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cszolee79 and truegUploaded by
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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
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Nexus requirements
Mod name Notes Heat Sink Kits (YAML) Optional - adds new items that take full advantage of YAML's EquipmentProperties, by the author of all the new YAML code Mod Options Optional - adds GUI support in Options for various mod's configurable variables. The Equipment Collection Formerly Known As HarJel (YAML) Optional - adds new items that take full advantage of YAML's EquipmentProperties, by the author of all the new YAML code Mods requiring this file
Mod name Notes All the Heroes Has default compatibility patch for YAML heroes. Arthur Battlemech Assorted Fixes and Content Restoration This mod is intended for use with YAML. BattleTech - Beyond 3015 Hard Requirement BattleTech 3015 - A YAML based lore friendly balance overhaul Brian Cache Burning Mech Wrecks YAML Cat Tech YAML I mean its built for YAML Catapult CPLT-K2B (YAML) Cavaliers Expansion Project Centurion Variants 2 Clan Bounty Hunter Rewards Required due to adding Clan XL-Engines, Endo structure and Ferro-Armor to rewards. Clan Invasion Mod (DLC6 Updated) (Beta) (YAML Required) Required for slot types, engines, and internals Classic Mech Collection Quirk Pack Required for mod to work at all Copyright Free Story Uses YAML's scaling feature to function Corean Industries won't work without it Cosmetic Fake Weapons made for YAML. if this works without YAML, cool unintended bonus Defective Weapons there is a chance that you don't actually need yaml, but better safe than sorry! i am a caveman banging rocks together in the dark DIY Gear for YAML DoomWarrior 5 DoubleTime - Speedier mech engines Required Exotic Inner Sphere Mechs (YAML) FerretWorks IIF Mechs Fire Moth YAML edition Only Hatamoto Custom variant Hatamoto bushi Hatchetman Hollander Living Legends Mechs Mod Lore-based Mech Variants YAML-Edition Requires YAML Mastodon MechAssault Wolves Mechs Never Meet Your Heroes Piratetech Needed for YAML version Poor Man's Battle Armor (Poomba) - YAML Re-Goblin Goblin Allows you to even recruit the guy in the first place. Revamped Machine Guns (YARW) May not technically be required, but parts of this mod were built to integrate with the Yet Another series of mods. Revamped Mech Assault Weapons Required for the mech loadout-overrides to work. Rifleman III (YAML) - Standalone Legacy Version Required. RPM GuP Savage Wolf MC-MKIV YAML Edition (Depricated) SCaB Salvage Crates and Boxes (Clan) Soft requirement for internals/engines Scary VTOLS Hard Requirement SpawnControl Required is required T6M's Custom Mechs and Refits (REVISED-DLC3) Seriously, who plays without YAML or MercTech? Tedwin's Custom Mech Foundry HARD REQUIREMENT Turkina Ursus all variants use clan tech, such as clan ecm, clan xl engines. Wyvern (YAML-compatible) YAML Dragonslayer Yet Another Campaign Hero Mech HARD REQUIREMENT Yet Another Clan Mech The Mechlab, it does all the cool stuff Yet Another Equipment Collection HarJel makes heavy use of the equipment property system introduced in YAML 0.4.4 Yet Another Equipment Collection Revived Yet Another Faction Variant Hard requirement. Yet Another Gah Dang Mech Mandatory Requirement Yet Another Heatsink Restriction Yet Another IS Mech HARD REQUIREMENT Yet Another Legendary Mech I mean, why not. Yet Another Mechlab - Synchronized Locomotion Yet Another Mechlab Mechs (YAMM) Base mod requirement Yet Another Mechlab Mechs (YAMM) - Maintenance Fork Yet Another Obscure Weapon (YAOW) YAOW will not work 100% correctly or as intended without YAML. Yet Another Revamped Quirks and Equipment Absolutely required as it acts as the foundation for YARQE: Completed but likely to see further adjustments. Yet Another Revamped Weapon (YARW) Is absolutely required for certain weapon functions to work correctly. Yet Another Shade Mech Yet Another Special Variant All the variants are designed for YAML Yet Another Stupid Hero Yet Another Weapon Soft-requirement - needed for weapon group ammo / mode switching (Ctrl+WeaponGroup number above QWE). Yet Another Weapon - Addon and Fixes HARD REQUIREMENT Yet Another Weapon Clan - Addon and Fixes HARD REQUIREMENT Yet Another Weapon Emporium Soft Requirement - Needed for weapon group ammo / mode switching. Yet Another Weapon Quirks Base mod that allows for the quirks to work Zatara Mod will not work without this. Zatara's Equipment Makes this mod possible, and provides the slots to equipment much of what is included. Zulu Equipment - Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
Engines and most Mech MDA/Loadout/HPS files are Navid A1's work. I'm using them with his permission.
Extended equipment functions and code, max armor code from @trueg.
Most new code is made by @trueg as of October 2021.File credits
Engines and most Mech MDA/Loadout/HPS files are Navid A1's work. I'm using them with his permission.
Extended equipment functions and code, max armor code from @trueg.
Most new code is made by @trueg as of October 2021.
Also many others helped here and there - Merlock, phfor, Jackalope, yrrot, Dave F, Mace24de, DeadRaiser and moreDonation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
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Version 0.93.1
- Added: updated SMMO with @ Noopster's improved source
- Added: more model updates by @ DeadRaiser
- Added: more high quality 'Mech UI icons by @ xalibur75
- Added: YAML Game Settings values can be directly entered with keyboard numbers now
- Added: "finishworkandrecovery" command to F10 console @ Albert C
- Changed: Mech Rescale set to on as default value
- Fixed: KGC-001 now has no melee / lower arm actuators
- Fixed: typo Mechbay Upgrade Assualt
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Version 0.93
- Added: support for custom news (overrides AddNewsTickerReel_ArcAction) by @ Rumia
- Added: Main Menu random background can be turned off (tickbox)
- Added: ModOption to turn off Skin conversion (YamlGlobals - RunOnce) - this would speed up loading when there are a lot of mech mods in the mod list.
- Added: ModOptions / Performance: toggle for single headlights, dynamic shadows and luminosity (performance better performance) and spotlight cone angle
- Added: Dim headlights (mode 1) to supplement normal (Bright) headlights. Added headlights mode to HUD
- Added: equipment conflicts for harjel and various armors
- Added: Stalker mesh, Marauder left foot fix, Crab LT EH1 (HPS) @ Mace24de
- Added: new equipmentProperties: roundWeightType roundWeightUp techTooltipOverride techTooltipColorOverride mechPartConflicts mechConflicts threatBonus threatMulti - see Readme.rnd by @ Rumia
- Added: many custom Hero Mech UI images into MDA files @ xalibur75
- Added: more Mech model updates and fixes, Dragon RT BH1 and EH2 (HPS) and models by @ DeadRaiser
- Added: Event Dispatcher MainMenuScreenConstructedYAML and YAML_ExternalInterface function for @ TePª
- Added: ModOptions setting yamlMascAiSpeedMult for AI SuperCharger / MASC speed bonus multiplier (since they have unlimited use of these) @ Tender Tendrils
- Added: Mod Options settings for crit slot separator in Mechlab (on equipped items) and crit slot text on items. Default is on for both.
- Added: ModOptions cheat: Omni Weapon Slots - all weapon slots (except AMS and Melee) support all types of weapons (Ballistic, Energy, Missile, ArtemisMissile, AMS)
- Changed: main menu starts to load before YAML setup scripts run (no more black screen). Plays a sound effect after scripts are done.
- Changed: Re-enabled Corsair V1 Salvage (now it can roll COR-7A, COR-XT1 and any other non-hero Corsairs from mods)
- Changed: increased max Engine HeatSink Slots from 20 to 50 (yes, more cheats for the munchkin people)
- Changed: streamlined YAMLGlobals a bit (wip)
- Changed: Mech Tooltip (looks better, hopefully). Added Mod Option to show weapon location grid on tooltip.
- Changed: reorganized Mod Options settings groups
- Added: YamlDevDestroy Input Events (Ctrl-Alt-Numpad keys). If no mech is targeted (selected as target in-mission), it will apply to self @ Empress Daystar
- Added: COR-7A with 4x AMS @ phfor
- Fixed: MechToopTip is now not hit-testable (self & all children) - Drop screen bay1 pilot selection problem @ TePª
- Fixed: typos (coolant pod allso) @ Kev_ish
- Fixed: MainMenuScreen Active Mods scrolling
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Version 0.92.2
- Fixed: YAML top menu button disappearing, removed Contracts button (should fix controller navigation as well)
- Added: Toggle tickbox on Main Menu Screen for YAML overlays, Main Menu plays random background videos (cantina and original main screen) every 20s
- Added: equipment / weapon property "reintroYear" - only works if "obsoleteYear" is also specified
- Added: fixes and improvements to Banshee, Mauler and Battlemaster meshes / hardpoints / animations @ Mace24de
- Added: debugLog Mod Options entry. Only for modders using YamlLogString function! Otherwise keep it OFF
- Added: support for custom mod Persistent Actors (via Resources/YamlLoadList_PersistentModActors.ini). Example: /YetAnotherMechlab/patest.patest_C - can use multiple lines for multiple actor classes. Only one actor of the same class spawns. Can be persistent or not (MWPersistentActorInterface)
- Added: Mod Option "yamlUavMinAmmo" - all mechs start the mission with this many (plus the normal UAV equipment if present)
- Changed: implemented Large Engines XTRO rule - removed max 6 engine heatsink limit, but engines over 400 rating require two extra CT crit slots
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Version 0.92.1
- Removed: support for old type, non-toggleable Stealth items
- Added: Weather Change Menu (default: F9). Can change all sorts of weather settings while in mission.
- Added: @ Merlock's code for a much better optical stealth toggle, replacing materials instead of swapping mesh. Added decloak electrical effect like Predator (also @ Merlock)
- Added: console commands for merc company: "getrep", "setrep", "setname" "advanceyear" "listpawns" "order66" (kills all enemy pawns in mission in radius if specified) "teleport" "cleanupinventory" "listinventoryequipment" "listinventoryweapons" "dumpsavegamesettings"
- Added: Key input YamlTeleportTo - Ctrl-Alt-F7, teleports player mech max. 40m towards where the crosshair points
- Added: improved Weapon Group setting widget, added scrollbar, shows the component (CT LA etc) and on mouseover tooltip extended information about the hardpoint and slot
- Added: YAML version info to MainFrame top button bar. Tooltip shows even more info.
- Added: recipients of gift mechs and some others will receive a set of all four stealth equipment items for testing :)
- Added: equipment (weapon) property "nonUpgradeable" - if true, weapon will not appear on the Weapon Upgrade panel @ Shockwave_S08
- Fixed: Coop overheat bug (DerivedMech - put the heat calc before the delay in OnConfigurationComplete_Event_0 like MASC+SC stacking fix - also in ConstructionScript) - this will force a client-host sync
- Fixed: Weapon Tooltip crit size text now auto-wraps if too long
- Fixed: Weapon sorting in inventory by @ h4ilst0rm
- Fixed: VTOL damage avoidance chance percent (ModOptions), yamlMaxUpgradeTraitSlots replication
- Fixed: ARMOR_REACTIVE 10 -> 14 crits @ phfor
- Fixed: engine heatsink slots limited to max 6
- Fixed: cold storage slot destroyed mech red overlay texture @ H1BAN
- Fixed: mech models and MDAs by and textures @ DeadRaiser and Mace24de
- Note: this increased the mod size significantly. According to poll on our Discord, 4% of voters were nay and 82% yay about the change. Democracy!
