MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeapon
82 Comments
Promises 20 hours ago 
the description of the assault lasers say "devastating stopping power of an ac20, with almost the accuracy of a pulse laser"
but they fire like a normal laser.
i think it would be cool to get assault pulse lasers, or maybe a pulse firing mode added to them?
just think it would be cool is all no real problems with em
TheGreatOxKing 5 Jul @ 7:44am 
Can confirm Improved PPCs are indeed busted. They can " dryfire" but just cycle during battle and don't actually shoot a projectile.
Buzzkill 5 Jul @ 7:42am 
Got the same issue with the Enhancer ER PPC where it gets progressively more heat as you switch modes.
Avlaen 19 Jun @ 9:50pm 
Improved PPCs dont seem to work for me, everything else works fine.

Minor visual issue with the rapid fire ACs the default ammo kinda appears behind the mech/gun? other ammo types dont seem to have t his clipping issue.

Mod is great though.
Shindaai 14 Jun @ 4:31pm 
One of the new weapons from the most recent update, the Enhanced ER PPC has a bug that causes the heat generation to increase every time you switch modes, stacking to the point that a single shot can generate several hundred heat at once. Found it in campaign and tested it in IA. I also decided to test the Improved PPC in IA and it doesn't fire a projectile at all. Idk if these are because of a mod conflict or what, but the only other mods I have are your other mods, along with Xeno AI and Battle Grid Orders
Heartbreak-One 18 May @ 8:09am 
I have all required mods installed, and no conflicting mods and yet the game still says "BROKEN MOD LIST" whenever I'm in the main screen in the Leopard.
Church A.I 14 May @ 11:15pm 
I. Didn't have YAW before, I used it on a previous Install on a different machine on a different platform, I had this issue for months, and just wanted to let people know if they had wierd heat issues, as that setting is sorta stuck in a bunch of other stuff
LittleTex2112  [author] 14 May @ 10:08pm 
@Chrurch A.I.
Please stop spamming messages all over the place and spreading misleading information. If you can communicate on Nexus, just stick to Nexus.

Anyone downloading YARW for the first time: Your previous YAW settings will be imported into YARW's applicable setting options. Otherwise it will set everything to their default values on first bootup.
Church A.I 14 May @ 5:40pm 
Just a warning for newcomers, I was being haunted by autocannons having wierdly high heat
until I checked mod options and found Projectile heat set to 2.5x
SpardaSon21 18 Apr @ 4:18am 
How can I get back the AMS variants from Yet Another Special Variant you've overwritten and disabled?
Echelon 21 Mar @ 8:26am 
Ah... I should have read a little better. It was Yet Another Obscure Weapon. I totally missed the part with it being incompatible with YARW. Everything is good to go now!
Echelon 21 Mar @ 8:12am 
Ope... I'm getting a crash after the latest update.

<CrashType>Assert</CrashType>
<ErrorMessage>LowLevelFatalError [File:Unknown] [Line: 3146]
Could not find SuperStruct AITimerEvent to create AITimerEvent

Works fine when swapping to vanilla yet another weapon/clan weapon with current mod list. I am running relatively large mod list with a number of questionable compatibility mods like YAW Emporium however. I'll see if I can get it to work without all the other YAW dependent mods enabled. I'm thinking it's some niche YAW dependent mod that got upset that something minor got changed.
Church A.I 5 Mar @ 3:53am 
Like. A pheonix hawk eating like 7 shots to the CT of one, I even saw a VTOL heal from getting shot by it?
Church A.I 5 Mar @ 3:52am 
I'm seeing enemy mechs not take almost any damage from the Heavy PPC-X? is this a known issue?
Church A.I 27 Feb @ 10:37pm 
I'm Getting shot from the front but having the damage apply to the rear of my mech? is this something intended? It's making playing light mechs. A bit hard
ThePwnageKitty 22 Feb @ 11:05pm 
something done in this update fully breaks my mod list and makes certain weapons at the very least from weapon emporium fail to function properly. I understand it originally gives a warning about incompatibility, but it was always because they were overpowered and not due to conflict..... which has now changed.....
gaudy47 27 Jan @ 7:01pm 
Glad to know/read I wasn't crazy when my LPL was just shredding everything in a shot.

Seeing a Direwolf one-shot was funny though
Assassin 27 Jan @ 12:09pm 
That's fair, and no rush. Don't burn yourself out my man.
LittleTex2112  [author] 27 Jan @ 12:07pm 
@Assassin
Again, the bug has been noticed and known for several days now. Just took a while to figure out exactly what was causing it due to it being the least likely reason and my work schedule. Everyone reporting it to be at least some of the pulse lasers narrowed it down fairly well though.

