This mod included variants that require weapons from Yet Another Weapon to function.
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credits to Cszolee79 and Navida1 for their original work.
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Changelogs
Version v1.3m-Milestone
- [MILESTONE] Possibly the last iteration of v1.3 before v1.4. All of the variants have finally been converted and migrated over bringing the original YAMM vision up to speed. Total loadout count: 277
- [FIXED] [Source of delay] YetAnotherEquipmentCollection compatibility ahead of patching. YAML has a bug (as of current 0.52 release) where mechs with hand actuators has an extra arm slot instead which was corrected by YAEC. I wasn't painfully aware of that issue until recently. Impacted variants should no longer have issues.
- [FIXED] Various subvariants showing with a custom variant name (such as those of the Atlas and Warhammer). This was a harmless issue that won't impact anything other than the name. Forgot to remove them when revalidating them during an ongoing DLC4 MDA unification as per finalizing corrections/DLC1+2 migrations from older v1.1.
- [FIXED] Salvage share values for some mechs as per unification pass.
- [FIXED] Updated ".\resources\mechs.json" to contain mirror copies of the base quirks from YAML. Should no longer experience field refits without quirks.
- [FIXED] Atlas AS7-RS subvariant "ERPPC" is now Heatsink Restrictions compatible and had its' loadout updated. Now uses a Hypervelocity AC/10 instead of a normal AC/10 and 2x ERPPC changed to Normal PPC to compensate for change in cooling efficiency. Intro date adjusted from 3035 to 3040 to keep in line with the rest of the equipment.
- [FIXED] Subvariant MDA unification (3rd pass because I fail at keeping track of things)
- [FIXED] Subvariant Unitcard unification (3rd pass because I fail at keeping track of things)
- [FIXED] Urbanmech Right Arm Energy hardpoint placements.
- [QA] Added additional tagging and validation checks (basically post-it notes) to help keep track of the progress in the form of empty folders in the source. Half my issues are losing track of what I've done and where I was last so this should help reduce the potential for bugs and sloppy errors.
- [FIXED] Mod tooltip icons fixed and complies with changes introduced in YAML v0.52. Also optimized for a smaller size accordingly with a significantly reduced colour pallet.
- [REMOVED] Main Branch HPS Override for Commando as fixes were integrated into YAML 0.52
- [ADDED] Partial fix for Kintaro jump jet animations. Still spins but you no longer have to stay looking at the back of the mech in cockpit view.
Version v1.3i-hotfix2
- Half asleep and an editor that likes to play games doesn't play nice together. Fixed a COM-1C subvariant causing enemy dropship issues.
Version v1.3i-hotfix1
- I DUN GOOFED! Had a dyslexic moment doing a quick last minute change and broke the UM-R96 with the UM-P69 Loadout data which further goofed the P69 introdate. This is now fixed.
Version v1.3i
- [ADDED] Commando COM-1C Base Variant [SpecialRequest]
- [FIXED] Corsair COR-7A Unitcard data was improperly set due to the editor not restoring after a crash. As a result it would not spawn, show in markets, or even within Mech Delivery.
- [FIXED] Jenner JR7-D splsrm cannot strip due to "too much armour" from MDA unification.
- [FIXED] Raven_HPS "Torso_Left_MH1_streaksrm2" hardpoint alignment for Missile10/15/20 models. This was preventing missile racks of 9+ quantity (MML9,LRM10,15,20) from firing straight and instead would shoot backward when targeting an object on variants such as the Raven RVN-4Lr.
- [FIXED] HERE BE DRAGONS - the original 84 variant MDA files across 0.1, 0.1.1, 0.1.2, 1.0, 1.1 referenced to the fixed loadouts to gently phase out the old references. This way users should stop experiencing lost mechs during the transition from the old to the new from any previous version without incurring potential issues combining the two. Excluding UM-AIV and MAD-5T legacy migration stubs to maintain CI compatibility.
Version v1.3h-hotfix
- [FIXED] Crab CRB-20_Chem_Loadout pointing to stock CRB-20_MDA instead of the proper CRB-20_Chem_MDA. This bug won't impact anything other than loadout defaults so was otherwise harmless.
- [FIXED] LBMV conflict with Griffin GRF-6S hardpoint assignment.
- [FIXED] Removed compression flag from YAMLPatch to keep the saveeditor from complaining.
- [FIXED] Fix the loadout assignments for the PXH-1, PXH-2, PXH-3S, PHX-R
- [FIXED] Fix the quirks for the Griffin GRF-1RG/GRF-3RG via Mechs.json to fix compatibility with LBMV.
Version v1.3h
* ***LOADOUT COUNT: 140
- [FIXED] the blank space eyesore on the leftarm of the Urbanmech on the R68M, P66, P67. A more proper adjustment may be done in the near future. Could use a mirrored Skeleton Mesh of the Right Arm and superimpose it over the left using a "Blank Hardpoint" MDA entry but I haven't figured out how to inherit the mech texture for it.
- [FIXED] Blank space in Urbanmech UM-R63X left arm via Pak Patch (YetAnotherMechlabPatch.pak).
