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cszolee79 and trueg

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cszolee79

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About this mod

Fully unlocked, MWO-style Mechlab with all missing MWO Mech variants and weapon and AMS hardpoints. Supports vanilla savegames and mech mods.

Requirements
Permissions and credits
Changelogs
Donations
Replaces the MW5 Mechlab with an MWO-like, fully unlocked Mechlab. This allows mechs to use any equipment (eg ECM, Probes, Jumpjets), as well as swapping internal components (eg engines) as well as removing "sizing" from weapon hardpoints. Everything uses the critical slots for size, much like tabletop Battletech.

Co-op compatible. Controller and Steam Deck compatible.
Mostly compatible with importing vanilla save games, including vanilla mech mods.

Load order: don't touch it. Seriously. Unless specifically stated otherwise, leave it as it is. Even then, you still likely don't need to touch it. If in doubt, ask on the discord. A lot of the "conflicts" are intentional.

Mech variant list:
https://github.com/mw5mercs-modding/SpecialVariants/blob/master/docs/yaml-variants.md

Other features:
Additional mech variants.
Quirk system inspired by MWO.
Weapon tier upgrading system.
Additional vision modes, including an alternative night vision, and thermals.

Expanded salvage system: alters salvage rates to reward precision kills (kill the meat, save the metal!), as well as introducing a partial mech salvage system (inspired by the HBS Battletech game).

Leopard upgrade system: an optional system inspired by the Argo upgrades from the HBS Battletech game.
TTRulezAI support: allows you to set custom AI roles from TTrulezAI mod for your mechs. Does nothing without this mod.

To fully utilize Yet Another Mechlab's configurability, download Mod Options from Bobbert:
https://www.nexusmods.com/mechwarrior5mercenaries/mods/537 - many, many, MANY configurable parameters to customise the game your liking (too many to list here, read the tooltips on them).
Save game specific options can be accessed from the "YAML Game Settings" on the 'pause'/'escape' menu
Debug console: for when things go wrong, or you need to test things.

Expanded salvage system:
If a destroyed mech does not roll up to be salvaged at the mission end screen, they can drop partial mech salvage pieces.
v1 system: Generic pieces per mech chassis (not variant specific). To assemble a random mech (non-hero, non-unique, intro date allowing) from this salvage, you need 1 piece per 5 tons of the mechs max tonnage (eg a Locust needs 4 pieces, and an Atlas 20). Mechs added by mods require the creators to create salvage items to support this system. Uses inventory items (can be sold via the "all misc" tab in the market) and as such contribute towards game engine inventory limits.
v2 system: Variant specific pieces are awards, allowing you to assemble specific mechs (this includes heroes if you somehow end up fighting them). Allows usage of some parts of other variants of the mech to assemble - parts required configurable. Supports all modded mechs with no support needed from creators end. Does not use inventory items (custom system) and doesn't contribute towards game engine limits.

Leopard upgrade System:
If enabled, access from the Operations tab. Accrue points by completing cantina jobs (if enabled on an existing save, you will be retroactively paid these upgrade points), spend them on upgrades (click and hold on the upgrade to purchase).
A word of warning - this will make the game considerably harder to start with, as there are a number of penalties being applied, most immediately noticed will be the Mechbay restrictions. Your leopard is a bit old and damaged, you're going to need to upgrade and fix them up to support dropping bigger mechs from them. (Bay 1 is excluded from this, to avoid any softlock potential).

Debug console:
Accessible with F10 in either the Leopard main screen, Battlemechs screen, or in-mission. Various commands to use for debugging and misc. Notable commands as follow:
help - shows the commands again
help (command) - prompt on how to use (command)
listmechs (path) - this will output a list of EVERY mech in your game (modded content supported) to the specified path. eg 'listmechs d:\oot' would output the files to a folder called 'oot' on your D drive. Use from leopard Home or Battlemech screens.
listequipment (path) - as above
listweapons (path) - as above
order66 - useful when you have spawns under ground that you can't target and similar situations. Wipes them out - all of them.

Weather console:
Accessible with F9 during mission. Allows to change weather, effects and ToD on the fly.

Incompatibilities:
Anything that modifies DerivedMech - this includes salvage mods intended for vanilla usage, as well as total overhauls like MercTech.
Any mod that alters vanilla HPS, MDA or Loadout files - these break mechs fairly majorly.
Anything that modifies HeroMechsForPurchase table - required to slot the MWO hero mechs into the market spawn table.
MechAttributeViewer - this is for vanilla games.
SMMO - functionality implemented directly into YAML now
Unofficial Mechwarrior V Patch - for vanilla only
Quality Of Life Upgrades 2 - as this is a lot of YAML QoL features without YAML attached for vanilla play, obviously incompatible.
If anyone is interested in making additional mechs or loadouts compatible with this mod, jump onto the discord and join in on the modding.

Special thanks to:
Navid A1 for making Reloaded, and giving permission to use his assets.
Trueg - for making a lot of code overhaul, and adding wonderful new things.
Thanks for helping with various UE4 issues: yrrot, MagnumGB, Fil F, Dave F
Thanks for contributing: XXL Engines - Paladinj01
Code, extended equipment properties - trueg
Oraeon - rescale code
Fixes, ideas - phfor, DeadRaiser

Thanks for betatesting:
Se1fD3sruct1on, BlaydeTan, ammunitionmonkey, Paladinj01, Chaos Berzerker, EchoFiveActual, and others