MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
2,668 Comments
nosferatus 7 hours ago 
Best mod for MW5
Void Smasher 16 hours ago 
@Animous You should try YAML discord for troubleshooting.
Void Smasher 16 hours ago 
@Zero X it is actually turned mechlab to MWO style and enchancing customization. Which really sucks, because MWO-style mechlab make mechs unremarkable. What's the point of a rare Star League-era mech if you can build the same thing, or even better, from a more common variant? But from a customization point of view, there are no better options right now.
Void Smasher 16 hours ago 
@Zero X it is functional, playing every day. I am using YAML, Yet Another Weapon, Mod Options, Purchase Salvage and Enhanced Academies. Therefore, players experiencing crashes should check other mods they are using.
Why27 21 hours ago 
@Zer0 X It crashes the game, or at least for me when it is added.
Zer0 X 22 Oct @ 2:45pm 
So I want to get some things straight here.
1: Does this just add a bunch of new items or does it actually enhance customization like people keep preaching?
2: Is this currently stable and functional? Im seeing a LOT of reports in the comments about crashes and problems.
Animous 22 Oct @ 7:12am 
I love this mod however recently I can't get any of the YAML game settings to save. Is there a fix in the works for this?
Void Smasher 22 Oct @ 12:40am 
Honestly, Clan Mechs did a lot of damage from the start, even without the YAML. But the main change was made by the latest PGI update where they changed AI to fire weapons in groups instead of one by one in chain mode. And this is NICE! Clans MUST rip inner sphere mechs apart like paper. This behavior is consistent with the lore. Finally PGI made a challenge. But even so, the clans don't act like clans. Lots of light mechs running solo to our mercenary unit to die for nothing. Meh. They must strike with organized forces! This game is TOO EASY! So, if you have problems with clans, use legal YAML cheat called "Hardened armor" and long range tactics. Or if the situation allows, try to repeat what ComStar did on Tukayyid. Leave your mercenaries in the choke point and use a fast mech to alert the clan mechs and lead them into a trap or something like that.
Cpt Shadowlorn [519th] 21 Oct @ 6:03pm 
I get missions that do not stop spawning clan mech, and the dmg they do is insane. like it wasnt like this when the DLC first droped and this mod was updated. did somthing change
DepacheTheNinja 21 Oct @ 11:07am 
@Achilles Healer so when you say that to **CEIIAT** do you mean to goto the modlist in mods in the MW5 game folder and change it in there? or what. i am having that issue but i dont see how to do what your suggesting. i would like to play this but im un able to get past this issue. ty ahead of time
HellHeart 19 Oct @ 5:38pm 
I noticed that the Bullshark's cockpit animation is always in the limping animation instead of the normal walking animation.
Nikitong 18 Oct @ 11:43am 
yaml crashes when trying to fly, at the end of a mission, when trying to start a new campaign or career(((
algame 18 Oct @ 2:39am 
Did this mod change how much damage you do? Cos I have not played for awhile but it feels like things are dying waaaaay faster than they used to.
SpinFX 17 Oct @ 12:38am 
Hi,

I've searched and got old information on rebuilding the core.. what is the lastest info on repairing cores. Its a bit confusing on how to do it .
Illiyanne 15 Oct @ 9:22am 
Some issue regarding switching to different thermal camera modes. only getting a brown outline along the edges of the screen
Void Smasher 15 Oct @ 6:03am 
During the latest Atlas rework, it lost its visuals for AMS. Furthermore, the Atlas's position in the Mechlab has become odd, which is clearly visible when attempting to rotate it.
Achilles Healer 14 Oct @ 4:59pm 
@**CEIIAT** I had the same issue and found that I still had the Harjel Eternal branch of YAEC active in my modlist (MW5 Mod Organizer). Removing that and enabling standard YAEC fixed it.

