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  1. Coyotekins
    Coyotekins
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    https://www.patreon.com/CoyoteMechwarriorMissions

    Above is the link to my patreon, which directly impacts the amount of work i put into the mod.

    https://discord.gg/5c5NTfTHbq

    Above is the link to this mods discord channel.
  2. Coyotekins
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    This mod now overrides mw5_assetaccess to be able to enable duel missions for urban biomes. If you are using other mods that override the same file then put my mod to load in a way that my changes are overridden/cancelled
    This mod now overrides MissionChoicePersistentData to enable for complex mission spawning and to aid exploration quest diversity.
    This mod now overrides AI_missioncomponent To enable more AI functions in my missions.
    This mod now overrides Blackboard_Mech
    This mod now overrides Scenariogeneratorclass
    This mod now overrides HomeMenuPanelWidget
    This mod now overrides KookensPleasurePit_Checker
    This mod now overrides MetagameTracker

    This NEEDS to take effect for my mod to function properly... If any other mod is altering this same file THAT MOD MUST BE REMOVED AND CANNOT CO-EXIST WITH MY MOD. 


    Incompatibility FAQ's
    -If dropships are hovering forever and not spawning mechs, or if waves get stuck and stop spawning enemies, then there is an incompatibility going on most likely with the compat pack or a mod that adds new mech variants/weapons to the game. This can also happen when you dont keep the cab or whatever the same version that your mod intends to use.
    -if endgame missions are spawning anywhere and exploration missions are spawning as normal procgen missions then another mod is overridding MissionChoicePersistentData. make sure my mod loads last to fix this issue or remove the other mod.

    MODS POTENTIALLY NOT COMPATIBLE:
    TTrulesAI  (coyote pilot may not follow orders.)
    Colorized HomeScreen (variable) (sh01-Buttons)    (My mod has to override his mod)
    Stacked crates (SD defenses fire at the ground and sometimes ignore enemies)

    ABSOLUTELY NOT COMPATIBLE
    Low Tonnage High Difficulty Missions
    Scary turrets
    HeavierEnemyLances
    shush ryana
    Better spawns
    Increased warzone rewards


    Special note to other modders: If you add in new mechs or mech variants DO NOT UNDER ANY CIRCUMSTANCES edit the intro date and the unit type on the unitcard!! This will permanently corrupt your unitcard and thus result in the unit failing to spawn when called via squad selection. Which will result in missions not ending properly in my mod. Try to find a unitcard that is similar to what you need and do not modify much, if anything.
    My mod should load AFTER mech variant adding mods. My load order is 9.




    VERSION 4.2.1 (current version)
    -Fixes a bug caused by other mods making mechs have negative tonnage in the lance 2 screen.


    VERSION 4.2
    -Added a second lance to the game you can bring on missions, which uses your own mechs and pilots.
    -Added numpad hotkey commands for tanks, second lance and asfs.
    -Upgraded coyote pilots AI in close range when it comes to target selection.
    (instead of targeting closest, he will target closest that he also has LOS to, which makes more sense. Second lance will use this AI)
    -All hotkey commands as well as merc dialog options are tied to numpad now. If you dont have one, buy one FFS.
    -Fixed EG rescue text reward typo.
    -Fixed a bug where player tanks wouldnt spawn correctly.
    -Tank loot crates will no longer spawn in arena missions.
    -Fixed a bug where opening coy tac menu while holding down another key did some messy stuff.
    -Air to air missiles will now curve upwards when no targets are available, much like SAM's do, to avoid hitting ground units.
    -Fixed a bug where EG stronghold defense would show up in multi-missions.
    -Optimizations to the games frame rate when it comes to enemy units. Expect 1-3 extra frames in large battles.


