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alky_lee

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Everything posted by alky_lee

  1. alky_lee

    Pilgrimage - Ported

    I have ported the mission to the excellent terrain Yulakia by Icebreakr Download the pbo from Dropbox Also available on Steam
  2. alky_lee

    Pilgrimage - Ported

    NOTE: As of 19 August 2019, I will no longer be updating this forum. This is due to the forum becoming locked every time I update it. It is just untenable. Feel free to continue posting in the comments. The excellent single player mission by Rydygier was originally set on Altis. Official ports were provided for Chernarus, Lingor and Bornholm and links to those missions can be found on the Pilgrimage topic. Rydygier is currently busy with real life but has given permission for players to port the mission to other maps. The purpose of this page is to provide links to the unofficial ports of the mission that have been kept up to date. Some early ports have not been updated and may no longer work, so will not be featured here. When porting some players will add their own preferences into the mission, so they may vary slightly from the official missions and have extra features. Some maps, especially landlocked terrains, will require different mechanics to end the mission. The following missions have been updated to the latest version of Pilgrimage (1.95) Common Links - CUP Terrains - Core, CBA_A3 **** IMPORTANT NOTE - On landlocked terrains, where you start with a vehicle, you NEED that VEHICLE to finish the mission **** Al Rayak (Requirements CUP Core, G.O.S Al Rayak) - Al Rayak by Alky Lee Altis (Requirements - Cessna 185 Skywagon, Real World Weather, Advanced Rappelling ) - Altis by Pvt Partz (Notes) Anizay (Requirements - Anizay, CUP Core) - Anizay by Major Stiffy Australia (Requirements - Australia) Australia by Alky Lee Beketov (requires CUP Core, Beketov) Beketov by Major Stiffy Cambodia Real (Requirements - Apex, Prei Khmaoch Luong , Unsung Vietnam War Mod 3.2 , CUP Units 1.9.1, CUP Weapons 1.9.1, CUP Vehicles 1.9.1 , CBA 3.4.0.170627 , Asian Factions for CUP , Advanced Repelling ) - Cambodia REAL by Pvt Partz (Notes) Chernarus Redux (requires CUP Core, Chernarus Redux) Chernarus Redux by Major Stiffy *** New *** CLA Clafghan (Requires CUP Core, CLA Clafghan) CLA Clafghan by Major Stiffy Dingor (Requires CUP Core, Lingor + Dingor Island) Dingor by Alky Lee Isla Duala (Requires CUP Core, Isla Duala) Isla Duala by Alky Lee Kujari (Requires CUP Core, Kujari) Kujari by Vafana Kujari by Major Stiffy Lingor (Requires CUP Core, Lingor + Dingor Island) Lingor by Major Stiffy Lythium (requires Lythium, JBad Buildings) - Lythium by Major Stiffy Livonia (Requires Contact DLC) - Livonia by Vafana Malden - Malden by Alky Lee Namalsk ( Requirements - Namalsk , Namalsk CUP Replace (Rail Patch), Namalsk Light Patch V2 ) - Namalsk by Pvt Partz (Notes) Napf - (Requires CUP Core , Napf) - Napf by Alky Lee Panthera - (Requires CUP Core, Island Panthera) - Panthera by Alky Lee Rosche - (Requires Rosche, MBG Buildings, CUP Core) - Rosche by Major Stiffy Staszów - (Requires CUP Core, CBA_A3, IFA3_AIO_Lite) - Staszów by Pvt Partz (Notes) Summa - (Requires CUP Core, Summa) - Summa by Major Stiffy Tanoa - Tanoa by Vafana Taunus - (Requirements - Taunus, Arma's Nature, CUP Terrains Complete, Eden Editor Objects) - Taunus by Pvt Partz (Notes) Vidda - (Requirement - Vidda ) - Vidda by Pvt Partz (Notes) The following missions still use an earlier version of Pilgrimage (1.95 beta 1) Altis - Altis by Major Stiffy Cambodia (Requires Prei Khmaoch Luong | ព្រៃខ្មោចលង ) - Cambodia by Major Stiffy Chernarus (Requires CUP Core) - Chernarus by Major Stiffy (Requires Open Chernarus) Chernarus Winter (Requires CUP Core, Chernarus Winter) - Chernarus Winter by Major Stiffy (Requires Open Chernarus), Chernarus Winter by Alky Lee Kerama Islands (Requires Kerama Islands & CUP Core) - Kerama Islands by Major Stiffy Kobbvatn (Requires Kobbvatn, CUP Core, CUP Terrains - CWA, CUP Terrains - Maps, Xin_Ponds, ) - Kobbvatn by Major Stiffy Malden - Malden by A2012V, Malden by Major Stiffy Sahrani (Requires CUP Terrains - Core, CUP Terrains - Maps) -- Sahrani by Major Stiffy,, Sahrani port by Vafana Stratis - Stratis by Major Stiffy Tanoa - Tanoa by rsoftokz, Tanoa by Major Stiffy Tembelan (Requires Tembelan) - Tembelan by Major Stiffy Vidda (Requires Vidda) - Vidda by Major Stiffy CO-OP Altis by Major Stiffy (wip 10) Cambodia by Major Stiffy Chernarus by Major Stiffy Chernarus Redux by Major Stiffy Lingor by Major Stiffy Lythium by Major Stiffy & Pvt Partz Malden by Major Stiffy Stratis by Major Stiffy Tanoa by Major Stiffy Other BI Forum Topics Pilgrimage, Silent---Unseen by Pvt Partz Pilgrimage Ported Variations by rsoftokz SP-COOP Pilgrimage TANOA Edition by rsoftokz Update Log
  3. alky_lee

