Arma 3
NATO Improved
46 Comments
brendob47  [author] May 19 @ 6:08pm 
Well yeah a mission's not gonna use custom assets if it's not configured for it. This is not a vanilla replacement mod - this adds custom faction and unit classes. Vanilla replacement is out of scope for my projects.
ellogamest34 May 18 @ 9:13am 
I used the CUP one it just started use BAF assests XD
ellogamest34 May 18 @ 8:36am 
I used the Vanilla nato fac for it, that might have the issue, but theres also 2 other non vil ones, ones by CUP and the other the DLC ver. what ones the correct one to use?
ellogamest34 May 18 @ 8:32am 
I don't think any of the extra added vics spawn in, which kinda stinks
ellogamest34 May 17 @ 12:19pm 
does it work with Antisasi
Mítia Mar 17 @ 7:35am 
We need an overhaul patch
brendob47  [author] Nov 2, 2024 @ 7:49pm 
Probably due to some bad inheritance, probably explains some weird behavior I noticed in another mod of mine which also adds that plane. Thanks for the heads-up.
aviatorEngineer Nov 1, 2024 @ 1:48am 
This mod seems to cause some sort of bugged behavior with the Aegis C-192/C-130 vehicle transport. Only the pilot's seat is usable, the copilot's and third cockpit seats do not work. Only affects the Aegis versions of the vehicle transport C-130, though - the NATO Improved C-130J (VIV) and all infantry transport versions of the plane across both mods seem to work as intended.
brendob47  [author] Jul 8, 2024 @ 2:47pm 
For now, Aegis CSAT does approximately what I had envisioned. I actually do have a Russia-equivilant mod on the very back burner that's mostly complete, save for some updating to my current standards, which adds a set of woodland/arid Russia and Spetsnaz factions, where Spetsnaz units use no-pat uniforms and sanatized vehicles. Actually, the one thing that forced me to put the mod on permanent hold is now resolved (and is currently going to be in my next release of Total Warzone as well)
Komodo Jul 8, 2024 @ 9:50am 
dope mod bren, ty
any chance of a similar thing for CSAT or FIA?
brendob47  [author] Apr 3, 2024 @ 10:23pm 
Definitely plenty of new stuff to incorporate. This mod is currently lower priority at the time due to real life projects as well as other mod projects I'm working on a hefty update for. Rest assured, I have features for the next update planned.
Brohead Apr 3, 2024 @ 5:01pm 
You could also consider adding the new CUP M1151 as a part of the soft dependency
brendob47  [author] Dec 22, 2023 @ 7:10pm 
No. To avoid compatibility issues as well as internal issues, I chose to create separate factions for NATO Improved instead of replacing existing ones.

I'm sure if you have some time to spare, you *might* just be able to unpack the campaign missions and replace classnames in missions and scripts, but compatibility is not guaranteed.

Side note: This mod requires the mod Arma 3 Aegis as a dependency, which *does* modify base game unit classes for standardization, so in a way, yes, the campaigns will be modified if you run this, but not because of this mod directly.
LimeVr Dec 21, 2023 @ 3:44pm 
does this work during the campaigns?
かわいいアィギッノス Feb 21, 2023 @ 1:46am 
goblino/tenerino tfw No Victoria Nuland (N)PC
ngmi
brendob47  [author] Nov 27, 2022 @ 6:47pm 
My combat fatigues * should * have slight ballistic protection on the shirt, to represent some modern ballistic shirts which may help prevent shrapnel injuries.