- Changed: Mechab Permissions will not check for permission for uninstallation work - anything can be uninstalled @ Empress Daystar
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Version 0.92
- Added: integrated and expanded Star Map Mouse Over - big kudos to JGood121 / Cougarcat121 - should show DLC6 employer icons and names now
- Added: dynamic weapon range / damage graph to weapon tooltip (like MWO), gameplay tag to tooltip (might be buggy)
- Added: optical stealth like Predator @ Merlock
- Added: CoolShot / Coolant Flush Niagara effect by @ Merlock
- Added: Defensive_SlotType for new items (Stealth stuff for now, maybe Blue Shield etc later)
- Added: sensorStealth, opticalStealth, thermalStealth, sensorStealthDisableSensorsECM equipment properties
- Added: STEALTH_NULLSIG and STEALTH_CHAMELEON equipment items (defensive and sensor slot), they can work together adding sensor, thermal AND optical cloak with cumulative evasion bonus and heat dissipation nerf
- Added: STEALTH_VOIDSIG defensive equipment, for complete and total stealth
- Added: ModOption to change AI combat engage range and fire delay (UnitCard)
- Added: "jamAtMoveSpeed" - weapon property above xy speed the weapon will jam / cant be fired @ Perpetrator
- Added: equipment / weapon property "obsoleteYear" - once the year is reached, the item will be set to use 9999 as intro date.
- Added: Shadow Quality warning on MainScreen for Headlights (if Shadows is set to Medium)
- Added: ModOptions setting: Difficulty: Max Upgrade Slots Per Mech
- Added: 405-450 rated Engine Cores
- Added: unlocked Crusader, Longbow, Roughneck IE and Cavalier skin
- Changed: removed KeyBindingsOptionsWidget - no more ModOptions conflict. Custom (YAML) keybinds can now only be changed by Mod Options
- Changed: Stealth Armor intro date 3067 -> 3063
- Changed: Atlas left torso MH1 covered when no weapon is installed @ Mace24de
- Changed: ANH HGN LBW GRH hitboxes @ Mace24de, BJ arm animation @ Rumia
- Changed: AP widget above weapons is toggled on-off when stealth state changes
- Changed: Mech Upgrades - removed white pips at top, added scrollbox to installed quirks list @ Shockwave_S08 and Empress Daystar
- Changed: YAML UnitCards now read from a custom csv table. This should allow them to appear in the Mech Codex / Encyclopaedia
- Changed: F10 console List Weapons command now adds more info to the export file
- Fixed: HTM-28TR HTM-SG LGB-10K LGB-7V VL-5M VL-5S VL-6M UnitCard incorrect references to DerivedMech_old @ phfor
- Fixed: Weapon Tooltip . Projectile min range
- Fixed: stealth not toggling for coop clients / stealth heat, thermal stencil etc not properly applied in coop
- Fixed: travel no anim @ trueg
- Fixed: burst weapons burst length calculation @ LittleTex115
- Fixed: Leopard Upgrade Rebuilt Frame typo
- Note for modders: YetAnotherMechlabComp is updated to 2.7
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Version 0.91 hotfix
- 0.91 Yet Another Mechlab hotfix
- Changed: ECM now shows keyboard shortcut
- Fixed: AP range circle on map
- Fixed: sensor range bug
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Version 0.91
- Fixed: Solaris arena Mechs not ejecting when XL engine is destroyed
- Fixed: Crusader HPS and missile animations @ Mace24de
- Fixed: ARC-T MDA and Loadout, changed Vindicator_HPS @ Mace24de
- Fixed: updated HPS files with DLC6 bolt-ons @ DeadRaiser
- Fixed: endless travel animation
- Changed: YAML Comp 2.5 -> 2.6 (for modders only)
- Changed: new abilities HUD widgets on weapon list horizontal position. Added custom ECM line. Fixed colors inheritance from HUD. Duplication of widgets @ trueg
- Changed: Stealth now has a heat dissipation multiplier instead of flat value. Turns off BAP, ECM, reduces sensor range to 25%, cooling /s to 10% and a 70% chance to avoid damage (like Narrow Profile) while active. Updated AI Stealth use. Stealth has a cooldown until it can be re-enabled after manually turning off (10s)
- Added: Option to disable travel animation altogether
- Added: Compact Heatsinks and Kits now count as two Heatsinks (for calculating minimum heatsinks) with prop "bundledHeatsinks" @ Empress Daystar
- Added: ModOptions for toggling availability of vision modes @ Shockwave_S08 & Quark Bent
- Added: Solaris melee weapons now have armor / struct bonus @ Chaos Berzerker
- Added: support for HUD mods to change YAML's custom HUD widgets' color (read Color from HUD uasset at creation)
- Added: YAML Savegame Option (per savegame) cheat Perpetual Items - everything DESTROYED will be auto-repaired to DAMAGED state after mission when entering mechlab @ Verto-San
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Version 0.90.1
- Fixed: DLC6 loadouts: removed Endo from most of them.
- Fixed: COR-LZ and LDK-IDM not spawning (HeroMechsForPurchase)
- Added: ModOption to show mech speed on tooltips in mph instead of km/h (not on the HUD throttle)
- Added: support for loadout replacements in mechs.json, must point to a legal loadout asset "ANH-1P": { "loadout": "ANH-1P_Loadout_YAWUpgrade" }
- Added: ModOptions for more granular setting of the HUD integration
- Changed: polish to HUD stuff (abilities widgets) - more info on hud, more stable, removed old HUD (except for YAEC hotseat etc), will not duplicate, shows more info
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Version 0.90
- Added: Compatible with DLC6 / Game version 1.1.354. Mod requires the latest game version!
- Added: Quirks and hardpoints to all new Solaris 'Mechs and Roughnecks (LDK - Loader King)
- Added: ModOptios setting for YAML 'Mech abilities (UAV, Coolshot etc) integration into HUD / Weapon panel
- Added: toggleable Stealth (keyboard M)
- Added: Mod Option for showing more weapon Tiers in Instant Action - YAML now overrides InstantActionMode.uasset for this
- Changed: Solaris mech HPS and a bunch of other HPS for the new weapons (ty @ DeadRaiser)
- Changed: HPS for ASN CNT GRF HBK KTO PHX SHD TBT VND WVR HCT (melee) @ Mace24de
- Fixed: Clan mech BV has been restored to vanilla values. So YAML does not have to compensate anymore. (SalvageV2)
- Fixed: Loader King salvage shares cost to 32 (was 0 :) )
- Fixed: new Heavy Rifles and Binary Lasers slot size
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Version 0.83
- Fixed: Rifleman CT EH2 PPC models, Rifleman skins, Catapult CT EH2 PPC models @ DeadRaiser
- Fixed: UAV should not show hidden (in the ground) turrets until they activate or enemy stealth mechs
- Fixed: missing NSR-9J SLDF Quirk (again, really) and max engine size for 9J and 9FC
- Fixed: VL-6M intro date (3035 -> 3069) @ phfor
- Fixed: some Mechs' headlight positioning ( YACM_BAS YACM_TBR @ Merlock & DeadRaiser, EX- @ Empress Daystar)
- Added: Keyboard Input to toggle Headlights on all Lance Member 'Mechs (Ctlr-Alt-L) @ Merlock
- Added: Mod Option for VTOL (single engine only, not Igors etc) to completely avoid damage as a percentage (default: 0%) same as Narrow Profile quirk (yamlVtolDamageAvoidChance / Difficulty: VTOL Damage Avoidance) @ morphingjar
- Added: Mod Option cheat for UAV range multiplier and UAV show hidden units @ boisterous
- Added: Disable Friendly Fire setting now applies to Tanks and VTOLs and Turrets
- Added: YAML Console (F10) can now issue UE4 Console commands. Format: "console r.HDR.EnableHDROutput 1"
- Added: Mod Options to Enable HDR. Experimental. Only works (UE4 limitation) in DX11 Fullscreen mode.
- Added: F10 dev menu custom InputEvent "YamlOpenConsole" to DerivedMech (for ue4 console commands). Break the game, MechWarriors! :) @ phfor
- Added: tooltip for Simple Mechlab on MainMenuScreen
- Added: JVN-11A (3039), with 4x AMS. For fun :) Changed Javelin_HPS for CT_AH2
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Version 0.82
- Added: Difficulty: Simple Mechlab - Fixed Internals (also on main screen as green toggle) - all internals are "fixed" and invisible like in vanilla mechlab, can't change, remove, replace (engines, gyro, armor, structure, anything that YAML adds), will not show in Mechlab. These items are now indestructible. They can get crit during mission (engines, xl, etc) but will never be destroyed. These items will not spawn in Markets. Never bother you. Simple.
- *note: yamlFixedInternals game.ini bool - equipment is checked by tag (they are set "fixed" if equipment.internals etc), slots by name (set invisible if Armorslot, engine, enginecooling etc) EquipmentProperties, MechComponent
- Added: F10 console command: "refundupgrades" (refunds all dropship upgrades)
- Fixed: NSR-9J SLDF Quirk
- Fixed: negative repair time and cost (lowest value is 0)
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Version 0.81
- Added: 4 new Leopard upgrades: 1 more level for armor repair, 2 levels for structure repair and 1 for mech salvage parts
- Added: Recoil modifier property to json
- Added: Longbow Quirk: -20% missile lockon, -25% missile cooldown, +25% missile ammo, -10% missile heat (replacing Missile Boat)
- Added: all YAW double ammo bins are "loreAccurate: false" so they can be filtered with Lore Abiding Citizen setting (ty Green-Bastrd)
- Changed: CoolShot and Ammo Pickup now restores Coolant Level to full (Coolant Flush)
- Changed: YARW is now recognized as active YAW mod
- Fixed: HGM-LV spawning (HeroMechsForPurchase)
- Fixed: Longbow Salvage V1 weight
- Fixed: Stealth Armor intro date (3063) and Stealth Mechs' intro dates
- Fixed: Engine Heatsink Bonus property (Quikcell engine hs removal)
- Fixed: Field repair upgrades actually work
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Version 0.80.1
- Added: support for YAML upgrades without DLC1 and an option to get YAML upgrades with only cbills
- Changed: Mechbay upgrades now cost 0/2/4 Upgrade Points (so players can field Mediums without Cantina even being unlocked)
- Changed: more polish for Upgrades
- Fixed: Leopard Upgrades - Politics faction standing gains
- Fixed: Mechlab permission upgrades now properly stack
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Version 0.80
- Added: DropShip / Company Upgrades (Operations screen) much like HBS BT (optional, per savegame). Will convert existing Cantina XP to YAML Upgrade points when first opening Operations screen.