    [SP] Pilgrimage

    The mission mechanics are the same across the board (loot, intel, etc). In some ports the circle intel may be smaller to counter for a smaller map, but the number of churches checked off when you speak to civilians can be greatly reduced depending on map size. Also the number/type of abandoned vehicles may be tweaked to try and avoid the spawn bonfire at mission start where a number of vehicles try to spawn at the same point. Equipment/cash at mission start may also be tweaked. I may also may have added a minefield or two on certain maps, not just around strongholds/airfields. Major Stiffy also adds in some other mods such as holster weapon, and his own tweaks to strongholds.
  4. alky_lee

    [SP] Pilgrimage

    When the mission is ported to another map, whoever carries out the porting has to decide where the airfields and strongholds are and perhaps add additional buildings and chapels that are not on the original map and perhaps other surprises that you may or may not find. As a result two different ports to the same map can be entirely different in playstyle and challenges that different terrains present.
  5. alky_lee

    [SP] Pilgrimage

    You don’t need a no stamina mod as stamina effects can be turned off in the mission settings in game (0-8-5). Other mods that I use are Improved Grenades, Advanced Rappelling, Advanced Towing, More Readable Map, VTS Weapon Resting as well as the ever present TPW Mods. VTS Weapon Resting provides more usability on top of vanilla weapon deployment (Have you ever tried to deploy your rifle at the top of a hill or on a rock?). Simple Single Player Cheat Menu is another good mod to have. It provides access to Zeus, Virtual Arsenal, Virtual Garage and other stuff. Handy for dealing with stuff when you get bored with waiting for the gunship to RTB or an armoured vehicle parks outside the only exit from your building and is still there when you return from putting the kettle on. (It is a game intended to entertain after all). Hetman War Stories (also by Rydygier) is a single player battle creator where there is an AI commanders in charge of each faction. If you can stand the AI behaviour which quite often becomes annoying these is a campaign mode or whole map mode which can be played out over multiple sessions. As with Pilgrimage there are a number of adjustable settings used to generate the battle.
  6. alky_lee

    [SP] Pilgrimage

    The body will not despawn, and if you leave it where it is, I believe you can still fast travel if you want to and come back and pick it up later.
  7. alky_lee

    [SP] Pilgrimage

    If you are beyond a certain distance from your vehicle when you quick travel, the vehicle will not travel with you. I can’t remember if it is 200m or 500m.
  8. alky_lee

