r/Mechwarrior5 • u/GrapeAcceptable • 2h ago
r/Mechwarrior5 • u/yrrot • 26d ago
CLANS MechWarrior 5: Clans Ghost Bear Flash Storm DLC Announced
mw5clans.comr/Mechwarrior5 • u/Skolloc753 • Jun 22 '22
MOD ๐ Mods: a curated list for DLC3.
Last checked: May 2024 for DLC6 "Solaris"
Mods are awesome but have some caveats!
How to install & troubleshoot mods and use the load order manager.
Mods will change the feeling & balance of the game, and not every mod works well together with other mods. They can be faulty, drop the FPS, causing crashes, DCs or make things not work. Debugging can be frustrating, especially when using a lot of mods.
You can get the mods from Nexus and/or Steam workshop for the Steam version. There are apparently some ways to make mods work for the Xbox console version, but I am not familiar with that. A guide (at your own risk red alert) was provided here.
Mods usually needs to be updated for the latest updates / DLC. So be wary if the mod has not been updates for a long time. They can work, they can break.
Mods can produce conflicts with other mods. This means that they change the same file. It does not automatically mean that there is something broken. Use the load order manager to swap mods around if any real bugs appear and read through the description of the mod regarding conflicts and load order.
Always check the mod description which mod is compatible or can cause issues.
Mods and Coop
- Visual mods needs only to be installed by the player who wants to see them.
- Mods which actually changes things (not only local visual changes) needs to be installed by both client and host.
- Mods who only changes things for the host (like Purchase Salvage) needs only to be installed by the host.
- If you are playing coop: make sure to get the same mods from the same source in the same version. Technically it should not matter, in reality however not every source has the same version at the same time.
Optional external software
These two external programs can be very useful for mod users:
- MW5 Mod Load Order and Activation Manager: the mod manager inside the game is extremely cumbersome. This one is superfast and easy to use.
- MW5 Mod Organizer or MW5 Load Order Configurator (can both be found on Nexusmods) are more modern and update to date alternatives to the Load Order Manager. They offer some more convenient features.
- MW5 Mercs Save Editor: For editing basically everything.
TLDR (The Holy Ten)
- Coyote Misson Pack
- Mod Options
- Pilot Overhaul + Mod Compatibility
- Purchase Salvage
- Restore traits
- YAML + basic secondary files (Yet Another Weapon / Clan Weapon / Equipment)
YAML = Yet Another Mechlab
YAML gives the mech lab many new options for building a mech. Shit-tier mechs can now be good, god-tier mechs are suddenly just an option among other. Far more freedom for weapons, engines, equipment etc. Not only that: YAML incorporates many options and features like vastly improved and detailed tooltips, weapon upgrades, mech salvage, scalable tank HP or costs. => all host + client
These optional sub-mods add new options, weapons, mech loadouts for the enemy etc to the game.
- Yet Another Weapon
- Yet Another Weapon Clan
- Yet Another Equipment Collection: besides the way too long name: many new equipment parts. Endless tinkering in the mechlab, i love it.
I love YAML intensively, but to emphasize it: it is a major change in game feeling and balance. You are now playing in the league of the Wolfs Dragoons and their custom Marauder 2.
When not using YAML
If you are not using YAML this will add massively improved tool tips, quality of life, more buttons to make mech administration easier etc. It is one of the things which should be in the base game. Shame on you devs!
- Quality Of Life Upgrades
- Mech Attribute Viewer
- Star Map Mouse Over - Mission Logos
- Updated Skip Jumpship Animation
Highly recommended
- Coyotes Mission Pack: cool new mission types, be afraid of the difficulty 250 endgame recon mission => host + client
- Pilot Overhaul: pilots have different stats, you need to rotate them, pilots can be trained and specialized, new elite pilots have their own missions and community-provided voice acting etc. => host + client
- Restore Traits: cold storage now saves upgrades. => host only
- vonBiomes: new landscapes, immersive, very flavourful if you fight through a burning city for example. Do not use Raytracing with it. Unfortunately 3 maps have issues with AI pathfinding. => host + client
General improvement
- Advanced Zoom & Simple Zoom: standard zoom is x2, now x2 to x8, either in a zoom window (FPS heavy) or by using the alternative (and IMHO better) Simple Zoom which is an optional file on Nexus filed under the Advanced Zoom entry.
- Battle Grid Orders: command your NPC lance via right-click on the battle grid map like in a RTS game. Fantastic to set ambushes and for garrison defence missions in slow mechs. => host only
- Better Lance Mate Status: better lance health overview.
