MechWarrior 5: Mercenaries
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  1. Coyotekins
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    Please consider signing up to my patreon.

    Money has a direct impact on how much im able to do.

    https://www.patreon.com/CoyoteMechwarriorMissions

    Join my discord server for discussion of the mod and such.
    https://discord.gg/RA2PnknaGW
  2. Coyotekins
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    This mod now overrides mw5_assetaccess to be able to enable duel missions for urban biomes. If you are using other mods that override the same file then put my mod to load in a way that my changes are overridden/cancelled
    This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity.
    This mod now overrides AI_missioncomponent To enable more AI functions in my missions.
    This mod now overrides Blackboard_Mech
    This mod now overrides Scenariogeneratorclass
    This mod now overrides HomeMenuPanelWidget
    This mod now overrides KookensPleasurePit_Checker
    This mod now overrides MetagameTracker

    This NEEDS to take effect for my mod to function properly... If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD. 


    Incompatibility FAQ's
    -If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use.
    -if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. make sure my mod loads last to fix this issue or remove the other mod.

    MODS POTENTIALLY NOT COMPATIBLE:
    TTrulesAI  (coyote pilot may not follow orders.)
    Colorized HomeScreen (variable) (sh01-Buttons)    (My mod has to override his mod)

    ABSOLUTELY NOT COMPATIBLE
    Low Tonnage High Difficulty Missions
    HeavierEnemyLances
    shush ryana
    Better spawns
    Increased warzone rewards


    Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. Which will result in missions not ending properly in my mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything.
    My mod should load AFTER mech variant adding mods. My load order is 9.



    VERSION 3.7  (Current Version)
    -Solaris DLC compatibility.
    -Friendly ASF's now have customizable health via mod options.
    -Asf's cannot be used in solaris arena content.
    -Temporarily removed endgame recon due to an editor bug with the DLC.
    -Stronghold defense will no longer give weapons as final wave reward, as they were underwhelming. Now its mechs or C-bills only.

    VERSION 3.6.35
    -Fixed null mech deletion so it should actually work now.
    -Added BV value text to the null mech detector so it can at least give a hint to modders as to which mech it is.
    -ASF's AAM's no longer cause combat leopards physics to go crazy and make it flip around.

    VERSION 3.6.34
    -Coyote pilot AI vastly improved when not given orders. hes better at taking cover and will now target closest enemies and not use aggro system.
    -Moved a turret spawn out of the enemy main building during capture ASF missions.
    -ASFs now properly go after turrets, where they didnt do it very well before.
    -Attempted to fix a bug where null mech killer didnt kill mechs properly, even though it detected them.

    VERSION 3.6.33
    -Fixed a bug where the null mech script would occur in the galactic map.

    VERSION 3.6.32
    -Fixed some false positives that would occur with previous versions null mech system. (sometimes it would even delete player mechs!)


    VERSION 3.6.31
    -Coyote missions now has an active code that runs every 17 seconds that searches for null referenced mechs from other mods in the mission and deletes them.(It will also have text on the screen telling the player which mech had a bad spawn and you can relay that info to the mod devs of said mech... for those of you unaware, these are the mechs that stop missions from proceeding and softlocking you.)
    -Attempted to fix a bug in coop where 1v1 dueling a merc commander would result in some odd comms behavior and other bugs.
    -Fixed a bug where multirole and striker ASF's were not properly hunting artillery.
    -Fixed an issue where ASF's in last update caused some frame loss for certain users.
    -Aerospace capture missions will always allow 400 tonnage.
    -Fixed a bug that allowed ASF's to be called into endgame duels.
    -Fixed a ui bug with ASF menu where hunt arty option was not centered correctly in "coyote mod stuff" screen.