- Added: Longbow_Salvage for Salvage V1
- Added: C3 Computers and bonuses for lance
- Added: Left Arm AMS for Hatamoto-Chi (model blueprint and HPS entry, modders resource), available on HTM-26T-S
- Added: Cheat option for travel time multiplier
- Added: Will9761's faction icons (as a modder's resource) to Content/UI/Factions-will9761
- Added: run once per savegame: adjust FedCom faction standing to (FedCom Standing) + (Davion+Steiner) / 2 after 3028 08 20 (HomeScreen)
- Fixed: custom melee slot color not applying
- Fixed: heat stats resetting when overheated / shutdown (hopefully)
- Fixed: difficulty settings stacking with yaml cost settings (mech storage, pilot salary)
- Fixed: SuperCharger location restrictions (must be installed in component where an engine part exists), SC+MASC not stacking for coop clients
- Fixed: ANH-2A energy hardpoints (CT energy duplicated in HPS)
- Changed: HomeScreen using different sub-widget (StarSystemLocationInfo) for Industrial Rating to be compatible with Shambler's UI mod
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Version 0.70.1
- Added: Longbow 7V
- Fixed: ty @phfor some vanilla loadouts not having weapons if Yet Another Weapon is not installed
- Fixed: Longbow hardpoints models (HPS), max engine rating, Hailstorm hero quirks, some Longbow variants hardpoints
- Fixed: ty @Mace24de Mauler and Hatamoto-Chi HPS references, CPLT-C4 invalid AMS
- Fixed: overtonnage penalty settings not applying
- Fixed: manual ejection for coop clients
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Version 0.70
- Updated for DLC5 / MW5 game version 1.1.344
- Added: more hardpoints to DLC5 mechs and Longbow, LGB-10K (with alternate loadout if YAW is active)
- Added: quirks to DLC5 mechs
- Fixed: changed the way Starmap shows Industrial Rating info, for compatibility with Bobbert's Coop Unlocked mod (no longer override StarSystemInfoPanel)
- Updated: added vanilla hardpoints to legacy YAML HPS files: ANH, ARC, ASN, AWS, CTF, CPLT, CHP, CGR, CMD, DRG, FLE, GRF, HBK, JM6, JNR, MAL, PHX, QDR, RVN, RFL, SDR, TBR, TBT, UM9, VTR, WLF, WVR, ZEU
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Version 0.63
- Changed: moved CT destruction and mechlab permission level settings to savegame.
- Added: Mod Option "yamlMaxEngineRating" and new mechs.json property integer maxEngineRating. If the setting is enabled, and the mech has "maxEngineRating": 350, it will be limited to that maximum Engine Rating. If the value is not specified in mechs.json there is no limit an setting is on, max engine rating will be default (MDA) engine + 25 (configurable).
- Added: error messages for engine rating, new quirk entry for max engine size if setting is enabled (mechtooltip, mechlab, mechmanagement)
- Added: system's Industrial Rating under its name to Home Screen (HomeMenuLocationInfo) if mechlab permissions are set to on
- Fixed: Hatchetman SKM (Mace24de), Wolverine Q right arm model when ballistic weapon is not installed
- Fixed: Mech Tooltip only shows asset names if showAssetName is True, some more polish (UI)
- Fixed: some salvage mechs with 0HP center torso (Rifleman DNA, Orion YAJ, King Crab CAR, Dragon SDW, Corsair PVT, Victor BSK, Dragon 1N), will have 1HP
- Fixed: MAD-6S left torso blank model
- Fixed: thermal and IR vision bugs, gray IR offset
- Fixed: YAML Console (F10) can add Melee weapons now
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Version 0.62
- Added: Enhanced IR / Thermal vision as mech or equipment property. Enhanced mode has much longer vision range (about 4km) and reduced / no noise. Example: Raven, it has the property both as a Raven chassis quirk, and for the sensor eqipment. Default: all "Equipment.Sensors" have "hasEnhancedIRVision": true
- Added: Warning text on MechManagement and Mechlab screens to show if CT is destroyed (and repair is not possible) if yamlEnforceMechDestruction=true. Also disable Repair, Default Loadout, Load and Save Loadout buttons.
- Changed: Stealth Armor now has -0.5/s cooling AND -50% cooling (was -90% cooling) - note: will improve in the future, with manual switching for stealth like in MWO or trueg's HotSeat. Later
- Changed: AS7-SP loadout for better heat management
- Fixed: assembled mechs will never have destroyed CT (have a minimum of 1 HP)
- Fixed: Navid's Predator Vision not applying heat levels to non-player mechs
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Version 0.61
- Fixed: CRD-6T arm visuals when 3rd laser is not installed
- Fixed: Mechlab levels permissions for coop / more polish after lots of feedback, using values replicated from host
- Changed: Starmap only shows Industrial Rating info for host (cluster info is only available for host)
- Changed: Clusters (Warzones or Industrial Zones) always allow at least level 1 work
- Changed: Permission widget at the bottom is removed when Mechlab Levels setting is off
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Version 0.60
- Added: MW5's builtin thermal vision mode which looks exactly like in MWO (gray-white). Does not show mech heat level. Use the YAML Thermal Vision key input to switch between normal / IR / predator vision.
- Added: Navid's NightVision as a second mode. Now Night Vision has the following modes: 1. vanilla (may be modded by others) 2. Navid A1's (used to be YAML default) 3. copy of vanilla (so it can be used even if a mod overrides the default)
- Added: Mod Options: Difficulty: Enforce Mech Destruction - if enabled, Mechs with destroyed CT cannot be repaired. Rest in pieces.
- Added: Mod Options: Difficulty: Mechlab Permission Levels. If enabled, all planets have an Industrial Rating (0-7) and a Mechlab Permission Level based on faction standing and merc company level. If permission is lower than required, equipment (engines, structure, etc) cannot be removed or installed. In that case, using Repair can replace destroyed items from inventory, but not by manually removing then adding. Readme_MechlabLevels.txt. Equipment and weapon json can now have a "requiredMechlabLevel" property. Weapon assembly is required level for weapon + intended tier. Salvage Assembly is mech weight /20 +1
- Changed: Mech Tooltip now shows the used assets (mda, mdl, loadout, unitcard), chassis name, custom name, and the equipment / weapons are in 3 columns (right - center - left side of the mech)
- Changed: work order text for mech part destruction. No more "XL Engine Repair", it's "(part name) Replacement" for all components
- Fixed: arm slot counts for non-YAEC users, Hatchetman dual wielding
- Fixed: COR-PVT default loadout, King Crab duplicate right torso BH2, Marauder left and right torso EH3 PPC
- Fixed: mod icons (CI, etc) fallback to old method if modicon128.png or modicon128c.png are missing fron /Resources folder (need both!)
- Fixed: YAMLUAV warning when language is set to Russian
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Version 0.52
- Added: remote toggle headlights on targeted mechs (default: Ctrl-L) -Bl00dyDruid
- Added: AI UAV timer settings via Mod Options -Kayer
- Added: Mod Options for disabling internal engine heatsink capacity, heatsink capacity and 'Mech base heat -Se1fD3struct1on
- Added: VTOL Warrior H-7 (AC2, 2x SRM2), H-7A (AC5) and H-7C (2x SRM2, LRM10) variants. Renamed vanilla to H-7B. Changed the Jet version to AC2 and renamed to H-7J
- Added: AS7-SP(OOKY) :) 2x AC5, 2x LRM15, Stealth.
- Added: support for custom Mod Icons (put modicon128.png (equipment, weapons) and modicon128c.png (mechs) to /Resources)
- Added: Mod Options: Cheat: Critical Slot Multiplier (yamlCritSlotMult float 1.0-5.0) - increases crit slots (rounded integer * float)
- Changed: honor mechs.json "salvageInto" when scrapping mechs from cold storage
- Changed: Archer, Firestarter, Griffin, Vindicator HPS to include Mace24de's new hardpoints
- Changed: removed (duplicate) quirks for Classic Timber Wolf (Celestial)
- Changed: Targeting Computer Mk. 1-8 variants salvage share costs from 1 to 1+Mk (2-9)
- Changed: cooperated with Coyote to improve AMS on non-Mech units. Now it has audio and visuals
- Changed: increased YAML DerivedMech setup random delay from 0-0.2s to 0-0.5s (to hopefully deal with mech swarm spawn stutter / crash)
- Changed: updated some HPS files to support mace24de's mod (Locust, Marauder, Rifleman)
- Fixed: minor updates to Raven, Commando hardpoints and paints -NasumiRayne
- Fixed: Changed headlights to offer better support for mod mechs like Mad Cat Mk.II and Direwolf (lights spawn a bit farther out so they don't conflict with cockpit geometry). Mechs: MW5: KGC 3rd person, YACM: DWF, MCII
- Fixed: RunOnce functions running multiple times (improved load times)
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Version 0.51
- Updated for 9th March patch (game version 1.1.338)
- Changed Stealth Armor ECM requirement to accept other ECMs (Equipment.ECM)
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Version 0.50
- Added: a check to check for YetAnotherWeapon presence and change mech loadouts to comply canon weapons. Example: with YAML only, the Flea 20 has ECM and a ER LL. With YAW active, it is changed to an alternative canon loadout (LPPC, ERML, Stealth Armor).
- Added alternative, canon loadouts (MRM, RAC, etc) for the following: ANH-1P, ANH-MB,... FLE-20, etc (28 mechs)
- Added: Stealth Armor. Requires ECM and 2-2 slots on all components except CT and head. Stealth Armor disables thermal overlay, is invisible on map, can't be locked on (missiles)
- Added: much improved stealth. Now TAG and NARC disables Stealth (Mech becomes visible in thermals and targeing) for 3s / NARC lifetime. PPC hits disable stealth for 10s.
- Added: Ammo pickups now add one UAV and one Cool Shot (the latter only if the mech has Coolant Pod).
- Changed: allow 0 as max armor
- Changed: updated filter for Clan Invasion, as their name changed from TP to PP.
- Changed: updated Crusader and Victor HPS
- Changed: completely reorganized DerivedMech BP while tinkering with Stealth.
- Fixed: mem leak: Garbage Collection during mission + DerivedMech random 0-0.2s delay for yaml setup means no more crashes during missions due to mem leak, much better performance when mech swarms spawn
- Fixed: CRD-6T torso blank hardpoints
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Version 0.43
- Added: Mod Options FPS Limiter. No more screaming GPUs
- Added: Engines with 70, 80, 90 rating
- Removed: PGI Debug Menu. Apparently it caused too many problems
- Fixed: Omni mechs refit time, fillers colors, ARMOR_PRIMITIVE weight
- Fixed: MAD-4L loadout/mda, ANH-1G, 1P, MB, CHP-3N, INV intro date
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Version 0.42
- Added: kill key (CTRL-ALT-F8) that kills any unit currently targeted. For tanks and mechs fallen under the map, turrets spawing in the ground etc. Use with care, might break the mission (noticed with raid target buildings)
- Added: PGI Debug Menu toggle (default: CTRL-ALT-F10) in mission. Use with care, not officially supported
- Added: Engine Heatsink efficiency and capacity properties
- Changed: Improved Upgrade function - should find viable items by short or long weapon name (AC2-BF and LRM20-ST)
- Changed: Armor handling in Mechlab. Now negative armor quirks lower max armor, instead of magically removing 2 installed armor. Some loadouts were broken because of this, fixed (Locusts, Cicada X5).
- Changed: various UI fixes and polish. Weapon Tooltip / TAG max range. Targetting typo
- Fixed: Pilot Death % at ejection / ejection logic cleanup. Manual ejection has a base 5% chance to kill the pilot plus modifiers.
- Fixed: Annihilator arm hardpoints, KGC-001 loadout
- Fixed: Salvage V2 checks for invalid loadouts to avoid broken mech salvage parts, min gravity scale and min refit cost multiplier, intro date for some equipment items not showing (TCs, Engine DHS, etc)
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Version 0.41.2
- Fixed: armor overweight when using cantina armor upgrades
- Fixed: changed Thunderbolt left arm BH1 default weapon model from machinegun to AC10
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Version 0.41.1
- Added: Crusader Salvage item (for V1 salvage)
- Changed: removed primitive items from market (market rarity 0)
- Fixed: Cantina armor upgrades causing increased weight
- Fixed: Urbanmech constantly rotating when controlled by a player
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Version 0.41
- Added: Mass Weapon upgrade - now the default setting (right click - space) will upgrade the max amount of possible weapons at once
- Added: New property "maxArmorComponent" which allows to change the max armor of the component the equipment is installed in
- Added: New property "componentArmorWeightMulti" which allows to change the weight of the armor in the component the equipment is installed in
- Added: Separate properties for yaw and pitch twist angle and rate for torso and arms (the old ones still work)
- Added: New cheat options "Allow removal of fixed equipment"
- Added: Blocking mechlab warning in case of too much armor installed
- Changed: Improved Weapon Upgrade performance / logic. Now non-upgradeable weapons wont open the dialog. SSRM2-ST-Stream can be upgraded now (Lvl0, Lvl1)
- Changed: Tank Crush death so it turns off the collision now. Mechs wont yeet into the stratosphere when stepping on tanks now. Thank you Coyote for that info.
