Jagged Alliance 3

Jagged Alliance 3

154 ratings
C-UAE Cross-Mod Universal Armament Expansion
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
9.361 MB
Jan 27, 2024 @ 5:13am
Feb 16 @ 4:48am
71 Change Notes ( view )

Subscribe to download
C-UAE Cross-Mod Universal Armament Expansion

In 1 collection by Lucjan
Lucjan's cut
21 items
Description
Cross-Mod Universal Armament Expansion (C-UAE)

TL;DR

Semi-Random Enemy Weapons and Enemy Armor with a robust weapon attachment and ammo distribution system that scales with campaign progression. Designed to support other mods.

To Tactical AI Project users

If you dislike random weapons and want to retain the feeling of vanilla weapon progression, disable that in the mod options. C-UAE will still upgrade enemies' weapons according to Tactical AI logic (enemies will always have access to grenades, a handgun, and a non-handgun main weapon).

What does it do

Increase the variety of Weapons and Armor of all enemies you encounter.

The goal of this mod is to be compatible with other mods out of the box without requiring compatibility patches. Mods like ToG, Rato's Overhaul, or AI mods can be used without issues.

Features:
  • Enemies receive new weapons and armor of similar strength
  • Weapons and Armor from other mods are automatically added to the pool (e.g., Tons of Guns or Masters of War)
  • Robust attachment system. Weapons are granted attachments matching adjusted enemy level. At higher levels, enemies will have more powerful attachments
  • Ammunition distribution system. At higher levels, enemies will have increasingly powerful ammunition
  • Works with old saves and can be disabled at any point
  • Armaments' condition (how damaged they are) matches the original loadout
  • Mod uses base game drop chance logic (Most mods altering drop chance are compatible)
  • Night grenades (flares, etc.) are only distributed during nighttime and in underground sectors
  • Heavy Weapons are distributed based on ammunition type (RocketMen still shoot rockets; Montar enemies still use mortar-like weapons)
  • Mod does not affect unique armaments (e.g., Pierre won't lose his unique machete)

C-UAE vs Random Enemy Weapons

C-UAE distributes all available weapons across all enemy factions, while REW uses structured distribution with handpicked weapons for specific factions. This means modded weapons not configured for REW won’t be distributed, whereas C-UAE excludes weapons unavailable at Bobby Ray’s.

Configuration options allow disabling weapon replacement, enabling players to use REW weapon logic alongside other C-UAE features.

Recommended mods to use with C-UAE

More Armaments


Enemy AI


Alternative Balance (Alongside More Armaments)


Note: BCE alters vanilla weapon prices and is unbalanced for vanilla economies, conflicting with ToG/MoW.

Avoid using all listed mods together. Check individual mod descriptions for compatibility.

How does it work?
When encountering enemies in satellite or tactical view, the mod scans their level, faction, and loadout to generate a profile. This profile creates new weapons/armor. The mod tracks modified enemies to avoid reprocessing them later.

Available Armaments Logic
C-UAE uses in-game Cost and Bobby Ray’s CanAppearInShop property. Only shop-available armaments are distributed (excluding manually integrated mods), filtering out quest/unfinished items from vanilla or mods.

Weapons
New weapons match the original’s type, enemy level, faction, and cost range. Attachments (scopes, silencers) are added based on enemy level.

Armor
Armor follows similar logic, replacing pieces while considering enemy level, faction, and original armor.

Uniques
Unique weapons/armor (e.g., Golden Gun, Shiny and Chrome Helmet) are retained. Only non-unique items are replaced.

Modder Compatibility Options

Details in the Discussions section.

Notes
  • Enemies won’t change mid-combat.
  • Source code: GitHub[github.com]



Version: 4.04-132
Popular Discussions View All (2)
9
Feb 16, 2024 @ 3:06pm
PINNED: Special compatibility options for modders
Lucjan
7
Apr 24, 2024 @ 2:50pm
Появляются белые квадрату вместо оружия
Vendr_86_HMAO
100 Comments
Kaos Apr 23 @ 3:08pm 
Also: I guess it's not beyond the realm of possibility that could be something else, but those are the only new mods that I've installed lately. :/ and I haven't messed with any files on my own mod that affect Bobby Rays.
Kaos Apr 23 @ 3:02pm 
Lucjan: I thought it was the ToG compataviliy mod but I disabled it, started a new game and still nothing at all in BR or GC Militia Shop. :/
Lucjan  [author] Apr 23 @ 2:45pm 
Which one?
Kaos Apr 23 @ 11:08am 
Lucjan - found which one, May have to disable that mod because nothing appears in the shops now. No ammo, armor, weapons. Nothing. :/
Kaos Apr 23 @ 10:57am 
Lucjan, thank you. Aweome work btw
Lucjan  [author] Apr 23 @ 8:35am 
This mod not, Rato does
Kaos Apr 23 @ 7:56am 
Does this disable weapons showing up in Bobby Ray's. This is the only new mod I've installedother than Rato's before starting this new playthrough but now nothing shows up in BR. It also effects the Militia (GC-Milita Shop).
Chance Callahan Apr 10 @ 5:21am 
@Lucjan Thanks, man. I appreciate your efforts. I think it has to do with Rato's AI Overhaul option "Lore frienldy armament". I switched it to off and since then did not have the issue anymore. I'll keep playing and will get the log file if I encounter it again.
Lucjan  [author] Apr 7 @ 11:32pm 
@Chance Callahan

Add this mod and enable it
https://steamcommunity.com/sharedfiles/filedetails/?id=3460225941

Restart the game
Load a save from before you enter the sector at fault
Travel to the sector
Start a fight
Exit the game
Send me the newest log file from C:\Users\{username}\AppData\Roaming\Jagged Alliance 3\logs
* You can send me on discord, you can find me on JA server https://discord.gg/Z3ceCNxS
Chance Callahan Apr 7 @ 2:59am 
Is there anything I can do to troubleshoot it for you?
Is the priority between C-UAE and GBO important?
I noticed GBO has an option for "Lore frienldy" armament. Could that interfere?