    VERSION 4.1.2
    -Added a new endgame mission type: Endgame stronghold defense.
    This mission will last longer then a normal stronghold defense and you must defend two bases at once.
    -You can now close the coyote tac menu by pressing tab again.
    -Removed tank and vtol null unit killer code from being automated. (this created a bug where player uavs would get deleted..
    (i also believe now that tanks and vtols dont become null units anyway so this is not needed.. especially if it causes problems)
    -Added a mod option to remove faction assistance from factions that like you
    .-Added lootable tank crates you can find randomly on missions. Interact with them to get a random tank.
    (these crates are harder to spot then normal weapon loot crates and do not get a verbal callout from ryanna)
    -Fixed a bug where restarting ASF missions would lower the players DP amount.
    -Asfs are easier for AI to shoot down. (especially hostile ones)
    -Fixed a bug where AI wouldnt fire lasers at ASFs.
    -Additional AI FPS improvements.
    -Added a new debug button to my coyote tac menu. It activates my null unit killer script (including vtol and tanks)

    VERSION 4.0.2
    -Fixed a bug where mechs would stop moving every 2-3 seconds.
    -Fixed a compatiblity issue with BGO mod where move order would not function on steam version of the mod.


    VERSION 4.0
    -Went through the AI in the game and did some optimizations. Expect better average frame rates by 2-10 frames.
    (does not affect hitching/stuttering spawn lag. (thats caused by modded mechs/yaml and alot of weapons)
    -Added a command menu for coyote vehicles and other in-game assets. 
    -Added mod option to disable hostile ASFs.
    -Lancemates can now be ordered to move to a location beyond 1km. (Feature wont function with battlegridorders mod enabled)
    -In collaboration with vonseiten, you can now disable biomes via mod options. 
    (some missions like SD force certain biomes, scripted missions will force biomes. Some mission types will fail to load
    if a required biome is not present... Dont go crazy and disable 80% of biomes.)
    -Added a new defense type to all stronghold defense missions: PPC-X Turrets (only if you have DLC6)
    -Removed a turret spot on a SD map that was under a ramp leading into the base.
    -Tier 3 PPC turrets will now have 2 medium pulse lasers added onto their loadout.
    -My null mech killing code has been improved to look for tanks and VTOLS now.
    -You now call in ASFs and retreat them via the new coyote tac menu.
    -Friendly tanks can now activate the stronghold defense doors.
    -Removed stronghold defense AI voiceover.
    -Renamed "coyote mod stuff" to "tactical operations"
    -Increased the % chance to get tanks from exploration resource nav points.
    -Added a mod option to better situate some of my hud elements to fit vonhud mods ui.
    -Fixed some code where some damage in EG groundwar wasnt counting towards objective.
    -EG groundwar required damage amount has been increased By around 20%
    -Added a "free used game memory" button in coyote tac menu. Only use this option if you are having severe FPS issues within
    a long, drawn out mission. Its not guaranteed to work, and it will also remove some sound effects from the game and
    the sounds will not return for that mission. (sounds like torso turn and some engine sounds)
    This option is meant to attempt to clean up memory in both sounds, projectiles and dead units as well as running a one-time 
    garbage collection. 



    VERSION 3.9.42
    -Stronghold defense missions will now show text above all turret locations between waves indicating what types of turrets they are.
    -Fixed a bug with M lasers in stronghold defense where they would desync coop players shown DP amount when bought.

    VERSION 3.9.41
    -Fixed a bug in ASF missions related to DP (you couldnt build any turrets). This bug happened because of version 3.9.4


    VERSION 3.9.4 
    -Fixed some coop client related issues with ASFs. Its not perfect, but most aspects of ASFs function correctly in coop now.
    (ASFs for client-side will appear to be in lower FPS then host by about half, but they will no longer be out of sync)
    -Hostile ASFs for clients should no longer vanish from LOD when beyond 1km.
    -Added an anti-air tank to bring on missions. This tank cannot fire on ground units at all but its great against air.
    -Added a J-edgar as a vehicle to bring on missions. An option for speed sensitive missions.
    -Hostile ASF's lower altitude more often when engaging ground targets.
    -Hostile ASF's have lower chance to retreat.
    -Hostile ASF's retreat movement speed has been slowed by 17%
    -Changed stronghold defense DP code to remove stutter when some enemies die in these missions.
    -Stronghold AC2 turrets cost has been increased by a few points per tier.
    -Player owned ASFs are more expensive to repair.
    -Solo player DP amount has been increased slightly.


