MechWarrior 5: Mercenaries

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IR0NPENGUIN

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IR0NPENGUIN

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106 comments

  1. DirtyDann95
    DirtyDann95
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    This is a great mod, are there anymore chassis coming or scav variants of existing ones?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      King crab SCAV at some point, check the screenshots for an early preview of the Crockett / Katana assault mech.
      Glad you like the mod.
  2. crestyman
    crestyman
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    when i buy the bzk twofer from and hover over it in the garage it gives me a low level fatal error saying it can't find superstructure and something about light gauss i hope this makes sense as I have only been awake 40 mins tops happened last night but was to tired to report
    1. IR0NPENGUIN
      IR0NPENGUIN
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      A more complete bug report might help, as in what the actual error message says. I'm not getting any error myself. What version of YAML and YAW are you running? You need those mods to run exotic IS mechs in the first place.
    2. crestyman
      crestyman
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      low level fatal error file unkown line3146
      could not find superstructure gauss_c to
      create projectile hyperassaultgaussc79_c

      this was with the f5 hollander not just the twofer maybe all hollander with ballistics? Anyways I tried putiting a hag 80 from yawe on it and it gave me that plus like earlier when i tried to buy the twofer from mech delivery then hovered over it in the garage it gave the same thing only idk what weapon or equipent it didnt like

      edit sorry for the incoherent babbling this morning

      edit edit  using most current version of yaml and yarw yarwc

      editeditedit fixed by removing gauss visuals
    3. IR0NPENGUIN
      IR0NPENGUIN
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      Ok, sounds like we're all good then.
  3. BeansBeans
    BeansBeans
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    I love the uniqueness of the SCAV variants with the spikes and the industrial melee weapons!

    But some of the weapons like the tusk and the drill have range that is SO SHORT its almost impossible to use at all. I understand they are intended to be very short range but combined with the maneuverability of targets with the extremely short range its almost not usable. Maybe they could get some 'bonus' ghost range that extends just a bit past the actual model? or extra damage? (drill and tusks especially)

    Thanks for all your hard work, this mod is a gem!
    1. IR0NPENGUIN
      IR0NPENGUIN
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      These are ranged weapons with short ranges, not true melee weapons. If you pull the trigger on them before you are ALREADY in range, the 'projectile' (which is invisible) doesn't land. Something I'd like to fix some day, but not on the to-do list right now. The drill is currently massively OP, and is, quite explicitly, a ramming weapon. Kind of true of all these weapons, excepting the harpoon cannon. I likely won't adjust the ranges, but they should sit somewhere around 10-15 meters, a little shorter than PGI's melee weapons, which are around 17 meters.
      Glad you like the mod, enjoy.
  4. LemanRuss40000
    LemanRuss40000
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    Is your mod compatible with Yet Another Weapon Clan ? Will I be able to use Clan weapons in these mechs ?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      No compatibility issues.
  5. ShockwaveS08
    ShockwaveS08
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    Regarding 'Mech Database entries, you can use this modder's resource to get them implemented; YAISM and YAGDM (and soon YACM) have implemented such functionality.

    https://www.nexusmods.com/mechwarrior5mercenaries/mods/1075
    1. IR0NPENGUIN
      IR0NPENGUIN
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      Tried this method today before the update, didn't get it working. I'll figure it out later.
  6. OwenRadick
    OwenRadick
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    First off: amazing work with the mod! These are genuinely some of the best custom models I've ever seen. I doubt you'd be up for this, but I just thought I'd ask; Is there anyway I'd be able to get some of these models for printing? If the answer is no, I understand and no worries, I just thought I'd ask. 

    Anyways, keep up the great work and I can't wait to see what you cook up next.
    1. IR0NPENGUIN
      IR0NPENGUIN
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      Thanks, glad you like the mod. I've thought about working these models up to a printable state (which they are currently not prepped for) and selling them for a few bucks each on Cults, but I haven't done this yet. I'll think about it.
  7. gaultesian
    gaultesian
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    The Hawkwolf is my fav mech.  Love the loadout, but I hope you will add more options in the future (ballistics and additional energy mounts).  Its a badass mech with badass attitude!
    1. IR0NPENGUIN
      IR0NPENGUIN
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      Its a full missile mech in battletech, and probably not getting additional hardpoints. Not because it wouldn't be cool, but because I gotta keep making new stuff (new mechs). Glad you like it.
  8. somotchaua
    somotchaua
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    When I try the mod in Instant action, there appear a Mech name Hollander with the Avatar and tonnage of the Scarab but has the loadout of a 55-60 ton mech. Is this a bug?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      The hollander (35 tons) and hollander II (45 tons) are the next upcoming mechs. Their unfinished and don't spawn in game yet. That'll change soon-ish when I finished implementing the weapons on them.
  9. jif56
    jif56
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    when i checked in instant action a few of the mechs had missing assetts for bbd0-10 and bbd0-12, as well as this there was a hollander mech added which is not listed on the main page, also with missing assets?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      Missing assets are meaningless for the Bombard mechs, the 'missing assets' are just empty crit slots that don't affect the mech in any way. YAML removes them / ignores them with no consequences. Hollander is under development, and it only shows up in instant action in the mech selection menu. It will not spawn with any factions right now.
    2. jif56
      jif56
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      Ahh okay, thanks for clearing it up
  10. Olegreyowl
    Olegreyowl
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    Quick question. Are the models dynamic (Either damage or loadout)?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      The arms fall off, the textures change when a body part is destroyed. The mechs that use PGI mech legs also have their legs disintegrate when damaged. The bombard and hawk wolf have destructible torso segments. Devastator and scarab don't and I don't think I'll implement that. Too much work for too little gain. 
      All hardpoint visuals are dynamic depending on what you equip. The devastator has different forearms depending on the equipped ballistic, and will soon have arm missile pods that attach / detach depending on the loadout. Bombard has missile pods that attach for certain loadouts as well. Scarab variants come with different arm types depending on the variant. Hawkwolf is literally just a missile battery with legs so..not as dynamic. Just the number of missile tubes changes depending on what you equip.
    2. Olegreyowl
      Olegreyowl
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      Awesome! Thank you for the quick reply and the mod!