MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Expanded 'Mech Quirks
63 Comments
phfor 8 Nov, 2024 @ 12:12pm 
Not really a guide, other than the readme in the yaml\resources folder, along with with other files for examples. Though the main part of the fix would be to just remove any entry that is empty - that's the most problematic part of it it.
DontJoinMeImLagging 3 Nov, 2024 @ 12:45pm 
Is there a guide that I can use to edit this mod in that case? I wouldnt mind taking this up.
phfor 19 Aug, 2024 @ 5:36pm 
For any of those rare unicorns that bother reading - this causes severe problems with YAML these days, with the implementation it blanks out existing quirks, rather than adding to them.
Mustafa Kemal Ataturk 7 Mar, 2024 @ 6:08pm 
@Mechmaster2.0 I thought these were all built into YAML now?

Otherwise can't you just use the UE4 editor and rip what you need out of the .pak?
Mechmaster2.0 16 Oct, 2023 @ 8:37pm 
could you upload the files for this?
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
Daemon Lord Marcus Fey 28 Jul, 2023 @ 1:08am 
so I have a question regarding load order and I want to know which one would be the correct version. If I load this mod before YAML I get significantly more quirks on mech but also have a few repeat quirks on some mechs. If I load it after, I have significantly less quirks on each mech but I wouldn't have duplicates. Below are a few examples.

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
aarnold 2 Jun, 2023 @ 5:55am 
is there a command or some other way to manually add a quirk?
Bl00dyDruid 12 May, 2023 @ 8:01pm 
POOR_SEALING maybe can affect cooling or targeting? ECM effect something to show the electronics are being affected by the atmo

ARTICULATE_ANKLE reads lilke it could be the Machined Pivot Point items' stats
Bl00dyDruid 12 May, 2023 @ 7:53pm 
Some of them I am sure about, to even make viable: NO_COOLING = really debuffed cooling stat, you can still cool it but its clear the mech is made to use heat cap increasing equipment instead!


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 :)
Bl00dyDruid 12 May, 2023 @ 7:53pm 
Now that that limit does not exist and there are ways to implement them, will you update the mod with more quirks? It would also be helpful if you either standardized to the YAML naming for some quirks or had yours be different name.

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?
qm  [author] 9 May, 2023 @ 12:27pm 
When I first set this up, there was only room for a maximum of 6 quirks in the UI. Since hero 'Mechs always have 2 hero-related quirks, that meant a maximum of 4 quirks per 'Mech chassis. So most of those "bracketed out" quirks were selected to be disabled to fulfill that limit.

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.
Bl00dyDruid 8 May, 2023 @ 9:07pm 
Hey I am also running across the Locust Explosion issue. It happens with any Locust thats wrecked though - market, mech bay, etc.

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},
Bl00dyDruid 8 May, 2023 @ 9:07pm 
MELEE - has entry and stats but bracketed out from some MDL entries -> Hachetman_MDL ["MELEE"], ["YAML"],

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.
Bl00dyDruid 26 Apr, 2023 @ 4:24pm 
Please mirror on Nexus!
qm  [author] 10 Apr, 2023 @ 7:54pm 
While thematically quite fitting for a Locust, not something I did on purpose. It (the Mechbay explosion) should be able afflict any 'Mech with a negative armor quirk. It's probably technically a vanilla issue (which is to say, an issue regarding how the Mechbay handles damaged armor visuals) but where no vanilla circumstance would trigger it. At some point I'll take a look in case there's anything I can do, at least for starter 'Mechs (that sounds like a bit of a weird new game experience), but it may only be something I can request for YAML to fix.
DHAT 10 Apr, 2023 @ 5:07pm 
and yes, the exploding animation repeats every time you click the mechbay tab, or if you keep going to the tabs menu and hanger. And smoke never stops coming out. It's fascinating and my OCD kept me entertained for around 15 minutes non stop changing tabs to make it explode the fastest I could hahahaha
DHAT 10 Apr, 2023 @ 5:05pm 
- If taken to a mission it will also explode it's legs but be fully operational, It's only the armor that explodes from what I could tell because of the trait(?). The legs will then take major damage from any shot at all.

- 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.
DHAT 10 Apr, 2023 @ 5:05pm 
Hi qm! Thanks for the awesome mod.

