MechWarrior 5: Mercenaries

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cszolee79 and trueg

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cszolee79

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About this mod

Fully unlocked, MWO-style Mechlab with all missing MWO Mech variants and weapon and AMS hardpoints. Supports vanilla savegames and mech mods.

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Yet Another … Mechlab this time.
by cszolee79 and trueg

YAML Discord:
https://discord.gg/yetanothermw5server

Compatible with DLC6 / Game version 1.1.355
Does not require any DLCs

Replaces the MW5 Mechlab with an MWO-like, fully unlocked Mechlab, a re-imagination of Reloaded.
Adds all MWO Mech variants, with all the hardpoints MWO has - and some more. All Mechs have at least one AMS.
All 'Mechs can use all equipment (ECM, AP, Jump Jets). Can swap engines, structure, armor etc. If if fits (crit slot size), it will work.
Fully coop compatible.
Expands salvage to allow assembling 'Mechs from salvage parts like HBS Battletech (Salvage V1 and V2 for more complexity).
Adds dozens of configurable settings from Mech armor scaling to cold storage upkeep costs.
Adds MWO-like Quirks to Mechs.
Allows weapon upgrades (from Tier 0 to Tier 5).
Tanks, VTOLs and Turrets have increased HP (scalable Mod Option setting).
Compatible with vanilla savegames (auto-upgrades all owned mechs with engines etc) and most mods.

Mech variant list:
https://github.com/mw5mercs-modding/SpecialVariants/blob/master/docs/yaml-variants.md

To fully utilize Yet Another Mechlab's configurability, download Mod Options from Bobbert:
https://www.nexusmods.com/mechwarrior5mercenaries/mods/537

Update 0.9.1: @trueg made the impossible a reality, and Yet Another Mechlab has now support for non-YAML mechs. Any mech that has no Engine, Structure etc slots will be upgraded to have everything, including internal equipment (so a non-YAML mech will gain its new slots and even the STD325 engine, Endo Structure and whatever else there might be)

To address a popular misconception: this mod does not change AI. At all. Not the pathing, not the damage model, not the targeting, not the accuracy. Custom AI roles only tell Oraeon's AI mod what role to use, but otherwise don't have any effect.

Load order: don't touch it. Seriously. Unless specifically stated otherwise, leave it as it is.

Conflict with no tonnage mod(s) like yrrot's, Bobbert's: yes. We know. Everyone knows. Just use the mods, it'll be fine.

Update to vanilla MW5 games: new one-time check will add all Engine, Structure and Armor equipment for all mechs in your possession to your inventory, and try to install (for no cost / no time) them to active mechs.

Controller users: I don't have a controller or any way to test the mod with one. I try my best to have controllers work correctly, but some functions probably won't work without mouse and keyboard. Assume that this mod is built for the PC Master Race who possess the Epic Level Artifacts known as Keyboard and Mouse :)
Update for controller users: trueg tests UI with controller, so it should work just fine now.
Update2: I also got a controller for myself so it should be smooth now.

For those who might not know: trueg re-made and added a giant part of the code since its original release, and much of the new features are his work - the new, modular, json-based extended equipment property framework that also makes the base of the mech quirks, the general use jump jets, the new GUI appearance and polish, the Mod Options compatibility, and a million more things, some obvious some under the hood.

If you like this mod, and choose to donate via PayPal, consider sending the money to this wonderful guy.
I already get the Nexus per-download points :)

f you(and no Aim Assist heresy)

Salvage chances:
Vanilla salvage: 60% for equipment, 95% for headshot, 40% for legged, 40% for cored, 0% for any other reason.
YAML salvage: 60% for equipment, 95% for headshot, 75% for legged, 60% for cored, 75% for any other reason. Can be changed in the Mod Options.

