MechWarrior 5: Mercenaries

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Volfegan

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Volfegan

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About this mod

Another FrankenMechs collection (exclusive to Pirates/Periphery) and some unorthodox field refit variants (Javelin, Cicada, Catapult, Battlemaster). There is a Locust with a big gun, a decapitated Spider+Flea with a big gun, and a wanna-be Hollander-Javelin. Also, a big arm/big punch Hunchback+Banshee, the Black Marauder, and the Urbinator.

Permissions and credits
There are only two kinds of people who build and use frankenmechs: Rich snobby people who want unique battlemechs and are able to fuse two or more different machines and optimize them to the point they may be better than the parts they derived. The other are desperate people who have no choice, no parts to repair individual 'Mechs, but have lots of broken machines that may fix each other when assembled. The best kind of Pirate tech!

This MOD is all about the later desperate people, Pirates and Periphery states who need 'Mechs despite having no means to repair them properly. The emphasis on light battlemechs is due to these being the most commonly used by said factions. You can't make some frankenmech of an Atlas + Annihilator when they barely have any Atlas, imagine an Annihilator. So if you heard about some famous FrankenMech, and it is not on this MOD, maybe someone else will make them. Not me. I tried to make them logical in tonnage/weapons/performance sense.

Introduces a few FrankenMechs and variants: 25T Locust Gunhed (LCT-GUN), 30T Termite (SDR-FLE), 30T Javelin (JVN-10NF), 35T Jallinder (JVN-SHD), 40T Cicada CDA-TR4SH,  50T Hunhunchee (HBK-BNC), 65T Catapult (CPLT-C1K2), 75T Black Marauder (MAD-DRK1), 85T Battlemaster Knight, 85T Urbinator (CRG-UM). Frankenmech chassis are exclusive to Pirates and Periphery, and a few unorthodox field refits (JVN-10NF, CDA-TR4SH, CPLT-C1K2, BLR-KNT) can be found in Independents and some Great Houses. See images for +details for weapons hardpoints and the readme file for faction rarity.

This is YAML compatible, but not dependent. Said that, it is the YAML quirk system that makes those aberrations a bit closer to the reality found in the Periphery, badly assembled and full of defects. Without the quirks, they are better than their counterparts, and they should only be better with lots of investment and lostech.

Let Yet Another Mechlab override this MOD. This MOD has load order 0. There are a few differences between the vanilla and YAML 'Mech properties (armour, structure, speed, heatsink, etc) aside from the quirk modifiers. The FrankenMechs that are not supposed to use jumpjets have their jump flare animation f#c# up. That's not a bug.

I know some of these battlemechs will offend a few people's taste and if they like to remove those, or modify others, you can download the MW5 Unreal Engine source files of this MOD below and do whatever you want.
https://github.com/volfegan/Pirate_FrankenMechs_MW5mod

A reminder: My potato computer is barely able to run MW5 Unreal Engine and this MOD is an amateur work and there are a few wrong blender/Unreal Engine modeling stuff I did because it is the only way I know how to do it. All modified models were extracted from MW5 Unreal Engine editor, with the exception of the Black Marauder mouth which I recreated from the model of 3D artist Bohdan Lvov's Fire-Coughing Mechanical Graboid Ass Blaser while learning Blender. The polygon count for each Level of Details (LOD) of my models are a bit higher than the standard MW5 model, but they run fine on my laptop which is low-end spec.

In the beginning, I thought about doing some missions a la Harebrained Schemes BATTLETECH - Tournament of Champions, where the player fights pirates with Urbanmechs and in the final duel the pirates cheat with Urbinators. Sorry, but I won't. Too many crashes on Unreal Engine and no time. I was very close to not even finishing this MOD after working months on it... when they say you need SSD drives to run Unreal, they are not kidding.

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