MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: Nov 21, 2021 @ 4:24am

0.6.2 Yet Another Mechlab
Updated UI widgets for latest game patch - Esc, Space bar etc keys work in mechlab.
Implemented item rarity for engines and other internal equipment. Now their market availability is limited, wont spawn all types at every market.
Added logic so mechs assembled from salvage have 30% chance for any component or armor to be destroyed (0), otherwise have random health values to all parts and armor.
Updated HUD widget for abilities so they show the bound key now.
@trueg
Fixed Mechlab crashes / memory leak, hopefully
Improved Alpha stats in Mech view
Improved a lot of code, added more polishing
Fixed some TCs and misspells
Improved error messages, gyro equip checks, tooltip, added rarity support for gameplay tags (equipment tags)
Moved config to Game.ini in %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor - now it's compatible with Bobbert's ModOptions if it's installed.
yaml.cfg in Mods dir is no longer functional, can be deleted

Update: Nov 21, 2021 @ 4:17am

0.6.2 Yet Another Mechlab
Updated UI widgets for latest game patch - Esc, Space bar etc keys work in mechlab.
Implemented item rarity for engines and other internal equipment. Now their market availability is limited, wont spawn all types at every market.
Added logic so mechs assembled from salvage have 30% chance for any component or armor to be destroyed (0), otherwise have random health values to all parts and armor.
Updated HUD widget for abilities so they show the bound key now.
@trueg
Fixed Mechlab crashes / memory leak, hopefully
Improved Alpha stats in Mech view
Improved a lot of code, added more polishing
Fixed some TCs and misspells
Improved error messages, gyro equip checks, tooltip, added rarity support for gameplay tags (equipment tags)
Moved config to Game.ini in %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor - now it's compatible with Bobbert's ModOptions if it's installed.
yaml.cfg in Mods dir is no longer functional, can be deleted

Update: Nov 13, 2021 @ 1:20am

0.6.1 Yet Another Mechlab
Lowered Mech Chassis salvage drops (new amount: min: weight/30+1 max: weight/15+1, was 20/10)
Equipment is properly removed when prerequisites are missing (no engine -> engine hs is removed, same for Supercharger)
@trueg fixed a lot of code, now the mod works as intended with Steam and Epic (equipment properties, keyboard binds), and added the following:
Equipment rarity changes the probability of them showing up in markets. Can be disabled via yaml.cfg
Rebalanced targeting computers with different TCS for different weapon systems. Also TCS do no longer add additional weight
The mechlab now shows error messages when adding an equipment fails
Opening MechManagementScreen (Battlemechs) for the first time might be a bit slow until the reorganized and new filler types are added to inventory

Update: Nov 9, 2021 @ 2:01pm

0.6 Yet Another Mechlab
Added @vonSeiten's Armor model - thank you very much!
Fixed UAV stability / game crashes by implementing PGI target sharing. Now it uses game code, not my old one I made before DLC1. No longer NARCs targets, either. It just works.
Fixed Salvage rolling mechs from non-owned DLC.
@trueg made more wondrous spaghetti, and thus, now, Dynamic Fillers are perfected. They are distributed over the components equally. Also fixed cfg file being overwritten every time.
@trueg changed Gyros, now different variants buff different stats. Also has a plethora of new possibilities and stats for equipment.
Fixed some KGC duplicated hardpoints

Update: Nov 9, 2021 @ 11:24am

0.6 Yet Another Mechlab
Added @vonSeiten's Armor model - thank you very much!
Fixed UAV stability / game crashes by implementing PGI target sharing. Now it uses game code, not my old one I made before DLC1. No longer NARCs targets, either. It just works.
Fixed Salvage rolling mechs from non-owned DLC.
@trueg made more wondrous spaghetti, and thus, now, Dynamic Fillers are perfected. They are distributed over the components equally. Also fixed cfg file being overwritten every time.
@trueg changed Gyros, now different variants buff different stats. Also has a plethora of new possibilities and stats for equipment.
Fixed some KGC duplicated hardpoints

Update: Oct 30, 2021 @ 5:26am

0.5.3 Yet Another Mechlab
Added @vonSeiten's Engine models - thank you very much!
Added cfg setting for upkeep cost multiplier (pilot salary and mech upkeep). Default is 1.00 float
Fixed some calculations in the new equipment properties code (@trueg)
Fixed KeyBindingOptionsWidget so it will correctly have default bindings for abilities and won't be so wonky when changing keybinds. If using Bobbert's ModOptions, it will correctly recognize the inputactions for YAML (it needs to have higher load order than YAML). Will also recognize and show YAW MML Ammo Switch keybind (YAW 0.99.9.3).
The old YAML ini in Mods dir is no longer used, can be deleted.
If you encounter problems, delete %LocalAppData%\MW5Mercs\Saved\Config\WindowsNoEditor\GameUserSettings.ini, that will reset every setting and keybind.

Update: Oct 28, 2021 @ 6:14am

0.5.2 Yet Another Mechlab
Fixed mech properties not applying to coop guests (UAV, speed, cooling, TSM, etc) in DerivedMech.

Update: Oct 28, 2021 @ 4:46am

0.5.1 Yet Another Mechlab
Fixed Fortified Structure Upgrades causing internal explosions.
Fixed Mech speed with no engine (there was a second check I had to remove). Now mechs without engine will have 0 as top speed.
Fixed ECM-equipped mechs appearing for users not having DLC1. Now everything in this main mod that has ECM requires DLC1 to appear.
Added a check for mech salvage items - should not show empty, attribute-less items in salvage screen if no mech MDL compatible Salvage exists.

Update: Oct 27, 2021 @ 9:55am

0.5 Yet Another Mechlab
Added @trueg's config file code. From now on, everything will be in Mods\yaml.cfg - old YAML ini files for FF, Rescale etc can be deleted.
Now includes configurable Salvage percentages.
Added Coolshot AI auto-use (if over 80% heat for over 4s, they will use coolshot).
Added config file for AI UAV and Coolshot auto-use.
Fixed UAV launch (again :) ).
Added more stats in Mechlab (alpha and per second damage and heat).
Updated @trueg's equipment code.
This added upgraded armor / structure display (will show the effects of Hardened Armor and Reinforced Structure, and also all armor upgrades). Also updated the dynamic filler's appearance. Has config option for colored or gray fillers.
Limited mech mobility without engines. You can drop to mission, but not move.
*** Added salvage mechanics ***
If a mech is not salvageable, it will drop chassis-specific Salvage, which can be assembled into a random mech after collecting enough salvage (1 per every 5 tons). 25t mech needs 5 salvage, 100t mech needs 20 salvage. It will spawn a random, empty variant of the chassis in your Cold Storage. From 20 Atlas Salvage you can assemble any random -D, -RS, -K, etc variants (with intro date observed) except Heroes. Assembling a mech from salvage costs 25.000 C-Bills per Salvage.

Update: Oct 20, 2021 @ 5:26am

0.4.5 Yet Another Mechlab
Fixed ZEU-9S2 share cost and Upgrade slots.
Fixed UAV launching even when not in mission (thanks Magnum for the code)
Fixed code adding dynamic fillers. Now it should limit itself to 500 of each (especially TSM - there was a typo). First time opening the mechlab management screen will take a LONG time until the fixed code removes the surplus. I had 47000 Dynamic TSM fillers in inventory and took almost a minute. If you use the save editor, you can probably manually set the amount for dynamic fillers (LFE,XL,XXL,TSM,MASC,ENDO,FERRO) to 500.
This will also fix Mechlab / Markets loading really slow.
Updated @trueg's equipment code.