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IR0NPENGUIN

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IR0NPENGUIN

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186 comments

  1. 1142887
    1142887
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    Awesome mod.I got some issues.After I put the SCAV mechs into cold storage,the fixed weapons disapear,they gone.Also I cannot find JR7-SCAV2 in Mech Delivery.
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      Removal of equipment in cold storage is not recommended for use with these mechs, as the melee weapons are designed to be fixed to the chassis. Issue with SCAV2 should be fixed now.
    2. 1142887
      1142887
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      Thanks!
    3. IGRepublic
      IGRepublic
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      I mean, are you a genius r something ?

      Those exotic mechs look godlike especially the 100t DEVASTATOR , a bit like Bumblebee but i find it awesome.
      Some Nova Cat variants would be nice too if you would have the time, like the one from the clan invasion mod, size etc. My favourite energy only clan mech.

      BR and greetings from Clan Nova Cat (reddit etc)
  2. alexsav
    alexsav
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    BJ2-OC has one clan LBX-10 instead of Inner Sphere one and two more small lasers than needed.
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      Fixed in next version. Thanks for reporting.
  3. ShockwaveS08
    ShockwaveS08
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    Would there be a way to optimize the textures and meshes somewhat? 7.9GB is a bit much for just 15 'Mechs (counting the SCAV variants).
  4. BrainP
    BrainP
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    I'm getting an issue with the latest update where my game slows to a crawl when I install it. Basically 5 FPS outside or in mission. Also crashes with a timeout of the video engine when I try to jump to another system.
    Goes back to normal as soon as I put in the older version again. Really weird, I've never experienced anything like this from a mech mod.

    I'm obviously running a ton of mods, any it may be linked to another mod, but it doesn't happen with the previous version.
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      I don't have this issue, or other reports of this issue. Not sure what is going on for you.
  5. Kepora
    Kepora
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    • 1 kudos
    Hey there! I'm loving the mod so far, but I've run into a bug. Whenever I try to equip DHS into a mech, I get a "not enough free space" error. When I mouse over the regular DHS kit, int he mod info it says they're for Omnis despite being a regular DHS kit; did I just get multiple spawns of Omni-specific ones that aren't otherwise labeled, or is this actually a bug?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      I think this is a double heat sink kit that is expressly designed for the blackjack omnimech. It should not spawn in markets after the next update.
  6. muskaos
    muskaos
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    Bug: CRK-5003-1B has one solitary single heatsink in the loadout by default (in Left Torso).

    Bug: CRK-BZA Bonzai - ballistic and top energy mount occupy the same lower slot on the arm.
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      Easy enough to fix, will be corrected in the next update, coming soon. Thanks for the bug report.
    2. muskaos
      muskaos
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      • 0 kudos
      Fixed, thanks so much!
  7. FantazerYT
    FantazerYT
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    • 1 kudos
    Crockett 5003 1b's left arm is broken
    made it with 6 Large lasers and only 1 of them in it's left arm looks odd
    https://imgur.com/a/coVBCrU
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      I should finally have this fixed in the next version, likely up in the next few days.
  8. zqh9843
    zqh9843
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    Great mod with stunning model quality for a hobby project. 11/10
    I see that Strider and Hammerfist will be added at some point, but is there plan to add Templar at some point in future?
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      No plans for that at the moment, no. Enjoy the mod.
  9. piedpiper89
    piedpiper89
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    I cannot overstate how much I love your mod. 

    I included it in the large list of mods I used for my first ever playthrough, so I didn't really know which mechs were vanilla and which were from mods unless I deliberately read the source on the unit cards. I completely fell in love with the Crockett and thank you so much for it!

    So, weird little thing: There is a bug I've seen mentioned in posts, forums, reddit, etc, where YAML kinda breaks mech movement when using FPS controls. Basically, it somehow messes up the strafing, causing the mech to render as though it is still running forward and have a weird skating/floating look as it moves to the side.

    This isn't just a visual bug, it also causes the mech to move at its reduced movement speed rather than twisting the legs to run to the side. More, this has some issues with turn rate to allow the player to turn away from incoming fire (not quite torso twisting, since fps controls can't truly do that, but you will turn to the side much faster if your legs are already facing that way to strafe.)

