MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon Clan
256 Comments
phfor Nov 16 @ 9:27am 
@beckhamhome "See All Loot" has multiple issues and shouldn't be used any more. The author has also lost the source to the mod iirc, so they can't fix it.
beckhamhome Nov 14 @ 3:29pm 
The mod "See all Loot" conflicts with this one knocking out the critical slot count for some reason.
cszolee79  [author] Nov 14 @ 11:52am 
In such cases it's enough to unsub and re-sub to the mod(s). Sometimes Steam is just wonky and won't update them immedately.
Beastoftrol Nov 14 @ 11:21am 
Okay the re-install seems to have done it, weapons working confirmed! So many thanks @cszolee79, you and your crew are the real heroes! keep up the fantastic work!!
Beastoftrol Nov 14 @ 11:13am 
@cszolee79, I just checked, HAG still reduces to a single shot every time after first burst shot salvo. I Am going to uninstall everything and do a fresh install to see if it fixes the issue. Will give another update right after.
cszolee79  [author] Nov 14 @ 7:41am 
HAG should be really fixed now with the Yet Another Weapon update.
Beastoftrol Nov 14 @ 5:16am 
Same as aurora The beloved HAGs no longer fire right after the very first shot/salvo.
HAG was love, HAG was life! Now HAG is Crippled.
Now i am sad for loss of beloved HAG. I am HAG sad.:steamsad:
beckhamhome Nov 13 @ 6:20pm 
Help please, I've run into a problem. Since I've added the updated YAWC most of the multi slot weapons show up gray and without slot number listed. They can't be placed into mechs although they show up in inventory. I've disabled most mods and reloaded the game. I still can't find the conflicting mods or settings. Any one out there please post if you've got the solution.
Zhukovsky Nov 7 @ 11:35am 
So, just a heads up, after update (07.11.2025) of weapon, weapon clan, legendary mech got crash after travel, unplug made it worse and it is game launch crash now.
KorG Nov 7 @ 10:39am 
Köszönjük a munkád! :steamhappy:
Aurora Nov 7 @ 10:14am 
Not sure if steam applied the update yet or if this is a new bug. I have clan H-A Gauss 20 and 40 on a marauder II-AH and the first shot for both weapon types fires a burst then all follow up shots are single shots. Starting a new mission does the same thing.
cszolee79  [author] Nov 7 @ 10:12am 
Apparently it was not fixed, sorry. Will get a working version out soon (Yet Another Weapon).
CG Nov 7 @ 9:55am 
perfect thanks a lot!
cszolee79  [author] Nov 7 @ 7:16am 
Hyper-Assault Gauss cooldown was fixed in Yet Another Weapon's update today.
cszolee79  [author] Nov 7 @ 7:16am 
2.4.5 Yet Another Weapon Clan

Fixed: AP and Hyper-Assault Gauss ammo names (A-P and H-A), ProtoMech Autocannon ammo name (P-M)
Changed: increased Clan normal Gauss ammo from 26 to 32 per ton (and 80 for double)
CG Nov 5 @ 10:23am 
oh so the hag is indeed bugged. i'll wait a bit for the fix
Emden Nov 5 @ 1:50am 
My Atlas cries for the HAG.... waiting for the fix..... Love this MOD :)
cszolee79  [author] Nov 3 @ 10:49am 
Yes, I messed up the HAG logic when adapting it to AI use, as DeadRaiser pointed out. I'll get an update out for that in the next few days.
CoopDM Nov 3 @ 10:37am 
The HAGs seem not to fire a burst, instead they immediately go on cooldown after only one shot. Not sure if I'm doing something wrong with them.
strykerpsg Oct 25 @ 11:27pm 
My Metar (110t) and a few others are missing after this update. Is there an options menu I need to select to get them back?
cszolee79  [author] Oct 24 @ 4:27am 
2.4.3 Yet Another Weapon Clan

Changed: override DLC7 vanilla Clan Lasers to change their colors
Changed: Hyper-Assault Gauss short name to H-A Gauss/20 (C) etc, sound, increased delay between shots from 0.06 to 0.1s. Its burst can be interrupted now.
Changed: Anti-Personnel Gauss name: AP Gauss (C) to A-P Gauss (C), increased fire rate / decreased damage
Changed: ProtoMech AutoCannon name: PM AC/8 (C) to P-M AC/8 (C)
Changed: rebalanced lasers to better resemble DLC7 vanilla. Increased Heavy Laser damage.
Changed: rebalanced Machineguns (+50% damage to all) as PGI did.
Changed: rebalanced missiles to DLC7 stats. Thus, ATMs got a HUGE buff.
Fixed: Clan Laser AMS missile destruction rate
Fixed: Clan Advanced SRM damage / missile (to 2.4)
Michael "Ghost" Murphy Oct 14 @ 2:35pm 
Some weapons are missing it would seem, as others have said, at least in the mech delivery order list. Though I have never noticed anything missing from the delivery list before so I am going to say weapons are indeed not appearing.
Inglix Oct 12 @ 8:36pm 
Ok so after looking at someone's comment on Yet Another Equipment (Harjel) mod. Clicking on ammo - for weapons installed - still doesn't show the double bins. However, per their note, clicking on the empty slot and scrolling down you will be able to choose / install the double ammo bin.