    VERSION 3.6.2 
    -Changed the way ASF's retreat. You now press a key to initiate retreat. (retreating will take time, depending on the ship type)
    -You can now select a new AI setting for ASF's where they will go across the map and go after any active artillery.
    -You can now use an alternate control scheme (num keys instead of numpad) for ASF's in mod options menu.
    -You can now use an alternate control scheme (Function keys instead of numpad) for Communication commands in mod options menu.
    -Attempted to fix a coop bug with merc dialog showing up for clients and glitching out sometimes. (untested)
    -ASF's survivability has been slightly nerfed. Decrease in hp and enemies have very slightly better accuracy against them.
    -Interceptor AAM's will no longer spiral down chasing enemies. They will re-target alive units if current targets dying OR if they cant find a new target they will just fly straight until they self detonate.


    VERSION 3.6.12
    -Fixed a bug that removes ability to call in ASF's after visiting kookens pleasure pit.


    VERSION 3.6.1
    -Fixed a bug where some of clan invasions weapons would 1 shot kill asfs and combat leopards. (they can no longer be destroyed by any collisions now)
    -Fixed a bug where asf mission wouldnt generate in ferleiten system. 
    -Multi-role ASF mission (60 difficulty) is slightly easier. (brought down bv values of enemy team by 10%)
    -Increased all asf hit points by 10%
    -Increased ASF retreat upgrade % from 15 to 20.
    -Adjusted aam's so they are less likely to spiral and follow downed vtols and will instead detonate themselves prior to this behavior.


    VERSION 3.6
    -You can now call in aerospace fighter support during missions. (has some issues with clan invasion, until they fix them. Will sometimes explode instantly when impacted by specific weapons from the mod. I notified the CI team)
    (You will need to find special missions scattered around the galaxy to be able to obtain the fighters. ASF's cannot be used in duels and groundwar)
    -You can now bribe mercenaries or ask to duel them in a 1v1. Use the new communication window to do so, which will pop up a few seconds after they land.
    (Negotiation pricing will be determined by difficulty of contract)
    -Fixed a bug in battleground, where low friendly morale event would casue the mission to not finish and get stuck.
    -Fixed some teleporting logic for stuck destroy convoy units. They should teleport more often if stuck.
    -Combat leopards will now Straighten themselves out before dropping mechs, to avoid a bug where spawned mechs will be perma rotated.
    -Friendly combat leopards are 20% more durable.
    -Added a ui tab in the home screen to access some of my mods features from now and into the future.
    -Moved leopard defense ravager turrets(from ravager quests) ontop of the leopard so they get better los and cant be run over.
    -Altered vanilla blue team follow AI to not be as close to the players any longer.
    -Fixed a bug with mech swapping around stronghold defend turrets that made UI issues.
    -Removed 2-part fortress quests, because the format was confusing for people to understand.
    -Fixed a bug where your leopards ravager turrets would not spawn (requires new game restart, or not having done the quests)
    -Fixed a bug where you would keep getting the same pilot in rescue pilot optional objectives (you will get the same pilot 1 more time then itll be fixed)
    -Fixed other various bugs with persistent variables not being accurate.
    (NOTE: yeah, i know some of you wont like your ravagers wont exist now... But i HAD to reform my code as it was very buggy.)
    -Updated UI for exploration quests. They now let you know if they are fortress, resource or other types on the prompt.
    -Fixed a bug where if using yaml sometimes enemy dropships would not delete all their turrets when dead and invisible ones would remain floating in the sky.
    -Replaced some of coyotes "taking cover" dialog with more laid back lines. 
    -Added a handful of new coyote pilot dialog.
  3. Coyotekins
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    SPOILER

    ASF FIGHTER LOCATIONS

    Marik territory:

    -interceptor-
    yanchep
    mosiro

    -multi-role-
    semenyh
    ibarra
    bondurant

    -striker-
    schiedam


    Laio territory:

    -interceptor-
    wright

    -multi-role-
    glasgow
    hunan
    hsien


    Federated suns territory:

    -interceptor-
    fairfax
    shubuta
    savonburg 
    sauk city
    narellan

    -multi-role-
    le blanc
    xhosa
    andro

    -striker-
    rio
    tawas


    Dranocis territory:

