MechWarrior 5: Mercenaries
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Bobbert

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BobbertModdert

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35 comments

  1. BobbertModdert
    BobbertModdert
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    I won't be updating this mod but the source is available if someone wants to use it.

    *Edit: Pufthemajicdragon has volunteered to take over this mod and page.
  2. Nanarchy
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    Good work! Even worked in Co-op for me, they just need the same modlist you use. Had an idea if you want to run with it. Could you mix in detection range for the opponent then have them activate any motars they got around the map? I'm not a UE modder, or I'd have looked into it myself. Maybe a timer so that if you kill what detected you, it won't set off the motars. Why should beachhead missions get all the fun. :D Either way, I enjoy your work, thanks!
    1. Anvillior
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      How'd you get it working for the coop players? For me it's only ever worked for the host.
  3. Anvillior
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    Playing with a friend in coop. I know the mod probably isn't designed with coop in mind but does anyone know how to get it working so that coop players are affected by the ecm too?
    1. SourceOfTruth
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      Seconding this.
  4. GloryToTheFirst1
    GloryToTheFirst1
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    This is working a treat with both 44 other mods and a larger 71 mod llist.

    Would just like to request a few more ModOptions settings:
    Define a chance to spawn - seems like they are always spawning in every mission type
  5. Caratar
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    Puft or Bobbert, whomever takes a look at this:

    A bug may have recently been discovered over on the TTAI page that I wanted to query about over here.  It seems like ECM fields cause AI to not destroy buildings in demolition OR defense missions when TTAI is active.  Now, the demolition facet might be a byproduct of a bug in TTAI, however, the defense bug would imply that ECM fields from the towers affect both friend and foe alike.  Is that the case?  Can that be fixed?

    Thank you for your time and consideration; and a huge thanks for all the efforts you put into modding MW5.
  6. Ragox
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    I can confirm that it's still working after the Rise of Rasalhague game update :)
    1. CatLadyTube
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      Are you 100% positive it doesn't bug out bounty hunter intel crates spawns? Many mods that were changing generation like that (including repair bays) were breaking this new stuff.
    2. Caratar
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      I'm not much of a modder, but since Bobbert was kind enough to provide the source, I'm attempting to repackage it now and see if that's all it needs to ensure 100% compatibility with DLC4.  If it works I'll send it to Bobbert so he can upload it to this page.

      Thankfully PGI finally updated the editor so it stops adding 3gigs and recompiling a boatload of crap every time you want to compile a mod, so it shouldn't take an age.

      EDIT:  Nope, recompiling doesn't work, at least not for me.  Installing and enabling a recompiled mod from the uploaded source didn't even generate Mod Options, so I didn't bother to test further.  Someone may want to test the old mod more to see if it's actually working or not . . . or maybe someone with some actual modding skill needs to take a crack at it.
    3. Caratar
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      Okay, I had time to do some follow-up testing and can also confirm that the old mod does work.

      Ran with Stacked Loot Crates, turned on infinite detection range and cranked the detection range of Ecm Towers up to 5k.  Each mission I spawned into created multiple ECM towers and loot crates on the map.  Each map I picked a couple random loot crates and ECM towers to check if A - they could be looted and B - ECM towers could be located and destroyed.  In addition I also ensured to check one objective raid mission where I had to grab loot at locations; and those properly spawned in upon approaching each objective nav point.

      Overall 100% success rate through 7 missions.

      If it doesn't work for someone then here are some notes that may help people with compatibility as well as caveats to the testing:
      1.  There is the possibility that Stacked Crates could be fixing any sort of loot/map generation issue that ECM Towers could create.
      2.  ECM towers is loading before Stacked Crates in my load order, giving Stacked Crates priority.
      3.  Due to the fact that these were Instant Action missions, these tests cannot confirm if Bounty Hunter or Cantina crates work.  However, I'd assume so at this time, because when other mods were breaking Bounty Hunter stuff, from my understanding they were breaking all loot crates and mission crates.
    4. ReillyReese
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      Still working after the March 9th patch?
    5. Caratar
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      Yes.  The mod works just fine, with the potential exclusion of a bug that may have been just discovered.  The bug doesn't affect crate generation, but does play in with ECM field functionality.
  7. nouai
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    Thanks for this mod!
    IMHO: it would be good to improve it little bit by restricting airstrike from the mech within the range of ECM while it is not destroyed.
    I'm using this mod along with Orbital Drop Air Replacement, so this could restrict the support and will make mission more hardcore. What do you think?
    1. UnforgivenWar
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      Thats actually a good idea, that would make ODR more fair to use (Its kind OP, doens't matter what type of lance drops) this idea would balance that mod pretty good, too bad the mod author have not come back yet
  8. MatthKirby
    MatthKirby
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    Hi there,

    These ECM Towers are cool and a nice Tool for Missions!! <3 Makes much more Fun in a Mission with them! thx
  9. biovespa
    biovespa
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    we need more things like this - tnx o7
  10. BobbertModdert
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    S1m0ne decided to repackage this for call to arms so I uploaded it here.
  11. LemonFire
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    Awesome mod, works like a dream. I love when there is a well placed ECM somewhere on the field and you have to fight though the chaos of your jacked up systems as well as fight off the enemys while looking for it or fighting your way towards it. My only gripe is typically if there are any on the field at all, they will be bunched up together in one or just a few places.