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Add On Compilation for more Realism and Immersion (revised)

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- Index -

--- 1st post ---

0) Introduction and Basic Settings

--- 2nd, 3rd & 4th post ---

1) Mandatory Add Ons (@General)

1.1) Gameplay & Graphics Tweaks

--- 5th post ---

1.2) High Quality Weapons & Character Files

1.3) Supplementary (yet mandatory!)

--- 6th post ---

2) Replacement Files (@Replacement)

2.1) Realistic Designation

2.2) Infantry Weapon Replacements

2.3) Soldier Replacements

2.4) Vehicle Replacements

--- 7th post ---

2.5) Sound Replacements

2.6) Texture Replacements

3) Enhanced Configuration System (@ECS)

3.1) Quick Introduction to ECS

3.2) Proper Implementation of ECS in the context of this Add On Compilation

--- 8th post ---

4) Disabled or Optional Add Ons & Compatibility Issues

5) Thank you, Community!

0) Introduction and Basic Settings

Hello there, BIS Community!

We are a tiny squad called "Virtual Warfare" centered around coop missions and small PvP skirmishes. Many of us were huge fans of Operation Flashpoint and we try to bring to Armed Assault the realism and its unique immersing tension that OFP was able to confer.

None of us are particularly skilled in creating add ons for this game but this great community provided us with almost everything we needed!

We want to share this add on compilation with you. If you can be bothered please read this rough suggestive guideline on how to turn Armed Assault into something else. Something we greatly enjoy playing. Mostly without the frustration that the vanilla game and its missing features (don't feel bad now, BIS) brought. Hours and hours of nerve-twisting battle tension that gets as close to realism as it can get; without forgetting the fact that in the end it's still a game (and thank goodness for that!).

This is the revised version of the old thread which didn't fully survive the transfer to the new forums. Go there for archived replies and discussions.

All add ons in question have been tested with Armed Assault version 1.15b

--- Advanced Combat Environment ---

Important notice:

Not all of the add ons discussed here are compatible with and/or superseded by the Advanced Combat Environment modification.

Any add ons listed below that still enhance A.C.E. gameplay have been tagged "[A.C.E.]". If no such tag is present the add on is either already included in A.C.E. or has been superseded by the mod's features.

If you are new to Armed Assault, my advise would be you try the complete A.C.E. package before reading on. The mod contains a lot more features than all add ons mentioned in this list together.

These guys worked very hard and did a hell of a job. Please support them!

Alright, now without further ado:

- We shall start off with some very basic settings:

We are going to put all of the following relevant add ons into two "modfolders":

"@General\AddOns" which will hold the gameplay tweaks and model files and "@Replacement\Addons" which will make sure the new content is used instead of the original vanilla ArmA one.

This separation is quite arbitrary, it just seemed like a good way to me to keep some basic overview.

For those of you who would like to run a dedicated server make a third folder which we happen to name "@Server". "@Server\AddOns" will hold all of the server-sided add ons. Files in question have been marked accordingly. For more details see below just before the beginning of chapter 1)!

In case you'd like to use this structure adjust the game's short cut accordingly:

"...\Armed Assault\arma.exe" -nosplash -profiles=Profiles -mod=DBE1;@General;@Replacements

And for the dedicated server:

"...\Armed Assault\arma_server.exe" -config=server.cfg -profiles=Profiles -ranking=ranking.txt -netlog -port=7777 -mod=DBE1;@Server

For more shortcut options refer to the Biki

- Adjusting difficulty settings via "...\Profiles\yourprofilename.ArmAProfile":

Open your profile with any text editor ("Notepad" will do) and search for "class Difficulties" - replace them the following settings:

class Difficulties
{
class regular
{
	class Flags
	{
		Armor=0;
		FriendlyTag=0;
		EnemyTag=0;
		HUD=0;
		HUDPerm=0;
		HUDWp=0;
		HUDWpPerm=0;
		AutoSpot=0;
		Map=0;
		WeaponCursor=0;
		AutoGuideAT=0;
		ClockIndicator=0;
		3rdPersonView=0;
		Tracers=0;
		UltraAI=0;
		AutoAim=0;
		UnlimitedSaves=1;
		MaxCustomFileSize=33554432;
		MinErrorToSend=0.080000;
		vonCodecQuality=10;
		VonID=1;
		NetStats=1;
		DeathMessages=1;
	};
	skillFriendly=1.000000;
	skillEnemy=0.500000;
	precisionFriendly=0.500000;
	precisionEnemy=0.030000;
};
class veteran
{
	class Flags
	{
		Armor=0;
		FriendlyTag=0;
		EnemyTag=0;
		HUD=0;
		HUDPerm=0;
		HUDWp=0;
		HUDWpPerm=0;
		AutoSpot=0;
		Map=0;
		WeaponCursor=0;
		AutoGuideAT=0;
		ClockIndicator=0;
		3rdPersonView=0;
		Tracers=0;
		UltraAI=1;
		AutoAim=0;
		UnlimitedSaves=1;
		MaxCustomFileSize=33554432;
		MinErrorToSend=0.080000;
		vonCodecQuality=10;
		VonID=1;
		NetStats=0;
		DeathMessages=1;
	};
	skillFriendly=1.000000;
	skillEnemy=0.600000;
	precisionFriendly=0.500000;
	precisionEnemy=0.030000;
};
};

Don't forget to make a backup of the original file before you save it.

What it does:

This procedure will set the game to higher standards regarding its internal difficulty options:

Rather tough yet clumsy AI in regular mode, quite good (but "fair") AI in Veteran Mode (As long as you make use of SIX's ai tweaks, see 1.1).

3rd person should now be disabled (Good bye, "console pilots") and - most importantly - there will be no more cross hair* (I don't understand why so many players use cross hairs - arguably, it defeats the sheer purpose of OFP/ArmA's style of game play, doesn't it?)

