MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Re-balanced and Expanded Weapons
58 Comments
Cursed Hawkins 5 Mar @ 3:16am 
So, this is both an idea for a way to incorporate it into this mod and just me being wishful and hoping that it can be made compatible with this mod. Any possibility of getting all the flamers to be compatible with this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2544775236&searchtext= or at least designing a special kind of flamer around this mod's concept.
ChuToy_89  [author] 15 Feb @ 11:30pm 
@Beans - Thank you very much for your kind comment! It means a lot to me to hear that.

(Yes, unfortunately there is a bug with HMs. This appears to be due to how MW5's code handles AoE damage - something that I cannot change, as a modder. This has bothered me *a lot* ever since I learned of it (shortly after releasing the weapon). I'm sorry that it exists.)

Hopefully, it will be not much longer until a future update is released. :)

Thanks again.
Beans 15 Feb @ 10:02pm 
Hope this mod will see an update sooner or later, absolutely banger. Hail missiles are some of the coolest weapons I've ever used (tho I think there's a bug where they just stop doing damage), would love to see more. Tbh, vanilla LRMs don't really make me feel like walking artillery, which is why I fell in love with the Hail Missiles. Keep up the good work, King. :er_heart:
Marcel 14 Aug, 2024 @ 5:58pm 
should this overwrite anything of yaml?
ChuToy_89  [author] 10 Aug, 2024 @ 5:56am 
@Starker - Some of them can. (ER Medium Lasers and Thermal Lasers, for instance, can appear on 'mechs that use standard Medium Lasers and Medium Pulse Lasers, respectively, due to how the game handles weapons and 'mech loadouts. Keep in mind that there are more weapons/instances where this happens, so it is not an uncommon occurrence to experience while using this mod.)
Starker 8 Aug, 2024 @ 9:36pm 
Can these weapons appear on enemy mechs?
ChuToy_89  [author] 10 Jul, 2024 @ 3:47am 
@DrakoMT - Thank you very much!

I definitely want to find a way to make it co-op compatible. I haven't verified whether or not it works - and how well it does if it does work - for myself, but if there are any issues, I'd like to have them fixed.

As for PIPs, I'd love to put new sounds into the game. Doing so is quite convoluted, however, so I don't know if I ever will. If I ever get enough willpower and incentive do so, then I will. I would also like to do the same to improve MG sound FX, and Plasma MG sound FX.

I'm glad you like the mod so much, and I hope you enjoy it for a long time!

Cheers.
DrakoMT 10 Jul, 2024 @ 2:30am 
@ChuToy_89 Amazing Mod it adds some interesting weapons for sure!

If you can make it coop friendly it would be great , read some comments that it doesn't work well there

By the way it works great with YARW because i did see someone on nexus asking you if it works.

Another thing that you can enhance is the PI weapons sound FX you can make them sound like a pulse laser and not a ballistic gun.
ChuToy_89  [author] 11 May, 2024 @ 8:22pm 
@Starker - My god, you're right.

No, please don't re-install the game! This is definitely a mod issue.

I don't understand why this is the case. An obvious check would be to ask whether or not a person owns DLC 3 or not, but that doesn't matter, as I own DLC 3, and it doesn't work for me as well.

I have an idea as to why this is the case, but I don't understand why it would be an issue. This doesn't appear to be an issue in a Career or Campaign playthrough, but it is for Instant Action.

I'll see about investigating this.

Thank you *very* much for providing steps to reproducing, *and* for providing screenshots. (They were very helpful.)

I'm sorry this is not working in Instant Action.
Starker 11 May, 2024 @ 3:41pm 
@ChuToy_89
I may need to reinstall the full game.

Files are verified: https://i.imgur.com/ls55G66.png

This mod is the only active mod: https://i.imgur.com/WSJA6pa.png https://i.imgur.com/DXrY0Tx.png

Melee weapons are not visible: https://i.imgur.com/WGmXGJf.png


Steps to reproduce:

1: Enter Instant Action

2: Select mech with a Melee Weapon or Fist slot

3: Select said slot to filter for valid weapons only|
ChuToy_89  [author] 10 May, 2024 @ 11:28pm 
@Starker - This is untrue. Just loaded a save game with the most recent version of the mod, and there is no issue.

