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piggypotpie

Caps to mods?

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Why is there a limit to the mods I can have and is there a way around this? I was thinking of adding the pbo directly in, but then if I want to use multiplay it's going to be a pain to locate and remove each pbo.

Edited by piggypotpie

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Not sure I'm reading you correctly... If you want to play on a server without any addons active, you can just use a different windows shortcut to configure startup parameters or have a mod launcher do it for you.

How many mods is the limit you've encountered?

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I believe it's around ten. I can keep adding mods to the arma 3 folder, but then they don't show up in the "configure/expansions" selection so I can't activate them and use them.

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I've run close to 20 addons on a routine basis. If you're having trouble using the in game expansions menu, I'd suggest using a launcher application (there are many to choose from) or setting up your own shortcuts to start Arma with mods as startup parameters. There are clear examples on how to do this on the BIS community wiki or even any addon page on Armaholic for example.

That way you can easily start the game with different sets of addons or even none at all, based on where you are playing.

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I'll look into that. I'm a bit PC handicapped, but I'll try my best. Thank you!

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Try this one http://www.armaholic.com/page.php?id=19582

You can make multiple profiles for your mod setups, and you can switch between Arma3 and Arma2CO as well.

Another way around the mod cap is a compilation mod like what my WarMod series does, compiles almost all the gamneplay addons and mods into one mod,

and the readmes included basically list and provide details on the files within, so if you ever need to remove something then you know what

your looking at, currently the one for Arma3 is still WIP.

The last biggest mod I built was for arma2CO that had 230+ addons and mods in it.

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Yeah, it's why I didn't suggest one launcher over another. My personal preference is IMHO a little less simple for beginner use, but I haven't personally tried any others to recommend. Ones to look out for when deciding are:

- The Steam game launcher

- Play withSix

- ArmaSync

- Arma 3 Mod Preset Launcher

Some of these allow you to search for addons, then install them an update them for you automatically.

As for shortcuts, Check out the -mod startup parameter under

https://community.bistudio.com/wiki/Arma_3_Startup_Parameters

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Try this one http://www.armaholic.com/page.php?id=19582

You can make multiple profiles for your mod setups, and you can switch between Arma3 and Arma2CO as well.

Another way around the mod cap is a compilation mod like what my WarMod series does, compiles almost all the gamneplay addons and mods into one mod,

and the readmes included basically list and provide details on the files within, so if you ever need to remove something then you know what

your looking at, currently the one for Arma3 is still WIP.

The last biggest mod I built was for arma2CO that had 230+ addons and mods in it.

How did you compile all those addons into one mod? Did you just go in to the file, copy all the pbos and the just paste them in the new gigantic mod?

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I installed them one by one, plus considering I wanted to release to the public what I had built, I actually did this 3 times to make sure everything

was correct in terms of all files required were there, and files in the correct location.

But it took me 6 months of research and testing each individual addon to make sure each one worked by themselves, and together + readmes, and 3 weeks of acquiring permissions

(as i was going to release it to the public, and anything you use from another modder requires their permission) then another 1+ months of readme building.

But basically I created an mod folder, then installed each mod and moved the pbos, and bisgns to the addons folder of the mod, and of course added any userconfig to the game directory.

As for what was in the mod http://warmod.webs.com/modsincowarmod.htm

As for your question in particular basically just put all the mods together in one mod, all pbos, and bisigns go into the addons folder and be sure you all userconfigs if

any are in the arma3 directory as well, also consider that you dont want 2 mods that do almost the same thing so if you get conflicts

the idea is to know what you mare installing, understand what they do and be sure you know how to install them.

Any other questions I'd be happy to help, but i been doing this compiling since 2009, see my website for all the compilation mods I built.

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This method works too, though it may introduce an unecessary maintenance overhead for piggypotpie when updating his addon versions.

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Making a shortcut and adding -mod=JSRS; etc has a limit which is why I use a batch-file to launch Arma.

Make a textfile and call it whateverUwant.bat. In it, I've typed

"L:\SteamLibrary\SteamApps\common\Arma 3\arma3.exe" -nologs -nosplash -mod=@CBA_A3_RC3;@nograss;@ASDG_JR;@UI;@VTS_Weaponresting;@JSRS2.1;@ASDG_Attachments;@newmods;@voicestop;@BaBe_midTex;@DAC;@CAF_AG1.5;@SOSDMSNV;Blastcore-A3;@mas;@USAF;@SMA;@Ivory;

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Another idea is make a mod folder for addons of the same type, for example addons that deal with islands, make a mod folder titled @Islands, addons that deal

with nothing but weapons again @Weapons, addons that deal with units @units or soldiers, same for planes, ect,.

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I installed them one by one, plus considering I wanted to release to the public what I had built, I actually did this 3 times to make sure everything

was correct in terms of all files required were there, and files in the correct location.

But it took me 6 months of research and testing each individual addon to make sure each one worked by themselves, and together + readmes, and 3 weeks of acquiring permissions

(as i was going to release it to the public, and anything you use from another modder requires their permission) then another 1+ months of readme building.

But basically I created an mod folder, then installed each mod and moved the pbos, and bisgns to the addons folder of the mod, and of course added any userconfig to the game directory.

As for what was in the mod http://warmod.webs.com/modsincowarmod.htm

As for your question in particular basically just put all the mods together in one mod, all pbos, and bisigns go into the addons folder and be sure you all userconfigs if

any are in the arma3 directory as well, also consider that you dont want 2 mods that do almost the same thing so if you get conflicts

the idea is to know what you mare installing, understand what they do and be sure you know how to install them.

Any other questions I'd be happy to help, but i been doing this compiling since 2009, see my website for all the compilation mods I built.

All your stuff is A2. No A3?

---------- Post added at 02:04 ---------- Previous post was at 02:03 ----------

Making a shortcut and adding -mod=JSRS; etc has a limit which is why I use a batch-file to launch Arma.

Make a textfile and call it whateverUwant.bat. In it, I've typed

"L:\SteamLibrary\SteamApps\common\Arma 3\arma3.exe" -nologs -nosplash -mod=@CBA_A3_RC3;@nograss;@ASDG_JR;@UI;@VTS_Weaponresting;@JSRS2.1;@ASDG_Attachments;@newmods;@voicestop;@BaBe_midTex;@DAC;@CAF_AG1.5;@SOSDMSNV;Blastcore-A3;@mas;@USAF;@SMA;@Ivory;

I actually don't know what that means......I'm PC handicapped

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All your stuff is A2. No A3?

Most of it but the series started in Arma1 with WarMod, then Arma2 (A2WarMod) Arma2CO (COWarMod with the OA expansion) and currently im working on the Arma3

version see my WIP thread

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