There is no scoreboard in Veteran Mode to encourage squad behaviour but to also prevent players from "peaking" after a kill cannot instantly be confirmed.

These settings are just what we found to be quite playable after several months of coop gaming with friends and acquaintances - it is naturally subjective so go ahead and play with the values as you like, especially "skillEnemy=" and "precisionEnemy="

*consider using the "Truemod Veteran Crosshair Add On" as an alternative - see 1.1)

One quick side note before we get to the add ons:

Add Ons known to be signed have been tagged "[signed]",

Add Ons currently not signed are marked as "[unigned]",

Add Ons that, in addition, should be loaded by the dedicated server in order to improve stability and/or guarantee a consistent gameplay have been tagged "[@Server]".

Add Ons that are compatible with or may enhance gameplay of the Advanced Combat Environment have been tagged "[A.C.E.]".

Edited by The.D

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Now let us take a look at the files:

1) Mandatory Add Ons (@General)

1.1) Gameplay & Graphics Tweaks

gmJamez' "Sight Adjustment (Windage + Elevation)"

Simulates functional windage and elevation knobs on your rifles! Very essential add on as it makes long range sniper combat far more realistic and interesting. If you want to run this with "rangecards" in a non-default folder, you must adjust the .pbo according to the thread. I made the necessary changes for "@General" here.

Add on files used:

GMJ_SightAdjustment.pbo [unsigned]

Note: SightAdjustment_AutoInit.pbo should be used (see 1.3)

Deadfast's and Mondkalb's "Cartridge Addon"

Proper, automatic shell ejection on all guns (rifles & vehicle-mounted)! Need I say more? Oh yes, the casings remain on the ground - you can tweak it according to your system's performance with the included config file!

Add on files used:

dfs_cartridges.pbo [signed] [A.C.E.] Configuration file: ".../Armed Assault/userconfig/DFS_performance.hpp"

HeinBloed's "Functional Iron Sight for M136 and RPG-7", "GDTModHelicopter" and "GDTModTOW"

Three elegant fixes brought to us courtesy of HeinBloed. Specifically, the first one enables proper sight presets for the M136 and RPG-7 AT missile launchers. Very useful indeed! Last but not least, GDTModHelicopter will fine-tune the chopper controls and flight behaviour to convey a more realistic pilot experience.

Also consider using his excellent "GDTModHellfire" which we decided to exclude here for now due to ai limitations. It is, however, an excellent addition to any Warfare or PvP mission!

Add on files used:

GDTModLauncherIronSight.pbo [signed]

gdtmodhelicopter.pbo [signed] [@Server] [A.C.E.]

gdtmodhelicopterqg.pbo [signed] [@Server] [A.C.E.]

gdtmodtow.pbo [signed]

Maddmatt's "Effects Mod"

Essential add on to boost Armed Assault's palette of effects and get a great atmosphere going. Truly helps immersion, good job! Make sure you use the right loading order.

Add on files used:

MatH_ArmAEffects.pbo [signed]

MatH_Rain.pbo [signed]

DMarkwick's "JTD Smoke Effects"

This neat addon will take extra special care of all ingame smoke effects. It adds some nice scenery to the game and also tweaks gameplay against AI: Enemy NPCs are no longer able to look through thick columns of smoke!

Add on files used:

DMSmokeEffects.pbo [signed] [@Server] [A.C.E.] relies on ".../Armed Assault/Dta/DMSmokeEffects_config.hpp"

DMSmokeGrenadeVB.pbo [signed] [@Server] relies on ".../Armed Assault/Dta/DMSmokeEffects_config.hpp"

VictorFarbau's "VFAI - AI Extension"

Makes the AI behave much more autonomous. They will make use of smoke grenades (particularly interesting in combination with "DMSmokeEffects.pbo"!) and independently drop empty weapons and pick up new ones if available within their vicinity!

This addon comes with its own control panel; refer to the readme and its thread for details!

Add on files used:

VFAI_ControlPanel.pbo [signed] [@Server]

VFAI_Equipment.pbo [signed] [@Server]

VFAI_Smokeshell.pbo [signed] [@Server]

NonWonderDog's "Realistic Ballistics", "Tank Fire Control Systems" and "GLTD II Range Finder"

What can I say? NWD is a legend - ArmA wouldn't be the same without his contribution!

Note: For additional rifle reticles refer to BigDaddy5's "31st meu replacement reticles". Tank models & load-outs have been replaced by zGuba's Compact Fix, the Range Finder has been superseded by Spooner's SPON Rangefinder, see next entry!

Add on files used:

NWD_7xBinoculars_WideScreen.pbo [unsigned]

NWD_Ballistics.pbo [unsigned] [@Server]

NWD_RealDispersion.pbo [unsigned] [@Server]

NWD_RocketBallistics.pbo [unsigned] [@Server]

NWD_ScopeFix.pbo [unsigned]

NWD_SightAdjustmentPlugin.pbo [unsigned]

NWD_TankBallistics.pbo [unsigned]

Spooner's "SPON Rangefinder", "SPON Map" and "SPON RearView"

Expert scripter Spooner provides us with a gold mine of cunning enhancements: a vastly improved laser range finder that is fully compatible with above NWD's sight add on, free-hand drawing on the tactical map and a working rear mirror view on most vehicles!

These add ons require "SPON Core" as a basic prerequisite - while you're there, check out Spooner's very impressive work collection!

Add on files used:

SPON_Core.pbo [signed]

SPON_Map.pbo [signed] relies on "SPON_Core.pbo"

SPON_Rangefinder.pbo [signed] relies on "SPON_Core.pbo"

SPON_RearView.pbo [signed] relies on "SPON_Core.pbo"

Q1184's "Sharper Recoils & Real Rate Of Fire"

Excellent addition to NWD's Ballistics (see above)! Re-adjusts the timing on recoil of the barrel and the rate of fire of assault rifles to more realistic values.

