MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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UnderTonnageBonus2 & Purchase Salvage2
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Jun 9, 2023 @ 12:01pm
Sep 18, 2024 @ 2:51pm
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UnderTonnageBonus2 & Purchase Salvage2

Description
v5.1.1: Awards cBill, Salvage Shares, and Reputation XP bonus payouts for deploying a lance under the recommended tonnage amount set by the mission. The greater the difference, the greater the payout. Allows the purchase of Salvage Vouchers during Contract Negotiation. Allows for the Purchase of Salvaged Mechs, Weapons and Equipment post mission if you are short Salvage Shares. Adds a Mod Options setting to apply a multiplier to the base cBill amount for Damage Coverage (Insurance). Adds a Bonus or Penalty (B/P) based on the number of days before your Lance can be deployed for a mission.

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READ the conflicts/issues section below if you are experiencing a problem using this mod.
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Penalties for over-tonnage remain unchanged from the base game. DLC5 adds a setting to apply a multiplier to adjust cBill/Salvage Penalty. This new setting does NOT apply to Bonus payouts.

VOUCHERS: Version 2.0 of this mod adds the ability to buy Salvage "Vouchers" on the contract negotiation screen. This is independent of Salvage Bonus which is related to deploying a lance under the mission recommended tonnage limit. Salvage Vouchers do NOT use negotiation points. The intent behind vouchers is to give the player the option to "buy" Salvage Shares with cBills making "Mech" salvage more appealing (and possible) with low reputation Houses and therefore stingy Negotiation points. Also, buying Vouchers over buying post mission is more economically efficient but carries risk if you don't have enough salvaged items to claim post mission.

There are two Voucher Mod level game settings that can be changed by the player. One sets the maximum number of Vouchers that can be bought for a mission, the default setting is 25, range is 1-50. The other is cost per voucher which is a cBill multiplier. The default is 10 (x 10,000), range is 1-20. So, adding a maximum of 25 Salvage points to a mission will cost 2,500,000 cBills. The default is intentionally set high to make voucher buying an expensive undertaking. But you can adjust the cost to your play style. Mod Options is required to change the default settings.

Note, Bonus & Voucher Salvage Shares will rollover to the next mission in multi-part missions. Voucher cBill Fees are deducted post mission, INCLUDING abandoned missions. Maximum vouchers available to buy on the Contract screen will be automatically adjusted lower if not enough BANKED cBills are available to purchase the Max Shares value set in the Mod settings.

PURCHASE SALVAGE: Version 3 of this mod adds the ability to Purchase Salvage items post mission. I made my own version of Purchase Salvage because Versions 1&2 of my mod conflicted heavily with Bobbert's Purchase Salvage.

The amount of Salvage available to be purchased is limited by the amount of BANKED cBills available. There is one Mod level setting that can be changed by the player - cBills multiplier for Purchased Salvage Fees. This multiplies the Base Cost for each Salvage item purchased by this setting. Default is 2, range is 1-3. As with Vouchers, the default cost multiplier is intentionally set high. The "Claimed" Salvage Total Value at the bottom of the screen reflects the BASE salvage value listed in column 3, NOT the multiplier adjusted value. Check/Clear All Check Box: Available Salvage Shares are automatically allocated to the most expensive, selected, items first. If a Salvage Item share cost is more than the shares available, then the shares and cBill cost are pro-rated accordingly.

REPUTATION: Version 4 adds an option to award Bonus or Penalty (B/P) Reputation XP based on the Lance DEPLOYED tonnage versus the mission's stated tonnage limit. The same % used to calculate the cBill B/P (displayed on the Deployment screen) is used for determining the Reputation XP B/P for the mission. The earned base and B/P Reputation XP is displayed on the Reputation Panel post-mission. The cBill Penalty option setting in the base game will also effect the Reputation Penalty. There is a Mod Options setting to enable or disable the Reputation B/P.

DAMAGE COVERAGE: Version 4.1 adds a Mod Options setting to apply a multiplier to the base cBill amount for Damage Coverage (Insurance). The multiplier is automatically applied on the Contract Negotiation screen before mission deployment and the Reward Summary post-mission. The range for this setting is 1-3, where 1 is the base game default. For example, a setting of 1.5 would equate to 600,000 cBills Damage Coverage if the base amount is 400,000 cBills - this setting applies to "each" negotiation Point spent on Insurance. A change to the option setting requires a new mission start for the new setting to go into effect. Note, the multiplier is only applied when at least 1 Negotiation Point has been assigned to Damage Coverage on the Negotiations screen.

