MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon Emporium - Legacy
150 Comments
DeadRaiser  [author] 21 Jun @ 7:55am 
@Shepherd the point of this original mod is “fuck balance, here’s some ridiculous weapons”
Shepherd 21 Jun @ 7:41am 
I am curious to see when the new version will come out
Shepherd 21 Jun @ 7:41am 
Just FYI it adds a lot of weapons which is awesome. But also a few are way way too powerful and broken. Just so you know
DeadRaiser  [author] 1 May @ 12:44pm 
@McKleaver any mech that has a center torso ballistic mount and has a compact gyro and engine installed can fit it. Wasn’t made with any mech in mind
McKleaver 1 May @ 9:24am 
Is the spinal rail gun intended for the stone rhino or does it just happen to fit?
Lazard 28 Mar @ 11:31pm 
After plaing with the Mod for some time now. I must say i like most of it. Some Weapons seem really op thought... like the Chainguns. They do sooo much damage.
Also the Gatling Gun seems a bit to strong. Only used the GG/180 and maybe thats a bug since the wepon says it max range is 500. In the Mission it says max range 1600 or something like that so you can shoot way further than you should i think.
ThePwnageKitty 21 Feb @ 12:33am 
thanks, also not sure if it's intended but the Lrm 80s are firing like clan Lrms while not being clan variants.....
DeadRaiser  [author] 20 Feb @ 12:20pm 
@ThePwnageKitty don't worry about it. As I mentioned before, I'll fix those up as I'm revamping the whole mod so I'll make sure to double-check them before the next update.
ThePwnageKitty 20 Feb @ 11:35am 
the inferno version of LRM 80 is at 9m spread no quirk (aka before i put it on the mech) and with quirk is 4.5m. the LRM 40 stream is sitting at 11.75m spread without quirk. I do have screenshots but im unsure on how to give steam links for them....
DeadRaiser  [author] 20 Feb @ 9:58am 
If you are seeing the stats say it’s less, make sure no quirks or equipment are also affecting that. I’ll look over everything again as I’m working on the revamp
DeadRaiser  [author] 20 Feb @ 9:53am 
@ThePwnageKitty it is just you. The LRM 80s do have more spread, but the sheer volume of the missiles being fired give the illusion that it’s less
ThePwnageKitty 20 Feb @ 12:27am 
is it just me or are the higher Lrms not appropriately quantified..... by that i mean that i see inferno Lrm 80s with less spread than Lrm 40 streams.....
Mirai 16 Jan @ 3:45am 
Ah sorry, I thought it could've been an issue on my end. But man this mod has some incredibly unique weapons, best of luck with the overhaul.
DeadRaiser  [author] 15 Jan @ 3:21pm 
@Mirai this whole mod is broken weapons lol. I am giving it a proper overhaul in the near future at some point which will major cuts to redundant weapons.

@Kthulu enemies can appear on the battlefield with these weapons thanks to PGI adding a retroactive battle refit system to the base game. This allows mechs to show up with similar weapons and equipment to what they would normally mount.
Mirai 15 Jan @ 1:19pm 
Is it normal that LB-X Plasma Rifle does 44 damage and 44 heat damage with the same 2 meter spread as a normal Plasma Rifle, except normal only does 10 damage. Even if you halved the damage it would still be obscenely broken.
Maybe something just broke on my end?
Kthulu 14 Jan @ 2:04pm 
can enemies use these weapons too?
video_game_boy_2003 27 Dec, 2024 @ 7:42am 
I don't think that's the case as we tried just the mod and it's requirements. There's probably some unknown problem on my friend's end we don't know about. Thanks for trying to help though I appreciate it!
DeadRaiser  [author] 27 Dec, 2024 @ 6:07am 
I have never heard of that before, but it sounds to me that there's an old and broken mod in your list.
video_game_boy_2003 26 Dec, 2024 @ 10:21pm 
We reinstalled all our mods fully and downloaded them again only using what we need and checked our mod settings and it's still being weird. I was wrong about the crash part. Turns out when they join it's a black screen where they can still hit escape and see the menu or they get put in a black void with an object and they're in a free cam that they can fly around.
DeadRaiser  [author] 26 Dec, 2024 @ 10:05pm 
@video_game_boy_2003 then I might know exactly what’s happening. Have both you and your co-op buddy go into YAML’s mod options, look for the “Instant Action” section ans check what weapon tiers are being displayed. If there’s more than one tier active in that list, then that will be why you’re crashing. Go in and disable all weapon tiers except for the one you and your pal want to use. Having all tiers active will always crash your game.
video_game_boy_2003 26 Dec, 2024 @ 9:59pm 
We were just playing instant action but I'll try the mod stuff. I'll try disabling all my other mods that aren't required next time we play, the thought never crossed my mind because it's stuff like 60fps tree falling animations or a colored heat bar. Thank you for the help your mod has some really fun and cool stuff I hope I can get it working in co-op.