Patch might take a while as I'm having to purge a lot of stuff in order to make a "clean state" to continue from. I cannot really do anything with YARW until this process is complete. It's a really obscure issue and there's a lot of unknowns still.
Assassin 27 Jan @ 11:39am 
Love how me noticing that MPLs were doing insane damage lead to figuring out a file was corrupted.
LittleTex2112  [author] 27 Jan @ 10:58am 
Broken Lasers PSA link: https://www.nexusmods.com/mechwarrior5mercenaries/articles/122
(Article on Nexus)
Assassin 26 Jan @ 9:24am 
We've been looking at our load order and we can't piece together what is causing it, we're gonna post our load order
Assassin 25 Jan @ 1:40pm 
Both Single and Co-op, yes we are on the most recent update, and my friend has messed with the load order a lot but I can toss him the guide
LittleTex2112  [author] 25 Jan @ 8:59am 
@Assassin:
This or a similar issue has been previously reported and actually from a Youtuber's stream. However, if it is an issue from YARW, it should be fixed within the latest 4.7.2 version. So make sure you are using the latest version of YARW (4.7.2 or later).

The more likely issue is a bad load order which was a known thing when this issue was previously observed. I recommend reading through this guide: https://www.nexusmods.com/mechwarrior5mercenaries/articles/114

Other thing is: Did this issue occur in single player or co-op? If the issue persists after following the guide, post your load order in the [Yet Another MW5 Server] Discord in the troubleshooting channel.
Assassin 25 Jan @ 7:45am 
Don't know if it's a bug from this, but Medium Pulse lasers, and perhaps other pulse lasers, are doing tons of damage. Got an Assassin 26 set up with 4 MPs and it can shred an Atlas CT to the front.
LittleTex2112  [author] 15 Jan @ 10:17am 
@Promises: I messaged you back in the YA-MW5 discord. Will be easier to troubleshoot your issue there.
Promises 15 Jan @ 7:08am 
is it intended that assault mechs die to a single burst of lrm10/a single ppc? and a single shot from an ac20 is resulting in like 130heat gain causing overheat shutdowns
Serious Table 10 Nov, 2024 @ 9:17pm 
Genuinely don’t think your mods get the credit they deserve, Tex. Your approach to trying to make everything useable makes for such an interesting mech-building experience and I can’t get enough.

This paired with Revamped Quirks and I honestly think it’s the de facto way to play MW5Mercs.
firebat47 9 Nov, 2024 @ 8:42am 
This mod is causing my game to crash at the loading screen. The Revamped clan weapon mod still loads. This one breaks the game.
Serious Table 1 Nov, 2024 @ 7:26am 
The latest version appears to have introduced a bug where when the AI is making a swap on their weapon fire mode, it’s inducing it on the player at the same time. In the first three missions in the campaign, I’m seeing my lasers swap from Short Burst to Normal, and my LRMs swapping from hot loaded to indirect when fighting vehicles carrying those same weapons.
Mechmaster2.0 25 Sep, 2024 @ 11:14pm 
no yeah i havent changed my mods since i started this save
i still have access to the other rf ac's
ill just try to troubleshoot
LittleTex2112  [author] 24 Sep, 2024 @ 9:42pm 
@Mechmaster2.0
RF-AC/2s spawn just fine so either you are very unlucky, or u still have a FUBAR load order.

That said, i dont even know how u could cause such a specific issue to occur this from a bad modlist/load order.
Mechmaster2.0 24 Sep, 2024 @ 9:15pm 
for some reason the rapid fire ac/2's have stopped spawning entirely after my career was created
everything else seems to be spawning and restocking but every hub i buy them from never seems to get new ones

Any ideas what i could do to fix that?
LittleTex2112  [author] 13 Sep, 2024 @ 7:53pm 
YARW STEAM USERS, PLEASE READ THIS ARTICLE I HAVE UP ON NEXUS! It contains important information concerning this mod and a future update. Thank you!

https://www.nexusmods.com/mechwarrior5mercenaries/articles/92
DeadRaiser 12 Sep, 2024 @ 9:27am 
@Sasha Kreponikos I'm working on a YARW compatible version of YAWE. Should be posted in the near future.
Sasha 4 Sep, 2024 @ 11:12pm 
Just a note that this mod breaks some of the YAWE weapons including but not limited to some of the larger LRM batteries and the Spinal Railgun
DrakoMT 9 Aug, 2024 @ 12:02am 
It's not steam because when i restart the game and I retake that mech for a mission it's fine.
Then I do another 3-5 Missions with it and it happens again.

