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Yet Another Team

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Chozo4

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  1. Chozo4
    Chozo4
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    Changelog: V1.3m-Milestone
    - [MILESTONE] Possibly the last iteration of v1.3 before v1.4. All of the variants have finally been converted and migrated over bringing the original YAMM vision up to speed. Total loadout count: 277
    - [FIXED] [Source of delay] YetAnotherEquipmentCollection compatibility ahead of patching. YAML has a bug (as of current 0.52 release) where mechs with hand actuators has an extra arm slot instead which was corrected by YAEC. I wasn't painfully aware of that issue until recently. Impacted variants should no longer have issues.
    - [FIXED] Various subvariants showing with a custom variant name (such as those of the Atlas and Warhammer). This was a harmless issue that won't impact anything other than the name. Forgot to remove them when revalidating them during an ongoing DLC4 MDA unification as per finalizing corrections/DLC1+2 migrations from older v1.1.
    - [FIXED] Salvage share values for some mechs as per unification pass.
    - [FIXED] Updated ".\resources\mechs.json" to contain mirror copies of the base quirks from YAML. Should no longer experience field refits without quirks.
    - [FIXED] Atlas AS7-RS subvariant "ERPPC" is now Heatsink Restrictions compatible and had its' loadout updated. Now uses a Hypervelocity AC/10 instead of a normal AC/10 and 2x ERPPC changed to Normal PPC to compensate for change in cooling efficiency. Intro date adjusted from 3035 to 3040 to keep in line with the rest of the equipment.
    - [FIXED] Subvariant MDA unification (3rd pass because I fail at keeping track of things)
    - [FIXED] Subvariant Unitcard unification (3rd pass because I fail at keeping track of things)
    - [FIXED] Urbanmech Right Arm Energy hardpoint placements.
    - [ADDED] Atlas AS7-KAT base hero variant [ME]
    - [ADDED] Banshee 2xBNC-3E, 2xBNC-3M subvariants [Reloaded]
    - [ADDED] Cicada 3xCDA-2A, 2xCDA-3C subvariants [Reloaded]
    - [ADDED] Commando 2xCOM-2D, 1xCOM-2A subvariants [Reloaded]
    - [ADDED] Catapult 2xCPLT-A1, 1xCPLT-C1 subvariants [Reloaded]
    - [ADDED] Cataphract 1xCTF-1X, 1xCTF-4X subvariants [Reloaded]
    - [ADDED] Crab 1xCRB-20, 1xCRB-27B, 1xCRB-27SL subvariants [Reloaded]
    - [ADDED] Cyclops 2xCP-10-Q, 1xCP-10-Z, 1xCP-11-A subvariants [Reloaded]
    - [ADDED] Enforcer 1xENF-4R subvariant [Me]
    - [ADDED] Firestarter 3xFS9-A, 3xFS9-H subvariants [Reloaded]
    - [ADDED] Highlander 2xHGN-732, 1xHGN-732B, 1xHGN-733 subvariants [Reloaded]
    - [ADDED] Hunchback 3xHBK-4G, 1xHBK-4H, 2xHBK-4P, 1xHBK-4SP subvariants [Reloaded]
    - [ADDED] KingCrab 2xKGC-0000, 2xKGC-000, 1xKGC-000B subvariants [Reloaded]
    - [ADDED] Kintaro 3xKTO-18 subvariants [Reloaded]
    - [ADDED] Locust 2xLCT-1E, 1xLCT-1M, 1xLCT-1V subvariants [Reloaded]
    - [ADDED] Marauder 3xMAD-3R, 2xMAD-5D subvariants [Reloaded]
    - [ADDED] Orion 1xON1-K, 1xON1-M, 1xON1-V, 1xON1-VA subvariants [Reloaded]
    - [ADDED] Panther 2xPNT-10P, 1xPNT-8Z, 1xPNT-9R subvariants [Reloaded]
    - [ADDED] PhoenixHawk 2xPXH-1, 2xPXH-1K subvariants [Reloaded]
    - [ADDED] Quickdraw 2xQKD-4G, 1xQKD-4H, 1xQKD-5K subvariants [Reloaded]
    - [ADDED] Raven RVN-4LC base variant (2ERA, 1MLA, 1E/1MRT, 1ECT)
    - [ADDED] Raven RVN-NM base hero variant
    - [ADDED] Rifleman II RFL-3N-2 Base Variant [Special Request]
    - [ADDED] Rifleman 1xRFL-3C, 2xRFL-3N subvariants [Reloaded]
    - [ADDED] ShadowHawk 1xSHD-2D2, 1xSHD-2D, 1xSHD-2H, 2xSHD-2K subvariants [Reloaded]
    - [ADDED] Spider 1xSDR-5D, 2xSDR-5K, 1xSDR-5V subvariants [Reloaded]
    - [ADDED] Thunderbolt 1xTDR-5S, 1xTDR-5SS, 1xTDR-9SE subvariants [Reloaded]
    - [ADDED] Trebuchet 1xTBT-5N, 1xTBT-7K subvariants [Reloaded]
    - [ADDED] Urbanmech UM-FF base variant (IA/Console only) [Me]
    - [ADDED] Urbanmech UM-P63 (2ERA.2ELA,1ECT) Base Variant [Special Request]
    - [ADDED] Urbanmech 1xUM-P63 subvariant [Me]
    - [ADDED] Urbanmech 4xUM-R60, 2xUM-R60L subvariants [Reloaded]
    - [ADDED] Victor 2xVTR-9A1, 1xVTR-9B, 1xVTR-9S subvariants [Reloaded]
    - [ADDED] Vindicator 1xVND-1R, 1xVND-1X subvariants [Reloaded]
    - [ADDED] Wolverine 1xWVR-6K, 1xWVR-6R subvariants [Reloaded]
    - [QA] Added additional tagging and validation checks (basically post-it notes) to help keep track of the progress in the form of empty folders in the source. Half my issues are losing track of what I've done and where I was last so this should help reduce the potential for bugs and sloppy errors.
    - [FIXED] Mod tooltip icons fixed and complies with changes introduced in YAML v0.52. Also optimized for a smaller size accordingly with a significantly reduced colour pallet.
    - [REMOVED] Main Branch HPS Override for Commando as fixes were integrated into YAML 0.52
    - [ADDED] Partial fix for Kintaro jump jet animations. Still spins but you no longer have to stay looking at the back of the mech in cockpit view.


