MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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where are the steam mods?
As in where are they located since the save game editor needs the mods like the clan and innersphere weapons along with the shady merchant equipment so I can start save editing, please and thank you
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Showing 1-8 of 8 comments
EvolutionKills Jun 21, 2021 @ 10:07am 
The save editor on the Nexus auto populates with the stuff it finds in your save file. I don't think it has the ability to force populate that list by looking at mod data.

From the mod's Nexus page, relevant part in italics.

1. Weapon X or Equipment Y is missing from the list of addable inventory.

I have not yet had time to compile a complete list weapons and equipment and the information I need for each to create a default list. instead every time a save is loaded into the editor it will look at all weapons or equipment in the inventory and add them to its known list if they are missing. these lists are then cached to disk in the same directory as the editor so that it will learn over time. Eventually I hope to include a complete list by default in a future update. If you wish to help, please send me the cached files the editor creates when you have a reasonably complete list.


That's how it worked with the EGS version and the Merc Reloaded mod that added all kinds of swap-able Fusion Engine options.
Last edited by EvolutionKills; Jun 21, 2021 @ 10:09am
Sterling Archer Jun 21, 2021 @ 10:13am 
steam mods are kept in the steamapps folder in a "workshop" folder, inside the workshop folder is a "content" folder, each mod is inside this, in a numbered folder, this is how steam workshop mods have always worked.

there has been an update to the mod manager for steam which combines this and your manual mods folder, however i believe the mods still show up as numbers in it, but could be wrong.
Last edited by Sterling Archer; Jun 21, 2021 @ 10:14am
Mighty Pancake Jun 21, 2021 @ 10:14am 
Hmm, well the save editor won't work with save files I have after I start getting the modded items like advanced innersphere weapons, clan weapons, and somewhat cheaty antigravity items/super heatsinks.
Sterling Archer Jun 21, 2021 @ 10:15am 
i dont know about all that, i dont use save editors, i just know where the workshop mods are located
Mighty Pancake Jun 21, 2021 @ 10:15am 
Originally posted by Sterling Archer:
steam mods are kept in the steamapps folder in a "workshop" folder, each mod is in a numbered folder, this is how steam workshop mods have always worked.

there has been an update to the mod manager for steam which combines this and your manual mods folder, however i believe the mods still show up as numbers in it, but could be wrong.

Well was seeing if anyone had the mod numbers so that I could find them and possibly use the import option of the save editor, unless I would have to use that on one of the save files, though it askes fot the xml files not save files
Mighty Pancake Jun 21, 2021 @ 10:22am 
Hitting a dead end, since it is paks and there is no XML file to look at there is no way to import the lists needed for it not to glitch up.

More or less hitting the save editor route since the fudging MarauderII only spawns in missions and will never spawn even with expanded markets in the mech market

And side note on that matter: First two times I legged it and it wasn't salvaged, tried heading it the third time but stupid lance mates, though ordered to not attack did so anyways.
Last edited by Mighty Pancake; Jun 21, 2021 @ 10:25am
charliedrex Jun 21, 2021 @ 10:47am 
Originally posted by Mighty Pancake:
Hmm, well the save editor won't work with save files I have after I start getting the modded items like advanced innersphere weapons, clan weapons, and somewhat cheaty antigravity items/super heatsinks.
That's what the first reply was telling you.

The save editor doesn't "read" equipment info from your save files, it does so from an XML. The creator only populated it with vanilla content, because it would be a massive amount of time investment to insert all the gear across all the different content mods.

So if when you load a save it sees you have 20 of item mlas_is_std (I'm just making this up but they're like that iirc) it cross-references the XML, yep, item mlas_is_std is Medium Lasers, this file has 20 of those in the inventory. Editor dutifully reports 20MLs are in your inventory in this save.

If, however, the save file says you have 10 uac_clan_20, then when the editor looks it up in the XML it's like "what the hell is this item? I don't recognize this." Throws an error, gives up parsing.

You'd need a manually configured XML with the mod added in, or in the case of multiple mods, copy+paste that data into a single XML.
Last edited by charliedrex; Jun 21, 2021 @ 10:49am
Mighty Pancake Jun 21, 2021 @ 10:53am 
Originally posted by tiger:
Originally posted by Mighty Pancake:
Hmm, well the save editor won't work with save files I have after I start getting the modded items like advanced innersphere weapons, clan weapons, and somewhat cheaty antigravity items/super heatsinks.
That's what the first reply was telling you.

The save editor doesn't "read" equipment info from your save files, it does so from an XML. The creator only populated it with vanilla content, because it would be a massive amount of time investment to insert all the gear across all the different content mods.

So if when you load a save it sees you have 20 of item mlas_is_std (I'm just making this up but they're like that iirc) it cross-references the XML, yep, item mlas_is_std is Medium Lasers, this file has 20 of those in the inventory. Editor dutifully reports 20MLs are in your inventory in this save.

If, however, the save file says you have 10 uac_clan_20, then when the editor looks it up in the XML it's like "what the hell is this item? I don't recognize this." Throws an error, gives up parsing.

You'd need a manually configured XML with the mod added in, or in the case of multiple mods, copy+paste that data into a single XML.


Yep quite a bit of work ahead.
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Date Posted: Jun 21, 2021 @ 10:01am
Posts: 8