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File credits
Credit to Cszolee79 and trueg for YAML and additional mods such as Weapons and Equipment Collection. Credit to DeadRaiser for the Fafnir and its require assets. Credit to Piranha Games for the Legendary mechs and their custom assets.
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Changelogs
Version 2.10
+ Added Shadow Cat 'Noble' Legendary Mech
- When the MWO May patch comes out, I plan to revisit the Noble with it's proper skin and Bolton, though the bolton is rather... eh, it's a simple Autocannon shroud, nothing that interesting.
* Adjusted the Bane
- This was, a trip... So, a mechs headlights are tied to the Skeleton and, the Bane funny enough, uses the Jagermech Skeleton for accuracy. This causes some interesting issues, while doing it's Skeleton it's cockpit was setup wrong, and I failed to notice. So when the mech's headlights were turned on, they would be facing to the left, and just plain wrong. I've redone the skeleton, and the model essentially. This has 'Fixed' the headlamps, in that now they are inside the torso of the mech. So. You've lost headlights, but gained a more polished Bane. I'll be experimenting to see if I can create a fix for this Headlight issue.
* Adjusted some Mech Spawns to match YACM factions
- In the future, with the fact new Legends are using YACM mech's, I will likely revisit some of the Clan Legends that spawn with the Periphery, and change them to Clan or Lore related spawns.
Version 2.9
+ Added Mad Dog 'Sigma' Legendary
- It's quirk is a little different from MWO's simple Laser Duration. Making it 1:1 would cause the lasers to break in MW5, so It took a little tweaking, but I added jump jet and deceleration quirks to give it a little bit of uniqueness.
+ Added Yet Another Clan Mech requirement
- So, I knew this day would come. I will still leave the mechs spawning in Periphery zones if their clan mechs, but if more Clan Legendary mech's get added that exist in YACM, this will speed up future updates and keep them in parody with each other.
* Fixed Blight's machine guns and heavy left torso mounts
- This might need a revisit later, as I was still having the textures disappear at random, which I couldn't nail down. It seems to work like, 8 out of 10 times.
* Adjusted Big-Al's Loadout
- I chased down the Missing LRM's, as Fahad had sold them for more alcohol. He said something about no on using them.
Version 2.8.1
+ Added Naomi Legendary Cataphract.
* If you have a image of it's bolt-ons position let me know... It's a gold chain that tbh I couldn't figure out where it goes.
- Adjusted Colors of Starshot Wolverine
* The legendary skin doesn't look that good in MW5, since it uses multiple color channels and reflections to look like a stained glass window. I could apply that skin, but remove the ability to have it use other Skins or have editable colors.
Version 2.8
+ Added Wolverine Legendary Mech 'Starshot'
* The amount of times it auto-corrected to 'Star-Shit' was pretty funny.
- Fixed Bane sizeing issues and cockpit gap.
* Was caused by incorrectly scaling the mech in its mech.json, also adjusted its cockpit blueprint accordingly.
- Added MDA, Unitcard, and Loadout for the Cataphract Legendary 'Naomi'
* It's not useable yet and thus cannot be selected in Instant Action, or spawned in Campaign. It has custom missile hardpoints unique to it, so I will have to wait for the MWO patch on the 10th of December to grab and setup those properly. Attempts to make them myself looked real bad, so I'll leave the modeling to PGI.
Version 2.7.2
+ Added Viper-P from MW5 Clan's latest update
- Not much really, just a Viper-C with more Machine guns.
* Adjusted Vapor Eagle RV 'Rival' Intro date
Version 2.7
+ Added the Bane Clan Assault Mech.
* Don't have a proper Paper Doll for it just yet, so it's using the Jagermech for simplicity
- Fixed Quote Json
* Was informed there was some issues with the recently added Legionary
Version 2.6
* Updated Mech Upgrade slots to new standardized values
- Ton to give Hero's a bit more staying power even if their a weight class below the mission requirements, and let you put more personalization into them.
Version 2.5.2
+ Added Spectre Bolt-on and MWO skin
* Looks nice, the backpack has custom skins for the Legendary skin, but I'd need to add it to every single Phoenix Hawk skin which is, to be frank, a pain in the ass. My solution is to give it a basic matte paint when used on other color schemes. I might revisit it if I get more time but idk.
+ Added Apache Bolt-on and MWO skin
* I'll be honest, I couldn't tell the difference between this and the Vagabond skin I was using as a stand in. The missiles look nice, will likely hand those out to people as a resource for future mods.
- Fixed MAD-IIC's being classed as Heavy mechs for the sake of spawn tables, notably in Solaris duels..
* The Huntsman Solaris Stable recently had to have it explained to them that they can't bring a Assault to the Heavy weight class of duels, It took a few judges but they tired out after beating the 5th one to a pulp and decided to listen.
Version 2.5.1
+ Added Phoenix Hawk Legendary 'Spectre'
* Was informed about this one like, the second I finished the Apache yesterday.
- Adjusted Partial Wing Systems unique to the Apache and Spectre.
