ContheJon 245 Posted June 8, 2018 Hi TPW. I was just wondering where you got your wolf howl sounds from? I've been looking for a wolf howl sound to use on a trigger activation, but I'm honestly scared to use sounds from just anywhere, in case of copyright issues. Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2018 On 6/6/2018 at 10:00 PM, tortuosit said: TPW, can you expose your tpw_init.sqf? Would make life easier... I am really interested in how you start tpw_hud with no mod loaded, but by script only. Because I fail there, error messages... Try this for size: //TPW MODS -> these scripts only run if the mod version is not running if !(isclass (configfile/"CfgPatches"/"TPW_MODS")) then { 0 = [["c_man","c_man","cup_c_c","cup_c_tk","c_man","c_man"],["IDAP"],5,22] execvm "\scripts\tpw_mods\tpw_core.sqf"; sleep 1; 0 = [60,300,2,[100,250,500],0] execvm "\scripts\tpw_mods\tpw_air.sqf"; 0 = [10,5,250,75,120] execvm "\scripts\tpw_mods\tpw_animals.sqf"; 0 = [2,0.8,1,1,1] execvm "\scripts\tpw_mods\tpw_bleedout.sqf"; if !(tolower worldname in ["prei_khmaoch_luong","dya","lythium"]) then { 0 = [60,2000,5,2] execvm "\scripts\tpw_mods\tpw_boats.sqf"; }; 0 = [5,1000,15,2,1,["RDS","LOP_","civ","CUP_C"]] execvm "\scripts\tpw_mods\tpw_cars.sqf"; 0 = [5,200,5,5,2,50,2,5,0,0,[],""] execvm "\scripts\tpw_mods\tpw_civs.sqf"; 0 = [20,2,200,80,20,1.5] execvm "\scripts\tpw_mods\tpw_crowd.sqf"; 0 = [0.8,1,0.5] execvm "\scripts\tpw_mods\tpw_duck.sqf"; 0 = [85,500,10,30,0.2,10] execvm "\scripts\tpw_mods\tpw_fall.sqf"; 0 = [100,0.3,8,["metalbarrel","garbagebarrel","fire"],20,[1,0.2,0]] execvm "\scripts\tpw_mods\tpw_fire.sqf"; 0 = [4,18,5,25,5,50,5,0.1,[250,220,100],0.8,0.05,1,0.075] execvm "\scripts\tpw_mods\tpw_fireflies.sqf"; 0 = [250,0,1,1,1,1,1,0.03] execvm "\scripts\tpw_mods\tpw_fog.sqf"; 0 = [50,5] execvm "\scripts\tpw_mods\tpw_furniture.sqf"; 0 = [] execvm "\scripts\tpw_mods\tpw_hint.sqf"; 0 = [10,50] execvm "\scripts\tpw_mods\tpw_houselights.sqf"; 0 = [ [10,500], // range of goggles [1,1,1], // HUD colour [0,1,1], // Friendly colour [1,0.5,0], // Enemy units colour [1,1,1], // Civ colour [0.5,1,0], // Squad and marker colour 0.6, // initial HUD brightness [1,0.6,0.451,1], // ASL where 1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size [1,0.5,0.55,1], // AZT [1,0.4,0.451,1], // GRD [1,0.4,0.501,1], // LMT [1,0.6,0.501,1], // TMP [1,0.4,0.551,1], // HLT [1,0.5,0.45,1], // RNG [1,0.6,0.551,1], // VEL [1,0.5,0.5,1], // PRX [1,1,0.25,0.25], // UNITS/MARKERS, where 0/1/2 = off/simple/full, 1 = icon max size, 0.25 = icon min size, 0.3 = text size (1 = same size as HUD text) [-0.02,0.1], // HUD offset [x,y] -0.5 to 0.5 // centre //[0.30,0.20], // HUD offset [x,y] -0.5 to 0.5 // bottom left 1.5, // HUD scale. > 1 = larger 2, // text scale. > 1 = larger 1, // HUD degradation over distance 0, // No HUD in 3rd person. 1 = HUD in 3rd person 0, // Add TAC glasses to player's uniform if not present. 0 = don't add [24,23,30,29,24,23,30,29,22,20], // ICONS [unit,hidden unit,vehicle,hidden vehicle,enemy unit,hidden enemy unit,enemy vehicle,hidden enemy vehicle,marker,predictor] 1.5, // Detection range multiplication factor for vehicles (1.5 = 750m max detection range for vehicles vs 500m for units) 1, // Audible proximity warning [], // extra goggles ["H_HelmetB_TI_tna_F"] // extra headgear ] execvm "\scripts\tpw_mods\tpw_hud.sqf"; if !