MechWarrior 5: Mercenaries
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Bobbert

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BobbertModdert

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  1. BobbertModdert
    BobbertModdert
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    This mod was created when tonnage limits were still locked, but with the new Call to Arms update it's a bit redundant. The way it was designed though, it still works, and bypasses the overtonnage penalty system from what I can tell. I'm updating this for people that would prefer this system instead. I won't be maintaining it further though, so the source files are included in the files tab of this mod page.
  2. kmoore88
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    Any chance of adding the ability get a Bonus payout for being under tonnage based on an option setting of  a flat amount or percent per ton under? This would give an additional incentive to use smaller mechs.
  3. atldiver
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    I have an issue with DLC4 and I don't know if it is drop fees or something else causing it.  Drop fees work at the front of the mission, but at the back of the mission if you are over tonnage, you are getting penalized by the normal excessive drop fees in the game.  It is like double dipping.  Is this by default?
    1. SteelPhoenix78
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      Just noticed that, too...Definitely wasn't doing this prior to DLC 4.

      Unfortunately, judging by the pinned post, Bobbert isn't going to be doing any further work on this mod...Gonna have to look into other options.
    2. SteelPhoenix78
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      Apparently, both of these should be compatible with DLC4:

      No Tonnage Limit by yrrot https://www.nexusmods.com/mechwarrior5mercenaries/mods/278

      Max Tonnage by Karn https://www.nexusmods.com/mechwarrior5mercenaries/mods/114
    3. ToothlessShark
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      I have compiled this mod with latest editor version and testing it right now. If it has no issues i will try to find a way to upload it.
      Except for repackaging this mod, there are no other changes made to it.
      Max tonnage and No Tonnage Limit are not compatible with Pilot Overhaul so its best to get this mod working for DLC4.
    4. ToothlessShark
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      Seems that it works fine with my repacked version. At the end of the mission, salvage was NOT deducted for going over limit, only cash as it should be.
      I'll try to upload it to nexus and post a link here.
    5. ScuttlebugJamboree
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      Please do, I'm just now updating my mod list!
    6. ToothlessShark
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      Ok, its up.

      Drop Fees Repacked
    7. david2tm
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      will your magic work for Restore Traits?
    8. ToothlessShark
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      Nope, bc there is no source code. Also, its very likely that that mod requires more then just repacking to work with DLC4.

      On top of that i would need approval from mod author to do that since, unlike this mod, its not 'abandoned' (stated that there will be no more updates and released a source code).
  4. KalterStahl38
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    This mod is an amazing alternative if you want those mods that allow over-tonnage with no penalties, but cant use them because of mod conflicts. Allowing you to either trade out the massive penalties for a reasonable fee or whittle the fees down to near nothing. I never really understood why the client would penalize the merc team for bringing better mechs :P
  5. bertbargo2
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    THANK YOU! This and purchase salvage are absolutely must-have mods. YAML is great, merctech is cool, but these are so important to my playthroughs.
  6. foxamakiir
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    For some reason this mod gives me weird UI issues when viewing contracts.  There's a lot of labels that just turn into the words "block text" and the windw is stretched way to the right off the screen making half of it out of view.  This happens even when this is the only mod enabled.
  7. fdhfggfdgfdkjfgdgdfikmo
    fdhfggfdgfdkjfgdgdfikmo
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    If you're like me, you just got annoyed that you were 5 tons off with no other mech to put in. So you install this cool mod that makes over tonnage into a gameplay mechanic. But the mod doesn't work. You need to move on the star map or in my case do a mission and it will work. Thank you for making this mod, and maybe make the notes section larger for people like me that didn't read.
  8. Hopelessdecoy
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    Really adds a balanced approach to the drop tonnage. I think of it as the planetary government not wanting massive war machines causing unnecessary damages but if you bring them anyways you pay fines or insurance fees. Great job! 
  9. BobbertModdert
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    So there is new code in the editor for an over/under tonnage system with c-bill and salvage share penalties for going over the tonnage limit and a bonus for going under the limit that PGI has added. It's currently inactive, but a future update or even a modder could finish setting it up from a precursory look. It does only allow for going over a max of 100 tons but that's controlled by a datatable so it can be adjusted by modders, I might even expose those settings through mod options as a replacement for this mod.
    For now I've updated Drop Fees as is but in the future it might be deprecated depending on how the new system works. Thought I would share that.
    1. dainsgames
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      Well nice! I'm sure it will take modders like you to give us the right options and profiles for the new system :D