* I made them equivalent in thrust and fuel to having 7 Jump Jets installed. You can also put normal Jump Jets alongside them and I could make that impossible, but I think its funnier to let you fly free.
* Was notified of this thing a few hours back [like 8 I think ?] Once its proper update comes out I'll add its bolt-on and proper skin. Got as closed to its skin as I could with Vanilla stuff. It's bolt-on is a set of wings.
+ Added Bolt-ons to Red Reaper 1 and 2,
* Figured out a method to put things in front of the cockpit without it blocking the FPS view.
+ Added Bolt-on to Argus
* Same as above, I might need to go back and re-do skins so that they properly inherit color, as it stands they just turn red.
Version 2.4
+ Added King Crab Legendary 'Argent'
- My 3D modeling software died so the bolt-ons will likely be a bit longer coming.
Version 2.2.2
- Fixed Paper dolls on several Mech's
* A few were inverted, or not setup properly, this is ongoing so if you notice things like shooting a mech in the Right torso lights up their Left side, let me know
- Nothing of notE Was added But yoU're weLcome to Look. Surely notHing hAs been added Right, maybe Keep a eye out.
* It might be hard to see.
Version 2.2.1
- Fixed BSK-6 and BSK-M Loadouts
* They accidentally had a Inner-Sphere Double Heat Sink inside their engines, fixed that.
- Fixed Bullshark window glass
* The skin files were not calling the window material properly, fixed that.
- The MWO variants use mostly Inner-Sphere tech but use Clan nomenclature, so the Loadouts have been made using Clan tech but keeping the original spirit of the loadout. The proper Inner Sphere loadouts from MWO will be featured in Yet Another Inner Sphere Mech by Deadraiser in due time.
+ Added Bullshark BSK-M 'Mako' Hero 'Mech
- So there was no lore for the Mako so I made same stuff up to link it to Widow Company and the Heavy Metal DLC for the Battletech strategy game and mixing in some canon issues as a wink and nudge.
* Adjusted some Battlevalues to allow more possible refits of existing mechs.
- Found when the BV's were too high, the system avoided doing refits. If you notice some mechs are a bit too populace let me know so I can tweak them a bit more.
Version 2.1
- Fixed Viper Paperdoll
* the left was Right and vice versa, oops
- Fixed Hunchback IIC and Hunchback IIC-4P
* The IIC and IIC-5 were miss linked in their MDA files, should be working now.
- Fixed Vapor Eagle arm weapons models mismatching for certain loadouts
- Changed MML's on the Omni Centurion and other Clan mechs to the new YAW versions and fixed loadouts.
+ Lot of other smaller bugs, if I remember them I'll throw them here.
Version 2.0.4
+ Added Missing Bolt-ons to the MAD-IIC-DN 'Dreadnought', STK-WU 'War Emu', MCII-MWK 'Moonwalker'
- War Emu's took a little bit since when I scrapped it the first time through I wasn't quite sure how to do it, coming back now with more experiance certainly helped. I was also informed of some missing Bolt-ons I missed, outside of the Executioner's which will be done when it's shipped off to YACM, as I'd need to make a separate model just for it.
* Fixed Model issues with the Urbanmech IIC
- Apparently when damaged it's back would vanish, so thats been adjusted, I'll likely come back to do a better pass but for now it will work.
* Yet More Quirk Fixes
- Things like negatives that should have bene positives, real dumb stuff like that. No big issues though.
Version 2.0.3
* Fixed Quirk issues on several mechs
- namely the Red Reaper and Mist Lynx having either spelling mistakes, or inverted quirks like doing -15% less damage when it should be +15%
+ Added Clan Quirk to GaussZilla ANH-GZ
- Checked online and found that the GaussZilla was actually first created with the Clan Annihilator as the base, so to reflect that, the GZ is now a Clan Annihilator and has had its intro date moved to reflect that.
* Fixed issue of duplicate paint schemes for the Urban Mech IIC
- This was just me being dumb, the Clan schemes will now appear for the regular Urbie, and the Urbie IIC. Have fun with the confusion of wearing Ghost Bear colours for the Kestral Lancers campaign.
* Adjusted Hitboxes of Warhawk and Urbanmech IIC
- Some spots of the Warhawk were hollow, so you're shots would just, saaaaail through it annoyingly, shouldn't happen anymore. And the Urbanmech IIC's head was kinda, bad, so I red-did it. It's front window is now properly placed and can be headshot.
Version 2.0.2 + 2.0.1
* Adjusted the Zellbrigen and Huntsman Variants to only spawn in Solaris Arena missions
- Was just dumb, and didn't realize each Solaris employer was a separate spawn table.
* Tagged all H7 and Z7 Varaints as DLC6 Exclusive.
Version 2.0.2
+ Added Huntsman Solaris Stable variants and Paint Scheme
- Pretty much all the other Clan mechs I have in this mod I didn't get to with the Zellbrigen's got some love.
Version 2.0.1
- Should only appear if you have the DLC, since they use DLC parts now.
