New Biomes, Foliage Overhaul, and Landscapes. Dynamic mission-based Lighting, Weather, Ambient Sounds. New special locations to visit in your missions, like Fortresses, Caves, Rivers, HPG Stations, Spaceports and Landing Pads, and much more!
Requirements
This mod does not have any known dependencies other than the base game.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
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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Changelogs
Version 17-Beta
* Volumetric Cloud System with different cloud types, integrated cloud lighting and more * Enhanced and extended light system with all the variables in calculations, from orbit distances, space nebulas, sky bodies colors and distances, cloud densities, biome modifiers, randomization and more * New Night-vision Material * Mod options for volumetric clouds settings * Fixes and improvements from various biomes
Version 16.5
* Major Performance optimization update! Basalt Pillars, Rocky Desert and Space Port City should now run fine * Atmospheric Haze and Mist updates: Color correction and fixes * Basalt Pillars: Add-on of new huge pillars for more.. pillar-esk biome flair * Updates to general contrast settings * Object optimizations for many background elements * Minor fixes and improvements
Version 16
Optimization of City Backgrounds objects + Randomization of buildings New clouds! set of 8 random clouds masks for your skies Sky lighting: adjustments for brightness Instant Action light update Collision Fixes: Desert Rock, Desert Whale Bones, (test) Top Wall parts on SPC indestructible once more. Ocean scenery tiles with random objects Mission Screen: Lore Integration: Each Solar System has direct access to their Sarna.net Article Mission Screen: Planets are now present as preview and background Large Background Mountain randomization and new mountains New Biome: Lichen World Biome overhaul: Basalt Pillars: Pillar randomization + destructibility Volcano Smoke updated (no green hue) Biome overhaul: Rocky desert: Pillar randomization + destructibility Cave Tile: some cleanups for rocks Holographic ads on Space Port City + many new ones Adjusted landscape texture scale on some biomes Option for disabling biome-special Volumetric Clouds in Sky (for those need to squeeze out performance;) Major night lighting adjustment and light calculation Slight adjustments for Space Nebula light strength Sliiightly reduced fog density at extremes Adjusted values for automatic exposure to be better in line Space Port City: Flags - changing with star system owning faction!
Version 15
Special visual options: Pixalator 3000 Retro (with Mod Options, restart mission after setting)
Update to Old Forest Plant Set
vonBiomes Secret Christmas Special! Play the game between 23th and 27th of December! :wink:
New Biome: Old Forest Winter
New tile: giant tree
Rural Hills: Grass set update
New tile: Fortress variant 2
slightly reduced size of crystals on Crystal fields
vonBiomes lighting: finetuning of night settings
Contract Screen layout updates for optimization of vertical space
Hill Fortress tile: Repair bay placeholder removed for mod compatibility
New Crashed Dropship tile: Overlord
Salvage Operation Tile: made new metal beam objects for break condition fix
New Tile: Volcano
NoSkyObjects Modifier for vonMissions Mod (to remove space stations in case)
Removed changes to tree class from mod (MercTech compatibility)*
Version 14
Instant action: default to Orbit 4
Vanilla fix: if Orbital = 0 (at some story missions) it is set to 4
vonBiomes Water Material Upgrade
Major Lighting Upgrades:
— Sky body scale minimum lowered (small planets in sky)
— Sky body Backlight scaled by sky body size
— Overhaul Planetary Orbit lighting
— Update to Atmospheres & Cloud values
— Complete Overhaul of Fog System densities
— Revamp of lighting parameters and dynamic calculations
— Included planet distance in night lighting calculations and sky body variables
— Tons of additional minor adjustments and variables tweaking
* Updated Pilot Portraits for Patreons * Major fog adjustments and atmosphere overhaul * vonNightvision: brightness adjustments (less yellow bleed) * vonNightvision: Overlay Frame * Extrasolar Moon > biome color adjustment (minimap) * Potential fix for Falling Tree respawn (again) * 5x new background levels (City Smooth Mountain, Domes, Industrial powerplant, Volcano 2...) * Added small random scaler to fog density * Contract screen: Display of Atmosphere density * Things I forgot to note * More Improvements and minor adjustments
Version 12.1-HF
