was it intentional to for the upper combat plating and the spiked fists to be marked as pirate gear to be disabled with the YAML "disable clan invasion pirate stuff" option?
I've been wanting to ask this since I haven't been able to find anyone talking about it, but what are the differences between the Modular Armor and the Modular Ferro? I know the modular armor lets you straight up add extra armor to components either front or back and the Modular Ferro lets you add extra more regular armor where ever you want it on a section of a mech.
Is one better weight wise, do you get more armor for the weight going with the Ferro? The modular ferro takes up 2 slots vs the armor's 1, though if you wanted to cover front and back it would take up 2 anyways.
I love all the ways you can customize a mech because of this mod, just wish there were a few more things explained.
Modular armor adds a fixed amount to either front or back. Modular ferro lets gives you a fixed amount to distribute to either front or back like default armor. Personally I use only modular armor to boost my mech's arms and legs or to just fill crit slots if I somehow end up slightly underweight and have a slot to fill. I do not use modular ferro.
something to note, modular armor and modular ferro interact differently with the installed armor equipment like Armor Hardened. since some of them, like armor hardened, gives a bonus to the installed armor, with modular armor it gives a flat bonus armor and is not affect by the armor equipment while with the modular ferro increases the amount you can actually install which then can impact the bonus armor the hardened armor gives. another thing, the weight of installed armor can change with the armor equipment, so if it a weight saving system like armor ferro, the modular ferro will actually give more armor per ton than its counterpart of modular armor.
so without an installed armor equipment, modular armor and modular ferro will give the same amount of armor per ton. with an armor installed modular ferro's extra armor will be effected while modular armor is not.
Found a potential issue, and wanted to bring it to your attention. If someone could pass this on to the YAML discord, please, it'd be sincerely appreciated.
Stacked Crates uses the MWBAPDataAsset type to determine whether you get the Active Probe scanning bonuses when scanning for loot crates. The "Basic Probe" sensor suite acts as a probe, it prevents the installation of another Active Probe type unit, but in Stacked Crates it doesn't proved the bonuses of a probe for loot scanning.
Does the "Basic Probe" use the MWBAPDataAsset type tag, to be recognized as a probe? If not, can it be added to improve compatibility?
Thank you for your time and consideration, and a very sincere thank you for your efforts in improving MW5.
AM i wrong or the mod lacks the watchdog active probe/ecm "Watchdog Composite Electronic Warfare System (CEWS)" and its succesor working with c3, if its part of another mod i would love to know
As much as I love the mod, I dislike the name changes in 3.4. I find them very confusing and actually less descriptive than the previous names. And FYI, the name changes and new equipment have not been added to the full equipment list.
The newest version (Nov 10) seems to change how heatsink removal kits function. Now they count against a mechs minimum required heatsinks, preventing you from going below 10 and basically making the equipment almost completely useless.
PLEASE adjust this so that there is at least an option. I absolutely rely on heatsink removals for several mech builds.
hey i just added this mod to my game with a bunch of the yaml stuff, aswell as the delivery system mod, but no matter were i fly to i cant find cockpit advanced, or the black carapace, did i do something wrong with the mod or is it a bug or something, any feedback would be awsome, im in year 3066 and i have yaml set so it doesnt hid gear produced in a later year thank you so much
So I'm making a re-balancing patch for this mod based off of the files in the mod's resource folder. I'm assuming uploading it would be fine after reading the permissions and credits? Anyways, thank you for your mod, it's awesome and always a must have for my mod list.
*Post was edited because the previously stated issue wasn't an actual issue and just a result of me being dumb.
Thank you for making this mod, however I'm having issues with it leading to not being used at all.
When your mod is installed and activated, in Instant Action right in the mission menu seconds after the UE4 has crashed notification and FATAL ERROR will pop up. Same thing in Campaign after loading a save and access the Home menu.
I was able to pinpoint the cause since this was newly installed and before it, no Fatal Error issues. I have the requirement YAML installed since it is listed as a requirement and the correct version since I have v1.1.335 and all DLCs for the game.
I hope you can take a look on this and find a fix.
Stay safe and best regards.
Update: You can disregard this post, everything is good now.
325 comments
Is one better weight wise, do you get more armor for the weight going with the Ferro? The modular ferro takes up 2 slots vs the armor's 1, though if you wanted to cover front and back it would take up 2 anyways.
I love all the ways you can customize a mech because of this mod, just wish there were a few more things explained.
Personally I use only modular armor to boost my mech's arms and legs or to just fill crit slots if I somehow end up slightly underweight and have a slot to fill. I do not use modular ferro.
so without an installed armor equipment, modular armor and modular ferro will give the same amount of armor per ton. with an armor installed modular ferro's extra armor will be effected while modular armor is not.
Stacked Crates uses the MWBAPDataAsset type to determine whether you get the Active Probe scanning bonuses when scanning for loot crates. The "Basic Probe" sensor suite acts as a probe, it prevents the installation of another Active Probe type unit, but in Stacked Crates it doesn't proved the bonuses of a probe for loot scanning.
Does the "Basic Probe" use the MWBAPDataAsset type tag, to be recognized as a probe? If not, can it be added to improve compatibility?
Thank you for your time and consideration, and a very sincere thank you for your efforts in improving MW5.
And FYI, the name changes and new equipment have not been added to the full equipment list.
PLEASE adjust this so that there is at least an option. I absolutely rely on heatsink removals for several mech builds.
*Post was edited because the previously stated issue wasn't an actual issue and just a result of me being dumb.
Thank you for making this mod, however I'm having issues with it leading to not being used at all.
When your mod is installed and activated, in Instant Action right in the mission menu seconds after the UE4 has crashed notification and FATAL ERROR will pop up. Same thing in Campaign after loading a save and access the Home menu.
I was able to pinpoint the cause since this was newly installed and before it, no Fatal Error issues. I have the requirement YAML installed since it is listed as a requirement and the correct version since I have v1.1.335 and all DLCs for the game.
I hope you can take a look on this and find a fix.
Stay safe and best regards.
Update: You can disregard this post, everything is good now.