This is 99.9% a community made update. Thanks for all the modders who contributed.
- Added info message during initial load (YamlGlobals RunOnce) and processing of assets - Performance fix to reduce spawn hitching substantially. - Updated all skins for mechs with bolt-ons to have correct material references. - Updated previous texture conversions and fixes to be of higher quality to better match vanilla. - Added permanent limping for mechs with destroyed legs to YAML's Mech ABP override. - All bolt-ons have proper LODs and rigging set. - Updated V2 Salvage to have the option for full mech salvage. New toggle added to the savegame config for this. - Updated VTOL blueprint to include a fix for the VTOL physics crash. - Updated Tank blueprint and Physics_STM to use their correct physics. - Fixed UI textures not being properly set for UI usage. - Fixed and updated search filter for Clan and Pirate weapons/equipment. - Set Filler items to an intro date of 9999 to ensure spawning is disabled. - Added ported skins for the Mean Baby, Invictus, Ravager, Romeo 5000, Shugo, Alpha, Wolf Phoenix, and ROC heroes. - Added support for jump jets and MASC on mechs over 100 tons and have the "Illegal" quirk. - Added the "Illegal" dummy quirk. Only exists as a check for mechs that break standard construction rules such as the Matar. - Completely overhauled superheavy mechanics. Superheavies now more closely behave to TT. > They will automatically have double the general slots of regular mechs, properly weighted gyro, cockpit, and structure, and have special sized actuators. > Added cheat setting for superheavy dual cores. When turned on, all mechs over 100 tons will be able to mount two engine cores. Off by default. > Added cheat setting for superheavy mobility equipment. When toggled on, superheavies without the "Illegal" quirk can mount jump jets, superchargers, and MASC. Off by default. > Added refit costs from 105-200 tons. These are meant to be used with superheavies. > Fixed community heroes affected by the superheavy overhaul. Their stats and loadouts have been corrected. > Updated Weapon Tooltip and Mech Component blueprints to show proper UI for superheavy mechs. > Superheavy mechs can mount torso-only weapons into their arms natively. A cheat toggle has been added to allow all mechs to do the same thing. - Added a TT-based Engine Size option as an alternate for the MWO-based Max Engine Size mechanic. Using this option will make mechs only use engines that are multiples of their max tonnage (for example a 60 ton mech can only use 60, 120, 180, 240, etc. Engine Cores). - No Friendly Fire and Tank Step-On Death have been updated. Tank Step-On Death is defaulted to on and now properly responds to whether or not the tank is friendly or enemy. If the tank is friendly, no friendly fire will make sure allies do not kill their own tanks. - YAML's leopard upgrades have been given a proper look over and had many oversight and balancing corrections. - YAMLComp has been updated to 2.10 to add support for the new superheavy actuator slots. - Corrected Pilot Death Chance. An error in YAML's chance sliders made it so pilots had a near 0 chance of ever dying. Pilots also eject much less frequently now.
Bobbert's Mod Options is technically not required (YAML works without it). It is a highly recommended mod, adding support for custom settings of other mods (within MW5 Options menu - a new tab Mod Options magically appears). Not having Mod Options limits you to the default values of dozens or hundreds of configurable settings of many mods.
So, in short: use Mod Options. Longer: Nexus auto-ticks the "required mods" checkbox when updating a mod. And since YAML has it as a soft-requirement / included in that list, whenever I forget to untick that checkbox, YAML download will open that dialogue.
YAML is a neat concept with all the flexibility in building but the beginning of careers the game is too hard and make it unenjoyable to start.
My and friendly mechs are made of paper and spit while enemy mechs are seemingly all Assault mechs downsized. AFTER the ludicrous 3x vehicle health boost that was lowered right after.
I watched a Friendly FULLY ARMORED Locust get insta-cored while shooting an enemy locust with a AC-10 took 10 shots.