    VERSION 3.9.3
    -Added a new endgame mission type. Endgame groundwar.
    -Endgame missions can now award modded mechs. 
    -Fixed a bug with hero mech rewards being the same in endgame missions.
    -seek and destroy targets are more likely to run away. In harder difficulties they have more armor.
    -Seek and destroy maps should generally be smaller in late game.
    -Fixed a bug where hostile striker ASFs would bug out when reaching 0 health and turn into a zombie ship.
    -Added mod options to adjust hostile ASF health values.
    -Leopards that spawn units onto the maps will come down and leave 30% faster, resulting in better frame rates. (leopards eat some frames)
    -Added some code to attempt to force leopards to leave when they get stuck in hover sequence after dropping mechs.
    (the above is not a bug from my mod AFAIK, but i like to fix problems with the game and other mods.)


    VERSION 3.9.2
    -Fixes a mission hang with beachhead defense that was introduced in 3.9


    VERSION 3.9.1  
    -Fixes a bug where hostile ASF's would spawn into low difficulty missions.
    -Fixed a bug where hostile ASF's wouldnt spawn as often into high difficulty missions as i intended.
    -Redid my null mech cleanup code. It should work alot better now.
    -Endgame duels can now grab modded mechs for the opfor.
    -Endgame dueler mechs are 4% less durable.
    -Fixes previously mentioned bug with ground vehicles.


    VERSION 3.9
    WORK ON TEXT ADVENTURE SYSTEM IS STILL ONGOING AND NOT YET COMPLETED
    IT WILL BE IN A FUTURE UPDATE AT SOME POINT

    -Added hostile ASF's to the game.. They will spawn on higher difficulties (55+)
    -Shooting down enemy ASFs will get you ASF upgrades for that corresponding fighter type.
    -Hostile ASFs will sometimes attempt to retreat and leave when at low HP.
    -ASF interceptors now have flares they will fire if they detect air to air missiles.
    -Fixed a bug where ASF anti air missiles would have delayed damage.
    -Fixed a bug where strikers wouldnt fire ASM's unless you had the ASM upgrade.
    -Added some code to kill all sounds that persist through the end of a mission and into your leopard home.
    (Not a bug from my mod, but i figured id fix this problem anyways) (mostly ams and leopard thruster sound)
    -Added an option in the ground vehicles menu to clear enabled tanks automatically after a mission completes. 
    (this option is bugged, DO NOT USE IT) ill fix it next time i update (currently fixed)

    -Added a new assassination mission variant called seek and destroy
    Targets will actively avoid the player and must be found and hunted down.
    Soft time limit where reinforcements will arrive into the mission.
    Pays more Cbills then standard assassination and will always have an optional Cbill capture point objective.
  3. Coyotekins
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    SPOILER

    ASF FIGHTER LOCATIONS

    Marik territory:

    -interceptor-
    yanchep
    mosiro

    -multi-role-
    semenyh
    ibarra
    bondurant

    -striker-
    schiedam


    Laio territory:

    -interceptor-
    wright

    -multi-role-
    glasgow
    hunan
    hsien


    Federated suns territory:

    -interceptor-
    fairfax
    shubuta
    savonburg 
    sauk city
    narellan

    -multi-role-
    le blanc
    xhosa
    andro

    -striker-
    rio
    tawas


    Dranocis territory:

    -interceptor-
    ferleiten  
    sinope 

    -multi-role-
    iijima 
    pilkhua 
    feltre 
    pesht 

    -striker-
    dabih
    apriki

    Steiner territory:

    -interceptor-
    Tapihue  
    timkovichi  
    zhongshan  
    mezzana  

    -multi-role-
    persistence  
    finsterwalde  
    premana  
    montmarault 

    -striker-
    kockengen  
    bjornlunda 
    kochab 
  4. ramseysparrow
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    Hello Coyote. 

    I have researched quite extensively, but can’t quite find a definite answer: how compatible is your mod with something like Battletech 3015 and MechwarriorVR, both by SicSix?

    Battletech 3015 uses YAML as base but severely restricts mechs and equipment for a slower, more deliberate TT-like gameplay that adheres to the game’s timeline, while MechwarriorVR limits the HUD elements for the benefit of fantastically immersive, diegetic MFDs (I’m using it on standard flatscreen myself). 

