MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Projectile-Based Machine Guns
   
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5.026 MB
3 Oct, 2022 @ 10:40pm
25 Nov, 2022 @ 5:42pm
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Projectile-Based Machine Guns

Description
Apr. 7th, 2023:

Now that I know how to do some degree of sound modding - based on the work of one of my most recent mods, "Party Critical!" - this is something I may change - at least on my end - to make these weapons sound better, soon. I also plan to try and re-do part of this mod to fix some smaller, very strange issues it has, as I have no idea where they manifested from (as I did nothing to make these problems appear - they just appeared themselves (seriously)), and they have proven to be incredibly frustrating as someone who spends so much time working on my mods to make them extra-high-quality.

Again, hopefully these changes will be coming soon.

- Masters

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Major update (Nov. 25th, 2022)!!

MACHINE GUN LIGHT GLITCH HAS BEEN FIXED!!

I had been puzzling about why Machine Guns were building up light ever since I first created this mod, and, sadly, even now I don’t understand why. I had been investigating this and trying multiple solutions for a long time, but none of them ever worked.

It has been incredibly frustrating to provide a mod that doesn’t entirely work as intended, and I apologize for publishing something that was partially misleading. (In fact, I only found out that it was a problem after playtesting it extensively a month or so after I first made it; thinking that the problem went away after a while or was only a visual bug – not a performance-related bug.)

Unfortunately, a light effect had to be disabled in order for this to work; making the visual FX of hitting a ‘mech much less appealing. Still, it looks okay – just not as designed.

I plan to revisit this to re-implement the small light source, so that the weapons look and feel good to use.

Thank you very much for your patience, and I am very sorry for how much grief this may have caused some of you.

Please enjoy. :)

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Update (Nov. 20th, 2022)!

Minor VFX improvements, and some both large and small balance changes to almost all weapons (mostly to LR-MGs and P-P-MGs).

The following VFX changes have been made:
> Decal size for ground impact has been significantly decreased in size for all MGs, and has had duration decreased. Plasma-type MGs have a small-sized decal that lasts for 10 seconds (as opposed to 40), and MGs have an even smaller decal that last for only 5 seconds (again, as opposed to 40). (Finally. Was very hard to figure out how to do. Will be easier on GPUs)
> Fixed LODs and improved positioning for certain impact VFX

Please enjoy!**

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This mod makes machine guns projectile-based as opposed to trace-based a la vanilla MW5.

This mod also expands the selection of machine guns to include those found within the “Re-balanced and Expanded” weapons suite – there being three. In total, there are fourteen new weapons – including the previously mentioned three – separated into four classes.

Please be aware that the machine guns had to be made as separate weapons, as the mod editor was refusing to accept the weapons as modifications of the original machine gun. As a result, the weapons are denoted with a "(P)" at the end of their name. (I am aware that another mod uses “P” as a denotation, but I do not see an elegant solution to this problem, unfortunately.)

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Due to the nature of this mod, there have been some substantial changes to how weapons behave.

Please see the following Google Docs data sheet for the specifications of all weapons; including original MW5 values, and documentation on previously published versions of the mod: https://docs.google.com/spreadsheets/d/1kwQsuPqLVptTRGfXqyEB_WzQK964OLieyIvG9Od4tDw/edit?usp=sharing

The new weapons are: the Ultra-light Machine Gun (MG), the Light MG, the standard MG, and the Heavy MG; the Ultra-light Long-range MG (LR-MG), the Light LR-MG, the standard LR-MG, and the Heavy LR-MG; the Light Plasma MG, the standard Plasma MG, and the Heavy Plasma MG; and the Light Precision Plasma MG (P-P-MG), the standard P-P-MG, and the Heavy P-P-MG.

Please see the following Google Docs info sheet for information on the new and returning weapons: https://docs.google.com/document/d/1doqxtk8q3rS_T7l8VEuuPSotJWf0_X-V8nR8clW8hSA/edit?usp=sharing

The added weapons for this mod were created to further expand close-range, light ballistic play, as well as to create different ways for players to engage their surroundings by introducing different weapon behaviour for the weapon class.

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**Note:

Machine guns have been balanced in accordance with the “Re-balanced and Expanded Weapons” suite of mods with regards to prices and potency; with changes only to new variables such as velocity. As a result, the three types of machine guns from that mod within this one are: the Light, Standard (simply called "Machine Gun (P)"), and Heavy Machine Gun.

Be aware that, as these weapons are now projectile-based, they do not have damage falloff at maximum range – although hitting moving targets much beyond such a range will prove difficult. This was an option to keep off, but was not done so as it did not appear to make sense given that the weapons now shoot physical rounds.

