Arma 3
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EPSM ExoMod - No-Systems Patch
   
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Data Type: Mod
Mod Type: Character, Equipment
File Size
Posted
Updated
6.362 MB
Jun 1, 2023 @ 8:57am
Jun 5, 2023 @ 12:35pm
2 Change Notes ( view )

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EPSM ExoMod - No-Systems Patch

In 1 collection by honger
welcome to my workshop
21 items
Description
This mod is a patch/config replacer for E.P.S.M. ExoMod Remastered that removes most of the WebKnight's code responsible for displaying custom UI, adding superpowers, healing and armor mechanics etc. It essentially replaces original ExoSystem_WBK.pbo file and leaves all mod's assets as just armors and backpacks.

Scripts and UI included in the original mod are very buggy, do not work with save/load singleplayer system, UI always shows up most of the time breaking cutscenes and immersion in general, and basically cause the game to work in some unexpected manner and behaviour. I admit that WebKnight has good ideas and he gets a lot out of them, but ultimately this one thing is screwed up (and will probably be like so for another year or two).

This patch was made primarily for my own mission-making usage and was not keyed because of reasons. Feel free to sign it by yourself and reupload, mod is not mine afterall.

If you spot something I forgot to remove or I should do so, MAKE A THREAD IN DISCUSSIONS TAB, I won't read comments. Complaints about anything else should be taken to the original mod's Workshop page.
5 Comments
´Thangler7 Jun 27, 2024 @ 12:17pm 
Fucking perfect! The exo suits look great for a unit from my RP but the dashing everywhere was fucking up the game.
canadian Jun 11, 2023 @ 4:32am 
Hey, thanks for the response and sorry for the late reply. I'll get back to you in case I encounter this on dedi :).
honger  [author] Jun 5, 2023 @ 12:36pm 
I didn't see any error similar to what people reported in the thread you mentioned before - https://imgur.com/a/ejIpfLs - but I removed the leftovers from config, feel free to try it out on a dedi if possible and report back
honger  [author] Jun 5, 2023 @ 11:38am 
@canadian, no, at least I don't think so. The preinit and postinit scripts are still there, I only removed variables assigned to units wearing EPSM stuff, so technically the code is still loaded but there is no entity it would be executed on. Can't test this myself on a dedicated server but I'll remove additional entries from the config just in case.
canadian Jun 5, 2023 @ 3:42am 
Hi @honger! Thanks for creating this. One question - does this modification prevent the main mod from spamming server RPT with errors? This issue is mentioned in the "Spamming server with ~100 errors per second." thread.