MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another IS Mech
244 Comments
Tal'Raziid Jun 28 @ 9:35am 
Thanks!
DeadRaiser  [author] Jun 28 @ 7:18am 
@Tal’Raziid it’s a YAML mod option that is found under the “In-Mission Miscellaneous” section
Tal'Raziid Jun 27 @ 11:24pm 
What is the "Mech rescale" mentioned in regards to the Matar and Fafnir? Workshop seems to have no such mod
acv55555 Jun 26 @ 8:04am 
The Matar has arm and leg actuator slots. Are there any equipment meant for them?
DeadRaiser  [author] Jun 4 @ 4:41pm 
@Moon Moon soonTM
Moon Moon Jun 4 @ 4:27pm 
@DeadRaiser

Hey man. Might I ask if you're ever going to include the Marauder III?
DeadRaiser  [author] Jun 1 @ 7:21am 
@WODZU123098 YAML was updated to have superheavy mechanics more in-line with the tabletop rules for those mechs. The Matar is not supposed to get them so I will be updating the mod to make sure the Matar is setup properly.
WODZU123098 Jun 1 @ 5:43am 
It seems to me that the Matar SAM-AF Hero was somehow broken/nerfed because I bought it before the update and nothing was changed in it and it weighs 124/110 tons and if I insert 3 modules (XL engine, endo and armor) for stress relief it will be 105/110 tons. It seems to me that it might not have weighed that much and that more can be put in there.
DeadRaiser  [author] May 29 @ 8:43pm 
@Crunchy it's in YAML's mod options
Crunchy May 29 @ 7:46pm 
@DeadRaiser I did and I cannot find the option to rescale mechs anywhere. Is there an issue with the workshop download? Do i need to get these mods from nexus instead?
DeadRaiser  [author] May 29 @ 7:13pm 
@Crunchy maybe read the mod page? Usually reading the info on the page helps you solve that problem.
Crunchy May 29 @ 6:10pm 
So the Matar cannot get off of the drop ship. Its too big to walk out of the door. Is anyone else having this problem?
FAT WANZER May 25 @ 3:57am 
@DeadRaiser hey man thanks for the answer,also wanna ask is the career mode starting pilot fixed? not being able to rename them when not even a story character is sad.
DeadRaiser  [author] May 24 @ 9:33am 
@FAT WANZER the game is NOT flagging it as incompatible with YAML. The mod requires YAML to work first and foremost. Second, it’s only showing that some vanilla assets are being used by both mods is all that “conflict” stuff is.
FAT WANZER May 24 @ 1:48am 
for some reason game flag it as incompatible with YAML
DeadRaiser  [author] Apr 10 @ 7:52am 
@Ender this is actually an issue that stems from vanilla itself. PGI incorrectly setup the spawn tables for the arenas and shoved in about 15+ extra entries in the heavy class for just Crusaders. Any mod that directly adds on top of the arena will mean that they'll spawn their units alongside tons of Crusaders. I recommend you download the mod "Arena Control" as it has an option to expand the units that can spawn in the arena and alleviate this issue.
Ender Apr 9 @ 8:10pm 
hey so in my carrer basically every arena fight is 90% crusaders and catapults specifically variants from this mod the catapults atleast, i was wondering if you have any idea what would cause this and how to fix it? its really annoying to only see 4 mechs unless im in certain weight restrictions.
Svarog Feb 24 @ 12:23am 
Hello everyone. Tell me, please. Why aren't the mechs on sale or on the battlefield? On the page in the Nexus, it says that they appear after the year 3049. Now, in my save, the year is 3060. Clan mechs from YAML ClanMech are at least on sale, even though they are still not on the battlefield. And the inner sphere mechs aren't even on sale. Can you tell me what I'm doing wrong, maybe they're sold on certain planets?
DeadRaiser  [author] Feb 22 @ 9:27am 
Nope. That is not caused by this mod
Hunterc1998 Feb 21 @ 6:12pm 
Question, have you come across anything with Catapault Mechs being invulnerable? I've ran across several specifically in arena battles, sometimes nothing hurts them at all, sometimes my ballistic guns are useless but lasers work, but its an inconsistent but very annoying issue.
Zephyr Jan 31 @ 3:52am 
can i use with with YARW?
Shaostoul Jan 28 @ 12:21pm 
Oh, my bad. Thank you! Found out that for some reason the person I was playing with their YAML options in mod options is blank. The button to go to adjust the YAML settings is there, but there's no actual settings.
DeadRaiser  [author] Jan 27 @ 8:18pm 
@Shaostoul no. Read the mod page
Shaostoul Jan 27 @ 7:29pm 
Hey, came across the Matar finally and it's a ton of fun, but it gets stuck in the hangar bay. Can you shrink the size a smidge so it can actually leave the dropship hangar?
DeadRaiser  [author] Dec 9, 2024 @ 7:40pm 
@zql9843 read the mod page then go find the right mod. You’ll find no clan mechs here
zql9843 Dec 9, 2024 @ 6:27pm 
There are also a few IIC mechs without correct timeline restrictions like a HGN IIC which should not be available to Inner Sphere. I found a few with mech delivery mod.
DeadRaiser  [author] Nov 21, 2024 @ 7:51pm 
@CheesyRamen known issue. Forgot to change its intro date. Will be fixed next update
CheesyRamen Nov 21, 2024 @ 6:47pm 
I'm seeing CPLT-K2(P)s with clan tech in 3035. Is this intended behavior?