DeadRaiser  [author] 26 Dec, 2024 @ 9:52pm 
Lastly, if you aren’t using the partial salvage V2 system in YAML, I recommend you do specifically for co-op. Regular V1 salvage uses “salvage” inventory items to build mechs which adds to the inventory bloat. V2 instead uses a script that generates salvage on the fly and is way less intensive in general with no inventory bloat. Only downside is a lack of full mech salvage, but that is being added next YAML update.
DeadRaiser  [author] 26 Dec, 2024 @ 9:52pm 
Also, adding a mod as big as this into an existing co-op game without a culled inventory can also lead to issues as this mod adds so many items that you have to be very diligent with the stuff you buy and salvage. If you’re running YAML (recommended with this mod), you can use the “cleanupinventory” console command to wipe out hidden items like fixed fillers for engines and ferro armor that aren’t accessible normally. Not a bad idea to also check if you’re using the “lore-abiding citizen” mod option in YAML as that hides non-lore equipment from the inventory as well even if you’ve salvaged it.
DeadRaiser  [author] 26 Dec, 2024 @ 9:46pm 
@video_game_boy_2003 this not the mod itself, but likely a combination of factors. Co-op is held together by paper mache in this game. Using the same mods isn’t enough sometimes. You also have to make sure everyone’s using the same exact load order and mod versions, so a refresh of workshop mods is recommended every once in a while since Steam hiccups sometimes and doesn’t update a mod properly. You also want to double check your inventory and cold storage as those have limits that the game doesn’t show or specify. The inventory system is bugged and you can only have 1200 individual items (not stacks of items, like you can only have 1200 large lasers and nothing else type stuff) and about 60-100 mechs in cold storage max. Anymore than that will cause memory leaks, lagging, and crashes. It’s made even worse with co-op as the inventory is replicated to all players as well.
video_game_boy_2003 26 Dec, 2024 @ 7:01pm 
The mod works for my friend in singleplayer but they crash or get stuck loading if they try to join me despite us having the same mods
NTSFMagellan 13 Dec, 2024 @ 8:05am 
Anyone figure out what was causing a conflict?
TiltonHard 20 Nov, 2024 @ 5:02pm 
@undeadfish66 Try looking out for a Stone Rhino
undeadfish66 12 Oct, 2024 @ 3:48pm 
i have a question which mechs can take the spinal mounted rail fun ive been looking for one that could with no luck any advice
DeadRaiser  [author] 22 Sep, 2024 @ 8:38am 
@dx2150 then YAW(C) should've changed the name of the double ammo bins to "double and a half bins" instead ;P Regardless, this is my design choice and I am not changing it.

@Quxudais simply not possible to separate them that way without breaking YAW's own settings for global weapon damage. You can always download the source files off Nexus and tweak them the way you want with the MW5 Mod Editor (free on EGS).
Quxudais 21 Sep, 2024 @ 11:01pm 
The weapons offered are really interesting, but I wish there was an option to change their damage values to align with the other YAML mods. As it stands they just kill things so fast that it honestly kind of defeats the point of them even having different mechanics to begin with when they are all essentially just varying degrees of golden guns.
dx2150 21 Sep, 2024 @ 3:12am 
A lot new ammo types of this mod have weird counting compared to YAW and YACW.
YAW and YACW authors set double ammo pack worth 2.5x of standard pack, so huge pack should have 5x of standard.
The weapons already existed in YAW and YACW are OK. But for new weapons in this mod......
i.e., LAC 5 has 80/200/ rounds in YAW, and this mod added huge pack with 400 rounds. (1/2.5/5)
LAC 10, a new weapon in this mod, has 60/120/240 in std/double/huge. (1/2/4)
Mechmaster2.0 16 Sep, 2024 @ 1:56am 
conflict yeah
testing what with later
will get back with info if i get any
DeadRaiser  [author] 12 Sep, 2024 @ 6:23am 
Make sure you have all requirements and that you haven’t been moving needlessly moving around your load order. You’re inclined to break things if you do. I have the latest version running in my own game without any issues so it’s on your end
DeadRaiser  [author] 12 Sep, 2024 @ 6:21am 
@Mechmaster 2.0 that is not true in the slightest but okay
Mechmaster2.0 12 Sep, 2024 @ 6:16am 
depreciated as of 9/12/2024 (month/day/year) will cause CTD on game startup
Do not install untill author updates
DeadRaiser  [author] 5 Sep, 2024 @ 11:36am 
@Sasha Kreponikos already known. I am friends with the modder behind YARW and we've been working on projects together already. I have a Revamped-compatible version in the works, but a lot of the weapons need to get remade/cut out due to redundancy so it's going to take time.
