Arma 3
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Dead's Overthrow Beta
   
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Data Type: Mod
File Size
Posted
Updated
15.629 MB
Jan 12, 2021 @ 11:49am
Jul 17, 2023 @ 9:32am
47 Change Notes ( view )
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Dead's Overthrow Beta

In 2 collections by deadorbit
Dead's Overthrow Test Collection
18 items
Dead's Overthrow Recommendations
11 items
Description
A WIP overhauled version of my port of port of Overthrow with a long list of new features and improvements.

The Github for the mod, along with a wiki, can be found HERE.[github.com] In this wiki I have written a very important and very handy guide on how to properly set up the mod and play it HERE.[github.com]

for an actual description of the mod/mission, view the main mod HERE.

Link to unpacked mission files HERE. [drive.google.com]

Current Summery of changes to this version from the main one:
  • New menus to make inventory management and shopping much easier. Improved menus in many other areas, adding search bars where needed, or giving more information in a prettier format.
  • Modified ARMA base assets such as containers, vehicles, and buildings for use in managing the in-game economy.
  • Warehouse inventories are now local to towns and have limited space. Building more warehouse buildings in a town gives more space.
  • New missions.
  • Interface UI now tells you if your "Visible" (NATO will turn hostile on sight) or carrying contraband (Nato will turn hostile on search.)
  • Added random NATO searches, the frequency of which is based off the stability and size of the town
  • Added clarity to NATO searches, hopefully notifying the player when the search is "nullified" (I.e the NATO member searching them has died/became distracted)
  • Overhauled gang system. (Now will give various benefits for high reputation)
  • A (best effort) at a dynamic vehicle camouflage/painting system.
  • Additional crafting recipes, along with more "upgradable" vehicles
  • Redone economy logic
  • Integration with ACE fortification modules (sand bags, trenches, fox holes)
  • Compatibility with cDLC and other popular ARMA workshop mods.
  • Improvements/fixes to virtualization and spawning scripts which should improve performance.
  • Re-coded furniture spawning logic, results in much more reliable and efficient spawning. (No more sharp chairs from hell)
  • Rework some skills, added a few new ones
  • Added "hand holding" to NATO patrols (to make sure they reach the area there supposed to investigate)
  • Resolved countless memory leaks (I.e Dead bodies not de-spawning, NATO not being virtulized properly)
  • Many other things, most of which are [should be] documented in the beta branch's change notes.

Features currently TBD:
  • Redo spawning and virtualization logic to work in "waves" to drastically reduce lag/units on the map at any one point
  • "Virtualize" large container inventories (to use a system akin to warehouses, bypasses Arma's bugginess and contrived container code)
  • Add limit to number of soldiers player can command, will scale as player progresses
  • Recode mission handler, currently uses a contrived system that causes unavoidable bugs.
  • Add a warning if another AI mod is being ran (might not be entirely possible)
  • Counter Artillery code (idea stolen from Antistasi.) If a player fires indirect artillery near a base, the AI will respond in a number of painful ways.
  • Add a skill which gives the ability to revive oneself. The exact requirements and limitations will be controlled via game setting.

List of mods with added compatibility:
  • NIARMS: adds faction appropriate weapons to NATO, CRIM, and Police weapon pools
  • Free World Armory: adds faction appropriate weapons to NATO, CRIM, and Police weapon pools
  • Ivory: Adds more civilian vehicles that can be purchased/spawn randomly on roads
  • Aegis Mods: Changes NATO Police units equipment, adds new NATO vehicles to spawn pool, distributes weapons to spawn pools
  • Cold War Rearmed: WIP
  • 3CB Factions: WIP (Possibly just weapons/equipment, vehicles do not have ACE compat)

List of cDLC compatibility (requires Ace compat mods):
[listl]
  • Western Sahara: adds a large amount of content, too much to list, highly recommended to run with the mod but not required.
  • Global Mobilization: adds most content where appropriate, however the themeing is somewhat off
  • SOG: WIP (Currently unsupported)
  • CSLA: Nope (Lacks Ace Compat mod)
  • Spear Head: Nope (Don't own it)
  • Reaction Force: WIP