    My question pertains not only to basic file conflicts, but the overall meshing of design ideas, if you are able to comment. Will your mod ‘break into’ 3015’s restrictions when it comes to mechs, gear and other elements that spawn?

    thanks a lot
  5. egeksk35
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    Dude, what did you do to FLASH STRIKE missions... Enemy mechs are just trying to runaway from me and they are way too fast!!! I cant even catch them... Just update them in a way which they fightback!
    1. Coyotekins
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      Seek and destroy missions? Feedback was that they werent running away enough so i made them rlly good at running away.
    2. pablo4321
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      I've got to agree with OP here. I started avoiding S&D missions when fielding medium or heavier lances because they feel like a giant waste of my time. I understand the idea that went into the design but when you're in a Shadow Hawk but one of the targets is in a Jenner and you have to spend 30+ minutes chasing them round and round and round, it's just silly.

      Maybe, as a compromise, the targets could keep running away until you've triggered the final wave of enemy reinforcements but once they're on the field, the targets change their approach and go for one last all-or-nothing attack since they know that no further help is incoming?!
  6. Foxyone12
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    hi i am having issues with joining a friend on his game, it keeps crashing with a fatal error when we go to start a mission, does anyone have any advice. thanks
  7. Jukake
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    Hey coming back after an absence I got to say I'm liking the improvements.  I would like to know if theres some way to disable the hotkeys if not rebind them for the tank lance though.  I'm on a laptop and set all my normal squad commands to the numpad and having all my tanks rush off into the distance every time I give my lance the attack my target command makes them more hassle then they're worth.  I'd rather just give them their orders through the menu at the star of the mission and then let them do their thing.
    1. Coyotekins
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      Next update.
    2. Jukake
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      Thank you Kindly
  8. Mistywhisps
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    has anyone recently had a problem with the digsite mission not appearing when playing the story campaign? 

    on the map it is shown on the world as a high reward quest, but its just not available in the transmission menu when i jump to the planet 
    1. Coyotekins
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      Its why i recommend playing the mod in career mode.
    2. Mistywhisps
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      thats fair, tbh for the first three or so games with the mod they were on career. and figured to try it on the campaign and see what id get. sorry to bother you if you specifically mentioned this on the mods description, didn't remember cause its been a while since last playing it (before this recent campaign run)
    3. electricjay
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      to be fair, i have been using this on campaign saves for a while now and ive never had it cause issues that i can tell
  9. RocketManchild
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    editing because i cant remove comment

    had an issue where my frined couldnt load into a defense mission in co op but it turns out he didnt install this mod despite my having told him to and him saying ok then joining a while later
  10. TexasShooter
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    The CDA-BLU doesn't seen to work with anything that reduces laser beam duration.  I've tried upgrades and fire controls that reduce beam duration but not with the CDA-BLU.  All other mechs seem to be working correctly.
  11. Fareolla
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    Hi Сoyotekins, thanks for this great mod, special thanks for the pilot, his great comments and the voice acting in general.I have a question about "text based event system" in the mod settings it is marked as disabled and I couldn't find how to enable it :(. Searching the comments didn't yield any results.
    1. Coyotekins
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      Incomplete feature im working on.
      Wont be available for a long time.

      Also, thanks 4 the kind words.
  12. pepepe06
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    So far I found this mod to be quite frustrating... I don't know if it might just be a problem on my end, but I'm seriously considering removing  this mod.

    All of this, is happening for the most part in reputation 1-2 missions, so very early game, because so far I have struggled to even go beyond that.

    So far, I'm 3/3 times in which the allies have decided to betray me, which sort of makes me move away from any mission which involves allies... I don't know if there is something that triggers it or it's completely random, but regardless of which, it's nearly impossible to complete a mission afterwards... On one time, I was on a battleground mission, I struggled to actually complete it normally, due to the sheer number of enemies and allies being just outright unhelpful (Instead staying on the other side of the map, where there were no enemies, and the random mechs I got were quite slow, so I couldn't retreat either), and on top of that, they betray me and I have to fight about about 10 or more mechs, about half of them medium mechs, at the same time, with no cover. Of course, that run was done for then and there.

    Then, another run ending betrayal, in a battlefield mission, where they just casually drop 4 medium mechs on top of the mechs they already had. I somehow managed to win, but I was so damaged that continuing the mission was impossible, and I just didn't had enough money to continue to repair everything.

