MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

No (player) Friendly Fire
42 Comments
Marikhen Sep 7 @ 10:08am 
This mod now appears to be creating... Issues. Getting the "Line: 1308" crash from this mod when I punch anything with a Javelin in the first post-tutorial campaign mission. While I doubt it's a mod conflict, the other mods I'm using are:
StarMapMouseOver
Increased Treefall Animation Rate
Better Lance Mate Status
Advanced Zoom
Restore Traits
BattleGridReordered
Mod Options
StackedCrates

Been using those for years without seeing any issues though, and it looks like there was a big melee update in September 2021 after this mod was last updated.
Alice (She/Her) Mar 18 @ 12:30pm 
Phrasing BigTimeGamer... lmao
But no, I really think that it should be a toggable option in Vanilla.
BigTimeGamer Nov 26, 2024 @ 4:44pm 
one mod that should just be how the game works normally, no more getting backshots from my own kingcrab
10/10 should be how the game works by default
空.明 Aug 10, 2024 @ 1:42pm 
I need my AI teammates to not core each other out from behind... does this mod still does that?
Colithiel Oct 10, 2023 @ 5:31am 
Been testing it, it has worked so far
Colithiel Oct 10, 2023 @ 5:30am 
Ok good deal
yrrot_7  [author] Oct 5, 2023 @ 5:00pm 
I haven't updated it, but it probably still works<shrug>. It's mostly redundant since AI can't hurt players, so it really just stops players from killing AI mechs, or coop buddies, I guess.
Colithiel Oct 5, 2023 @ 8:01am 
Safe to assume this mod is dead now?
Redeye May 17, 2023 @ 5:09pm 
does it still work?
YouTube-Johny40Se7en Jan 24, 2023 @ 9:17am 
Brilliant mod, thanks a lot.
The friendly AI can be so bloody irritating sometimes!
I've not shouted as much profanity for a while as I have whilst playing this. Friendly AI haven't got a clue most of the time. It's like they've over indulged on stupid pills before a mission. But then, the enemy AI seem to be commanded by Skynet, because they never miss a beat.

One time, whilst using the cockpit view and zoomed in and shooting an enemy, a friendly mech comes walking right across my line of fire as if they're strolling to a picnic, then getting themselves pebble dashed by autocannon rounds and laser fire. Morons! 🤬
Some of the worst friendly AI I've come across, and I've played some right doozies over the years...

This helps greatly with that, because now I don't have to restart a mission or have a hefty bill to pay at the end because I've accidentally done more damage to a lance mech than the enemy has :steamfacepalm:
Aeden Oct 9, 2022 @ 2:35pm 
@Dken Yep, the description for those weapons specifically state their AoE damage is not calculated as friendly fire. Be very careful where you aim.
Dken Oct 9, 2022 @ 9:00am 
lance mates with long tom arti still cripple each other, i guess aoe damage is still deadly :(
D Jun 10, 2022 @ 2:54pm 
Still compatible for Call to Arms atm c:
yrrot_7  [author] Sep 23, 2021 @ 2:51pm 
My mods will all get updated as soon as I can. But this one was largely made redundant by the year one update anyway (AI doesn't do friendly fire anymore, only players can), so it's at the bottom of the list.
Einear Lightfingers Sep 23, 2021 @ 5:14am 
A new DLC was released with a base game update. This is one of those have to have mods. Will this be updated? Thanks you for this mod.
yrrot_7  [author] Sep 15, 2021 @ 6:53pm 
Both probably have to mess with the mech class. There's no friendly fire in the base game other than player caused now, so this mod is far less important than when the game first came out and AI were blasting other AI in the back left and right.
Kadin50 Sep 15, 2021 @ 8:26am 
This mod is giving Equippable Sensor Antenna Mod some difficulty. Any ideas on why? Really enjoy the no friendly fire.
Kamikaze_Llama Jun 26, 2021 @ 3:56pm 
Yeah, I'm guessing here, but PGI just didn't use the Explosive Damage stuff much... which is weird, since it's literally the only way to do true AOE to things like buildings, etc., which was kind of the point of the weapon I designed (well, that, and making things go boom, lol). But right now, the occasional unhappy accident with the AI lancemates makes the weapons a bit un-fun. My experience with Unreal is super-limited, so I'll have to see if I can puzzle out where the "this shot just hit something" event is and hook in something there.
yrrot_7  [author] Jun 26, 2021 @ 3:42pm 
Hmm, yeah, this mod just implements the damage handler in abstract mech and checks team ID of causer vs the owner controller and sees if it matches the player, etc. Not sure why the PGI AoE wouldn't trigger that function.

