0.91 Yet Another Mechlab Fixed: Solaris arena Mechs not ejecting when XL engine is destroyed Fixed: Crusader HPS and missile animations @ Mace24de Fixed: ARC-T MDA and Loadout, changed Vindicator_HPS @ Mace24de Fixed: updated HPS files with DLC6 bolt-ons @ DeadRaiser Fixed: endless travel animation Changed: YAML Comp 2.5 -> 2.6 (for modders only) Changed: new abilities HUD widgets on weapon list horizontal position. Added custom ECM line. Fixed colors inheritance from HUD. Duplication of widgets @ trueg Changed: Stealth now has a heat dissipation multiplier instead of flat value. Turns off BAP, ECM, reduces sensor range to 25%, cooling /s to 10% and a 70% chance to avoid damage (like Narrow Profile) while active. Updated AI Stealth use. Stealth has a cooldown until it can be re-enabled after manually turning off (10s) Added: Option to disable travel animation altogether Added: Compact Heatsinks and Kits now count as two Heatsinks (for calculating minimum heatsinks) with prop "bundledHeatsinks" @ Empress Daystar Added: ModOptions for toggling availability of vision modes @ Shockwave_S08 & Quark Bent Added: Solaris melee weapons now have armor / struct bonus @ Chaos Berzerker Added: support for HUD mods to change YAML's custom HUD widgets' color (read Color from HUD uasset at creation) Added: YAML Savegame Option (per savegame) cheat Perpetual Items - everything DESTROYED will be auto-repaired to DAMAGED state after mission when entering mechlab @ Verto-San
0.91 Yet Another Mechlab hotfix Changed: ECM now shows keyboard shortcut Fixed: AP range circle on map Fixed: sensor range bug
Tanks, VTOLs and Turrets have 3x their base game HP as default setting. If you don't like that, go to Options / Mod Options / Yet Another Mechlab and set their HP multipliers to lower values. Or set it directly from the MW5 main screen. Walking over a tank still does 1 point of AoE damage like in vanilla.
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.
I have no single idea how and where in the Yaml Discord channels to Report a bug. I click on the Link while Discord pp on but from there i get nowhere. so i try it here. I noticed already at the pre actual Version that the KLill count doesnt seem to work correctly .And over dead Enemys is still hovering the red triangle often. With the actual version the Killcount doesnt work in any way and the triangle over dead Enemys is still there. . When i play alone also in coop. In pre actual version i counted 7 kills and on endscreen was shown 4. In the actual version the Killcount shows 0. Especially inSolaris missions the are often missing/disapearing Enemys, mostly in Missions where are more then 6 Enemys, so that you cant finish the misions. That happens when i play alone and also when we play coop
And as i said the red triangle is often still over dead Enemys(They was ejecting). In both Yaml versions, pre&actual. . When i play coop with my Unit mate, the exhibition mision are unplayable often. Mission starts and a insane Amount of Enemys is shown. Everything from 10 (thats normal )up to 50 and also a few times 100+ Enemys.-happens also when one of us plays alone. We have both good PC´s. When the exhibition mision starts and such a anormal Enemy Amount is shown ,then the msision begins with a Diashow and freezes then completly.So you have to end it with the Taskmanager. Issues are more worse in the actual version. We tested it out so that we can say yaml is the Reason for the problems. We played with yaml on but Yoyote deactivated and otherwise. The issues only apear when yaml is activated We both have all DLC´s and Game&yaml +coyotes mod is on latest Version. Also up to date eveything else Hoping you read that here cause i have really no idea how and where to report it on discord. We installed now pre actual YAml Version, cause of Killcount. Was a few times over the last 5-6Days in your Discord channel and have also read the notes how to submit a bugr eport but dont know how to go on from there.
was it an intentional change to mark the Spiked Fist and the Upper Combat Plating (from yet another equipment collection) with the option of "disable clan invasion pirate stuff" in the recent update?
Huh, something wrong with the 0.91 version? Upgraded to it and my hero marauder II MAD-AL disappeared from the hangar. Reverting back to 0.90 solved the problem.
There is an old mod called X-Tech, still works with latest DLC. It adds heatsinks that give negative weight, heat sinks that give extra critical slots, X-Tech ammo that has lots more ammo per ton, jump jets that can last between 1X - 200X longer, and gyros that act as superchargers/MASC. You can make any part of your mech have, for example, 13 more critical slots in every part of your mech and make your mech weight -1000 tons if you so choose. Don't want to use the ammo/jump jets/gyros and just use the weight/critical ones, just buy those from the market or spawn them in with YAML F10 menu.
The jumpship travel option is nice, instant jumps. Problem I am having with it is though my position on the map changes, the game thinks I haven't gone anywhere. Shops have the exact same items, mechs for sale are the exact same, missions don't change. Don't even get a notification that I arrived a new system.
