MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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PilotOverhaul - Eternal
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1.543 GB
Jun 16 @ 12:18pm
Nov 3 @ 7:10am
20 Change Notes ( view )

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PilotOverhaul - Eternal

Description
The original mod by Wpnx330 can be found here:
Original Pilot Overhaul[www.nexusmods.com]

Pilot Overhaul - Eternal is a continuation that fixes many issues with the original, and is planned to be kept up to date with additional fixes and new options. In the future a separate download will be available with continued development of new features that were intended for Pilot Overhaul 2 that didn't make it into the original mod. See the changelogs section for a list of updates from the original mod.

This mod should be save game compatible with saves that used the original, but always take backup saves.

Major Features:

Pilot quirks:
Pilots can gain quirks through missions and training that can affect their maximum skills. These can be both positive and negative, and allow pilots to specialize in weapon types or other skills. Every pilot will have a different starting set, and different maximum quirk count, all of which can be affected by training your pilots. When in an industrial zone pilots can be trained at the cost of time and cbills to remove negative quirks, add specific positive quirks, and to increase the pilots maximum quirk count.

Mech Affinity:
Pilots need to gain experience with mech chassis and weight classes. At first, when a pilot has never used a mech before, they will have effects like slower rotation, and have shorter sensor range. As the pilot becomes more experienced with the mech, these effects will eventually turn positive. The experience can carry over to other variants of a mech chassis and to other mechs in the same weight class at a reduced rate.

Pilot fatigue and injury:
This mod also completely overhauls the injury system. Pilots will have an increased chance of further injury, and reduced stats if deployed while still injured. This scales with the level of injury. After missions, pilots will also now become fatigued. This has a similar effect to injury, though much reduced. This encourages keeping a backup pilot roster when running missions back-to-back. All of this is configurable through mod options.

Pilot customization:
Pilots are now highly customizable with the ability to change their name, callsign, portrait, backstory, and voice. To support this, the mod also adds 65 new pilot voices, and over 300 new portraits.

Missing in action:
As a result of losing their mech in a mission, pilots can now go missing in action. This can have several outcomes, from being held at ransom, needing to be rescued through completion of a specific mission, or finding their way home on their own.

Rank and wages:
Pilots are now paid based on their skills and rank. Their initial rank affects their base skills and wage. They can increase their rank through gaining skills and quirks.

Pilot stats:
The barracks and deployment screens now keep track of pilot stats, including kills, damage dealt, damage taken, and much more.

Commander:
The commander can now be replaced by other pilots, can move to other pilot slots, and can be injured or even killed like all other pilots. The commander can also have quirks and traits through mod options.

Gather the Elite:
A set of mini campaign arcs to find high-level custom pilots voiced by the supporters of the original mod.

UI changes:
Sections of the UI were changed to support the above features, complete with tooltips to explain any new features.

Configurability:
Most things can be configured through the use of ModOptions[www.nexusmods.com].


Thank you Bobbert for providing the source for Enhanced Academies.


Links:
If you want to talk about the mod, or have an issue you would like to report, you can do in either of these places:
The original Pilot Overhaul discord[discord.gg]
My modding discord[discord.gg]

If you want to support my modding, you can do so here:
https://ko-fi.com/jackalope85
Popular Discussions View All (1)
2
Sep 12 @ 11:54pm
Melee "specialization" possible for player lancers?
Swatti
229 Comments
Ketchup_Stain Nov 20 @ 9:45pm 
I'm able to send Mason to academy training. I just remove him from Bay 1, then disable PO. When I load the saves he becomes available to train (because he becomes a regular pilot, ie he can die)
jackalope85  [author] Nov 19 @ 12:04pm 
I'm aware of the commander training issues, and I'm looking into it. Hopefully will have it fixed next update.
busto Nov 19 @ 11:33am 
@Crimson Thunder I have the same issue. No training report when pilots come back from
DozenthTurmoil Nov 18 @ 8:06am 
@rickson
yeah i'm unable to send the commander to academies
Rickson Nov 16 @ 6:56pm 
Is anyone else unable to send the commander to academies? It seems to work with commander Mason if I start the campaign but not if I start any of the other careers.
Tulse Luper Nov 14 @ 4:10pm 
Noticed a problem while playing: he pilot's skill caps may be raised after completing a grad program as expected, but if the pilot completes a corrections program it will revert the skill caps to whatever they were before doing the grad program. When I tried doing the grad program again afterwards, the skill caps would remain at this lower level even though "Skill Cap Increased X2" etc. would appear next to the various skills in the "training complete" screen. This persisted after traveling to a new system and then back before doing the grad program the second time.
jackalope85  [author] Nov 10 @ 10:51am 
@porcupine the warning can be ignored. This works fine with co-op unlocked
porcupine Nov 10 @ 7:21am 
Any chance this mod get updated to not conflict with Co-Op unlocked or can the warning be ignored
Davek Halcyon Nov 7 @ 10:13am 
@jackalope85 if you get PO in the correct position in the load order it will usually work fine with MercTech, however as you mentioned, I know that he's working on an integrated version to include later on, as well.
9tails Nov 7 @ 2:42am 
I suggest that the icon for Mastered rank in chassis affinity be changed from an orange color to a bright blue one, to make Mastered more visually distinct from Below Average.