    [SP] Pilgrimage

    The ones with the icon on the map, that you bought for 1200ff, won't despawn, although you may also come across these in your travels without the need to pay for their location to be revealed. They should have a blue circle around them when you look at them. Modded vehicles will depend on the mod. If you are running mods with vehicles, they may be added to the abandoned vehicle pool, but should have the blue circle around them.
  9. alky_lee

    [SP] Pilgrimage

    If the vehicles are abandoned vehicles (blue circle), they will not despawn. If they are vehicles spawned by mods, it is possible that they may despawn. For example, cars spawned by TPW cars, shouldn't despawn, but may if they were damaged and the occupants were dead when you commandeer them. Vehicles spawned by TPW Park will despawn if the player moves more than a certain distance away, even if you leave your AI companion inside it.
  10. To be fair it wasn't very noticeable with the original Arma factions. Recon were a little better but not remarkably so. I too looked for mods to enhance the AI such as bCombat, Vcom, ASR, etc. When the vipers came with the Apex DLC they were another notch up. I thought the Spetsnaz from Contact DLC were on a par with them until I started using Herne. I couldn't really rate the Blufor groups as I haven't played enough Opfor against them and I don't come up against them in Pilgrimage. When I play as Blufor they are all as bad as each other and totally infuriating. Trying to keep them alive during the East Wind campaign was an achievement in itself. I suppose I could reverse the factions using Herne and see how the Blufor groups perform.
  11. It's just the vanilla skill/accuracy settings for different groups of units. I usually find that recon and "speshul" forces groups are more skilful/accurate and more aggressive in their approach to dealing with a threat. They tend to react and manoeuvre more quickly. The Herne script amplifies these differences. I started off with a mix of CSAT and Vipers. The Vipers were always front and centre in climbing and entering the tower. When I replaced them with Spetsnaz, they were almost suicidal in their approach. Whereas I could survive fairly well against CSAT/Vipers, Spetsnaz proved more of a challenge than I expected.
  12. I have found with this script that different groups of enemies are more aggressive than others. I thought that vipers would be most aggressive but it turns out that Spetsnaz are even more aggressive by a significant amount. Trying to defend a tower against 40 Spetsnaz in six hunting groups until support can arrive is very challenging.
  13. alky_lee

    [SP] Pilgrimage

    I've not experienced that error. I use the realistic loot setting. Which setting are you using?
  14. alky_lee

    Pilgrimage - Ported

    That would be a very long video with not a lot happening apart from me dying a lot. I like to fight the AI on equal terms. That means I get to know their last known location. The map is not always accurate or up to date. I often see enemies that don't show on the map or get called out. The AI do cheat. They open fire before they come round a corner as they know you are there, as in this Malden run.. Friendly markers remind me where I last left my medic, especially when resuming a mission a day or two later. (They also help me avoid killing friendlies later in the mission). I play the mission for fun, not to drag things out by having to orienteer my way around and count my paces to measure distance travelled and waste time going the wrong way. I'm quite capable of doing that in any case, especially following intel from a single civilian who sent me that way. I did do a couple of videos back in 2017 on PKL. The joys of trying to navigate around that temple deep in the jungle, and I definitely couldn't get a vehicle to the body.
  15. alky_lee

    Pilgrimage - Ported

    Obviously I don't use any mods while testing/editing the mission. My frames were on the low side even then. Obviously the map is the whole of Vietnam and not just a simple island. I wondered at the amount of detail in the map considering the overall size. Some hit on FPS is inevitable on such a terrain in Arma 3. I have yet to try it with my modset, but they should only have a minimal impact on FPS.
  16. alky_lee