There's a roundabout way of doing AoE where you check for overlapping actors and apply damage yourself, passing in the shooter as the cause.
Kamikaze_Llama Jun 26, 2021 @ 3:24pm 
It's the Explosive Damage component of the Shockwave (I'm the author, so I know how that's working). I'm guessing that the damage from that is treated as "neutral" to the player, if that's handled via MechDamageTaken_MissionComponent (which, tbh, looks like the right place, but I haven't modded it, lol). The problem there is largely, "who owns damage"... I don't suppose there's some straightforward way to code an AOE that doesn't use PGI's base systems?
yrrot_7  [author] Jun 26, 2021 @ 2:38pm 
It depends on how the modded weapons are working under the hood. They aren't triggering the mech's "handle damage" function that this mod overrides, so it never zeroes out friendly fire for those.
Kamikaze_Llama Jun 26, 2021 @ 2:35pm 
I'm running modded weapons w/ pretty extensive damage due to their Shockwave component. They're causing FF and self-damage. Any idea whether there's something that can be done?
yrrot_7  [author] Jun 24, 2021 @ 7:05pm 
Literally can't happen in the base game, let alone with the mod on. PGI made it so AI lancemates can't hurt allies now, as of game version 1.1.

At least, not the damage part. They can/will still hit you and possibly apply a damage decal, but your mech won't take damage. And you can hurt them or other players without the mod on.
Cobalt60 Jun 24, 2021 @ 6:58pm 
I'm still getting "backshot" by my lance. In third-person perspective,the glow of molten armor
on my mech's back from errant ppc fire is pretty obvious...and painful! Sorry. It hasn't worked for
me.
Deathbot V1.87 Jun 18, 2021 @ 12:40am 
Great Mod.

Only issue is that it doesn't affect any of the "artillery" weapons like Longtom, Thumper, etc.
huniboi Jun 16, 2021 @ 9:13pm 
essential mod, made the game vastly more playable/enjoyable
jimboss104 Jun 12, 2021 @ 7:15am 
no you're probably right it hasnt happened a second time, it just hurts being hit in the back by a long tom.
yrrot_7  [author] Jun 11, 2021 @ 5:01pm 
I've tested this mod in the latest version, and can't reproduce the issue. Possible conflict with another mod overriding the same file?

Definitely working for me without crashes.
Purple Dragon Jun 11, 2021 @ 4:04pm 
So, since this last update, I have not been able to finish a mission without crashing. I uncheck this mod and am fine to finish the mission. But if I check it and then load up a game it lets me finish a battle but on dropship extract it crashes saying it can't find something in several different files. I thought I had read somewhere that this mod had been updated to work with the latest. I'm not sure if maybe I missunderstood?
jimboss104 Jun 11, 2021 @ 10:25am 
stopped working, got slapped in the back by friendly AI and it nearly killed me
ุReshy Jun 3, 2021 @ 2:48am 
All we need now is "actually functioning sensors" as a mod, because the sensors in the game are a joke.
WorldEater Jun 1, 2021 @ 12:22am 
Best mod so far. I take significantly less damage on missions now.
Nuck May 31, 2021 @ 10:27pm 
I was being killed by my own Lance the second we touched down, there was no baddies anywhere near........ Thanks!
Damonvile May 28, 2021 @ 11:36pm 
Getting shot in the back by my AI lance when I wasn't even moving....was getting really annoying. They were doing more damage to me than the enemy.
It may not fix the games bad AI targeting but it sure lowers the frustration level :)
almightyfargoth May 28, 2021 @ 7:42pm 
Yup definitely works, solid
Kazimierz3000 May 28, 2021 @ 3:58pm 
Works great with no issues, thanks!
therealTTB-ttv May 28, 2021 @ 1:31pm 
Works perfectly well. Reviewed the mod here: https://youtu.be/y_y6By2vPK0
The Crescent Hawk May 27, 2021 @ 7:03pm 
Been playing since release on EGS, I've very rarely seen friendly AI destroy friendly buildings, maybe a slight clipped
Goose May 27, 2021 @ 2:15pm 
@dspen15dragon125 just play coop loool
dspendragon125 May 27, 2021 @ 11:59am 
I wish that was the the case. I've nearly lost mission bonuses because they decide to path into the buildings.
yrrot_7  [author] May 27, 2021 @ 7:17am 
You can just use the F1->F3 squad command to have them move outside of the base. The AI "tries" to avoid bumping into friendly buildings, but sometimes clips them. They shouldn't be running through the middle of buildings.
dspendragon125 May 27, 2021 @ 7:14am 
is there a way to stop allies from crushing the buildings we're supposed to protect?