    Pending Changes: V1.4
    - [TERMINOLOGY] Subvariants will be referenced as 'Refits' from now on in documentation to avoid confusion between base/stock variants and subvariants. The Subvariants are specially tagged as "Field Refit" accordingly and as such should be referred to as such from here on out.
    - [MODIFIED] Changed all refit intro tags from Unit.Intro.Market to Unit.Intro.Fodder due to complaints of the markets being overcrowded with refits. After much thought I believed this to be a valid complaint considering the mass amounts of ever growing refits being added. Many early game refits are overall not really worth being marketed variants and don't have much in the way of YAW weaponry to be introduced in that way. Unfortunately this will only reduce the existence of them not remove completely as even with the fodder tag such refits will still be picked up by the owner system if their spawning faction matches. 
    - [FIXED/MERGED-HOTFIX] Salvageinto: property was not being honoured and reverted the duplicate salvage fix because a complete idiot [ME!] decided during the chain of adding readability to ".\resources\mechs.json" to add a space between the "assettype:name" pair to make it easier to denote the base variants and custom added ones used during conversion. It is now honoured and properly working again. Any existing duplicate salvage that cannot be used should simply be sold off or used so we can forget this disgraceful issue ever happened.
    [FIXED/MERGED-HOTFIX] Fixed the urbanmech hardpoints introduced that weren't duplicated over proper prior to 1.3m-Milestone release.
    - [ADDED] Custom tips related to YAMM to show up during load screens.
    [REMOVED] Phoenix Hawk hardpoint location tweaks - being merged upstream.
    [FIXED] Javelin JVN-10A sought some repair after trying to play out "So a Javelin walks into a bar..." only to come out with a massive hole punched into its left torso. The techs have been brought on scene and remedying the damage. "No Rugretssssss" it claimed before finally sitting down to have the procedure done after having been too embarrassed for months to say something.
    [FIXED] Pirate ingenuity meets safety inspections. Unfortunately for the pirate mechineer the Urbanmech UM-P69 has been impounded and in need of being brought into passing safety regulations. Something..something.. supercharger overload.. engine shielding mismatch.. blah blah. Anyway, the default loadout has been adjusted to bring the supercharger into the CT and will now pass raceway safety compliance as per ComStar Workplace Team Folio (WTF) WE45.3B as of YAML v0.8+.
    [REMOVED] Clint CLNT-2-3TP as Mace has added a proper version with a suitable model for it to his mod "Lore-Based mech Variants". As a result the variant will now be moved to 'conversion' mode where the mech will still exist for those who own it but will no longer be spawnable.


