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Volfegan

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Volfegan

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53 comments

  1. TheLoneChipmunk
    TheLoneChipmunk
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    How come the Black Marauder doesn't look like the screenshots? I've tried copying the used equipment/weapons and it still doesn't have the altered cockpit glass mesh.
    1. Volfegan
      Volfegan
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      The eyes only appear if you headshot and destroy the cockpit.
  2. odya
    odya
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    I think the black marauder might be bugged, it vapourized one of my technicians, is that supposed to happen?
    1. Volfegan
      Volfegan
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      Certainly not programmed by me. If it ever looks at you, just run.
    2. TheBackOfDark
      TheBackOfDark
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      I found one of my Mechtechs in a component in the leg, I'm sure it's fine.
    3. Volfegan
      Volfegan
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      That's a persistent bug on the Black Marauder. I can't fix that, so it is a feature. It is probably why I don't see any mechtechs in the hangar, not even Fahad.
  3. Volfegan
    Volfegan
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    I finally changed my computer for a better one, and experienced the weapon displacement bug on 2 bottom lasers in the Battlemaster Knight. What I did early worked and now that I can actually test the results it will be easier to fix all remaining bugs faster.
  4. Volfegan
    Volfegan
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    Version 1.27: All mechs have custom weapons animation translated by the same xyz coordinates as their model mesh. Also custom weapons physics hitbox. Game 'mech icons, HardPoint System, and damage models were redone to reflect their weapons (those that were modified).

    • Termite was downgraded as it was too good for a frankenmech made of broken pieces. She now only possesses only 2 weapons hardpoints. Liao no longer spawns them. Capelans only use their official frankenmechs, so I won't force them to use non-lore stuff.
    • Urbinator was soft downgraded as all ballistic weapons in the torso are now located on the right side (to be in line with what Charger has as weapons), and the ammunition is located on the left side. For those who used YAML, now slot space is an inconvenience for placing the weapons.
    If this version actually fixes the bug (please tell me), maybe I finish the other mechs I had started.
  5. GentleGrizzly
    GentleGrizzly
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    Feels like the Hunhunchee should have the hulk smash quick from the banshee. Really need something for goofy melee in the medium weight class
    1. Volfegan
      Volfegan
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      I actually thought about adding that quirk, but since the Hunchback can barely swing that Banshee arm without falling, bonus melee damage is not feasible. It already gets an Assault melee punch damage. Remember, functional frankenmechs are barely functional; one step away from a total random meltdown kaboom. You swing that arm... KRACK KCRACK KRACKKK. Something broke near that big cannon. The arm is taking a long time to return to normal. Will it affect the ballistic feeding mechanism? One way to find out!
      Pirates are not great engineers. Good engineers are lostech.
    2. GentleGrizzly
      GentleGrizzly
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      Fair enough! 
  6. Volfegan
    Volfegan
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    Sorry for the very late modifications in the Battlemaster Knight, but that single ballistic hardpoint was one of the things I never liked about it. That is the final version, unless PGI or Yet Another Mechlab creates new stuff to "conflict" with it. The assault lance still covers part of the new missile hardpoint, but it is less visually awful than the lance covering an entire ballistic weapon.
  7. Volfegan
    Volfegan
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    I finally got some leads on the bug that makes weapons go misplaced that some users experience. It is likely due to me reusing the weapons' animation directly from the game source instead of creating custom ones. No idea why this occurs only for some (probably due to my potato computer having the minimal graphic card to run this game, and Unreal Engine handles differently for better specs).
    This will take a while for me to redo all those animations as I only have 1 day per week at best to do this work.
    I finished creating custom weapons animations and physics hitboxes (with their positions translated to be equal to the static meshes), updating blueprints and static meshes for the Black Marauder (some 144 files total for this mech alone). And half done for the Urbinator and Battlemaster Knight (completed).
    1/2 done for the Jallinder (completed). After that, it just the Termite and 1/2 Urbinator (completed).
  8. AL7T
    AL7T
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    The Hunchhunchee appears to have issues with drone camera / rotation when inspected. Otherwise, excellent mod. I love that it's vanilla.
    1. Volfegan
      Volfegan
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      Can you be a bit more specific? What kind of issues? What rotation are you referring?
    2. AL7T
      AL7T
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      Sorry, I was mostly inspecting my friends stream (We're both using the mod, he just has a solo save). He gave me an update today, Apparently the Hunhunchee (though, it could be any of the new mechs added by the mod) doesn't play nice with the DLC bounty hunter paint. Any other paint works, perfectly fine and the mech works as intended. But with the bounty hunter paint it seems to cause some error regarding the mech in drone view, and mechlab rotation. I found the variant It's the HBK4J-BNC but, I don't have the bounty hunter paint unlocked to actually test it, and most paint mods on the site are outdated and cause new DLC mechs to have next to no paint options, so...
    3. Volfegan
      Volfegan
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      Thanks for the reply. That's some weird effect mostly because of what is causing it. Hopefully, a bug that only occurs in those conditions. I'll check later if I can reproduce the bug.
    4. AL7T
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      I delved into it a little further, specific paint schemes like those added from Lore Based Mech Variants cause weird camera issues like that. It would seem specific paint schemes just trigger the bug (It is not specific to your mechs, but all mechs), personally I am unsure if it was a bounty hunter scheme triggering it or the above paint error. Thank you for your reply, none the less.
  9. BentSlightly
    BentSlightly
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    Thank you for the continued maintenance; in my testing, it didn't need it, but its a kind gesture and probably helps it with future compatibility all the same :)
  10. Halfgamings
    Halfgamings
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    Is the mod will be updated for DLC 6 ? With my friend, we are super excited to pilot and encounter those mechs ^^
    1. Volfegan
      Volfegan
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      I will update it sometime this week or later. I'm just having some problems with Unreal Engine, and I don't have a lot of free time.