MechWarrior 5: Mercenaries
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  1. BobbertModdert
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    Read the description :)

    This mod now also lets you adjust the new overtonnage penalties with Mod Options.

    Basic Troubleshooting:
    -Game version must match what's in the description
    -Make sure you're running the latest mod version
    -Disable other mods and see if it works with vanilla, testing with a fresh career save is better
    -Verify game files
  2. Caratar
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    For people saying that they're not being charged for salvage, here is a PSA for you.  You're using YAML salvage V2, which is procedurally generated by YAML and doesn't use actual data-driven hard-coded items like salvage V1.  Therefore, it ends up subverting the vanilla salvage share code.  This is a known issue that creates incompatibility with this mod ONLY when using the V2 salvage system.

    YAML Salvage V1 works just fine with this mod, and the mod works just fine with DLC5.
    1. DuoBukka
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      I for one use YAML salvage ver.1 and still get this issue.
      Sometimes it does actually work, but most of the times it doesn't.
      All DLCs dragon's gambit included
    2. Caratar
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      I'd say you have another mod that's causing conflicts, then, or possibly a load order issue.  I've always used salvage V1 and it's always worked for me.  Every time people say it's not working I've run missions, intentionally select all salvage, and watch myself lose millions of c-bills every time.

      I currently run 58 mods, have all DLC, and have never had the issue of the game not charging for salvage.

      I'd be very curious to hear if you've been able to consistently replicate the bug and -if so- what your load order looks like.  If it's reliably replicated, then hopefully it could be identified and fixed either by YAML, or by this mod, or by whatever mod actually turns out to be the culprit.
    3. bobertphoenix
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      If anyone else doesn't want to give up using Salvage v2, you can "pay" for the salvage manually by using the yaml console to add negative c-bills. Not the most convenient workaround, but I'm rather attached to the specific variants mechanic of v2.
  3. baldy117
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    can this be updated? it seems they released a update to the game today
    1. Caratar
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      There are 2 easy options to handle this.  Either 1 - Go into the mod.json file within the mod folder and manually update it to the proper version of MW5 or 2 - get a load order manager that can automate the process for all of your mods by putting the appropriate version number into it.
    2. phforNZ
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      tbf Caratar, you don't need to do either of those. Just reenable in game and it's good.
    3. Caratar
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      If you don't correct the version number in the mod.json then the game may re-disable it as being an inappropriate version of the mod.  Thus, it's always suggested to ensure to update the version number in the mod.json file for each mod, even if it doesn't need updating/recompiling.

      Sadly, there's a reason you'll constantly see people putting up posts saying "mod needs update" all over the MW5 section of Nexus, even when they don't really need an update.
  4. FMPhoenixHawk
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    Will this need an update for DLC 5 or should it still be good to go?
    1. phaktory
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      If by good to go you mean it works like it did before DLC5 and doesn't actually charge you the money it says, then yeah good to go. Nothing seems to have changed
  5. Dav000
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    Mod no longer works with YAML for me. It states that YAML is overriding:
    .../Game/Libraries/MW5_TonnageAccess.uasset
    .../Game/UI/Frontend/PostMission/PostDropSalvageListPanel.uasset

    Seems like the mod is going to need an update, because prior to DLC5 and the latest version of YAML (0.70.1) it was working.
    1. Dav000
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      Got the mod working by manually changing the load order to '99'. But now a new issue has presented itself, I am not being charged c-bills for selecting excess salvage I can just select everything on the salvage page and get it for free.
    2. phaktory
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      The doesn't charge you bit has been a known issue for months and months and months.  It keeps getting reported but not fixed.  shrug.  There is another mod undertonnnage and purchase salvage mod I'm going to try to see if it conflicts with my other stuff.
  6. Dobelong
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    The mod appears in Mod Options, but YAML seems to be overriding it. Setting load order to 99 and changing nothing else causes an error and disables all mods. 
  7. Sezarious
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    Genuinely curious about this, because I'm pretty new to the Battletech universe.  Is this mod lore friendly in the sense that the only reason the game doesn't let us pour all our points into salvage purely for game balance?

    The idea of paying the difference for an extra salvage point even if it costs more than the value per c-bill seems like something any Merc company would want to be able to do, so lorewise, can we assume that Commander Mason possibly just isn't a very imaginative negotiator or is this an example of the anal dystopian bureaucracy of the Battletech universe?