- Changed: UI polish, ECM spawn via console
- Changed: warnings logic - now destroyed engine should allow to bypass engine and heatsink requirements and apply changes in mechlab
- Fixed: Weapon Upgrade mem leak / game crash
- Fixed: Manual Eject pilot death % (testing required)
- Fixed a bug in the F10 console's listEquipment where not all was listed
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Version 0.40.2
- Fixed: internals duplicating when slot is empty / vanilla mech fix code re-running all the time
- Fixed: Coolant Flush level multiplier added to heat recalculation (capacity and efficiency) after equipment damage (so it's not reset to 100% if there is missing coolant due to previous flush)
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Version 0.40.1
- Fixed: Rival Merc Intel Points gain after mission
- Fixed: duplicate CRD-3D right arm missile hardpoint
- Fixed: ModOptions for "yamlTankCrushDeath" was missing
- Changed: Mechlab now shows used / total weapon slots on component headers
- Changed: CP-S got some new hero quirk attributes
- Changed: Starmap Search key from E to A
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Version 0.40
- Updated for game version 1.1.335
- DLC4 compatible
- Added: CRD-CR2, CRD-6T, CRD-7L
- Added: CRD-CR and CRD-CR2 to HeroMechsForPurchase table
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Version 0.34
- 0.34 Yet Another Mechlab
- Last update before DLC4 (compatible with game version 1.1.328)
- Added: ModOption to globally scale Melee damage via DerivedMech weaponemitter shenanigans (tooltip as well) (needs testing)
- Added: ModOption difficulty setting for Pilot Skills via DerivedMech (applies to all skills), separately for player lance and all other mechs. (needs testing)
- Added: ModOption to change equipment / weapon item colors (MW5/MWO/Custom) and slot inner opacity
- Added: new quirk properties "maxArmorBonus".
- Added: play the jam sound if a weapon jams
- Changed: some sensor range bonuses (command console) can now affect all friendly mechs
- Changed: stealth logic (should not be visible on map / targetable now with stealth, nss etc armor) (needs testing)
- Fixed: mech cooling calculation after losing heatsinks (also account for item health for cooling stats) (needs testing)
- Fixed: min range bonus display in tooltip
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Version 0.33.3
- Fixed jam chance for missile weapons
- Removed weapon tiers on mission rewards and Cantina mission rewards (if weapon tiers are disabled)
- Fixed the "fixed" weapon visual bug in the hardpoint entry widget
- Fixed YAML Game Options pilot death chance min-max values
- Fixed main menu tank etc HP settings
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Version 0.33.2
- Fixed Jam on UAC and other weapons. Universal jam properties now available for all weapons. Yes, AMS and Lasers can jam now via properties :) "jamChance"
- Added custom icons for Princess Daystar's Custom_Heroes mod
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Version 0.33.1
- Quickfix: Ultra AC Jam bug and armor upgrades (patchwork etc) still giving bonuses when destroyed
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Version 0.33
- Added ModOption to set NightVision mode (on: Navid A1 (default), off: vanilla MW5)
- Added Intro Date to Mech tooltips
- Added jamDurationMulti property
- Added function to restart / power on AI mechs if they are shut down for some reason (other than overheating) after 3s
- Removed "Stealth Armor" quirks from FLE-20, MAD-4L and WHM-
- Fixed "difficult ejection" quirk (now it's +50% chance for pilot to die), added No Eject quirk to Spiders (haha)
- No Ejection Quirk: if not cored or headshot, pilot has 10% chance to survive.
- Fixed equipment tooltip showing chassis size for equipment. It only applies to Melee weapons.
- Fixed quirk multiplication (now the same quirk is limited to one instance regardless of source mod)
- Fixed weapon convergence on Thunderbolt right arm
- Destroyed equipment does not grant bonuses anymore
- Destroyed engine type (XL, light, etc) means no movement in game
- Salvage V2: Hero mechs require more variant salvage to be assembled
- Included CI TPLORD mechs in the Pirate filters
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Version 0.32.1
- Added: Mod Option to turn off mod icons on tooltips, equipment and weapon items "UI: Disable Mod Icons" Added: Stealth-type Armors set the mech's base Aggro from 5 to 0. AI will only attack these mechs if they have no other target or if said mechs aggro them.
- Changed: mod icons not visible if equipment is damaged / destroyed Changed: YAML's Goblin pilot has 60 max level (from 46) - only applies to newly acquired pilot Changed: removed Gyro Mobility's negative values. Now it's just +5% movement speed.
- Fixed: Black Knight HPS table (LA EH2 and Head EH1 duplicated hardpoint definitions) Fixed: Clan XXL Engines 3D model (@vonSeiten's) Fixed: Armor 3D models (@vonSeiten's) Fixed: Multi-mission salvage amounts, quirks dont show "YACM" for the clan mech pack (polish)
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Version 0.32
- Added: "Strip Mech" to right-click menu in Battlemechs screen (on Active mechs). Added: Heavy Duty Gyro Added: ModOptions for configurable pilot death chances (headshot, cored, legged) Added: equipment properties "hasEjectionSystem" bool and "pilotDeathPercMult" float (multiplier for all 3 death chances) Added: custom marker icons for mechs and equipment / weapons (like the DLC icons) based on source mod Added: proper gameplay tags for all Mech variants (AS7-S, etc)
- Changed: Clan Invasion weapons are all shown as Tier 5 Changed: renamed Clan internals, "XL Engine (C)" "Endo Structure (C)" etc Changed: rebalanced Mobility Gyro as it was too OP Changed: VTOL HP Multiplier should no longer apply to DropShips (Coyote Missions)
- Fixed: special equipment vanishing from markets Fixed: removed blocking warning in mechlab for missing heatsinks and engine destroyed (so work orders can be applied to remove stuff before selling the mech) Fixed: removed AS7-D-Y from spawn table Fixed: Clan mechs made for vanilla game will have proper Clan internals instead of IS Fixed: assembling mechs if the active bays are full immediately pops up the overflow dialog Fixed: Dragon RA EH2 models positioning
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Version 0.31
- Added: Mod Option for Mech movement speed multiplier (@Kh0rnz :) Added: Weapon refit cost scaling based on weapon base price (x0.5 because MW5 doubles weapon prices) and mech tonnage. Previously all weapon installation and removal cost 1k cbills. Added: New save game option to scale the weapon refit cost from 0-10 Added: Gift hero mechs COR-ROAM (M7), CN9-CALM, MAD-TF, MAD-BARA2. All the slots! :) They are added to the specific player's inventory (player nickname), won't spawn othetwise. (unless using savegame editor, Mech Delivery mod or F10 dev menu) Added: New quirk properties for weapon and equipment installation cost and days scaling Added: New "unit" type "hotkey" for equipment properties. This basically means that we can show the configued hotkey for things like hotseat cockpit in the tooltip Added: Equipment can use multiple slot types. The system is simple: an equipment uses one of each supported slot slot type (except general and engine hs). For used crits only the equipment size is relevant. The default size of the slot will be substracted. Added: New property "internalHeatsinkBonus" which allows to add or remove internal engine heatsinks. Added: New property (mech quirk) "hasDefaultUAV" allows mechs to always have a preset amount of UAVs. Charger, Corsair and Raven mechs have 2 free UAVs. Added: Thermal Vision Stencil is turned off if Null Sig, Void or Stealth Armor is equipped (asset names: ARMOR_NSS, StealthArmour, NullSignature, VoidSignature) from trueg's equipment mod or Clan Invasion. They won't light up in Thermals.
- Changed: After extensive testing, the UAV (target sharing) does not work for non-Player team, so hostile AI teams will (should) not launch UAVs. Changed: Salvage V2 allows to assemble Hero mechs using other variant's parts. At some point I will introduce another way of making heros special. For now, they are not Changed: Round work order days to a full number in the mechlab Changed: Easy to maintain quirk uses the new properties for installation cost scaling. Changed: Show used fillers in weapon tooltip and inventory Changed: Hide "spawning disabled" hint for filler tooltip Changed: XL and XXL engine salvage cost increased considerably Changed: Hand Slots return Changed: right melee weapon animations and hardpoints for Hunchback and Shadowhawk
- Fixed: Predictive TC crosshair disappearing after mech switching Fixed: Save game option to disable weapon tiers: YAML will now replace all weapons in the inventory and salvage with tier 1 versions. Shops will only carry tier 1 weapons. Fixed: Allow interaction with equipment and weapons installed in destroyed mech components (the image needed to be non-hit-testable) Fixed: Battlemaster HellSlinger has SLDF quirk Fixed: HTM torso destroyed weapons dont become invisible Fixed: Hatchetman RT BH1 AC10 model Fixed: A corner case in filler coloring Fixed: CASE description (it applies to ALL internal explosion damage, including Gauss, Coolant etc)
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Version 0.30.3
- Added: Anti-Air Targeting ("antiAirTargeting": true) to replace built-in Predictive quirks. They only work on VTOLs.
- Added: "excludeTags" to weapon groups (json quirks)
- Fixed: weapon tooltip ammo explosion value, UAV range value
- Fixed: machinegun damage and flamer heat damage quirks not shown in tooltip, missile min range
- Added: some gift hero mechs for some people (MAD-BARA, KGC-J, ASN-W, AS7-D-Y, CP-TTB) - they will automatically receive it in their campaign / career savegames once. These mechs won't spawn otherwise.
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Version 0.30.2
- Fixed: weapon tooltip missing some stats (SRM spread etc)
- Fixed: mechlab installation logic so it's no longer possible to replace "fixed" equipment
- Removed: Mods menu widget (back to vanilla, no longer loads thumbnails, should be much faster)
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Version 0.30.1
- Fixed: weapon stats on tooltip and cumulative dps
- Fixed: crit splitting now applies to 8-crit weapons as well
- Fixed: weapon stats on tooltip and cumulative dps
- Fixed: crit splitting now applies to 8-crit weapons as well
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Version 0.30
- Added: complete rework of item install logic by @trueg
- Added: Support for crit splitting on weapons larger than 8 slots - a minimum of 8 slots must remain on the component the weapon is installed, the rest can go to surrounding components
- Added: heatDamageMulti property (only works on Flamers and Melee for now)
- Added: Eject function (default: Ctrl-K)
- Added: Savegame Option to set equipment, ammo, internals C-Bill base cost multiplier (not weapons)
- Added: Mirrored DLC3 melee animations for BlackKnight and Wolverine from Yet Another Special Variant
- Added: All of Mace24de's additional weapon hardpoints from Lore-accurate variants to improve compatibility between YAML mods
- Added: Merciless20's flood lights as an optional stronger mech light (hotkey L) for mechs with the "searchlight" quirk
- Added: New mech quirks based on the Extended YAML Quirks mod (Thanks to qm and Ron1977)
- Changed: Cleaner mech tonnage rounding: never get stuck again on half a point of armor before the max tonnage.
- Changed: King Crabs have melee now due to crit splitting the AC20, with lower arm actuators and horizontal movement (except KGC-CAR). Now KGCs only have 8 crits on arms! (no more 2x5slot weapons), possibly invalidating some builds.
- Changed: added more Factions to YAML Marauder IIs so they spawn more often, adjusted BVs.