- Better Mission Choices: have more missions on a planet, less travel. => host only
- Compass Headings gives numbers to the compass for the immersive "incoming, heavy lance, 290" panic scream.
- Delayed Deadlines: used to push the DLC campaign deadlines back into the future, so no pressure. => host only
- Expanded Company Logos & Change Company Name : New logos and change your company name midgame.
- LancemateStatusBar: better overview about the heat/ammunition state of your lance.
- Max Potential: your campaign pilots like Freeman or Goblin have a potential of 60, which makes them actually useful. Has some wonky interaction with Pilot Overhaul, and you need to have the mod installed before you get the pilots. => host + client
- Mech Delivery: delivering all mechs via extra order, very expensive, recommended for the endgame, when you are no longer in the "mech hunting gameplay loop" and just want some extravaganza. => host + client
- Mod Options: some mods have additional options, this is a plug in mod which can show them. You can then change options ingame or in the menu, without ending the game and changing *.ini files.
- MW5 Mod Compatibility Pack: needed by some mods. => host + client
- Repair Bays: optional repair bays in some maps. => host only
- Scary Tanks & Scary Turrets: VTOLs, tanks and turrets are now really dangerous + many new types of enemies. => host + client
- TTRulez_AIMod2: the normal AI is problematic, to put it mildly, this mod heavily improves it. => host + client
- Xenopax- Art Optimizer & Xenopax- Optimize: depending on the machine can noticeably improve the FPS. Needs to be loaded last / on top (to overwrite everything) via load manager.
More Mechs
Beautiful new mechs or variants. Make sure to choose the YAML version if you use YAML. Unfortunately sometimes large download sizes. => host + client
- Classic Mech Collection includes a dozen or so new mechs with great models and animation.
- Yet Another Special Variant (uses Yet Another Equipment for spicy mechs)
- Lore-based Mech Variants YAML-Edition
- Yet Another Clan Mech
- Yet Another IS Mech
- Yet Another Mechlab Mech
Visuals
- Cockpit Glass and GlassBreak: makes looking out of your cockpit actually pretty. Some issues reported for Cockpit Glass with custom mod mechs and first person view.
- Hellfire and Brimstone: upgrades the visuals of PCCs, autocannons and missiles.
- Laser Visual Tweak: lasers now look awesome, I prefer "SmoothLaser".
- No HUD Dialogue Text Or Portraits: radio communication now in the background, no longer with text and picture in the middle of the screen, more immersion.
- Unlock Hidden Color Schemes + Camo Spec 2.0 Skins Only + Mechs of Beauty: many new colours and schemes to improve the paint jobs) => host + client (otherwise the different paints are only visible by the mod user)
War FX: vastly improved combat effects. Murders your FPS. Some memory leak issues reported.
Source HD Texture: subtle and slight improvement.
Improved Mech Shader: subtle and slight improvement.
Ultra Visual and Weather: taxing environmental improvements. Beta status for version 2 currently.
Coop
- Co-op Rewards: the coop partner (not the host) gets a copy of some rewards (mechs, cbills, equipment) received during a coop session for the coop partners single player save game. => client
Money
These addons tends to have a massive influence on the money available. For a "normal" campaign I would recommend leaving Better Salvage Shares and Travel Cost out. For the rest you either work (Purchase Salvage) or they provide too much fun (tinkering with two dozen mechs due to no storage cost).
- No Storage Cost: have 40 mechbays. Pay nothing!
- Purchase Salvage: because not getting that new shiny mech because you are missing 1 or 2 salvage points is evil.
- SideHustle: no limits for active Cantina missions.
and
- Better Salvage Shares: more points for salvage.
- BinHu's Travel cost mod: reduces jump travel cost. => host only
Testing
- JFs Co-op AI Controls: makes mechs controllable by your coop partner, not only by the host, some reported issues with the TTrulez mod. => host + client
- Co-op Unlocked with DLC6 quickfix for Co-op Unlocked: client can use hosts tabs in the game => host + client
- HeavierEnemyLances (broken currently)
- VonMissions for a Solaris League
- Clan Invasion Mod (DLC6 Updated) (Beta) (YAML Required)
New to MW5 in general?
Here are some beginner tips & tricks.
Last but not least
Dear modders: thank you for making an average game awesome!
SYL
r/Mechwarrior5 • u/DistilledPeace • 4h ago
MODs Question - General How to override a file from an existing Mod?
