Please remember to look at the requirements and let me know of any issues you find. With the end of Phase 4, this mod will only see minor updates going forward. I may add a weapon here or there, but it won't be crazy. Also planning on setting up some Mod Options for this so players can pick and choose if they want certain weapons to spawn.
Thanks to everyone who has given suggestions and feedback. It helped me out immensely with learning and getting this mod off the ground. If you still have suggestions, feel free to post them.
As per the changelog, missile Huge Ammo Bins had their asset names changed so they would be affected by the new mod option toggle to remove them from the game. Their names were changed from "Ammo_Equipment_Huge" to "AmmoEquipment_Huge". This will cause them to disappear from your game.
Just a heads up I don't know if its just me but I had to switch from YARW back to YAW and YAWC because none of the clan weapons were firing. For example LRM 40(C) would not show any firing. It shows cooldown in the corner but nothing actually fires. Spent awhile troubleshooting and as soon as I switched it was good as gold.
Did you read my note on YAISM's download? It's the right file, it's just named wrong on Nexus. I updated the note again to specify that the downloaded name is the wrong one.
I know the weapons in this mod are meant to be super OP, but I have to wonder if you'd be willing to make a more balanced version of it, or would allow someone to rebalance it to make it more fair. I wouldn't be able to do it myself, as I lack the tools and knowhow to make my own mods, but the weapon selection is neat; it's just super overpowered.
Most likely not going to happen. That's the reason I have the source for those who want to tweak the weapons themselves can download it. I made the mod how I want it to be and I don't have plans on making a more balanced version of it.
Hey man, great mod I'm loving all the variety and crazy weapons. I will make a small balance comment though the Siege MRMs seem especially egregious in terms of power. I have a tier 4 SMRM 15 one shotting pretty much everything and it only takes 12 tons. Not sure if those should be heavier or the power needs toned down a bit. I can outfit a light/medium with that and slam through assaults like they are tissue paper. I really like their functionality but the power makes things a little too easy. If that's intended then cool, just constructive feedback.
I could probably up the slot size and tonnage on the Siege MRMs. In fact I've been meaning to do that for a lot of the missile weapons. No reason for an LRM 100 to be the same size as an LRM 20 after all.
That's a great point I did not think of, you're right the higher quantity missile racks are similar in slot size to regular LRMs. Having the ability to use oversized weapons like these are great it gives something to look forward to when you get bigger mechs or more efficient equipment so I thank you for making that possible with this mod. Increasing the tonnage or slot size creates unique choices for the player since they have to sacrifice to make the crazy weapon work, which it seems like you had that in mind for the railgun. I just thought I'd bring up the MRMs in case it wasn't on your radar yet. Keep it up though man, your work and everyone working on YAML mods have seriously made this game amazing.
Do you have Yet Another Weapon and Yet Another Weapon Clan installed? And are the set to load before this mod? Alternatively, you can use Yet Another Revamped Weapon instead of YAW/YAWC. If not, do that otherwise this mod will not work.
Yeah I'm using yarw and I got it so I could add the HAG80 by replacing another weapon but now all the HAG weapons show 0 damage and 0 on all stats in the battlemech screen and don't fire in game. I'm using a couple other weapons from the mod pack and they work fine.
Did you install all three components of YARW? You need to have Yet Another Revamped Weapon, Yet Another Revamped Weapon Clan, and YARW Essentials all active in your load order.
Yeah I do. I don't remember seeing if those 3 plug-ins had a specific load order between them. My load order right now is a couple general mods like reticle change, textures, and mech pilot pics, then mechlab then yarw with emporium following. Then a couple mech varient mods and finally von biomes, lighting, and better missions at the end.
I'm working out some issues with Tex on YARW. There might be some stuff that DLC broke when we updated our mods so we're testing things out and seeing if we are able to get things working again between our mods. I know this works fine with regular YAW and YAWC still. Just keep an eye out from anything on either mod pages about when we get everything ironed out.