- [FIXED] I did it .. YET AGAIN... fixed another borked reference causing dropship softlocks in mission which is totally my fault (sorry everyone!) while doing housekeeping. This time it was the Urbanmech UM-R68M. Was having issues updating references with the editor one night and it didn't update proper like it should. Thank you @RangeValley for providing the save files for analysis!
- [ADDED] Corsair COR-7A, a non-hero variant for once! [Thanks Phfor!]
- [BALANCE] Reduction of rarity values for subvariants for all factions where they are not marked as 'unavailable'. They are supposed to be more unique encounters and not so common they outnumber the stock variants. This should help counter that.
Version v1.3g
[BUGFIX] Had an invalid Javelin JVN-10A Unitcard causing softlocks in games due to being unable to spawn. Instead of assigning the Loadout in the UnitCard I assigned a reference to the MDA instead. Why did this happen? I'm an idiot who submitted a partially verified mod the other night half asleep and been hotfixing ever since. Thanks to everyone for bringing this to my attention, special thanks to Ralph for submitting the borked gamesaves for analysis, and JanuHull for validating the issue was resolved with v1.3e giving a reference point for the problem!
[ADDED] Raven RVN-4Lr {Canon-ish / Special Request}
[UPDATED] 2x FLE-20 variants w/ Stealth
[ADDED] 2x ZEUS ZEU-6T Variants {NAVID}
[ADDED] 1x ZEUS ZEU-6S Variants {NAVID}
[ADDED] Urbanmech UM-R69 {Canon}
[ADDED] Urbanmech UM-R70 {Canon}
[ADDED] Urbanmech UM-R93 {Canon}
[ADDED] Urbanmech UM-R96 {Canon}
[ADDED] Urbanmech UM-P60 {Pirate/Outlaw}
[ADDED] Urbanmech UM-P66 {Pirate/Outlaw}
[ADDED] Urbanmech UM-P67 {Pirate/Outlaw}
[ADDED] Javelin JVN-10A {Canon}
[ADDED] 1x Javelin JVN-10A Variant [Self]
[FIXED] Cyclops subvariants showing as their dev names.
[REVERTED] Attempted workaround for FLEA Multisalvage entries. Was preventing the subvariants from showing via market.
[ADDED] Clint CLNT-2-3TP variant based on the assassin on request.
[ADDED] 1x Crab CRB-20 Subvariant [Self]
[FIXED] Atlas AS7-D-Y subvariant phased out. Intro Date/Difficulty set to 9999/500 and Market Tag removed. There should be no subvariant spawns based on hero mechs to avoid duplicates.
[HOUSEKEEPING] Base Variants moving forward have an underscore prefix to the MDA names in the event of mod conflicts with MDA names. Also to help differentiate between them and Subs.
[FIXED] On request of the YAML Team, Changed Default Load Order from 7 to 6.
Version v1.3e
- Fixed FLE-19 subvariant and fixed tagging. (Thanks @Nuub3d)
- Added FLE-19 subvariant based on the canon FLE-19 to fill the gap. (Thanks @Nuub3d)
Version v1.3d
Initial re-release under a new maintainer with the fat trimmed and issues [mostly] resolved. 95 variants currently accounted for and growing.
A collection of mech subvariants based on YetAnotherWeapon to add to your gameplay experience. They are subvariants that will occasionally replace default variant loadouts with their own on spawning or will show up in the mech market. These variants can include weapons such as the LongTom, Thumper, or even Sniper amongst many others. They will not show in Instant Action as selectable mechs save for a couple base canon variants added such as the Urbanmech-AIV.
This mech pack was originally an optional download alongside Yet Another MechLab. However, I have been offered (with a gauss rifle to my cockpit as motivation- HELP!) to take up maintenance and continuation of this part of the "Yet Another" series of mods as the original pack was very out of date and so it has been moved to its' own mod page. If there are any issues feel free to bring them up at the "Yet Another Discord" accordingly at #General-Troubleshooting.
There are also some base variants added which can be immediately found in Instant Action as well as in the field and market unlike the subvariants/different loadouts which are field/market only: Annihilator ANH-3A Archer ARC-5WX Atlas AS7-KAT (Canopian Hero) Clint CLNT-2-3TP (Assassin Base) Commando COM-1C Corsair COR-7A Javelin JVN-10A Griffin GRF-1RG Griffin GRF-3RG Marauder MAD-5T Raven RVN-4LC Raven RVN-4Lr Raven RVN-NM (Canopian Hero) Raven RVN-SR Raven RVN-SS Rifleman RFL-3N-2 Urbanmech UM-AIV Urbanmech UM-R68M Urbanmech UM-R69 Urbanmech UM-R70 Urbanmech UM-R93 Urbanmech UM-R96 Urbanmech UM-P60 Urbanmech UM-P63 Urbanmech UM-P66 Urbanmech UM-P67 Urbanmech UM-P69
Version Compatibility Issues: - Subvariant builds will show up as a unique entity in the YAML Salvage v2/Scrap lists such as showing multiple entries for a Rifleman RFL-3N. This has been addressed as of YAMM v1.3i and YAML 0.52 to prevent them occurring any further. Any existing duplicates will need to be addressed yourself by either using them or selling them.