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Otherwise can't you just use the UE4 editor and rip what you need out of the .pak?
ive been modding mw5 and its nice to have a steam version and all but at some point yaml started overriding this mod so it doesnt do anything anymore and i need the mod folder so i can set it to load *after* yaml so the quirks kick in and i cant find the folder for this version in order to manage the load order
JR7-F EMQ loads before YAML
Reduced Torso Twist
Improved Cooling Jackets
Unbalanced
Ubiquitous
JR7-F EMQ loads after YAML
Ubiquitous
UM-R60 EMQ loads before YAML
UrbanMech Armor
Full 360 Forso Twist
Low Profile
Minimal Arms
Field Refit
360 Torso Twist
Narrow Profile
UM-R60 EMQ loads After YAML
360 Torso Twist
Narrow Profile
UrbanMech Armor
PXH-KB EMQ Loads before YAML
Vectored Thrust Kit
Improved Communications
Ubiquitous
Improved Targeting (Long)
Kobold
Phoenix Hawk Hero Endurance
PXH-KB EMQ Loads after YAML
Command 'Mech
Improved Communications
Ubiquitous
Kobold
Phoenix Hawk Hero Endurance
ARTICULATE_ANKLE reads lilke it could be the Machined Pivot Point items' stats
Others I am not so sure about: NON_FUNCTIONAL_ITEM ????
NO_ARMS
Maybe things like the one above could just have flavor text. The spicier and snarkier the better. I am willing to help write for thos :)
EG. MOUNT-RT from YAML versus DIR_TORSO_MOUNT
EXPOSED_LINKAGE_RT versus EXPOSED-LINKAGERT
There are a few quirks you have with null values that could be impleneted into the game no problem!
ACCURATE_WEAPON, LOW_ARMS, INACCURATE_WEAPON, ILLEGAL_DESIGN
I'm not sure what the lore is, but accuracy bonus, accuracy debuff maybe tradfe off(?), another accuracy debuff (?), and an economic quirk - respectively?
The empty quirks are because they either are meaningless in the context of a 3D active combat game (e.g. No Arms, you can look at a 'Mech and see it has no arms, you don't need a quirk telling you so) or because there's no gameplay mechanic for them to use in MW5 (e.g. Poor Sealing). They're in the file for completeness; I made sure all official quirks were in the quirks.json file, even those that would go unused, so that later if YAML added a means of using them or I came up with some alternative stats to provide for them (like ejection modifiers that YAML added later), some of the leg-work to add them would already be in place.
I'm also noticing several bracketed out quirks in some MDL groups of the mechs.json file. Some of them are to blank entries in the quirks.json, but others are preventing standard YAML quirks from populating correctly in game.
For example:
JETTISON_WEAPON_PPC, LANCE_COMMAND_MOD, etc. no entry in quirks.json (Griffin_MDL and Marauder_MDL)
POOR_SEALING, No_ARMS, LOW_ARMS, etc. has blank entry : {
"":0},
Lastly there are some entries that at bracketed out, but should generally be ok to either leave alone and let inherit from another mod or need to be defined in your files. I discovered all this rabbit-hole when I found the Marauder_MDL (a pretty basic aspect of every marauder iirc):
["DIR_TORSO_MOUNT"]
Could you kindly advise is this is something that can be addressed? I understand some of it is future work ground work or corrections to fine tune the individual variants, and others I am not sure why you have made the bracketing out.
- Selling the mech and buying another is a work around, the new mech will not have exploding legs ( lol).
I have no idea why your mod makes that behavior happen but turning your mod off and keeping everything the same gives instead of a locust, you get an Urbie at start 100% of the times I tested (like 4 times with/without your mod on) this one has no explosive legs.
I'm probably gonna keep your mod on just because the bug in itself is so much fun and makes me laugh like hell every damn time and is now an inside joke between my irl friend that locusts have weak exploding legs.
I have a weird bug to report I think.
I play with YAML and all of it's packs + advanced career start + von's + coyotes + yours and a bunch of cosmetics.
If your mod is turned on, I made sure to test it the following happens:
- I select Career mode, default company
- Default year start, hard for cash and mechs, 1 mech and 1 pilot, Yes for having the commander with 10's.
- If that scenario is followed my initial mech is always a Locust with exploding legs.
- This locust will always have the trait weak legs [from YAML] and it's legs will explode and give out smoke non stop in the mechbay 100% of the time when you go to the mechbay tab in the menu. It will also be exploded legs on the hangar and smoking in the walkable hanger.
Nothing indicates any Marauder doesn't have Hyper-Extending Actuators.
Anyway, I'll probably fine-tune their quirks. But yes, most quirks are just for flavor. It's rare that they make-or-break a design.
Nuwisha, I don't intend to set up quirks for any mod-added 'Mechs (beyond the handful of variants YAML adds); that's really something those mod authors should be doing as YAML's quirk system is ridiculously easy: two human-readable text files in the mod's Resources folder.
maybe you could add Quirks for these Stompy boys?
Aeon Industries, thanks, fixed and pushed out another update. I just made a mistake when splitting apart the two Yen-Lo-Wang variants' unique quirk to save UI space on the DLC3 melee variant.
I think, as of today (July 11), I now have all 'Mechs fully set up. So all 'Mechs should have 4 quirks, all heroes have 6 (currently the UrbanMech heroes still have 5), and a handful of variants have quirks specific to them. Any further updates will be fine-tuning, bug fixes, quirk color tweaks (some still aren't quite right), etc.
Foremost, I use BattleTech: BattleMech Manual as a guide which suggests quirks per 'Mech, followed by some references derived from other BattleTech stuff (e.g. Strategic Operations), with a little bit pulled from the HBS BattleTech game (e.g. "Vectored Thrust Kit"), some YAML quirks (e.g. "Hulk Smash"), inference from lore write-ups about 'Mechs (e.g. "...the 'Mech earned a positive reputation." = "Good Reputation") and finally for any 'Mechs that come up short I make something up to fill the gap (e.g. Corsair = "Unbalanced").