Extended salvage:
Somewhat similar to HBS Battletech. Every destroyed mech, if they do not roll as salvageable, will drop salvage items instead (chassis specific). A brand new, empty, random mech can be assembled from these salvaged parts - need 1 salvage per every 5 tons. A random Flea can be assembled from 4 Flea Salvage items, a random Nightstar from 19 Nightstar Salvage items. The random roll will make a non-hero, intro-date compatible, Instant Action-visible variant from any UnitCard that is loaded into the game (including all mech variant mods) with random damage or missing parts. This needs salvage items in the mods (Atlas_Salvage.uasset, Marauderii_Salvage.uasset etc) for each MDL file.
Optional: a fully HBSBT-like Salvage V2 system, where you get salvage for specific 'Mech variants. When building from salvage, you'll be able to select any specific variant you have salvage of, and use x (of specific variant) + y (of any variant of the same chassis) to assemble your choice.
Also, optionally, complete 'Mech salvage can be turned off, so the only way to get new 'Mechs is to assemble them from salvage (depending on setting, a random mech variant of the chassis general salvage, or a specific variant from multiple variant salvage items).

Legging:
Legged Mechs will be reduced to half their maximum speed or 48.6kph, whichever is lower.

Equip rules:
Engine / Structure / Armor swapping, Engine DHS, and so on. Dynamic filler slots for Endo, Armor, Engine and MASC.
Every item, be it weapon or equipment, uses Critical slots now. No more cheating with slots.
All equipment can be installed on any Mech, with correct equipping rules. JumpJets, MASC, ECM, Active Probe, whatever it is, if you have enough free space, and meet the prerequisites, you can install it.
Note for controller users: JumpJets can't be installed by selecting an empty slot (since they use specific JumpJet slots). You can install them by right-clicking in the inventory or drag-and-dropping them with mouse to the mech part. Update 0.6.3: JumpJets are GeneralSlot items now, should be fine with controllers.
MASC and SuperCharger don't stack with vanilla logic, that's fixed, both can be used now. 129kph Boar's Head is a go. Or 400+kph Fleas. XXL engines are a thing.
SuperCharger is always 1 slot, and can be installed to any Torso component that has an Engine part in it.
MASC is 1 fixed slot (can be installed anywhere) and as many dynamic slots as tonnage requires. (as it turns out, this is non-canon, but hey, it works, won't change now and can be changed in the ModOptions to be one single-piece item).
Only one Active Probe or ECM can be installed (anywhere, on any Mech).

Engines:
Losing an XL or XXL side torso is instadeath / ejection for AI.
XXL engine generates 0.5 heat / sec (effectively lowering heat dissipation by that much).
Losing an LFE side torso will reduce max speed to 2/3 and decrease heat capacity and heat dissipation by (engine heat cap and dissipation)/2. At high heat, if you lose a torso, you'll overheat immediately, and shut down (or get damage if you use override).

Adds Thermal Vision - yes, this is indeed Reloaded's famed Predator Vision, made by Navid A1
Adds Headlights - they are headlights. They make light. Does not work on Medium Shadows settings for some weird scalability preset reasons.
Adds UAV Drone - Reveals all combat-capable targets in a set radius (no LoS needed), using MW5 TargetSharing logic. Requires consumable equipment. Lifetime: 6 minutes (or until shot down), cooldown: 25s, range: 800m. Advanced UAV: 10 minutes, 1000m range.
Adds Cool Shot - immediately dissipates 20% of max heat + 25 heat. Cooldown: 25s
Adds Bullet-Time / Time Dilation - slows down timescale to 20%, except player mech. Beam/trace weapons will have 20% damage due to how UE4 calculates their damage over duration.
Adds Torso Counter-Rotation - the same as in the vanilla game, now with a keybind toggle.
Keyboard bindings for the above can be set in Options / Controls / Mods at the bottom.
AI mechs will use UAVs (if no friendly UAV is within 700m) and CoolShots (if mech heat is over 80% for 5s).

All other options are in Options / Mod Options / Yet Another Mechlab (global settings like HP scaling, GUI visuals etc, need Bobbert's Mod Options) and GAME OPTIONS in the main menu (for campaign mode per-savegame settings like salvage, costs etc).

Equipment:
Engines: Standard, XL (3035), LFE (Light) (3062), XXL (3070), Engine Double Heatsinks (3040)
Structure: Endo (3035), Reinforced (3057)
Armor: Ferro (3035), Light Ferro (3062), Hardened (3047)
Targeting Computer (3040): ballistic, missile, energy, buffing various stats. More later. 0.8.3: Navid A1's Predictive TC is back!
UAV (3015)
Gyros (3015+): adds various bonuses to movement / speed / rotation / weight.
Coolant Pod (3049)
Sensors (3015) - increase sensor range, and set FoV to 360 degrees. LoS still applies (need Active Probe to bypass LoS).
TSM - Triple Strength Myomer (3050) - linearly increase top speed up to when over 50% heat level (+50% at 100% heat). Stacks with SuperCharger. Also increases Melee damage at high heat (+100% damage at 100% heat).

