MechWarrior 5: Mercenaries
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About this mod

Mech' combat in virtual reaity! This mod enables both SteamVR based and Oculus based headsets. Step inside the mech' cockpit, become a real Mech Warrior.

Permissions and credits
Enjoy the trailer made by ragesaq! Watch it on YouTube by clicking HERE

Please read the instructions carefully and to the end!
Most of your questions ARE anwsered here.

Troubleshooting included!

MW5Compatibility mod is required!

How to get the mod running:

 If you got the game from Steam:
1) Download the mods zips (VRWarrior and MW5 Mod Compatibility), extract them, drop VRWARRIOR and MW5Compatibility folders in Mods folder in your MW5Mercs directory, ie:
steamapps\common\MechWarrior 5 Mercenaries\MW5Mercs\Mods

then activate them from the Mod menu inside the game.
2) Go to game properties in your Steam library
3) Type in the launch option according to your headsets runtime
SteamVR runtime, eg: Vive/Vive Pro/Cosmos/Valve Index/All WMR devices/Pimax/Quest1/2 via Virtual Desktop users:
 -allowhmd -d3d12

Oculus runtime, eg: Rift CV1, Rift S, Quest 1/2 via Link/AirLink

 If you got the game from Epic Games Store
1) Download the mods zips (VRWarrior and MW5 Mod Compatibility), extract them, drop VRWARRIOR and MW5Compatibility folders in Mods folder in your MW5Mercs
directory, ie:
Epic Games\MW5Mercs\MW5Mercs\mods
then activate them from the mod menu inside the game
2) Go to Settings in EGS, open Mechwarrior 5 Mercenaries tab, tick “Additional Command Line arguments”
3) Type in the launch option according to your headsets runtime:
SteamVR, eg: Vive/Vive Pro/Cosmos/Valve Index/All WMR devices/Pimax/Quest1/2 via Virtual Desktop users:
-allowhmd -d3d12

Oculus, eg: Rift CV1, Rift S, Quest 1/2 via Link/AirLink


If you got the game from Windows/Xbox Store

1) Download the mods zip (VRWarrior and MW5 Mod Compatibility), extract them, drop VRWARRIOR and MW5Compatibility folders in Mods folder in your MW5Mercs directory, ie:
then activate it from the mod menu inside the game
2) Download MW5VR-WindowsStoreLaunchzip
3) Extract this zip and run the appropriate shortcut as admin
SteamVR runtime, eg: Vive/Vive Pro/Cosmos/Valve Index/All WMR devices/Pimax/Quest1/2 via Virtual Desktop users

Oculus runtime, eg: Rift CV1, Rift S, Quest 1/2 via Link/AirLink

Launch the game with specified parameters. Do not launch the game from inside the headset, otherwise it will launch it in theatre mode. Use shortcut or desktop steam launch button (related to SteamVR)

If you're using the Oculus runtime (Rift S/Quest with Link/AirLink) you probably need to tick the "Alternate VR Origin" setting right away in Gameplay tab in game options, you can find VRWarrior-related options on the bottom of the gameplay tab. (If the "MW5 Mod Compatibility" mod is active!)

 Recent tests revealed various problems with how the mod works. Including VR related keybinds not working at all. No fix for that yet. 
 Just a warning so you know what to expect.