Optional: Also consider using his "Wind deflection" add on.

Add on files used:

Q11_RealROF.pbo [signed] [@Server]

Q11_Recoils [signed] [@Server]

Proper Mod Team's "Proper Mods"

The Proper Mod collection is one of the broadest ArmA melioration attempts covering nearly all gameplay elements. We particularly recommend to take a look at Proper plants.

We also found the following add ons to be really useful. However, it's recommended to browse the site and see for yourself what's in your flavour. There a many options!

Add on files used:

PROPER_Effects_Damage_And_Sea_Texture_Replacement_Sakura_Chan.pbo (Must-Have) [signed] [A.C.E.]

PROPER_Gameplay_No_AT_Use_Vs_Men_By_AI.pbo [signed] [@Server]

PROPER_Gameplay_RadioProtocol_Fixed.pbo (recommended) [signed]

PROPER_UI_B_Side_Fix.pbo [signed]

PROPER_UI_Speedup_Gear.pbo [signed]

PROPER_UI_Speedup_RscMapControl.pbo [signed]

Edited by The.D

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rg7621's "TrueMods - 3rd Release" and "TrueGameplayMods"

Two very essential packs brought to us courtesy of rg7621. They add a lot of immersion and are very useful gameplay-wise, too! GUI, gameplay & AI tweaks, higher realism standards - the list of features goes on and on and in fact exceeds the limited space I have here to describe it all.

Attention: The files listed below are a personal choice. TrueMods is wholly modular and combines very well with sickboy's SIX addons! Do not use truegameplay-weapon-sway.pbo as it decreases the AI's engagement radius for some reason. Check out the two threads for details!

Add on files used:

#trueui_overrideqg.pbo [signed]

truecrosshair-veteran.pbo [signed]

truefov-accurate.pbo [signed]

trueheadmovement.pbo [signed]

trueingameui.pbo [signed] [A.C.E.]

trueintro.pbo [signed]

truemovementsound.pbo [signed] [A.C.E.]

truenvgoggles.pbo [signed] [A.C.E.]

trueradar-veteran.pbo [signed]

trueui.pbo [signed] [A.C.E.]

truevehiclenoise.pbo [signed] [A.C.E.]

truegameplay-ai-engagment.pbo [signed] [@Server]

truegameplay-ai-hearing.pbo [signed] [@Server]

truegameplay-ai-radar.pbo [signed] [@Server]

truegameplay-ai-spotting.pbo [signed] [@Server]

truegameplay-animation-movementspeed.pbo [signed]

truegameplay-animation-transitionfixs.pbo [signed]

truegameplay-survivability-helicopter.pbo [signed] [@Server] [A.C.E.]

truegameplay-survivability-man.pbo [signed] [@Server]

truegameplay-vehicle-offroadspeed.pbo [signed] [A.C.E.]

truegameplay-vehicle-steeringsensitivity.pbo [signed] [A.C.E.]

Parts of sickboy's 6thSense.eu Add Ons: "Pack 1", "Pack 2" & "Pack 3"

One of the major add on packs for Armed Assault. It adds a lot of immersion by fixing major issues with AI behaviour. For instance, long range fire fights are now properly implemented and possible (make sure you adjusted the difficulty settings as seen in 0)) and vanilla tracers are substituted by more realistic tracer effects.

Highly recommended to be used in combination with TrueMods. Note that due to possible compatibility issues "six_sys_ai.pbo", "SIX_UI.pbo" and "SIX_Repl_WeaponSway.pbo" have been disabled.

Add on files used:

SIX_Misc.pbo [signed]

SIX_Repl_Reloadtime.pbo [signed]

SIX_sys_suppression.pbo [signed]

SIX_Tools.pbo [signed] relies on ".../Armed Assault/Dta/SIX_Tools.hpp"

SIX_Tracers.pbo [signed] relies on ".../Armed Assault/Dta/SIX_Tracers.hpp"

solus' SLX Mod

SLX is an ingenious modding effort courtesy of solus. It adds a vast palette of features and in this thread we do not do his work full justice. I'd suggest (just like with A.C.E.) you check out the mod for yourself and test all of its features. For now, we are only using the "wound/blood/drag feature" system which user Kroky was so kind as to find a way of isolating!

As Kroky made a very elaborate description of how to initialize the desired features, I took the liberty of quoting him here - please note that we only use the actual wound/drag system but as far as I could test it, Kroky's optional steps are working just fine, too. Here we go:

[...]

ok here as promised my info about how I got wounds/drag system from SLX to work standalone:

- First: all credit goes to Solus for making SLX and providing the files modular for wounds/drag.

- Second: download all the new files that have been uploaded from Solus to Filefront. (files from 10th Sep 2008) Make sure you are using ONLY these files!

http://hosted.filefront.com/SLXSolus/

- Make an addon folder like @SLX in your ArmA directory, inside this folder make an addons folder.

- You need only these files to get to work wounds/drag system:

- SLX_Wounds.pbo

- SLX_Cloud.pbo

- SLX_Arma_Voices.pbo

- SLX_Shout

- SLX_NetCode.pbo

Additionally make sure you have the latest Extended_Eventhandlers.pbo installed in any modfolder as an addon. (right now version 1.9 is up to date)

You don't need any Bin folder or Data folder installed from SLX, to get to run wounds/drag system. It should work as a standalone without error. At least for me it works!

