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interectic

How many mods and DLC is too much?

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I have been working on a campaign for awhile and I just want to hear options on what is too much.

Let me start off by saying I want to use the minimum I can while still getting the desired results. Currently the campaign would be about 7 mods and 2-3 paid DLCs.

Is this generally okay for everyone?

Thanks

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9 hours ago, pierremgi said:

Depending on mods, DLCs and obviously (mainly) your scenario.

Yeah I think the current mod set makes the most sense for the campaign. I just want to make sure players would be willing to play and enjoy it.

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Well, unless it's like terrain or very specific theme, you can also maybe make weapons, equipment, vehicles and such, optional. There are commands specifically for detecting addons.

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7 hours ago, interectic said:

Yeah I think the current mod set makes the most sense for the campaign. I just want to make sure players would be willing to play and enjoy it.

Different people different strokes. If there is a lot of mods I must download to play. I wont. BUT that's just me. Anytime I've modded in the past. I use as less mods required as possible if not none at all. The good news is. I am probably a minority on this. 😉

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On 12/20/2024 at 9:38 PM, mikey74 said:

Different people different strokes. If there is a lot of mods I must download to play. I wont. BUT that's just me. Anytime I've modded in the past. I use as less mods required as possible if not none at all. The good news is. I am probably a minority on this. 😉

 

On 12/20/2024 at 3:55 PM, Janez said:

Well, unless it's like terrain or very specific theme, you can also maybe make weapons, equipment, vehicles and such, optional. There are commands specifically for detecting addons.

Oh okay thanks guys. I normally agree with less mods but i also agree that to get the full experience sometimes there needs to be some.

Basically i'm doing a invasion of Takistan reboot in Arma 3, a continued storyline i guess

I appreciate the input!

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The current mod list is:

-2035 modern helmet replacement

-aegis

-atlas

-cba

-cup terrains and core

-usaf mod main and ac130

-wolf of tribute revision Takistan

 

-western sahara dlc

-reaction forces dlc

-expeditionary forces dlc

 

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13 minutes ago, interectic said:

-2035 modern helmet replacement

This is the exact example I was talking about tho, I think you can totally make that one optional. In case only equipment and vehicles from that DLC is used, again optional.

 

Anyway, sounds like fun. Godspeed!

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13 minutes ago, Janez said:

This is the exact example I was talking about tho, I think you can totally make that one optional. In case only equipment and vehicles from that DLC is used, again optional.

 

Anyway, sounds like fun. Godspeed!

Oh okay i see what you mean. Makes sense. I guess now im debating if i need the wolf of tribute takistan mod because I guess i could used the factions from Western Saharah and say they are the takistan factions??

 

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12 hours ago, interectic said:

Oh okay i see what you mean. Makes sense. I guess now im debating if i need the wolf of tribute takistan mod because I guess i could used the factions from Western Saharah and say they are the takistan factions??

I suppose that depends on how much of a difference there is between the two and how much work would it require to script replacements in case someone did have WoTT installed or how much work would it require to make Western Sahara faction look like the way you wonna make them look like. In theory, there is so much stuff in vanilla game already that you could probably make any faction look however you like.

 

But just to make it clear with very simple example and then you can decide and see where and how this is possibly applicable.

You can just use simple MX rifle from vanilla game but if a user has Apex DLC installed then you can detect that and replace MX rifle on unit with SPAR rifle.

if (395180 in (getDLCs 1)) then {
	_unit addWeapon "arifle_SPAR_01_blk_F";
} else {
	_unit addWeapon "arifle_MX_Black_F";
};

Therefore, those without Apex can play the mission but if user does has Apex DLC installed they also benefit from having a different gun. You can apply this principle to a lot of things.

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8 hours ago, interectic said:

so what would the variable names look like for the enemies?

I'm not sure what you mean, _unit is just an example placeholder here, you can choose whatever you want as long as you define it properly. If you'd put magic variable player here, then obviously it would only affect player like that.

 

Something utterly rudimentary for example would be to create a file called loadout.sqf in mission root folder and put the following inside:

/*
	Execution:
	0 = [this] execVM "loadout.sqf"; // insert into any infantry unit's initialization field in 3DEN, 0 just means no handle is used. [this] (without square brackets) is a magic variable
*/

_unit = _this select 0; // here we define what _unit is, meaning the following will affect whatever [this] points to

_unit setUnitTrait ["engineer", true]; // we can set a special trait to a unit

// we remove all the gear from a unit
removeAllWeapons _unit;
removeAllItems _unit;
removeAllAssignedItems _unit;
removeUniform _unit;
removeVest _unit;
removeBackpack _unit;
removeHeadgear _unit;
removeGoggles _unit;

_unit addHeadgear "H_Cap_blk"; // unit probably needs at least a cap for some sunshade
_unit addGoggles "G_Sport_Blackred"; // a pair of glasses to look cool

_unit forceAddUniform "U_BG_Guerrilla_6_1"; // we force a new uniform on a unit, don't worry, it doesn't resist much
_unit addItemToUniform "FirstAidKit"; // First Aid Kit is added to the new uniform in case of emergency
for "_i" from 1 to 2 do {_unit addItemToUniform "HandGrenade";}; // and couple of grenades, of course