(worldname in ["prei_khmaoch_luong"]) then { 0 = [10,200,120,20,8,["RDS","LOP_","civ","cup_c"],1] execvm "\scripts\tpw_mods\tpw_park.sqf"; }; 0 = [8,50,10,0.05,600,0.2,2] execvm "\scripts\tpw_mods\tpw_puddle.sqf"; 0 = [60,1,1] execvm "\scripts\tpw_mods\tpw_radio.sqf"; 0 = [] execvm "\scripts\tpw_mods\tpw_rainfx.sqf"; 0 = [1,5] execvm "\scripts\tpw_mods\tpw_repair.sqf"; if (tolower worldname in ["tanoa","prei_khmaoch_luong"]) then { 0 = [ceil random 2,floor random 2,ceil random 3,floor random 2,ceil random 2,floor random 2,350,1500,1,0,0,[0,2],[5,-7],[6,8],30,["patrol","adf_*_m"],["adf_*_01"],[],[],[],[],[],[],[],[],[],[],[],[],[],300] execvm "\scripts\tpw_mods\tpw_skirmish.sqf"; } else { 0 = [ceil random 2,floor random 2,ceil random 3,floor random 2,ceil random 2,floor random 2 ,350,1500,1,0,0,[0,1],[-7,-8],[6],30,["patrol","adf_*_mtp"],["adf_*_01"],["cup_o_tk_ins"],["cup_o_tk_ins"],[],[],[],[],[],[],[],[],[],[],[],300] execvm "\scripts\tpw_mods\tpw_skirmish.sqf"; }; 0 = [1,1,1,1,1,0,0,0,4,1] execvm "\scripts\tpw_mods\tpw_soap.sqf"; //0 = [0,12,1,5,0] execvm "\scripts\tpw_mods\tpw_zombies.sqf"; }; 3 Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2018 TPW MODS 20180613: https://www.dropbox.com/s/nfjcl2qmmq832di/TPW_MODS_20180613.zip Changes: [CORE 1.58, FOG 1.63, SOAP 1.34] Added Vidda to region lists. [ANIMALS 1.44] Added delay to prevent wolves howling immediately on mission start if the other conditions for their spawning are met. [RAIN FX 1.16] Rain drop noise on exposed helmets and raised weapons. Many thanks to the inimitable Lord Jarhead for the idea and the sounds. I'm continuing to plug away at various things, even though A3 seems to be on palliative care. Many thanks to Lord Jarhead of JSRS fame, who has extremely kindly offered up some ideas and sounds to help incrementally increase audio immersion. I hope to be able to continue collaborating with him to bring a few other sonic and perhaps gameplay related improvements. 5 4 Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2018 On 6/6/2018 at 11:10 AM, froggyluv said: Would you consider giving an option for not allowing wounded soldiers effected by Bloodloss script to be setCaptive true? The problem is youll have a few enemy wounded soldiers on their backs writhing in pain but you cant command your allies to murder them -and they need murdering because they inevitably roll back to normal and shoot your squad in the back No worries. I'm currently testing a "Geneva convention" variable for TPW BLEEDOUT which can be set to allow incapacitated units to be fired upon by AI. Seems to be working OK, I'll incorporate it into the next release in a week or so. 2 Share this post Link to post Share on other sites
kremator 1065 Posted June 13, 2018 Love the palliative care quote! I agree. Even the amount of posts from community regulars seems to be drying up. We need an announcement soon to start getting excited about :) 1 Share this post Link to post Share on other sites
tortuosit 486 Posted June 13, 2018 7 hours ago, tpw said: Try this for size: Hi TPW, thanks, but does tpw_hud.sqf script really work without the mod loaded? I get error messages. The script has "_display = uiNamespace getVariable "TPW_HUD_DISPLAY"; " ...and TPW_HUD_DISPLAY imo is only defined in the pbo scope. Here is how I start it. I spawn it into an init of a game logic in Eden - useful, because saved as custom composition. Maybe the neat little top matrix is useful for someone. But, tpw_hud produces errors. [air,0, animal,0, bleed,0, boat,0, car,0, civ,0, crowd,0, duck,0, ebs,0, fall,1, fire,0, ffly,0, fog,0, furniture,0, houselight,0, hud,1, los,0, park,0, puddle,0, radio,0, rainfx,1, repair,0, skirmish,1, soap,0, streetlight,0, zeds,0] spawn { if !