+ Minor Hotfix for Mission Duration Number display * Rain: slightly reduced size of particles * Generic Rock Texture: further improvements * Fix: missing roof of cave in drylands * Added different wind speeds to clouds * More lighting finetuning for more distance planets * Even more light and atmosphere updates * Improvements to rain, snow and hail partilces * New biome variant: No Mans Land Winter (aka "Snow Man's Land) * Expanded atmosphere settings for regular No Mans Land * Brighter Snow IN Permfrost Tundra * Slightly reduced amount of weather particles * Caustic Rain > causes small smoke fx on ground * Landscape texture color randomizer: makes a slight variations to the biome's texture for more visual diversity * Fix for MW5: Suns can now again have different spectral classes (from red dwarfs to blue giants) * Contract screen interface update to use less height * Contract screen: added info for Sun spectral class + orbit in header * New Biome: Bamboo Forest * Suns: added Coronas for more visual levels * Suns: color adjustments, both for star map and jump-in sequence & solar system view V12 Post Patreon 1 * Fixed some objects in the Overlord Dropship Tile * Background Mountain Texture Upgrade * New volcanic smoke * Sky nebulas bleed color and light on night missions * Removed Debris from Huge HPG dishes * Updated Star Background for Dropship and JumpShip Animations + Bridge view * Update for vanilla night vision * 2x new Background mountain variants * 4x new Background cities variants * Chance for Dome * View Solar System in Mission List Screen * Rain Update * Snow Update * Small randomization for fog systems * Small randomization for sun light and sky light * More variance in sun brightness versus orbit
Version 12
* Rain: slightly reduced size of particles * Generic Rock Texture: further improvements * Fix: missing roof of cave in drylands * Added different wind speeds to clouds * More lighting finetuning for more distance planets * Even more light and atmosphere updates * Improvements to rain, snow and hail partilces * New biome variant: No Mans Land Winter (aka "Snow Man's Land) * Expanded atmosphere settings for regular No Mans Land * Brighter Snow IN Permfrost Tundra * Slightly reduced amount of weather particles * Caustic Rain > causes small smoke fx on ground * Landscape texture color randomizer: makes a slight variations to the biome's texture for more visual diversity * Fix for MW5: Suns can now again have different spectral classes (from red dwarfs to blue giants) * Contract screen interface update to use less height * Contract screen: added info for Sun spectral class + orbit in header * New Biome: Bamboo Forest * Suns: added Coronas for more visual levels * Suns: color adjustments, both for star map and jump-in sequence & solar system view V12 Post Patreon 1 * Fixed some objects in the Overlord Dropship Tile * Background Mountain Texture Upgrade * New volcanic smoke * Sky nebulas bleed color and light on night missions * Removed Debris from Huge HPG dishes * Updated Star Background for Dropship and JumpShip Animations + Bridge view * Update for vanilla night vision * 2x new Background mountain variants * 4x new Background cities variants * Chance for Dome * View Solar System in Mission List Screen * Rain Update * Snow Update * Small randomization for fog systems * Small randomization for sun light and sky light * More variance in sun brightness versus orbit
Version 11.1
* Performance hot fix for players having enough hardware to use Raytracing (regular people like me: make sure Raytracing is off like before;) * Space Port City/Fortresses: reduced slowfield on large walls objects * Tweak: Night backlight colors influenced by skybody, intensity * Tweaked Fog for Light Atmospheres
Version 11
WIP Release Notes vonBiomes * fix for terrain object texture issue post-DLC4 * added cave tiles to drylands * fixed Wall Top Parts in SpacePortCity (now breakable) * New Tile: Hill Fortress * Adjusted Skylight parameters for integrated vonSkies dynamic lighting system * New Rain! (now has real Refraction Effects) * Also Caustic Rain updated * Even more sky color/light adjustments * Fix: Tree respawing on Old Forest * Generic Rock Texture improvements * New Star Texture based on real stars, with .. twinkling! * Random HDR Nebulas at night skies * New Snow! * Fixed Snow disappearing while moving * Sandstorm/Duststorm: updated particle look & feel (no more blobs;) * Hail weather added (was just a snow copy) * Ambient Occlusion and better shadows * New Fog look & feel, better dynamic fog colors * Fix: Heavy/Extreme Clouds now also have fog present * Fix: Desert Rocks lower parts * and more
Version 10.2
Hotfix for Mercenary Crash Bug
Version 10.1
DLC4 Update, Some Skybody Improvements
Version 10