Config file:
Config options moved to Game.ini in %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor
Mod dir\Resources\ contains a bunch more files for extended equipment stats.

Mod Options:
Fully compatible with Bobbert's Mod Options. If using that mod, you'll be able to set everything in the Options menu / Controls and Mod Options tab for YAML.
If not using Mod Options, the config settings are in the game.ini above.
In either case, the new keybinds (InputActions) for my mods will be visible in Options / Controls / Mods section.


Compatible with all my mods including YetAnotherWeapon / YetAnotherWeaponClan (weapons will have their correct canon crit size).

Recommended / compatible mods:
Mod Options (Bobbert)
Yet Another Weapon

Yet Another Weapon Clan
Scary Tanks (you might want to wait with enabling this one until you have at least 150-200t worth of lance)
Unlock Hidden Color Schemes
Remove JumpShip Animation
TTRulez_AIMod (Oraeon1224)
vonBiomes (vonSeiten)
MWO Replacement Style HUD (HoneyPepper)
SMMO (Jgood121)
42's Mechs Of Beauty (42and19)
MW5 Rebalance Mission Changes (Paladinj01)
MW5 Rebalance Economy (Paladinj01)
Repair Bays (Bobbert)
Mod Options (Bobbert)
Coyotes Mission Pack (Coyotekins)
Lore-based Mech Variants YAML-Edition (Mace24de)
More Career Starts (Suivil) has YAML compatible version.
330's Pilot Overhaul (Wpnx330)
Camo Spec 2.0 (TheChosenOfMods)
HarJelPlast (trueg)
Silby's YAML Overhaul (Silby)
Better Crates (Grahamldlw)

NOT compatible with:
MercTech, obviously :)
Any mod that changes MDA or Loadout files. This mod has its specific MDA requirements (like Reloaded), and Loadouts must have Engine and other slots and equipment for the Mech to be able to move.
Any mod that changes HPS files.
Any mod that changes DerivedMech (such as Logical Lore Salvage). I included fully configurable salvage including salvage scrap that can be assembled into mechs.
Mods that change HeroMechsForPurchase table (this contains the Hero mechs that can spawn as starmap mech icons - if they are not in the table, they will never spawn).
MechAttributeViewer (it changes MechToolTip, and this mod needs its custom calculations for weight, heat etc). No worries though, my ToopTip shows even more :)
Expanded Hardpoints: not needed anymore. All slots are "expanded" as in can take any weapon that you can fit based on crit slots.
PirateTech is not compatible. You can try, but I can't help you there.
Xenopax Unification - Not compatible.

If anyone is interested in making additional mechs or loadouts compatible with this mod, PM me and I'll explain what is needed.

Note: I started working on this a month before the Great Mod Apocalypse of the DLC/Game update happened, when I learned that Navid A1 can't update Reloaded for the time being. He gave me a lot of help since I started modding MW5 as a complete beginner almost 1.5 years ago.
While I had all the Mech HPS, MDA, Loadout and UnitCard already made for my old "Yet Another Mech" mod, Navid A1 directly gave me all his Reloaded versions of those, plus the Engines and other equipment, which helped immensely (much less to go over and modify).
All the Mechlab logic and widgets, blueprints are my own work. Since my mod is following the same equipment rules (with a few differences), most of those MechData and Loadouts are 1:1 compatible, but still had to update all of them with weight, refit costs, share cost, upgrade slots.

Special thanks to:
Navid A1 for making Reloaded, and giving permission to use his assets.
Trueg - for making a lot of code overhaul, and adding wonderful new things.

Thanks for helping with various UE4 issues:
yrrot
MagnumGB
Fil F
Dave F

Thanks for contributing:
XXL Engines - Paladinj01
Code, extended equipment properties - trueg
Oraeon - rescale code

Thanks for betatesting:
Se1fD3sruct1on
BlaydeTan
ammunitionmonkey
Paladinj01
Chaos Berzerker
EchoFiveActual
and others