      Just a note, is there any way to cancel the fees and instead just boost the faction adjustments? (And display those in place of the fees?) I think a lot of us would like to have the challenge of using less to boost faction faster, and also sometimes the ability to trade some faction for overtonnage on particularly difficult missions (PGI has some really PITA ones in here lol). 

      ..ok I started noodling. Will this work for the purpose? 
      [DropFees]
      ExcessDropFeeOnly=False
      DropFeeRate=0
      FactionAdjustment=100
      ExponentialRate=1.125000
      ExcessOnlyBaseFee=0

      Thanks again for the work you put into modding! Really makes a difference to the game.  
      Edit: whoops those settings gave me over a billion drop fee for 5 tons over LOL. So no, those aren't good settings. 
    2. BobbertModdert
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      There's some confusion here. The faction adjustment is just a modifier for the drop fee. From the description "Base fee rate affected by the current employer's faction standing (worse standings mean higher rates)" There's no mention of this mod affecting reputation standing. It's affected BY it. It's also shown how the adjustment is used in the equation in the description.
      Although, it's definitely an idea to have it affect it anyway. Reputation is a pain point in the game, for me at least. There are other mods that give more rep by not using negotiation points I believe as an alternative.
  10. Vikes546
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    For whatever reason I can't get the mod to work, even without any conflicts.  It does have a conflict listed with Extended Negotiations, but none of my other mods list any issues, and disabling EN doesn't solve the problem.  

    That said, something weird is going on.  Even though I haven't managed to get the Drop Fees mod to actually work, if I have it enabled, it increases the listed drop tonnage of some missions, but it doesn't *actually* increase them.  

    For example, I can pick up a Garrison Duty mission with a 230 ton drop limit.  With Drop Fees enabled the listed available tonnage increase to 235, but going over 230 results in a "Lance Exceeds Drop Tonnage" message and you can't launch. 

    Ironically this would be fine if I could actually get the mod to work and just pay a fee, but it's clearly having issues without something else I've got running and the QoL improvement from the mod aren't worth the aggravation of trying to find the problem (restarting the game for every single mod change, no thanks).
    1. BobbertModdert
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      Read the description. The notes specifically.
    2. Vikes546
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      I did though (as in both; did read the notes and did do what it said and travel).  I'm 2392 days into a career I started fresh with the mod.  For whatever it's worth the tonnage increase thing only seems to be on the 230 -> 235 weight limit, or at least I haven't encountered it before, and I had maxed out my limits.  
    3. BobbertModdert
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      Fair enough. The symptoms of a shown higher limit but not being able to reach it is because the tonnage limit isn't being unlocked. The shown tonnage value is just a suggestion based off a default table, they're usually close but not always exact hence the 230/235 discrepancy. If Extended Negotiations' conflict is with the MissionRewards table then it will break this mod as that's used to unlock tonnage.
      From everything you've written it sounds like you possibly missed a step during your testing. I'd suggest first disabling EN entirely, jumping to a new system and testing the tonnage limit.  If that works, and it really should, then download the Drop Fees compatible file EN appears to have.
    4. Blaqueczar
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      Yeah this mod doesn't work even by itself, started multiple games traveled to multiple systems and it will not allow me to even "start work", its grayed out as long as its over the tonnage limit!

      edit: Never mind, I thought this allowed a mech to exceed the tonnage limit for editing loadouts, this looks to be for something else altogether.
    5. BobbertModdert
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      XD
  11. tgk72
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    Does this work with Pilot overhaul and Merctech?