Running out of GPU memory on a 12gb card constantly, it's dumb. I even put the garbage setting down to 3 seconds. I never had an issue running this game with my other mods until I tried this mod and it's sister mods out. Any advice to get rid of the memory problem? Other then just uninstalling this mod. I already disabled vonbiomes and warfx, both of which I ran fine before using this mod. RTX is turned off, DLSS is on ultra performance.
Nevermind I figured it out. You have to turn DLSS completely off. Should have known it was something PGI did. Can't even implement DLSS correctly.
The most recent post (03/19) is crashing my game. I get as far as the mission and then it won't load it. I've already dumped VonBiomes and VonMissions. Are you planning another update soon?
2799 comments
Fixed: Solaris arena Mechs not ejecting when XL engine is destroyed
Fixed: Crusader HPS and missile animations @ Mace24de
Fixed: ARC-T MDA and Loadout, changed Vindicator_HPS @ Mace24de
Fixed: updated HPS files with DLC6 bolt-ons @ DeadRaiser
Fixed: endless travel animation
Changed: YAML Comp 2.5 -> 2.6 (for modders only)
Changed: new abilities HUD widgets on weapon list horizontal position. Added custom ECM line. Fixed colors inheritance from HUD. Duplication of widgets @ trueg
Changed: Stealth now has a heat dissipation multiplier instead of flat value. Turns off BAP, ECM, reduces sensor range to 25%, cooling /s to 10% and a 70% chance to avoid damage (like Narrow Profile) while active. Updated AI Stealth use. Stealth has a cooldown until it can be re-enabled after manually turning off (10s)
Added: Option to disable travel animation altogether
Added: Compact Heatsinks and Kits now count as two Heatsinks (for calculating minimum heatsinks) with prop "bundledHeatsinks" @ Empress Daystar
Added: ModOptions for toggling availability of vision modes @ Shockwave_S08 & Quark Bent
Added: Solaris melee weapons now have armor / struct bonus @ Chaos Berzerker
Added: support for HUD mods to change YAML's custom HUD widgets' color (read Color from HUD uasset at creation)
Added: YAML Savegame Option (per savegame) cheat Perpetual Items - everything DESTROYED will be auto-repaired to DAMAGED state after mission when entering mechlab @ Verto-San
0.91 Yet Another Mechlab hotfix
Changed: ECM now shows keyboard shortcut
Fixed: AP range circle on map
Fixed: sensor range bug
If you don't like that, go to Options / Mod Options / Yet Another Mechlab and set their HP multipliers to lower values. Or set it directly from the MW5 main screen.
Walking over a tank still does 1 point of AoE damage like in vanilla.
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.
so i try it here.
I noticed already at the pre actual Version that the KLill count doesnt seem to work correctly
.And over dead Enemys is still hovering the red triangle often. With the actual version the Killcount doesnt work in any way and the triangle over dead Enemys is still there. . When i play alone also in coop.
In pre actual version i counted 7 kills and on endscreen was shown 4. In the actual version the Killcount shows 0. Especially inSolaris missions the are often missing/disapearing Enemys, mostly in Missions where are more then 6 Enemys, so that you cant finish the misions. That happens when i play alone and also when we play coop
And as i said the red triangle is often still over dead Enemys(They was ejecting). In both Yaml versions, pre&actual.
.
When i play coop with my Unit mate, the exhibition mision are unplayable often. Mission starts and a insane Amount of Enemys is shown. Everything from 10 (thats normal )up to 50 and also a few times 100+ Enemys.-happens also when one of us plays alone.
We have both good PC´s.
When the exhibition mision starts and such a anormal Enemy Amount is shown ,then the msision begins with a Diashow and freezes then completly.So you have to end it with the Taskmanager.
Issues are more worse in the actual version.
We tested it out so that we can say yaml is the Reason for the problems. We played with yaml on but Yoyote deactivated and otherwise. The issues only apear when yaml is activated
We both have all DLC´s and Game&yaml +coyotes mod is on latest Version. Also up to date eveything else
Hoping you read that here cause i have really no idea how and where to report it on discord. We installed now pre actual YAml Version, cause of Killcount.
Was a few times over the last 5-6Days in your Discord channel and have also read the notes how to submit a bugr eport but dont know how to go on from there.
Edit typo
I already disabled vonbiomes and warfx, both of which I ran fine before using this mod. RTX is turned off, DLSS is on ultra performance.
Nevermind I figured it out. You have to turn DLSS completely off. Should have known it was something PGI did. Can't even implement DLSS correctly.
How can I make localization into another language?
The most recent post (03/19) is crashing my game. I get as far as the mission and then it won't load it. I've already dumped VonBiomes and VonMissions. Are you planning another update soon?
Thanks,
Edmond B.