MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

MechWarrior 5 Workshop
Browse the collection of community-created mods for MechWarrior 5: Mercenaries.
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Insano-Man 4 Feb, 2022 @ 4:07pm
Mod Request: Low-Profile Pilot Customization
With Fake ID partially non-functional, it's hard to customize pilots without getting other stuff tacked on.

Pilot Overhaul adds mechanics I'm not interested in. Using it intermittently purely for portrait and name changes runs the risk of having pilot traits baked into the pilot, which could result in pilots with skill limits over the maximum. Further, Pilot Overhaul doesn't have the same range of vanilla pilot portraits as Fake ID - or so I recall - which limits some customization options.

All that said, I'd like to see a pilot customization mod that sticks as close to vanilla as possible and doesn't crash.

I guess what I'm asking for is really just an update to Fake ID so it stops crashing, but I would not protest to a separate mod entirely.
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Showing 1-7 of 7 comments
Wayz 7 Feb, 2022 @ 11:54am 
Could use 330 overhaul to change name, info, add a callsign, change voice, pic etc then save & deactivate in menu. If you already have the pilots before adding the mod they shouldn't have the traits I would think.
I have not tried this so not sure but worth a shot and as long as have a backup save you can always revert.
Any custom pics that come with 330 wont remain after deactivation but if the pic is part of base game or from another mod like the portraits on workshop it should remain as you set it.
If its skills you want to change then you would need the save editor on nexus.

From what I have been reading those skills are largely a placebo anyway.
Last edited by Wayz; 7 Feb, 2022 @ 12:15pm
Insano-Man 7 Feb, 2022 @ 12:28pm 
Originally posted by Wayz:
Could use 330 overhaul to change name, info, add a callsign, change voice, pic etc then save & deactivate in menu. If you already have the pilots before adding the mod they shouldn't have the traits I would think.
I have not tried this so not sure but worth a shot and as long as have a backup save you can always revert.
Any custom pics that come with 330 wont remain after deactivation but if the pic is part of base game or from another mod like the portraits on workshop it should remain as you set it.
If its skills you want to change then you would need the save editor on nexus.
What's funny is that this is almost exactly what I've been doing. My method so far has been as follows:
1. Load Fake ID up, modify pilots as desired.
2. Reload with Pilot Overhaul to set the commander back into place in slot 1 (this is necessary as Fake ID has problems crashing in/around the contract negotiation screen).
(3.) If skills are over 10, load up the save editor to flatten them back out.
4. Start playing normally.

As you can see, this takes about 3 restarts on my dinky old computer just to start playing. I'd hoped to be able to do this as I played, especially for co-op clients who might lose old pilots or gain new ones.

I appreciate the suggestion, though. I was just hoping for a hassle-free fix.
Wayz 7 Feb, 2022 @ 12:40pm 
There are two hidden stats Piloting and Gunnery and these raise with experience only based on what I have seen in the save editor and from what I have been told the only difference in the AI effectiveness is the green, veteran and elite ranks of the pilots (the 3 dots in the triangle marker on the hud above the mechs)
After reading this I am starting to think those dots are from the two hidden stats gaining experience.
I could be completely wrong though is just a theory based on information from a few in community and my own observations.

Also you could try and get a very early version of 330 pilots, may change less of the things you don't want to change.
Last edited by Wayz; 7 Feb, 2022 @ 12:43pm
Insano-Man 11 Feb, 2022 @ 6:39pm 
Originally posted by Wayz:
There are two hidden stats Piloting and Gunnery and these raise with experience only based on what I have seen in the save editor and from what I have been told the only difference in the AI effectiveness is the green, veteran and elite ranks of the pilots (the 3 dots in the triangle marker on the hud above the mechs)
After reading this I am starting to think those dots are from the two hidden stats gaining experience.
I could be completely wrong though is just a theory based on information from a few in community and my own observations.
I'm not sure I understand which dots you mean. You're not talking about the weight class dots, are you?
Wayz 11 Feb, 2022 @ 7:14pm 
Originally posted by Insano-Man:
Originally posted by Wayz:
There are two hidden stats Piloting and Gunnery and these raise with experience only based on what I have seen in the save editor and from what I have been told the only difference in the AI effectiveness is the green, veteran and elite ranks of the pilots (the 3 dots in the triangle marker on the hud above the mechs)
After reading this I am starting to think those dots are from the two hidden stats gaining experience.
I could be completely wrong though is just a theory based on information from a few in community and my own observations.
I'm not sure I understand which dots you mean. You're not talking about the weight class dots, are you?
Above all enemy mechs and the allied mechs is a triangle, green for allied, red for enemy.
Within that triangle is 1 - 3 dots representing their proficiency.
Insano-Man 11 Feb, 2022 @ 7:25pm 
Originally posted by Wayz:
Above all enemy mechs and the allied mechs is a triangle, green for allied, red for enemy.
Within that triangle is 1 - 3 dots representing their proficiency.
If this is what you mean,[i.imgur.com] my experience has told me that it just indicates the mech's tonnage. Empty for lights, 1 dot for mediums, 2 dots for heavies, and 3 for assaults.

If you mean something else, I think I'm going to need an image to see it for myself. I'm drawing blanks on what other triangles could be floating around the UI.
Wayz 12 Feb, 2022 @ 11:59am 
Originally posted by Insano-Man:
Originally posted by Wayz:
Above all enemy mechs and the allied mechs is a triangle, green for allied, red for enemy.
Within that triangle is 1 - 3 dots representing their proficiency.
If this is what you mean,[i.imgur.com] my experience has told me that it just indicates the mech's tonnage. Empty for lights, 1 dot for mediums, 2 dots for heavies, and 3 for assaults.

If you mean something else, I think I'm going to need an image to see it for myself. I'm drawing blanks on what other triangles could be floating around the UI.
Seems you are correct. I never really thought much about those dots until recently reading a thread about the pilot skills but yeah. Tested and the dots are the class of mech.
Last edited by Wayz; 12 Feb, 2022 @ 12:00pm
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