Arma 3
439 ratings
Data Type: Mod
Mod Type: Mechanics
File Size
152.966 MB
Aug 27, 2021 @ 6:15pm
Aug 20 @ 3:55pm
13 Change Notes ( view )

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In 1 collection by tpw
44 items
TPW MODS is a modular and highly configurable suite of nearly 30 addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience without requiring any scripting or module placement. You can use the TPW MODS of your choice to enhance any existing missions and campaigns, or to simply turn any empty map into a living world a la Far Cry, with endless replayability and a host of subtle realism and immersion touches that you probably won't even notice until you play without them. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS has been under constant development since 2013, and continues to be refined and expanded largely due to user feedback and suggestions.

AIR - Ambient aircraft flybys
ANIMALS - Ambient livestock, wildlife and animal noises
BLEEDOUT - Progressive injuries
BOATS - Ambient civilian boat traffic on waterways
CARS - Ambient civilian traffic
CIVS - Ambient ambulatory civilians
COMPRESS - Volume compression of loud nearby gunfire
CORE - Essential functions for TPW MODS
CROWD - Larger stationary low-CPU civilian crowds
DUCK - AI/player reaction to nearby projectiles
FALL - AI/player reaction to bullet hits and falls from height
FIRE - Fires in barrels and fireplaces at night
FIREFLIES - Fireflies, houseflies, mosquitoes
FOG - Region specific weather, fog, mist and dust storms, foggy breath
FURNITURE - Automatic CPU friendly furnishing of default A3 buildings
HOUSELIGHTS - Lights in houses at night
HUD - Advanced heads up display for infantry
PARK - Ambient parked cars and wrecked vehicles
PUDDLE - Puddles on flat ground after rain
RADIO - Ambient radio chatter in /near vehicles and on foot
RAINFX - Raindrop FX on surfaces and goggles
REPAIR - Automatic repair of player vehicle at service stations
SANITY - Improved behaviour of AI drivers near footbound AI
SKIRMISH - Ambient infantry combat
SOAP - Region specific civilian sounds and music
ZOMBIES - Ambient zombies

TPW MODS is a large, complex and highly configurable mod, with extensive documentation to help you install and configure it. I didn't do all that typing because my fingers needed the exercise. I'm happy to help you to get the most out of TPW MODS, but at least read the main readme in the discussion section before complaining. Full documentation for installation and configuration of each mod is included in the docs folder of your TPW MODS install.

TPW MODS uses CBA Settings in game for its configuration.

-You will need to restart your mission for any changes to take effect. Your changes will apply across all maps and missions.
-You must not use single or double quotes (' or ") in ANY of the settings
-TPW MODS automatically handles conversion of comma separated values into arrays, so do not enclose anything with [],() or {}
-You can only change settings in the "server" tab of CBA settings.
-You can save and load configurations e.g specific to certain maps or scenarios to save manually changing them
-You can at any time revert each setting to its default

The best place for civil discussion and support is the TPW MODS thread on the Bohemia Interactive Forum. I've only just released TPW MODS on Steam after many years of fruitful dialog on the BI forum. Please don't be the person that makes me regret doing this. Complaints about MP/Dedi performance will not be entertained - this is an SP mod.

I totally refuse to accept responsibility for anything that might happen to your game/computer/life as a result of using my mods. I'm not a BI developer, I don't force you to use the mods, I don't ask you to pay for them. If you don't like TPW MODS, don't use them - don't demand that I change them to suit you.

If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Redistributing my work under your own name via Steam Workshop or elsewhere is expressly forbidden. I can't make you do the right thing, but I hope that you do.