Version 2.0
+ Added K7 Series Mechs for the Hunchback IIC, Executioner, Huntsman, Rifleman-IIC, Urbanmech-IIC, Viper, Hellbringer, and Supernova.
* Wanted to make some mechs with a mix of Clan and DLC6 stuff, some of these are pretty scary personally. The Hellbringer and Viper faired pretty well against Assaults.
- Fixed Viper Cockpit glass issues.
* Seems it was set to the Raven's Cockpit glass, so it was creating some weird visual issues.
* Added Zellbrigen Solaris Stable variants and Paint Scheme
- Got kinda bored and wanted to make a Solaris assortment of Clan Mechs, that were semi-canon. Best I found was the garrisoned Jade Falcon Clanners of the Zellbrigen Stable.
Version 1.9.1
- Fixed Blacknight Reistance Skin damage issues.
* Was still set to the regular Blackknight's damage model. Should be better now, no giant gaps in the mech.
- Fixed Mist Lynx D's loadout.
* Was informed it had a Inner Sphere [ew] ER Medium laser instead of its proper Clan ER Medium Laser.
- Fixed a few skin issues
* Mostly stuff like properly linking materials, the Onyx had issues with its shield not being the proper skin so.
Version 1.9
+ Added the Warhawk Clan Assault Omni-Mech
* Had to make this chassis fairly quickly, it will also be pretty quick to move to YACM as it was initially planned, but with the Legendary release I kind of snatched it from DeadRasier to get its legend done quick.
+ Added 'Kasai' Raging Lotus Legendary 'Mech.
* Lotsa missiles.
+ Added new assortment of quirks to existing 'Mechs
* So this is a big of a non-canon thing, as most of the Omni-Mechs don't have specific quirks, but I want to experiment giving people more reasons to go out and hunt down a specific variant of a omni-mech. As it stands, once you have a single Omni-mech of a type, you no longer need to get anymore outside of stripping them for equipment.
- Fixes to a few skins errors
* The Onyx and Ironclad specifically had weird skin issues,
Version 1.8.3
- Changed Loadout of Red Reaper 2 Black Knight Legendary Mech
* With the MWO patch coming out on the 20th I plan to update it's skin and add its custom assets of a shield and sword as well.
- Changed Loadout of Dwarf Star Hunchback IIC Hero Mech
* Added more cooling instead of the cooling lines, as they were doing nothing, oops.
- Added proper coloring to the Stone Rhino's Cockpit
* Turns out PGI split the cockpit textures off the Stone Rhino so those had to be added to each skin file seperatly.
- Added Omni and Clan Quirks to mechs that lacked them.
* The Howl mostly.
- Fixed Issues with the Hunchback IIC's Hardpoint Models.
* The Left torso mounts were appearing on the Right, and vice versa. Thats a rookie mistake on my part so ugh, oops again.
- Adjuster the Battle Value and rarity of all IIC, and Clan Mechs
* IIC's should now be rarer, while other clan mechs are a bit more favorable for the AI to spawn in actual Clan missions. Indie's will remain rare for balance sake.
- Adjusted variables on Hunchback IIC, Rifleman IIC, and Urbanmech IIC
* I essentially added a 1.1x multiplier to the stats that the clan quirk hadn't touched, like torso turn speeds and such. Makes them feel more, improved, rather then just being new hardpoint layouts.
Version 1.8.2
+ Added Hunchback IIC
* The 4P and Dwarf Star Hero are both custom variants cooked up by me for this mod, and to fill that 4P sized hole in a Clanner hunchback pilots heart.
+ Added Urbanmech IIC
* So this will likely cause any existing Iron Clad, and War Dog legendaries to disappear, as this is a total redo of the Urbanmech IIC legendaries as well. Additionally, the canon Urbanmech IIC only had the 1, and 2 variant. I decided to cook up a few others with some friends, the A - E variants are meant to fill roles that existed in Inner Sphere urbies, or give more variety in hardpoint layout.
- Fixes to the Huntsman's default melee setup.
* It was apparently using Heavy melee instead of medium, oops.
Version 1.8.1
- Tweaked Executioner's missile hardpoints on its forearms.
* was informed they were clipping with the hand model so I've adjusted them a little to not overlap as much
- Fixed Viper's laser convergences
* The Viper's side torso lasers were appear to come from the head area, so a few tweaks and thats been sorted.
- Fixed Executioner B and Omni-Centurion Hero's unitcards.
* They would incorrectly spawn the Executioner B-B and the CN11-A rather then the Hero.
Version 1.8
+ Added Executioner Assault Omni-Mech
* Took a little more time since I had to create a new workflow to tackle the lack of a proper full body render model for this mech, but it opens doors to a lot of other mechs that had a similar issue.
+ Added Executioner - B Assault Omni-Mech
* This one is using a experimental Omni-Melee slot for its left arm. While not canon, I figured it was funny. It can house a Ballistic, Energy, and a Assault Melee weapon. Go nuts.