    Pilgrimage - Ported

    A rough and ready ported version of Cam Lao Nam can be downloaded at https://www.dropbox.com/s/hva15bz19eo1o80/Pilg_Vietnam.cam_lao_nam.pbo?dl=0 The radio messages still refer to Altis and Tyrone doesn't have a clue what is going on. but there are a selection of landing places, around 50 chapels/churches/temples, and a full set of checkpoints, strongholds and airfields. Please be aware that some of the Vietnamese squads can be around 20 odd soldiers. It should lead to some challenging firefights. EDIT: Updated to use SOG assets. Ambient combat still spawns modern units though. Tyrone has been updated as to the situation.
  17. There is no need to unsubscribe. I have the Steam version and a locally installed version both installed at the same time. They show up together in my list of mods in the launcher. Just be sure only to run just one version at a time. I use one set of settings in the Steam version for use in general missions and another set of settings in the local mod. Depending what mission I am on , I can quickly change from one to the other just by running the correct version from the launcher.
  18. I have had that in Hetman War Stories where the commanding AI would utilise air units spawned in by TPW AIR. It is likely that other dynamic missions will be the same. It adds to the ambience even more.
  19. alky_lee

    [SP] HETMAN: War Stories

    I did port the mission to Cam Lao Nam, but the DLC factions weren't properly configured, so I found pilots on static weapons but no helicopters, so it hasn't progressed any further than that. But the mission will work on the new map.
  20. That has been an Arma bug for years now. It happens with vanilla assets when loading saves, mainly armoured vehicles such as APCs and tanks. It doesn’t seem to happen with Mrap class of vehicle.
  21. alky_lee

    Pilgrimage - Ported

    The things you see are given co-ordinates in JR_Init. The things that are missing are entirely produced by scripts that require certain things from the map config as to town and building locations. Something is missing in the map config which is causing the scripts to fail to provide values. Is anything showing up in the RPT log?
  22. From the " readme with installation and usage instructions" in the first post, you can place a trigger over the area to exclude and disable the modules as below. ASSIGNING TPW MODS TO DIFFERENT PARTS OF A MAP ============================================== The following variables can be used to activate/inactivate the various TPW MODS ambient life behaviours whilst the game is running: - tpw_animal_active = true/false - tpw_boat_active = true/false - tpw_car_active = true/false - tpw_civ_active = true/false - tpw_compress_active = true/false - tpw_crowd_active = true/false - tpw_duck_active = true/false - tpw_fire_active = true/false - tpw_firefly_active = true/false - tpw_fog_active = true/false - tpw_furniture_active = true/false - tpw_houselights_active = true/false - tpw_park_active = true/false - tpw_radio_active = true/false - tpw_repair_active = true/false - tpw_sanity_active = true/false - tpw_skirmish_active = true/false - tpw_soap_active = true/false - tpw_streetlights_active = true/false - tpw_zombies_active = true/false For example, setting tpw_animal_active=false in the debug shell will prevent new animals from spawning (but won't remove existing animals). This behaviour can be automated using triggers. Let's say you want to exclude all ambient life stuff from a 5km x 5km northeast corner of Altis. In the editor create a rectangular 5000x5000 trigger (but of course it can be any shape, size and angle you require), place it over the appropriate northeast area of the map, and set it thusly: Type: None Activation: BLUFOR, repeatedly,present Condition: vehicle player in thislist && time > 10; On act. : tpw_animal_active = false;tpw_boat_active=false;tpw_car_active = false;tpw_civ_active = false;tpw_civ_active = false;tpw_firefly_active = false;tpw_houselights_active = false;tpw_park_active = false;tpw_radio_active = false;tpw_skirmish_active = false; tpw_soap_active = false; tpw_streetlights_active = false On dea. : tpw_animal_active = true;tpw_boat_active=true;tpw_car_active = true;tpw_civ_active = true;tpw_civ_active = false;tpw_firefly_active = true; tpw_houselights_active = true;tpw_park_active = true;tpw_radio_active = true;tpw_soap_active = true; tpw_skirmish_active = true;tpw_streetlights_active = true
  23. alky_lee

    [SP] Pilgrimage

    Even when I play other scenarios I still note the churches even though I don’t need to.
  24. TPW, As it has been announced today that the Armaholic site has closed, you may want to remove the Armaholic link from the first post.
  25. alky_lee

    Pilgrimage - Ported

    I've tried the Vidda version RC3 (from the first post in this topic) and it starts normally for me without delays. It seems that your mission is hanging when putting down the abandoned vehicles. If you can get into the game world through the savegame you have, try pressing ESC and then restart and see if that makes any difference.
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