    -interceptor-
    ferleiten  
    sinope 

    -multi-role-
    iijima 
    pilkhua 
    feltre 
    pesht 

    -striker-
    dabih
    apriki

    Steiner territory:

    -interceptor-
    Tapihue  
    timkovichi  
    zhongshan  
    mezzana  

    -multi-role-
    persistence  
    finsterwalde  
    premana  
    montmarault 

    -striker-
    kockengen  
    bjornlunda 
    kochab 
  4. BrainP
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    Hi thank you for the most amazing mod!!

    Question: Is there any log file for which mod is responsible for the null mech deletion? I get a ton of those now, most say they have 0 BV.  My timeline just crossed into clan invasion, I'm assuming lots are from CI mod, but... I've used Coyote and CI together before and aside from the occasional crash in mission there weren't THAT many spawn issues. I've also added a couple other mech mods - classic collection vs individual mods, YALM most notably... could be either of those, but it's hard to say?

    It's getting to be enough of an issue that I would kick the responsible mod out if I knew which one. I just played a ground war where like half the mechs didn't spawn, including my side commander. That's a bit of a bummer when that happens...
    1. BrainP
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      This is the spawn section from the save of that mission.... looks... off? Are the 400+ mechs the ones it can choose from or what it tries to
      spawn? I definitely didn't see any MAD-IICs in there, and there seem to be so many of them...

      ================ SQUAD-BASED-UNIT-SELECTION ===========================
      UNIT Counts -
              466 : Mechs
                0 : Vehicles
                0 : VTOLs
                0 : Turrets
      ---------------------
              466 : Total

      Battle Values -
            25997 : Mechs
                0 : Vehicles
                0 : VTOLs
                0 : Turrets
      ---------------------
            25997 : Total

      Type Summary -
       58X : Mech.Medium
      224X : Mech.Heavy
      184X : Mech.Light

      All UNITS:
       23X : Iceferret    Medium : Scout :
       68X : MAD-IIC-2     Heavy : Brawler :
       34X : FRM-Prime     Light : Striker :
       24X : YACM_ADR-     Light : Sniper :
       17X : MadDog2       Heavy : Skirmisher :
       63X : MAD-IIC       Heavy : Sniper :
       37X : MAD-IIC-D     Heavy : Sniper :
       11X : YACM_NVA-    Medium : MissileBoat :
       18X : JR7-IIC-1     Light : Striker :
       11X : WLF-IIC_T     Light : Scout :
       26X : MAD-IIC-C     Heavy : MissileBoat :
       24X : SHD-IIC-1    Medium : Striker :
       13X : MAD-IIC-B     Heavy : Brawler :
        7X : YALM_UM-I     Light : Ambusher :
        8X : Dasher1       Light : Striker :
        4X : FRM-B         Light : Striker :
        1X : LCT-C         Light : Scout :
        1X : MIX-PRIME     Light : Scout :
        4X : MIX-A         Light : Scout :
       56X : LM_INC-2      Light : Sniper :
       15X : LM_INC-8      Light : MissileBoat :
        1X : COM-IIC       Light : Scout :
    2. Coyotekins
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      Unfortunately, mech deletion is the best i can do.
      I attempted to put info on screen of what mech they are, but it doesnt work.

      Youd have to give the log to one of those other mods. Nothing i can do to fix other peoples mechs.
  5. 80smetaldude
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    I can't imagine playing this game without this mod.

    One thing though I am really struggling with the Aerospace fighter mission.  

    Difficulty ~85 and my lance is ridiculously powerful and I have literally given up every completing one of these.

    The DP reward for killing the constant flow of assault mechs is simply not enough.   Most things cost 20pts etc and killing a lance of assault mechs maybe gives 10-12 DP after.   Is there some way to get DP other than killing?