Map porting status:
  • Sefrou-Ramal: WIP
  • Weferlingen: Possible (This map lacks a traditional airfield, which presents some problems, but can be easily worked around)
  • Cam Lao Nam: Possible (This map has a massive amount of bridges, which the AI struggles to cross, would require a lot of additional logic to work around)
  • Chernarus: Possible (CUP buildings work somewhat differently from ARMA 3 buildings, so additional code would be needed)
  • Afghanistan: Possible (same problem as Chernarus)
  • Gabreta: Unknown/Untested
  • Stratis: Could be used as a tutorial map (only having two real towns would not give much interesting gameplay)

Note: technically all DLC requirements are soft recommendations, the mod will still run and can be played fine, just expect to see content from those DLCs.
Popular Discussions View All (1)
0
Jun 25, 2023 @ 2:20pm
Found Bugs
Garfield
22 Comments
derfriedliche Apr 21 @ 11:47am 
hey hows the development of the overhaul coming along?
deadorbit  [author] Jan 2 @ 12:16pm 
@Avieaes, I should and will put a link shortly, I wanted to wait till after I had the "overhauled" version in a state to be played before collecting feedback, but even just feedback on this much older version could still be extremely useful.

But for the record, there did use to be a discord for this, ran by the original maker of this updated branch, "Gerheart". I'm unaware if its still has any activity, but I left once he said he'd lost the ability to work on the mod, or moderate the server, as at the time, I had lost interest in working on the mod.
Avieaes Dec 31, 2024 @ 5:40pm 
@deadorbit This has been one of the greatest versions of the mod I've ever played! So no worries on time (I'm assuming we'll have to restart the save, yes?) Do you have a discord or anywhere I can post/help with bugs? My buddies and I tend to get in weird situations where we break stuff, so if you need it we could possibly identify some things for you!
deadorbit  [author] Dec 30, 2024 @ 10:44am 
@8BitOfBlu, @Avieaes, I've been (very slowly) working on a complete overhaul / rebuild of the mod, the original code was neigh impossible to work off of, I've almost finished it, and hopefully once done, I can finish porting the "new" cDLC maps, and should be mostly bug free
Avieaes Dec 28, 2024 @ 11:26am 
Hey! I'm really trying to use this mod with my friends, but the main issue I am having is we cannot donate any money to the resistance funds; there's no error, it just doesn't transfer. Do you know the fix for this? Thank you so much!
8BitofBlu Sep 26, 2024 @ 1:54am 
how's the map porting coming along
Enforced_Leo44 May 8, 2024 @ 3:03pm 
Hey @deadorbit, I'm trying to setup a server using this version of overthrow and FASTER tool, but I'm at a deadend, if I use the "autoinit" function on FASTER, it works and loads in but I can't edit any mission parameter (difficulty, fast travel rules ecc.), which I can only do if I have autoinit turned off, but if I do turn it off, then it won't load the game, the server console gets stuck at "Mission read", and does nothing more, did this ever happen to you?
deadorbit  [author] May 7, 2024 @ 7:36pm 
@DrinkYourKoolAid, it should be noted however, that the last time I tested this with a friend. His low-medium end gaming PC (16GB RAM) running Arma3 and the dedicated server, and my high-end gaming PC, in our 8 hours of playing we never ran into noticeable FPS issues.
deadorbit  [author] May 7, 2024 @ 5:45pm 
@DrinkYourKoolAid It is my next goal (before Arma 4 comes out/ moving to Arma: Reforger) to fix the FPS problems. I have identified the main issue just from the sheer amount of units it spawns in. I do love the "authentic" scale of NATO in the mode (using hundreds of units to defend bases/ attack towns, ect.) but it does kill the FPS. My solution is to rework the virtualization system to spawn units in "waves" where possible, (limited to amount of players per general area).
deadorbit  [author] May 7, 2024 @ 5:41pm 
@mrDilloy, very delayed reply but this runs on Gearhearts version of Overthrow (I don't believe it is still up) which is a port straight from the original mod. No code from OT community Edition is used in this. (At least that I'm aware of)