- Fixed: duplicate quirk display
- Fixed: max armor values on Stalker, Jenner, Cicada
- Fixed: polished some code and UI items
- Fixed: work order issues (for good this time, I promise)
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Version 0.25
- Added: YAML API in the compatibility pack with revamped extension and YamlDerivedMech interfaces. Added: A few new Locust variants. Added: moved YAML-specific Clan internal equipment (engines, armor, structure, CASEII) from YAWC to YAML
- Added: ModOption to disable Clan internal equipment that are included in YAML (Main Screen toggle button as well) Added: ModOption to disable Clan Invasion Pirate equipment and Mechs spawning on markets (Main Screen toggle button as well) Added: counters on work orders and cold storage buttons in the Battlemechs screen
- Added: dev console (F10)
- Changed: XXL Engines generate double movement heat now (along with the usual negative heat dissipation stat) Changed: Mech Quirks (Battlefists: 25->15% dmg, Hulk Smash 50% -> 30% dmg, Narrow Profile 10 -> 15% Changed: Mech Salvage V2 salvage shares are now based on the mech's battle value.
- Fixed: Mechlab equipment drag and drop improved. Fixed: AI Role tooltip, halved mech and equipment tooltip description text scroll speed
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Version 0.24
- Added: ModOptions setting: invulnerability for player lance members at mission start (immune to artillery), with timer (0-60s), default: 0s (off) Added: ModOptions setting: player lance incoming damage multiplier (0-10) Added: Salvage V1/2: save game setting to assemble into mech without equipment Added: Salvage V1/2: improved damage model for mech assembly (by default more damage, can be configured in save game settings)
- Fixed: Salvage V1 salvage / equipment drops and mech assembly salvage item check Fixed: LRM20 / LRM20-Artemis crit size Fixed: Missile SlotType color changing code more specific
- Changed UAVs and Coolshots consumables to use MW5's AmmoComponent logic instead of custom counters Optimized and cleaned up some code
- Show vanilla mech role in TTRulez_AI role drop-down if no custom role is set New equipment property "case2MaxDmg" which allows to fine tune CASE II protection Experimental quad mech support which converts the arms into front legs
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Version 0.23.1
- Added: Mech role assignment drop-down in mechlab and mech managment screen (also instant action) Changed: UI polish in the mech management screen and the mechlab (padding, spacing and slot overview) Fixed: Coolant Pod / Cool Shot
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Version 0.23
- Added: Savegame settings groups (sections) Added: Savegame option to set all slots "locked" thus items remain installed on the mech when put into Cold Storage (except Upgrades), default is on Added: Savegame option to turn off Mech Market (no mechs will ever spawn) Added: Savegame option for Mech / Equipment market multipliers Added: Savegame option to set all combat units / all weapons and equipment intro date to 1999 (everything available) Added: Upgrades button to Mechlab (under Repair All) Added: Salvage V1 option to turn off complete Mech salvage (only Salvage v1 parts) Added: Salvage V1 option for assembly cost (was fixed 25k per part), it is x4 default (100k per part - 2mil for an Atlas)
- Changed: Salvage V1 uses Salvage V2 assembly logic now, thus keeping all weapons and equipment. New Mech is put into Active bay or overflow list if full Changed: Salvage V1 calculates faction discount Changed: Salvage V2: some UI polish, improvements to cost handling, now using different variants is more expensive. Also assembly costs scales based on variant price. Changed: Mechs only drop weapon and equipment salvage if they can't be salvaged whole. No more duplicated weapons and equipment! Changed: SlotType assets (for weapons) are no longer in ModOverride. The name (Energy, Ballistic etc) and crit size / supported weapon size is set during runtime now at game start Changed: Strip Mech in Mechlab - now it will remove everything except "Fixed" equipment (EquipmentProperty) Changed: Unrestricted JumpJets ModOption default to True Changed: Moved TTRulez_AI Upgrades (mech role traits) to Miscellaneous section Changed: Market spawn logic - now all ECM, Sensor, MASC, SC and Equipment.HeatSink.Double will be able to spawn as normal (not Rare) even in non-industrial zones (lower % to spawn)
- Fixed: IsValid toggle in Mechlab. Now it should be all good. Fixed: Inventoy won't show dynamic fillers and other such items Fixed: Mechlab not reserving replaced weapons when using Repair button. Now the weapons, equipment will be earmarked for removal - hopefully no more Cant Start Work Orders Fixed: Heavy Rifles use 3 slots now, without overriding the weapondata files (old vanilla bug, they use the same 2-slot weapon_SlotType as the medium rifles) Fixed: MWO Mechs mod (Blacklanner) Omni missile slots not having tags for Weapon.ArtemisMissile. Now all such missiles (Artemis, ARM, MML, ASRM) can be installed - workaround until that mod is fixed internally Fixed: AMS stats / weight not visible in Mechlab inventory list
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Version 0.22.1
- Fixed missing market filters
- Fixed not being able to start work on some mechs that were missing the -1000t counterweight
- Fixed UAV ammo warning
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Version 0.22
- Enabled Inverse Kinematics (Mod Options, default on). Uses default MW5 IK, just forces it on if set to enabled. Can purchase new mechs if the active bays are full. They go to the overflow list like salvaged mechs. Bobbert's Mech Delivery mod overrides this function!
- Fixed unlimited Coolant Flush Fixed the "valid" filtering in the mechlab market tab Fixed Salvage Assembly not adding counterweight to new mechs
- Added support for replacing / swapping internal equipment (like armor with different armor) easier via drag-and-drop and right-click installation
- Added Weapon_Properties.json as an alternative to Equipment_Properties.json (no difference) Added ammoTypes array property for MMLs Added custom loadout warnings for missing ammo and missing weapons
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Version 0.21
- Added Reactive and Reflective Armors, CASE and CASE II (thanks Buckton and PGI for unlocking damage handler!) Added CASE equipment to mechs that should have it
- Added Coolant Flush (default key: 9) - remove 20% of max heat immediately, decrease cooling/s by 10% for the remainder of the mission (no AI use now) with HUD support
- Added cheat options for weapon size and weight.
- Added more support for double engines, 100+ ton mechs automatically have two Core slots / 15 ST and 16 CT slots
- Removed redundant calculation in HomeScreen (should only check inventory once after game load) - fix for freeze on Home Screen depending on cold storage size Fixed weight warnings for German, French and Russian languages Polish (internals descriptions) Fixed duplicated skins
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Version 0.20.2
- New fix for mechs being overtonnage in drop screen
- Added Melee slot count to Mech Tooltip
- Remove all old DLC2 Melee weapons (fists, lower arm actuators) from inventory loadouts
- Fixed Marauder 2 melee animation (HPS)
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Version 0.20.1
- Fix for mechs gaining weight (supercharger not calculating XL / XXL etc engine weight reduction).
- Fix for some mechs reported overweight on drop screen even if their tooltip shows correct weight
- Fix for missing engines / cores blocking apply button in Mechlab
- Increased internals and engines spawn chance
- Duplication of XL, XXL etc engine upgrade items is known, will investigate later
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Version 0.20
- Completely revamped internal equipment.
- Previous equipment with Light / Medium / Heavy / Assault weight classes (Structure, Armor, Triple Strength Myomer, etc) are automatically replaced with general use items. No more Endo A, Ferro L, it's just Endo and Ferro, one item for all 'mechs (costs scale with mech weight).
- Engines are replaced with Engine Cores (the actual fusion core with the Rating), and separate "upgrades" for XL, Light, XXL, Compact etc versions. This greatly reduces clutter and allows the introduction of new types with a single equipment item.
- Added support for multiple Engine Cores (double engines etc). Added jam chance bonus as possible equipment / mech quirk (instead of multiplier) Various fixes and polishes.
- Added Bullet-Time Timescale Modoptions config for global timescale (float, 0.01 to 1.0) and personal player exemption from that - if turned off, player is also slowed down.
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Version 0.12.2
- Fixed Hatchetman AMS model missing.
- Added support for Clan Invasion TPI mechs (overtonnage / minimum heatsinks no longer blocking construction in Mechlab)
- Added Colddawg's new camo pattern (Scrapyard now, more later)
- Fixed VL-5M missing its Engine DHS, GHR-5M laser hardpoint, PXH-1 and KK arm hardpoints
- Further improved vanilla mech conversion code (Revenant A1)
- Added more Quirks to some Mechs, made by @Brofisticus. Expect more in future updates
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Version 0.12.1
- Quickfix for already owned DLC3 mechs being overweight
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Version 0.12
- @trueg implemented weapon properties. Now weapons can have properties / quirks like equipment and mechs. Melee weapons, shields, etc.
- @TTB's idea: added struct / armor bonus to all melee weapons. Thy melee extremities shall endure!
- Added Struct and Armor bonus to all DLC3 melee upgrade weapons (+4 struct and +5 armor per ton)
- Fixed YAML HUD widget not showing keyboard binds for thermals etc Fixed vanilla mech autoconvert code sometimes not correctly setting weight
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Version 0.11
- Fixed DLC3 Hero mechs not spawning on markets. Also fixed BL-P-KNT2 and CN9-YLW2 vanilla bug of not spawning (HeroMechsForPurchase table).
- Updated arm actuator handling to changes in DLC3: hand or lower arm actuators are replaced by hand or lower arm melee hardpoints (trueg's actuator equipment in the HarJel mod is usable again); all Melee items are 1 slot less (except lower arm stuff), this way the crit counts are still correct (Atlas still has 8 free crits on arms)
- Fixed Salvage V2 partial mech share cost
- Fixed melee weapon damage and cooldown trait display in weapon tooltip (tier bonus)
- Fixed weapon mech part restrictions via equipment properties (no more spinal mount in the arms)
- Fixed MechManagementScreen not showing popup if a salvaged mech can't be placed into a free active bay
- Added CT ballistic slot to Marauder II Fixed "Valid Only" checkbox for melee weapons Fixed some UI bugs
- Added HP display to all non-mech units, and optional tank HP rebalance in Mod Options.
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Version 0.10.3
- Added changelog to main screen. Can't evade it now. You will have to read it.
- Added direct setting of tanks HP to Main Screen.
- Fixed melee filters not showing up with Valid Only selected - now everything is shown. Proper filters for class and supported slots for melee will come in a future version.
- More polish and fixes to UI icons.
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Version 0.10.2
- Fully adopted Melee weapon equip and unequip rules, now the slots work as they should: no weapon installed - has the default melee item, lower arm or hand, with the proper size, upgrade weapon installed - its size is adjusted correctly. Melee slots ALWAYS take space either as an installed weapon or an empty slot that always has the default melee weapon usable. No need to install melee - it's always there in some form. Old style default melee weapons (Assault Hand, Medium Lower Arm etc) can be uninstalled, they have no function anymore (default weapon in the slot takes over). If they are still installed, they are just there.
- If there is no default weapon specified for the slottype, it'll act normally like all weapon slots (take no space, not visible) If there is no melee (not installed or none as default) on the mech, its arm's horizontal movement is disabled. If only one melee, half horizontal movement bounds. Valid Only still needs to be ticked off - will fix that next
- Fixed Rare weapons and equipment not spawning in markets Fixed DLC icons not showing on Mech tooltips
- Added NARC lights tank on fire fix to tank.uasset Added Hatchetman Salvage item for V1 salvage Updated a new batch of widgets (Starmap, Mech and weapon tooltips, MechManagementScreen, mech widgets to show DLC), more polish here and there
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Version 0.10.1
- Fixed DLC3 mechs' weight, HTM-ON hero quirk name
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Version 0.10
- DLC3 compatible (first update, no game-breaking bugs) - melee needs Valid Only unchecked for now. New Melee weapons only applicable on the new DLC3 mechs, mostly. Polish later. Added DLC3 mechs. Added AMS to Hatchetman. Added Melee quirk to the Melee variant mechs (usually marked with P)
- Added new 'Mech quirk: Narrow Profile. It adds a % chance to completely avoid incoming weapon damage. Note: lasers / trace weapons do damage ontick (about 0.01s) over their duration, this quirk will randomly negate damage for every such tick event, realistically causing a flat damage reduction against trace weapons. For projectile weapons / missiles, it'll run the check at every impact, possibly completely negating a shot form an AC20.