(isclass (configfile/"CfgPatches"/"TPW_MODS")) then { 0 = [["c_man","c_man","cup_c_c","cup_c_tk","c_man","c_man"],["IDAP"],5,22] execvm "\@tpw_mods\scripts\tpw_core.sqf"; sleep 1; if (_this select 1 == 1) then {0 = [10,300,2,[50,250,500],0] execvm "\@TPW_MODS\scripts\tpw_air.sqf"}; if (_this select 3 == 1) then {0 = [10,15,200,75,60] execvm "\@TPW_MODS\scripts\tpw_animals.sqf"}; if (_this select 5 == 1) then {0 = [5,0.8, 1, 1, 1] execvm "\@TPW_MODS\scripts\tpw_bleedout.sqf"}; if (_this select 7 == 1) then {if !(tolower worldname in ["prei_khmaoch_luong","dya","lythium"]) then {0 = [60,2000,5,2] execvm "\@TPW_MODS\scripts\tpw_boats.sqf"};}; if (_this select 9 == 1) then {0 = [5,1000,15,2,1,[]] execvm "\@TPW_MODS\scripts\tpw_cars.sqf"}; if (_this select 11 == 1) then {0 = [5,150,15,5,4,50,0,10,15,1,[],"spawnscript"] execvm "\@TPW_MODS\scripts\tpw_civs.sqf"}; if (_this select 13 == 1) then {0 = [50,2,200,100,50,1.5] execvm "\@TPW_MODS\scripts\tpw_crowd.sqf"}; if (_this select 15 == 1) then {0 = [0.8,1,0.5] execvm "\@TPW_MODS\scripts\tpw_duck.sqf"}; if (_this select 17 == 1) then {0 = [5,10,0,500,1,1,1,1] execvm "\@TPW_MODS\scripts\tpw_ebs.sqf"}; if (_this select 19 == 1) then {0 = [100,500,10,45,0.2,10] execvm "\@TPW_MODS\scripts\tpw_fall.sqf"}; if (_this select 21 == 1) then {0 = [100,0.3,8,["metalbarrel","garbagebarrel","fire"],25,[1,0.2,0]] execvm "\@TPW_MODS\scripts\tpw_fire.sqf"}; if (_this select 23 == 1) then {0 = [4,18,5,25,5,50,5,0.1,[250,220,100],0.8,0.05,1,0.075] execvm "\@TPW_MODS\scripts\tpw_fireflies.sqf"}; if (_this select 25 == 1) then {0 = [250,10,1,1,1,1,1,1] execvm "\@TPW_MODS\scripts\tpw_fog.sqf"}; if (_this select 27 == 1) then {0 = [50,5] execvm "\@TPW_MODS\scripts\tpw_furniture.sqf"}; if (_this select 29 == 1) then {0 = [10] execvm "\@TPW_MODS\scripts\tpw_houselights.sqf"}; if (_this select 33 == 1) then {0 = [0,100,25,2] execvm "\@TPW_MODS\scripts\tpw_los.sqf"}; if (_this select 35 == 1) then {0 = [25,300,150,20,10,[],1] execvm "\@TPW_MODS\scripts\tpw_park.sqf"}; if (_this select 37 == 1) then {0 = [8,50,10,0.1,600,0.2,0] execvm "\@TPW_MODS\scripts\tpw_puddle.sqf"}; if (_this select 39 == 1) then {0 = [60,1,1] execvm "\@TPW_MODS\scripts\tpw_radio.sqf"}; if (_this select 41 == 1) then {0 = [] execvm "\@TPW_MODS\scripts\tpw_rainfx.sqf"}; if (_this select 43 == 1) then {0 = [1,5] execvm "\@TPW_MODS\scripts\tpw_repair.sqf"}; if (_this select 45 == 1) then { if (tolower worldname in ["tanoa","prei_khmaoch_luong"]) then { 0 = [ceil random 2,floor random 2,ceil random 3,floor random 2,ceil random 2,floor random 2,350,1500,1,0,0,[0,2],[5,-7],[6,8],30,["patrol","adf_*_m"],["adf_*_01"],[],[],[],[],[],[],[],[],[],[],[],[],[],300] execvm "\@TPW_MODS\scripts\tpw_skirmish.sqf"; } else { 0 = [ceil random 2,floor random 2,ceil random 3,floor random 2,ceil random 2,floor random 2 ,350,1500,1,0,0,[0,1],[-7,-8],[6],30,["patrol","adf_*_mtp"],["adf_*_01"],["cup_o_tk_ins"],["cup_o_tk_ins"],[],[],[],[],[],[],[],[],[],[],[],300] execvm "\@TPW_MODS\scripts\tpw_skirmish.sqf"; }; }; if (_this select 47 == 1) then {0 = [1,1,1,1,1,0,0,0,12,1] execvm "\@TPW_MODS\scripts\tpw_soap.sqf"}; if (_this select 49 == 1) then {0 = [10,1000,1,1] execvm "\@TPW_MODS\scripts\tpw_streetlights.sqf"}; if (_this select 51 == 1) then {0 = [0,2,50,2,30] execvm "\@TPW_MODS\scripts\tpw_zombies.sqf"}; if (_this select 31 == 1) then { 0 = [ [10,500], [1,1,1], [0,1,1], [1,0.5,0], [1,1,1], [0.5,1,0], 0.6, [1,0.6,0.451,1], [1,0.5,0.55,1], [1,0.4,0.451,1], [1,0.4,0.501,1], [1,0.6,0.501,1], [1,0.4,0.551,1], [1,0.5,0.45,1], [1,0.6,0.551,1], [1,0.5,0.5,1], [1,1,0.25,0.25], [-0.02,0.1], 1.5, 2, 1, 0, 1, [24,23,30,29,24,23,30,29,22,20], 1.5, 1, [], ["H_HelmetB_TI_tna_F"] ] execvm "\@TPW_MODS\scripts\tpw_hud.sqf"; }; }; }; Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2018 It definitely works without tpw_mods.pbo, but you still need all of the other pbos if you want to run the full suite of mods. Tpw_hud.pbo needs to be running if you want the hud to work. Share this post Link to post Share on other sites