Version 1.7
+ Added Victor Legendary Mech Li-Dok-To
* Sadly I can't make the Executioner so it's legendary will have to wait for now
+ Added Black Knight Legendary Mech Red Reaper 2
* To make up for it I made the incomplete MWO Red Reaper 2
- Fixes to Quirks, and several smaller issues such as hardpoint clipping
Version 1.6.1
- Changed Mist Lynx, A, B, C, D, EBD, and Prime's intro date to 3049
* Was kind of tired when doing their intro dates so I apologize for that.
Version 1.6
+ Added Mist Lynx, a Clan Omnimech, with 18 Variants.
* Was on a bit of a hiatus from burn out so sorry this one took so long, There will likely be more work going to YACM for now that I've done a large portion of Clan Mechs.
- A few fixes to Cockpit Glass on remaining mechs
* Should see less distortion in weather effects now, in the future I might sit down and learn all the ins and outs of getting the Cockpit Glass mod compatible
Version 1.5.4.1
- Fixed the Hellbringer's Jumping animation.
* Noticed that the mechs cockpit glass would clip into the First Person Perspective while jumping, so I fixed that.
+ Added the AS7-BIG
* To make up for my constant patching, this one actually has content. A Historical Atlas Variant with 6 M-Lasers in the CT, and A lot of Missiles.
Version 1.5.4
+ Added Jump Jet effects and proper Jump Jet setups for every mech
* Omni's will have their total amount of Jump Jets even if the specific variant doesn't use them.
- Revised the Icons used for many 'Mechs
* Was provided some higher quality images for the 'Mechs unit cards so they should look much nicer now and more inline with the Vanilla mechs.
- Revised the Cockpit interiors of several 'Mechs
* Namely the cockpit glass of the; Stone Rhino, Rifleman IIC, Hellbringer, Huntsman, Supernova, Incubus, Viper, and Hellfire.
Version 1.5.3
+ Added Huntsman Omni Mech
* This one was kind of weird, its forearm missiles might overlap with some stuff in certain loadouts, but It's a consequence of making it a true Omni vs MWO's more static setup.
+ Added Two Vapor Eagle Heroes.
* One is the MWO Rival hero mech, the other is a Custom job that I had recommended to me, the Mean Frog.
Version 1.5.2
+ Added the Hellfire and variants
* Should work decently well, the HFL-4 is a custom variant to use the ballistic mounts in the arms that go unused in a lot of other variants.
Version 1.5
+ Added the Hellbringer and its 19 Variants plus Hero.
* The HBR-C(PGI) is the MWO version I saw that was just Gauss rifles, seemed right.
- Fixed a few issues with the Fafnir, Incubus, and the Arges.
Version 1.4
+ Added Viper Variants and reworked the Viper as a whole
* I doubt this will effect the Scaleshot, but you'll notice it now has more variety in it's torso missile models.
+ Added Longbow and Stone Rhino skins and props
* Sadly I couldn't get the propeller to spin like MWO, but that's probably for the best, it would appear from the cockpit perspective anyways.
Version 1.3
+ Added Rifleman-IIC and Variants
*Is pretty much just a Rfileman with better stats and a bunch of loadouts
+ Added Longbow Legendary 'Mech 'Spitfire'
* The previous Longbow placehold for this mech has been update with its new default loadout and quirks, you might loose the existing Longbow LGB-LNG as it is overwritten.
+ Added Stone Rhino Legendary 'Mech 'Aksum'
* Was shown this like, 2 Hours ago so its kinda rushed. I hope it performs well.
Version 1.2.1
+ Added Supernova Variants
* As well as a few heros
+ Added Longbow Legend
* Found skin files for a Longbow legend, its color palette was more, bombastic, then what I used. For 1:1, just tip each color to their fullets, so a bright neon blue, green, and yellow. Its loadout is my take, so its not what MWO might have.
Version 1.1.2
- Expanded the CT slots of the DN-RSC
* This should allow you to put some weird 7 Slot stuff into its CT for more fun weird loadouts.
+ Added the Centurion CN11 the Omni Centurion
- In one of my dazes of browsing Sarna I found this guy and figured it was a easy thing to do so why not, Also gave it a hero based on Lore that didn't get a exact loadout but reading about the Pilot gave me a good idea.
+ Added a Easter Egg 'Mech
- This one will not spawn in Careers, so its limited to Instant Action, or being console spawned in. You are also LEGALLY REQUIRE to listen to this while piloting it: https://www.youtube.com/watch?v=4cm3Vc3rMnM
Version 1.1.1
+ Added Stone Rhino SR-8 and DN-RSC from Rougetech
* The Rougetech variant uses a weapon that is currently from Yet Another Special Variant, though it's not a required mod, as you can fit any 4 Crit Slot ballistic into its CT in its place, and use the extra weight savings on other weapons.
- Fixed Piranha loadouts not functioning properly.
* While prepping stuff to move to YACM I accidentally changed the Loadout names on my mod, making them no longer recognized, but now that's been fixed.
Version 1.1
+ Added Stone Rhino
* This took a lot longer then I'd had hoped, lost the files mid-way through working and had to start over.
