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trueg and cszolee79

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trueg

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428 comments

  1. IlHibanalI
    IlHibanalI
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    can you please add the Night Gyr in the future?
  2. DeltaBossKitsu
    DeltaBossKitsu
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    Can you add the Nova Cat in a future update? I really like the Nova cat. And I really want it in game.
  3. cktee316
    cktee316
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    i can't install the omni hand and the omni lower to any clan omni mech. am i doing something wrong?
  4. NIck5200
    NIck5200
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    For some reason I get black screen in main menu when I have this mod and Yet Another Special Variant.
    I have all required mods for this and YASV.

    Its just black screen in main menu and music running. Cant click or see the screen.
    All other Yet Anothe rmods work fine.
    This is the only mod in my mod load order which is causing me this issue.

    EDIT1:
    Ok the mod works, the issue was ....well it isnt really a issue.
    With this mod and special variant mod, it simply extends the game LOAD time.
    basicly with both mods it adds about 15-20 minutes of additional load time.

    I also plan to add classic mech collection. (Which has requirement for this mod for its "lore" version. Which ill probably add additional 15 mins to load time)
    1. lilvara
      lilvara
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      dude i am alos getting this black grey screen really 15 min!?
    2. NIck5200
      NIck5200
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      For me its about that long, 15-20 mins. I usually go do some morning stuff when I startup the game. Like go eat smthing or go "unload" myself.
      From my understanding YAML has to "work its magic" on all mechs this adds, plus if you get Mech Classic Collection (lore version) add another couple of GBs of data for YAML to work on.

      I guess it depends on your hardware. I got regulat 1TB HDD.
      I suggest you experiment as see how long it takes.
      When you have some time to burn (Say you need to go to a shop or smthing, anything which gonna take ya 20-30 mins) start the game with mods. Check the clock for the time, and go out on your buisness.
      When you return see if it loaded and how much time it took.

      In my book, anything above 30 mins of loading is absurd.
    3. biovespa
      biovespa
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      • 12 kudos
      In YAML Mod Option - under - Performance & Visual - UN CHECK (Disable) : skin Stealing code  ,,,,,, old code that YAML dont use it any more
  5. techstepman
    techstepman
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    amazing goodies in this mod...but wheres the stormcrow? lol , i can wait ( i can live without one) ! thanks for the mod! Classic collections has one and a firemoth so im ok :P
  6. Stormavik
    Stormavik
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    Are we ever going to get an update in the future that will include the Stormcrow or Nova Cat? Is there any other mods that include the newer models of these mechs that anyone knows of?
    1. xDeadRaiserx
      xDeadRaiserx
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      SOONTM
  7. cktee316
    cktee316
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    Hi. Just a small request. Would it be possible to correct the intro year of the clan mechs? I use the known universe mod and usually go to the clan worlds before 3049 but face only the 5 clan mechs. Thanks
    1. xDeadRaiserx
      xDeadRaiserx
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      Hold your horses. KU came out well after we set the intro dates to 3049. There is a reason we did this and it's because KU didn't exist. The only we could get the Clans in their mechs in was to make them spawn as an independent faction in 3049 when they invaded the IS in a vanilla game so it made sense to make the mechs that came with them spawn at the same time.

      Now, I will be updating the mechs to have intro dates set to their lore years just be aware that mods like Mech Delivery will bypass their Clan exclusivity and allow you to buy something like a Mad Dog in 3015.
    2. cktee316
      cktee316
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      thanks for accommodating my request.  or maybe you could make another file that's for vanilla and one for known universe? hehe. just a suggestion and not trying to be a pain in your ass.
    3. xDeadRaiserx
      xDeadRaiserx
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      It has been the plan to give Clan Mechs their lore intro dates for a long time now since it actually doesn't matter when those dates are set. They'll only be available in the IS once the Clans show up regardless if KU is used or not so it won't change anything. KU will just give you the option to get them before the clans invade by allowing the player to go to the clan homeworlds lol
    4. cktee316
      cktee316
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      haha true
  8. shstv
    shstv
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    .
  9. 9ICEIX
    9ICEIX
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    I love this mod. Unfortunately, I destroyed my gaming laptop and had to get a new one.  In the process I had to re-install Steam, the game, and all of my mods. However, I found that most of my YAML mods no longer ran with mw5v3.1.1.351, so I updated to the latest version of MW5.  Everything worked fine with the latest version of MW5 - even YetAnotherClanMech... ...with one exception.  I can no loner run my Cougar mechs (I have the COU XR & COU X3 variants).

    When I first tried to bring my Cougar mechs online and configure them in the hangar, I got a REMOVE INVALID red button which, when selected, warned of a possible missing mod or legacy save.  The weird thing was that I could get my COU X3 to run great in instant action, but neither the COU X3 nor the COU XR would run in the game itself - the mission would not launch with the Cougar in the lance.  In the game, it would come up with an excessive weight error when I tried to launch, even if I stripped the mech of everything other than an engine and a weapon.

    The mods I currently have installed and activated are as follows:

    vonBiomes
    PilotOverhaul
    Mod Options
    Yet Another Heatsink Restriction
    Yet Another Mechlab Mechs
    Yet Another Secial Variant
    Yet Another Equipent Collection (harjel)
    Yet Another Mechlab
    TTRulez_LanceMateOrderz
    TTRulez_AIMod2
    Yet Another Weapon
    Yet Another Weapon Clan
    YetAnotherClanMech (your mod)
    StarMapMouseOver_V3-O7 - logos
    Simple Zoom
    Restore Traits
    Remove JunpShip Animation
    Pattern_Unlocks
    MW5 Compatibility Pack
    Mech Delivery

    Am I missing a mod here, or is this being caused by the current version of MW5?
  10. katoto
    katoto
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    Dear xDeadRaiserx,

    Wonderful mod. Just would like to ask if there are triggers in your mod that should exclude IS factions from having and fielding clan mechs, at least up until a certain time period? I am using both the Known Universe, Better Mission Choices, and Coyote mission pack. Just had this very weird ground war mission in 3051 with ComStar against Clan Jade Falcon and the ComStar troops were using Kodiaks and Kit Foxes. Kinda immersion breaking hehe.
    1. xDeadRaiserx
      xDeadRaiserx
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      • 29 kudos
      Can't make an exception like. The game's mission generator won't allow for it. When running missions, the game will pick mechs to spawn based on the factions present, but reinforcements called in by either faction will use mechs from both. Just the way the mission code works and it's locked behind the C++ code for the game.
    2. katoto
      katoto
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      Hi, thanks for the reply. Tested further and it would seem that this "issue" would persist in any mission involving a Clan faction and the clan mech spawn pool from this mod would somehow overwrite the general mech spawn pool. I tried several missions with FC/FRR/Kurita as employers vs a Clan faction and the IS factions will always spawn (and reinforce) with mechs coming from this mod. So it would always result in a clan mech slugout.