* Volumetric Fog Lighting (Optional with Mod Options) * Complete Lighting Overhaul with dynamic coloring based on mission/biome parameters * vonSky Lighting Update: Solar Light Colors * vonSky Update: random sky body size range increased * New better Clouds * Old Forest: Performance Optimization (LODs) * Space Port City: Tile improvements * Fixed Dropship Point in Space Port City * New Biome: Deadlands (with custom grass foliage) * Fixed radar dish tile > was taken over in next levels * Foliage Improvement Rural Hills
Version 9.3
* New Tile: Salvage Operation < if you find it, make screenshots pls! * Fix: Frozen Volcano: large rocks blocking dropship issue addressed * New Tiles: Cliff Cave, Slope Cave (Old Forest, Tropical Forest, Tropical Cliff) * New System: Rain/Snow Deactivator/Activator for Caves * Rocky Desert: now using special tiles tileset * Bog/Marsh: adjusted background snow coverage height * Toxic Dump: lowered the damage needed for scrap towers (between 50 - 60 dmg now) * No Man's Land: lowerd damage needed for structures to break (~30 - 50 dmg)
Version 9.2
* Reduced slowing in Charred Barrens rock breaks * Hotfix 9.2: river tiles for end slopes overhauled, minor fixes
Version 9.1
* New Water system with underwater caustics and distortions * Updated all Lake tiles * Frozen Volcano: adjusted densitiy of objects * New Tiles: Deep Rivers (Bog Marsh & Tundra Biome for now) * Fix: Audio Volume Heavy Snow * Lighting adjustments for skybodies * Bog/Marsh: lowered background snow coverage level * Complete rework of ambient audio system + Mod Options intergration * Reduced damage needed to break large trees in old forest * New tile-set mix for mountains + rivers & lakes for Old Forest and Tropical Forest
Version 9.0
* Interface Negiation: changed position of plus/minus button * Heavy Rain volume: a little less loud * Old Forest: Slight decrease of tree density * New Biome: Frozen Volcano * New Biome: Space Port City (beta) * Tropical Birds a little tuned down
Version 8.3
* Adapted Permafrost Tundra Color Setting for vonHUD compatibiltiy * New Tile: Crashed Union dropship * New Tile: HPG Array * New Tile: HPG Array destroyed * New Sky Body JWST Jupiter * Slightly reduced density of Charred Barren Rocks * even more sky body objects * Added CityTiles Setup from DLC (i really wish there would be a change log by PGI) * minor adjustments and updates
Version 8.2
* possible fix for compatibility with Coyotes missions * Updates to Toxic Dump Stuff * Rural HIlls: lowered freezing level (snow appearance, testing) * Fix for overbright close orbit Glacial Arctic biome * Finetuned cloud densities and sky settings * added Skybody from James Web Space Telescope
Version 8.1
* Cloud Optimizations and improved look * Finetuning of Sun System *+41 Skybodies and Planets * Lighting change/fix: Gray Moon * Interface Redesign: Negotiation screen * Lighting fix Charred Barrens * Minor fixes and changes
Version 8.0.3
* Sun Size System integrated (you can delete the vonSkies prototype mod if you have that running) - the closer a planet is to its sun, the bigger and brighter the sun gets. Astronomy, physics, visual upgrades! * Ambient & Weather Volumes: tuned down a tiny little bit (still would need a video recording please by anyone complaining;) * Ambient sound & Weather now is tied to effects volume setting (check happens only at mission start) * New tile: Overlord Dropship * Design and Interface Fixes, improvements and extensions for DLC3 Mission Screen + Orbital Information * fixed: Charred Barrens Background Texture * Gray Moon: changed lighting * minor stuff
Version 8.0.2
* Completely reworked biome mission draw system for more diversity * Enabled Ambient Weather SFX for all vonBiomes * New vonBiome: Gray Moon * New vonBiome: Charred Barrens * Lowered Old forest bird audio a little * Lowered Ambient also a little in general * Added Patreon Pilot Portraits
Version 7.0b
* New vonBiome: Permafrost Tundra! Upgrades & fixes: * finetuned special tiles with Dropship landings in terms of assets * fixed Dropships in special tiles not showing their landing legs at some players * increased heat basic level on Hot Sulfur a little - seeing @Baradul not suffering enough in his latest MW5 modded episode on YT;) * possible fixes for appearing floating guardtowers * new set of lake tiles for bog/marsh & permafrost tundra * fix for vanilla bush type having strange LODs
Version 6.6
STOP REAL WARS. Changelog: * Old Forest: experimenting with different climate/world tags * Old Forest: a little reduced density of large trees * Crystal World: slightly increased destruction particle size * Tropical Forest: tags and weather adjustment - probably * Tropical Forest & Cliffs: removed bushes from grass (incompatible LOD scaling) Added first special scenery tiles to * No Mans's Land * Old Forest * Toxic Dump * Deep Desert * Tropical Forest * Rural Hills
Version 6.0
New Biome: Rural Field; Minor changes and updates along the way.