Important Notes:
- The mod currently supports ONLY MECH COMBAT, it DOESN'T work outside mech, mechlab, starmap, etc. It won't show ANYTHING after game launch, that is normal. Picture will only appear after you enter your mech!
Pause menu is accessible in VR but functionality is limited (FOR NOW). Options, Save, Load and Social menus are NOT working properly. Pause does NOT stop the game and does NOT unlock the mouse from screen center. It is used for exit/restart/abort. In order to access other screens you have to exit VR by pressing alt+num5
-         First in-mission VR enter may take several seconds. Please let it load.
-         Features “Attached to HMD” are experimental!
-         Even experienced players may get nauseated, the geometry of movement differs from typical cockpit sims. So
safety precaution, if you feel nausea, headache, eyestrain, dizziness or any
other discomfort, please stop playing and take a rest.
-         Crosshairs disappear in Zoom window sometimes. This bug is known, reasons unknown, I'm trying to fix it.
If you enable "Instant VR" option, you will have to manually reset position after mission launch. Awaiting a fix.
Flashing HUD elements on mission start are unfortunately not removable. There are certain limitations. Due to the nature of blueprints design there have to be some delays between certain things. 
-         The mod is in VERY early beta, so bugs expected.
- Switching mechs mid battle does not work well with VR. Its recommended not to use this feature.
UPDATE: You can now enable VR in mech bay, but be sure to disable it before going to any other menu like mechlab or starmap or anything else. Including "Escape" menu
- UPDATE: Multiplayer works fine with native SteamVR devices. With runtime mixing (Oculus and SteamVR headsets in the same party) it needs to be launched with additional -d3d12 params to be identical. Will be more stable with VR Auto-Enter off. If still kicked to main menu, try reconnecting into the mission. Need to test various combinations of headsets in the same party. (Oculus+Oculus, WMR+SteamVR, etc.). Also make sure that all members of the party exit VR before finishing the mission, otherwise will be kept in VR. In that case you let party leader decide on salvage and after that spam Spacebar until get back to hangar and then exit VR manually by alt+num5
You can find several mod Options in Gameplay tab in Game Options at its very bottom. Each option is
provided with a tooltip. Changing any option requires mission restart to take effect. 

VR Related controls: (You will need them)
alt + num5: Enter/Exit VR
ctrl + num5: Reset VR Position and orientation
alt + Num7: Tweak window toggle (alt+num 8 - , 2 - down, 4 - left, 6 - right. Basically look at the arrows on that keys and it will make sense)
alt + Num0: Neural Sleep (i.e  2x time acceleration)

You can also create a second binding to several VR functions in gameplay options as
well, for joystick/HOTAS for example. You can find them is Controls options. PLEASE do not change primary controls, add custom ones as secondary binding in a non-occupied slot.

Known issues and possible solutions:

    If the game crashes or has picture in one eye or has poor performance 
-  Make sure you are using the correct launch options for your VR platform and store.
-  Be sure to disable Fidelity FX and RTX, lower graphical settings (yes this is VERY MUCH related to crashes and one-eye rendering issue) and use DLSS set to Balanced or Performance (or ultra performance if lower spec'd system) and lower your supersampling level. Newer high res headsets like the HP Reverb/G2, Quest 2, or Vive Pro 2 are likely to need to set supersampling to under 60%. This game was not designed with VR performance needs in mind and was not optimized for the additional rendering workloads that VR bring.
-  If nothing helps (or weird graphical glitches/snow/oversharpening happens), try deleting config files so game generates fresh new ones. And after that lower settings and disable FidelityFX and RTX once again. (That actually is recommended to do anyway for the first mod launch just to be sure everything is fine) Config files can be found in:
C:\Users\yourname\Appdata\Local\MW5Mercs\Saved\Config\ or %localappdata%\MW5Mercs\Saved\Config\-  NVIDIA DLSS (built into Unreal/MW5) and AMD FSR (Use can make a significant performance improvement at minimal to no quality loss, recommended even for top end graphics cards. Experiment with quality/balanced settings in DLSS or an FSR value of 70.

    At mission start VR camera is "under the roof" or 2m higher than needed, etc (potentially Rift S headsets, Quest without VD)
In gameplay options enable "Alternate Origin", save and restart the mission.

   Targeting is way off
-         Try resetting your position by pressing VR Reset button (ctrl+Num5 by default). Currently targeting has some parallaxing issues, needs tuning.

    Game goes out of focus and loses control inputs with multiple display setup
-         Preferable solution: check the game display mode, should be fullscreen.
-         Press Windows+P, choose “PC-only”. After playing, choose “Extend” back.
-         Use 3rd party software.

   There are no VRWarrior related options in Gameplay tab in game options, or VR related keys are not working

- Check if "MW5 Mod compatibility" mod is enabled.
- Mod related settings are at the bottom of the Gameplay tab (as well as several keybinds for the mod in Controls tab.)

