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  1. cszolee79
    cszolee79
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    0.94 Yet Another Mechlab

    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.
  2. cszolee79
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    Note:
    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.
  3. HubbletonLive
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    What's with the new mod requirements?
    1. cszolee79
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      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. 
  4. Does anyone know why I have a large number of mechs that have 0 weapon hardpoints? I have been trying to find an answer to this for a long time but nothing. On mouse over they say things like 4/0 ballistic slots.

    EDIT: Figured it out, YAML needed to be overridden by everything else.
  5. Chrisoo11
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    engines 405 to at least 450 don't function properly due to what I assume is missing data about heat sinks, engine speed, etc.
  6. muffintopzombie
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    Cant join the discord to ask about this so ill ask it here.

    With the new V2 full salvage option, is there or could there be an option to make the full mechs cost WAY more shares than the parts themselves.
    I like the option to have a full mech but it defeats the purpose of getting parts if the full mech is cheaper than just taking parts
  7. Scorpion49
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    I don't remember this behavior before, but now any time I use LARGE lasers they chain fire instead of simultaneous firing like the other sizes. Is there a way to change this? Anyone know? I tend to try and snipe cockpits with the L lasers and this chain firing is messing me up.

    EDIT: I have chain fire checks off in the weapons list, just in case anyone is wondering.  
  8. Ironboy32
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    Hi, is there an install guide for this mod anywhere? I unzipped this folder directly into the MW5 mercs mod folder and its not being detected in game. I already moved the pak files into the pak section under content, all im left with is the resources and mod txt file. 

    I'm using GOG games 
    1. maunten88
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      Get the mod manager and add the .zip file of the mod through it and hit deploy
  9. ShogunEnder
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    Hello I just updated my mods and YAML does not appear in Mod Options nor does any of my equipment like armor structure etc. I am on game version 1.1.361 and there seems to be no other mod conflicts that would cause these errors. 
    1. UmbralReaver
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      I'm having the same issue. YAML itself is running fine. There's just no options available via mod options.
  10. Just found a bug with pilot death chance. I set death chance to 0.00 for any of the types of death, Head, core, legged, then save the setting, YAML will then change it to 1.00 (100%). When you go back into the YAML options it shows 1.00. However if you set it to anything other than 0.00 it will keep those settings.
  11. Wrathchilde
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    Just downloaded this so that I could keep my loadouts in cold storage, but I have no idea how to use this. Is there any documentation anywhere? I'm assuming a message of 'no engine installed' is a bad thing, but it won't let me install an engine. When I select an engine or core it doesn't add it to the mech. I'm completely lost and a bit overwhelmed by everything here.
  12. lowtss
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    Wanted to ask since I saw a superheavy build and I wanted to do one myself, how does some superheavies come with 2 engine cores and i cant seem to do the same when trying to apply another core to my superheavy?
  13. ALPHYSWEEB
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    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.