Losing the Paper armored mechs instantly cripples your start as you will have to pay a mil per lost vehicle while receiving 800k in funds after negotiations (Minimal wage living simulator)
And Urbanmechs.. Oh Comstar.
If the mod was JUST the premise that it promised, giving unlimited ways of building a mech then It would of been perfect. But all the tacked on difficulty makes it virtual CBT.
so with the recent update does YAML - Synchronized Locomotion w. Permanent Limp still need to be installed to keep legged mechs legged? or will base YAML cover it properly?
There is a slight problem, possibly an oversight. The increase slot for super heavy mechs in the newest update might have mess up the details panel in the mech lab. Super heavy mechs's details panel now look very small and hard to see. Can you guy see about resize that?
Was in the Server, Had a pretty good experience with the bug reporting, But now the Server is missing for me, and won't let me back in? I really need one of your Server only builds or my game, Does not work.
make sure you deleted the old version before trying to unpack the new one. If possible, extract the YAML folder into a non-install related folder first, then copy over
i've recently experienced my first "game-breaking" bug with this mod, but i'm sure it's common with a simple fix.
when swapping a weapon's shooting type "laser: sort or long, ballistic cluster or solid, etc.", that weapon group seems to "break" and no longer fires, but will show the cooldown bar activate just as if the weapon fired. the weapons work before swapping the firing types, but then no longer function after switching. as well, it seems to break weapons in other weapons groups as well (or maybe it's a deeper issue with another mod?)
regardless, i'm certain others have run into this issue before and are much more aware of a fix than i am. this has never happened to me yet, and i have well over 200 hrs playing modded MW5.
if anyone has any suggestions, i'd be very happy to take them
hi there just wondering if there is a way to change to transparancy of the Tool tips of weapons and parts in the Mech lab.? it seems to be set to like 90% transparent at the moment and it makes it really hard to read.
also is there a way to manually scroll the discriptions at the bottom of the tooltips, as im a slow reader and having it move up and down on its own is frustrating.
other then that love the mod , the game is so much better with it.
I have the same problem. Sorry to resurrect this, but if you recall a solution, I'd appreciate it if you'd share. All the loadout windows are too transparent; opacity is too high. I tried messing with the color wheel and sliders in Mod Options, but to no avail. Thanks!
In case anyone stumbles upon this down the road, I track it down to enabling YAML's HDR option in Mod Options. I simply disabled this restarted the game, and it's back to normal background with the blur effect. I left my Windows HDR setting on and the game looks great. Not sure what the YAML HDR setting is supposed to do. Don't seem to need it. Maybe it's conflicting with some other setting somewhere?
2995 comments
This is 99.9% a community made update. Thanks for all the modders who contributed.
- Added info message during initial load (YamlGlobals RunOnce) and processing of assets
- Performance fix to reduce spawn hitching substantially.
- Updated all skins for mechs with bolt-ons to have correct material references.
- Updated previous texture conversions and fixes to be of higher quality to better match vanilla.
- Added permanent limping for mechs with destroyed legs to YAML's Mech ABP override.
- All bolt-ons have proper LODs and rigging set.
- Updated V2 Salvage to have the option for full mech salvage. New toggle added to the savegame config for this.
- Updated VTOL blueprint to include a fix for the VTOL physics crash.
- Updated Tank blueprint and Physics_STM to use their correct physics.
- Fixed UI textures not being properly set for UI usage.
- Fixed and updated search filter for Clan and Pirate weapons/equipment.
- Set Filler items to an intro date of 9999 to ensure spawning is disabled.
- Added ported skins for the Mean Baby, Invictus, Ravager, Romeo 5000, Shugo, Alpha, Wolf Phoenix, and ROC heroes.
- Added support for jump jets and MASC on mechs over 100 tons and have the "Illegal" quirk.
- Added the "Illegal" dummy quirk. Only exists as a check for mechs that break standard construction rules such as the Matar.
- Completely overhauled superheavy mechanics. Superheavies now more closely behave to TT.