    HUD is smearing or "ghosting", other blurry effects
-Disable "Motion smoothing" in VR software settings
-Disable "Motion Blur" in game settings
-You can try using a lower resolution setting like 1200x768.
-        Quest users can use Sidequest to "disable blur on outer edges". As well as set FFR ( Fixed Foveated Rendering ) level set to OFF.         (thanks Cey074 and darknothing for that discovery) 

   Can't see the escape menu, its too big and in one eye only
- Exit VR by pressing alt+num5 while in battle and then you can access escape menu as usual on your flat display. Escape menu is a flat-rendered UI element that can not be shown in VR directly. Same goes for all other UI menus like Mechlab, Store, etc.
    MW5Compat loaded, VRWARRIOR enabled, VR Software launched, but headset is still showing black screen (or "MW5-Shipping_Windows" titlecard) after mission launch.
-Check if you have other mods enabled. Despite it saying there are no conflicts, there might be referencing issues and other stuff with some mods. If you find an incompatible mod, please report it in the forum section! YAML is currently not supported. 

    My mech is rotating without me around me like I'm floating inside of it.
- Restart your PC. Seriously.
- Use alt+num5 to enter and exit VR manually.
- If that does not help, toggle the mod off and on with proper game restarts. Or even better delete everything and add all mods once again.

    I see some elements in one eye only like clouds, dust, explosions.
- Its a known issue for Unreal Engine version used by the game. Try dropping shadows to low and enabling "Remove volumetric clouds".

   At certain distance some elements suddenly "pop up" or visibly change quality
LOD issues. The only suggestion i can give is to follow this thread.
VRWARRIOR related settings are not applied (After changing them "Apply" button stays inactive).
Change any base-game setting so the game acknowledges that the changes are made to the whole setttings set, not only mod ones. After changing any standard option, Apply button should become active and VRWARRIOR settings will be applied after pushing it. Remember to restart your mission after that (if changes are made during one)

If you followed the instructions correctly but still have problems with the mod, we will be happy to help you in Flat2VR Discord server.


Does VRWARRIOR support motion controllers?
VRWARRIOR does not implement motion controller support, you will have to use your existing mouse/keyboard/joystick/gamepad setup to control Mechwarrior 5 while in VR. HOTAS is recommended for full immersion.

Does VRWARRIOR not put the Main Menu, Mission Selection, Mechlab or other 2d menus in VR?
VRWARRIOR was made to put you inside the cockpit in VR to play this game in the most immersive way possible. A large hurdle in getting this implemented was recreating the mechs UI in VR as the existing one didn't work at all.
The feasibility of getting every single 2d menu/option/aspect created into a VR user interface is still being determined.

Is VRWARRIOR compatible with other mods?
VRWARRIOR modifies very few assets and all of which are required to work.
MW5Compatibility is required to allow other mods to work. Most mods should be compatible.

Mechs and everything around feels small.
As weird as it sounds, it's the reality. Average battle distance is around 200-250 meters and from that distance objects don't feel big, especially of the matching height. Take a light mech, walk close to an assault mech and you will see the difference. 
However there are some cockpits that are scaled differently for some reason. 

Will this work with TrackIR? That also needs headtracking
No, TrackIR is not VR and the way to implement something like that is completely different and unrelated to VR.

Special thanks to:
- Ragesaq for testing, troubleshooting, media and massive support
- Orchido for QA
- Elliottate for support and Discord server
- Silas Aurelius for very first testing and keeping the development running on its first stages
- Yrrot for a great amount of modding support
- MagnumGB for support on MW5Compatibility pack and MercTech
- Mechwarrior community, MW5Modders and VRWARRIOR Beta testers
- PGI for enabling VR Plugins in the editor and in the game

Since changelog tab gave up on me, changelog will be living here aswells

 Version 1-19a
  •  Added pause menu interactions in VR!
  •  Fix for paperdoll being cut from the side
  •  Fix for markers disappearing from the map/radar. 

 Version 1-18c
  • Initial headset position should now be better by default
  • You can now adjust the initial position yourself (the one you start with and the one you reset to). It's horizontal and depth options in the tweak menu
  • You can disable the movement entirely to make it like it was before.
  • Targeting UI was slightly adjusted for heavy and assault mechs
  • You can now change the targeting text scale, (make target name smaller, etc) 
  • New "Constant scale" setting leaves the targeting text unchanged all the time instead of enlarging when getting close to the target. 
  • "Force Merctech" option moves Heat and JJ gauges to make room for Gyro Gauge added by Merctech. With HUD tweaks it may work incorrectly and overlap with other elements anyway. 
  • Made a small hint in the middle for the current chosen tweak you're changing. 
  • Adjusted the dynamic HUD to make it actually usable (Turning Static HUD off makes HUD dynamic). Only recommended for headsets with wide FOV. (Minimap takes too much horizontal space for comfortable HUD reading.