    Then when you get past the initial onslaught by the time you are half way to the other base, Dropship launch detected.   So have to turn around fight that fight... OK now back to the attack, finally getting to the base now it's littered with like 50 turrets and again and endless flow of assault mechs.

    Now base is being captured.... really this is extremely frustrating....

    Am I expected to be at a power where one shot kills every mech I fight before even trying these missions?
    1. Coyotekins
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      The striker variant (80 difficulty) is the hardest mission in the entire game, so yes. Its meant to be that way. And meant to be taken on when you have your favorite mechs with tier 5 equipment and full upgrades and max pilots.

      If you're exceptionally good at the game you can obtain it earlier, or if you have modded mechs/weapons/options that give you an advantage.
      But for vanilla players this is endgame content.

      If you want an ASF earlier you need to get an interceptor or multi-role.
  6. Deathreaper3501
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    hay coyote I am wondering where/how/when do i get the mods for the airo fiters.
    1. Coyotekins
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      Its part of this mod. U gotta find the special missions and capture the fighters.
    2. Deathreaper3501
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      yes i am getting the fighters i have 3 total but how do i get the upgrades. 
    3. Coyotekins
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      Random chance u get them from nav points during resource exploration missions.
    4. Deathreaper3501
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      ah ok ty i thought i hade to do airo missions to get them 
    5. Lhooxy
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      Hey Coyote,
      The version where you introduced the aero fighters for the first time, it was quite easy to find some fighter updates.
      I had 2 or 3 updates for each aero class.
      Now (in a new career and after DLC6) it seems not possible anymore to grab some. I've done 20 - 30 exploration resource missions, without any upgrades.
      I havent touched the Coyote settings in mod options at all. I played around with the load order without success.
      Any ideas ?

      Thanks in advance
    6. darkdill
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      I agree to this; there should be some way to adjust it so you can increase/decrease the likelihood of getting ASF upgrades. I'd also look into some means of providing the player with a more consistent way to get them outside of Resource missions.
  7. Jukake
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    Is there any chance of getting a "Mod Options" setting to adjust how many upgrades an ASF can have at once?
    1. darkdill
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      You can always just toggle them on/off and use self-imposed rules.
  8. darkdill
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    Something I think that could be done to make ASFs a bit less broken is the introduction of some Anti-Air turrets. I so often bring in a Multirole Fighter and it just wrecks so much across the map before I can do much of my own fighting. If there were AA turrets that deal bonus damage to the ASFs, that could force players to be more cautious in their deployment, or to at least wait until they've taken out some AA turrets.
    1. Coyotekins
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      This is already something im considering. Probably wont be anytime soon though.
    2. darkdill
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      Sounds good. Maybe you could also extend it to some vehicles. A Partisan with AC2's sounds like something that would be used for anti-air.
  9. Alkanphel619
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    For the missions where you go to collect an Aerospace Fighter, does anyone know if there are infinite respawning enemies?

    I tried one and fought until my ammo was dry and my lance got killed off and still more turrets and mechs kept spawning.
    1. Coyotekins
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      They will spawn for about 30-50 minutes, then they will stop. 
      ALTHOUGH capturing the enemy base will spawn a couple pre-set waves always.

      Holding out at the dropship is a viable strategy to soften up the enemy forces and make capturing the base easier, but u really need mechs that have high sustainability for that.
    2. Alkanphel619
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      Thank you, I'm only running about 220 tons of mech total right now. So I'm definitely gonna have to come back to these missions later. been focusing on pushing straight through but getting absolutely shredded by all the turrets.
    3. darkdill
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      Yeah, in most cases, don't try an Aerospace Fighter mission without at least 4 Heavies. Even if it's somehow a level 30 mission, you'll be outnumbered at least 5 to 1.
    4. Iznuts69
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      i'd also highly recommend getting at least 1 of the 3? ravager turrent for your leopard as soon as you can too. they can make a huge difference for defending your leopard. those missions can be tough too though but well worth it. diosd has 1 that i know off, cant remember where the other 2 locations are. as coyote said, hold at your dropship for the first 10 min and build up those ac/2 turrents. once thats good, wait for a drop ship to land and the moment you kill them off start running for the asf location leaving 1-2 mechs at your dropship. once the timer is done swap back to a mech by your dropship and gtfo. the missions are tough but those ravager turrents on your dropship make a huge difference for any other missions where your dropship is on the ground waiting for you.
    5. darkdill
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      I personally go with upgraded AC2 turrets, though that's because my current mod setup causes them to fire incendiary rounds. They might not hurt as much as a Ravager Turret, but overheating an enemy 'Mech continuously will neuter it.
  10. Marikhen
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    Does this mod "fix" Defense and Beachhead missions ending prematurely?