Version 5.0
* New vonBiome: Xenofungus: a new alien landscape * Tropical Forest Overhaul: get a real forest for your Mech Adventures * Tropical Cliff Small Overhaul + Fixes * MG: Glacier Ice: Destruction Particle System added * Hot Sulfur: Clouds Added * TD: new Tower Destruction Particles + Barrels added * BOG: shrubs added * CF: Destruction particles large Crystals updated
Version 4.1
DLC2 Fix version: * MeltingGlaciers: fixes for trees appearing post-DLC2 * Melting Glaciers: Rock spawners adapted * Basalt Pillars: atmosphere options for map generator extended * Rocky Desert: atmosphere options for map generator extended * Rocky Desert: scale of ground bushes fixed post-DLC2 * Crystal Field: implemented new crystal cliffs * Tropical Forest: new Tree Assets added
Version 4.0
* New vonBiome: Crystal World * Complete Overhaul of Desert Moon + Volumetric Clouds * Bog/marsh: city garrison foliage fixed * No Man's Land: Reduced amount of small assets by 20% (performance improvement) * No Man's Land: Reduced fire heat damage by 20% * Deep Desert: LOD rework of all custom assets (performance improvement) * Reworked custom assets for further performance increase (Deep Desert, No Man's Land, Toxic Dump) * Melting Glaciers: Ice Chunks have now a breakable condition with 300 hitpoints (last resort for those who don't like to get stuck) * All biomes: added hazards (don't know if they have a real effect in MW5, but doesn't hurt. Well. It does. But just if they work.)
Version 3.3.1
Performance Update
Version 3.3
* landing zone cleaner radius increased on Melting Glaciers * Removed custom dead mech models on No Man's Land due to performance * Deep Desert: 3 days of improving performance (has still an impact due to long view distance, but should run) and overhaul * Reworked Prefabs Collections in all (!) Biomes: Less "floating foliage" issues are to be expected (crossing fingers) * Toxic Dump: slight reduction of Poison Fog distribution weight * Texture Update for Old Forest and Bog Marsh * Color Update for Old Forest and Bog Marsh * Reworked Grass on Bog Marsh and Old Forest
Version 3.2
* Reworked Rocks and Bushes on Melting Glaciers * Reduced glacier chunks again slightly. Nobody understands the art of being punished due to climate change;) * Possible fix for particle systems surviving to the next map on Coop clients * No Man's Land: Dead Mechs Models added * No Man's Land: VTOL debris added * Colors of burning flames tweaked + New Biome: Deep Desert (first version)
Version 3.1
Hotfix for one crash in Toxic Dump. Sounds strange, but it's true.
Version 3.0
New Biome: No Man's Land * Smoke Emitter Cull Distance adjusted * Smoke Emitter System fixed (smoke not present on follow up missions * Toxic Dump: Poison Fog added * Melting Glaciers: tiny winy reduction of large ice objects
Version 2.2.1
Hotfix for the Toxic Dump (removed unintended building type)
Version 2.2
New Biomes: Melting Glaciers & Toxic Dump; Somewhat denser forest in Old Forests and Tropical Forest Biome; Slightly reduced density of stone columns in Rocky Desert; De-saturation; Landing Zone Sweeper Script for Biomes with large objects of fire assets; New Biome Images; New particle effects for landscape fire/smoke objects;
Version 2.1
+ New Biomes: Rocky Desert & Basalt Pillars, Foliage optimizations, More tries for fixing floating foliage (still can occur, best ignore;) and other minor stuff
Version 2.0
Complete Foliage Overhaul, New Biomes (Macchia, Old Forest), Slightly reduced Boulders in Rockland, Fixes
Version 1.4
Visual overhaul with new custom textures
Version 1.3
+ new Biome: Rocklands
Version 1.2.1
More biodiversity in Tropical Maps, fixes of floating foliage
All feedback, questions etc please on Discord. You will need to find the invite somewhere because sadly I am not allowed to post it any more here. Nexus needs to change their policies regarding Modders using support platforms like Patreon!
