Please update for Solaris Showdown! I don't think they will be updating Mechwarrior 5 Mercenaries anymore, as Mechwarrior 5 Clans is just around the corner, so just one last update plz?
I didn't think Solaris added any new unique pilots to the roster. That said, it would be awesome if this mod could get updated/fixed from the prior update so we don't have to jump back and forth between versions, or if someone else would pick up the mantle and make a new and complete version of the mod.
Sadly I think most people are preparing to turn their attention to MW5 Clans.
Very confused. Been playing a new career, just got Shenzeng, and he doesn't have 60 potential. I'm trying to figure out if it's an issue with this mod or something else. He's the first vanilla unique pilot I've acquired on this career playthrough. Maybe something with the mod needs an update for DLC6? The only things loading after this mod are currently Mod Options and 330's Pilot Overhaul.
Luckily the save is right before claiming the pilot, so I've been trying to fiddle with load orders and such to see if I can figure out the problem. So far no luck. Any assistance would be appreciated.
EDIT: Found the issue. 1.3 is a bad update. Regressing to 1.2 fixed the problem. This, of course, brings in another problem. DLC4, Dragon's Gambit, does add some more unique pilots. Workaround is to use both versions at the same time (rename 1 of the 2 folders so they're both installed separately). Load order on these won't matter, as all overlapping files do the same thing.
Hey, thanks for the mod. Just need clarification. Does the Rook Re-add stand alone in the mod folder or is it nested in the Perfect Potential mod folder.
Would it be possible to add a couple things? No 1. I would like to be able to see my pilots training process on mechs without having to take a contract. No 2. If you recruit a pilot especially if there elite I expect them to have some mech Mastery experience in a class. For example "Betty" elite has Light mech mastery proficiency. Just some thoughts.
While this is compatible with Pilot Overhaul, I do not use that mod. Mech Mastery is not a feature in the base game to the best of my knowledge. You should probably direct these comments over there. Hopefully you can get the features you need!
I have not tried that mod, so I am not sure, but I think it should be. The only change that this mod makes is to give the unique pilots 10 potentials in each stat, while 330's Pilot Overhaul adjusts pretty much everything else.
Can attest that these kinds of mods play very nice with 330's PO. PO does not edit the unique pilots, but what will happen is that when received, the unique pilots will be generated with and receive the quirk system that all pilots get with PO. Your unique pilots will have their skills, and then you can train up their quirks as you desire. They will also gain chassis affinity just like any other mechwarrior will with PO.
Thank you, kindly, for making an updated version of this mod.
Question of curiosity if you don't mind, please, Derbyshire: There were a number of mods that did similar things as this one in the in the past, and a couple of them enabled the unused pilot "Rook" and awarded his Blackjack BJ-1 at the end of "Last Man Standing". Have you thought about doing a version of this mod with those rewards enabled?
Just figured I'd ask, because I also have this mod now: https://www.nexusmods.com/mechwarrior5mercenaries/mods/133 . . . and it's showing a conflict with your mod. Currently keeping my fingers crossed that when I start my DLC 4 run these two mods will play nice.
I am a VERY amateur modder, and I honestly did not realize that Rook was an unused pilot. I had simply set all the named pilots that I could find to 60 Potential, so that should be where the conflict was coming from. (I know I did set Rook to 60 Potential in my mod) In good news, I like to learn, and I have found where I would need to edit to enable Rook as a reward. I will be creating an optional file to enable him and a blackjack as extra rewards for that mission. I will release it as soon as I have it complete, but it should be by Friday, the 3rd.
We were probably equally amateur, but you've already passed my meager skills (I only have a little personal weapon stat and progression mod for myself). I'd say your capacity and interest in learning should serve you well. Looking forward to seeing the optional update version on the 3rd; and I can assure you I'll download it as soon as I see it. Always nice to be able to streamline the load order a little with more updated mods.
The effort you're putting in is very sincerely appreciated. Thank you. Also, just curious . . . what kind of modding ambitions do you have?
Glad to hear it. I have very few modding ambitions. This is the only game I have even tried to make a mod for. I only made the ones I have because I could not find the features I wanted in the ones currently available, or the mod I had been using was depreciated. I was tired of only finding mods that just gave 60/60 pilots, or completely broke the balance of the game, instead of just tweaking a few small features. I had the modding tools for this game, so I decided to figure out what it would take to make the changes that I want to. There are several changes I would like to see, but I can't figure out, but mostly I am content with making a few tweaks here or there to make my gameplay more comfortable. I just upload it here to share with family/friends, and let the rest of internet take it if they want. I am blown away at how many people have jumped on this mod, and so if I can make a few easy tweaks to make them happier I am willing to do so, but if it takes more than a couple hours I am most likely not going to keep trying unless I really like the idea. P.S.: The Rook mod is up.
Awesome, and downloaded already. Looking forward to fixing up that Blackjack next campaign.
I will say that, for non unique pilots, I'd give 330's Pilot Overhaul a serious look. It is an amazing mod that's pretty well balanced; and the quirk system does affect the unique pilots.