This also applies to "missing" Battle Computers (e.g. BC Artemis V / Ballistic) and other items.
verdantschizo Oct 11 @ 3:52pm 
there seams to be a thing with the clan AC20s where its acting like the AC20BF as well as the damige profile but the sound is cutting hafe way and each shot in the burst is eating ammo this has been happeing for me before the games update and even after the new update for this mod as my clan lasers have working sound now
cszolee79  [author] Oct 11 @ 12:36pm 
2.4.1 Yet Another Weapon Clan
Changed: Ultra AC ammo amounts synced with DLC7 amounts
Changed: YAWC Ultra ACs now use one ammo per burst (was one ammo per projectile before)
Fixed: YAWC Ultra AC Double bins removed from disabled weapons list
Beastoftrol Oct 9 @ 2:37pm 
Same thing here, some items from mod are missing. And this isn't the only YAML mod to be experiencing this type of issue. Patience for all of us, the modders seem to be tackling these new issues already, so its just a matter of time till we're all back to running smoothly.:gman:
Inglix Oct 8 @ 6:00pm 
Since the latest patch double ammo packs (Gauss, HAG, et al.) appear to no longer be seen. Irony is I did have one mech with HAG ammo double that stayed, but removing it caused it to disappear.
CheesyRamen Oct 8 @ 5:28am 
I was unable to purchase either C-LB 10-X double ammo bins and C-LB 10-X BF.

At some point will you move the duplicate weapons to a legacy compatibility mod with a script to replace everything with SoK versions?
spyderDFX Oct 8 @ 2:28am 
Clan double mg ammo doesn't work with clan mg added by SoK
Twamptastic1626 Oct 4 @ 7:45am 
also curious about this. DLC 7 added clan tech but it seems to only be on those enemy clan mechs and barely in the markets
Electrolf Sep 27 @ 4:33pm 
So with the stuff from it being in YAML, if you have DLC 7 you don't need YACW anymore?
Edboy Sep 23 @ 8:05pm 
I'm not 100% sure if the early clan tech bug is from yaml. I had a clan masc show up in a fresh sandbox game at the earliest starting year.
UncleFu Sep 18 @ 1:15pm 
I got the same problem as busto... Clan tech in the 3030's...
busto Sep 17 @ 2:09pm 
Updated to the latest version. I'm currently playing in 3026 and I've seeing IS mechs with (C) weapons from YAWC. Is that supposed to be happening? I don't have YAML's "1999" option enabled that breaks lore timeline.
cszolee79  [author] Sep 17 @ 1:47pm 
This mod works with DLC7.
In the next update I'll add a ModOptions setting to disable duplicate weapons from YAWC spawning on markets that are available in DLC7.
Mad Larkin Sep 15 @ 5:11pm 
@Throcky Yet another Equipment collection seems to work
Throcky Sep 15 @ 7:46am 
So is this and yet another weapon updated? It just YAML
Mad Larkin Sep 14 @ 11:23pm 
Disabled spawn could be good, uh is there a chance for double ammo bins for SoK clan weapons?
cszolee79  [author] Sep 14 @ 2:12pm 
@Chief ain't no way in hell I'll start a new mod :D Maybe do something with disabling spawns of YAWC weapons that are in DLC7.
Sleek Sep 13 @ 7:19am 
Cantina upgrades can be kept using Restore Traits from Bobbert, it is only on Nexus for now but it does work with DLC7 and YAML when you turn off the YAML save build feature.
Ӎeρнɪsϯɵ Sep 13 @ 5:42am 
can u update
1: keep cantina upgrades when store mechs in cold storage
2. remove clan weapons that are already launch in Shadow of kerensky so they do not overlap with the same weapon name and type but with better stats than SOK.
3. option for setting the fee for flying around the planet system.
Chief Sep 12 @ 3:13pm 
@cszolee79 Wouldn't the simplest solution be two separate mods? One with the new and the other with the mod ones?
cszolee79  [author] Sep 12 @ 12:32pm 
@thundercactus yes, still thinking about what to do. The YAWC-added weapons are required by a LOT of 'Mech mods, old savegames and so on, so I can't just wipe them. How to reduce the clutter, well, I'm not sure about that yet. Will have to be backwards-compatible, work with base game and YAML, so yeah, no simple solution.
cszolee79  [author] Sep 12 @ 12:29pm 
@thundercactus you need to enable Tier 6 weapons for Instant Action in YAML Mod Options.
Graftin Sep 12 @ 9:43am 
I am unable to lock on with any clan missiles in this mod despite having everything needed. Is this a bug or do I have something turned off?
Hightower Sep 11 @ 9:04pm 
Seems like we have two versions of most of the clan weapons now. One from the last dlc and one from this mod. Isnt this the time for cleanup and consolifation?
Easy AI Sep 11 @ 9:00pm 
Mod seems fine with the hotfix. The hotfix didn't do a whole lot.
thundercactus Sep 11 @ 5:12pm 
Does YAWC override the DLC7 clan weapons? I don't see the DLC7 clan weapons in the weapon list for instant action, but they still appear on the DLC7 clan mechs.
Is the plan to eventually replace the DLC7 clan equipment with YAWC equipment?
Cast-Steel Sep 11 @ 2:35pm 
there was a hot fix or some sort of update today, does your mods need updated again? or should they still work?
cszolee79  [author] Sep 11 @ 2:23pm 
There should be a check to not allow Clan weapons to spawn before 3050. It is there for Rare weapons (Yet Another Weapon overrides that file - ClusterToiLogic) but normal market (not Rare) spawns are controlled by another asset (ProgressionFunctionLib IIRC) and I don't know if it was fixed in the new hotfix or not, none of my mods mess with that.