This new mod version contains custom-made textures, object remixes, new stuff, and a complete foliage overhaul for all added vonBiomes. It took quite a lot of work hours, coffee, beer, and learning;) - If you like what you see be sure to leave an Endorsement, do a donation to tip me a beer, or two, or just have a happy dance in front of your screen.
Download the vonBiomes Field Manual 2.0: vonBiomes Field Manual (PDF) Mod requirements: * Disable or make sure vonBiomes overrides all other conflicting mods for full compatibility and all effects! (advice is to disable all conflicting mods) * Turn off Raytracing (on RTX cards) if performance is low. * Install the "Mod Options" Mod from the Nexus for.. well .. mod options! Change the ambient volume or enable volumetric lighting for powerful PCs:) Link: https://www.nexusmods.com/mechwarrior5mercenaries/mods/537
IMPORTANT AND UPPER CASE: AGAIN, DO NOT HAVE OTHER MODS OVERRIDE VONBIOMES! When you have a conflict in your mod list, that often means that you LOOSE something in the Mod overwritten. With content-rich mods that can cause errors, unintended looks, and issues
INCOMPATIBILITIES & Know issues with other Mods: * Xenopax Optimize: Causes issues with custom particle systems (large bouncy boulders instead of correct particles), not recommended when using vonBiomes * Lighting mods: if you use other lighting mods overriding vonBiomes, you loose the dynamic lighting, probably also sky bodies, etc, etc. - not recommended.
Additional note: This mod is not holding your hands. It can be unfair. In biomes with "difficulty hard", sometimes a path can be blocked. The blazing fires in a no man's land can overheat you or your lance mates. Machines of war can get stuck on harsh terrain without jump jets. Life on the battlefield can be cruel sometimes.
PS: if you want a more easy experience, or if you do not like a particular vonBiome, you can always simply avoid more difficult maps by not accepting those missions/biomes in career mode or campaign or by not playing them in Instant Action. Easy peasy. No harm done.
vonSkies LIGHTING!
Light in vonBiomes change dynamically by many parameters, every mission is different. Look for "Planet Orbit" in mission descriptions! The closer a planet is to the sun, the brighter it will get. Imagine standing on Mercury. Orbit 1 = bright sky, large sun Orbit 10 = far away from sun, dimmer, darker Also, there are various sun classes in MW5, huge blue giants, tiny red dwarves. This all is factored in the vonSkies Lighting system!
1) Download the Mod 2) Unzip the containing folder /vonBiomes into your "...\MW5Mercs\MW5Mercs\Mods" directory in your MW5 game location If you do not have a \Mods directory yet simply create one. 3) Enable the Mod in-game or via a Mod Manager 4) Enjoy!
Known issues:
* Grass/Ground Foliage sometimes not appearing at first or with a delay: seems a problem in MW5 general and also Grass/Ground Foliage not appearing on certain map tiles: as far as I can judge this is also an MW5 thing.
* Cities can be overgrown in parts - MW5 vanilla simply covers the ground when spawning a city and there is foliage still present below in vanilla, just hidden - kinda lazy solution. In vonBiomes Foliage is bigger hence can come through the concrete. Enjoy the new looks of deserted cities, since we have not seen any human in them anyhow;)
Coop:
* Particle emitters can be still visible on coop clients (not host) on the next mission. If it bothers you: clients can simply reconnect. Poof.
Btw: If you are interested in Habitats and Environments just like me, download the NatureSpots App;) > www.naturespots.net - shameless promotion, but hey, it's 100% free and non-commercial!
If you want to report on performance please always answer all of these questions: (Yeah. All of them. Do your part;)
* what system you are running (primarily which GPU and resolution)? * have you disabled RTX? * What is your current foliage quality setting? * have you tried lowering your foliage quality setting and did that help? * in which biomes do you have performance issues? * are you running any other performance-hungry mods (e.g. Better AO, Infantry Army, etc)? * Please test also without any other mods. Is the performance issue still there? Is the impact lower? * which map size are you having issues with? Have you tried on smaller map sizes? * measure the FPS (Alt + R in Nvidia/Windows) and provide average values (not one-time drops!) * Please send a screenshot either in comments or on Discord (Positive performance feedback ala "it runs well on my..." is welcome too!)
All tested on RTX2070 with RTX disabled and settings Foliage at maximum.