Optional:

Aditionally you can install these pbo's without the need of the Bin folder, to get SLX vehicles to work:

- SLX_Veh.pbo

- SLX_Veh_c.pbo

Optional 2:

Aditionally you can install these pbo's without the need of the Bin folder, to get SOME functions of Group Link 3 to work:

- SLX_gl3.pbo

- SLX_ai_dispersion.pbo

- SLX_findcover.pbo

- SLX_misc.pbo

- SLX_xms.pbo

[...]

Edited by Kroky on Nov. 03 2008,23:51

For a many additional features, please read the full post on page 24.

To ensure an optimized game flow use the latest "official" files and make use of zGuba's optimized zSLX which he kindly provided for the community.

Again, many thanks to Kroky for his efforts and information! ..and my apologies for being so very, very late in including this to the first post!

Add on files used:

SLX_Arma_Voices.pbo [signed]

SLX_Cloud.pbo [signed]

SLX_NetCode.pbo [signed]

SLX_Shout [signed]

SLX_Wounds.pbo [signed]

... & optional files ...

Edited by The.D

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Raven_72nd's "RVN Compass Mod"

As we will be using the compass a lot in veteran mode when there's no GPS around we should use the best compass available. Raven supplies us with just that!

Add on files used:

RVN_Compass_Mod.pbo [signed]

zGuba's "Compact Fix for ArmA 1.15"

Another set of effective gameplay fixes: Changes rate of fire, weapon loadouts and designation for some vehicles, adds flares and ejection seats to aircraft and IR nightvision to vehicles and - most noteworthy - tweaks AI infantry vs. armour/aircraft engagement beahaviour. Great work, mate!

This is a vast, modular add on collection. Refer to the thread for details and a lot more features!

Add on files used:

ZGB_CommanderFix.pbo [signed]

ZGB_Flares.pbo [signed]

ZGB_Launchers.pbo [signed]

ZGB_Magazines.pbo [signed] [@Server]

ZGB_MES.pbo [signed]

ZGB_ModelFix.pbo [signed]

ZGB_OFPEC_Lightbulbs.pbo [signed]

ZGB_Vehicles.pbo [signed] [@Server]

ZGB_VNV.pbo [signed] [A.C.E.]

ZGB_WarfareSoundFix.pbo [signed] [A.C.E.]

ZGB_WarfareTrucks.pbo [signed] [A.C.E.]

ZGB_Weapons.pbo [signed] [@Server]

s_Hole's "Fixed Range Nightvision"

A more realistic approach on night vision by disabling HDR and adding more visual homogeneity regarding range and depdendency on brightness.

There are still some (minor) issues but it's very recommendable. Also adds up nicely with "TrueNVGoggles"!

Add on files used:

S_NVG.pbo [unsigned]

teaCup's "Puny Animation Pack"

Don't let teaCup's modesty fool you: This pack isn't puny whatsoever!

It will enhance the game by something many of us have been waiting for ever since Operation Flashpoint: Being able to climb and/or jump over obstacles in the game.

To implement this to the regular game content william1 brought us yet another nifty replacement pack!

Note: william1's replacement does not require teaCup's original file!

Add on files used:

TCP_AnimPack_v0.1.pbo [unsigned]

TCP_AnimPack_REPLACEMENT.pbo [unsigned] stand-alone! Does not rely on "TCP_AnimPack_v0.1.pbo"

andersson's "andy_binoculars"

Finally equipping binoculars won't disable your freelook option! Allows for a much more flexible (and more realistic) use of the binocs - must have!

Thumbs up to andersson who by the way also made "unique models for different ammo drops", see below (2.1).

Note: The included laser designator free look mode currently conflicts with Spooner's SPON Range Finder but both add ons do their job just fine, it's merely a display issue.

Add on files used:

andy_binocular.pbo [signed]

andy_laserdesignator.pbo [signed]

andersson's "ArmA Crows"

Yes, that's right. Crows. With optional sounds by MarkXIII. I grew very fond of them and wouldn't want to miss them, especially during a forest / spec op coop on a grey November morning. Lovely!

Add on files used:

andy_crow.pbo [signed] [A.C.E.]

andy_crow_porto.pbo [signed] [A.C.E.]

andy_crow_rahmadi.pbo [signed] [A.C.E.]

andy_crow_sahrani.pbo [signed] [A.C.E.]

andy_crow_southern_sahrani.pbo [signed] [A.C.E.]

andy_crow_united_sahrani.pbo [signed] [A.C.E.]

andy_crow.pbo [signed] [A.C.E.]

SNKMAN's "Group Link 3"

"The Ultimate AI Enhancement", it says in the description. Ever since Operation Flashpoint many people have worked hard to enhance enemy AI behaviour, especially in long-range and close quarter squad combat situations. GL3 currently forms the pinnacle of these endeavours.

You can modify the files to be used with "@General/AddOns" but it's more convenient to just use the author's original "@GL3" folder structure. Refer to the excellent documentation to see how to implement it into your missions. It's worth it!

Add on files used:

@GL3/AddOns/GL3_Config.pbo [signed] [@Server] [A.C.E.] don't forget to add "@GL3" to your ArmA.exe target location i.e. ".../ArmA.exe" -mod=@GL3

@GL3/AddOns/GL3_Core.pbo [signed] [@Server] [A.C.E.]

@GL3/AddOns/GL3_Sound.pbo [signed] [@Server] [A.C.E.]

@GL3/GL3_Settings.sqf configuration file

Edited by The.D

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1.2) High Quality Weapons & Character Files

Cameron McDonald's "1st Infantry Division"

Top-notch U.S. infantry soldier models by mister McDonald. This is art. There's nothing to add.

Use ColonelSandersLite's Replacement Pack!

Add on files used:

CMCD_USA_1ID_Infantry.pbo [signed]

Jonny's "Army Special Forces"

The very talented creator of the famous Marines comes up with a Special Forces pack! Must-have!

