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(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.
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.
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.
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.
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|
You are either encountering a mod conflict of some kind, or another mod is causing the issue entirely.
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! ^-^
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!
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!)
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.)
Thanks.
where the mechlab doesn't load at all in Instant Action
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. :)
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.
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!
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!
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).
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!).
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.
Regardless, that is an *incredible* amount of testing for the scale of the issue, so thank you very much for being so thorough.