- Added some MWO mechs that appeared in the last 1-2 years: CPLT-C2 (3062), UM-R80 (3067), PXH-7S (3067), TDR-10SE (3067), WHM-9D (3067)
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Version 0.9.5.1
- Quickfix: restored old REPAIR ALL logic until i can fix the cost / time modifiers.
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Version 0.9.5
- Replaced: half ammo with count scaling -> float percentage. 1.0 is normal, 0.5 is half, 2.0 is double ammo etc Added weapon quirk scaling, from 0.0 to 2.0 (200%). 1.0 is 100%, vanilla value. Added tank, turret and vtol HP scaling (tank and vtol only if Scary Tanks not active). 0.5-10.0 (50% to 1000%), default: 3.0 (300%) for all.
- Implemented external (compatibility) interface beta for weapon emitters. Can now switch weapon mode per weapon group with CTRL-1 to 6 for weapons that use the YAML interface. That is YAW MMLs and IXP Lasers and some test LBX cannons. More to come later (in YetAnotherWeapon).
- Added some skins from my old pre-DLC1 mod for all mechs (Avanti's Angels, Kell's Hounds, Wolf Dragoons, Colddawg's camo patterns and MARPAT). Unlocked preorder skins (Cavalier and Interstellar Expeditions). Now all base game skins are unlocked, external skin unlocker mods not needed anymore.
- Added to tooltip: config option to show more stats (damage/ton, damage/crit etc for weapons and heatsinks), autoscroll to description (max size set) Renamed keyboard binds so they are more obvious in Mod / Controls (all start with YAML) Fixed: tooltip: show Equipment Explosion Damage / Ammo Explosion Damage only if its actually enabled in the equipmentdata, UAVs show range now, TSM allowed with MASC and vice versa, 0 duration weapons (flamers, mgs) not showing in cumulative damage stats, cumulative stats showing structure instead of armor, front armor damage bar not showing damage in red if the component has back armor, REPAIR ALL not considering repair time and cost modifiers from current location
- Fixed: remove invalid equipment button does not disappear if cancel selected in the remove invalid equipment dialog. is restored when revert pressed. Added: invalid equipment appears installed, does not hide the slot it's in. beta. sligthly derps out component's general slots in if invalid item is present (just remove it)
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Version 0.9.4
- Added: unlock coop tabs (coop clients can click on all tabs like starmap, operations etc). Very limited, they wont see equipment inventories, industrial zones, conflict zones etc. Same limitations as all other unlock coop tabs mods have. Requires clicking on a tab to show all of them after loading as guest.
- Added separate Armor and Structure scaling for Mechs in Mod Options. Now it's possible to scale from 10% to 500%.
- Removed LosTech note and color from Salvage items, dynamic fillers and Clan equipment Updated tooltips to support Yet Another Weapon 0.99.14 and newer, show lostech/clan/pirate based on tag and intro date and some more polish Updated settings: now it's possible to toggle godmode, no friendly fire and aiuavlaunch during mission. Godmode now protects from all damage including AoE (thank you, Bobbert)
- Updated settings: now it's possible to toggle godmode, no friendly fire and aiuavlaunch during mission. Godmode now protects from all damage including AoE (thank you, Bobbert)
- Fixed paint schemes duplication in campaign Support for dynamic fillers for weapons (experimental, only for modders)
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Version 0.9.3
- Added: Keybind to toggle Torso Counter Rotation (default: Caps Lock) + HUD feedback
- Added: Mod source and asset name visible in equipment, weapon and Mech tooltips (via ModOptions). New attributes for equipment/weapon tooltips (intro date, explosion damage, min range). JSON file in /Resources to speficy custom load screen tips and hints. Universal, unlocked skins - now all skins can go on all mechs, Hero skins, hidden color schemes are available for all (this does not unlock DLC skins) - now all mechs can have their own custom Tags without having to add all of that to the SKN files. Removed : from equipment / slot names.
- Added: More support for Clan Invasion (universal JJ, MASC, SC, Double Engines, up to 20 engine HS slots).
- Changed: Mech Salvage V2: fixes, proper salvage costs, fixed number of parts required for assembly (configurable in game settings)
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Version 0.9.2
- - Added Weapon Upgrades - from now on, weapons of the same tier can be combined into one higher tier weapon of the same type. Base number can be configured per savegame, increases with tier. No downgrade or partial stuff. Simple :) Cost is (weapon price/10)*used weapons.
- - Added SLDF Quirks to applicable Mechs (KGC-000B, HGN-732B, etc) - Added descriptions to TTRulez_AI Upgrades for Mech Roles. If more than one is installed, the AI will select one randomly (by Oraeon's description) - Added a new savegame option (financial difficulty) to pay extra for the active Mechs' total sell value. Example: Atlas, worth 10 million, base upkeep 70k, percent 1.0: you'll pay 70k + 10m/100 = 170k per month.
- - changed / reset Vehicle AMS config to an Integer value. Now 10 is 10%, etc. UAV should never spawn with AMS now. - fixed installed UAV not showing on mech tooltip - added cheat modoption that makes UAVs always spawn with AMS - added half-ammo option - it will halve ALL ammo equipment in the game (rounded up).
- - fixed mech rescaling causing 100+t mechs falling under the map, changed vanilla MDA -weight item from -100 to -1000t. Should account for all superheavy mechs (Clan Invasion fun) - minor fixes in salvage V1 logic - should not drop Salvage for salvageable mechs (was an oversight - all mechs dropped Salvage V1 even when salvageable as a whole mech)
- - fixed Thermal Vision keybind not showing in the HUD widget - fixed WVR-7H (Wolverine II, freely given in the Valentina system) to have Engine Double Heatsinks - fixed Bullet-Time not being deactivated correctly on mech switching
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Version 0.9.1
- trueg - Added code support for non-YAML mechs. From now on, all MDAs without the necessary slots will be updated automatically, and engines / endo / ferro installed. Clan Invasion / any vanilla-game Mech should work now with YAML, having all their slots, engines, structure etc
- - All slots types (except armor, structure, engine heatsink and cooling) have a default size which is overridden by installed equipment - The sizes of those slots (or their installed equipments) count towards general/crit slots - To that end the CT now has 12, the head 5 slots. - This allows stuff like proper small cockpits or XL gyros - New equipment and quirk property for ammo counts (a multi) - Added an extension type which allows to add arbitrary info to the weapon tooltip - Fixed Orion HPS (there was a wrong blank entry which caused weirdness if the left torso had no 2nd missile installed) - New equipment property "slots" which will simply overwrite the size of the equipment (I used this to set the size of all engines to 4) - Fixed cooldown quirk - Fixed a typo in a quirk - Do not remove gyro and engine cooling when the engine is removed. - Hides equipment tier bars - Fixed Endo structure weight saving calc in tooltip
- cszolee - Added AMS to Tanks, VTOLs and Turrets (the same that is in my Scary Tanks mod). After year 3040, every such unit has a 10% chance to spawn with a Tier1 AMS. ModOption value is 0.0 (off) to 1.0 (100%), default 0.1 (10%)
- - added Quirks to Catapult chassis - updated mainmenu mod list to show load orders - fixed Flea FA and R5K intro dates
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Version 0.9.0
- - added arm and leg actuator slots, based on installed internals (hand actuator, etc). no need to modify MDA files. Equipment for them will be available in trueg's HarJel mod / Silby's YAML mod. If no equipment is available, the slots are not shown. - added new tags for some equipment so they appear in their correct tab in inventory - added better support for Clan XL and XXL engines (filter tabs, dynamic filler and logic)
- - weapon bonuses now have a "scope" of either "mech" or "component". In the latter case they only apply to weapons installed in the same mech part (nice for things like actuator upgrades or laser insulators) - UAV have proper tags so they show up in "misc equipment" rather than "cooling" - Weapon tags can be used as "mechRequirements" and "mechPartRequirements" - new property "salvageInto" which can be used to convert one equipment into something else when salvaging (useful for fixed engines for example) - Replace "_" with space in quirk titles (looks nicer)
- - Support for tag prefixes in equipment properties (so we can define equipment properties for a base tag and it will include all sub-tags) - Always sort slots the same way, indifferent of how they are ordered in the MDA - Fixed componentStructureBonus property not being applied - TSM code slightly modified and cleaned up so it can be enabled manually via YamlDerivedMech
- - new equipment property "heatCapacityBonus" - slightly modified look for the equipment and weapon properties - Some cleanup in weapon tooltip which allows using Superchanger and other assets as armor upgrades
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Version 0.8.6.2
- Fix for game crash when clicking Rare Equipment on home screen (industrial hub)
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Version 0.8.6.1
- Hotfix for game crash when clicking Black Market on home screen
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Version 0.8.6
- - Enabled Cockpit slot and added "Small Cockpit" which is -1 tons - Added energy hardpoints on Thunderbolt left arm - Added "fixed" equipments which cannot be removed (equipment property "fixed": true)
- - Fixed Gyro XXL fillers (2 in every ST) - Support for armor and structure multipliers in mech quirks - Fixed mech scaling for variants (now variant scaling will overwrite MDA scaling) - Fixed (hopefully) co-op settings sync issues - Salvage V2 fixes
- - Engine double heatsink now has type "Equipment.Cooling.Double" for easier categorization other mods - Consistent look for the properties tooltip - Allow mech extensions to add widgets to the YAML abilities HUD element - New inventory and shop categories
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Version 0.8.5
- Important: make sure to set Bobbert's PurchaseSalvage mod to a higher load order than YAML (mod.json)
- Added: savegame option for Engines and Engine DHS items not adding to Heat Capacity / all 'Mech's default Capacity is 40 (Silby)
- Added: mech salvage selling, scrap cold storage mechs to gain salvage parts
- Fixed: Mech Salvage V2 salvageable parts, salvage selection of similar variants not counting towards total, salvage screen variant names properly listed
- Fixed: gamepad support in mech salvage screen
- Fixed: Weapon ToolTip not showing range for Ballistic weapons unless YetAnotherWeapon ballistic damage drop is enabled
- Fixed: PXH-KK quirks, PXH-KB missile hardpoints, Banshee melee quirk (range does not work)
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Version 0.8.4
- Added: Sell partial mech salvage in V2
- Changed / fixed: vanilla (YAML) salvage and trueg's new mech specific (totally HBSBT-like) salvage V2 are now completely separate. Can change in Game Options
- Fixed: damaged melee weapons when assembling loadout in V2
- Fixed: YetAnotherWeapon text visible on Weapon Tooltip even if it's not active or installed
- Fixed: HGN-HM, SHD-2P loadout, COM-TDK Engine DHS, JR7-P Engine size, Jenners arm structure, BNC-3P, COM-2P, GHR-4P, SHD-2P loadouts (free tonnage due to Supercharger having lower weight)
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Version 0.8.3.1
- Quickfix for Bobbert's HUD compatibility. Now the two thermal visions are separate, with their own keybinds (please check them in Controls - keyboard binds!), and both work
- Changed: decreased Nightstar repair penalty, removed melee nerf. Changed TC: Ballistic Predictive to TC: Projectile Predictive with buff to PPC velocity.