Version 1.0
+ Added the Timberwolf TBR-H 'Howl'
* With this mech, the Legendary mechs are concluded for now. Not much to say for the Timberwolf, It's already in YACM, so I hijacked its skin tags so if you have YACM, you will also have access to the Timberwolfs skins provided through YACM.
+ Completed the Centurion CN9-ON 'Onyx'
* Just had to wait for the November patch with all it's assets for me to ugh.... borrow, for the MW5 Onyx. The shield was kind of annoying, but it should work fine. It also should block weapons fire.
+ Fixed the Viper to use Omni internal components
* This should resolved issues with having less or more jump jets then the Vipers fixed 8.
+ A lot of other fixes to the Clan specific mechs such as the Vapor Eagle
* The cockpit was flickering in and out of existence so with some assistance I figured out how that was happening and fixed it.
Version 0.9.2
* Fixed Leopard droping issues for the Kitfox and its variants
* I think this was a YACM compatibility issue, so I went and renamed every single Kitfox file and relinked its references. If there's any more issues let me know so I can take a look.
Version 0.9
+ Add Mad Cat MK2 'Moonwalker'
* Goes really fast in reverse, and carries the most Ballistics of any Mad Cat I've seen, enjoy.
+ Added Kitfox KFX A to W and a few Heros.
* That's like. 20+ variants of Kitfox. Oooo boy.
+ Adjusted Legendary Mech Rarity
* Got a lot of photos and messages showing entire lances of Legends, so I've added another 2k to their BV's and re-did their tiers so hopefully they aren't super rare, but also not showing up in multiples of 2 or more.
+ Bug fixes to the Vapor Eagle, and Linebacker
* Still tackling the issue with the Linebackers torso PPC's. Might need to do them over again.
Version 0.8.6.3
* Fixed issue with Piranha losing its Weight Saving equipment.
Version 0.8.6.2
+ Added fixed Omni Mech equipment to the Linebacker.
* Similar to Yet Another Clan Mech's Omni's that have fixed internals, this will help cut down refit times
+ Added Omni-Mech quirk to Linebacker.
* Another YACM quirk added to balance out the Linebackers refit times
Version 0.8.6
+ Added Linebacker Omni-Mech.
* Wanted to do this one as my first omni-mech for a friend and to prove my abilities to myself
- Fixes to the Piranha paper-doll
* Noticed a few gaps in its model, and hardpoints
- Fixes to Vapor Eagle duplicating itself.
* Accidentally defined the Vapor Eagle in the Piranha's files. oops.
Version 0.8.5
+ Added Vapor Eagle VGL-1 to VGL-7 and the VGL-A from MWO
* Wanted to do this earlier, but there was just so many tiny hard point adjustments and missiles to do.
+ Added Goshawk II, VGL-II-1 to VGL-II-4 and its Experimental RISC variant.
* Didn't have the Coolant system as a option so had to wing it with a Heat-controling computer.
+ Updates to the Paper-dolls of the Viper, Vapor Eagle, and Supernova
* Courtesy of Drages' editing Will's paperdolls to get them closer to MW5's style.
Version 0.8.3
+ Added Centurion Legend 'Onyx'
* This one is kind of early, sometime in November is skin and bolt-on will be released and I can update this mech
+ Added Piranha light clan mech
* I also added its Hero and a custom Hero of my own invention.
- Fixed a few errors in the MAD-IIC, Urbanmech, and Vapor Eagle.
Version 0.8
+ Added Supernova SNV-SR 'Seraph'
* Took a little time to get this juuust right. It's torso is a little scuffed but it works well.
+ Added custom cockpit assets for the MAD-IIC, Vapor Eagle, and Viper
* I plan to make custom cockpits for any of the other mechs I add now that I've learned a bit more about positioning cockpits and such
+ Fixed some issues with the Vapor Eagle arriving in Ancient Rome to topple the empire
* I forgot a 9 in its 3049 intro year, so it was out stomping on the Gauls and challenging the Romans to Ba'challs
+ Fixed the MAD-IIC being listed as a Heavy mech
+ Fixed hardpoint errors on the Viper
+ Adjuster the Viper's cockpit location
* No more shaving your elbows with SRM's
Version 0.7
+ Added Viper VPR-S 'Scaleshot'
* I might go back and do variants for Viper and Vapor Eagle once I've done one last Clan Mech, should be pretty 'Super'
- Adjusted Unitcards and Battlevalues on all Legendaries
* Was getting some news that they were a bit too common outside of the Loreless patch, so I've adjusted Battlevalues to make them less appealing to the AI spawning outside of higher difficulty missions. If you can't seem to find any Legendary mechs, try finding the Wolfs Dragoons, Using the Loreless Patch, or using a mod to increase the AI's BattleValue allowance.
- Fixes to several mechs in a LOT of ways.
* Spent so long on this I actually can't get a exact list. Things like texture errors, some hardpoint issues, and hitbox errrors. The Gorewing in particular needed a whole re-do.
Version 0.6.3
+ Officially added the Marauder IIC and it's Legendary 'Dreadnought'
* So this thing is in a much better space then it was on launch back a few updates, The only things I'm not pleased with, is the head mount of the Dreadnought only has one model, and the Right Torso Ballistic has only the AC10 model.
