MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Yet Another IS Mech
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File Size
Posted
Updated
6.300 GB
8 Oct, 2023 @ 11:18am
8 Jul, 2024 @ 7:31am
30 Change Notes ( view )

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Yet Another IS Mech

Description
Correcting PGI's second greatest sin by bringing over the last remaining IS mechs from MWO. Check out the full changelog on the Nexus page: https://www.nexusmods.com/mechwarrior5mercenaries/mods/964

The original goal of this mod was to bring over the missing IS mechs from MWO. Now that's accomplished, time to expand into bringing in new mechs, variants, and other stuff.

YAML REQUIRED AND OVERRIDING/CONFLICTING FILES ARE INTENTIONAL. MECH RESCALE IS REQUIRED FOR THE MATAR AND FAFNIR TO LEAVE THE DROPSHIP!

'MECHS AVAILABLE:
- Roughneck (17 variants including 3 heroes)
- Hellspawn (11 variants including 1 hero)
- Fafnir (15 variants including 1 hero)
- Thanatos (14 variants including 1 hero)
> Thanatos MS (4 variants)
> Thanots Omni (7 variants)
> Thanatos XT (5 variants)
- Osiris (10 variants including 1 hero)
- Uziel (10 variants including 1 hero)
- Bushwacker (13 variants including 1 hero)
- Arctic Fox (9 variants)
- Black Hawk-KU (19 variants including 1 hero)
- Catapult H2 (20 variants)
- Gauntlet (7 variants)
- Hatchetman (18 variants including 3 heroes)
- Longbow (13 variants including 1 hero)
- Matar (3 variants including 2 heroes)
- Rifleman III (3 variants including 2 heroes)
- Nightstar (29 variants including 2 heroes)
- Rifleman (18 variants including 1 hero)
- Queen Crab (1 variant, eight more WIP)
- Raven (1 variant, more WIP)

OTHER ADDITIONS:
- Ported MWO skins for all mechs.
- DLC 3 and 6 melee weapons made available to all weight classes.
- Jump Jet support added to the Annihilator, Rifleman, and Archer.
- Loader King given new default skin to differentiate it from the Roughneck. Adds "standard" variants to certain faction spawn pools.

CREDITS
For a full list of credits, please see the Nexus page's description.
248 Comments
DeadRaiser  [author] 10 Jul @ 7:06pm 
Yes it does
morbonator 10 Jul @ 4:28pm 
@DeadRaiser does that mean it will lose the extra crit slots it has right now?
DeadRaiser  [author] 10 Jul @ 4:08pm 
@morbonator the Matar is being updated to use standard battlemech rules next update since that’s how its supposed to be handled. Until then, it’s considered a “superheavy” using YAML’s new superheavy mechanics
morbonator 10 Jul @ 1:19pm 
Is there a way to make the 110T Matar's YAML extra limb slots work? Stuff like upper and lower arm and leg, shoulder, hip, foot, etc. As it stands they're all double wide which doesn't work.
Tal'Raziid 28 Jun @ 9:35am 
Thanks!
DeadRaiser  [author] 28 Jun @ 7:18am 
@Tal’Raziid it’s a YAML mod option that is found under the “In-Mission Miscellaneous” section
Tal'Raziid 27 Jun @ 11:24pm 
What is the "Mech rescale" mentioned in regards to the Matar and Fafnir? Workshop seems to have no such mod
acv55555 26 Jun @ 8:04am 
The Matar has arm and leg actuator slots. Are there any equipment meant for them?
DeadRaiser  [author] 4 Jun @ 4:41pm 
@Moon Moon soonTM
Moon Moon 4 Jun @ 4:27pm 
@DeadRaiser

Hey man. Might I ask if you're ever going to include the Marauder III?