LANCE DEPLOYMENT READINESS B/P: Version 5.0 adds a Bonus or Penalty (B/P) based on the number of days before your Lance can be deployed for a mission. The intent is to provide a financial incentive to manage your Pilots and Mechs availability efficiently. The Mission Deployment screen will display the number of days before the mission can start due to Pilot health/training and/or Mech repairs underway. If the time is <=5 days a cBill bonus will be awarded. If the Time is > 10 days a penalty will be applied. Days in between 5 & 10 will not award a B/P. The amount of the B/P is based on a cBill Multilplier setting (x100,000). The setting's range is 0-5. The default is 2.5 or +/- 250,000 cBills. A setting of 0 will disable this feature. The B/P will be applied and displayed post mission on the Mission Payout Summary screen.

Mod Options is required to change the default settings.
https://www.nexusmods.com/mechwarrior5mercenaries/mods/537

Compatible with game version 1.1.361 (DLC6)

**** KNOWN CONFLICTS/issues and Other Notes ****

- This mod needs to override PilotOverhaul, YAML & VonBiomes in load order; i.e., this mod's load order number needs to be higher than each of those.

See full description on Nexus for additional info:
https://www.nexusmods.com/mechwarrior5mercenaries/mods/917

Special thanks to JustinP for his Unreal Engine expertise.
And Bobbert for the original Purchase Salvage mod.
Popular Discussions View All (3)
3
Jan 26 @ 2:54pm
Alternate Version With No Purchase Salvage
Starker
0
Jan 26 @ 12:06pm
Bug: Clan Invasion compat
RedΛngel
0
Oct 21, 2024 @ 6:19pm
In response to your request
Burstdragon323
111 Comments
Commodore_Guff Dec 19, 2024 @ 11:17pm 
@WolfEagle1 ah okay, awesome mod regardless! I dont understand how to change load order but this was never an issue in my previous campaign last month, idk. also, are you aware of an issue causing "Deployment Readiness B/P 500,000 PENALTY" during dlc missions like Kestrel Lancers? It seems that since the missions start in X amount of days at the mission start screen, its acting as though my mechs arent ready by that time causing a massive penalty.
WolfEagle1  [author] Dec 11, 2024 @ 9:47am 
@Commodore - likely a load order issue or not having Mod Options installed.
DontJoinMeImLagging Dec 10, 2024 @ 12:15am 
Sfrr, regarding the multi mission issue; things get more problematic if you use the same mech across all missions, without switching to another mech and then switching back.
Commodore_Guff Dec 9, 2024 @ 8:01pm 
why am i constantly being charged "Salvage Voucher Fees" when i never purchase any salvage vouchers or when i dont make use of this mod? what the hell. Every mission im being charged 400,000 or more in "Salvage Voucher Fees", makes no sense
BigTimeGamer Nov 27, 2024 @ 11:12am 
i like doing the invasion contracts with just 1 light mech, so this it like a fee i charge for being a badass

also salvage voutchers are a cool idea, no more missing a headshot kgc or hgn by one point
GildedDawn Nov 23, 2024 @ 6:57pm 
ok. thanks
WolfEagle1  [author] Nov 23, 2024 @ 4:55pm 
@Gilded - Known issue -> https://www.nexusmods.com/mechwarrior5mercenaries/mods/917

"workaround: disable this mod until you have a positive cBill balance and then reactivate."
GildedDawn Nov 23, 2024 @ 4:12pm 
I just encountered an issue where if you fail a mission and your bill payment happened during the mission duration which brought you into the negative, then you become stuck on the salvage screen because the game registers that you have claimed more salvage than you can afford. Even if you claim zero salvage, the continue button is greyed out. There is actually no way to advance the game. You have to alt f4 and then reload an earlier save.
WolfEagle1  [author] Nov 22, 2024 @ 10:24am 
@EGC, This mod's load order number needs to be higher than VB. I believe VB's is now defaulted to 99. VB use to be at a lower number when my mod came out.

I tried reaching the VB dev a couple of times to make a change to his banner - no response.
=EGC= KougarL☠B Nov 21, 2024 @ 12:51pm 
I, too, see salvage share rewards zeroed out on some multi-mission contracts. I never noticed a pattern before but will keep on eye to see if it's always #3. When it happens, I skip the salvage screen and back out to the hanger before starting the next mission. From there, I reload the last auto-save and all my shares re-appear.

Neither vonBiomes override is enough to show the purchase shares bar. Do I need to adjust the mod load order? Never had to do that manually before. To adjust the purchased shares bar, I need to disable Biomes mod, adjust the purchase shares, save, then re-enable Biomes. There's a lot of wasted space in the vonBiomes banner at the top of the negotiation screen. He could make that more condensed to fit another mod that being blocked from displaying - Planetary Conditions.