- Fixed Vapor Eagle being designated as Heavy rather then Medium.
* That's what I get for just copying the MAD-IIC's target data.
+ Added quirk reworks to the Dreadnought
* The MWO Dreadnought is built around consumables and calling in strikes, so for now It's just got a few armor and its ballistics and lasers.
+ Fixed the Urbanmechs....again...please got let me be done with this trashcan.
Version 0.6.2
+ Updated to game version 1.1.351
+ Added Vapor Eagle Skins, a lot of 'em
- Fixed Urbanmech Quirks
- Fixed MAD-IIC-B Loadout's extra ton of armor.
Version 0.6
+ Added Vapor Eagle VGL-GW 'Gorewing'
* still kinda WIP, but should be functional and good to go. Spent awhile running it through its paces
- still kinda WIP, but should be functional and good to go. Spent awhile running it through its paces
* shouldn't notice anything in-game, but in editor I cleaned things up so it's easier to navigate and make new things
Version 0.5.2
+ Added quirks / reworked Juggernaut quirk.
* I found it just wasn't performing well with its existing setup, and the MWO version has some RAC/2 Heat Scaling quirk so I figured this will give it some more usage outside of just, machine guns.
- Fixed Fafnir scaling in line with YAISM scale.
* Scaled the FNR-J's hitboxes to be the same as its YAISM counterparts
- Fixed IIC being unkillable and quirkless
* The clanners where cheating with a everything proof hitbox so I slapped them and fixed that.
Version 0.5.1
+ Added Custom skin and Bolt-Ons to the Blight Marauder
* Was just waiting for the MWO patch to release so I could snake and remodel its bolt-ons before commit any bigger bug fixes.
- Fixed Atlas 'Warlord' left torso ballistic Skeleton fireing origin point, should now properly fire from the left torso.
* I think this issue is also present in the YAML Atlas LT ballistic slot I'd used, so I just created my own to circumvent this issue.
- Fixed issues with the Urbanmech IIC's Legendaries hardpoints vanishing, might still have conflicts with some mods HPS files but I'd hoped to avoid those.
- Fixed issue with Fafnir scaling downwards.
* Had forgotten I'd changed its MDL filename so its quirk setup wasn't properly scaling it by 25% like in DeadRaisers Inner Sphere Mechs mod.
Version 0.5
+ Added Fafnir legendary 'The Juggernaut'
+ Added Marauder legendary 'Blight'
* I found out about this things release like, 4 hours ago, so its a rush order. I plan to go back and fix it up in a day or so.
+ Added Yet Another IS Mech Dependency
* This is required for the Fafnir to show up, as I don't want to feel like I'm stealing a good mans work, also it saves me headaches.
+ Added Yet Another IS Mech Dependancy
* "You dare to refuse my Batchall !?! "
- Fixed a lot of issues I was getting messages for, hope this helps. If there's any more give me a shout.
Version 0.4
+ Added Urbanmech IIC 'Wild Dog'
+Added Urbanmech IIC 'Ironclad'
* So the skins on these mechs are meant for a different model, so I'll be hopefully have a new model ready for it once I figure things out.
- Fixed yet more quirks and hardpoints.
Version 0.3.1
+ Added Bolt-Ons to Atlas 'Warlord'
- I don't know what those skulls belonged too but hope that's the last of them.
+ Added Bolt-Ons to Quickdraw 'Desperada'
- Real gamer hours are on when the cat ears are out.
+ Added Bolt-Ons to Annihilator 'Gausszilla'
- Manufacturer's note: Please do not place heatsinks inside the fins, they will break.
* Fixed Atlas Warlord Legendary armor missing its leg bonuses.
* Fixed a small hardpoint error on Scattershot
Version 0.3
+ Added Atlas 'Warlord'
* The 1:1 conversion of its skin was a bit, iffy, I'll likely come back to it at another point but it looks unique enough as is to justify letting it slide.
+ Added Annihilator 'Stone Crusher'
* So the Legendary MWO version itself is 99.7 Tons, MW5 shaved off 0.1 tons so, idk lose some armor and you can squeeze something else in ? go nuts, let me know.
- Fixed a few unit card issues
* Noticed a few mechs intro dates were off, like the quickdraw and Gausszilla so they should not properly show up where they should and when they should
- Fixed a few hardpoints
* Pay no attention to the Gausszilla's missing neck and hardpoints, they have been fixed...I hope.
Version 0.2
+ Added Quickdraw 'Desparada' Legendary Mech.
+ Added Annihilator 'GaussZilla' Legendary Mech.
+ Added Yet Another Weapon Clan mod requirement
* Since the GaussZilla calls for Clan Gauss, well, it had to happen, and their good weapons anyways
- Created custom Mechstats and MechHealthStats Data tables for custom armour and structure amounts.
