MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

435 ratings
Yet Another IS Mech
12
6
3
8
3
5
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
6.300 GB
Oct 8, 2023 @ 11:18am
Jul 8, 2024 @ 7:31am
30 Change Notes ( view )

Subscribe to download
Yet Another IS Mech

Description
Correcting PGI's second greatest sin by bringing over the last remaining IS mechs from MWO. Check out the full changelog on the Nexus page: https://www.nexusmods.com/mechwarrior5mercenaries/mods/964

The original goal of this mod was to bring over the missing IS mechs from MWO. Now that's accomplished, time to expand into bringing in new mechs, variants, and other stuff.

YAML REQUIRED AND OVERRIDING/CONFLICTING FILES ARE INTENTIONAL. MECH RESCALE IS REQUIRED FOR THE MATAR AND FAFNIR TO LEAVE THE DROPSHIP!

'MECHS AVAILABLE:
- Roughneck (17 variants including 3 heroes)
- Hellspawn (11 variants including 1 hero)
- Fafnir (15 variants including 1 hero)
- Thanatos (14 variants including 1 hero)
> Thanatos MS (4 variants)
> Thanots Omni (7 variants)
> Thanatos XT (5 variants)
- Osiris (10 variants including 1 hero)
- Uziel (10 variants including 1 hero)
- Bushwacker (13 variants including 1 hero)
- Arctic Fox (9 variants)
- Black Hawk-KU (19 variants including 1 hero)
- Catapult H2 (20 variants)
- Gauntlet (7 variants)
- Hatchetman (18 variants including 3 heroes)
- Longbow (13 variants including 1 hero)
- Matar (3 variants including 2 heroes)
- Rifleman III (3 variants including 2 heroes)
- Nightstar (29 variants including 2 heroes)
- Rifleman (18 variants including 1 hero)
- Queen Crab (1 variant, eight more WIP)
- Raven (1 variant, more WIP)

OTHER ADDITIONS:
- Ported MWO skins for all mechs.
- DLC 3 and 6 melee weapons made available to all weight classes.
- Jump Jet support added to the Annihilator, Rifleman, and Archer.
- Loader King given new default skin to differentiate it from the Roughneck. Adds "standard" variants to certain faction spawn pools.

CREDITS
For a full list of credits, please see the Nexus page's description.
229 Comments
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