    Just to make my question clear, just wondering if there is any known lore behind this common sense approach to salvage? If so, cool, because IMO, game balance can suck a lemon, especially after the number of times you end up short a single salvage point despite having 10 or so more you've been forced to diversify into c-bills and insurance.  Hell, I'd swap out those other points at a rate of 3 to 1 if it means bigger mechs early game.  Sometimes the lot.  The system's dumb.
    1. Winterpwner
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      Well AFAIK in the MegaMek game, you can simply loot whatever you've destroyed if you're given salvage rights. There's no negotiating outside of that. Mason just sucks at the negotiation game.
    2. Caratar
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      Sorry for a delayed reply, but here goes.  TL;DR, In actual lore, contract negotiation is as fluid as the real world . . . especially as the dynamics of the Inner Sphere change from the end of the Third Succession War through to just before the Clan Invasion (when the game canonically ends in 3047ish).  For the short answer MW5 is set up specifically to cater to gaming needs.  The real answer is far, FAR more complex then what we see in this game.  It's a very gamey game, with an economy set up for gameplay balance and gamey "progression" when you actually break down the economy side of it.

      Full answer to follow:
      Spoiler:  
      Show

      First, at the time just after the Third Succession War -where the game starts in 3015- mechs are RARE.  Most "battles" are fought with mixed assets and just a couple of mechs on the field, at most. I put "battles" in quotes because, outside of the legitimate Succession Wars, when the Great Houses are legitimately throwing full armies at each other, most engagements are planetary Guerilla warfare with small contingents engaging each other much in the way the procedural contracts are generated in MW5.  There's always proxy wars, local government upheavals, and shadow conflicts taking place . . . and that's where mercs come in.

      Many planetary forces at this time don't have any mechs, and even seeing a little 20t "nuisance", like a Wasp, Locust, or Flea, is a complete game changer; and seeing something like a Firestarter or Blackjack might just make them crap their pants and run away entirely (especially all those Flamers vs. vehicles and infantry, hehehe).  An entire planet could be protected by some "champion", hailed like a medieval knight, who is taking the field in a 500+ year old inherited Battlemech.  Well . . . that's if the mech is even fully functional . . . which most are, but sometimes there are problems (PGI had actually made a nice nod to this in their very first vertical slice video of MW5 gameplay).  See, most factories are destroyed, most knowledge to build factories is lost, and except for some ubiquitous or extremely mass produced mechs, even spare parts can be hard to come by.  The last thing you want to see at this point in time is a mech get fully cored out and blown to kibble.  Because of this, people flee the field and/or surrender the battle before seeing their mech shot out from underneath them.

      This is why any mercenary force in the Inner Sphere is already an established fighting unit.  People own, live with, die with, and -if they're lucky- pass on the battlemechs they possess.  At this time it's extremely uncommon for people to change mechs.  Even the Black Widow herself piloted . . . IIRC 3 (maybe 4, Marauder, Warhammer, -might be a 3rd inbetween-, and a Dire Wolf) . . . mechs in her entire VAST 80+ year career as a Mechwarrior, and only 2 happened in the time-period I'm covering in this post.  Breaking out in this industry is rare; and if you did you probably killed the last person piloting your mech or are the replacement for the last guy who died in your mech.

      The reality is that you "should" be starting the game with 1 heavy or -if you're really lucky- assault mech, 1-2 medium mechs, and 1-2 light mechs.  Also, Medium mechs are the workhorses of all Battletech and are the most common weight class to be seen, period.  This all contributes to the very gamey nature of MW5.  In the "real" Battletech lore, you get what you get, all weight classes are important, and there is a bit of a rock-paper-scissors, greater than but less than, type of balance between Assaults beats Heavies beats Mediums beats Lights beats Assaults.  Even then it's not so simple, and the weight class discussion is a whole debate on its own.  Regardless, if the video games followed the lore more closely, you'd have a mech you chose (or was chosen for you) at the start of the game and if you're really lucky (or unlucky, depending on how it goes) you might change it out once or twice in an entire career.  Also, pilots you'd hire would have mechs attached to them that they'd take with them when they leave.

      All of that is to say, when the game first kicks off, there's no way in hell any employer is just going to let you leave the field with any quantities of mech salvage unless they know you're going to be loyal.  Most, if any, salvage you're allowed to take off the field is going to be parts and materials to fix the mechs that you do have.  If they let you take a mech off the field, it's going to be something considered a lost cause . . . something that a Merc company would be desperate enough to spend years fixing up to make functional again . . . enter the Centurion that you start with in MW5 (a quip about it is even made in the tutorial).  That, in turn, brings us to our next point.

      Mason's (your) unit is much more of an anomaly within the Inner Sphere.  Many merc units sign extensive long-term contracts with Great Houses; and most of those Merc units are little more than glorified Great House military regiments.  Kell Hounds, Eridani Light Horse, Northwind Highlanders, etc. are staunchly affiliated with certain Houses . . . some for HUNDREDS of years.  Why?  Because those Great Houses will take care of them, make sure their mechs are repaired and they actually have parts, and even grant them access to the few factories still producing new material.  In fact -perfect example- when the Lyran Commonwealth, aka House Steiner, made the brand new Wolfhound Battlemech . . . the Kell Hounds got the first prototypes to field test and later received full support with newly manufactured production units.  All it costs in exchange is battlefield loyalty, and knowing that your ass is getting sent out there first and extracted last, so you better be damn good at your job.

