Yo, just giving you a heads up that I'll be uploading a new version of the Yet Another Weapon - Addon and Fixes soon that changes the behavior on the SNPPC-X and the CAP SNPPC-X. They're going to be using a new mode swap mechanic I setup for them so you'll need to update your mod to reflect that once it comes out as well as update your mod's GameplayTags.ini file so it doesn't invalidate the new weapons being added to. I'll have the source up when I push the update so you'll be able to see the changes.
Thank you for the heads-up! I haven't played MechWarrior 5: Mercenaries in some time, so I won't be updating the mod for this latest patch - the active user base of this mod is quite limited. That said, I may revisit these adjustments should I return to the game in the future.
Currently, my gaming focus has shifted to tactical RPGs - particularly the Wasteland series (2 & 3) and Warhammer 40,000: Rogue Trader.
I appreciate the notification nonetheless, and wish you all the best!
Rogue Trader is a solid choice of a game to work on. I also discontinued my own Adjusted PPC-X mod for a similar reason - low player numbers and I didn't want to keep maintaining another weapon-based mod in my catalogue. I'd recommend maybe leaving a note that the mod is deprecated to the newest versions of the Yet Another Weapon - Addon and Fixes as it will make the new weapons and PPC-X/SNPPC mode swaps unusable. Thanks!
Hey mate, saw this pop up in the new mods... and I've a bone to pick. Your load order "recommendations".
Using the same layout as you've shown, Mod Options cannot be where you've put it - Mod Options should always load last (top of the list, with the ordering you've used). In fact, where it is means it's quite likely the mod options for YAML won't show up. YACM should be the first of the YA-mods loading. I can tell with where you've got "YetAnotherMechlabMechs" that you're using the old obsolete version that now breaks YAML - replace it with the Yet Another Mechlab Mechs Maintenance Fork so it's using the updated hardpoints, as well as loading in the correct place. Lore-based Mech Variants - YAML Edition: default order should be directly above HeatSinkKits YetAnotherRevampedQuirksEquipment - this should be loading all the way at the top, only thing above it should be Mod Options.
The short version of it - basically leave the load orders alone, unless you know exactly what you're doing. And even then, in your list only needs 3 load order changes from the default (MW5 Compatibility to first, Mod Options to last, and TTrulezAI to override Coyotes, and the last one is optional, especially for those playing coop).
Sorry if this comes off a bit strong, but we get a little tired of having to fix load orders for people on the YAML server when they've been unnecessarily mangled.
Thank you for your extensive input! I have adjusted my load order according to your suggestion.
However, I still have some confusion. You mentioned that "YACM should be the first of the YA-mods loading," but the page for Yet Another Clan Mech (https://www.nexusmods.com/mechwarrior5mercenaries/mods/760) states that it uses weapons and equipment from Yet Another Weapon Clan and Yet Another Equipment Collection. Shouldn't it load after them?
Regarding Yet Another Mechlab Mechs, I have been using your maintenance fork from the very beginning and truly appreciate your fixes. I will distinguish it in the list, as the identical folder names make it difficult to differentiate otherwise.
Cheers. Yeah, YAMM had to keep the same name to make sure that people could keep the mechs. YACM loads earliest due to some of the other files in it, the weapons and equipment will load in fine into the mechs even though the load order is later for them
Got it! Thanks for the explanation—sounds like YACM and the other YET mods are doing some serious behind-the-scenes teamwork to keep everything running smoothly. Cheers to that!
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Currently, my gaming focus has shifted to tactical RPGs - particularly the Wasteland series (2 & 3) and Warhammer 40,000: Rogue Trader.
I appreciate the notification nonetheless, and wish you all the best!
Using the same layout as you've shown, Mod Options cannot be where you've put it - Mod Options should always load last (top of the list, with the ordering you've used). In fact, where it is means it's quite likely the mod options for YAML won't show up.
YACM should be the first of the YA-mods loading.
I can tell with where you've got "YetAnotherMechlabMechs" that you're using the old obsolete version that now breaks YAML - replace it with the Yet Another Mechlab Mechs Maintenance Fork so it's using the updated hardpoints, as well as loading in the correct place.
Lore-based Mech Variants - YAML Edition: default order should be directly above HeatSinkKits
YetAnotherRevampedQuirksEquipment - this should be loading all the way at the top, only thing above it should be Mod Options.
The short version of it - basically leave the load orders alone, unless you know exactly what you're doing. And even then, in your list only needs 3 load order changes from the default (MW5 Compatibility to first, Mod Options to last, and TTrulezAI to override Coyotes, and the last one is optional, especially for those playing coop).
Sorry if this comes off a bit strong, but we get a little tired of having to fix load orders for people on the YAML server when they've been unnecessarily mangled.
However, I still have some confusion.
You mentioned that "YACM should be the first of the YA-mods loading," but the page for Yet Another Clan Mech (https://www.nexusmods.com/mechwarrior5mercenaries/mods/760) states that it uses weapons and equipment from Yet Another Weapon Clan and Yet Another Equipment Collection. Shouldn't it load after them?
Regarding Yet Another Mechlab Mechs, I have been using your maintenance fork from the very beginning and truly appreciate your fixes. I will distinguish it in the list, as the identical folder names make it difficult to differentiate otherwise.
YAW and YAWAF is still needed though.