    Potential Changes - future thoughts - subject to change without notice.
    - Longbow refits. Been mulling over the idea since DLC5 release about this possibly breaking compatibility with older versions because of invalid/missing mech models. However, each unitcard does have a DLC gating option to lock out mechs based on DLC ownership. This should mean that if running an older version of MW5 they should not and will not spawn or even exist as you cannot own DLC5 on older versions. Time and testing will tell however.
    - Revisiting and revising some faction assignments and reducing them to make refits more unique in their appearance. Just because the variant is deployed in X, Y, and Z faction does not mean a refit should also appear in X, Y, and Z. It could probably be a better fit for only X for instance.
    - Going over and integrating a rather long list of incredible suggestions for variants and refits alike.
    - Custom min/max refits specifically for the markets and some of my personal favourites from my own roster.
    - Backporting some equipment for backwards compatibility. This may be as a separate download/addon accordingly - I don't know. Depends on the potential desire or demand to do so as I too like to use my own mods on older versions from time to time.
    - Revisiting some variants to complete them. There are a handful that are 'short 1T' because of a missing C3 unit. Now that they are part of YAML I can complete these few variants proper.
    - Export all refits to verify supercharger placement as of YAML 0.8+ and make corrections as needed.
    - Look into adding more 'heavy armour' refits and more 'heat generating' refits. Hope you prepared to pilot in the buff because things are about to get hotter on the battlefield.
  2. TheRealVess
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    **IMPORTANT: To anyone in 2025 still running into the "corrupted zip file" problem when trying to extract to the MODS folder:**

    If you're using Window's inbuilt extractor and getting this error, try using a different extractor (like 7zip or WinRAR) to extract the files.  I kept geting the "unspecified error" message when using the inbuilt Window's extractor.  When I used 7Zip I was able to extract it fine and so far my game is running fine with it.
  3. Vertisce21
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    .zip file seems to be corrupted as it cannot be opened after downloading it. This occurred sometime within the past two months.
    1. TheRealVess
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      Try downloading with an alterantive unzipping program instead of the default one for windows.  7zip worked for me just fine.
  4. SASkievua
    SASkievua
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    great mod, thanks!
    but some of your mechs don't have upgrade slots
    e.g. NSR-TAB
    can this be fixed please?
  5. dm5k
    dm5k
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    Hey, any news on an update to your mod?
  6. Caratar
    Caratar
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    Hey, Chozo.  I know you weren't super-keen on making the Assassaclint (and I still extremely appreciate you doing it).  Just wanted you to know that Mace has released a Clint in his LBMV mod, so if you want to remove the Assassaclint then feel free.

    The efforts you continue to put into the mod are extremely appreciated.  Please take care, and enjoy yourself.
    1. Chozo4
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      That's fine, I can do that. I saw what you meant and they made a proper model for it so wouldn't be suitable for me to keep itas not having a proper model has been a right bother for me. I will relegate the model to being 'conversion'-state now where users won't love it but will no longer spawn.
    2. frostybrand
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      awwww, we likes out assassinclint, gives it a ballistic option that doesn't sit in the torso
  7. silentwolves059
    silentwolves059
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    virus protection found a Trojan in the file mid download that was not there the last time i installed this mod

    may want to be wary of possible infiltrators and may want to examine the code for suspicious  files and such
    1. phforNZ
      phforNZ
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      Files haven't changed in 3 months. And I just re-downloaded it myself, not flagged, so I'd say it's a false positive on your end.
  8. phforNZ
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    With YAML v0.93 released, unfortunately this mod's got some overrides that will cause some 'fun' problems for base YAML.

    I've forked it off to a maintenance fork ( https://www.nexusmods.com/mechwarrior5mercenaries/mods/1131/ ), though it'll be missing the newest stuff, so if you keep using this version here, you will need to change it's load order to load before YAML.
  9. sirskipsalot
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    ....................
  10. muskaos
    muskaos
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    RVN-NM, NeverMore, when equipped with Clan LRM10 in both missile slots, squirts the missile streams to the side and vertically when launched in chain fire. This switches sides, and seems to happen every other missile bay launch.
  11. darkdill
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    Okay, after getting this, I'm seeing the Engine Core 500 and laughing at how much it weighs. 462.5 tons? I'm guessing that's a typo of some kind.
    1. Caratar
      Caratar
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      A 500 engine core?  That's not from this mod.  This mod only adds refits of existing variants and a few extra canonical and apocryphal variants.

      I'm going to guess the 500 engine core comes from something like Clan Invasion, or some other crazy mod that adds in weird equipment . . . and probably super-heavy (over 100ton) mechs.

      If you can't figure out what's adding it, make sure you enable the YAML mod option to display source mod for equipment and mechs.  That'll tell you where it's more than likely coming from.  I only say "more than likely" because some YAML derived mods don't change their adapted source code/files, so it may say YAML when it's actually not.
    2. Chozo4
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      It is from this mod actually. It slipped through the cracks as I only intended to add up to 450 for some custom refits and variants. I didn't add the market rarity tags for them yet to remove them from otherwise showing.This release was a pre-release of a dev build just to get it up to DLC6 support so structurally... it is a mess and I forgot about some things since I haven't been in the editor for a bit.
    3. Caratar
      Caratar
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      Good to know.  Guess you're adding some crazy stuff for this mod moving forward, too?  Testing ideas?  Curious to hear what's coming.