You are either encountering a mod conflict of some kind, or another mod is causing the issue entirely.
Starker 10 May, 2024 @ 9:23pm 
This mod seems to cause all melee/hand weapons to disappear from the game.
ChuToy_89  [author] 27 Mar, 2024 @ 1:15am 
@bymshea - It might override them be default, but I would recommend manually setting it to override just to be certain. (Doing this will not cause any issues within the YA suite of mod internally.)
bymshea 27 Mar, 2024 @ 12:28am 
i read on nexus that this mod is compatible with YAML but has some compatibility issues with YAW and YAWC, but compatibility is quite good if overriding such mods. so, does this mod override those mods by default or we need to edit the load order manually?
ChuToy_89  [author] 14 Feb, 2024 @ 11:05am 
@Serious Table - You're very welcome. :) I'm glad you like it so much!

It was definitely a goal to make something different from other mods, and something that is not beholden to BT canon. Having it also integrate seamlessly into vanilla was also a goal, as I noticed almost no one intended to do so - which is a shame, as vanilla offers a kind of gameplay that is (although not always perfect) a great alternative to the way MWO (therefore, YAML) operates.

Thanks again! ^-^
Serious Table 13 Jan, 2024 @ 6:00pm 
I haven't had a chance to really sink my teeth into this mod yet, but I wanted to thank you PROFUSELY for creating a mod with the Mechwarrior 5 vanilla mechlab in mind, and being willing to venture slightly off the beaten Battletech path. It's been so difficult to find mods to play with that aren't so wholly integrated into YAML as to change the entire Mechwarrior 5 experience, when all I'm looking for is equipment variety for the vanilla lab.

I'm glad there's still mod authors out there like you creating with that goal in mind, instead of tying your success to YAML. It is noticed!
ChuToy_89  [author] 17 Dec, 2023 @ 1:04am 
@Ghost_Echo - If you're using YAML/YAW, the "H Gauss" is part of that mod, with its own ammo. The naming for RBEW (this mod) is "Heavy Gauss" - also with its own ammo.

It's unfortunate, because I would love for them to share the same ammo, but they currently don't. I might change this in the future through some collaboration with YAML (it'd be wonderful), but it may not be feasible to do. We will see.

Let me know if there are any issues aside from that, and I will see what I can do. :)

(Thanks for reporting back!)
GHOST_ECHO 16 Dec, 2023 @ 8:13pm 
after some testing,ive found that leveled up version don't share the name,perhaps this is a cause? the level 5 ones are called Heavy Gauss Rifle,while the standard ones are named H Gauss,and they(unupgraded ones) work flawlessly
GHOST_ECHO 16 Dec, 2023 @ 11:46am 
Must be conflicting,not sure with what,but i do have the ammo from the mod. will see if i can figure out what is the problem mod
ChuToy_89  [author] 15 Dec, 2023 @ 7:10pm 
@Ghost_Echo - I just tested it and it works. Are you using the mod with any other mods? If you're using it with YAML/YAW, you may need to select the correct Heavy Gauss ammo for it to work - they are slightly different.
GHOST_ECHO 15 Dec, 2023 @ 11:44am 
Heavy gauss seems to be bugged,it wont accept its own ammo. the mod is great!
ChuToy_89  [author] 14 Nov, 2023 @ 10:34am 
@M.Jay - You're welcome! :)
M.Jay 14 Nov, 2023 @ 3:42am 
Oh, thats what that means. thx!
ChuToy_89  [author] 13 Nov, 2023 @ 9:35pm 
@M.Jay - Press the "fire" button (one of your mouse buttons, most likely) during the weapon's cooldown - just like Ultra Autocannon 5s!
M.Jay 13 Nov, 2023 @ 6:59pm 
How do you "override" the PI-Weapons like it is stated in the description?
ChuToy_89  [author] 12 Oct, 2023 @ 6:23pm 
@johnhummel99 - I made all of my changes to be specific to each weapon. It is the only real way to make such changes.

YAW (Yet Another Weapon) introduces global modifiers for certain aspects of weapons (which can interfere with this mod, as a result), as does the new difficulty option introduced as of DLC 5: The Dragon's Gambit.