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.
Electrolf 31 Mar, 2023 @ 3:05am 
Thank you a lot. You rock mod author! Really great mod.
qm  [author] 30 Mar, 2023 @ 10:45pm 
While I haven't played since the March 9th patch, I played through DLC 4 before that and everything worked as expected. YAML has added new features to its quirk system that would allow me to implement some quirks that currently are either just flavor text or are a pretty generic stand-in for how they should work (e.g. anything ejection related), and I likely will when I get around to playing more. March 9th broke enough things that me and my two, uh, lancemates decided to wait until mods were fixed / updated before we pick it up again. Rather pleased that Co-op Unlocked got updated a couple days ago as we sorely missed that one for our initial run of DLC 4.
PUR3 26 Mar, 2023 @ 10:36am 
Hi qm hope you're doing alright, don't meant to be one of those "update when" kind of guys, just curious if you have had the chance to get back into mw5 and if you potentially had any news for us on the mod? Take as long as you need mate and know there's a bunch of us who love your work.
Electrolf 31 Jan, 2023 @ 7:15am 
Is this version working? / Up to date?
MagnusEffect 27 Jan, 2023 @ 12:16am 
thank you, qm. I too am one of those Nexus neckbeards (to be fair MW5 is one of those games where it can sometimes help to use traditional mod installs). I've uploaded mods there myself. Send me a friend request on Steam if you have trouble uploading it.
qm  [author] 26 Jan, 2023 @ 10:53am 
It's not yet. I have a NexusMods account, but haven't uploaded any MW5 stuff. I'm going to be playing the new DLC and will get this updated when I do. And likely uploaded to NexusMods if it isn't too annoying.
Maxdoom18 26 Jan, 2023 @ 1:03am 
Is this on Nexus too ?
Full Clog Destroyer 21 Jan, 2023 @ 2:59pm 
This mod no longer works after a YAML update. I found a similar mod on nexus and that one works.
qm  [author] 9 Nov, 2022 @ 12:52pm 
This doesn't make any changes to 'Mech Quirks outside of vanilla and base YAML. That said, there is some new YAML quirk functionality that will be made use of in an upcoming update to this (e.g. pilot ejection quirks).
Nuwisha 6 Nov, 2022 @ 2:05pm 
Lots of new Mechs via Yet Another Clan Mechs, if you have the time.
Aenur 7 Oct, 2022 @ 1:53pm 
I have the same problem as gaudy47. Fiddled around with load order in any senseful way but nothing. All quirks from this mod are gone
Cybourg Roku 4 Oct, 2022 @ 3:42pm 
One of my favorite mods! I loved the Quirks, and I'm so happy with this one.
gaudy47 3 Oct, 2022 @ 11:02am 
Last patch seems to have broken all quirks... not getting anything, even when changed load order to higher
Anarchy 14 Sep, 2022 @ 6:54pm 
Nvm got it to work again.
Anarchy 13 Sep, 2022 @ 7:43pm 
Seems to not be working now after this last YAML patch
Sol 23 Aug, 2022 @ 2:00pm 
Ah I understand now, makes sense.
qm  [author] 23 Aug, 2022 @ 11:51am 
Other than the Marauder 5D, most of the Marauder variants in this game would be fair to call "older models" having been introduced between the years 2760 and 2905. But, you bring up a good point in that the Exposed Linkage is only supposed to be for the autocannon-bearing models, so the 3D probably shouldn't have it (but all of the other 3-series models should), and the 3L should have some additional penalty (maybe an accuracy penalty).

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.
Nuwisha 23 Aug, 2022 @ 2:17am 
More flavor than anything, since there is no game mechanic to shoot backwards.
Sol 23 Aug, 2022 @ 2:12am 
Correct me if I am wrong, new to BattleTech as a whole but I had read that the Marauders in the current age the game takes place in are not the older models that had exposed linkage and arms that could swing backwards. Is it more just for flavor than anything?
Nuwisha 21 Aug, 2022 @ 4:35am 
@qm and if you have some time. https://www.nexusmods.com/mechwarrior5mercenaries/mods/702
maybe you could add Quirks for these Stompy boys?
PUR3 30 Jul, 2022 @ 10:34am 
fuck yeah :D
qm  [author] 30 Jul, 2022 @ 10:30am 
I cleaned up some of the Quirk colors and slightly tweaked the Mauler's Linesman Quirk so that it puts it at exactly 54 speed (its canon speed).
PUR3 30 Jul, 2022 @ 5:24am 
so uhm, what the new update add?
qm  [author] 18 Jul, 2022 @ 2:55pm 
Because for the head, I went with the convention that life support / ejection affects head structure, while anything else related to head defense is armor. Yeah, the Cyclops ends up in this situation, but thems the breaks; other mechs with cowl or weak head get a more intuitive result.
IcyCheeseCake 17 Jul, 2022 @ 10:50pm 
So the cowl still functions and the head is weak. Yeah, It's not completely accurate to the battletech but it makes it functional gameplay wise.
IcyCheeseCake 17 Jul, 2022 @ 10:45pm 
Why don't make it weaker structure instead?
qm  [author] 17 Jul, 2022 @ 7:31pm 
In BattleTech, the Cyclops has an extra weak face, with extra armor to compensate on the sides/back of the head. In MW5, there's no directional head armor, so the two quirks end up just neutralizing each other. Like quite a few of the quirks, they just wind up as flavor text.
Tenebris 17 Jul, 2022 @ 7:05pm 
What's the point in the Cyclops having both Cowl (+6 head armor) and Weak Head Armor (2) (-6 head armor)??
qm  [author] 11 Jul, 2022 @ 3:00pm 
Smock, this mod doesn't (and cannot) affect 'Mech loadouts or available equipment slots, etc. You have some other mod that's messing with that 'Mech variant.

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.
Aeon Industries 11 Jul, 2022 @ 2:09pm 
11 July update seems to have added unique quirk for "Yen-Lo-Wang 2, Melee Spec" that has id "CN9-YLW" instead of "CN9-YLW2", so it applies to regular Yen-Lo-Wang; not a big deal, but still a bug
Smock 19th BN 10 Jul, 2022 @ 7:46pm 
Just got the mod loader and ever since then (or the mods updated) my Catapult-C2 no longer has ANY quirks listed. Is it the load order or did it get messed with? Probably mod order as the C2 no longer has an AMS and only has 2 missile slots now. But anything to help would be appreciated
qm  [author] 9 Jul, 2022 @ 5:13pm 
A quick note on the source material for these quirks:

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").