      On the flip side of the coin, merc units like Gray Death Legion, Wolf's Dragoons, Canned Heat, etc. will take merc contracts that lead them all over the place.  However, even those contracts are generally fairly extensive, and the complexity can vary as drastically as any contract job in the real world.  Little piddly contracts might be as simple as we see in MW5, where payment might be in c-bill value of cold-hard-cash or battlefield salvage or a mix thereof.  Bigger jobs might grant access to factory refits, special parts ("Hey, how'd you like to have a REAL Clint gyro instead of that adaptor kit?"), new mechs, etc. as well as regular pay . . . but that might also preclude ANY salvage from the employed unit.  On the other hand, take the story of Gideon Braver, of Blazing Aces fame in MW1, and you might take jobs specifically to get you to certain planets, travel the Inner Sphere, or pursue a specific objective . . . like revenge and reclaiming a lost aforementioned "Champion" title.

      Then the Helm Memory Core throws all that out the window in just a couple of years.  Why?  Well, the Helm Memory Core was a Star League era data cache from an old library that contained vast quantities of utterly lost knowledge (you know, important stuff, like crop rotation and water purification and terraforming planets and how to build a mech factory and engineer new parts).  Within a few years after the discovery, which is subsequently around the 4th Succession War, the entire Inner Sphere, from Great Houses to Periphery Powers are trying to get more mech factories going, rebuild infrastructure, and ramp up new and better war machines to try to claim that prize of reconquering the Inner Sphere under a new kind of Star League that they control.

      How does this affect contract negotiation?  Just as you'd imagine it would.  Salvage is still precious, but now it's replaceable.  Some merc units get utterly priced out of existence as new LosTech comes back online and they can't afford it.  They're fighting new tech with old tech and can't afford to replace anything.  The desire to become one of those loyalist units just intensifies.  On the flip side of the coin, merc companies in good shape become a fighting force to be reckoned with, and the contracts become all the more lucrative as the Great Houses pay better, with stronger economies, and more materials are readily available on open markets.  It's a game changer, and would probably create an economy more like what we see in MW5 . . . but it shouldn't be happening until 3035ish . . . when the tech boom starts to happen.

      Aaaaaaand, that's only going up until the canonical ending of MW5.  The economy has several other MASSIVE shifts through the Clan Invasion, the FedCom Civil War, the Jihad, the Dark Age, the New Republic, and all the way to where the current timeline is (and derailed) in the ilClan.

      Hopefully this was all informative and worth reading.  If you made it this far, thanks for the time and consideration.
    3. lostami
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      heck! i didn't even ask this question or think of it but Caratar you sure did educate there! Thanks! I'm relatively new to battletech only a couple years since i got into it, no table top of yet, but the desire is there. Anyway thanks for the wall of text, well written and explained.
    4. Caratar
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      Thank you, kindly.  The Battletech IP is old (just like this codger), and there's a lot to it.  There've been some retcons, stuff added in, and some really bad times (Harmony Gold's BS lawsuits and the WizKids era each nearly destroyed the IP entirely), but the lore is really deep and there's a lot of great stuff in there, particularly the early eras.  Battletech even set a number of sci-fi and TT precedents back in the day.  However, all of that would certainly require it's own discussion.

      Regardless, I'm glad it proved useful to you.
  8. griimgorr
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    This mod stopped working for me and YAML salvage V2. I can still select mech parts over my salvage limit, and it says Ill pay for them; but I can then select 30+ mil in salvage and it doesnt take it from my account after the mission. Ill have the same amount of cbills as if I didnt pay for any salvage.

    It isnt even deducting cbills/detecting for Vanilla weapons excess salvage

    I also do load purchase salvage after YAML in the load order organizer.
    1. DAN381
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      +1
      I have the same problem
  9. Colddawg
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    As a tip, set the load order as high as possible for this to work with other mods.  I set mine to 999.
    1. DireMerc
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      how to do you set a load order?
  10. DireMerc
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    this mod causes the game to crash to desktop when I end a mission. If I disable this one mod all my other mods work fine but enabling this one causes my game to crash at the end of any mission. The other mods I run are mostly cosmetic in nature. 
    -better mech descriptions
    -big critical
    -cockpit glass
    -extended cockpit glass
    -expanded hardpoints
    -increased velocities
    -enable infantry
    -remove infantry outlines
    -mech delivery
    -MWO-bitching betty
    -smaller double heatsinks
  11. skinner2all
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    Love the concept of this mod but it isn't working for Me. I only have 4 mods. Timberwolf Vulture Stone Rhino and this one. Never had the game crash on Me before till I added this one. I finish the mission and it crashes in the loading to the mission finish screen. Don't even make it to the salvage screen. Played the same mission 3 times and each time it crashed at that point. I removed this mod from the mod list and the mission completed and got to the salvage.

    Yea got it working keep forgetting I got it through epic and not steam so it was out of date guess that is a reason to turn on epic more often to keep it up to date