MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

XenoAI 2.0
66 Comments
stanislav_sh 16 Jun, 2024 @ 1:32am 
i have crashes with this mod from time to time (mostly when mission ends). I can be wrong, but i suspect this mod.
Templar 1 Apr, 2023 @ 3:54am 
So this mod will not be updated for a while. Does the current version still work? I think I need this mod so my smaller mechs don't get killed as often.
Fuhrer_51[RUS] 4 Mar, 2023 @ 7:49am 
Kamikaze_Llama  [author] 23 Feb, 2023 @ 6:35pm 
Hey, just wanted everybody to know that I won't be able to update for a while; I made a game that's on Steam now: I had this crazy idea of combining a game like that with FTL-like deck-building mechanics.

Nuke Survivors is the result.

I've put up a free demo on Itch.io, if anybody wants to look. It's arcade-y and pretty straightforward at this time, but I'm open to adding more features if I'm seeing enough feedback!
helge000 14 Feb, 2023 @ 10:59am 
Hello, I get a conflict warning with Coyotemission. Since CM is really picky - do you overwrite either
- mw5_assetaccess
- MissionChoicePersistentData

Thanks!
Retch🧿 3 Feb, 2023 @ 6:08pm 
Amazing mod! Thanks for your hard work.
Wakelessrex 3 Feb, 2023 @ 2:10pm 
Thank you for the response :)
Kamikaze_Llama  [author] 3 Feb, 2023 @ 12:01pm 
This mod doesn't affect a major feature like that. Infantry was kind of half-baked, at best, upon release (hence why it's a "mod" rather than a "feature").
Wakelessrex 3 Feb, 2023 @ 3:00am 
is it possible to get the AI (both allied and enemy mechs/vehicles) to shoot at infantry? Say as the lowest priority?

If it is possible and easy to accomplish may I request that please.
Hubert Cumberdale 28 Jan, 2023 @ 5:12pm 
Thanks for the update!
Kamikaze_Llama  [author] 26 Jan, 2023 @ 5:39pm 
Updated for DLC4. Not that it was broken, but, you know, so that the game doesn't auto-disable it, lol.
🔥The Last Spirit🔥 10 Jan, 2023 @ 3:27am 
Like it battle are more realistic thx :woodlehappy:
Dunkelseele 21 Jul, 2022 @ 8:59am 
thx for update
Kamikaze_Llama  [author] 20 Jul, 2022 @ 10:35pm 
Updated for latest MW5.
Kamikaze_Llama  [author] 15 Jul, 2022 @ 4:55pm 
It shouldn't create problems, unless TTRulez is doing something really weird w/ the AI's aiming systems. Try it and let me know if there's an issue, and if so, I'll bring it up w/ TTRulez's maintainer. What I'm doing is really basic stuff that shouldn't cause any real issues; this just changes a few numbers, basically; it's not new code or whatever.
Recksters 15 Jul, 2022 @ 1:33pm 
I was told last week that even if you put your mod after TTRulez, that it creates problems?
Kamikaze_Llama  [author] 23 Jun, 2022 @ 3:58pm 
It is compatible.
VexTary 23 Jun, 2022 @ 3:05pm 
I assume this is not compatible with the TTRulez AI mod, right?
PUR3 21 Jun, 2022 @ 5:48am 
Legend, thanks for this great mod, it really makes the AI feel less computery and a little bit more organic. Can't imagine the game without it :steamhappy:
Kamikaze_Llama  [author] 20 Jun, 2022 @ 6:47pm 
Odd. Fixed the link.
PUR3 20 Jun, 2022 @ 4:13pm 
Link in description broken? Says mod not found for the nexus link.
Kamikaze_Llama  [author] 8 Jun, 2022 @ 11:11am 
1.02 updates the mod for the current DLC.
Copper 3 Jun, 2022 @ 2:38pm 
This honestly feels to be just right in my current playthrough.

Everything seems a bit more realistic and fair.
Kamikaze_Llama  [author] 16 May, 2022 @ 2:05pm 
It also effects this a bit, by using a different set of percentages. It does ~not~ effect things like how much your lancemates are affected by their leveled-up skill bonuses; that involves a piece of code I didn't want to mess with, as it gets touched by other mods.
Kraft 16 May, 2022 @ 2:00pm 
Alright sounds cool. Does this effect the Freindly AIs skill levels as well(where they start to target more limbs/hit more at higher skill levels, thus giving you more incentive to keep em alive)
Kamikaze_Llama  [author] 16 May, 2022 @ 1:40pm 
Enough that it's noticeable?

For example, all AIs, including the player's helpers, are penalized at point-blank ranges, simulating what happens to players at said ranges (it's hard to hit things at point-blank due to torso / body rotation speeds, essentially, but the AI ignores most of that in Vanilla).