> They will automatically have double the general slots of regular mechs, properly weighted gyro, cockpit, and structure, and have special sized actuators.
> Added cheat setting for superheavy dual cores. When turned on, all mechs over 100 tons will be able to mount two engine cores. Off by default.
> Added cheat setting for superheavy mobility equipment. When toggled on, superheavies without the "Illegal" quirk can mount jump jets, superchargers, and MASC. Off by default.
> Added refit costs from 105-200 tons. These are meant to be used with superheavies.
> Fixed community heroes affected by the superheavy overhaul. Their stats and loadouts have been corrected.
> Updated Weapon Tooltip and Mech Component blueprints to show proper UI for superheavy mechs.
> Superheavy mechs can mount torso-only weapons into their arms natively. A cheat toggle has been added to allow all mechs to do the same thing.
- Added a TT-based Engine Size option as an alternate for the MWO-based Max Engine Size mechanic. Using this option will make mechs only use engines that are multiples of their max tonnage (for example a 60 ton mech can only use 60, 120, 180, 240, etc. Engine Cores).
- No Friendly Fire and Tank Step-On Death have been updated. Tank Step-On Death is defaulted to on and now properly responds to whether or not the tank is friendly or enemy. If the tank is friendly, no friendly fire will make sure allies do not kill their own tanks.
- YAML's leopard upgrades have been given a proper look over and had many oversight and balancing corrections.
- YAMLComp has been updated to 2.10 to add support for the new superheavy actuator slots.
- Corrected Pilot Death Chance. An error in YAML's chance sliders made it so pilots had a near 0 chance of ever dying. Pilots also eject much less frequently now.
All bug reports are are Discord only now:
https://discord.gg/yetanothermw5server
Sorry, it got unmanageable :|
Information overload.
Report there, more chance for us to see and respond.
It is a highly recommended mod, adding support for custom settings of other mods (within MW5 Options menu - a new tab Mod Options magically appears).
Not having Mod Options limits you to the default values of dozens or hundreds of configurable settings of many mods.
So, in short: use Mod Options.
Longer: Nexus auto-ticks the "required mods" checkbox when updating a mod. And since YAML has it as a soft-requirement / included in that list, whenever I forget to untick that checkbox, YAML download will open that dialogue.
My and friendly mechs are made of paper and spit while enemy mechs are seemingly all Assault mechs downsized. AFTER the ludicrous 3x vehicle health boost that was lowered right after.
I watched a Friendly FULLY ARMORED Locust get insta-cored while shooting an enemy locust with a AC-10 took 10 shots.
Losing the Paper armored mechs instantly cripples your start as you will have to pay a mil per lost vehicle while receiving 800k in funds after negotiations (Minimal wage living simulator)
And Urbanmechs.. Oh Comstar.
If the mod was JUST the premise that it promised, giving unlimited ways of building a mech then It would of been perfect. But all the tacked on difficulty makes it virtual CBT.
Hop into the Discord server and we can try and see what's going wrong for you.
It's an amazing little piece of immersion and a no-brainer thing to use for any type of player, especially with YAML's manual ejection keybind.
Thanx alot to all the people that worked on ths great Mod.
If possible, extract the YAML folder into a non-install related folder first, then copy over
when swapping a weapon's shooting type "laser: sort or long, ballistic cluster or solid, etc.", that weapon group seems to "break" and no longer fires, but will show the cooldown bar activate just as if the weapon fired. the weapons work before swapping the firing types, but then no longer function after switching. as well, it seems to break weapons in other weapons groups as well (or maybe it's a deeper issue with another mod?)
regardless, i'm certain others have run into this issue before and are much more aware of a fix than i am. this has never happened to me yet, and i have well over 200 hrs playing modded MW5.
if anyone has any suggestions, i'd be very happy to take them
also is there a way to manually scroll the discriptions at the bottom of the tooltips, as im a slow reader and having it move up and down on its own is frustrating.
other then that love the mod , the game is so much better with it.