Most Needed Gameplay Changes (2024)

Faction reputation

No more negative faction reputation gain after any mission. Mercs are hired guns, so hating them is like hating a gun and not the person who fires it. So now you can finally choose any mission you want without worrying about hurting anyone's feelings (opponent reputation gain is always ZERO now)

PS:

You can toggle this option by using "Mod Options" mod

Cantina fixes

  • WarDog: errands now only include the general vehicle type (ground or air). So no more tasks to kill that specific Manticore, that WILL NEVER SPAWN (while having plenty of other vihicle types).
  • MechHunter: errands now only include general class type (light, medium, etc). So no more tasks to kill a very specific mech variant that WILL NEVER EVER SPAWN.
  • MechCollector: errands now only include base mech model (Atlas, Stalker, etc), so no more tasks to get a specific mech variant. Also the required quantity is now always 1.
  • EquipmentCollector: Now if you are struggling to get required wepons/equipment - you can visit the black market (planet with shopping cart icon, just like in the screenshot) where there will always be the stuff you need for ALL of your active errands. Keep in mind that black market's stock is set the first time you visit it, so if you need new stuff - visit new (not visited yet) bm or just reset current zone by jumping out and in (the game generates new planet icons every time you reset zone).
Cantina traits

are now free to install/remove, do not require an upgrade slot (if you wish you can install them all at once using the right mouse button) and take no time. So now there is no problem installing them, just pick any combination at any time.
The first and last traits in

WarDog

now give 50% and 100% speed boost accordingly.

PS:

There is a separate mod version with original cantina traits.

Important Note: In the base game (at the beginning) cantina errands give you a HUGE boost to your rep, that makes you skip most of the unique handmade quests (not randomly generated, but those usually marked as high reward quests on starmap), because they simply become low rep for you. I don't think the developers thought it through at the time (and btw in bounty hunter system they did not add rep rewards). The point is: since the mod makes you complete cantina errands more often, reputation boost has been removed from all cantina rewards. For reputation play MW5 missions, not cantina.

Market tweaks

You can now hold Shift/Ctrl/Alt to sell x10 items at once - if you have 500 single heatsinks to sell etc.
Maximum amount of mechs available for purchase in Industrial Hubs has been increased from 5 to 50 (depends on zone).
The rare equipment sales (planets with icon) now offer weapons of maximum tier possible for this system level (high level systems will always offer 5 tier sales).
The chance of HERO mechs appearing on markets has been set to maximum (only for planets where they could originally appear)

Pilot Skills

All pilots (both from campaign/DLC and from market) now have skill cap of 10 (base skill is untouched), so no more mentally challenged pilots who can't read.

Skill leveling

In the base game leveling is not linear, for example: for 100 exp award you need 25 ballistic damage, but for 200 exp you need ... 350! That's why sometimes you can swear you did big damage but sadly it was still not enough for maximum exp award. The mod changes that, so for 100 200 300 exp awards you need 25 50 75 damage points (for every weapon type). For both "Shielding" and "Evasion" skills the damage needed to gain xp was also reduced. Overall you and your lancemates will level up about x2 faster.

Lancemates

Pilot Skills only give your lancemates little boost to damage, while their actual skill (accuracy at different ranges) is hidden in their profiles. For example: "Recruit" has 0.69 accuracy at 300 meters, while "Elite" has 1.0 accuracy at 300 meters (so they rarely miss at 300). The mod makes it, so every lancemate you have with you (regardless of their actual skill) will now act like "Boss" (profile used for Bosses), who has 1.0 accuracy at 900 meters. In other words: your lancemates finally become useful on the battlefieled (3 clowns are now 3 chads).


Loot containers

Collecting random loot containers is such a pain: you never know where they are, and traveling to the other side of the map and back (just to look for them) while piloting slow assault mech is such a JOY (it is not).

The mod offers 2 options (you can toggle them on/off by using "Mod Options" mod):
1) Loot beams for random loot containers are visible from the very start, but you still will have to go for them to collect free loot/ammo.
2) Salvage Team will take care of all random loot containers (that's what they get paid for anyway) - they will be collected automatically at mission start.

Either way we can finally play the mechwarrior and not just look for boxes in the field.

Salvage

In the base game, if you destroy an enemy mech, there is only a chance that you will be able to salvage it (and its parts) after completing the mission. It is based on how mech was killed, but even after the headshot the salvage chance is not 100%. With this mod you can ALWAYS salvage all enemies no matter how you kill them: if you kill it - you loot it.
PS: Unless the mechs were scripted to be non-salvagable (such as in some story missions, some arenas, etc).

PPS:

You can toggle this option by using "Mod Options" mod

Artillery

Dodging artillery fire is a bit annoying. The mod changes this by doubling the time until explosion.

