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About EO

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  1. New Update: Tweaked electric sound in idle state. New classnames for all Zodiac/Rescue boats. Added additional support for all FIA and APEX factions. (This update creates the electric Zodiacs as their own asset within the Eden Editor) New Classnames: "B_Boat_Transport_01_E" (NATO) "B_Boat_Transport_02_E" (NATO PACIFIC) "B_Boat_Transport_03_E" (NATO FIA) "B_Lifeboat_E" (NATO) "B_Lifeboat_01_E" (NATO PACIFIC) "O_Boat_Transport_01_E" (CSAT) "O_Boat_Transport_02_E" (CSAT PACIFIC) "O_Boat_Transport_03_E" (CSAT FIA) "O_Lifeboat_E" (CSAT) "O_Lifeboat_01_E" (CSAT PACIFIC) "I_Boat_Transport_01_E" (AAF) "I_Boat_Transport_02_E" (INDP FIA) "I_Boat_Transport_03_E" (INDP Syndikat) "I_Lifeboat_E" (AAF) "C_Rubberboat_E" (CIVILIAN)
  2. Mods: Prilivsko (Flooded), Sullen Skies, Agile Zodiac (Electric Version), ReColor.
  3. An electric version of the Zodiac/Rescue boats. Replaces outboard motor sounds with an electric soundset. Tweaks the Zodiac making it more agile over water: Tighter turning circle. More responsive rudder control. Covers every vanilla faction. (BLUFOR, OPFOR, INDEPENDANT, CIVILIAN) Additional support for all FIA and APEX Factions. Zodiacs crewed by divers instead of soldiers. (NATO, NATO PACIFIC, CSAT, CSAT PACIFIC, AAF) SERVER KEY INCLUDED
  4.  EO


    @Vald77r Yulakia has been updated and is now fully compatible with Ravage.😉
  5.  EO


    @Vald77r Just a heads up, the next update for Yulakia should see full compatibility with Ravage return, just hold tight buddy, Icebreakr is on it.
  6. Good stuff! I tried retexturing/modifying some vehicles when reforger first came out, made some decent progress but the first major platform update completely broke the UAZ-469's I was working on. It also broke my motivation to try and fix it, my own fault for modding while it was in EA, shoulda waited till 1.0, lesson learned. Nice to see you back in and around the forums mate, missed ya!
  7.  EO


    Regarding Yulakia, there's a particular pbo inside the Yulakia mod folder that is causing the conflict with the Ravage Loot module which in turn is stopping it from populating structures on Yulakia with loot, that same pbo is also throwing up an error on start up whether Ravage is loaded or not, I've pointed this out to icebreakr so hopefully he may address it in an update, in the meantime I might upload a temporary fix for Ravage users. Regarding night camps, they still work as intended, even on Yulakia. (tried and tested)
  8. It would help if you provided the config your working from and maybe the error message too. Also, I'm assuming your repacking the mod for your own private use?
  9. Forgive my ignorance on this matter, but given Sullen Skies is map specific, why would you load a Sullen Skies mod if you aren't loading the required compatible terrain? I'm don't quite understand the logic. I'm happy to look into updating them but there's currently over 50 versions on the Workshop...
  10.  EO


    A couple of outstanding micro-terrains, impressive technical specs, beautifully detailed and great performance considering the 2m cell size, I think Bushlurker would be very impressed given the love he had for micro-terrains. You work reaches new heights with every terrain you release.
  11.  EO


    I'm not keen on sharing personal info on forum boards but happy to share that haleks is still around and doing fine, maybe just a little fatigued from modding in general. And regarding modding Reforger....https://forums.bohemia.net/forums/topic/238966-ravage/?do=findComment&comment=3522580
  12.  EO


    Correct, I believe the vehicle module just deals with ambient wrecks/vehicles, the bandit vehicles are handled by a separate script/function.
  13.  EO


    I think that's intended, I believe bandit vehicles are scripted to spawn with damaged textures applied using the setObjectMaterialGlobal. (I'm certain this applies to all vanilla A3 vehicles, not sure it extends to custom vehicles from other mods....)