I'm also having the same issue as Saigoth_74 for vision modes.
**CEIIAT** 14 Oct @ 10:14am 
I keep getting this error since the new update in YAML:"LowLevelFatalError [File:Unknown] [Line: 3146] Could not find SuperStruct ReceiveBeginPlay to create ReceiveBeginPlay". YAML is working as single mod, but when I started to add new ones (even additional YAML mods), it is collapsing. I checked the file integrity, delete and upload again all mods, did every possible solution I found in net but no use. Can anybody have same issue?
Saigoth_74 14 Oct @ 9:48am 
Just getting a weird tan'ish color outline around the screen border when activating a vision mode. Stays the same while cycling through them all. Vanilla Night Vision works, as well as it ever has, which is just barely. Oddly was working fine until released 0.97.3 and 0.97.3.1 to fix vision modes.
Beastoftrol 13 Oct @ 6:02pm 
@cszolee79, Re-installing Bobbert's "Mod Options" seems to have made something click, and now all the YAML mods are working perfectly fine like before. Thanks for all your hard work @cszolee79!!! You've been amazing and we love your work!!!
FEROX 13 Oct @ 1:45am 
@Void Smaher @cszolee79 For some weird reason my workshop didn't download the latest version... "ENABLE DLC7 MECH LOADOUT VALIDATION" is showing correctly now. I unsubbed and resubbed from the mod and that seems to have fixed it.
FEROX 13 Oct @ 1:35am 
@Void Smasher, I've got Mod options installedv already, I've checked under the debug section for YAML, there's no option called "ENABLE DLC7 MECH LOADOUT VALIDATION". The only options listed are the YAML debug log, disable mod icons and the other options relating to tooltips.
Void Smasher 13 Oct @ 1:16am 
A little bit more bugs: 1) Awesome: AWS-8R has incorrect quirk "PPC Platform" this version of Awesome is purely a missile boat. AWS-8T might have the same problem, haven't found it yet. 2) Rifleman: The RFL-RCX, which is given to players at the start of the clan campaign (so it's easy to test), has a very strange mechanic with lasers in the torsos. When you install a laser to side torso, two of them are installed, literally. However, only one is displayed. Thus, each laser in the side torsos takes up double the space.
Void Smasher 13 Oct @ 1:15am 
@Crimson Bet, with this crashing problem better go to YAML discord's support / troubleshooting.
Void Smasher 13 Oct @ 1:01am 
@FEROX This was fixed in 0.97.3. Use ModOptions mod, navigate to "Yet Another Mechlab" tab in the left and to "Debug and Tooltips" in the main section. Check setting "ENABLE DLC7 MECH LOADOUT VALIDATION" - it should be off.
FEROX 13 Oct @ 12:09am 
@cszolee79 I did also notice that with the AS7-P, even when I strip the mech down completely and put it in cold storage, and seems to constantly want to revert back to a "Default" loadout after a mission. With 4 medium lasers, Two AC20's in the right torso but for some reason there's only 8 slots in the right torso and the AC20's are crit splitted into the right arm. Then 2x LRM 15 ST's in the left torso. I've also got a AS7-D with a custom loadout but its not experiencing this at all, it specifically seems to be an issue with the P variant of the Atlas. Anyone else experiencing this issue?
Crimson Bet 12 Oct @ 6:36pm 
Game is still crashing on every system change. started new careers, did full reinstall, only using YAML
FEROX 12 Oct @ 12:17pm 
@cszolee79 Not sure if this is related to the most recent update. But when using the Atlas AS7 P variant with a custom loadout, the center torso slot seems to revert to two tier 1 medium lasers after starting a scenario or arena. Whatever is in the center torso eg. Supercharger, gets "deleted".
Jagadhie 12 Oct @ 9:22am 
@CSA Necromancer ah I see, didn't know it was introduced in the very latest hotfix, haven't touched the game again my bad
Dave 12 Oct @ 9:00am 
Thank you cszolee79
cszolee79  [author] 12 Oct @ 8:55am 
0.97.3.1 Yet Another Mechlab

