MechWarrior 5: Mercenaries

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MusTangAu
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Re: MechWarrior 5: Mercenaries

Post by MusTangAu » Mon Dec 30, 2019 2:36 am

gideon25 wrote:
Sat Dec 28, 2019 9:58 am
Hehe, hopefully the save editor guy at nexus will include doing stuff like this. WAYYYY too intricate to describe in a post on how to do this (very tedious) but it shows what can be done save editing. He has jump jets and I call him Monster:
Image
Hi can you share how you get Gauss gun on to the Blackjack BJ-A :?:

¯\_(ツ)_/¯

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HEROES
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Re: MechWarrior 5: Mercenaries

Post by HEROES » Mon Dec 30, 2019 3:26 am

gideon25 wrote:
Sat Dec 28, 2019 9:58 am
Hehe, hopefully the save editor guy at nexus will include doing stuff like this. WAYYYY too intricate to describe in a post on how to do this (very tedious) but it shows what can be done save editing. He has jump jets and I call him Monster:
Image
how to edit slot ?

wolfisince1978
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Re: MechWarrior 5: Mercenaries

Post by wolfisince1978 » Tue Dec 31, 2019 10:39 am

Sondermuell wrote:
Sun Dec 29, 2019 10:53 am
is there a way to NOT have everything enabled by default ? i only want the salvage maxer, but when i run the table everything else is on too, cbills get nailed to the 10mil value, etc etc.
Yes there is... you either need to open the .CT script with Notepad or another text-editor and edit those lines to look like this:

// On foot
bEnableMovementSpeedMod:
dd 0
fMovementSpeedMod:
dd (float)1.5
bEnableJumpSpeedMod:
dd 0
fJumpSpeedMod:
dd (float)1.25
// In computer
bEnableMinCash:
dd 0
iMinCash:
dq (int)20000000
bEnablePilotSkillPatcher:
dd 0
iMinSkillCap:
dd (int)5
bEnableMechTonnageMod:
dd 0
fMechTonnageMod:
dd (float)0.75
bEnableMinWeaponCount:
dd 0
iMinWeaponCount:
dd (int)8
bEnableMinEquipmentCount:
dd 0
iMinEquipmentCount:
dd (int)12
bEnableRefitCostMod:
dd 0
fRefitCostMod:
dd (float)0.5
bEnableRefitTimeMod:
dd 0
fRefitTimeMod:
dd (float)0.5
bEnableDeployAnyTons:
dd 0
bEnableSalvageMaxer:
dd 1
// In mech
bEnableGodMode:
dd 0
bEnableNoRecoil:
dd 0
bEnableInfiniteAmmo:
dd 0
bEnableDamageMod:
dd 0
fDamageMod:
dd (float)0.5
bEnableMechCooldownMod:
dd 0
fMechCooldownMod:
dd (float)2.0
bEnableWeaponCooldownMod:
dd 0
fWeaponCooldownMod:
dd (float)2.0
bEnableInfiniteJumpJet:
dd 0
bEnableJumpJetVerticalSpeedMod:
dd 0
fJumpJetVerticalSpeedMod:
dd (float)1.5
bEnableJumpJetForwardSpeedMod:
dd 0
fJumpJetForwardSpeedMod:
dd (float)1.5

(=> dd 0 = disabled, dd 1 = enabled)

or you run the script once in Cheat Engine and just disable every other option (hit Enter and choose Disabled) and save the script after editing it to your liking.

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Re: MechWarrior 5: Mercenaries

Post by Acid » Wed Jan 01, 2020 12:51 pm

@Csimbi

Would you consider changing the "Refit Cost Mod" so that repaires have no cost?

endersblade
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Re: MechWarrior 5: Mercenaries

Post by endersblade » Wed Jan 01, 2020 3:21 pm

Having an issue with this. First time I downloaded and ran it, worked just fine. Only option I used was setting pilot skill caps to 10. Just got some new pilots, can't get the script to activate. Yes, I have the other file in the autorun folder, I'm not getting any errors. The script pops up in the bottom of CE (using 7.0 btw), I attempt to activate it like I've done a thousand times for other games, but nothing happens at all. I've also tried it on CE 6.8.3, no joy.

What am I missing here? Do I need to be at a specific point in the game? Main screen, home menu, etc?

Hmm, I also apparently have the issue mentioned previously where my name gets changed to 257.

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Lord Blade
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Re: MechWarrior 5: Mercenaries

Post by Lord Blade » Sun Jan 05, 2020 5:38 am

Any way of making your wingmen invincible?

gideon25
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Re: MechWarrior 5: Mercenaries

Post by gideon25 » Sun Jan 05, 2020 11:39 am

Lord Blade wrote:
Sun Jan 05, 2020 5:38 am
Any way of making your wingmen invincible?
Yea, there is a FLiNG trainer that does that,google it. You'll have to disable Csimbi's main script to use it.

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Re: MechWarrior 5: Mercenaries

Post by Lord Blade » Sun Jan 05, 2020 10:14 pm

Thanks.

So I can't run Fling's trainer along with the CE one? Mainly I'd like the salvage point cheat from CE, as Fling doesn't do that bit.

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Re: MechWarrior 5: Mercenaries

Post by michaelmj11 » Mon Jan 06, 2020 5:59 am

ndck76 wrote:
Mon Dec 23, 2019 2:31 am
Is it possible to add a script for mech movement speed?
I agree. I could care less about movement speed of the character in the Hanger....

I would LOVE to be able to edit how fast a mech can move around the map

Please help? (i havn't got a clue how to find this on my own)

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Re: MechWarrior 5: Mercenaries

Post by Jernau » Mon Jan 06, 2020 4:14 pm

I think the pilot patcher might need to be updated. It's not currently working for any of my save games.

EDIT: Weapons count as well.

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Re: MechWarrior 5: Mercenaries

Post by endersblade » Sat Jan 11, 2020 10:04 pm

Still unable to get this to attach to the game...

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Re: MechWarrior 5: Mercenaries

Post by reversecowgirl » Sat Jan 18, 2020 5:36 pm

Trainer can speed up time. How about SlowMo?
For drive-by shooting precision and relatively quick management. I could issue orders for 3 Mechs and shoot something on the single jump jet charge.

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Re: MechWarrior 5: Mercenaries

Post by stonegolem » Sun Jan 19, 2020 10:54 am

wolfisince1978 wrote:
Tue Dec 31, 2019 10:39 am
Thank you. I was searching for this solution.

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Re: MechWarrior 5: Mercenaries

Post by onyxius » Wed Jan 29, 2020 8:31 pm

928 meg update just landed. Waiting for it to finish to see if this still works.

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Re: MechWarrior 5: Mercenaries

Post by onyxius » Wed Jan 29, 2020 9:04 pm

Looks to still be working
Any way to add reputation modification?
Would there be a way to take control of the percentage rate on getting a rare mech so say we can put it to 100% chance to get rares or even pick what rare to get?

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