_unit addVest "V_PlateCarrier1_blk"; // a vest in essential to a unit for protection and pouches
for "_i" from 1 to 2 do {_unit addItemToVest "16Rnd_9x21_red_Mag";}; // couple of sidearm magazines are added to the vest
for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; // couple of smoke shells

if (395180 in (getDLCs 1)) then { // 395180 is ID of Apex DLC, getDLCs is a scripting command to check for installed DLC
	for "_i" from 1 to 8 do {_unit addItemToVest "30Rnd_556x45_Stanag";}; // we add magazines before we add weapon so weapon is loaded on mission start
	_unit addWeapon "arifle_SPAR_01_blk_F"; // now we add a weapon that we want to be used if Apex DLC is installed
} else {
	for "_i" from 1 to 6 do {_unit addItemToVest "30Rnd_65x39_caseless_black_mag";}; // MX rifle caliber compatible magazines
	_unit addWeapon "arifle_MX_Black_F"; // MX rifle to be used in case Apex DLC is not installed
};

_unit addPrimaryWeaponItem "muzzle_snds_M"; // this unit is high maintenance, it needs a Gucci rifle
_unit addPrimaryWeaponItem "acc_pointer_IR";
_unit addPrimaryWeaponItem "optic_Hamr";

_unit addWeapon "hgun_P07_F"; // pfft, switching to your sidearm is always faster then reloading, everyone know that, dude!
_unit addHandgunItem "muzzle_snds_L"; // "Why are we still here? Just to suffer?"

_unit addWeapon "Rangefinder"; // sigh, weren't you paying attention so far? It needs a lot of things, OK!
_unit linkItem "NVGoggles";
_unit linkItem "ItemMap";
_unit linkItem "ItemGPS";
_unit linkItem "ItemRadio";
_unit linkItem "ItemCompass";
_unit linkItem "ItemWatch";

I commented on pretty much every line so it should be quite obvious what is going on. Also, keep in mind that I'm about half a decade rusty at this point so, you know, use at your own risk in case your computer explodes, etc.

 

On larger scale, i.e. editing whole faction loadouts or whatever, you'll probably want to detect unit classnames. Something akin to this:

/*
	Execution:
	_faction = [] execVM "factionLoadout.sqf"; // insert this into Mission Root Directory\init.sqf. '_faction' can be whatever you want
*/

{
	if (side _x isEqualTo independent) then { // is unit on independent side? _x is a magic variable
		if (typeOf _x isEqualTo "I_soldier_F") then { // is unit a Rifleman?
			removeAllWeapons _x;
			... // this is not an actual command, just cutting long story short :)
			_x linkItem "ItemWatch";
		};
	};
} forEach allUnits; // do above for all units on map

 

So yeah, similar goes for vehicles and everything else. You can even change unit faces, voices, pitch, name, etc. Be sure to look up scripting commands used and more on Biki.

https://community.bistudio.com/wiki/Category:Scripting_Commands

https://community.bistudio.com/wiki/Category:Functions

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

https://community.bistudio.com/wiki/Arma_3:_Event_Handlers

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On 12/26/2024 at 3:31 AM, Janez said:

I'm not sure what you mean, _unit is just an example placeholder here, you can choose whatever you want as long as you define it properly. If you'd put magic variable player here, then obviously it would only affect player like that.

 

Something utterly rudimentary for example would be to create a file called loadout.sqf in mission root folder and put the following inside:

I commented on pretty much every line so it should be quite obvious what is going on. Also, keep in mind that I'm about half a decade rusty at this point so, you know, use at your own risk in case your computer explodes, etc.

 

On larger scale, i.e. editing whole faction loadouts or whatever, you'll probably want to detect unit classnames. Something akin to this:

 

So yeah, similar goes for vehicles and everything else. You can even change unit faces, voices, pitch, name, etc. Be sure to look up scripting commands used and more on Biki.

https://community.bistudio.com/wiki/Category:Scripting_Commands

https://community.bistudio.com/wiki/Category:Functions

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

https://community.bistudio.com/wiki/Arma_3:_Event_Handlers

Sorry for the confusion but this helps a lot! thank you very much!

 

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15 hours ago, interectic said:

Sorry for the confusion but this helps a lot! thank you very much!

Yeah, no problem at all. If you have further questions, I suggest you turn to Editing & Scripting section, way smarter and talented people then me reside there whom can potentially help you out with specific issues.

 

Since BIF search has a cooldown iirc, you can set filters on your favorite search engine to search only specific websites. For example, enter the following into DuckDuckGo (or whatever) to search BIF for term loadout.

site:https://forums.bohemia.net loadout

 

Btw, just for future reference, please don't quote large posts just to add one sentence. Let's preserve lifespan of our scroll wheels. 🙂 

You can just quote the relevant part or first sentence and add <snip> after or something. Or just tag someone if you want their attention by typing @ and then selecting their handle from the list. If they have notifications about it enabled, they will get one.

 

Good luck!

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