Unfortunately, I cannot edit Clan weapons, as they are part of the YAWC (Yet Another Weapon - Clan) mod. (The same applies to the YAW mod.)
johnhummel99 12 Oct, 2023 @ 5:40pm 
Hello, I have notice YAML clan weapons does not benefit from the modifiers and changes made, did you introduce a flat modifier or a full series of changes?
ChuToy_89  [author] 30 Sep, 2023 @ 12:31am 
@Mina Miko - A description addressing that will be posted in an imminent release (within the next few days).
Mina Miko 29 Sep, 2023 @ 10:21am 
How does this mod interact with Yet Another Weapon mod ?
ChuToy_89  [author] 7 Sep, 2023 @ 1:59am 
@Nyx - I've made a note about it.

Thanks.
Nyx (She/Her) 7 Sep, 2023 @ 12:10am 
to clarify, it doesn't load for clients*
Nyx (She/Her) 6 Sep, 2023 @ 7:28pm 
a friend and I have bumped into this mod causing what we called "the void"
where the mechlab doesn't load at all in Instant Action
ChuToy_89  [author] 11 Aug, 2023 @ 7:55pm 
@WolfEagle1 - If you're talking about adding an icon to the weapons in the equipment tab, then that is something I have actually been looking into doing for some time! However, that - along with making a filter option - are not things I know how to do, so I can't promise that either of them will be implemented. If I can, though, I will implement at least one of them (the icon, almost certainly).

I'm glad that you like the modded balancing of the vanilla weapons. If you're unsure of what the "expanded" weapons do, you can consult the both weapon information sheets that I've provided, along with the data sheets (if you haven't already). If you're still not interested, that's fine; but know that I've provided that information so that anyone using the mod is not uncertain of what they can expect a weapon to do, and what kind of role(s) they may fill. :)
WolfEagle1 10 Aug, 2023 @ 9:31am 
@ChuToy_89 - I understand. I like what you have done with rebalancing the vanilla weapons and I know alot of people want new weapons. I'm just not one of those, it clutters up the inventory and it's a lot to sort out - the differences and what they do relative to each other, etc. How about adding a tag (like YAML does) to the "expanded" weapons and/or filter option in the inventory selection screen?
ChuToy_89  [author] 8 Aug, 2023 @ 2:01pm 
@WolfEagle1 - Nope! It's a lot of work, and I don't want to remove them. (It'd also defeat the purpose of having a mod with "Expanded" in the name, unless you wanted a completely separate balancing mod... which I could do, but I don't want to with the amount of time and effort it takes to make something like this.)

I might entertain the idea of doing it in the future, but, for now, just feel free to ignore the new weapons if you don't want to use them. That's at least one of the things this mod offers: the ability to use only vanilla weapons, as well as the option to use the new ones (and returning weapons outside of MW5) that I made. I know it increases the number of weapons to be sorted through, but it's a small compromise in balancing the vanilla weapons while adding more variety for players to use.
WolfEagle1 8 Aug, 2023 @ 9:49am 
Any chance of getting a version withOUT the new weapons and just the changes to Vanilla weapons?
ChuToy_89  [author] 3 Jul, 2023 @ 10:45pm 
@ScrapPool - Thank you very much! I'm very glad you like it so much!

Please be aware, however, that the green laser FX file is actually native to the vanilla game, and gets used by YAML - my mod just made it clearer! (It also happens to get altered and used by WarFX.)

See the following thumbnail for an example (shows the weapon firing/muzzle FX), and a video demonstration (showing the hit effect you were speaking of) from Baradul (he uses WarFX in this playthrough, as well): https://youtu.be/fs7xtiUl5t8 ; https://youtu.be/E20Wavg7l94?t=380

However, thank you for your comment! I have made a note of the matter so that I may do some work in a future update in the mod's backend that will separate the VFX from being used by YAML. This would ensure that - in the event that YAML updates their VFX (for weapons such as this) - they do not have the chance to overwrite one-another.

Thanks again!
ScrapPool 17 Jun, 2023 @ 10:54pm 
Outstanding mod, overall very fine! 11 Shadowcats out of 10.

Could be 12 Shadowcats out of 10, but the YAWC ER Medium Laser (C) makes a GREEN effect at the point of impact. GREEN! Outrageous! It simply must be yellow!