That said, the player's helpers get a better overall curve, hitting more frequently at all ranges, than all but the most elite enemies, which is reasonable, in a game where you're frequently outnumbered by a wide margin, and by the time you're fighting elites, you should have top-tier gear, Cantina upgrades, etc., which give you a considerable total advantage, even in Vanilla (and if you play my total rebalance, Unification, it's even more interesting as you hit the top of the power curve).
Kraft 16 May, 2022 @ 12:57pm 
How much we talking here? Since I notice the AI just being really Dumb for my team mates and its frustrating to have to do missions with 1-2 people with no reinforcements or such.
Kamikaze_Llama  [author] 16 May, 2022 @ 11:57am 
Yes, it enhances the friendly AI somewhat.
Kraft 16 May, 2022 @ 9:30am 
This mod work with friendly AI? Since when it comes to missions Its always really infurirating in missions when playing with AI
Kamikaze_Llama  [author] 14 Mar, 2022 @ 9:02pm 
Probably?
Raivshard 13 Mar, 2022 @ 1:29pm 
But does it work with MercTech?
Mon 29 Nov, 2021 @ 3:34am 
Im new player to Mechwarriors game, but i think their AI likes to stuck on walls, rocks and keep chasing the enemy and ended up destroying my mechs. Some ppl may be ok with it, but i found it frustating. Keep hitting F2 command but the AI keep chasing the enemy lol.
Gigastrike 21 Nov, 2021 @ 2:15pm 
Second try seemed to have better AI. I guess it was just a weird game. Maybe I'm just noticing more because I'm looking for it.
Kamikaze_Llama  [author] 21 Nov, 2021 @ 11:57am 
It isn't doing *anything* to the base AI. All it changes is stuff related to aiming.
Gigastrike 21 Nov, 2021 @ 6:53am 
Is it supposed to say that it conflicts with a previous mod? I know it's supposed to overwrite part of TT_RulezAI.

Also, preliminary tests showed mechs moving more stupidly. Am enemy rifleman walked past my lance without even looking, then kinda just stood there looking at nothing until it was fired upon. An allied Centurion also managed to get stuck in a slope.
DragonWhite4Gulf 24 Oct, 2021 @ 11:13pm 
My Lance acts less like crackheads now.
Kamikaze_Llama  [author] 30 Sep, 2021 @ 11:26pm 
Still works.
Ryusho Yosei 30 Sep, 2021 @ 10:34pm 
Do you need to update this for The latest DLC or does it still work alright?
Jarl 22 Aug, 2021 @ 12:25pm 
Thanks for making the mod, any AI improvement makes for a massive quality of life improvement, I mean in defense missions my own lance does more damage to the target than the enemy AI usually does..
Kamikaze_Llama  [author] 8 Aug, 2021 @ 11:31pm 
My bad, link updated. Short answer: this mod makes the AI feel better. Long answer: it's especially good for people using the TTRulezAI with my weapon mod, which makes pretty major changes to the game.
R4ampage 7 Aug, 2021 @ 7:27pm 
What does this Mod actually do? I click on the Details link wich just sends me to the "Unification" mod and that just seems to be a Weapon Mod according to it's description. :/
Gojosin 27 Jul, 2021 @ 8:13pm 
Comment for anyone getting this with TT_RulezAI.. you need to go into it's mod.json and change the default load order to 5 or higher (I went with ten) since TT is set to 4.
Kamikaze_Llama  [author] 10 Jul, 2021 @ 2:19pm 
If it's loaded so that it overrides TT_RulezAI, it should cure the headshot-god issues, unless the author of said mod deliberately quit using the standard AI profiles, to make this not work. In which case, I'd be sad, but hey, it's not my mod that people complain about the insane accuracy with, lol.
Kamikaze_Llama  [author] 10 Jul, 2021 @ 2:18pm 
Try it that way. I had it that way, then people said it wasn't working, so I went the other way, lol. If it works, I'll update the mod to be 99, not -99, lol.

Honestly, if PGI just let us move things around in their Mod Manager UI, this would be so much more straightforward, lol. It should load before TT_RulezAI, not after.
Bowmangr 10 Jul, 2021 @ 2:02pm 
My issue is that I don't know what the numbers do. I know which mod is which but I don't know what numbers to add.

Your mod had -99 in there. Does that mean it loads first? Shouldn't that number be bigger so that it loads AFTER ttAI mod?
Kamikaze_Llama  [author] 10 Jul, 2021 @ 1:54pm 
One easy way to figure out which mod you need to put at the bottom of the load-order in modlist.json is just to turn off my mod, then check which one has bEnabled = false.

Modlist.json is a text-file in C:\SteamLibrary\steamapps\common\MechWarrior 5 Mercenaries

The modlist tool on Nexus allows moving around load-orders, etc. very easily, and IIRC it handles Steam mods OK, too.

Sorry that this is kind of a PITA; I didn't design it, lol. If it was up to me, the game would rebuild the modlist on startup every time, or at least have an easy way to reset it, but nooo.
Bowmangr 10 Jul, 2021 @ 5:06am 
I'm trying to understand the numbers because I won't bother with mod manager. I have a mix of Steam Workshop mods and Nexus mods and I don't know if the mod manager can manage both at the same time.

This version has a number of -99, am I correct?

Doesn't that mean that it gets loaded first instead of TTAI?

Shouldn't the load order number be higher? How does this work?
Cobalt60 9 Jul, 2021 @ 10:29pm 
Okay,my Lance-mates are 'with it",and my weaponry rocks. (digging out wallet) What do I owe
you? :) Thanks again.
Kamikaze_Llama  [author] 9 Jul, 2021 @ 8:33pm 
OK, new build up; will place itself into the bottom of a load-order automatically if freshly installed. If you're not sure how all this works, I strongly recommend downloading the mod load-order editor tool from Nexus, folks; Steam mods don't come with a handy label in modlist.json, just a numeric ID.
Kamikaze_Llama  [author] 9 Jul, 2021 @ 8:18pm 
Do you have this set before, or after, TTRulez_AI? Because this mod is designed to nerf that. I'm uploading a new build tonight that should make sure it loads in the correct order w/out the user needing to know what to do.