    And then, on a garrisson mission, They once again betrayed me, and dropped an additional medium lance to fight me. This time I just decided to not bother defending the mission and move away. Just have the invaders and the traitors duck it out... As bullshit as doing this felt, it lead to my success... only to learn that there is no extra reward or incentive to winning a betrayal event? Not even a C-bill compensation or anything... so what's the point?

    Again, all of these happened in reputation 1-2 missions. Where I'm expected to have mostly light mechs, yet this mod has me fighting more than a lance of medium mechs at the same time (And somehow I feel like I should be thankful it's ONLY mediums)...

    And then there is infiltration missions... the one mission in which light mechs excelled in vanilla, now have mechs roaming around, which would be cool, if it wasn't because they are erratic, and that's when they are not sticking to the cache's I HAVE to pick up in order to complete the mission... so, no matter how careful I am, it's once again a gamble to see if I can actually complete this mission at all due to being randomly spotted and oneshot by a random CN9-AH's AC20, because I couldn't move just fast enough to grab the cache, avoid detection and make it out... And Again: These are new runs, My pilots don't have the experience, and this early on, even destroying a turret takes a while... while I can't afford to lose mechs.
    1. Coyotekins
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      Betrayal is dictated by the factions disposition towards you (standing). More standing = less chance to betray.
      As well as who the faction is. Draconis, laio, pirates and independants have the highest chance to betray the player.
      You cannot be betrayed if they like you enough, which is also dictated by the faction in question.
      If you dont want betrayed as much, then start with a faction who works well with mercs.

      Whether you choose to uninstall the mod or not really doesnt mean much to me. You do whatever is fun for you.

      Oh and its worth mentioning, you can turn off betrayals in mod options.
    2. pepepe06
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      I see... First, thanks for the reply, I will admit I was ranting a bit, because I spent a lot of time trying to make runs work, but kept finding problems after problems, mainly due to this mod, as the missions here seem to be not that balanced for early game stuff, at least from my experience so far. I apologize if I sounded insulting or anything like that.

      Now I don't know if it's intentional, but if I understand your explanation correctly, are betrayals then meant to be an early game only thing? Mostly asking because in a 3050 start, players don't really have many options in terms of jobs they can do (1 or at most 2 conflict regions), and very little faction standing (At most 1 faction in friendly terms, everyone else neutral or leaning to hostile), and, at least in my experience in vanilla, you start growing standing from there, maybe even choosing your allied factions, which sort of gives the idea that betrayals aren't going to be as common in the late game (Where players can get some benefit from them, if anything, thanks to salvage, and where the challenge might even be more welcomed)?
    3. Coyotekins
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      If you stay with one faction and only do missions for them, sure.
      But changing faction missions and moving to new locations pose the risk of betrayals, which this mod gives a bit more incentive to move around the galactic map due to finite amounts of exploration and ASF missions in pre-determined locations. As well as fortress missions.

      Its meant as a way to expand the reputation system in something more meaningful then simply affecting cost of purchases and negotiation points. You also will get factions to come try to assassinate you who are not your employer or OPFOR when you have enemy level reputation.
    4. pepepe06
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      So, something just came up. After several trials I managed to get a good run going, and suddenly, I was once again in another battleground mission. So I completed it with about a lance of allies still up... Yet for some reason the game acts as if I failed the mission in the end? I don't really know what happens here.

      Essentially I spawn via dropship, go in and help the allies in a brawl (It's FWL vs Outlaws), And eventually, towards the end, we get attacked by two aerospace fighters. The mission ends after we down those two (or one of them retreats, as in one of my trials), and the screen fades to black, and says the mission was a failure. IDK if it might help with knowing what the problem is, but in the post match conversation, outlaws and FWL are talking about a convoy.
    5. Coyotekins
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      You are probably using an incompatible mod or setting. Read the incompatibilities.
      This would probably be hush ryanna or a mod that removed her dialog causing that.

  13. dmaxcustom
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    Hello.

    is there a way to disable to the mech swarms, like the Locust or Urban mechs?
    When 14 of those are loading it freezes the game.
    1. Coyotekins
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      Yaml freezes the game, not my mod.
      They are working on a fix which will be out soonish.
    2. dmaxcustom
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      oof
      got it.
      Thanks.