Q: Does TPW MODS work with XXX, YYY or ZZZ mods?
A: I don't know. Try it for yourself and report back

Q: How do I run TPW MODS?
A: Install it. It will run as soon as you're in game

Q: How do I configure TPW MODS?
A: In game press esc --> Configure --> Addons Configure --> TPW MODS

Q: Why doesn't TPW MODS work properly in MP?
A: Because I have no interest in MP

Q: How do I get TPW XXX to do the following...
A: Start by reading the docs

Q: Why don't you answer my question directly?
A: Because you obviously didn't even take the time to read this FAQ or anything else before posting it
Popular Discussions View All (2)
Jul 31 @ 12:08am
Aug 27, 2021 @ 6:26pm
< >
tpw  [author] Aug 29 @ 5:19pm 
Spectre try adjusting fall sensitivity to 50% or less
Spectre Aug 28 @ 6:53pm 
I die if I fall from a 5 feet wall. Fix please?
Thanks for the PiR compatibility update! :steamthumbsup::jake:
Gamiseus Aug 10 @ 8:14pm 
@Two-I-C For configuring what cars spawn, from skimming through the configuration settings discussion it appears to be rather simple. The bottom line of // CARS is what you're interested in.

tpw_car_include[] = {"RDS","LOP_","CIV","CUP_C","GM"}; // strings to select classnames of custom cars

Go into editor on any map and place down a vehicle from a mod you want vehicles from or just mouse over it in the spawn tree thing, you'll see two lines. One normal, one that looks weird. It should have a prefix like thing, for example all IFA3 units/weapons/etc start with LIB_ so that's how it's identified. On the car_include line, basically you'd get rid of all the prefixes you don't want and put in all the ones you do want.

I don't actually use this mod but I've scripted a bunch of scenarios where this comes into play, so I'm pretty confident that's it but do research first cause I haven't used this mod.
Two-I-C Aug 9 @ 6:32am 
Love your mod but it spawns modern vehicle in vietnam war's era, is there any way I can config this ? I don't know anything about modding ( I'm also using SOG dlc and unsung mod )
Historian_gamer. Aug 4 @ 1:55am 
Great Mod That Deserves More Than A'lot, Keep It Up When You Feel Like It!
tpw  [author] Aug 1 @ 5:49pm 
Hi everyone. Sorry for the radio silence for the last few weeks. I'm in a bit of a bind at the moment: after having tried Reforger it's quite difficult to go back to the distinctly last gen visuals and performance of Arma3. On the other hand, after the richness of Arma3, it's very difficult to handle the austerity and complete lack of SP in Reforger. So I've sort of done neither!
I think I will eventually get my A3 back on, I'm not yet ready to dive into Reforger modding.
By the way, thanks for all the comments andfeedback, and thanks to everyone for pushing TPW MODS into the 10000+ downloads category, it means a lot.
Reticuli Jul 31 @ 12:20am 
I see now what it does. If you don't have skirmish checked, the killing of civilians cannot cause more enemy units, and if you check skirmish but have the number of squads and vehicles at zero, that also will prevent this new feature from working.

Very cool so far, but I'd like the ability to have enemy skirmish/spawn only when I kill civilians, rather than a minimum of one squad at a time PLUS a squad per civilian killed. Then when adding something like insurgents to the list of allowed enemy spawn types, I can have the 'stirring up the hornet nest' phenomenon if I'm careless.

Maybe have it so if you put the length of time it takes before they are spawned to zero as overriding the auto spawning of skirmish units, while also increasing the allowable length up to like 10 or 20 minutes if we do want some auto spawning of them but delayed, might be a good solution. That way if you kill a civilian, more enemies would still spawn.
Big Six Jul 14 @ 5:14am 
hello @TPW, Ifound a little issue in tpw_boats.sqf. In line 76 I missed the maps Khe Sann and The Bra. But anyway, you did an amazing job.
Reticuli Jul 7 @ 4:32pm 

"Update: Oct 1, 2021 @ 11:01pm

[CROWD 1.23, CIVS 1.66] Added additional option so that killing civs will increase the number of spawned enemy squads in TPW SKIRMISH"

So it ramps up the number? So if I put skirmish at 0 for troops and 0 for vehicles, will it spawn a squad for each time I accidentally take out X # of civilians as defined under my squad min? Or is it spawning extra based on my skirmish size and/or time settings?

BTW, I no longer use PiR or bCombat, as both of them revert ACE medical's injury system to vanilla. I also temporarily am only using (when I do use them at all) Dagger's weapons, not his magazines or ammo, because that breaks ACE head hit detection when using more mods than CBA + ACE + Dagger when using his ammo. UAS and KA are also out, due to causing slowdown and/or insufficient ACE compatibility.