MechWarrior 5: Mercenaries
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diji

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Diji

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73 comments

  1. kmoore88
    kmoore88
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    • 2 kudos
  2. morgpyro
    morgpyro
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    As of update 1.1.338 this mod doesn't work again. Regardless if it's installed by itself (with mod options) or with a bunch of others, it simply doesn't show up.
  3. Kayal
    Kayal
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    Looks cool.

    Is it compatible with Cockpit Glass?
    1. Diji
      Diji
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      Should be, it only touches the crosshair pips asset
  4. MWStarch1ld
    MWStarch1ld
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    Anyone knows how to contact the author? I've sent him a PM more than a week ago, but he hasn't even read it yet.
    I've added some updates to this mod and would like to release it, but not gonna do that before getting his permission.
    1. AussieDevil3142
      AussieDevil3142
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      Mate, he's sourced his work and has been inactive for months. Your other mods are hot s#*!, you're active and you've already done the work, as long as you give him his credit, just do it!
      Hey, maybe you could do HellsPaperDoll as well?
    2. MWStarch1ld
      MWStarch1ld
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      I already had in mind a rework of the paperdoll system anyway. Wanted to use a single standard paperdoll for every mech (something like MWO), but more readable and with HTAL bars under the paperdoll itself, like the ones I've already made for LL. Gonna be a pain in the butt, but I think it's doable.
      As for the cooldown pips I'll probably work a new version from scratch with some new features in it (different indicators for torso / arm mounted weapons it's the first one that comes in my mind right now) and add the range colors if I get to contact Diji I guess...

      Of course, assuming I find enough time to work on this.
    3. AussieDevil3142
      AussieDevil3142
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      Sweet! Awesome to know! But just so you know, if you do publish a paperdoll mod, make certain that it's compatible with ArmorGreen.
      ArmorGreen is one of my mandatory/permanent mods for the HUD, (alongside In The Pit, Portrait distortion effect, Compass Headings & your other 2 mods now) I even use it with HellsPaperDoll still (which seems to still work).

      So as long it has that, I'll use it.   :)
  5. DaWaaaghboss
    DaWaaaghboss
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    cannot use this atm is it not DLC 2 compatible ?
  6. AnDagda
    AnDagda
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    I have only gotten this mod to work properly the first time I used it. So far the mod, despite being properly installed and activated never
    actually works. Tried on both the Epic and Steam version, not sure what
    is going on.
    1. Diji
      Diji
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      Strange, I routinely use the mod myself and it works despite a heavy mod list. The only thing this modifies is the cooldown pip file which nothing else mods (since there's no HUD mods around yet).
    2. cobra5232
      cobra5232
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      Same for me. Installed and activated the mod today and don't see any PIP/HUD changes. Game version 1.1.300
    3. Void2258
      Void2258
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      Works for me with tons of mods.
    4. Void2258
      Void2258
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      Make sure it's below any other HUD mods. A number of them touch the pips in some other ways, so they will override this one if they load after it. Only happens if the other mods touch pips, but a number of them do incidentally even though they don't actually do nothing to them (probably 'initialization-like' calls) which causes them to revert to default.
  7. Void2258
    Void2258
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    This mod is great. It really takes the guessing out of ranges. I have couple suggestions, but if you can't or don't want to implement them it's still awesome.

    • Proper chain fire support: When you have a group on chain fire, the pip goes away when you fire the first weapon and won't come back until every weapon in the group is recycled. Would be better if the pip only went away when every weapon in the group was on CD, and came back as soon as any have recycled.

    • Show Cool Down on pips: If the pips could fill back up like the bars do in the lower right to show cooldown that would be great. No more having to look down and away from the fight to see when your weapon will be back up.
    • Ammo Meters: for weapons with ammo, showing the count next to the relevant pip would be great. Once again, no more having to look away, and reminds you which groups are ammo-based. Also removes the need for a special 'ammo depleted' pip and the issues that brings with getting more ammo from crates.
  8. stephen95s
    stephen95s
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    seems to be working well for me and i got it almost at the bottom on my mod list
  9. Void2258
    Void2258
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    Any way pips could work with chain fire? It would be nice to keep seeing the range info so long as anything is available to fir, rather than losing all info if anything in the group is on CD.
  10. Void2258
    Void2258
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    The pips aren't in the right order. I have a LL in 1 and a ML in 2 but the range colors are being displayed the other way. The Cooldowns are still on the right pips, though, so I can't see the range on the right weapons when the other is fired as it just shows empty for cooldown.

    EDIT: doesn't appear to be consistent. Sometimes it happens, other missions it doesn't. Mission specific.