Rickyyy Spaaaanish 19 Oct 2012 @ 20 h 21
NEW most recent mod list
Hey, if you're reading this, then you have at least a passing interest in my ArmA 2 mod. Good for you!

http://www.six-updater.net/p/download.html - SixUpdater. In the process of being phased out for the "new and much improved" Play With Six, but I'm still using 6U because it has some functions that the new one doesn't have yet. Under the main link, there's a little section that says "Otherwise, if you really would like to download the old SIX Launcher/Updater..." - that's where you get 6U. I don't know how long that will be active, but hopefully PW6 will have the mod-sorting functions by the time they get rid of it. Anyway, 6U is the easiest way I've found of organizing and changing mods. It's got a whole bunch of mods already available through 6U, and any other ones are easily added through the "local mods" section. If you have any questions, ask me - I've sort of blundered my way into basic competence with the thing, so I can at least teach you as much as I know. :D

Now, onto the rest of the mods that I'm currently working with. the @Modname is how it shows up in 6Updater, and the first list is all stuff that can be gotten through there. I think I'll go through and trim some of this down at some point in the future, but for now, courage. Lingor's the biggest thing, I think.
@ASR_AI : AI Improvements : tweaks and improves
@bb_oa_mercs : Mercenaries and Special Forces units : adds some not-so-military-looking units
@brg_africa : African Foliage (required for Lingor)
@CBA : Community Base Addons : required for a lot of other mods, adds and improves functionality for mission-makers and stuff (one of the few "must-have" mods)
@CBA_A2 : Community Base Addons for A2
@CBA_OA : Community Base Addons for OA : I think you're only supposed to have one of these two (A2/OA), since I keep getting a message about one of them being redundant, but it hasn't affected anything so far
@chn_crocodile : Crocodile Module (Lingor add-on)
@csj_snake : Snakes (Lingor add-on)
@ibr_lcivilians : Lingor Civilians (Lingor add-on)
@ibr_plants : Lingor plants (required for Lingor)
@Lingor : Jungle Wars: Island of Lingor
@Lingor_units - Lingor Units (duh)
@MBG_Buildings2 - Buildings (Lingor add-on, or maybe required. Not entirely sure, but it was included with the Lingor package)
@McTierOne : Tier One Operators (more units that don't look totally like military soldiers)
@stmovement : ShackTac Movement Addon : tweaks some movement-related issues (biggest change: gets rid of your gun clipping on bits and pieces of landscape - rocks, rubble, branches, etc)
@expansion/beta : Official ArmA 2 OA Beta Patch : REQUIRED (and updated at least weekly if not more often) : this is where SixUpdater really shines. It gets the most-recent beta patch pretty much as soon as it's released and automatically detects when yours is out-of-date (it does this with all 6U-linked mods, but the expansion/beta is updated constantly, and manually installing mods/patches is for chumps when stuff like 6U is there and free)

Mods that aren't on 6Updater. You can add them through 6U using the "Local Mods" function under the "Mods" tab. If you're reading this and you have any questions, hit me up on Steam.
@CLAY_CarRadio : http://www.armaholic.com/page.php?id=11314 : play music in any vehicle (so far, I haven't done much playing with it, but it allows for radio stations, which is a potential future addition)
@DAC : http://www.armaholic.com/page.php?id=10621 : Dynamic AI Creator : allows for random spawn zones for AI (and gives them random waypoints within those zones)
@gdtmod_grass_arma2 : http://www.armaholic.com/page.php?id=6628 : cuts the grass on Chernarus and Utes so you can actually see something other than grass when you're prone
@ice_apo_1_02 : http://www.armaholic.com/page.php?id=11840 : Post-apocalypse Units
@Inf_Stealth_Recognition : http://www.armaholic.com/page.php?id=9604 : Infantry Stealth and Recognition Skills : allows for actual stealth!
@sakuSUN : http://www.armaholic.com/page.php?id=6468 : Non-blinding Sun Mod (self-explanatory)
@SG_IRA : http://www.armaholic.com/page.php?id=16434 : IRA Insurgents (generic ski-masked and black-hatted OpFor guys in fatigues, actually)
@woman-pmc : http://www.armaholic.com/page.php?id=12459 : Private Military Contractors - Woman : Effigy_Power's in-game representation. If you are not Effigy_Power, you will be unable to play as this unit.

Guess what? Not done with the words-words-words just yet. Mod folders need to be arranged in a specific fashion, and unfortunately not all modders are kind enough to zip their stuff up in the right order. It should be @Modname\Addons\modname.pbo (file in the Addons folder). You may have to create/rename the @Modname folder, which should (of course) be the actual name of the mod. If the modder is particularly stupid, there won't be an Addons folder. This is dumb, and if you are a modder who does this, you should feel bad.

Okay, done. Any questions, hop into the steam group channel. If I'm online, I'll probably be in there. :)
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Rickyyy Spaaaanish 19 Oct 2012 @ 20 h 33 
It should probably go without saying, but all of this requires Operation Arrowhead in addition to ArmA 2.
Effigy_Power 20 Oct 2012 @ 9 h 02 
So anyone with ArmA2:OA is welcome to playtest.
Rickyyy Spaaaanish 20 Oct 2012 @ 9 h 56 
Effigy likes big tanks and she cannot lie (and is, as usual, technically correct, the best kind of correct).

I forgot what is possibly the most important mod.
@blx_ridgeback : Ridgeback Armored Patrol Vehicle : get it through 6U, DO NOT INSTALL THE "OPTIONAL" addition. It broke one of my missions, and apparently needs yet another mod for the mirrors that isn't included in the optional addition. That right there? That's why I hate ArmA modders. "We're going to make an optional add-on for our mod, that has neat extra features. But we won't include this one mod that's required for this other thing we're doing." Okay, maybe the mirror guy was a dick and for some bizarre reason said "no you can't use my mirror mod." Then say that somewhere. "We're stupid enough to include a mod that requires another mod that somebody made that we can't get permission to include, so go get that mod at armaholic."

Sorry.

In other news, last night Effigy reminded me that we can use the weather mods that conflict with ACE, since we're not using ACE anymore - I know I keep bringing that up, but it's such a simple idea that's already saved me a lot of extra frustration; in addition to learning the ArmA 2 scripting/editing stuff, I had to learn ACE at the same time, and it's a VERY extensive overhaul.

Anyway, I tested out NIM Dynamic Weather (http://www.armaholic.com/page.php?id=7659 ), using the Dynamic Autumn option, and it seemed to generate a few more clouds than vanilla, and it was generally a little bleaker than normal (it was just before dawn, so I didn't really get a look at the foliage or ground). But, I got a bunch of script errors (well, mostly the same one over and over). I don't know if it's specifically due to the Autumn module, or if it's something about the mod itself. It was late and I didn't feel like trying the other weather logics (it comes with a bunch of options that I can place as GameLogics, which is kind of an awesome way to do it). More extensive testing tonight! If anyone's up for helping, it'll give me feedback on what things I screwed up for clients, since I'm sure I did. :)

edit: testing may be delayed due to Payday: the Heist.
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