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TPW MODS: enhanced realism and immersion for Arma 3 SP.

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Your mods haven't left my load order since the days of TPWCAS back in Arma 2. They make the AI and world seem much more lifelike to the point that I never play Arma without them. Thanks for (more than!) 10 years of great mods! It's systems like TPW MODS that will keep me playing Arma 3 probably well into even the lifetime of Arma 4.

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20 hours ago, gatordev said:

 

Here, here.  And A2 before it and OFP before that.  They have all provided countless hours of enjoyment (and frustration) throughout the years and even made some deployments go by just a little bit faster, too. 

Absolutely the same for me. I am playing computer games for more than 45 years now, and the first OFP demo opened a new world for me.

I am not sure whether there will come a time when I regret all those thousands of hours of lifetime spent with this series, but for now I am still on it. 😁

 

And TPW's mods are a must for me, in particular TPW_FALL. Keep going, mate! :thanx:

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Dogs now mainly spawn around buildings rather than out in the open.

... nice touch tpw.

...the random flock of birds, as subtle as it is, adds so much life to the scene.

 

A little while back I touched on the issue that crows around dead bodies are not working after a saved game. Do you mind looking into that if you have time?

...btw, I think I noticed that when crows are circling and you fire a weapon or toss a 'nade, they disappear. If that's right, I'm glad because if there are a lot of deadies around, to many crows might be overhelming.

 

...and so grateful for your mod!

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On 6/29/2023 at 1:52 AM, tpw said:

I'll do some CPR on my modding enthusiasm and see if I can do another deeper dive into FALL/BLEEDOUT/CORE. But no promises 🙂

@tpw Hi! I use your mod only because of the BLEEDOUT module, since no other medicine mod looks adequate in my eyes (Ace, Pir Hi!) 

I just love your heart rate, it looks great! You could add a heartbeat sound, but my topic is different.

Сould you little expand the capabilities of BLEEDOUT?

For 10 years I have been missing one simple, tiny detail, that no mod has made! All I would like, is to get elementary realism, for wounded soldier. My idea is that once someone is injured, they should never be able to become the same person they were before they were injured, until he gets to the hospital and survives the rehabilitation course.

But unfortunately, any injury in Arma3, on the battlefield can be fully healed, if the medic has a first aid kit!

As a result, the AI or player, after any injury, can become the same, as he was before the injury - he will sprint at the same speed, the blood on his clothes will disappear, and the AI's accuracy and skills will return to 100%! This looks beyond stupid.

Could you make it so that the medic + first aid kit does not fully heal the soldier?

Thus, once wounded, he would have to remain a slower, compared to other fighters and with reduced combat abilities. His blood shouldn't disappear from his uniform.

It would be great to completely disable sprinting ability for once wounded (if possible).

This is exactly what would happen to a real soldier, after being wounded. A wounded person (legs or torso) is not able to run, since he was running before being wounded, but what do we see in Arma3? He will run just like the unwounded.

Please note, not every wound in the leg will cause a soldier to limp. And any wound to the torso won't slow him down.

 

Do you have a setting:

tpw_bleedout_affect = 1; // All injured units will have their speed and skill lowered according to the degree of injury (0 = units'  speed/skill unaffected by injury)

 

Unfortunately, the slowdown in the speed of the player or AI is not noticeable or even does not exist at all. Please check this moment. It seems to me that before, the slowdown worked more noticeably.
And the main problem that I wrote about above - All injure negative consequences can be completely cured by a medic with a first aid kit within a  5 second! This looks like absurd.


Please try adding (if possible) the option -“there is no 100%  healing” or something like that.

For example, how I see it:
A medic with a med kit can stop bleeding and restore health to no higher than 0.8
A simple soldier with a first dressing package or med kit can stop the bleeding and restore health no higher than 0.5

 

 

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Thanks for 10 years or service and congrats mate. Also glad you made the decision to upload your mods to Steam, I have to say.

I very much appreciate the contributions you have made to the community and am always excited to check new releases and updates. Absolutely top notch. 

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Hey there @tpw and a belated Happy New Year to you. 

 

If your still working on the mod I wanted to put forward a suggestion for TPW AIR to make it a little more "immersive"...

A new variable that adds 50% damage to ambient aircraft, something like tpw_air_damage  0 = Yes, 1 = No, 2 = Random :rofl:

Aircraft are still flyable at 50% but they emit lots of exhaust gases/smoke particles that could make for some interesting random flybys......

Spoiler

4ThZrgB.pngFodZRhN.png

  

    

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@tpw I hope you don’t give up what you love and return to TPW.

Thank you for your inexhaustible dedication to what you love at background of 10 years. 😎

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@tpw BEAUTIFUL Mod !!!!