    Quotation marks to denote that I get that it's working "as intended" while disagreeing with "as intended" because it takes agency away from players.  Plus it makes hitting loot caches a choice between bringing a super-fast mech (300km/s "Suburbanmech" for the "win") or risking losing the mission to eke out all the loot when it comes to Defense missions.  It's not so bad with Beachhead since you can hunt down all the loot before capturing the base, but Defense is a "why do they even spawn if you're not allowed to find/get them" scenario.
    1. Coyotekins
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      It still end as vanilla game intends it to. When all primary defending forces of the main base are dead.
  11. DaneousThemaneous
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    Holy hell, I need to get good. First mission with my starting foursome---Davion start, so including two Locusts---is an attack and defend with a difficulty of "6" (HAH!), and not only do they have the super turrets (thanks for the warning on the description page), but there are King Crabs EVERYWHERE.  

    I appreciate the challenge, but this may be too much for my meager talents. I wonder if perhaps one of my "Yet Another" mods is perhaps unleveling the enemy mechs.
    1. Coyotekins
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      Definitely not part of my mod.
      Level 6 you will be fighting light mechs.
    2. DaneousThemaneous
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      Thanks for the confirmation; I think it may be the Clan Invasion mod (no disparagement intended towards the author or mod). I pulled that and so far all the mechs seem appropriate. Love this!
    3. Marikhen
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      Were you using the Stacked Crates mod when you posted this?  I had assault mechs popping up in low-level missions a couple months ago myself, and I'm pretty sure it was Stacked Crates.  It wasn't "King Crabs EVERYWHERE," but I managed to get a "Star League Relic" Stalker, Thug, and pair of Atlases because there were (probably) SLDF caches being guarded by heavy and assault mechs.  It was pretty insane until I got a good Firestarter going to help shut them down and take off their legs.
  12. SUSlandsic
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    Is it possible to add optional on/off extended info bar for missions on map ( who against who, difficulty and tonnage of each missions) like in "MW5 Rebalance Mission Changes"   mod?
  13. Joeyjoejoejrshabado
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    I have a bug with turrets in stronghold/aero fighter missions. They will randomly go into a damaged state and not be able to fire. They don't even need to take damage and this can happen, had 1 turret have full health and it broke. The turret slumps to one side, looks like a wreck, and just tracks targets but won't shoot. If I upgrade them they go to a working state with the upgrade.  If it matters I have turret HP for these missions set to 10x HP.
    1. Coyotekins
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      more then likely a mod incompatibility. My turrets on those missions explode and vanish when they die. They arent programmed to "slump over"
    2. Jukake
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      Do you use MercTech?  I've noticed that with both mods enabled PPC turrets drop their shots directly on top of themselves causing themselves damage whenever they fire and not hitting any enemies.  Some other turrets have similar issues with not firing or firing wrong.  I think it might have to do with the gravity system they use but I haven't done any in doeth testing or anything.

      Is it happening with all turret types or just some of them?
    3. Joeyjoejoejrshabado
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      I found the cause of this problem. Yet another Revamped Weapon /YARWC. It says it is used as a replacement to YAW/YAWC but with added weapons to it.  Using YAW/YAWC everything is normal. Turn YAWR off and turn YAW/YAWC on it works fine.