MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Campaign Hero Mech
63 Comments
DeadRaiser  [author] 7 Jun @ 6:20am 
@WODZU123098 it is not. I would recommend joining the YAML discord for real-time troubleshooting help.
WODZU123098 7 Jun @ 4:07am 
I'm using 40 mods and found 4 mechs whose skills don't work.
I did file verification and nothing was detected so it's something in the mod.

1. ATLAS AS7-GR (Grim Reaper doesn't work).
Mods 2:
- Yet Another Mechlab
- Yet Another Campaign Hero Mech

2. king crab KGC-KANE “Kane”
3. marauder MAD-INF “Inferno”
4. warhammer WHM-BLK “Black.”
Skills do not work in them either
They are broken from the mod “YetAnotherRevampedQuirksEquipment”.
DeadRaiser  [author] 6 Jun @ 2:41pm 
@WODZU123098 not an issue on my end. There's something going on with your mod installation or load order.
WODZU123098 5 Jun @ 5:23pm 
Somehow Warhammer WHM-BLK broke down, it does not read its special perks for PPC. Previously, when shooting with PPC-X it did not overheat, it shot terribly fast and now nothing. It shoots once in a while and overheats quickly. In addition, when I put this weapon in a regular Warhammer it shoots faster. Even the regular PPC doesn't get any bonuses in WHM-BLK.
DeadRaiser  [author] 24 Jan @ 12:48am 
@AutismoSupremo double-check your mods are properly downloaded and installed and that nothing is changing YAML’s files for the mech hardpoints. This is not a bug, it works fine as long as everything is installed correctly.
AutismoSupremo 23 Jan @ 11:04pm 
Marauder II MAD-ACL "Acolyte" has the same issue
AutismoSupremo 23 Jan @ 10:17pm 
theres a bug on the Champion CGP-MSK "Maskirovka" where it has missle weapons but not the hard points for them so they cant be modified but theyre still equipped
Onion 18 Nov, 2024 @ 8:28pm 
Ah yes that was it. Thank you so much! :praisesun:
DeadRaiser  [author] 18 Nov, 2024 @ 7:21pm 
@Onion there is an extra CT hardpoint that comes from Lore-based Mech Variants (found on Nexus) that I accidentally added to the mech. If you have a weapon sitting in that spot, you need to remove it. It will be fixed in the next version of the mod.
Onion 18 Nov, 2024 @ 6:23pm 
Is there something wrong with the KGC-KANE? Third person view places the camera under the map, the hud doesn't load until you fire a weapon, the mech is locked out of "torso counter rotate mode" and the display in the mechlab doesn't rotate when you click and drag the mech like the other mechs do. Also not all of the weapons show in the weapon list on the hud in-mission (I'm missing a SRM2).
DeadRaiser  [author] 14 Oct, 2024 @ 8:44pm 
@Derp pup yes otherwise you wouldn’t be able to get them in career
Derp pup 14 Oct, 2024 @ 6:07pm 
are the hero mechs ment to spawn in shop's or as enemies in missions other then the one you get them from cuz i've both seen them in shops and fought 2 grim reaper atlas's outside of the mission you get it from.
DeadRaiser  [author] 26 Sep, 2024 @ 2:58pm 
@Leonares that’s an issue with YAML itself. Will be working properly when the next version comes out.
Leonares 26 Sep, 2024 @ 2:05pm 
Atlas AS7-GR "Grim Reaper" Left torso ballistic weapon does not converge on crosshair. Is this expected?
DeadRaiser  [author] 31 Aug, 2024 @ 8:14pm 
@Redactal idk about the Crusader appearing in IA haven’t seen that mentioned before but the Longbow is intentional and it will only appear as a mission spawn. You cannot salvage it
Redactal 31 Aug, 2024 @ 5:00pm 
after i installed this mod i had access to the crusader in instant action and i saw the longbow in the final kestral lancers mission, i don't have Rasalhague or dragons gambit dlc, how does this work?
空.明 15 Aug, 2024 @ 5:31am 
This mod is so good it makes the campaign and DLC stories worthwhile and fun to play again. :) (oh and brutally hard too)
DeadRaiser  [author] 9 Jul, 2024 @ 1:52pm 
Fixed an issue with this mod causing KU factions to get messed up. Sorry!
DeadRaiser  [author] 7 Jul, 2024 @ 10:06am 
@Harkewt I don’t change the spawn rates for the Hatamoto-Chi. Most vanilla variants don’t start spawning until 3038 or later I believe. The HTM-ON2 will appear starting in 3034 however as that’s Rasalhague’s campaign start
Harkewt 7 Jul, 2024 @ 7:38am 
so whats the deal with the hatamoto-chi