Version 1-17i
  • You can now move in your seat, lean and your movement will translate into the game as it should.
  • A new "Tweaks" window which brings more settings for the mod and allows changing everything on the fly.
  • A blind fix for the mouse cursor running out of the game window.
  • A new time dilation feature. Additional 2x time multiplier so you can go across the map faster if you want to. Called it Neural Sleep. 
  • Zoom window can now be switched between oval and rectangular.
  • Crosshairs weapon group PIPs are there and they are functional.
  • Crosshairs "distance-to" added.
  • Some adjustments to a targeting rectangle to make less parallax. 
  • Fix for MercTech gyro hud bar overlapping.

Version 1-14d
  • FIX: Zoom can now be used again with standard "cycle zoom" binding which is default for controller players
  • Added a new gameplay setting called Multi-zoom. With it enabled you have 1.5, 2 and 3 zoom magnification. As controller players have to cycle through zoom levels by default, you can disable Multi zoom what leaves only 2x mode.
  • Zoom window is now adaptive to dynamic torso crosshairs so it remains mostly centered

Version v1-14c
  • Added dynamic torso crosshairs. Aiming should be dead accurate from now on.
  • Added multiple zoom magnification. NOTICE: With 1.5x Zoom crosshairs is overlapping through zoom window. Also cycle zoom key does not disable zoom for now so players that use controllers may be in trouble.
  • Added VR Scale adjustments per mech to treat a different cockpit scale problem. Set a default in settings which works for most mechs (presumably 40) and with alt+num3 and alt+num9 (no custom keybinds) can be adjusted directly inside the cockpit for this specific mech. Please report if any mech fails at that.
  • Missile lock indicator is now attached to crosshairs instead of target.
  • Added check for MercTech to position its HUD elements without overlap
  • Fix for players stuck in VR after mission end (probably executed only after spawned as a human in hangar)
  • Other various small tweaks

Version v1-13d
  • Say goodbye to smearing HUD. Significant visual improvement. Disable AA and DLSS if you want even clearer HUD
  • We now have crosshairs for arm mounted weapons, yay.
  • Introducing "Infinity HUD". It is rendered like a crosshair, at infinity distance so you don't have to focus on it inside the cockpit. If you experience eye strain then it's just for you.
  • HUD tuning keys are now customizable as Reset and Enter/Exit VR. By default they are set to num - and num * (without alt) (for some reason it doesn't like num +)
  • "Tweak HUD" is now customisable. Higher vertical/horizontal value (in pixels) brings HUD elements closer to the HUD center. Scale is added to default tweak scale. So normal values are 0.1, 0.15, etc.
  • Crosshairs accent segment color can now be customised. (small preview window actually shows wrong color, real color is in saturation slider bar in color picker)
  • Targeted enemy now has a marker above it.
  • Made new clearer targeting rectangle, and it can now be disabled with a corresponding option, leaving only name, marker and distance. Just in case it's too distracting.
  • Annihilator and Black Knight now have dynamic aiming correction.
  • VR scale is now customizable. 40 by default. Range is 0-100
  • Another pass on targeting, still not perfect. At some point I'll just make it from scratch.
  • Zoom is now can be called with "cycle zoom" native keybind.
  • If you have volumetric clouds and they only render in one eye, you can now use "Remove Volumetric Clouds" feature.

Version v1-12 skipped public release

Version v1-11c
  •  You can now Enter and Exit VR manually with alt+num5 (this one not rebindable) in Mechbay. ALL OTHER AREAS DONT SUPPORT VR, so make sure to EXIT VR if you want to go to mechlab or starmap or use escape menu
  •  Another targeting adjustment
  •  Less chance of ending up stuck in VR after mission or tutorial (not including multiplayer)

Version v1-10c-NHP
  •  Fix for launch procedure, "Instant VR" is now toggleable
  •  Slight targeting adjustment

Version v1-10b-NHP
  • Mod release

BTW Hi Shogu :P