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Version 0.8.3
- Added: Navid A1's Thermal Vision! Once again, kudos goes to the author of the Reloaded mod - I'd never have been able to do this without his code. Default keybind: PageDown, can be changed in Controls. Note: for this to work, I have to override Tank, VTOL, Turret and SocketedTurret assets (otherwise they won't show up properly on thermals). If you use mods that modify these assets (such as Scary Tanks), you have to set their load order higher than YAML. Note: some mechs seem to have extra cockpit components, that might act weird when in 1st person view and Thermals active (example: Marauder 2, Annihilator - thermal postprocess might flicker over cockpit inside surfaces when firing). Some are perfectly fine (Atlas). Still working on it.
- Added: Navid A1's Night Vision filter - its just better in all ways :)
- Added: Navid A1's Predictive Targeting Computer (TC: Ballistic Predictive) - it'll draw a crosshair based on currently selected projectile weapon's stats and targeted enemy unit's movement. Had to remove some functions (arm offset, advanced zoom mode) since they referenced Navid's now defunct HUD mod.
- Added: A new, more HBSBT-like Salvage system by @trueg (optional). So you can have the original Salvage Items, or mech-specific items. Existing (general) Salvage Items will be converted to a random specific 'Mech variant's Salvage. You can now salvage parts of specific variants. To build a specific variant from the salvage one needs a few parts for the CT and the rest can be any variant of the mech (exception: Hero mechs). First run will take a bit, until the existing salvage items are calculated
- Added: config option to use only Partial Salvage (meaning you can't salvage complete 'Mechs)
- Added: Cheat XL config option - if the XL side torso pops, the mech does not immediately die
- Added: Mech Extension/Plugin system which allows mods like Harjel to work without overriding AbstractMech
- Changed: GUI polish
- Fixed: bogus warnings popping up for mechs (underweight, etc), MASC / SuperCharger HUD fill bar behavior, MASC + SC stacking stats, ZEU-5T double heatsinks (really this time)
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Version 0.8.2
- Added: more quirks to more 'Mechs (such as Rugged, Easy To Maintain, etc)
- Added: support for vanilla game saves - at first startup, YAML will check if the savegame has any internal equipment items (checks active and cold store mechs). If none is found, all internal eqipment (engine / structure / armor) missing from all your owned mechs will be added to inventory. Example: savegame only has one mech in total (including active and stored mechs), say it's an AS7-BH: an "XL400" engine, and an "ENDO A" equipment will be added to the inventory, Panther 9R - you'll get a "STD 140" engine, etc. When possible, these items will be installed on the active bay Mechs (observing equipping rules).
- Added: 'Mech Quirks to tooltips etc - now you know what you are buying or salvaging
- Added: Weapon tooltips now calculate the modifiers from 'Mech Quirks or equipment (if in Mechlab), and also add all global modifiers from Yet Another Weapon.
- Added: Yet Another Mechlab version and activated mods details to main screen
- Added: mech scaling via mechs.json
- Changed: Moved most of the financial balancing settings into the save game. This means that each campaign/career can have its own difficulty settings. When starting a new game or loading an existing one for the first time the new game settings dialog is shown.
- Changed: UI cleanup / polish
- Fixed: Melee weapons attacking at the same time / breaking animation, controller users in Mechlab being able to use Start work button, back armor bonuses, ZEU-5T and KTO-19B double heatsinks
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Version 0.8.1
- Fixed new campaign stuck on a black screen (by trueg)
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Version 0.8.0
- Added: MWO-like Mech Quirks. For now, all Hero Mechs have similar bonuses as in MWO (armor, structure, cooldowns, etc). Also, some chassis have quirks (Archer LRM, Awesome PPC, UrbanMech armor.) Can be turned off in ModOptions. The quirks are in Mod/Resources/mechs.json and quirks.json
- Added: lots of new equipment properties. From now on cost and time multipliers are: Endo: 2x, Ferro 1.5x, LFerro 1.25x. Clan Endo and Ferro cost 2x of IS versions.
- Added: config for Garbage Collection
- Added: main screen shows if YAML is active, its version, build number and origin (Steam/EGS/etc icon)
- Reworked sensor upgrades Unmodified Mech default sensor FOV set to 300 (apparently PGI changed it to 360 in one of the patches)
- Improved a lot of code, UI and other under-the-hood stuff Improved invalid items code, now it recognizes weapons installed in missing hardpoints (not present in MDA), and missing equipment slottypes. It should now recognize: invalid weapon and equipment assets (missing mods), invalid equipment SlotType assets (missing mods), DLC1 equipment (MASC, SC, Active Probes, ECMs) installed in non-General_SlotType (legacy savegames), and weapons installed in non-existing hardpoints
- Fixed MAD-II MH2 side torso hardpoint visuals Fixed MAD-9M hardpoints and loadouts to be MWO-equivalent - if you encounter problems (removed weapon hardpoints), strip the mech. No more cheat mech. Fixed ZEU-SK loadout Expanded AS7-K3 hardpoints (added 2nd Ballistic to torso and Energy to arms) and fixed default loadout
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Version 0.7.0
- Added: Mechlab now remembers Details setting and will open with the last layout (details or overview)
- Added: "Remove Invalid" button to Mechlab. It should find all invalid weapons, equipment and slots, and remove them, thereby fixing the Mech's loadout (such as missing equipment slots like TC, Sensors if invalid item is equipped)
- Added option: to use MASC equipment with dynamic fillers (as it was, until now). Option is default off now, making MASC canon-compliant, single item with fixed size (1 slot per class). If this breaks your preferred loadouts, set the option to Enabled in ModOptions or game.ini (toggle)
- Added option: cost scaling for engine and structire installation (based on mech weight) (scale)
- Added option: upkeep cost for Cold Storage mechs (if true, pay 1/10 of their normal upkeep cost) (toggle) Changed Supercharger weight to be relative to engine weight. SC Class 5 (100t assault) for a Light 300 engine is 1.5t now. 400 STD - 4.5t
- Nerfed some really OP Gyros (+20% speed... :) ) as part of ongoing balancing
- Fixed Stalker 5M and 5S intro date
- Fixed a lot of code including network replication for certain settings and variables. Should have less problems especially in coop.
- Fixed tooltips mem leak by bruteforcing Garbage Collection every 10s except in missions (should apply to every screen) - waiting for PGI to solve this in the locked code
- Fixed empty work order for repairs, armor and struct tooltip details
- Fixed tooltip widget scrolling. Now it should be fixed max size, and scroll equipment list if too long
- Expanded EquipmentProperties for Silby
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Version 0.6.4
- Fixed Salvage screen flickering (and memory leak, somewhat) when tooltip is constantly resizing the overlays.
- Fixed Mechlab UI scaling / many-slot large item size.
- Removed equipmentdata overrides for DLC1 equipment (ECM, BAP, MASC, SC), change supported slot types and equipment size on-the-fly with code now (like JumpJets) to make them general slot installable. This should also make all such equipment (even from mods) YAML-compatible without any changes to the assets.
- Improved Mechlab equipment tab filtering - now it will only show equipment classes that are compatible with the Mech (MASC, SuperCharger, Endo, Armor, etc).
- Fixed NSR-9S loadout, AS7-D-Y Sensor and TC slots, PNT-10K BattleValue
- Fixed engine / fillers uninstall problem when jump jets are installed.
- Added Default Loadout button to Mechlab (loads the vanilla default loadout for the mech variant).
- Fixed MechlabWidget controller callouts, should allow to start repairs with XBox controller now.
- New equipment props for arm twist. Fixed equipment prop load order.
- Un-nerfed Turrets (all that had negative 15-25% accuracy penalty are set to 0 now).
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Version 0.6.3
- Temp fix for the mechlab crashing after a longer session (the equipment tooltip widget causing memory leak, that's vanilla code). PGI is aware of the problem now and working on a fix. Until then, we have a forced garbage collection in Mechlab every 30s, so the memory is reclaimed.
- Added config setting for Salvage parts that unsalvageable mechs drop.
- Added God Mode option. There, you have it.
- Removed Archer CT missile slot - was completely broken (PGI models missing / incorrectly positioned).
- Most of the code in this update by trueg:
- Jumpjets are general use now - any mech can take jumpjets. Max nr. you can install is based on mech speed. They can go to any torso and legs. In the config options, they are default limited to mech chassis that already has support for JJs (unrestrictedJumpJets off) (visuals, sounds, etc). Examples: Cataphract, Nightstar, Crab. Installing JJs to chassis variants that do not have JJ support will result in graphical glitches while the JJ is active. Examples: Flea, King Crab, etc.
- Updates and polish to GUI, stat widgets, etc
- Fixed Struct upgrades causing sparks in the cockpit.
- Gixed Gyro weight calculation.
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Version 0.6.2
- Updated UI widgets for latest game patch - Esc, Space bar etc keys work in mechlab.
- Implemented item rarity for engines and other internal equipment. Now their market availability is limited, wont spawn all types at every market.
- Added logic so mechs assembled from salvage have 30% chance for any component or armor to be destroyed (0), otherwise have random health values to all parts and armor.
- Updated HUD widget for abilities so they show the bound key now.
- Fixed Mechlab crashes / memory leak, hopefully
- Improved Alpha stats in Mech view, Improved a lot of code, added more polishing, Fixed some TCs and misspells
- Improved error messages, gyro equip checks, tooltip, added rarity support for gameplay tags (equipment tags)
- Moved config to Game.ini in %localappdata%\MW5Mercs\Saved\Config\WindowsNoEditor - now it's compatible with Bobbert's ModOptions if it's installed.
- yaml.cfg in Mods dir is no longer functional, can be deleted
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Version 0.6.1
- Lowered Mech Chassis salvage drops (new amount: min: weight/30+1 max: weight/15+1, was 20/10)
- Equipment is properly removed when prerequisites are missing (no engine -> engine hs is removed, same for Supercharger)
- @trueg fixed a lot of code, now the mod works as intended with Steam and Epic (equipment properties, keyboard binds), and added the following:
- Equipment rarity changes the probability of them showing up in markets. Can be disabled via yaml.cfg
- Rebalanced targeting computers with different TCS for different weapon systems. Also TCS do no longer add additional weight
- The mechlab now shows error messages when adding an equipment fails
- Opening MechManagementScreen (Battlemechs) for the first time might be a bit slow until the reorganized and new filler types are added to inventory
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Version 0.6
- Added @vonSeiten's Armor model - thank you very much!
- Fixed UAV stability / game crashes by implementing PGI target sharing. Now it uses game code, not my old one I made before DLC1. No longer NARCs targets, either. It just works.
- Fixed Salvage rolling mechs from non-owned DLC.
- @trueg made more wondrous spaghetti, and thus, now, Dynamic Fillers are perfected. They are distributed over the components equally. Also fixed cfg file being overwritten every time.
- @trueg changed Gyros, now different variants buff different stats. Also has a plethora of new possibilities and stats for equipment.
- Fixed some KGC duplicated hardpoints
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Version 0.5.3
- Added @vonSeiten's Engine models - thank you very much!
- Added cfg setting for upkeep cost multiplier (pilot salary and mech upkeep). Default is 1.00 float
- Fixed some calculations in the new equipment properties code (@trueg)
- Fixed KeyBindingOptionsWidget so it will correctly have default bindings for abilities and won't be so wonky when changing keybinds. If using Bobbert's ModOptions, it will correctly recognize the inputactions for YAML (it needs to have higher load order than YAML). Will also recognize and show YAW MML Ammo Switch keybind (YAW 0.99.9.3).