One of my friends had the same issue as well with LBX 20
LittleTex2112  [author] 8 Aug, 2024 @ 10:17am 
@DrakoMT
Well, this issue isn't hardware related for sure then. I and other people have tested this with no success in replication, so i'm just gonna have to hope that next update fixes this?
That or Steam is doing its normal Steam business and not updating/downloading mods correctly after hitting subscribe.
DrakoMT 7 Aug, 2024 @ 1:28am 
Right now i remove your mods and I am back using YAWC YAW and yet another emporium they all work fine. i7 12 cores 16gbram nvidia 2080ti. The bug is very random and it only happens during campaign only Guns that are Ac20 bases are effected like LBX 20 Pirate short or Light AC 20 or Hyper AC 20. Ultra ac 20 work fine. Seem to happen when you upgrade your mech with Ballistic cool down buffs.
LittleTex2112  [author] 6 Aug, 2024 @ 9:55am 
@DrakoMT
I still can't replicate this issue, so either i accidentally fixed it in my current unreleased build, or something else is causing this to occur. Since your mod list is so short, I would assume the load-orders weren't messed around with at all. (Regardless, they should be kept at default anyways)

That said, i rarely get time to really sit down and just play the game. This also means time for play-testing/bug-hunting is limited. I do have a theory that PC performance may induce bugs if the users PC is too slow. Many "files" have to load before or after in a certain way so that they integrate with the various settings and YAML mechanics just fine. I'm not sure if a slow PC would mess with this at all?

I'd recommend installing Mod-Options, as it is practically required but it's not on Steam. (Found on nexus)
DrakoMT 6 Aug, 2024 @ 2:09am 
@LittleTex2112 Yes YAML and only your weapon mods Essentials , Your clan weps and this mod.
LittleTex2112  [author] 5 Aug, 2024 @ 11:32am 
@DrakoMT
Are you still using YAML though, and not literally just YARW?
DrakoMT 3 Aug, 2024 @ 9:54am 
PS because I forgot:
If you remove the AC20 weapon and you put it back in the load out it works fine until
you restart the game and you go back to that mech.
DrakoMT 3 Aug, 2024 @ 9:52am 
I noticed a really annoying bug all AC20, Including LBX 20 get bugged if you have any kind of Ballistic Cool down upgrade.

After a while the AC20 will fire on it's own (Automatically) Like it's out of sync, Without consuming any ammo. I am just using your weapon mods and noting else. It only happens with 20s noting else.
DrakoMT 12 Jul, 2024 @ 1:07am 
You don't have to make all LRMs work like that , Make Normal LRMS
and make special LRMS it also increases the challenge as you might
face opponents with those special indirect fast LRMS.
LittleTex2112  [author] 11 Jul, 2024 @ 10:01am 
@DrakoMT
So I would like to lower the LRM speed, but due to technical reasons, it messes with their very difficult to fine tune flight path. They worked well and had a slower velocity pre-DLC 6, but for whatever reason had to be adjusted afterwards.

Making LRMs have at least a velocity of 450 m/s fixed many issues of them not being able to hit their targets, regardless of minor tweaks to their flight path. Basically, LRM flight path logic = confusing nonsense XD.
DrakoMT 11 Jul, 2024 @ 4:39am 
Amazing mod it's so flexible with all the options you have in it.
The only thing that bothers me a little bit is the extreme LRM speed.
You can't even see them flying around blink and you will miss it kind of thing xD
I don't mind having some lrms variants with some speed tweaks but not all of them.

The arrow somehow works and works well I was using YAW before and it
would always miss!

All the other Multi Optional Weapon are Fantastic and exciting to use!
Winterbloom [✚] 5 Jul, 2024 @ 2:21pm 
tested, and immediately the fiance loaded into co-op. Whatever you did fixed it.
LittleTex2112  [author] 5 Jul, 2024 @ 10:32am 
Loading times from the 3.0.2-Beta and onward versions should be improved, which should also help with co-op. If you play co-op, make sure the mod-lists of everyone playing is the same and that everything actually updated. Steam derps out sometimes and doesn't always update mods. This is a major reason as to why Nexus is always recommended over Steam.

As for weapons that cant mount in arms/torsos/restricted to mech weights, this is all intentional and derived from YAW/YAWC anyways. I will update the Artillery weapons descriptions some more to notify players of such restrictions on the next release/official release.
Winterbloom [✚] 30 Jun, 2024 @ 3:23pm 
Can second that @shadowgoob after moving to this to use a mod that physically requires it this specifically, co-op is now impossible as it just times out people.