to get them to show up
    Trying to get your 'mechs to move to a location is like herding headless chickens (is this because of AI mods?)
    1. MechcommanderMercs
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      Oh, it's definitely a buggy mess. It's trying very hard to make RTS work while fighting against a bunch of stuff in the base game logic.

      AI mods are going to be hit or miss, as is general mod compatibility.
      Changing mechs and FPS play are buggy because there's base game logic that runs that the mod can't override properly, so things get wonky.
      Minimap is my bad, I never got around to fixing it after it was updated in the base game. The whole RTS UI and icons is a custom HUD that I have set up to try to match when icons spawn, but it hasn't been updated in a long while, so it's hard to tell what new/exciting bugs are there from base game patches.

      I don't really get a chance to work on it at all now, especially since I started working for PGI. 
  5. MachoMan89
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    This mod proves that we should have a tactical map for more advanced Lancemate commands
  6. MadGamer8872
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    So older version works, allows me to use my WASD fps. but the newer version does not. i dont have the new DLC so maybe thats why im having this issue. but ill update if it works after i buy it. But the 1.3 works 1.4 does not. No matter how much i manual update it.
  7. AlvesBritto762
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    my map is not working, what should i do to see the objectives, enemies? the arena is is large i get lost every mission not because i can´t see where is the objective
  8. CJDest
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    Your Mod is fantastic. Love the idea and implementation. Is there a way to disable the friendly tank spawn. I'm using YAML and 330's and few other Mods and feel like I can handle fights without that support. 
    1. MechcommanderMercs
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      I don't have any options set up for it. It was a stub in test for something I wanted to add to allow you to have a motor pool to drag with you, but never got around to adding the full implementation.
  9. corpseharvester1
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    hello, im trying to work a mission that involves "grabbing target loot". ive read that typically you would just walk up and press "E" and be done with it. is this function (and these missions) incompatible with this mod?
    1. MechcommanderMercs
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      There's maybe a workaround with two other mods, but I don't have a feature set up in MCM to do these missions.  Should be able to disable the mod and complete the mission, then re-enable it. Not pretty, but the FPS mode controls in MCM aren't functional enough to do it manually (most of the time) that way either.
  10. CaptainShack
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    Had a blast testing this mod out. 
    Its so close to being THE Mech Commander title we've all been dreaming us. Just needs a few of these bugs hammered out. 
    Like randomly taking the camera control from RTS mode near the end of my first mission bugging out and crashing. 

    The lack of a mini-map at the moment is a struggle. But not horrible. Mods really close to being something very very playable. 
    Will keep an eye on it! Looking forward to the next update. 
    1. TheRealPandaAL
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      does this need anything to actually run the mod or is this stand alone? the Campaign start up mod they spoke about in the bio doesn't exist anymore.
    2. MechcommanderMercs
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      It's mostly* standalone. There just might be a few issues with the Act 1 missions if you play campaign mode (since activating some of the mission triggers won't work in RTS mode).

      Should mostly work fine in Career mode, though.
  11. Schinaider5
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    Better than play Battletech!

    Things that may improve the gameplay (if possible) are AI behavior, like agressive, passive, and skirmish mode or demolition mode (soo the mech pass through some buildings instead of just shooting), focus on Air Units, focus on Tanks.

    I hope the mod author is able to solve all issues, but this mod is already a great addition to the MechWarrior: Mercs community.