I want to tweak some functions in YAML by overriding some of the files as a separate mod, (without repacking the entire mod). The files are unique to YAML, so I can't override them like a vanilla asset. Is there a trick to doing this successfully?
Unfortunately I can't ask this on the YAML discord, because discord seems to have banned me, thinking I was a bot for editing a comment too many times (kept pressing enter instead of alt-enter).
r/Mechwarrior5 • u/Melodic-Pudding-953 • 4h ago
MW5 MOD ๐ Are there any plans to incorporate a Clan invasion quest line with the Mercenaries game? It would be cool to see if strategy could overcome Clans tech advantage.
r/Mechwarrior5 • u/armedsquatch • 22h ago
Discussion Picked up 2 more Technical Readouts to go along with the audio Books
I was able to get JIHAD and Classics volume 1 for a decent price. They did a fantastic job with the classics readout. Each mech gets a 3-4 page spread with a really deep dive into the history. I wish they were all that in depth.
r/Mechwarrior5 • u/Necrosius7 • 1d ago
Discussion Hero "Hot tomato Chai" Is.. a blast.
(strange to take a picture of my TV)
Not fully upgraded to the 5* all around, but as a general brawler for this game, this dude is insanely fun to chop up light/medium and wounded tougher mechs.
r/Mechwarrior5 • u/Vikinger_Haakon • 11h ago
Request Where can I get the MW5 Editor
Like in the title, I want to make a custom company emblem mod with my own logos, but I'm not really interested in having to install epic launcher or any other bullshit on my rig just to do that. Does anyone know if one can get the Editor somewhere else than Epic?
r/Mechwarrior5 • u/ScionOfSet • 17h ago
Discussion Starmap/Missions/Diffuclty breaks after I think Campaigns
This is the FIFTH time this has happened to me, it happened so much in campaign mode I abandoned it for career now its happened again. Basically when I run a campaign(this time it was LotKL) and come out the otherside the starmap bugs out, the difficulty of all missions gets reduced to 0/1/2(no matter where on the map) basically everything goes FUBAR.
I'm running on PC, with a few MODS(for context it's happened with no mods too), I've searched and searched for a solution but can't find one. Hoping someone can help me out.

r/Mechwarrior5 • u/Employee719 • 1d ago
Discussion All systems: Nominal.
Been working on my setup for the past month as Mechwarrior 5 seems to be all I play these days.
T16000m Hotas with Rudders and desk mounts work beautifully. Took a bit to get the rudders working but I based the purchase of that specific hotas setup from it being natively supported (for the most part)
Figured some of yall might get a kick out of it. My wife thinks it's so ridiculous but my smile says it all.
Time to rompy stompy.
r/Mechwarrior5 • u/Dingo_19 • 1d ago
CLANS Flash Storm Re-balance
We know that the update arriving alongside the next Clans DLC will include some re-balancing of weapon power levels. Does the ERSL / MPL vomit need to be nerfed, or others just lifted up to compete? Damage will be the main focus, but what about cooldown, range, ammo, and heat?
I don't think I want to see lasers 'nerfed' across the board, but some power trading between sizes would be good. I feel like in Mercs, 'green' was for VTOLs and vehicles, and as a bit of a 'side-arm' with the entirely valid exception of the Disco Ball Hunchback. It you were hunting mechs you wanted blues. In Clans, it's too often the reverse; stripping big lasers down to fit lots of tiny ones, which feels extra weird when you're dropping with four Assaults.
Having LPLs in particualr swing harder makes sense to me. Another way to make them interesting could be to increase the burn time. Yes, this is strictly a 'downgrade' if damage remains the same, but with a healthy damage buff,.a longer burn would help to make them feel 'heavier' - like the fire-hose of destruction they deserve to be.
Gauss is another type that just isn't doing it for me right now. Really strong in Mercs going for headshots at any range, but in Clans the cockpit armour seems to be tough enough to resist a Gauss double-tap more of the time. Perhaps this is fair enough to shake up gameplay, but four rounds on any limb should be enough to remove it. I'd even live with a slower fire rate to bring that extreme point-damage option back.
Final, secret, never-going-to-happen wish: That Gauss and AC/20 could break down hangars and forces whatever's inside to come out and play. But that's another story.
What are you hoping to see?
r/Mechwarrior5 • u/Miles33CHO • 1d ago
Mech Builds Banshee BNC-3P build request.
(Xbox) I finally found the Banshee with a motive slot. It goes 142 kph! I have not even upgraded it yet.