The RAC/20 is somehow gone. It still exist in the market when I sell it, but it doesn't exist in the battlemech section. I think somehow the grey weapons is gone, but still exist in market. The thing is, before it disappear, I put it on my mech (modded blood asp). The RAC/20 is still there in the mech, but doesn't exist in the inventory.
Though the reason of the problem probably because I install no recoil mod after that and some paint mod. I'll try to deactivate the said mods, I will tell if it work or still not.
Edit: It worked. Now, I'm gonna analyze which mod that cause this (probably the recoil mod)
Edit 2: Thankfully, the recoil mod was not the cause. It was one of the skin/paint mod.
I am so lost as to how you'd field half of these. Especially the Arty-Arrays and the really big LRMs. How??? They weigh so blooming much that even w/ Endo C and Ferro C you'll still be over tonnage until you strip all your armor and your engine down to a 100. I like the smaller stuff, though, some fun things like the CGs and GMGs, but the GLs seem to be kinda wonky.
Also, on the AoE guns, how does that work exactly? It says it doesn't apply to enemy mechs so are those only for targeting buildings?
Well, I didn't want to make things too crazy easy so I made it so the larger, more powerful weapons take up more crits as the main drawback. "You want a giant railgun? Fine, but you'll have to sacrifice tonnage and crits to use it" is the basic idea.
AoE weapon apply damage to mechs fine, but they deal two types of damage, direct and AoE. The only issue is that AoE damage doesn't get added to your damage dealt to enemies at the end of a mission. Otherwise, AoE weapons are perfect for leveling buildings or massacring a whole lance of assaults in one-shot lol
Oh no, I understand that it's a balance thing, that's fair, I was just wondering how you can find the space on a mech to put two 30-tonne missile tubes on it. There's so many systems and you need armor and slots for Ferro/Endo and everything else, I just don't understand how to put the weapons to use?
I was thinking about that and I'm planning on making an optional file that adds slot expanders, tonnage spacers, and others. Generally full on cheat equipment, but that's why it'll be an optional file. Alternatively, you can use YAML's mod options to expand the available slots in your mechs that way, but that's also a cheat setting. Otherwise, the large weapons can be tough to fit more than one into a mech.
Someday you should make a video showing off your favorite builds using the mod, ranging from the smaller guns all the way up to the larger ones. I'll have to look into the YAML settings, I need more slots for heatsinks.
If you want to meme really hard put the biggest Gatling gun you can find on the Street Sweeper Hero Urbanmech. It has a +50% damage to machine guns quirk that works on the GG weapons. The thing legs assault mechs in no time.
Thank you. I'd also recommend checking out Yet Another Revamped Weapon as it also adds a great variety of weapons while also reworking the ones from YAW and YAWC. The power balance between my mod and YARW might be jarring, but it's also fun.
61 comments
Thanks to everyone who has given suggestions and feedback. It helped me out immensely with learning and getting this mod off the ground. If you still have suggestions, feel free to post them.
Though the reason of the problem probably because I install no recoil mod after that and some paint mod. I'll try to deactivate the said mods, I will tell if it work or still not.
Edit: It worked. Now, I'm gonna analyze which mod that cause this (probably the recoil mod)
Edit 2: Thankfully, the recoil mod was not the cause. It was one of the skin/paint mod.
I like the smaller stuff, though, some fun things like the CGs and GMGs, but the GLs seem to be kinda wonky.
Also, on the AoE guns, how does that work exactly? It says it doesn't apply to enemy mechs so are those only for targeting buildings?
AoE weapon apply damage to mechs fine, but they deal two types of damage, direct and AoE. The only issue is that AoE damage doesn't get added to your damage dealt to enemies at the end of a mission. Otherwise, AoE weapons are perfect for leveling buildings or massacring a whole lance of assaults in one-shot lol
Oh, so that's how AoE works, got'cha, thanks!
I'll have to look into the YAML settings, I need more slots for heatsinks.