Keep the good work, and good luck T/S any compatibility with YAML/YAWC, the ideal scenario IMO is if they both play nice. Thanks for your excellent work on this mod, particularly the awesome FX!
ChuToy_89  [author] 25 Apr, 2023 @ 1:24am 
@ApexPredator7 - I'd have to take a look at it for myself to see how it works. If I think it's worth the extra effort, I'll do it. I have other things that I want to focus on and am currently working on (with regards to MW5 mods), otherwise.
ApexPredator7 24 Apr, 2023 @ 2:51pm 
Would it be possible for you to add double ammo to better line up with YAW?
ChuToy_89  [author] 3 Apr, 2023 @ 1:05pm 
@Der Dicke - I wonder why.

I have no familiarity with how co-op works with regards to mods, so I don't know much of what to say. If you both did not refresh your games after you applied the mod, that may have caused it not to work (unless you were both using the Load Order Manager to apply it manually).
Der Dicke 3 Apr, 2023 @ 5:23am 
didn't work in coop when i tried it with my friend, he could not connect to me (we both had the mod installed)
ChuToy_89  [author] 19 Mar, 2023 @ 2:01pm 
@Profile_Name - I am certainly considering it!

I have actually been meaning to revisit this for some time. I have some ambitious adjustments in mind, and have been extensively testing the weapons with a new playthrough shortly after DLC 4 released. Considering the balance of this can take a lot of time and careful consideration, so it has been quite difficult to begin on. With these changes, I have also been making notes on changes to visuals that I've been wanting to implement for some time (nothing major), so they would be reflected in a future update as well; including a possible standalone visual mod.

It may be a little while yet, but I plan to do this soon. I hope you enjoy it, if I decide to release it (or just make and update here!).
Profile_Name 19 Mar, 2023 @ 2:49am 
Not sure if you plan on updating this mod anytime soon but, is it possible to get a standalone version of the laser effects? Having the laser's lights being more consistent is a must have.
ChuToy_89  [author] 21 Feb, 2023 @ 7:02pm 
@Hwasan - That's interesting, because it used to work with YAML before!

I have not updated my mod to do anything out of the ordinary - nor in a little while - but YAML has been updated many times. I wouldn't be surprised if an update has caused things to go awry, as it's not out of the ordinary.

It still could be my mod, though, as I am not an expert at this whatsoever. If anyone else has information on this (especially since nothing I've touched has been associated with the cost of engines, as explained below), please let me and the creator of YAML know so we can set out to trying to remedy the problem.

Thanks for informing me, Hwasan, and I hope things get fixed soon. Sorry that this has been causing you trouble.
T.U. Rocinante 17 Feb, 2023 @ 10:07pm 
Nope, doesn't work :(. Every other YAML settings that doesn't involve equipment still works tho (like salary).
T.U. Rocinante 17 Feb, 2023 @ 9:57pm 
Both it seems. I set the cost to 10%, with this mod active, engine 400 costed 2M, and without this mod, it costed 200k. I tested this because i want to have fun with your ballistics then noticed something was off :(. I might gonna try putting your mod above everything else and see how that works.
ChuToy_89  [author] 17 Feb, 2023 @ 4:38pm 
@Hwasan - Are you saying that my mod disables YAML's global cost-adjusting settings for all YAML equipment and weapons; that YAML's cost settings don't affect my weapons (some, or all of them); or both?

Regardless, that is an *incredible* amount of testing for the scale of the issue, so thank you very much for being so thorough.
T.U. Rocinante 17 Feb, 2023 @ 3:02pm 
Hello. I've found a bug when using this mod alongside YAML (YAW and other YA series mods included). In YAML there's a setting that affect equipment pricing. When your mod is active, this setting doesn't work. It also affect other equipment/weapon related YAML global setting (weapons needed to upgrade etc). I've tested this with 10+ saves (changing load order, activating, and deactivating this mod) and the bug gets replicated 100% of the time when this mod is active. The only thing i haven't tried is putting this mod above every other YA mod since i've spent 3 hours just restarting. Just a heads up if you are planning on doing bugfix since most people use YAML.
ChuToy_89  [author] 28 Jan, 2023 @ 3:55am 
@lunchie12 - I am just about to test it. I don't see why it wouldn't work. Feel free to try it for yourself. I will edit the description once I'm done. :)