ever since i added the mod your hero variant is all i come across the other variants don't seem to exist
DeadRaiser  [author] 27 Jun, 2024 @ 3:40pm 
@PQUNDCAKE I see the issue. So the Carnage is setup to reduce incoming damage from enemy MGs, but the quirk text is missing the "Incoming" text that should be there. I'll enter it manually into the quirk entry to avoid further confusion. Thanks for bringing it up!
DeadRaiser  [author] 27 Jun, 2024 @ 3:35pm 
@PQUNDCAKE Yes, but that should be for incoming damage from enemy machine guns, not applied while you are using them yourself.
PQUNDCAKE 27 Jun, 2024 @ 1:45pm 
Is it intentional that the Firestarter "Carnage" has minus damage to armor/structure with machine guns?
DeadRaiser  [author] 17 Jun, 2024 @ 11:43pm 
@JustKazuma didn’t change the dialogue, just removed the additional mech spawns I added so idk what would affect the dialogue
JustKazuma 17 Jun, 2024 @ 11:00pm 
confirmed fixed. Notably there are missing lines at the end of the mission now (referring to the enemies leaving and them being chased down) but it works, so...
DeadRaiser  [author] 17 Jun, 2024 @ 9:27am 
Sorry everyone. Sarna Pt. 6 should be fixed now!
JustKazuma 17 Jun, 2024 @ 1:37am 
I was informed that you may already know this, but just in case, Sarna Part 6 (Kestrel Lancers) mission does not complete. Played it enough times (20+?) to get by feel its likely a trigger/condition issue tied to the hero mech that shows up in the final wave.
pit-s 16 Jun, 2024 @ 3:07am 
@Ragoth
You could use the mod "Mech Delivery" (Nexus mod) as alternative way to get the mech(s) you missed.
DeadRaiser  [author] 15 Jun, 2024 @ 5:51pm 
Hopefully I just posted the final update for the mod for a bit and hammered out any last remaining bugs and balancing. Please let me know if you encounter anything weird!
DeadRaiser  [author] 15 Jun, 2024 @ 6:04am 
@Ragoth you can still find the mechs as very rare spawns in missions or on the market.
Ragoth 15 Jun, 2024 @ 5:15am 
I use the MW5save editor, and cannot get the mechs from this to load into it. I was hoping you might have a suggestion to do so as I had missed out on the AS7-GR and would like to have it.
Harkewt 14 Jun, 2024 @ 4:45pm 
oh im stupid my apologies it is applying the modifier correctly i misread what the hero quirk added i didn't see that the hero quirk did not change the left arm
DeadRaiser  [author] 14 Jun, 2024 @ 4:42pm 
@Harkewt, if you see a +24 armor and +16 structure on the left arm of the Centurion, the quirk is working. If it has no bonus at all, then it isn't working. The hero armor bonus effects everywhere except the left arm. If you're still not seeing a quirk bonus then there is nothing I can do as it appears fine in my game and I have 0 idea how it would be affected outside of another mod adjusting the quirks.
Harkewt 14 Jun, 2024 @ 4:21pm 
it has the quirk but it doesn't apply the modifier and if its a mod conflict then its a conflict between the YAML mods because thats all i have that changes mechs and i don't i have that particular mod
DeadRaiser  [author] 14 Jun, 2024 @ 7:12am 
@Harkewt sounds like a mod conflict as you can see from the screenshots above that it does have the "Centurion Shield" quirk. If you're using a mod like Yet Another Revamped Quirks and Equipment, it changes everything from the standard YAML quirks.
Harkewt 14 Jun, 2024 @ 5:38am 
noticed that the centurion cav does not add the centurion shield modifiers only the hero endurance modifiers are being added is that intentional
DeadRaiser  [author] 13 Jun, 2024 @ 10:33pm 
Okay, official 2.1 update should fix Tikonov Pt. 2 getting locked out of completion after all enemies are dead now.
DeadRaiser  [author] 13 Jun, 2024 @ 8:50am 
Update to hopefully fix a bug on Tikonov Part 2 that would cause the game to lock on 8/10 mechs killed on the final encounter.
DeadRaiser  [author] 13 Jun, 2024 @ 8:47am 
@pit-s no prob. I'm gonna post an update shortly for an actual bug that was just found lol. Pretty big one too as it locks the Kestrel Lancers campaign O_O
pit-s 13 Jun, 2024 @ 8:39am 
*Edit -.-*
Ty for trying to help me and your time.
pit-s 13 Jun, 2024 @ 8:38am 
If I had payed attention to the mod author name (which is clearly displayed in the tool I use) I could have known as much xD
I reverted the change I made to the LO already but thx for the hint about the potential issues.
It was just for testing reasons so I can provide a little more information than just "there is an issue".
The 2 last possible culprits (bc (Steam-)YAML is up to date) could be either YASpecial Variant (despite it getting overidden by your YAISM) or some old files or whatever that survived an update and now cause that specific issue.
Either way, as long as it interferes just with those 2 mechs I'm fine with it bc I'm to lazy to delete and redownload every single mod. :D
DeadRaiser  [author] 13 Jun, 2024 @ 7:49am 
@pit-s Yet Another IS Mech is also my mod and doesn't have any conflicts with the Champion or Marauder II. All "conflicts" are intentional within YAML mods and your game will be fine. It's LO is 19 for a reason, changing LO in MW5 does more harm than good actually as the YAML modders assign our mods to load in the best spot for compatibility. My only suggestion is to reset your load order to the mod defaults and start reinstalling everything fresh to force proper updates. Side note, wish Steam would allow for comment editing
pit-s 13 Jun, 2024 @ 7:39am 
Without YAML I would'nt even touch the game anymore and I guess I would have faced more problems than just those 2 Mechs that have an issue.
And yes there was something - "Yet another IS Mech" was overriding something but even after changing the LO from 8 to 20 for your mod (YAISM is @ LO 19) so that it has the last say did'nt fix the issue.
Not for the saved game and not in a new game.