PS:

You can toggle this option by using "Mod Options" mod

Rival Mercs

In MW5 the Rival Mercs can only appear in randomly generated missions (not in story, DLC, etc), BUT even there (if the planet is inside merc company zone) they have

only a chance

to appear in the mission, either as an ally or hostile (depending on their relationship with employer/target), which is weird in my oppinion.

The mod offers 2 options (you can toggle them on/off by using "Mod Options" mod):
1) Set the chance of rival mercs appearing in the mission to 100% (only where they originally have a chance to appear: random missions inside merc controlled territory, legit mission types).
2) Make Rival Mercs always hostile towards the player (regardless of their relationship with employer/target). This is for people who also think that getting allied mercs during a mission is boring: no shooting, no salvage, no fun.

PS:

If installing/toggling mid-game, be sure to reset your current zone (for the changes to take effect).

In the base game, after the year 3050, merc zones stop changing owners, and for the rest of the game each merc zone will have a given merc company owner. For some reason in campaign mode (devs mistake probably) "The Bad Dream" company does not have such zone after 3050, so this company becomes unreachable (and you simply can't get a takedown badge if you have not already received it before 3050).
The mod fixes it by re-enabling that turned-off merc zone.

Also it is very weird, that the highest level conflict zones (those 4 zones you are redirected to after completing the main quest) are either not fully covered or HAVE NO active mercenary companies AT ALL.
The mod makes it so 3 strongest merc companies now operate in those areas (the new zones do not overlap with existing merc zones and have no "off" period unlike every other merc zone)

Arena

Arena optional objectives to deal a specific damage type (energy, ballistic, etc) and its timed variants were removed from the pool, because not every mech in the game has every type of weapon installed. Now (relating to damage) there will be only "Do

ANY

damage" objectives. Other optional objectives (destroy parts, target kills, etc etc) were not touched by the mod.

Mechs with universal loadout (only assault mech for now)Have you ever found yourself in a situation when you just couldn't find a mech that will meet all your demands? Not enough (or wrong type) needed weapon slots, no jumpjets, no AMS, or maybe you just want to create a laser/rocket boat. My solution for that is the mech that contains LEGIT amount of every hardpoint/equipment for that weight class. For example according to game database the maximum amount that an assault mech can have is: 4 missile slots, 4 ballistiс slots and 4+4 (Large+medium) laser slots. Add to that equipment slots (like jets, ECM, etc) and you got a universal chassis for every legit loadout possible. All secondary stats (armor, speed, etc) were also taken from existing mechs with same weight class, so once again - there is no cheating. All you have to do is to distribute the tonnage for your liking.

PS: But if you actually want to cheat - you can use mass reducers (see additional equipment below) to create a monster and solo bring democracy to Inner Sphere.


How to get "Banshee BNC-EP":

Just like with other mechs/weapons in the game you can use this amazing mod to purchase it. Or just wait till it apears in Industrial Hubs with other assault mechs.

Additional equipment

All additinal items listed below (including cheat items) can be purchased for free on market (or by using this amazing mod),weigh zero tons and can be installed on ANY mech.

>>>DO NOT FORGET TO UNCHECK "valid only" to make them appear on the list in MechLab<<<.

Experimental Prototype Beagle Active Probe (EPBAP)

Can be installed on ANY mech in general/BAP hardpoints. Increases the range of both sensor and NoLOS sensor to 1200 meters (vanilla BAP makes it 1000/500), so they can both be distinguished on the minimap by a single circle. Trees/hills will no longer hide enemies from your radar. Also makes those weird "Infiltration" missions trivial.

Experimental Prototype ECM (EPECM)

Can be installed on ANY mech in general/ECM hardpoints.
Acts just like Guardian ECM, but range is doubled (effects are the same).

Experimental Prototype Myomer Accelerator Signal Circuitry (EPMASC)

Can be installed on ANY mech in general/MASC hardpoints.
While MASC button is pressed, your base speed is tripled. No damage from usage. For really slow mechs on very large maps. Just don't give it to your lancemates - they will abuse it.


Experimental Prototype Heat Sink (EPHS-100)

Acts like 100 single heat sinks. Yes, there is a vanilla option to turn off heat generation, BUT it also affects your lancemates. So you can use this item if you want to be the only one.

Mass reducers (EPMR-1,10,100)

Reduces your mech tonnage if you want to fit something in. Usually for people who use modded (custom) mechs with many hardpoints.

I personally do not use YAML but still: people have confirmed that if you install YAML after this mod (in load order), they work fine together.

INSTALLATION

Unzip archive into mod folder (...Steam\steamapps\common\MechWarrior 5 Mercenaries\MW5Mercs\Mods).
Simply put the archive in \Mods folder and choose "extract here" option.

Most Needed Gameplay Changes (2024)
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