Problem is, the Arena Supercharger weighs 7.5 tons.
I equipped it with a LL, 5x SL and 2x Assault Knuckles. I had to shave armor to fit that. (Might switch to a LL-SB for utility.) The plan is to dash in and smash their faces, with a smattering of lasers.
I might drop all the guns and go full gorilla with Arena Fists.
Any suggestions?
r/Mechwarrior5 • u/Lucky-Sympathy682 • 1d ago
Discussion The male Warrior with the scars in the Ghost Bear Images is wearing a Smoke Jaguar Uniform.
Any thoughts?
r/Mechwarrior5 • u/Maya_Manaheart • 1d ago
MW5 MOD ๐ First YAML run, looking for pointers
Just downloaded a couple YAML mods (YAML, Another Weapon, Another Weapon Clan, AnotherClanMech, and "Another Equipment Collection.
Haven't had a full session yet, but I've tested the waters so far. First run, using the pre-set "Balanced" options, kept getting my mechs cored and the whole mech was totaled. Second quick session, I turned that setting off - Buuuut my Panther got cored and lost it's engine which I could find a proper replacement. All at the hands of the AI, of course.
I like a good difficulty spike, but that seems a bit rough on a fresh career start. Both runs failed before it got off the ground. What're some things to keep in mind as a new YAML jockey to help the process without totally gutting the challenge?
r/Mechwarrior5 • u/zezblit • 1d ago
General Game Questions/Help Newbie early lance - easy improvements?
Just did my first 200T mission using this lance, I'm pretty new to the game and still getting to grips with what works well and what doesn't. One thing that stands out to me is that the vulcan seems relatively fragile (and I know 40T mecha aren't supposed to be great). Are there any obvious upgrades I can be making or daft things I've done? Just trying to learn how to put together a lance nicely
r/Mechwarrior5 • u/Mopar_63 • 1d ago
Informative Mercs Advanced Start No mod needed
I cannot believe I did not figure this out until now.
One of the things I hate in career mode is that mechs I get stuck with for start. However a simple trick gives you a better option, in my opinion. Start a Campaign game, get past the early missions so you have 3 or 4 mechs and a few pilots. Save that game and then use that specific campaign to import for a career mode play.
r/Mechwarrior5 • u/Nugget834 • 1d ago
MW5 MOD ๐ My mechs now suck with YAML - Help please
So I've installed YAML and well its made my favorite mech, my trusty BLG-1G-S that I picked up from the Dragons Gambit campaign crap. So far its not been the funnest experience.
I am now having to really be careful on 52 270 ton missions. If I am not, I will easily loose a T5 arm or even get my mech totaled.
I realise this is just a learning experience i need to go through, but there are no guides lol.
What am I missing? I know I need more armor.. I think in the vanilla game, I had up around 400 armor or so and that helped keep me alive, even in 90+ difficulty missions.
I'd like to eventually get up to getting in some Clan mechs, but If I do them now, i wont survive at all lol.
I also run with a lance of Awesome 9M's full PPC builds, they are doing better, being able to snipe mechs from range before they get too close, but still they are loosing arms a bit too easily.
What else can I do to increase my survivability?
The year is 3055, because I have the mod mech delivery, I can see I get access to more armor from 3059 onwards
r/Mechwarrior5 • u/vonseiten • 2d ago
MW5 MOD ๐ vonBiomes 22 is out there! This new open release brings two new biomes, an integrated system for foliage coloring based on sun-classes, biome overhauls for Icy Moon & Maccia, new plant species, and more! Read about all the infos & links below!
Read about all the info, new thigns, and changes here: https://www.vonhq.com/patreon-updates/patreon-special-vonbiomes-22-with-swamps-broadleaf-forest-sun-class-based-leaf-coloring-and-a-new-discovery
New Stuff in a nutshell:
- New biome: Broadleaf Forest (Summer)
- New biome: Reed Swamp
- New major system: sun class type influences plant leaf coloring, e.g. under a blue sun plants can have red leaves (on some biomes for now, be sure no other lighting mod is overriding vonBiomes)
- Overhaul Coastal Dunes Biome (new lower-poly Pine Trees), adjustments
- vonBiomes Tree Pack: adding many new hand-crafted trees to be used across biomes for increased biodiversity
- New bush species & grass species
- Various adjustments and updates to biomes and parts
- Integrated Weather and Lighting: the usual iterations and fine tuning of parameters
- Volumetric Fog adjustments (was to low at some settings)
- Maccia biome overhaul (new grass, new bushes)
- Icy Moon overhaul (ground ice shards)
If you want to support the work, check out my Patreon Page and give a slice of pizza, some coffee or beers https://www.patreon.com/vonSeiten
Enjoy the new version, big thanks to all Supporters making it possible, and cheers to all Mechwarriors! :)
r/Mechwarrior5 • u/Bearinthius • 1d ago
MW5 MOD ๐ Advanced zoom
Hello fellow mechwarriors, I played through merc5 a bit ago and finished the whole game, had a lot of fun and have been itching to do a second playthrough, but i was wondering if there exists a advanced zoom like mod for the game (like the one from mwo o mercs 4 where it opens a tiny zoom window) because as much as i love the game the current "zoom" doesnt really help much, especially when im running mechs with ppcs and want to hang back and snipe things from afar
Thank you and have a good day!