The only other reason for the issue could be the (intentional) overiding of YAML by Yet Another IS Mech / - Special Variant / and your mod - dont know how exactly bc your mod has the highest priority now but I guess I can live without those 2 Mechs.

Sry for wasting your time I guess.
DeadRaiser  [author] 13 Jun, 2024 @ 7:31am 
@pit-s you either aren’t using YAML, using an outdated version of YAML, or are using a mod that conflicts with the hardpoints for those mechs in particular. This mod is made to use the latest YAML’s files specifically including the expanded hardpoints it provides to all mechs. If hardpoints are missing, those are the likely reasons why as they are fine in my game with all core YAML mods active. Double check your active mods and look to see if any other change the Champion or Marauder II.
pit-s 13 Jun, 2024 @ 4:56am 
The Marauder II (MAD-ACL) has the same issue
pit-s 13 Jun, 2024 @ 4:47am 
First of all: I like your mod. The Mechs you added have so much loadout options (compared to Vanilla or even most of the IS mech mods) its pure joy to play around with them - that they are pretty strong through the quirks makes it even better. ;D
Now to why I'm here today:
The Champion has 4/0 Missile hardpoints.
You cant change the missile loadout and if you strip the mech or something gets destroyed thats it ... intentional or oversight?
DeadRaiser  [author] 11 Jun, 2024 @ 4:12pm 
With the release of update 2.0, the mod is feature complete for now. If you notice negative quirk values on some mechs, don't worry those are actually intentional to make the bosses behave more like they should. Hope everyone enjoys the new heroes and boss fights!
DeadRaiser  [author] 7 Jun, 2024 @ 12:29pm 
@Neridity yes its intentional. All of YAML's changes are within this mod.
Neridity 7 Jun, 2024 @ 8:43am 
It's Intentional that this mod overwrites/conlficts a few files from the core YAML right?
DeadRaiser  [author] 17 Mar, 2024 @ 5:42pm 
Not a problem. Thanks for using them and enjoying them :)