MechWarrior 5: Mercenaries

File information

Last updated

Original upload

Created by

trueg and cszolee79

Uploaded by

trueg

Virus scan

Some files not scanned

Tags for this mod

345 comments

  1. Tiven88
    Tiven88
    • member
    • 0 kudos
    Not sure if this is as intended or a bug but noticed the Nova Prime (and probably the rest of the variants) has lower arm actuators but can't aim horizontally more than about 4 degrees each side.
    Wasn't how the Nova performed in a few of the other games so might be a bug?
    Edit: Also can't melee despite having hands I noticed too : )
    1. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      All intentional. Rig limitations for the arm movement and lack of melee, unless you want to see the model split apart at the seams. The actuators are TT accurate still and aren't affected by the physical motion of the mech, those are all handled internally as values applied to the mech in the files and are enhanced with the in-game equipment and quirks.
    2. Tiven88
      Tiven88
      • member
      • 0 kudos
      Ah right, thanks for the reply.
      Edit: Completely understand the model limitations since I know some of the old mechwarrior games just had the weapons fire at different angles without the mech moving (and no melee) but had to look up the TT side of things.
      Amusingly the Nova actually has a wider firing arc than most not narrow. Doesn't let me post the image of the firing arc here it seems.

      https://scottsgameroom.com/2022/02/07/mech-manual-nova-prime/
      Under weaponry.
      Apologies turns out I have commented on the wrong mod, the problem with running too many at once.
  2. Bladeson8901
    Bladeson8901
    • member
    • 0 kudos
    Alright, SO I love the mod that you guys have created, but I am trying to add some new Hero Variants to the game. I already have Unreal Editor for MW5, and have successfully made some new Hero variants for the base game mechs. I don't need help with that aspect, but instead I am not making any progress trying to load the assets from this mod, or any other for that matter, into the MW5 Unreal Editor. I have tried unpaking the files via UnrealPak.exe, which worked, but all the files seem to be incapable of being loaded into editor. Is there something I am missing here?
    1. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      Before using assets from other mods, you should ask if you have permission to use them first. I have the feeling this is a personal mod, but without permission it is not advisable to start making variants for mods without available source files. YACM's source is closed from the public currently do to the amount of work still being done on it so it won't see public release for quite sometime. We're not even done adding half the mechs in and there's still a ton of work on the existing ones we have to do so for now, unlikely to get access to the source even if asked for them. Always check mod permissions before doing anything with another mod's assets, whether your own is public or private. Sorry.
    2. Bladeson8901
      Bladeson8901
      • member
      • 0 kudos
      It was indeed for personal use. As I said, was just wanting to make some new variations on the ones in the mod. I understand what you are saying as far as asking permission, and of course would before ever making anything public with someone else's work. My question was more if I was missing a step somewhere, which I suppose is no, I am not missing a step, unless you are suggesting that permission is the step I am missing. It seems it is more just the fact that in Unreal Engine, you can not look at the nuts and bolts of a mod without the source to view. I will abandon trying to add variant mechs from Mods. Thanks.
    3. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      Without the main source, modding your own variants in is difficult. Mods that have sources available on their mod pages are easy to add variants and heroes for since they're the uncooked files. YACM doesn't offer them yet so without them, adding them in through unpacking the mod won't work.
  3. xDeadRaiserx
    xDeadRaiserx
    • premium
    • 12 kudos
    Prefacing this quickly before people start making mention of it, the Solaris DLC added a mech refit system into the game. This system changes mech loadouts in real time to use weapons of the same size and weight so you might start seeing mixed tech weapons being used on YACM mechs. This is base game now, not YACM standard.
  4. jif56
    jif56
    • supporter
    • 0 kudos
    should this load before or after coyote mod? Im getting a conflict
    1. phforNZ
      phforNZ
      • premium
      • 34 kudos
      Before. 