tortuosit 486 Posted June 14, 2018 6 hours ago, tpw said: It definitely works without tpw_mods.pbo, but you still need all of the other pbos if you want to run the full suite of mods. Tpw_hud.pbo needs to be running if you want the hud to work. OK thanks, I'm always seeking for maximum independence from mod pbo's. All others/ most of the scripts can run script-only but I feel the display things need that config definitions and cannot run script-only. Same as music playing. Ah without having tried, I guess tpw_radio will not work alone, because audio playback needs config definitions. Share this post Link to post Share on other sites
taro8 806 Posted June 15, 2018 TPW Duck causes you to pretty much lose the control over your AI squad mates. They keep getting their own orders and such. It would be nice if you could disable the TPW Duck for AI in player squads. Similar thing with EBS. Share this post Link to post Share on other sites
tpw 2315 Posted June 17, 2018 On 6/15/2018 at 1:25 PM, taro8 said: TPW Duck causes you to pretty much lose the control over your AI squad mates. They keep getting their own orders and such. It would be nice if you could disable the TPW Duck for AI in player squads. Similar thing with EBS. The issue is with grenade avoidance. Squadmembers who run away from a grenade need to be regrouped. I have added the option to exclude player's squadmembers from suppression which I will release soonish. In the mean time, tpw_duck_grenaderun = 0 will prevent the issue you see. 1 Share this post Link to post Share on other sites
taro8 806 Posted June 17, 2018 19 hours ago, tpw said: The issue is with grenade avoidance. Squadmembers who run away from a grenade need to be regrouped. I have added the option to exclude player's squadmembers from suppression which I will release soonish. In the mean time, tpw_duck_grenaderun = 0 will prevent the issue you see. I edited the TPW duck code and added this after the script gets all the units. private _playerSquadMembers = []; { _playerSquadMembers append (units group _x); } forEach allPlayers; tpw_duck_units = tpw_duck_units - _playerSquadMembers; This removes all units that are in player squads from the TPW duck. The array gets rebuilt after every loop, so it covers any recruitment and such as well. 1 Share this post Link to post Share on other sites
tpw 2315 Posted June 17, 2018 1 hour ago, taro8 said: I edited the TPW duck code and added this after the script gets all the units. private _playerSquadMembers = []; { _playerSquadMembers append (units group _x); } forEach allPlayers; tpw_duck_units = tpw_duck_units - _playerSquadMembers; This removes all units that are in player squads from the TPW duck. The array gets rebuilt after every loop, so it covers any recruitment and such as well. That’ll do it Share this post Link to post Share on other sites
Zakuaz 195 Posted June 18, 2018 TPW , your mod set is so versatile and critical to my ( and many other players I am sure ) continued enjoyment in ARMA, thank you so much. I found random combat encounters galore using TPW Skirmish and Ravage Ambient AI module haha! In an attempt to dial it up a notch I set Haleks Ravage Ambient AI module multiplier to 8 using both Opfor and Indi options (I'm set to enemy to Ind and Civ) in that module with 100% military grade gear, good times ensued but I wanted a bit more of a cohesive OPFOR element... Enter TPW Skirmish. I'm on Tanoa for this and set Skirmish to have no Blufor or Indi, just enemies using Syndicate. Holy crap it was a blast of a weekend! Tanoa sounded like a war zone. I'd see Indi technicals battling it out with Syndicate jeeps, Vans full of geared up Syndicates unloading into the AO and raising all sorts of hell, my god it was fun as hell! Obviously I'm not playing RAVAGE in an intended way but I am using pretty much all his modules minus the Zombies. I have a big AI squad and two damaged AFV Gorgons...no fuel, needs repairs and I'm hungry lol. Ok well this is getting long =) Thanks again for all your work and contributions to this game/community! 