MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Projectile-Based Machine Guns
19 Comments
sethharpenger 16 Nov, 2024 @ 4:04pm 
does this work the the yaml modded machineguns
ChuToy_89  [author] 30 Nov, 2023 @ 6:21pm 
@Bemoteajh - I'm glad you like it so much. :)

Enjoy!
Bemoteajh 30 Nov, 2023 @ 4:24pm 
ITS SO BEAUTIFUL!
Ork mechs HOOOO!
ChuToy_89  [author] 7 Apr, 2023 @ 4:01pm 
@Bl00dyDruid - You're welcome, and thank you very much! That's very kind of you!

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OOOO, that *last* one sounds REALLY cool! If there was some way to get that to work, that would be AMAZING!! It could be demanding on the CPU for weaker systems, but it could be GLORIOUS if the A.I. could use it - and use it correctly - somehow.

(Part of that is actually something I might be able to take care of, but that would be a massive undertaking, so I don't know if it'd be reasonable. If Mod Options could help that, though... wow, that'd be incredible. :))

I plan to look into Mod Options at some point (soon, hopefully - keeping in mind all of the updates for various mods I have planned), so perhaps that is something I can entertain. We'll see. :)

Cheers!
Bl00dyDruid 7 Apr, 2023 @ 3:50pm 
Hey thanks for the quick reply and for identifying the exact issue! I will take this and let the NSR mod author know. Hopefully they can puzzle it out, your work deserve the support!

For ModOptions, one would "set introduction date" "set chance to spawn rate" "enable YAW ammo switch" and "enable enemy use"

I think those would cover any issues players might have with your mod :)
ChuToy_89  [author] 7 Apr, 2023 @ 1:15am 
@Bl00dyDruid - The issue you're running into is due to how sound is processed with that mod versus how this mod functions, mechanically.

Since this mod introduces individual projectiles, the original MG sound effect (a looped sound) has to work with individual shots from the weapon. Because of this, the loop is broken, and only sounds proper when fired with a weapon that loops (which is what the Precision Plasma MGs do when they burst: they play a very short loop).

Unfortunately, the mod you're using is using a looped sound, which is causing itself to be cut off due to how quickly these weapons fire/the firing pattern of these weapons. (...Although I could be wrong).

I wish this is something that I could fix, but it appears to be entirely up to the other mod to change how its sound for MGs work. :(

--

As for Mod Options, is there anything in particular you'd want out of it for this mod? I don't know what use it'd have here.

Thanks.
Bl00dyDruid 6 Apr, 2023 @ 9:20pm 
Hey thanks bunches for this amazing mod. Honestly I feel spoiled when i compare it to vanilla sounds/weapons. One tiny request. I am having weird muffling/sound skip when using Nostalgic Sounds Redux and all the time with the machine guns (except the burst fire plasma) added by "Projectile Based Machine Gun" mod. These have a nice sound effect, would really appreciate your help getting these to work together!

Also reach out to the legend (https://www.nexusmods.com/mechwarrior5mercenaries/users/120130693) for how to do modoptions?
ChuToy_89  [author] 31 Jan, 2023 @ 3:03pm 
@R@ - As it stands, no, because I have no idea how to incorporate mod options. Keep in mind that all weapons have their own introductory dates so that they appear gradually, in case that's something you're worried about. Otherwise, feel free to ignore them.

If I ever learn how to incorporate mod options, I'll consider it.

Thanks.
R@ 31 Jan, 2023 @ 1:07pm 
Is there a chance we could get a toggle for which kinds of projectile machineguns we'd want in the market? For example; having only standard projectile machineguns available or stopping plasma machineguns from appearing in markets while having the other machineguns available.
ChuToy_89  [author] 28 Jan, 2023 @ 4:37am 
@R@ - That's most certainly the A.I.. I have meant to put a disclaimer in for the weapons where it doesn't use them well, because there are some where it is okay!

Thank you very much for reporting back. I will be finishing my own testing shortly, and will update things once I'm done.

Thanks again. :)
R@ 28 Jan, 2023 @ 4:31am 
I tried it earlier. Everything seems like it's working correctly. I'm not sure if AI lancemates were able to use it right, but I'm not sure if that's because the AI's not good at using machineguns in general or if it's something bugged.
ChuToy_89  [author] 28 Jan, 2023 @ 3:53am 
@R@ - I am just about to test it, actually. I don't see why it wouldn't work. Feel free to give it a shot, yourself, before I update with the results.
R@ 27 Jan, 2023 @ 2:34pm 
Is this working after the recent DLC update?
ChuToy_89  [author] 24 Nov, 2022 @ 2:37pm 
@Vorpal - All standard MGs use regular MG ammo, so the ammunition is everywhere! (See data sheet for respective ammo names.)

Also, ammunition for all forms of MGs is just as common as any other ammo. (I am swimming in ammo after going to only a few hubs and buying what's there.) Don't try to buy mostly from systems that don't have black markets, or aren't industrial hubs as resources are greatly reduced if that is something that you're doing - although that's standard for normal gameplay.
Vorpal 24 Nov, 2022 @ 1:26pm 
Could just be luck of the draw, but I am not finding any ammo for Machine Gun (P). Also, ammo for the machines in this mod is pretty rare overall.
ChuToy_89  [author] 9 Nov, 2022 @ 1:24pm 
@Vorpal - No, they are not.

Rebalanced and Expanded Weapons has its own versions of Machine Guns based on the vanilla MG, while this mod contains entirely different ones to compliment it; offering projectile-based creations (with much more variation and dynamism). Included weapons can be found within each mod's data sheets, and weapon overviews and explanations documents (both found in each mod's description section.)
Vorpal 9 Nov, 2022 @ 9:09am 
I like machine guns, so thanks!

For clarity - are the weapons in this mod contained in the larger “Re-balanced and Expanded Weapons” suite of mods?
ChuToy_89  [author] 11 Oct, 2022 @ 4:18pm 
@Nyito - I have been crafting the weapons so that they are all unique from one-another so that that isn't a problem, but I can still understand if it still is. (I was - and still kind of am - deciding whether or not to give Plasma MGs only one kind of ammo, for instance - like regular and LR-MGs.)

It is a problem that I have been thinking about, but I am also glad that you brought to my attention. Unfortunately, I don't know how to use mod options, but I may learn how to use it one day. It's a difficult problem to find a solution for, regardless, although it may be as simple - and possibly as sad - as simply removing some weapons.

If you have - or if anyone else has - any other feedback to give on this issue (or any other issue, really), please let me know: I would like to make this/these mods as good as reasonably possible to allow more people to enjoy - and further enhance - this game.

Thanks for your comment.
Nyito 11 Oct, 2022 @ 12:27pm 
It's very neat to see this mod evolve, but I am finding item bloat becoming something of an issue. It's nice in instant action having a huge variety to play around with, but in campaign/career it's becoming nearly impossible to find specific guns in shops. Without simply splitting the mod up I'm not sure what could be done to resolve that; perhaps a mod options menu to enable/disable which variants appear?