* I'll need to do a pass over the other 4 mechs to get their armour and structure closer to MWO defaults, though with how MW5 and YAML weight their armour it might not be 1:1, the Desparada is a good example. at a 1:1 with MWO armour levels, leaves it 0.57 tons over weighted, so armour was trimmed around the Torso and right arm to compensate.
- Created custom HPS and MDL files and connected appropriate mechs
* Took a little bit of learning but this should hopefully keep the mod in a usable state regardless of YAML or its component parts updating and me needing to redo all the hard points each update.
- Adjusted Stalker 'War Emu' hardpoints
* Was mentioned on nexus that the hardpoints were not all there so a quick re-do of its hardpoints should fix that
Version 0.1
Initial Release of Mod.
Compatible with Game v1.1.354 [DLC6]
Due to changes in my life, I don't think I'll have as much time to work on this mod. I've handed off files to other modders so that while YALM here might not see updates, the mods contents may crop up in others such as YACM.
Version 2.10 The Noble Shadow Cat Legendary and Bane Fixes.
Version 2.6+ contains updates to all mech Upgrade slots to the new YAML and sister mod standards. The new Upgrade scaling is based on the tonnage of the mech and it's Hero status as follows: Non-Hero MechsHero Mechs:
100 Ton - 12 Slots 15 Slots
90 Ton - 10 Slots15 Slots
80 Ton - 9 Slots 15 Slots
70 Ton - 8 Slots 15 Slots
60 Ton - 7 Slots 11 Slots
50 Ton - 6 Slots 9 Slots
40 Ton - 5 Slots 8 Slots
30 Ton - 4 Slots 6 Slots
20 Ton - 3 Slots 5 Slots
Legends will show up at appropriate dates to their equipment or lore, at a Very Rare rate and at high Salvage costs. I recommend a mod that adds more salvage shares. The Clan mechs will show up with the Periphery, Independent, and Mercenary factions at a Very Rare rate from 3049 and onwards. [Subject to Change] Many of the Clan mechs here will migrate to YACM as time goes on, eventually leaving only Legendary Variants. Clan Legendary mechs will follow the regular legendary rules of being Very Rare regardless of faction.
Zellbrigen Stables Z7 and Huntsmen H7 Clan Variants will appear in Arena Missions Rarely past the year of 3052 for the Huntsmen and 3062 for when the Zellbrigen Stable was established, happy hunting. In total there are 10 new Solaris mechs for the following chassis [Names courtesy of my testers and friends]: Past Versions:
Version 2.9 Sigma, YACM Update.
Version 2.8 Starshot, Naomi, and Salvage updates.
Version 2.7 The Bane, Viper-P from MW5 Clans.
Version 2.6 Upgrade slot standardization, Mech Databases, Skins, and bug-fixes.
Version 2.5 Apache, and Spectre Legends, and bug fixes.
Version 2.4 Argent King Crab, and fixes.
Version 2.2 The Bullshark Mech.
Version 2.1 Fixes and QOL abound for a lot of mechs
Version 2.0 H7 Variants of mechs
Version 1.9 The Warhawk and its Legendary 'Kasai' and some quirk updates
Version 1.8.The Executioner and its Legendary 'Sovereign'
Version 1.7, Added Victor Legendary 'Li-Dok-To' and Black Knight 'Red Reaper 2'
Version 1.6, The Mist Lynx Clan Omni-mech
Version 1.5, Hellbringer, Hellfire, and QOL
Version 1.4, Viper, Bolt-ons, and New Legendary assets.
Version 1.3, Rifleman-IIC, Longbow and Stone Rhino Legendary Mechs
Version 1.2, The Incubus
Version 1.1, Stone Rhino, Omni Centurion, and plenty of fixes.
Version 1.0, Timberwolf 'Howl' and Centurion 'Onyx' and with that the completion of all (current) Legendary mechs.
Version 0.9, The Mad Cat Mk2 'Moonwalker' and a Clan light Omni mech
Version 0.8, Supernova 'Seraph' and Custom Cockpit views.
Version 0.7, Scaleshot and a spawning overhaul.
Version 0.6.3, Added Marauder IIC and it's Legendary 'Dreadnought'
Version 0.6, Gorewing the Vapor Eagle. v0.6.2, fixes to the Gorewing and Fafnir scaling and damage states.v0.6.1, Added all the Vapor Eagle skins, fixed MAD-IIC-B, and Urbanmech.
Version 0.5, The Blight, and The Juggernaut. Plus a extra WIP something. v0.5.1, Custom skins for the blight, and fixes to the Warlord and Urbanmech legendarys v.0.5.2, Quirk updates, Fixes to the Fafnir, and the funny WIP mech.
Version 0.4, Wild Dog and Ironclad, AKA: The Hashké and Abaddon.
Version 0.3.1; The Bolt-On Bundle Update, and yet more fixes
Version 0.3; 'Warlord' and 'Stone Crusher' with some additional fixes
Version 0.2,1; Custom Skins imported from MWO alongside some Quirk Fixes, Loadout Fixes, just all the fixes. v0.2.2, aka "I don't know evasion math" aka "the Guasszilla was a bit to accurate to it's kaiju counterpart"
Version 0.2, 'Desparada' and 'GaussZilla' alongside some fixes [more detailed in changelog]
Currently these Mechs can be found out in the Innersphere and Periphery after their latest tech reaches production year. They will Very Rarely be fielded by the groups that typically use them. So be sure to keep a eye out, and your salvage shares ready.