      That said, neither of them have been updated to DLC6 compatible yet, so both will crash your game.
  5. zgrillo2004
    zgrillo2004
    • member
    • 0 kudos
    To those of you who are getting crashes when only YACM and YACW are active, wait for updates. they are working on a fix for the mods, so it may take a couple of days.
  6. suitedenderman2
    suitedenderman2
    • member
    • 0 kudos
    I noticed that the wire frame part of the wardens paint job is fuzzy. Does anyone have plans in the future to straighten them out and make them less fuzzy?
    1. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      No. All the skins are direct ports of what's in MWO and I don't have the time to upscale or redo them.
  7. shadowthief132
    shadowthief132
    • member
    • 0 kudos
    After installing this i am starting to see bunch of non-cannon items completely fictional and mechs that goes over 50% tonnage called pirate mechs. Is there any way to get only the clan equipment without the non-canon tech.
    1. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      Wrong mod. Those are from Clan Invasion, not YACM.
    2. shadowthief132
      shadowthief132
      • member
      • 0 kudos
      Apparently it was. Thanks. That mod increased weapon clutter like no other. Btw are there no mods that introduces clans as complete faction with hubs and territory like others, or do we have to wait for official clans dlc.
  8. ultrarage89
    ultrarage89
    • member
    • 0 kudos
    unsure if this is my doing but the weapon models seem to be all wrong, using the steam version of this mod but i figured i could post this here.
    So i love the ebon jaguar with a passion okay ? its like my favorite mech, right next to the centurion.
    So i use alot of them, but i saw that in a recent update the weapon models are all wrong now, im using the yet another mech lab series of mods too along with this, so its rather odd when i see a large laser on the EBJ's arms being the model of a PPC, or the flamer.. being the model of a PPC, its just a weird thing ive noticed, and its not just the EBJ, ive seen it on several of the mechs in this mod pack, did something happen ? pretty sure it diddnt use to be like that xD
    Wonderfull work on the blood asp btw, utter stomper of a mech, love it.
    1. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      Nothing is wrong and it's been that way since the beginning. They're intended to be that way for the moment so we can get the mechs in a functional state. Each weapon type has 1 model for each hardpoint (1 for ballistic, 1 for energy, 1 for missile). It has always been like that for the weapon models, the only thing that changed was that the mech's were revamped with new models, textures, rigging, and hardpoint layouts. Next update we will be adding in the rest of the weapon model swaps to finalize the mechs currently in the mod.
    2. ultrarage89
      ultrarage89
      • member
      • 0 kudos
      Thank you, that explains it!
  9. turbojlo
    turbojlo
    • member
    • 0 kudos
    Could someone let me know how to contact Paul to request a mech? I would like to sponsor the conversion of the Warhawk (using the classic for now) and I see the option on Patreon but I don't see how to request the mech when selecting the option and his Patreon hasn't been updated in a long time.

    Thanks!
    1. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      Paul is not working on this mod right now, just me and MalumUmbra are. We are not taking mech requests or payment for any of our mod work outside of a PayPal donation. All MWO clan mechs will eventually make it in to the mod, the Warhawk is on the list just further down the pipeline.
  10. bnewm
    bnewm
    • member
    • 0 kudos
    I was testing instant action with a couple of mechs (Shadowcat and Cougar) and they don't show model damage (even if you blow off an arm it still shows as being attached/undamaged).  Just seeing a little smoke coming from the part.  Is this intended or is something wrong (missing another mod?) on my end.
    To be clear - they are taking damage and limb/part is destroyed but graphics/model don't show any visible damage.
    1. phforNZ
      phforNZ
      • premium
      • 34 kudos
      From my understanding - it's a whole 'nother layer of complexity dealing with custom models and blown off limbs, so it's not implemented (at least, not at this point)
    2. xDeadRaiserx
      xDeadRaiserx
      • premium
      • 12 kudos
      All ported clan mechs do not have damage models because we are not at the stage where doing so is viable. This is intended and will be until further notice. The process to do so is too complicated to setup at the moment and our goal is to get these mechs in as playable of a state first before we start considering more complex stuff like importing the damaged component models and setting up their interactions.
    3. bnewm
      bnewm
      • member
      • 0 kudos
      Thank you for response.  Yeah, that's a huge amount of work.  I'd swear I saw clan mechs taking damage watching Baradul on Youtube so was hoping was just some mod conflict issue on my end.