AimPoint's "Desert Weapon Pack" is required! Also, Mr Burns was so kind as to provide a neat replacement pack!

Add on files used:

joh_armysf.pbo [signed] requires "amp_deswps.pbo"

Brian M Haley's "Fidelis Marines"

Outstanding model details and a most accurate modern Marpat camouflage distinguish Brian's work. It is on par with CMD's 1st Infantry Division. Choose your favourite!

Complete replacement pack (infantry & special forces) included!

Add on files used:

Fidelis_Marines.pbo [signed] [A.C.E.]

Fidelis_Marines_Replacement.pbo [signed]

Rellikki's "SLA Redux"

Based on superb modeling and texturing skills (see Rellikki's credits), the author delivers what should be called the new standard for SLA troops. Vastly improved textures, great models and it blends into the game like a charm, too!

Use all of the files below if you like but choose only one replacement pack! (See 2.3) )

Add on files used:

REL_DSSLA.pbo [signed] [A.C.E.]

REL_UBSLA.pbo [signed] [A.C.E.]

REL_WLSLA.pbo [signed] [A.C.E.]

Brian M Haley's "Fidelis Russians"

The SLA variant of Brian's Fidelis troopers!

Complete replacement pack (infantry & special forces) included!

Add on files used:

Fidelis_Russians.pbo [signed] [A.C.E.]

Fidelis_Russians_Replacement.pbo [signed]

Skaven's "RACS - 3rd Version"

Great add on pack with lots of high quality soldiers and weapons. Get them here.

Recommended replacement for RACS soldiers! User william1 wrote a replacement config file (see 2.3)!

Add on files used:

Ska_JAM.pbo [unsigned] [A.C.E.]

Ska_Rac_Mercs.pbo [unsigned] [A.C.E.]

Ska_Racs_Wp.pbo [unsigned] [A.C.E.]

Dr. Rebus' "Italian Soldiers & Weapons 1.0"

High quality add on by Dr. Rebus, AimPoint, Arremba San Zorzo and, last but not least, Robert Hammer. We're only using the infantry weapons here but take a look at the whole pack!

Needed for our infantry weapons replacement.

Add on files used:

REBUS_EIweapons.pbo [unsigned] [A.C.E.]

Robert Hammer's "M4/M16" & "AKs" Weapon Packs.

These packs are a major contribution to Armed Assault, as they include animated high quality versions of many of the original weapons occurring in the vanilla game. He also made a great Pistol Pack. Check them all out!

We wrote a replacement pack for these (see 2.2)).

Add on files used:

rh_aks.pbo [signed] [A.C.E.]

rh_m4.pbo [signed] [A.C.E.]

rh_de.pbo (optional) [signed] [A.C.E.]

1.3) Supplementary (yet mandatory!)

Solus' and Killswitch's "Extended Event Handlers (XEH)"

To be blunt, I'm too dumb to really understand what this thing actually does. Confugles some extend shwandlers or something.

It presents the key prerequisite for many superb add ons. A.C.E. usually features the latest version. You can get the separate XEH add on at Armaholic.com

A lot of the add ons discussed in this list will rely on XEH to work properly!

Be sure to grab the SightAdjustment_AutoInit of the "Examples" folder in the .zip file. You will need it for gmJamez' Sight Adjustment.

Add on files used:

Extended_Eventhandlers.pbo [signed] [@Server]

(SightAdjustment_AutoInit.pbo) [signed]

Edited by The.D

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2) Replacement Files (@Replacement)

2.1) Realistic Designation

Yeb's "Realistic Designation"

This will replace pretty much every single weapon, vehicle and equipment name in the entire game with a more accurate, concise description. Kudos to Yeb for taking all the trouble!

Add on files used:

realistic_designation.pbo [signed] [A.C.E.]

2.2) Infantry Weapon Replacements

andersson's "Unique models for different ammo drops"

Universal satchel drops, be gone! Good idea!

Add on files used:

andy_mags.pbo [signed] [A.C.E.]

Custom V-War! "Infantry Weapon Replacements"

Created by Ryan and yours truly this pack will replace almost every standard rifle in the game with a high quality counterpart. It will not modify the sounds so you are free to combine it with any sound pack (see 2.5) you desire.

Add on files used:

weapon_replacement_ak.pbo [signed] [A.C.E.]

weapon_replacement_m4m16.pbo [signed] [A.C.E.]

weapon_replacement_mg.pbo [signed]

weapon_replacement_pistols.pbo [signed]

weapon_replacement_smg.pbo [signed]

2.3) Soldier Replacements

BLUFOR:

ColonelSandersLite's "1st Infantry Replacement Pack"

Will replace the vanilla BLUFOR soldiers with high quality versions by Cameron McDonald. Adds a lot of details to the US soldiers. Choose light or heavy gear - or both! Highly recommended!

Add on files used:

CMCD_USA_1ID_Infantry_Replacements_Mixed.pbo [signed]

or

CMCD_USA_1ID_Infantry_Replacements_Heavy.pbo [signed]

or

CMCD_USA_1ID_Infantry_Replacements_Light.pbo [signed]

Alternative: Brian M Haley's Fidelis Marines: Great quality modern (2008 Marpat Camo) uniform retextures! Cheers for the link, acadiancrusader!

Mr Burns' Replacement Pack for Jonny's "Army Special Forces"

As a great addition to CMD's 1st Infantry comes Jonny's ingenius "Army Special Forces" to which Mr Burns made a neat replacement. Lets you choose a preferred uniform style!

Add on files used:

joh_armysfrepl_acu.pbo [signed]

or

joh_armysfrepl_bdu.pbo [signed]

or

joh_armysfrepl_dcu.pbo [signed]

OPFOR:

Cole.cz's "SLA Redux Replacement Pack"

Makes Rellikki's SLA troopers appear instead of the original game content. Cole did a good job there, highly recommended!