DeadRaiser  [author] Oct 23, 2024 @ 7:56pm 
@sirbakat yes just ignore it. YA Mods are by their design to work together. Everything will be fine so long as you don't touch the mod load orders and leave them as the modders set them to
sirbakat Oct 23, 2024 @ 6:47pm 
I'm a new player and have only over a dozen mods almost exclusively Yet Another. I keep encountering mod conflicts like this mod and YASpecialVariant conflicting with YAML. I also removed everything and activated YAML and YAmods to check if conflict is from others. Do I just ignore the conflict alert?
BigTimeGamer Oct 22, 2024 @ 2:58pm 
god made earth so that the walking trashcan could rule over the weak
BigTimeGamer Oct 22, 2024 @ 2:58pm 
my fav mech in that list is the urban lord
DeadRaiser  [author] Oct 12, 2024 @ 9:24pm 
@Lizard its a WIP mech I deactivated from normal gameplay. The only way to get those are through removing date restrictions in YAML, Stacked Crates, or Mech Delivery. There are a few in there so have fun digging
Lizard.exe Oct 12, 2024 @ 8:57pm 
So I seem to have come across a little (very little) mech called the marauder 4 (MAD-1Q) , thanks to the stacked crate mod which can give any mech from a box if im lucky, apparently its a mini marauder that never shows up with an intro of 9999 and doesnt even show in the instant action, now im curious if there are other hidden mechs..
BigTimeGamer Oct 12, 2024 @ 6:11am 
lot of people having trouble understanding the matar lmao
firebat47 Oct 10, 2024 @ 1:17am 
@deadraiser Aww. I now see how it works. Thank a bunch.
binkley Oct 9, 2024 @ 8:55am 
is it normal for some of the mecs to be broken when you try to build them with slavage as in unbuildable
DeadRaiser  [author] Oct 8, 2024 @ 4:14pm 
@firebat47 not a bug. You can use one engine core in any super heavy, you don’t have to use both slots. But if you want to use both, they need to have the same core. You can’t mix a 230 with a 375 for example. To change them you have to remove both cores, then insert the new one in the first slot, then a matching second one in the second slot. This is how YAML handles this, has nothing to do with this mod
firebat47 Oct 8, 2024 @ 2:36pm 
The Matar I think has a bug. The one I got has two engine cores, and I can not change any of them. I want to give this thing a better engine and build upon that, but I can not do that. Can you please fix that?
DeadRaiser  [author] Sep 11, 2024 @ 5:05am 
@Adalwulf not a bug. YAML gives superheavy mechs two engine slots by default, but you don’t need to use both at the same time. Ignore the whole “missing engine core” warning, it literally means nothing as long as you have at least one core in the mech. That’s just a quirk with YAML
Adalwulf Sep 11, 2024 @ 1:57am 
Got a bit of a bug problem but not sure if the problem is from this mod or not. But i just bought a matar and went about immediately pimping it up. Start tossing things off and replacing things then i notice there are TWO engine slots. I'm wondering OK its a big boy so maybe that's a thing. I upgrade the engine because screw the engineers in the lore for putting only a frigging 220 engine in. everything is fine and dandy until i cant start the work because its saying the engine is missing. So i revert and notice even though i reverted everything it still say missing engine on its base engine. I restart the game go back and by the mech again and i notice again no engine.
Again not sure if the problem originates to this mod but i've only had this problem with this mech. If its not this mods if you could point me in the right direction i'd appreciate it.
Captain Joltz Aug 26, 2024 @ 3:18pm 
worked, thanks homie
DeadRaiser  [author] Aug 25, 2024 @ 7:22pm 
@Captain Joltz the more mech mods you add the longer the load time is with YAML if you haven't changed the settings. Just wait a bit to get on the main menu, then once it's fully loaded in, go to Mod Options -> Yet Another Mechlab -> Performance and uncheck the "Enable Skin Unlock Code" option. That will deactivate a troublesome bit of code that causes that super slow initial load time. Your game will go from several minutes to 30 seconds - 1 minute load max now.
Captain Joltz Aug 25, 2024 @ 5:55pm 
Don't know why but, adding this mod to my load order freezes me at the main menu. Only other mods are the requirements + Mod Options.
zhakarias.garcia Aug 9, 2024 @ 6:59am 
No Axman? I can't roleplay Adam Steiner
Lazard Aug 6, 2024 @ 1:12pm 
Ah sorry... looks like i missed that... i was only looking around on the nexus mod page... and there it only talks about "issues" the martar and Fafnir have... my bad
DeadRaiser  [author] Aug 5, 2024 @ 8:45pm 
@Lazard maybe you should read the mod page. Maybe the part that says something about a requirement for the Matar to leave the drop ship?
Lazard Aug 5, 2024 @ 8:03pm 
So... i just got the Martar Hero and while i works fine in some mission in other it gets stuck inside the drop ship at the mission start.
Crosshair Aug 1, 2024 @ 2:43pm 
There's a variant of the Bushwacker, the BSW-X1(S) that doesn't show up in the instant action menu... I remember it was there to use...
tazakiss75 Jul 12, 2024 @ 8:30pm 
i have a issue with the salvage parts for some mechs. it shows the atlas tag and gives me 000,000$ to assemble. is is on the wolfhound 2, the murader all versions. how an i fix this?