Sasha 4 Sep, 2024 @ 11:52pm 
Just raising awareness that running Yet Another Revamped Weapon instead of the default YAW will break some weapons from this mod, especially the big ones. Larger LRMs and the Spinal Railgun get broken, but the Spinal Heavy Gauss and the normal Railguns still work.
DeadRaiser  [author] 4 Sep, 2024 @ 12:35pm 
@vikazgrael thank you for commenting three different times (twice on Nexus and once here) about your utter disdain for the CGs. You can disable them in mod options if they bother you that much :)
vikazgrael 3 Sep, 2024 @ 9:05pm 
CG/10, 20, 30, and 40: Light, small caliber weapons that fire at a moderate cyclical rate.
SUOER OP weapon Is better than all weapons in the game.
dc10tech 19 Aug, 2024 @ 11:22am 
@DeadRaiser ummm... would you be able to point me in the direction of that specific comment thread? I'd like to know what the issues are so I don't keep running into problems. Thanks!
DeadRaiser  [author] 19 Aug, 2024 @ 10:05am 
@dc10tech then you should read my comment on the Steam page for the Bara's mod list. It has some big issues that'll affect your game in general.
dc10tech 19 Aug, 2024 @ 9:56am 
I use Baradul's mod list. Specifically the mods on his youtube video: https://youtu.be/kEBLbb0azOg?si=vDPbBtn9HH6d6FKX except for the ones from Nexusmods.
DeadRaiser  [author] 19 Aug, 2024 @ 9:42am 
@dc10tech this is the first time I've heard of the mod causing this. What's your modlist?
dc10tech 19 Aug, 2024 @ 9:12am 
Just an FYI. This mod was causing my game to crash on startup. It gave me the "LowLevelFatalError" crash with a "Could not find SuperStruct ReceiveBeginPlay to create ReceiveBeginPlay" message. Not sure what that was all about. I ended up removing all my mods one at a time and checking the game until I finally found that this one was the one doing it. Not sure why I'm having this issue when others are not but just putting it out there.
Insomnolant 8 Aug, 2024 @ 1:46pm 
@DeadRaiser I know, I was pointing out one area where it could use some tweaking.
DeadRaiser  [author] 8 Aug, 2024 @ 12:25pm 
@Insomnolant this mod isn’t balanced in the slightest
Insomnolant 8 Aug, 2024 @ 8:04am 
Hey there's a problem with the CG/30 and CG/40; their damage per second is insanely high, much higher than all other Chainguns, including the CG/30-R. The damage per second compared to their tonnage/heat generated is way off, and needs better balancing.
DrakoMT 8 Aug, 2024 @ 7:46am 
I think the best thing you can do to this mod is Like YAW by adding settings in the Mod Options
For each set of weapon were you can tweak Rate of Fire and Damage for Each Weapon.

Therefor everyone can be happy and set their own weapon balance from the MO :)
🐺 SkyWolfy 🐺 27 Jul, 2024 @ 5:08am 
So yeah i feel like the normal chainguns would be absolutely fine with only 1/4 of their original rate of fire with the rapid fire ones having their RPM reduced by atleast half. That includes keeping the nerfs they already have, such as 50% damage to armor only, because as it is now these nerfs alone dont really matter because you still end up dealing more damage that ACs with something that weights only half and has nearly double range.

I know this mod isnt focused on being balanced, but the chainguns would really benefit from little bit of nerf as to make them fit into the game without making ACs too obsolete.
🐺 SkyWolfy 🐺 27 Jul, 2024 @ 5:07am 
Hey, wanted to say i love the "funny devices" this mod adds and i absolutely love the chainguns in particular. I did noticed they have the same issue as some of the continous laser mentioned and have no sound when fired as intended.
While that isnt that much of a issue really i feel like this could be easily fixed by reducing the max rate of fire they have which honestly: they DONT NEED that much rpm.
I created this monstrosity with 2x CG/40, was slaughtering everything i looked at and THEN i realized i had both of these on chain fire and was only firing at 15-20% RPM as a result.