6 Share this post Link to post Share on other sites
alky_lee 279 Posted June 21, 2018 The moment when a TPW Air aircraft gets used in mission after being purloined by the enemy commander 1 Share this post Link to post Share on other sites
jdot11 10 Posted June 22, 2018 How do you set-up the triggers to fire the scripts? Share this post Link to post Share on other sites
tpw 2315 Posted June 22, 2018 On 6/19/2018 at 12:27 AM, Zakuaz said: TPW , your mod set is so versatile and critical to my ( and many other players I am sure ) continued enjoyment in ARMA, thank you so much. I found random combat encounters galore using TPW Skirmish and Ravage Ambient AI module haha! In an attempt to dial it up a notch I set Haleks Ravage Ambient AI module multiplier to 8 using both Opfor and Indi options (I'm set to enemy to Ind and Civ) in that module with 100% military grade gear, good times ensued but I wanted a bit more of a cohesive OPFOR element... Enter TPW Skirmish. I'm on Tanoa for this and set Skirmish to have no Blufor or Indi, just enemies using Syndicate. Holy crap it was a blast of a weekend! Tanoa sounded like a war zone. I'd see Indi technicals battling it out with Syndicate jeeps, Vans full of geared up Syndicates unloading into the AO and raising all sorts of hell, my god it was fun as hell! Obviously I'm not playing RAVAGE in an intended way but I am using pretty much all his modules minus the Zombies. I have a big AI squad and two damaged AFV Gorgons...no fuel, needs repairs and I'm hungry lol. Ok well this is getting long =) Thanks again for all your work and contributions to this game/community! Cheers mate, testimonials like that are why I continue to code for Arma3! 4 1 Share this post Link to post Share on other sites
lato190 55 Posted June 22, 2018 hmmmm ive tried to add armored vehicles to make them spawn, because its pretty boring just to see the same MRAP spawn on all 3 sides, yet it does not recognize any tank/anti-aircraft vehicle, ive added theyr classnames into the .hpp like the readme says, aswell into the skirmish.sqf: from // GET VEHICLES FROM CONFIG: // Default to NATO/CSAT/AAF if no vehicles found if (count _carlist == 0) then { switch _side do { case EAST: { ["o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"] call tpw_skirmish_fnc_cartypes; and from those //SELECT BLUFOR/OPFOR section: case 4: { //CSAT _unitstring = "o_soldier"; _carstring = "o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"; would be cool if you could add other vehicles like anti-aircraft/armored/APC and boats too or if you could help me out adding them Share this post Link to post Share on other sites