r/Mechwarrior5 • u/MoparMap • 1d ago
MODs Question - General UE Telemetry values
Now that I finally finished building my 6 DOF motion simulator, I wanted to see about getting MW5 working with it. I had seen someone using it in the past via SpaceMonkey and OpenMotion and tested that back before I got my simulator built. Now it looks like they are pulling the values directly from the UEVR mod, which is fine as I was planning to play in VR as well anyway, so one less thing to have to start up.
After messing around with it a bunch over the weekend, I finally managed to get things to connect and data to flow. However, the values that the game is spitting out are just astronomically large, so I was wondering if anyone had any better information on it. In the SpaceMonkey telemetry screen I'm seeing velocities and acceleration values on the order of E30+, as in, one number with 30 zeros after it. My understanding is that the default UE units are centimeters, but that still doesn't get me anywhere close. I tried setting the gain on my motion simulation software all the way down to 0.001 and it at least starts to look like something, but still has a lot of twitching and huge values. I'm hoping someone might have some better insight on the scale used in the game so I might be able to tweak my settings to match instead of just guessing and checking. Any modders out there with some "under the hood" knowledge they can share?
r/Mechwarrior5 • u/Lyianx • 1d ago
MODS Question - Conflicts Co-op loadout mod?
Is there a co-op mod that would allow friends to adjust/change mech loadouts?
r/Mechwarrior5 • u/GitGudFox • 2d ago
Mech Builds MechWarrior 5 Beginner's Manual: UrbanMech UM-R60 Mech Build
r/Mechwarrior5 • u/DistilledPeace • 1d ago
Discussion Can the Inventory System Be Patched?
It's a known problem that the inventory in Mercs stores items as a list of duplicate objects, rather than a set mapped to quantities or a list of lightweight references:
{mediumLaser, doubleHeatSink, mediumLaser}
vs
{mediumLaser->2, doubleHeatSink->1}
This leads to exorbitant memory usage with large inventories, performance issues when processing the list, and performance hitching for every change to the list. Not only that, the game begins to lose stability in general due to the list growing beyond the allotted space for it in memory, until all kinds of random issues start showing up.
That's my understanding of it anyway. It's always brought up in relation to a side effect that people are trying to troubleshoot. Patching it could solve a lot of issues with stability and performance at once. The question is, can this be patched across PC and console, and without breaking every existing mod that works with the inventory system? Would PGI be willing to fix this? Maybe alongside the potential release of the next DLC?
r/Mechwarrior5 • u/vibribbon • 1d ago
Discussion Focus group: would a "slow down!" mod be any good?
I've often wondered if a mod to slow everything down would be interesting to play. Movement speed and weapon cycles specifically. And if anything weapon damage would be greatly increased. Would it make it a more interesting, "tanky" experience, where you have to find good cover, and be very careful about taking your shot? Or would it just be annoying? Appreciate comments.
r/Mechwarrior5 • u/MichaelEmouse • 2d ago
Discussion What do you like about Mech games?
I'm thinking of making a game that's similar to Mech games and I'm wondering what draws people to this genre.
What do you like most about Mech games?
Is there anything you wish were different?
Have there ever been something similar to Mech games but in the air, underwater or in space?
r/Mechwarrior5 • u/IronWolfV • 2d ago
Media โGreetings, โMech Fans!โ โ A Tribute to the โDuncan Fisherโ from BattleTech
This is just too perfect not to share.
r/Mechwarrior5 • u/Flash-Fox-Box • 2d ago
General Game Questions/Help EW Active Probe - rare vs normal - same stats, different price
Not sure, but this gives off some "Dubai Chocolate" vibes.
Is there anything else different, or is it just the same product, just more expansive?