Choose one replacement pack: Desert, Urban or Woodland styles!

Add on files used:

REL_DSSLA_Inf_Replacement.pbo [signed]

REL_DSSLA_Especas_Replacement.pbo [signed]

or

REL_UBSLA_Inf_Replacement.pbo [signed]

REL_UBSLA_Especas_Replacement.pbo [signed]

or

REL_WLSLA_Inf_Replacement.pbo [signed]

REL_WLSLA_Especas_Replacement.pbo [signed]

Alternative: Brian M Haley's "Fidelis Russians Replacement": High detail SLA troopers with a great camo pattern. Fits right in!

Independent:

william1's "RACS Replacement"

Great job there! Replaces the standard RACS with Skaven's RACS troopers. Update: I slightly modified william1's script so it is only replacing models and causes no errors in ArmA.rpt. Thanks again to the author, who did all the work!

Add on files used:

RACS_REPLACEMENT.pbo [signed]

Civilian:

- No Civilian Replacement used at this time.

If you have an idea, let us know!

2.4) Vehicle Replacements

Mateck's "CH M1A1 & CH T72 Packs"

Completely reworked M1A1 Abrams and T-72 tanks courtesy of Mateck. He put a lot of effort into model details and texture works. Additionally, the missing fourth crew position has finally been added ("loader", i.e. assistant gunner)!

Add on files used:

ch_m1abrams.pbo [signed]

ch_m1a1ha_replacement.pbo [signed]

ch_t72.pbo [signed]

ch_t72_replacement.pbo [signed]s

Sudden Death's "SPD Vehicles"

Fixes the muzzle origins on AH-6, Camel and Shilka. Great in combination with SIX tracers!

Add on files used:

sdp_vehicles.pbo [signed]

Solus' "SLX Vehicles"

From the creator of the famous SLX Mod this add on adds animations to ingame vehicles. Doors open, antennas sway while moving, mounted weapons have working parts, et cetera. It also fixes shadow calculations on window screens. This is a must-have!

zGuba made an update to Solus' work which significantly improves performance! Get it here.

Add on files used:

slx_veh.pbo [signed] [@Server]

slx_veh_c.pbo [signed] [@Server]

Edited by The.D

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2.5) Sound Replacements

One of many Sound Effects Replacements (weapons, explosions, supersonic cracks, etc.)

Recommended: Mark XIII's "HiFi Novus Aevum"

As this is the most subjective part of all the add on replacements you should give all of the following sound enhancements a try and then pick your personal favourite.

- Mark XIII's outstanding "HiFi Novus Aevum" could arguably be called the most realistic and consistent sound enhancement available.

It stays true to many of the weapons' characteristics and delivers a great combat atmosphere. If that were not enough it is also highly modular and customizable! We highly recommend it!

All sound mods are compatible with A.C.E.! In order to get them to work refer to the A.C.E. documentaion!

Amongst many others I found these sound mods to be of particular high standard*:

- vo.2's "VOP Sound" - This is one of the most recent, most up-to-date, most complete sounds packs and it manages to create a unique flair. It even includes A.C.E. sounds!

- Chammy's "Sound Mod - CSM" - superb explosion & trailoff effects and realistic sound effects - one of the communitie's favourites, I might add.

- fromz' "FFAMM" - great experience in particular for infantry as it creates a unique, gritty atmosphere. Recommendable!

- Finnish Defende Forces' "FDF Sound Mod" - great original alternative to ArmA's vanilla sounds, adds that certain "shooter" feeling. These Finnish guys have done very much for the community ever since Operation Flashpoint. Thank you very much!

- "AACF Sounds" - takes some elements from both of the above and creates a well-rounded soundscape.

- "Symphony Of War" - a fairly balanced modification with a lot of bass and good engine sounds.

* Although I might have forgotten to mention several more! There's a multitude out there! Keep in mind there's no such thing as a "best" sound modification - the same weapon can sound very different in real life depending on environment and ammunition. Armed Assault is - I can't stress it often enough - still a game. You do not want to hear what an M240 salvo going off right next to your ear would really sound like.

In order to support a more coherent approach on sound consistency we highly recommend HiFi Novus Aevum. Mark is showing a lot of talent and is trying hard to prioritize sound consistency in terms of quality, volume and atmosphere.

Choose by your own taste and preferences, though. Anything is better than ArmA's original sounds (What the hell were you thinking, BIS? ;-) )!

nikietha's "Extended Voice Addon"

This mod adds quite a lot of atmosphere by enabling a more coherent radio chatter. It also makes the in-game radio system more efficienct and combines particularly well with ECS' and/or Wolfrug's dynamic voice system (see below). It's definitely worth a look!

Thanks to Vultar for the mention!

Add on files used:

eva.pbo [signed] [A.C.E.]

eva_voice.pbo [signed] [A.C.E.]

Wolfrug's and sickboy's "Dynamic Sound AI" (RUG DSAI)

This enhancement will enable dynamic speech on all NPCs. With an amazing love for detail and great versatility it will simulate a good deal of that "human component" the vanilla game was so desperately missing.

You can even choose between US English, Russian, Spanish and Arab for each army!

Please refer to the excellent Biki entry dedicated to RUG DSAI for further details and proper server/client usage.

Add on files used:

RUG_DSAI.pbo [signed] [@Server]

RUG_DSAIGen.pbo [signed] [@Server]

RUG_DSAIArab.pbo [signed] [@Server]

RUG_DSAIENG.pbo [signed] [@Server]

RUG_DSAIRUS.pbo [signed] [@Server]

RUG_DSAISPA.pbo [signed] [@Server]

2.6) Texture Replacements

SenChi's "New Sky"

Bloody amazing! SenChi manages to completely replace both sky textures and cloud layers with detailed, high resolution artwork. No performance impacts whatsoever, superb transitions and a great atmosphere make this arguably the best sky addon out there! Use it!

