MechWarrior 5: Mercenaries

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trueg

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trueg

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136 comments

  1. arcosraid
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    Just wanted to drop by and say first love the mod been using it for a good long while now in my mod Collection. Was wondering if The yaml taxing the load times is something that can worked on or around as it can take an upward of nearly 10 mins for load up of the game on an all black screen in particular it seem I heard from those using the mod collection that specal variant seems to be the biggest hog over the load screen if this is just the case I want to be sure to give a good warning for those using the mod collection as to the issue of wait times
    1. trueg
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      the more mech mods you install the longer the load time. It is especially noticeable with YACM. But there is no way around that. YAML does a lot of magic on all those variants on startup. We need that magic. ;)
    2. arcosraid
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      Thank you very much for the insight just trying to get the mod list into a good state and trying to trim as little as needed to make it a fun and well rounded experience special variant has been fantastic for that and can't wait to keep playing with it 
  2. Inside1straight
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    Are the MML15-RISC and the MML20-RISC supposed to be in the game? I didn't know they were a thing until I looked at the weapon properties json, as only the MML10 and 5 show up for me in instant action. 
    1. trueg
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      I can see them fine in IA. Is this still a problem?
  3. M0Dark
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    Is it intended to have duplicate Chassis repeated across the YAML family? There are getting to be quite a lot now and it can be irritating when you collect 5 parts of the same mech but then find that you've got 3 & 2  and they are totally incompatible. I assume not but is there a way to toggle some of them off?
    ALL Marhammer IIC variants Duplicated by YACM & YASV
    ALL Rifleman IIC Variants Duplicated by YACM & YALM
    ALL Hunchback IIC Variants Duplicated by YASV & YALM
    Urbanmech IIC Variants "Base" & 2 Duplicated by YACM & YALM
    Rifleman III duplicated by ISM & YASV
    1. trueg
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      This is a known problem we are trying to improve bit by bit.
  4. Tettykins
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    Was there a reason behind making VSP lasers tied to movement when the ones in TT specifically vary their pulse speeds to be high damage close in with decaying damage as the beam gets further out, a la the SN PPC? I feel like that would have been a more sensible approach and almost certainly easier to implement. Also makes taking them on anything larger than 50 tons not a waste of tonnage and space.
  5. Zman6475
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    Are there plans to update this for DLC6 in the future?
  6. Malanthor
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    Do you NEED to have clan weapon mod for this to work properly? Or is it more of a soft requirement?
  7. Veneno
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    Hello, could you unfixed or unlock the harjel structure and engine of the Conquistador, or maybe an addon or minimod to be able to add the harjel structure and engine of the Conquistador to the inventory, buy and sell it, please, I would be very grateful if you could, thank you beforehand .
  8. dm5k
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    Does your mod need to override YAML for it to work properly? 
  9. FMPhoenixHawk
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    This should still be DLC5 compatible, right?  Going to be testing a loadout for some co-op play.
    1. Aladine11popolupo
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      Playing today i am nearly sure i encountered prototype griffin and urbanmech with prototype engine
    2. FMPhoenixHawk
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      Yeah, testing it after I posted, getting the occasional oddity (TAG 'Mechs in 3016?) but other than that, it seems to be working.
    3. Aladine11popolupo
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      ah the tag mechs are pgis fault- here mod to fix it https://www.nexusmods.com/mechwarrior5mercenaries/mods/961
  10. Aladine11popolupo
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    Any1 knows if this mod is compatible with coyotes mission pack cause some mech mod breaks some misisons for me(as coyote statess in description) and its none from mace24de , and im still waiting for chozo4 answer , getting desperate to find which one is at fault.