- The old YAML ini in Mods dir is no longer used, can be deleted. If you encounter problems, delete %LocalAppData%\MW5Mercs\Saved\Config\WindowsNoEditor\GameUserSettings.ini, that will reset every setting and keybind.
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Version 0.5.2
- Fixed mech properties not applying to coop guests (UAV, speed, cooling, TSM, etc) in DerivedMech.
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Version 0.5.1
- Fixed Fortified Structure Upgrades causing internal explosions.
- Fixed Mech speed with no engine (there was a second check I had to remove). Now mechs without engine will have 0 as top speed.
- Fixed ECM-equipped mechs appearing for users not having DLC1. Now everything in this main mod that has ECM requires DLC1 to appear.
- Added a check for mech salvage items - should not show empty, attribute-less items in salvage screen if no mech MDL compatible Salvage exists.
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Version 0.5
- Added @trueg's config file code. From now on, everything will be in Mods\yaml.cfg - old YAML ini files for FF, Rescale etc can be deleted.
- Now includes configurable Salvage percentages.
- Added Coolshot AI auto-use (if over 80% heat for over 4s, they will use coolshot). Added config option for AI UAV and Coolshot auto-use. Fixed UAV launch (again :) ).
- Added more stats in Mechlab (alpha and per second damage and heat).
- Updated @trueg's equipment code. This added upgraded armor / structure display (will show the effects of Hardened Armor and Reinforced Structure, and also all armor upgrades). Also updated the dynamic filler's appearance. Has config option for colored or gray fillers.
- Limited mech mobility without engines. You can drop to mission, but not move.
- *** Added salvage mechanics ***
- If a mech is not salvageable, it will drop chassis-specific Salvage, which can be assembled into a random mech after collecting enough salvage (1 per every 5 tons). 25t mech needs 5 salvage, 100t mech needs 20 salvage. It will spawn a random, empty variant of the chassis in your Cold Storage. From 20 Atlas Salvage you can assemble any random -D, -RS, -K, etc variants (with intro date observed) except Heroes. Assembling a mech from salvage costs 25.000 C-Bills per Salvage.
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Version 0.4.5
- Fixed ZEU-9S2 share cost and Upgrade slots.
- Fixed UAV launching even when not in mission (thanks Magnum for the code)
- Fixed code adding dynamic fillers. Now it should limit itself to 500 of each (especially TSM - there was a typo). First time opening the mechlab management screen will take a LONG time until the fixed code removes the surplus. I had 47000 Dynamic TSM fillers in inventory and took almost a minute. If you use the save editor, you can probably manually set the amount for dynamic fillers (LFE,XL,XXL,TSM,MASC,ENDO,FERRO) to 500.
- This will also fix Mechlab / Markets loading really slow.
- Updated @trueg's equipment code.
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Version 0.4.4
- Added Starmap search function. Will zoom to the first system that matches the query.
- Added HUD widget support for Headlights, UAV and Cool Shot.
- Added Advanced UAV (1000m range, 600s lifetime), from 3038.
- Fixed UAV in coop, now lance members (tested with host and guest) see each other's UAVs and the marked targets. Thank you @Shedovv and @trueg
- AI mechs will launch UAVs at random intervals if there is no friendly UAV in range (700/900m).
- Fixed (hopefully) options / keyboard shortcuts for Mod Inputs. If you have problems, delete the input.ini in %localappdata%\MW5Mercs\Saved\WindowsNoEditor. Start game, go to Options, the new keybinds will be visible. Restart the game, and after that you should be able to change / save your custom keys. Or maybe another restart. It's a bit weird.
- Added @trueg's code to extend equipment properties for his upcoming mod/s (HarJel is the first).
- Added @trueg's code to finally make "Max Armor" button work. It will add armor up to max tonnage, or remove armor if overtonnage. Thank you!!!
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Version 0.4.3
- Fixed vanilla behavior of AI overloading MASC/SC. Now AI controlled mechs will not build up charge / raise the gauge (mech switching). Just to note: AI always has those active as per PGI design.
- Changed Internal equipment (engines, structure, etc) that YAML adds so they are not removed in Cold Storage (like Melee weapons).
- Armor and Structure equipment can never be destroyed or damaged.
- Other minor fixes.
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Version 0.4.2
- Fixed rescale leg clipping - moved all of Oraeon's code to DerivedMech ConstructionScript.
- Fixed legged mech mechanics - PGI added a speed nerf to 75% when a mech is legged in DLC2, now my original legged code works fine. When legged, mech is limited to half speed or 48kph, whichever is lower.
- Added checks to limit Triple Strength Myomer speed and melee damage buff to avoid jumping to hyperspace and crashing the game.
- Fixed a bunch of minor mech hardpoint and loadout bugs. Highlander HGN-732B Left Torso Armor, Griffin 2N Engine SHS -> DHS, ZSU-5T missing two lasers, TDR-5SE Unable to unequip jumpjets
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Version 0.4.1
- Added Oraeon's Rescale to mod. Config is in Mods/YAML_Rescale.ini (0 or 1, on or off).
- Updated TSM Melee - should double melee damage at 100% heat.
- Minor fixes (LCT RT EH2, HGN-732B Struct, CP-11-P loadout, ENF-4P melee)
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Version 0.4
- Updated for DLC2, all mechs have Melee
- Added support for Silby's Primitive Engines
- Added Upgrades to Mech Tooltip
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Version 0.3.2.1
- Quickfix for DLC2 NARC, Options menu and possibly UAV crashing. Melee will come later.
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Version 0.3.2
- Added Options menu support for keybinds. Modular, can support other mods. The (new) InputActions for the options menu entries are in Mods\YAML_ActionMappings. Just enter the InputAction name and it'll appear and other mods can call on it.
- Experimental: added support for TTRulez_AI Unit Roles. Can set them by installing an Upgrade in Mech Management screen. New versions of AI mod should be able to pull the set role from the mech and set behavior accordingly. Role Upgrade is 0 slots, 0 days and 0 credits to install or remove. Please only use one.
- Fixed Hardened Armor and Armor Upgrades stacking.
- Fixed Reinforced Endo and Structure Upgrades stacking.
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Version 0.3.1
- Added Triple-Strength Myomer. Stacks with SuperCharger.
- Added custom function to stack SuperCharger and MASC. Yes. 48.6kph mech @ 97.2kph.
- Updated mechlab Loadout Load function. Should have less (none) problems now.
- Updated some functions. Instant Action Mechlab load time should be much better now.
- Minor fixes to mech intro dates, Quickdraw AMS model and Griffin right arm energy hardpoints, Cyclops CT missile models.
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Version 0.3
- Added experimental save/load function to Mechlab.
- Added Archer upperarm missile hardpoints to Archer_HPS file.
- Fixed Archer 5S arm laser hardpoint using the same location as the missiles.
- Added COR-RA Hero Mech.
- Added Mod Manager upgrade (shows mod thumbnail if it exists).
- Added support for Composite Endo structure.
- Moved NoFF ini file to Mods\YAML_noFF.ini - this will always be your Mods directory that you can open from the mod menu (MW5Mercs\Mods).
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Version 0.2.2.1
- Added SELL SELECTED MECH button to Mech Management screen (sells currently selected active mech).
- Added rightclick-sell option to cold storage mechs in Mech Management screen.
- Fixed Goblin conflict with Coyote Mission pack. It does not apply to already claimed pilots. Goblin no longer has custom dialogue, uses Male Ally 1.
- Fixed Campaign mission reward E1M4 Jenner. Thank you mace24de!
- Added support for GTADRIZZT's stuff (inventory filters will show them).
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Version 0.2.2
- Removed mechs with non-vanilla weapons into separate pack.
- Added tooltips to Mechlab / Weapon and Equipment install from market items.
- Added REPAIR ALL button to Mech Management Screen.
- Fixed Engine Heatsink drag-and-drop installation.
- Fixed PXH-KB Mech Loadout and Pilot (Goblin). It does not apply to already claimed mech or pilot.
- Fixed removed equipment (engine heatsinks) not being added to inventory count when engine is removed. This was an UI problem, the equipment was never lost, just the list failed to update.
- Improved dynamic filler uninstall method. Might help with multiplayer problems.
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Version 0.2.1
- Added extra info to missiles, TAGs and NARCs.
- Added gamepad Y button support for selling 10* items. Give me feedback please.
- Added support for more versions of Engine Cooling and Targeting Computer equipment (no longer a yesno with fixed stats). Added more versions of Targeting Computer.
- Fixed Dervish left and right torso MH2 hardpoints. They look weird, because the MWO missile bay doors cant be opened and thus they spawn within the mech, so I repositioned the weaponmodels to be visible.
- Fixed vanilla Hero mech descriptions.
- Fixed weapon tooltips making salvage screen jump by resizing them.
- Added Sensors to all Raven loadouts.
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Version 0.2
- Changed the method of adding dynamic fillers to inventory - now it should work for coop clients (ty @ Navid A1).
- Added Shift modifier to Equipment Market Sell tab. Now all clicks while left or right Shift are held will sell 10 items (or all if less than 10).
- Added extended tooltip info for Weapons and Internals (Engines, Structure and Armor). Internals show projected speed/weight while in the Mechlab (not the Equipment Marketplace though - it needs a selected Mech to compare against).
- Fixed AS7-K and AS7-KR Upgrade Slots mixup. Now it's 7/8.
- Fixed Engine Cooling not showing up on Equipment Market. Changed "All Equipment" filter to show EVERYTHING with an Equipment tag. Changed equipment tab filters.
- Changed mechanics of Hardened Armor application. Need feedback for stacking with Armor Upgrade / perk.
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Version 0.1.1
- Fixed Sensors FoV (it needed cos(180) which is -1.0 instead of cos(360) which is 1.0 and the value I mistakenly used).
- Fixed Champion 4th Ballistic HP missing weapon models.
- Further checks for Gyros - Urbie got its unbound torso yaw back.
- Removed InstantAction override from pack (now it's not overriding Serious Instant Action anymore).
- Removed Xeno's Optimization method from the weapons included in this mod - apparently it might cause problems in some cases. Now all such weapons have their PGI defined Physics restored.
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Version 0.1
- Added Sensors and Sensor slots.
- Added equipment filter tabs to Equipment Market.
- Improved MechTooltip with heat capacity and sensor range info, removed heatsinks from showing.
- Fixed CPLT-J and MAD-IIC (all) not having Upgrade slots (again). ASN-23 and ANH-1P as well.
- Fixed Black Knight RT AMS.
- Fixed ASN-DD referring to ASN-26 loadout.
- Fixed mechs given by mission rewards missing their Engines and other internals.
- Fixed Gyro max rotation - now its max 170 degrees for torso arms.
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Version 0.09.3
- Fixed Campaign tutorial Centurion.
- Fixed WLF-2 weight.
- Fixed CPLT-J and MAD-IIC (all) not having Upgrade slots.
- Fixed some mechs not having Gyro slots (Awesome, Annihilator, Battlemaster).
- Fixed some mechs having jumpjet slots in CT below the internal components (Charger, etc).
- Changed dynamic fillers installation logic, now it should always work, including coop.
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Version 0.09.2
- Fix for campaign starter Javelin torso rotation.
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Version 0.09.1
- Quickfix for legged speed being called if losing any component.
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Version 0.09
- Added legging (destroyed legs permanently lower max speed to 50% or 48kph, whichever is lower).
- Added Gyros (not balanced, stats may change later).
- Fixed HTM-SG / HTM-28TR MDA mixup.
- Fixed Liao career start CDA-3C arm structure.
- Updated mech destruction via XL/LFE torso destruction (they will eject now with critical comm instead of just die).
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- Donations
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Straight donations accepted
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