Fixed: vision modes materials not showing (caused by a brand new editor peculiarity introduced in the latest update). Just re-packed the mod with a tiny hidden tickbox unchecked (as it was since forever)
Jman 12 Oct @ 8:37am 
+1 to the thermal vision issue. Loadout issues got fixed though. Yall doin awesome work out here
CSA Necromancer 12 Oct @ 8:28am 
@Jagadhie: No, it doesn't.
Void Smasher 12 Oct @ 8:22am 
@cszolee79 Thanks for solving the loadout issue! :steamhappy:
Jagadhie 12 Oct @ 8:11am 
@z_shimada it worked fine
z_shimada 12 Oct @ 8:07am 
There seems to be a recent issue with thermal vision and the like, none of the modded vision modes work. They just add a fuzzy white border to the screen.
Gerydos 12 Oct @ 7:21am 
Since the 97.3 hotfix I've gained a substential amount of performance while browsing the equipment store.
I don't know if it's related or not, but i have hundreds of mechs in cold storage plus a LOT of equipment stored aswell. xD
(yeah i'm a hoarder, and this save is as old as the game itself) :meepyikes:
raijaz 12 Oct @ 7:03am 
Hey guys, I am having issues with Fafnir (Hero Fafnir???). I Hover over it and it shows Battlemaster description. As well when I deploy in it, UI is off and it doesn't shoot. Halp! What to do?
Gerydos 12 Oct @ 7:00am 
Thanks for the hotfix Zolee, király vagy! :steamthumbsup:
cszolee79  [author] 12 Oct @ 6:44am 
For support with problems go to our discord's support / troubleshooting and the wonderful people there will help you.
RuffyRoxX 12 Oct @ 6:38am 
is it possible to download 0.97.1 some where so we at least can play the game with our mods again ? like i wrothe 30 min before nothing works anymore for us since the 0.97.2 patch
cszolee79  [author] 12 Oct @ 6:29am 
0.97.3 Yet Another Mechlab

Added: Mod Options toggle "Enable DLC7 Mech Loadout Validation" - this will disable thne inventory and mech sanitization code. Default: off (code does not run)
Fixed: PGI code installing weapons etc on Mechs when loading a savegame or restarting a mission controlled by the setting above
Changed: removed "PGI Vanilla savegame conversion finished" from Savegame options, this is now controlled by the global Mod Options setting
RuffyRoxX 12 Oct @ 6:06am 
since the update on friday our game is bricked.. worked fine with the initial update (0.97.1 i think) now it just crashes when ever i try to load my game or start a new one. i have not shuffled any mod around just kept those up to date i have.
cszolee79  [author] 12 Oct @ 5:56am 
I might have found the problem, if it works I'll release a hotfix ASAP.
Void Smasher 12 Oct @ 3:20am 
Oh and another "player side solution". Fill the weapon slots where the predefined weapon is added with weapons that match the build. :steamhappy: And do not strip clan mechs! I'm doing this for the last (hundredth) time and that's it. Everyone else is forbidden to do this! :steamhappy:
Void Smasher 12 Oct @ 3:05am 
Another interesting thing. The problem appears in 0.97.1 or .2. And this is not just a regualar YAML check that adds engines, only weapons, and not all of them. For example, if the TBR-S was stripped, the right arm will not receive any weapons after loading and will remain stripped.
Void Smasher 12 Oct @ 2:51am 
"remove restart and load buttons" That's the solution. :steamhappy: Let's make another test. Load in unmodded compaign. Strip a clan mech, save, load, load again. Nothing wrong is happening. The problem is in the YAML mod code. And yes, I understand that YAML is tied to some PGI code or events, I don't know which ones exactly, but they work fine in the standard unmodded campaign. Maybe it's time to review this code and change something? Maybe create your own events?
Jagadhie 12 Oct @ 2:36am 
This whole validation bug thing I guess happens to people who play without the Simple mechlab option right? because I'm one of those who used the Simple mechlab option (yes I know, maybe a bit blasphemous) and haven't had any of this loadout validation issues
cszolee79  [author] 12 Oct @ 2:33am 
Our contributors and testers (Nocturne especially made a beautiful list) found this:

- Freshly loading MW5 and a save is OK
- Any subsequent loading of any savegame in the same session brings the validation bug
- Mission restart brings the validation bug

Thus, the current bugfix is to NOT LOAD OR RESTART THE MISSION after the initial loading of the savegame. Depending on how and when PGI deal with this, we may have to remove restart and load buttons after the first loading of the savegame in YAML to avoid this bug.
Void Smasher 11 Oct @ 10:38pm 
Actually there is a fun part with that bug. On stripped HGN-VEST two AC20-RF appear in one arm and the side torso part became filled with 6-slot AC20 fixed filler. However, the mech is not operational in that way. It keeps saying that there is no critical space whenever I try to add anything. But! Remove these two AC20, place engine and ammo, wait for mech refit, save, load. Here we go! HGN-VEST dual AC20-RF! Damn this is so wrong, but so funny. I hope there are no such beasts under AI control. :D