 

Im making a Ravage Mission inspired by STALKER, with ambient MI24 "Hinds" flying every 45minutes everything works PERFECT until I Load Saved Game and then Airscript stops spawning aircraft, ambient CIVS and CARS still work after Load Save, Missions are lasting 24 to 48 hours until I run into unforeseen & foreseen issues that have nothing to do with TPW mods

 

I use multiple mods but the main ones are

 

RAVAGE

Vandeanson's Apocalypse 3.0

m3mory

 

Do you think this is a "ME PROBLEM" and what work around could I use ? such as after load game EXEC airscript again ?

 

 

 

 

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Hi everyone. Sorry it's been a long time off the tools for TPW MODS, and off this forum too. I have mainly been concentrating on my TPW UNIFORMS stuff, it causes me less aggravation since I'm not always fighting the deficiencies of RV. I have however been spasmodically adding various map support and minor things.

@EO that's a good suggestion which I will implement
@badanov what's the worldname? 

@HVK Industries resume from save game support is not perfect iin TPW MODS I'm sorry

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On a semi related note, if you like me continue to gnash your teeth at how shithouse A3's performance is due to underwhelming resource usage, you should check out a program called Lossless Scaling on Steam. In addition to hardware agnostic scaling, it now does hardware agnostic frame generation which can double your framerate at the expense of a smidge more latency and some peripheral blurring. My A3 tends to get 35+fps depending on the map and scenarios, with lossless scaling even hardware destroying maps such as Dogechnya run at 60fps. Incredible. 

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1 hour ago, tpw said:

On a semi related note, if you like me continue to gnash your teeth at how shithouse A3's performance is due to underwhelming resource usage, you should check out a program called Lossless Scaling on Steam. In addition to hardware agnostic scaling, it now does hardware agnostic frame generation which can double your framerate at the expense of a smidge more latency and some peripheral blurring. My A3 tends to get 35+fps depending on the map and scenarios, with lossless scaling even hardware destroying maps such as Dogechnya run at 60fps. Incredible. 

Wow what is this voodoo? Welcome back mate. i also took a break and came back with a new CPU. We are slaves to Arma and always will be.

 

im reading the scaling thing, does it really help when AI are doing AI things?

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On 4/18/2024 at 2:28 PM, redarmy said:

Wow what is this voodoo? Welcome back mate. i also took a break and came back with a new CPU. We are slaves to Arma and always will be.

 

im reading the scaling thing, does it really help when AI are doing AI things?

It gives the illusion that your CPU is not choking on AI calculations :). On my box once the AI start doing their thing the FPS regularly drop to 25-30fps, which is borderline unplayable. The trouble is that the total CPU usage is still only 30-40%. With lossless scaling running it uses some of the spare CPU and GPU to generate in between frames and doubles the framerate so you get 50-60FPS. Arma3 is still struggling, it just doesn't look like it. 

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29 minutes ago, tpw said:

It gives the illusion that your CPU is not choking on AI calculations :). On my box once the AI start doing their thing the FPS regularly drop to 25-30fps, which is borderline unplayable. The trouble is that the total CPU usage is still only 30-40%. With lossless scaling running it uses some of the spare CPU and GPU to generate in between frames and doubles the framerate so you get 50-60FPS. Arma3 is still struggling, it just doesn't look like it. 

Very nice,il give it a go,thanks for the suggestion!

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hi please help me the change to my addon units in skirmish mode doesn’t work I did everything as in the instructions and the American military remains, maybe there is a new way or we can contact you and you can explain it to me?

 

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Posted (edited)
On 4/17/2024 at 9:27 PM, tpw said:

Hi everyone. Sorry it's been a long time off the tools for TPW MODS, and off this forum too. I have mainly been concentrating on my TPW UNIFORMS stuff, it causes me less aggravation since I'm not always fighting the deficiencies of RV. I have however been spasmodically adding various map support and minor things.

@EO that's a good suggestion which I will implement
@badanov what's the worldname? 

@HVK Industries resume from save game support is not perfect iin TPW MODS I'm sorry

 

There are four:

 

North Zagoria https://steamcommunity.com/sharedfiles/filedetails/?id=3113506276&searchtext=  NorthZagoria

North Zagoria Winter https://steamcommunity.com/sharedfiles/filedetails/?id=3113464354&searchtext  NorthZagoriaWinter

Northwestern Chernarus https://steamcommunity.com/sharedfiles/filedetails/?id=3070878888&searchtext  NWChernarus

Northwest Chernarus Winter https://steamcommunity.com/sharedfiles/filedetails/?id=3094517366&searchtext NWChernarusWinter

Edited by badanov
Added map name according to the config file

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Hi tpw. I've been using your mod for years but only recently tried the option in the SOAP module to play my own music. However no matter what I do I cannot get it working. I have added 20 music files into the /music folder and named them 1, 2, 3 etc. They are all ogg files and all are less than 3 minutes long. I also dragged the music tracks slider up to 20 in the mod settings. But when in game I still get the default Greek style music playing on Altis. My own music never plays. I have tried in both the edior (single player) and multiplayer (hosting Antistasi) but neither works. Any help would be appreciated. Thanks.

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