MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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necro55 12 Jul, 2024 @ 1:22pm
Editor question
Hello, i have some mids i have made and are going really well.
To keep the mod from getting too huge or possibly hosing something that already worked, i was going to attach a jew mod to my existing one. I know YAML does this.
Specifically I have a mod, has MANY items in it, mostly weapons thatwere available from beginning of mw5 to about the chaos march.
I am starting a sub mod where i go through and make optimized variants with my new gear for a plethora of existing chassis's with a intro date based on gear and marked as default variant. But i cant add in the gear this way.
So i have read that they can be attached, allowing a dependency so Mod1 must be present/attached to Mod2 so i can add gear to Mod2 that is in Mod1.
I have read this is possible and i have been told "it's easy, its in the menu just set it as a dependency, it just takes longer to launch in the editor". There are a LOT of menus, so not sure where to look and i have looked.

Or was i sent on a wild goose chase but someone on the MW5 modder discord?
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Showing 1-4 of 4 comments
cszolee79 7 12 Jul, 2024 @ 4:39pm 
1. make the loadout in-game in instant action (with modded weapons and equipment), then save it
2. in the editor export the loadout asset to json
3. copypaste the changed loadout from InstantAction.json into the newly exported editor loadout json
4. import it back to the editor loadout asset
necro55 12 Jul, 2024 @ 5:27pm 
Thank you for the quick reply.

OH wow ok.
So they are not attached internally then?
I thought the mods had to be attached at a mod level.
Had no idea it worked this way.

So nee mod cannot connect and read resources from the other mod within the editor then?

Or is your method just quicker and easier?

Once it is imported will i have to create entries in mechhealth and the other mech file for the new variant, and will i have access to the mda/loadout/etc files so i can set year availability and weapon tiers etc?
cszolee79 7 13 Jul, 2024 @ 6:54am 
Some mods need the base mod's source in the editor / plugins (for example calling some custom mod bp functions in the editor from the other mod's source).
Mech loadout / MDA / Unitcard mods can be packed without the referenced assets existing in the editor.
necro55 14 Jul, 2024 @ 11:48am 
Originally posted by cszolee79:
Some mods need the base mod's source in the editor / plugins (for example calling some custom mod bp functions in the editor from the other mod's source).
Mech loadout / MDA / Unitcard mods can be packed without the referenced assets existing in the editor.

I am trying to use that function. Just so i can make an aux mech variant pack that uses weapons and what it from my existing mod.
Can the mods be internally tied together so that i can pull from my source mods resources?
If yes, what are the steps as that is the end goal?
THANKS.
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Showing 1-4 of 4 comments
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