This is currently my first foray into a published MW5 Mod. If there are any issues or things I need to tackle be sure to let me know and I'll try my best to stay on top of them all. I plan to go through and add more of these. As I figure out more in regards to the mech market and missions I might look to make small quests to collect these mechs.
Required Mods:
Yet Another Mech Lab
Yet Another Weapon
Yet Another Equipment Collection
Yet Another Weapon Clan
Yet Another Inner Sphere Mech
Currently contains the following Legendary Mechs from Mech Warrior Online:
Stalker STK-WU 'War Emu' A Stalker with additional ballistic hardpoints and head mounted laser.
Shadowhawk SHD-S 'Scattershot' A Shadowhawk loaded with MRM's and 3 LBX2 Cluster Auto Cannons.
Cyclops CP-AR 'Arges' A Cyclops with 3 ERM Lasers per arm, and double Gauss.
Quickdraw QKD-D 'Desparada' A Quickdraw with increased Jump Jet and Light PPC capabilities.
Annihilator ANH-GZ 'GaussZilla' A Annihilator that needs no introduction, 5x the Clan Gauss for 5x the fun.
Annihilator ANH-SC 'Stone Crusher' The laser cutter of Annihilators, 13 laser slots, and single missile point.
Atlas AS7-W 'Warlord' A line-holding monster of a Atlas, damage reduction, high armor, but a smaller weapons layout.
Urbanmech-IIC UM-IIC-WD 'Wild Dog' A AC20 and Machine gun Clan Urbie capable of acting as support for its twin
Urbanmech-IIC UM-IIC-IC 'Ironclad' The Offensive powerhouse of the IIC Urbie legends, Heavy Assault Gauss and all.
Marauder MAD-BL 'Blight" A ballistic centered mech with some added long range PPC firepower
Fafnir FNR-J 'The Juggernaut' Just, all the machineguns, everywhere, and make it fast.
Vapor Eagle VPR-GW 'Gorewing' Fast and nimble, a jumping skirmisher fitted with LBX10 Cannons, and ER M Lasers too boot.
Marauder-IIC MAD-IIC-DN 'Dreadnought' A long-range monster, capable of holding its own in mid-range.
Viper VPR-S 'Scaleshot' A speedy little SRM platform capable of a quick escape at a moments notice.
Supernova SNV-SR 'Seraph' Just all the lasers you can fit, and some good old cannons for good measure
Centurion CN9-ON 'Onyx' Really early, but this one can take a BIG hit to it's affixed shield.
Mad Cat Mk2 MCII-MWK 'Moonwalker' Goes reaaaal fast in reverse. Glittering dance shoes and Trilby not included.
Stone Rhino SR-AK 'Aksum' Just all the UAC/2's to fire at anything you no longer like to see anymore.
Longbow LGB-OH 'Spitfire' RAWKIT LAWNCHAIR. 180 of them to be precise.
Victor VTR-LDT 'Li-Dok-To' The power of the sun condensed into your first.
Black Knight BL-X2-KNT 'Red Reaper' The Blake Buster Black Knight, a Resistance Black Knight fitted for extreme close combat.
Executioner EXE-B-C 'Sovereign' Double UAC5, and Quad PPC's for long range annihilation.
Warhawk WHK-K 'Kasai' A fist full of missiles and the will to use them.
Catapult CPLT-FB 'Ferroblast' Hope you like Magshot, cause this thing is rushing you with 6 of them.
King Crab KGC-A 'Argent' Light AC's paired with Heavy PPC's on a Com Guard King Crab.
Champion CHP-AP 'Apache' Arm mounted RAC5's and a custom Partial Wing System for all your air-strafing needs
Phoenix Hawk PXH-S 'Spectre' A Partial Wing System assisted Phoenix Hawk, armed with Light Machine guns and rapid pulse lasers.
Cataphract CTF-5MOC 'Naomi' The only missile boat Cataphract, and a sneaky one at that.
Mad Dog MDD-SI 'Sigma' Double Large Heavy Lasers, and a lot of hopping around.
Wolverine WVR-S 'Starshot' 6 Light machine guns, and a chest blaster to create you're most endurable little honey badger of a Wolverine.
Timberwolf TBR-H 'Howl' A ATM platform with Tag support and the patented 'get away from me' Machineguns.
The YAML modding discord for all the tips in navigating the hell of the Unreal Editor
Deadraiser for allowing me access to his Fafnir and the Timberwolf model in order to create the Juggernaut and Howl. as well as documentation on porting.
Snarkel for the mod recommendation and MWO mech details
Will9761 and Drages for the MWO paper dolls and edits to them.
My friends for being guinea pigs for many of these initial mechs
Pirahna Games Studio for the original Legendary mechs, and their custom skin assets.