Lastly, PLEASE NOTE that the A.I. has trouble using all machine guns in this mod with the exception of the P-P-MGs. Unfortunately, I cannot control this. I may introduce hitscan-based variants for the A.I. to use in the future, but, otherwise, it is recommended to use the machine guns in this mod (except for P-P-MGs) for user-controlled 'mechs only. Machine guns added to the "Re-balanced and Expanded Weapons" mod may be of interest to you for use with A.I., instead.

Please enjoy!

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P.S.: The "Re-balanced and Expanded Weapons" mod (another mod by me) can be found here, for those interested: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2869025156 . These mods may be incorporated at a later date.

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I now have a Ko-fi!

Contribute here if you want to: https://ko-fi.com/altamasters1011 :)
19 Comments
sethharpenger 16 Nov, 2024 @ 4:04pm 
does this work the the yaml modded machineguns
ChuToy_89  [author] 30 Nov, 2023 @ 6:21pm 
@Bemoteajh - I'm glad you like it so much. :)

Enjoy!
Bemoteajh 30 Nov, 2023 @ 4:24pm 
ITS SO BEAUTIFUL!
Ork mechs HOOOO!
ChuToy_89  [author] 7 Apr, 2023 @ 4:01pm 
@Bl00dyDruid - You're welcome, and thank you very much! That's very kind of you!

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OOOO, that *last* one sounds REALLY cool! If there was some way to get that to work, that would be AMAZING!! It could be demanding on the CPU for weaker systems, but it could be GLORIOUS if the A.I. could use it - and use it correctly - somehow.

(Part of that is actually something I might be able to take care of, but that would be a massive undertaking, so I don't know if it'd be reasonable. If Mod Options could help that, though... wow, that'd be incredible. :))

I plan to look into Mod Options at some point (soon, hopefully - keeping in mind all of the updates for various mods I have planned), so perhaps that is something I can entertain. We'll see. :)

Cheers!
Bl00dyDruid 7 Apr, 2023 @ 3:50pm 
Hey thanks for the quick reply and for identifying the exact issue! I will take this and let the NSR mod author know. Hopefully they can puzzle it out, your work deserve the support!

For ModOptions, one would "set introduction date" "set chance to spawn rate" "enable YAW ammo switch" and "enable enemy use"

I think those would cover any issues players might have with your mod :)
ChuToy_89  [author] 7 Apr, 2023 @ 1:15am 
@Bl00dyDruid - The issue you're running into is due to how sound is processed with that mod versus how this mod functions, mechanically.

Since this mod introduces individual projectiles, the original MG sound effect (a looped sound) has to work with individual shots from the weapon. Because of this, the loop is broken, and only sounds proper when fired with a weapon that loops (which is what the Precision Plasma MGs do when they burst: they play a very short loop).

Unfortunately, the mod you're using is using a looped sound, which is causing itself to be cut off due to how quickly these weapons fire/the firing pattern of these weapons. (...Although I could be wrong).

I wish this is something that I could fix, but it appears to be entirely up to the other mod to change how its sound for MGs work. :(

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As for Mod Options, is there anything in particular you'd want out of it for this mod? I don't know what use it'd have here.

Thanks.
Bl00dyDruid 6 Apr, 2023 @ 9:20pm 
Hey thanks bunches for this amazing mod. Honestly I feel spoiled when i compare it to vanilla sounds/weapons. One tiny request. I am having weird muffling/sound skip when using Nostalgic Sounds Redux and all the time with the machine guns (except the burst fire plasma) added by "Projectile Based Machine Gun" mod. These have a nice sound effect, would really appreciate your help getting these to work together!

Also reach out to the legend (https://www.nexusmods.com/mechwarrior5mercenaries/users/120130693) for how to do modoptions?
ChuToy_89  [author] 31 Jan, 2023 @ 3:03pm 
@R@ - As it stands, no, because I have no idea how to incorporate mod options. Keep in mind that all weapons have their own introductory dates so that they appear gradually, in case that's something you're worried about. Otherwise, feel free to ignore them.

If I ever learn how to incorporate mod options, I'll consider it.

Thanks.
R@ 31 Jan, 2023 @ 1:07pm 
Is there a chance we could get a toggle for which kinds of projectile machineguns we'd want in the market? For example; having only standard projectile machineguns available or stopping plasma machineguns from appearing in markets while having the other machineguns available.
ChuToy_89  [author] 28 Jan, 2023 @ 4:37am 
@R@ - That's most certainly the A.I.. I have meant to put a disclaimer in for the weapons where it doesn't use them well, because there are some where it is okay!

Thank you very much for reporting back. I will be finishing my own testing shortly, and will update things once I'm done.

Thanks again. :)