Add on files used:

SenChi_Sky.pbo [unsigned] [A.C.E.]

3) Enhanced Configuration System (@ECS)

3.1) Quick Introduction to ECS

ECS stands for "Enhanced Configuration System".

Designed around project leader L. François (Joker) the mod will enhance the game experience by so many factors it's difficult to summarize them. It is, in fact, a cunningly designed little game engine within Armed Assault itself!

The full version of ECS introduces a multitude of expanding features to the game and breaks the mould of just being a "regular" add on. However, to fully enable ECS, make sure you are using their dedicated server version and join with the latest ECS client!

ECS as configured below is fully compatible with A.C.E.!

The features we're most interested in are:

- ECS AI enhancements (server support mandatory!)

- ECS additional effects (fire, explosions, weather system)

- ECS sound immersion (radio chatter, environmental sounds)

Dispensable features, due to superior alternatives and/or compatibility issues, with regard to this particular add on thread:

- ECS weapon and projectile sounds (ECS_Armory.pbo)

- ECS "mute radio" system (ECS_Quiet.pbo)

- ECS tracer effects (ECS_Tracers.pbo)[/size]

3.2) Proper Implementation of ECS in the context of this Add On Compilation

- Download ECS from their site and install it. Mirror: ArmedAssault.info, thank you, ofpdeadeye!

- Also download "Themis compatibility fix" to make ECS run properly with XEH!

- Add a folder named "Disabled Add Ons" to your \@ECS\AddOns directory.

- move the following files into this folder:

- ECS_Armory.pbo, thus re-enabling a sound mod of your choice (Tested and works)

- ECS_Quiet.pbo, re-enabling radio voices (Tested and works)

- ECS_Tracers.pbo, re-enabling SIX tracers (Tested and works)

- Tweak the .hpp files! For instance, to disable the dynamic fog, open your ECS_local.hpp with a text editor and adjust this entry:

ECS_local6[] = {false};

refer to the readme.txt for a detailed explanation of these values!

- Run Armed Assault with ECS as the first custom entry in your mod loading order, e.g.

"...\Armed Assault\arma.exe" -nosplash -profiles=Profiles -mod=DBE1;@ECS;@General;@Replacements

This last step is still of major importance to make NWD and Q11's ballistics and weapons tweaks work. Sounds will still depend on the removal of ECS_Armory but make sure you're using the right modfolder order! Thank you for your pm, eSkwaad, to clear this up!

Keep in mind ECS is quite modular and allows for a lot of user-specific configurations. Once more, refer to their site for more details and support for their latest version - which might very well differ from what's being discussed here - and also have a look at the BIS Forum thread.

Many thanks to Joker and Archer who took the time and effort to explain the ECS system to me!

Edited by The.D

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4) Disabled or Optional Add Ons & Compatibility Issues

These files have been disabled and thus should be put into a separate folder that prevents them from loading at startup; for instance ".../@General/Disabled Add Ons".

If you are 100% certain you will not be using them, you may delete them, of course, but it is generally recommended to keep them as backups.

This is a temporary list and still WIP.

Please feel free to discuss this selection in the forums!

- @General/Disabled AddOns:

NWD:

NWD_TankLoadout.pbo [unsigned] (superseded by zGuba's "Compact Fix for ArmA 1.14")

NWD_TankModels.pbo [unsigned] (buggy without rangefinder - use optional!)

NWD_GLTD_II.pbo [signed] (superseded by Spooner's "SPON Rangefinder")

NWD_GLTD_EADisplay.pbo [signed] (superseded by Spooner's "SPON Rangefinder")

Q1184:

Q11_Wind.pbo [signed] [@Server] (use optional)

SIX Effects:

SIX_Blood.pbo [signed] (great add on! temporarily disabled due to lag minimization)

SIX_CRDS.pbo [signed] (too sensitive, overlaps with ECS)

SIX_Editorupdate.pbo [signed] (use optional)

SIX_Markers.pbo [signed] (the standard markers are plenty, especially since v1.14)

SIX_Repl_WeaponSway.pbo [signed] (compatibility issues with TrueMods)

six_sys_ai.pbo [signed] (compatibility issues with TrueMods)

SIX_UI.pbo [signed] (use optional, compatibility issues with TrueUI v1.0 (see below))

TrueMods:

TrueIntro v1.0.pbo [signed] (use optional)

TrueUI v1.0 [signed] (optional, personally I don't mind the vanilla menu - use this or SIX_UI.pbo)

truecanlockonmissileonly.pbo [signed] (gameplay issues)

truegameplay-player-fatigue.pbo [signed] (gameplay issues)

truegameplay-weapon-missilecontrolandstability.pbo [signed] (gameplay issues)

truegameplay-weapon-turretrotationspeed.pbo [signed] (use optional)

truegameplay-weapon-sway.pbo [signed] (somehow weakens AI engagement)

- @Replacements/Disabled AddOns:

Infantry Weapon Replacements:

weapon_replacement_launcher.pbo [signed] (compatibility issues with HeinBloed's GDTModLauncherIronSight)

- @ECS/Disabled AddOns:

ECS_Armory.pbo [signed] (refer to section 2.5) for some really great sound addons)

ECS_Quiet.pbo [signed] (immersion over efficiency)

ECS_Tracers.pbo [signed] (SIX tracers addon does its job incredibly well)

5) Thank you, Community!

Thank you, the authors of the models, textures, scripts, ideas and stunning pieces of virtual craftsmanship, for what you shared with us. I tried to give credit as much as I could and probably didn't even mention a quarter of those who worked on the add ons here, let alone the number of quality add on makers in total.