As for the mod making, that's entirely fair. I've made personal mod tweaks for Bethesda games (a lot easier with simple Xedit stuff), and that desire carried over into making a personal stat-tweak mod for MW5. It is, however, sincerely appreciated that you're sharing this mod with the internet. Glad it's taken off for you.
Okay . . . online translator got this: "Can you also add goblins as an extra reward for this quest?"
Goblin specifically comes from the Microsoft version of the game; and he is also available via the Jumpship edition on GoG (maybe Steam, too, but I don't own that version). Goblin couldn't really be given as a quest reward as the pilot is only supposed to be available in certain versions. It's the same reason modders are not allowed to put DLC content into a mod and then not have the DLC as a requirement to use the mod. See Skyrim CC content as a perfect example.
That status is merely a label based on the pilot's maximum skill caps. I'm guessing you're either using 330's PO or one of the other mods that enables that display data in the barracks. At max skill cap of 60 that text should end up actually showing the label of Elite.
Again, those labels are just a display item. They don't have any actual impact on pilot performance . . . only the actual skill values do that.
That article is written explicitly for the vanilla game, it's poorly written, and it contains some bogus information (a LOT more is just cosmetic then what they believe, really the only thing that matters are the skill numbers). However, to give the benefit of the doubt, it is at least trying to give the player some tips and tricks on what to look out for to judge if a vanilla pilot is good or not.
Emphasis again . . . vanilla pilots . . . if you throw 330's Pilot Overhaul into the mix then that article is worth even less. I'd STRONGLY recommend that mod, by the way.
Thanks for letting me know. He was hidden in a DLC folder, separate from the other pilots. I had also missed Shenzeng, for similar reasons. I am building the mod with those corrections now. It should be up in an hour or so, as version 1.2
I can try, but I do not know where that information is stored in the editor, so I cannot make any promises. It was fairly easy to find the unique pilots, but the randomized data is harder to locate.
That is my bad. There are two hidden stats, and as far as I can tell, they do not have a potential that matters, but I forgot to skip those when setting the potentials. I am working on a fix, but am having issues with the editor, so it is taking longer than I expected.
39 comments
Sadly I think most people are preparing to turn their attention to MW5 Clans.
Luckily the save is right before claiming the pilot, so I've been trying to fiddle with load orders and such to see if I can figure out the problem. So far no luck. Any assistance would be appreciated.
EDIT: Found the issue. 1.3 is a bad update. Regressing to 1.2 fixed the problem. This, of course, brings in another problem. DLC4, Dragon's Gambit, does add some more unique pilots. Workaround is to use both versions at the same time (rename 1 of the 2 folders so they're both installed separately). Load order on these won't matter, as all overlapping files do the same thing.
No 1. I would like to be able to see my pilots training process on mechs without having to take a contract.
No 2. If you recruit a pilot especially if there elite I expect them to have some mech Mastery experience in a class. For example "Betty" elite has Light mech mastery proficiency.
Just some thoughts.
Question of curiosity if you don't mind, please, Derbyshire: There were a number of mods that did similar things as this one in the in the past, and a couple of them enabled the unused pilot "Rook" and awarded his Blackjack BJ-1 at the end of "Last Man Standing". Have you thought about doing a version of this mod with those rewards enabled?
Just figured I'd ask, because I also have this mod now: https://www.nexusmods.com/mechwarrior5mercenaries/mods/133 . . . and it's showing a conflict with your mod. Currently keeping my fingers crossed that when I start my DLC 4 run these two mods will play nice.
Thank you for bringing that to my attention.
The effort you're putting in is very sincerely appreciated. Thank you. Also, just curious . . . what kind of modding ambitions do you have?
P.S.: The Rook mod is up.
I will say that, for non unique pilots, I'd give 330's Pilot Overhaul a serious look. It is an amazing mod that's pretty well balanced; and the quirk system does affect the unique pilots.
As for the mod making, that's entirely fair. I've made personal mod tweaks for Bethesda games (a lot easier with simple Xedit stuff), and that desire carried over into making a personal stat-tweak mod for MW5. It is, however, sincerely appreciated that you're sharing this mod with the internet. Glad it's taken off for you.
Goblin specifically comes from the Microsoft version of the game; and he is also available via the Jumpship edition on GoG (maybe Steam, too, but I don't own that version). Goblin couldn't really be given as a quest reward as the pilot is only supposed to be available in certain versions. It's the same reason modders are not allowed to put DLC content into a mod and then not have the DLC as a requirement to use the mod. See Skyrim CC content as a perfect example.
Or do the unique pilots already have it?
Again, those labels are just a display item. They don't have any actual impact on pilot performance . . . only the actual skill values do that.
How to get best Pilots
They say the hidden veteran status does matter alot, that's why i was asking^^
Emphasis again . . . vanilla pilots . . . if you throw 330's Pilot Overhaul into the mix then that article is worth even less. I'd STRONGLY recommend that mod, by the way.