MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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PilotOverhaul - Eternal
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1.540 GB
16 Jun @ 12:18pm
19 Jul @ 9:00am
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PilotOverhaul - Eternal

Description
The original mod by Wpnx330 can be found here:
Original Pilot Overhaul[www.nexusmods.com]

Pilot Overhaul - Eternal is a continuation that fixes many issues with the original, and is planned to be kept up to date with additional fixes and new options. In the future a separate download will be available with continued development of new features that were intended for Pilot Overhaul 2 that didn't make it into the original mod. See the changelogs section for a list of updates from the original mod.

This mod should be save game compatible with saves that used the original, but always take backup saves.

Major Features:

Pilot quirks:
Pilots can gain quirks through missions and training that can affect their maximum skills. These can be both positive and negative, and allow pilots to specialize in weapon types or other skills. Every pilot will have a different starting set, and different maximum quirk count, all of which can be affected by training your pilots. When in an industrial zone pilots can be trained at the cost of time and cbills to remove negative quirks, add specific positive quirks, and to increase the pilots maximum quirk count.

Mech Affinity:
Pilots need to gain experience with mech chassis and weight classes. At first, when a pilot has never used a mech before, they will have effects like slower rotation, and have shorter sensor range. As the pilot becomes more experienced with the mech, these effects will eventually turn positive. The experience can carry over to other variants of a mech chassis and to other mechs in the same weight class at a reduced rate.

Pilot fatigue and injury:
This mod also completely overhauls the injury system. Pilots will have an increased chance of further injury, and reduced stats if deployed while still injured. This scales with the level of injury. After missions, pilots will also now become fatigued. This has a similar effect to injury, though much reduced. This encourages keeping a backup pilot roster when running missions back-to-back. All of this is configurable through mod options.

Pilot customization:
Pilots are now highly customizable with the ability to change their name, callsign, portrait, backstory, and voice. To support this, the mod also adds 65 new pilot voices, and over 300 new portraits.

Missing in action:
As a result of losing their mech in a mission, pilots can now go missing in action. This can have several outcomes, from being held at ransom, needing to be rescued through completion of a specific mission, or finding their way home on their own.

Rank and wages:
Pilots are now paid based on their skills and rank. Their initial rank affects their base skills and wage. They can increase their rank through gaining skills and quirks.

Pilot stats:
The barracks and deployment screens now keep track of pilot stats, including kills, damage dealt, damage taken, and much more.

Commander:
The commander can now be replaced by other pilots, can move to other pilot slots, and can be injured or even killed like all other pilots. The commander can also have quirks through a mod option.

Gather the Elite:
A set of mini campaign arcs to find high-level custom pilots voiced by the supporters of the original mod.

UI changes:
Sections of the UI were changed to support the above features, complete with tooltips to explain any new features.

Configurability:
Most things can be configured through the use of ModOptions[www.nexusmods.com].
46 Comments
Duelist9 1 Aug @ 11:53pm 
Also, what does the gender option actually do?
Duelist9 1 Aug @ 11:52pm 
If I download this and uninstall the original, will stuff transfer over properly?
impulse101 lehr 26 Jul @ 8:27am 
Great mod, but my pilots do not seem to be dying. Fatigue system works great, just not getting any fatalities. Is this possibly an issue with YAML?
Swords 26 Jul @ 6:07am 
@Jackalope thanks for doing this, felt like I couldn't pick the game back up without this mod.
Ultimaspike 21 Jul @ 5:32am 
@Jackalope85, thanks!
=EGC= KougarL☠B 21 Jul @ 12:16am 
Thank you for revising up this mod. Trying to get a crew of 20+ pilots over 100 skill points while balancing fatigue (in-game and my own) is a grind. I would be appreciated, though, for the option to adjust the chattiness of pilots while reviewing their listing in the barracks. I see an update unlocked new dialogs. Funny to hear Gobin tell me to Be Frosty. Still, it's tedious to hear my dropship is boring as hell between every mission if I'm just checking available training programs. On that topic, what is the method to determining if a pilot is eligible for a training program? Sometimes, a pilot with maxed quirks (ex: 7/7) will be eligible for a class. Putting all training programs with all pilots on a single screen would be very helpful vs. having to click on each pilot's card individually then click training.
jackalope85  [author] 20 Jul @ 6:17pm 
@Ultimaspike it is a mod option. It's disabled by default. Make sure you have the Mod Options mod.
Ultimaspike 20 Jul @ 2:57pm 
Is Commander Mason supposed to have quirks available with POE? I uninstalled the old Pilot Overhaul and the Commander Quirks mod and started a new Campaign, no quirks for Commander. Reinstalled Commander Quirks, started a new Career with imported commander, still no quirks. Started a new fresh Career and the Commander is trainable but doesn't have any specific quirks at the beginning of the Career.
aight so the issue, was that those two were hanging out on post final story mission areas, so I had to finish the story to be able to activate them.
is there any way to figure out where exactly those systems are or will I have to initiate opperation "travel to every system in the periphery and kurita lands"?