You make this community thrive and you're the true reason why Armed Assault is indeed a grand game.

Thanks a lot guys!

Edited by The.D

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Thank you for your hard work updating this. In my opinion though, it would have more value if you just put ACE at the base of the compilation and only add stuff that complements ACE and is compatible with it. Or maybe just add tags to all mods listed if they are already in ACE and/or compatible with it. (though, when viewing the wiki changelogs of ACE it's impossible to find out which mods are part of ACE)

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Certainly, OverDawg. The discussion before was about if this list should be maintained at all, seeing how great A.C.E. develops.

In theory an A.C.E-based add on list is very apt indeed, however, A.C.E is advancing rapidly and keeping an updated list for each latest version would be too time-consuming.

My advice would be to run A.C.E. and add things that will 100% work with it (andy_crows is a perfect example, so is VOP sound or HiFi; but also TrueUI and dfs_cartridges) - A.C.E. already includes most of the features mentioned in the list and it's growing and growing. This list is for those who like to pack together their own add ons; not only for performance reasons.

Thanks for your reply :)

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Yeah, that a good idea to add tags "ACE Compatible". ACE is a standard now and many people just treat it like ArmA patch 1.96 ;). But ACE lacks some things and some other things have better alternative... So adding tag would be great. And i suggest having 2 different tags:

ACE - Compatible - 100% working, using all ACE feature for that type of addon.

ACE - Working - Just working without errors and other problems.

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I'm glad you made a revised version, I personally don't like A.C.E. and I only use like 10 add ons from your list.

This should be stickied when the old forum closes.

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What about a Yoma Addon Sync server?

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That's an excellent idea. I'm not running my own server though and wouldn't even know how to create a server/add on file with Yoma's tool.

I remember using it once or twice when Gilles asked me to.

It'd be very useful indeed for anyone who uses the program - thanks for the suggestion!

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Well at least the smaller addons could be hosted (means all non unit model addons and sound replacements).

I am willing to help it setting it up, yet you (guys) need to find someone willing to host it.

Best to ask AA.de, AH or AA.info first.

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This should be restickied nice work The.D :)

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Another vote for adding "ACE mod compatible" tags where necessary.

It would also be good to add "ACE mod included" to denote mods that have already been integrated into into the ACE mod.

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Did you get the chance yet to ask possible host, if they would host a YAS server?

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Sorry folks, due to personal reasons I barely have time at the moment. Also, hearing that ArmA2 is said to use SecuROM was a huge motivational kick in the nuts to me.

I will definitely add "@ACE" tags to pertaining add ons, but I can't say how up-to-date I can keep the list after each release of another A.C.E. patch. I'm probably going to spend the rest of my free time playing Coops, though. Hope you understand. Sorry.

kju, I sent you a pm. Thanks for your input and contributions!

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@The.D

Looking forward to your update!

My (small) contribution - AFAIK the only mods that you've listed that have been integrated into the ACE mod include:

- MadMatt's FX

So I'm thinking of running the following target line:

mod=beta;DBE1;ACE;prop+lowplants;JTD_smoke;GDT_heli;D+D_CA;crows;real_desig;HiFi_NA;SenChi;GL3

Do any of those seem redundant or in conflict?

Edited by domokun
update from fellow forum member

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I marked "A.C.E.-compatible*" add ons with an "[A.C.E.]" tag. There may be more, and not all of the designated files may actually be that "useful" to run with A.C.E. but all of them have been tested to work and show their effects whilst playing.

Your list of add ons looks quite alright, domokun!

*compatible does not merely imply it's not conflicting during gameplay but may also enhance the already vast feature list of the A.C.E. mod.

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I marked "A.C.E.-compatible*" add ons with an "[A.C.E.]" tag. There may be more, and not all of the designated files may actually be that "useful" to run with A.C.E. but all of them have been tested to work and show their effects whilst playing.

Your list of add ons looks quite alright, domokun!

*compatible does not merely imply it's not conflicting during gameplay but may also enhance the already vast feature list of the A.C.E. mod.

Nice job man, been waiting for this change for a while :D.

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May I ask for confirmation of ZGB_VNV A.C.E. compatibility? :)

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Right, zGuba! Seems to work just fine! Sorry for bringing it up so very late! Your contributions are very appreciated, so thank you!

Also fixed some minor mistakes in the list. Thanks to cole.cz for bringing them to my attention!

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Dear Community,

If a company thinks it's okay to release unfinished, bug-ridden products and hopes to compensate for the resulting deficits (many of them detrimental to any essential gameplay) with their community reputation and the promise for future patches and we fall for it once, then shame on them.

If such a company were to do the exact same thing, if not worse, a second time and we still fall for it - shame on us.

I do now know where the motivation lies in releasing something like that. I do not know why beta testers didn't bother much about e.g. enemy AI walking through walls and not being able to drive along a straight road. But the fact is, this shell of a game, ArmA2, is out now and we shouldn't support that kind of behaviour.

After my initial skepticism was more than justified and my disappointment and, well, my resentment towards the hordes of deluded fanboys, who still think they can rationalize their brand loyalty, are outrageously huge I decided to take my leave. Personally, I am done with ArmA altogether for the time being. It was fun while it lasted, and I hope ArmA2 gets the vitally needed community treatment as its predecessor. But, personally, I've had it. By all means: Enjoy the game, if you have the necessary mental flexibility - I know I won't be able to.

Thanks to all the industrious, supportive and terribly nice people I've met in here! You made this a great time!

I can safely say, by now ArmA2 1.05 and its community mods take the game to life up to its potential. I know this makes me look like I'm a flip-flopping moron - however, I must admit I am hooked on the game and its (now functional) complexity. [31.12.2009, ~6 months after release]

Edited by The.D

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