    I've brought all this up to you because your mechs are immune to this bug! The Crockett behaves perfectly even in FPS controls, and I'm wondering if you have any idea why your and only your mechs from all the various YAML-related mods are immune to this bug?

    I've never seen any of the YAML devs really respond to the issue, and I'm guessing that its never been a priority for them to chase down since most players use tank controls anyway. But, I use FPS controls as an accessibility thing (hand injuries). I'm hoping that if you happen to just find what ever it is you've done to avoid this bug it might be easy to implement into other mods and solve this little niche issue!

    If you'd like to see exactly what I'm talking about, load up a quick map and give yourself like, a base game Atlas and your Crockett 5003-1. Set your controls to fps and third person camera. Try strafing in the Crockett, see how the legs pivot and all as you expect, then do it in the Atlas. Your Crockett will turn its lets while continuing to have the torso face your aim point, and so long as you have even the slightest forward input along with the strafe, it will maintain it's full speed that it can for the given terrain. 

    The Atlas will skate to the side, and deaccelerate much faster. It'll also be quite slow to turn (imagine you were trying to twist away from incoming fire) compared to if the Atlas is in mech-controls mode (not that its ever terribly fast, but you can still tell the difference). 

    I have YAML, YACM, YALM, YAGDM, etc and your mod, and i haven't touched the load order for any of them, so allowing MW5 LOD to sort them will give you the same order I have.


    Note: I Know your Crockett doesn't have the bug, I'm not actually sure about some of the others as I haven't piloted them myself. Specifically, I know the -1 and -1B do not have the no-strafe-pivot bug, but I assume all of your Crocketts are immune. 
    1. IR0NPENGUIN
      IR0NPENGUIN
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      • 3 kudos
      I'm glad you like the mod.
      All of my mechs (excluding the bombard) do not use the mech.skl animation skeleton used for PGI's mechs. For technical reasons, it is easier to get my mechs working with a copy of this animation skeleton with a few tweaked options. I expect that YAML alters mech.skl somehow and this causes the bug for all mechs using that asset. If I'm right, then I don't have a fix for that bug, since YAML presumably makes very deliberate and necessary edits to mech.skl with unwanted side effects. You'd have to talk to the YAML devs for more info.
    2. piedpiper89
      piedpiper89
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      thank you for such a clear explanation and even referencing which file it is!

      i really appreciate it
  10. Drakonn7
    Drakonn7
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    Hello i just wanna saw this is easily one of the best mods in all of mechwarrior 5 modding right now! i added it for the devastator even though im yet to find it but i was pleasantly surprised how high quality everything is, the real best part for me however was the scav mechs, so far i only saw 2 but i fell in love with them right away! the king crab in special is astonishing to look at! gameplay wise the unique stuff plays so goooooood too!!!!

    the spear on the scav king crab is very satisfying and delivers the type of punch i would expect from it, massive kudos on the sound design for it as well and the saw is something i always wanted in a mech from mechwarrior 5! its so freaking fun to use i sometimes find myself telling my lance to stop shooting so i can get in close and shred a mech with the saw!

    my only critique with the mod is that i dont think the saw should jam but instead produce much more heat as i dont see how a saw like that would jam at all(someone please explain it to me if it makes sense as i would like to know), producing more heat makes sense for me since im assuming its adapted equipment from a industrial mech so the battle mech lacks the proper cooling equipment to run it constantly but this is a small thing really as even with the jamming i cant stop using it! i like to disable 1 leg and both arms in a mech and then i tell the lance to stop shooting i can get in close with the saw! addicting melee weapon really

    10/10 work your mod is trully amazing
    1. IR0NPENGUIN
      IR0NPENGUIN
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      The saw jams to make it mechanically distinct from drills, which function the way you describe - by generating lots of heat. I want the SCAV mechs to all feel different from each other, with their own strengths and very severe limitations. Realism isn't the main goal here, or the saw would be a silly weapon to include in the first place.