tpw 2315 Posted June 24, 2018 On 6/23/2018 at 4:28 AM, lato190 said: hmmmm ive tried to add armored vehicles to make them spawn, because its pretty boring just to see the same MRAP spawn on all 3 sides, yet it does not recognize any tank/anti-aircraft vehicle, ive added theyr classnames into the .hpp like the readme says, aswell into the skirmish.sqf: from // GET VEHICLES FROM CONFIG: // Default to NATO/CSAT/AAF if no vehicles found if (count _carlist == 0) then { switch _side do { case EAST: { ["o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"] call tpw_skirmish_fnc_cartypes; and from those //SELECT BLUFOR/OPFOR section: case 4: { //CSAT _unitstring = "o_soldier"; _carstring = "o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"; would be cool if you could add other vehicles like anti-aircraft/armored/APC and boats too or if you could help me out adding them Hi mate The issue is that TPW SKIRMISH only uses "car" class vehicles, by design. Armoured stuff has a different class (tank). Try changing the script as below: tpw_skirmish_fnc_cartypes = { private ["_str","_cfg","_side"]; _str = (_this select 0) splitstring "*"; if (count _str == 1) then {_str = _str + _str}; _side = _this select 1; _carlist = []; _cfg = (configFile >> "CfgVehicles"); for "_i" from 0 to ((count _cfg) -1) do { if (isClass ((_cfg select _i) ) ) then { _cfgName = configName (_cfg select _i); if ( ((_cfgName isKindOf "car") || (_cfgName isKindOf "tank"))&& {getNumber ((_cfg select _i) >> "scope") == 2} && {[_str select 0,str _cfgname] call BIS_fnc_inString} && {[_str select 1,str _cfgname] call BIS_fnc_inString} && {!(["civ",str _cfgname] call BIS_fnc_inString)}) then { _carlist pushback _cfgname; }; }; }; Share this post Link to post Share on other sites
lato190 55 Posted June 24, 2018 thank you im gonna try it Share this post Link to post Share on other sites
badanov 116 Posted June 28, 2018 Another suggestion for a possible increase in ambiance: increase the number of puddles in unimproved (dirt) roads. And dunno if this is even possible, but during rains, mud splatters against buildings and vehicles which are near the roads. Share this post Link to post Share on other sites
tpw 2315 Posted June 30, 2018 TPW MODS 20180630: https://www.dropbox.com/s/esxcy2w5fzp2ki4/TPW_MODS_20180630.zip Changes: [HPP UPDATE REQUIRED] [BLEEDOUT 1.35] Added the option to allow incapacitated units to be recognised as enemies and fired upon by AI. [CORE 1.59 FOG 1.64 SOAP 1.35] Added Pulau to region lists. [DUCK 1.07] Added option to exclude player's squadmates from suppression routines. [FALL 1.64] Added noises for looking down weapon sights. Thanks to Lord Jarhead for the idea and sounds. Hi guys. Still plugging away! Many thanks again to Lord Jarhead for helping me to continue to increase audio immersion with his sounds and ideas! 5 3 Share this post Link to post Share on other sites
LCpl A. Loveless 12 Posted June 30, 2018 Do we have any post on why you dislike steam? Share this post Link to post Share on other sites
Dallas Medina 50 Posted June 30, 2018 Stupid question, but I don't see it mentioned in the OP: Is this compatible with ACE3? Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2018 On 6/30/2018 at 6:25 PM, LCpl A. Loveless said: Do we have any post on why you dislike steam? This one: Sorry, but as a modder who writes this stuff for you for free, I'm not in the habit of repeatedly justifying my various design and release decisions. 3 Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2018 On 6/30/2018 at 7:34 PM, Dallas Medina said: Stupid question, but I don't see it mentioned in the OP: Is this compatible with ACE3? By and large it is, but ACE does implement their own versions of things which might not necessarily play well with my versions of those things :) With their extensive medical emphasis, I'm not sure how well it would play with TPW BLEEDOUT for instance. Personally, I don't use ACE and am not about to install it and spend the large amount of time necessary to devise workarounds for it. Sorry about the 2 negative posts in one day. 1 Share this post Link to post Share on other sites