I probably messed up its inheritance and have a way to fix it. (For example, it's the same thing that affects some vanilla vehicles. I accidentally broke some of their turrets and you can see some fixes in the recent changelog.)
Fat Otaku Nov 27, 2022 @ 12:17pm 
Hi brendob47, I use a mod called AAPM 4, and I just found out the the mod won't work when the unit is equipped with NATO's combat fatigues from this mod but the vanilla one with (almost?) the same look works. I wonder what is different between your version of the combat fatigues vs the vanilla one? Could you share a bit of insight into what changes you made to the uniform?
Fat Otaku Nov 27, 2022 @ 5:21am 
Awesome mod!
brendob47  [author] Oct 10, 2022 @ 4:57pm 
Huh, that's weird. I don't use that mod, so I'm not sure what they use for base classes. Whenever possible, I use custom base classes in my mods, so that would take a while to look in to.
palazarev98 Oct 10, 2022 @ 11:16am 
One more thing: it is somewhat incompatible with CTRG 2035 Expansion pack, as it makes their Arid units invisible. I'm not quite sure what causes it, since they seem to have a different config in comparison with vanilla CTRG units, but they were spawnable in conjunction with previous versions of NATO Improved. Not anymore, unfourtunately.
palazarev98 Oct 9, 2022 @ 9:47am 
Other factions, which are using the 2035 NATO vehicles instantly break*
palazarev98 Oct 9, 2022 @ 9:44am 
Indeed, NATO Improved factions work fine, however all others, including the default US (or NATO without Aegis) instantly break. I'll look forward for the update.
brendob47  [author] Oct 9, 2022 @ 9:17am 
Got it. I'll try to put out a hotfix for the DAGORs soon, but beyond a more time-consuming overhaul for the other vehicles, I only see the broken turrets happening for vehicles not in the NATO factions added by this mod. i.e. all of the M2AX tanks, artillery, helicopters, and all work properly on my end as long as they are in a NATO Improved faction.
palazarev98 Oct 9, 2022 @ 8:51am 
Tested it, the vehicles in question remain bugged. Furthermore, it also breaks AVM-7 Marshalls, M5s, Rhinos, M2A1 Slammers and CH-67 Hurons.

I also found a bug in your other mod - HOMEFRONT. Dagors for Unorganized Militia and Guerrillas are unenterable for passengers.
brendob47  [author] Oct 9, 2022 @ 8:10am 
Looks like a potential bug with turret inheritance I would need to fix. I'm a bit busy today, but can you confirm the happens with only NATO Improved and its dependencies loaded?
palazarev98 Oct 9, 2022 @ 7:35am 
It also became impossible to place commander/gunners in those respective vehicles
palazarev98 Oct 9, 2022 @ 7:24am 
I found a bug, which causes a fire emitter to remain always on, even when the crew is not shooting on the following vehicles: M4 Scorcher and UH-80 Ghost Hawk (possibly more vehicles are bugged). It also affects all the retextured versions. Could you please look into this matter and fix it?
Sokol Sep 10, 2022 @ 7:38am 
Definitely like the MXA2, really fun to use
Garythewhale Aug 5, 2022 @ 4:42am 
There is a little issue with the AH-64 Autocannon which the AI doesnt seem to want to fire
Garythewhale Aug 4, 2022 @ 4:06pm 
this is really good, keep up the good work.
brendob47  [author] Jul 30, 2022 @ 8:20pm 
@Licic I like the idea, it's low on the priority list right now though.
Licic Jul 30, 2022 @ 7:25pm 
You should make a patch integrating the US Equipment Pack by Abb0tt!
Barteg Jul 27, 2022 @ 2:00pm 
Good to know, thx for the info
brendob47  [author] Jul 16, 2022 @ 8:01am 
@Barteg Yes.
The Falchion-22 is actually an AIM-9M, and the ASRAAM is the AIM-132 ASRAAM. The ASRAAM has a much higher off-boresight angle, and its range is greater, but has no proximity fuze. I put the Falchion-22 in more widespread use because 1) The US uses AIM-9 variants and 2) The ASRAAM really feels like another point-and-click type of missile. You can check out their wiki pages for more detailed information on their differences.
Barteg Jul 15, 2022 @ 7:05am 
Just asking, is there a performance difference between the Falchion and the ASRAAM ?
brendob47  [author] Jun 18, 2022 @ 7:19pm 
@Axle I initially made the mod without an Aegis dependency, and considered this after adding it. However, that would mean I start toying with vanilla classes made by BI, which could easily break other mods out there. Best I could offer is a compat patch that hides them in the editor.
Axle Jun 18, 2022 @ 6:25am 
Do you think you can have a version where you replace the aegis US faction instead? There are a lot of factions cluttering the sidebar now and it would be nice to have to replace for existing missions out there
brendob47  [author] May 21, 2022 @ 9:39pm 
@Richardguy I know Aegis adds an MTP Carrier Lite, and that's a dependency, I forget if it adds a Carrier Rig in MTP as well. Personally, I don't like how they look, so I didn't use them.
Richardguy May 21, 2022 @ 6:11pm 
Do you have any plans to add a re-textured Carrier Rig and Carrier Rig Lite, in the vanilla MTP pattern, for NATO?
Rival_Raptor May 9, 2022 @ 7:26am 
XM5 and XM250 confirmed for army
Aurora May 1, 2022 @ 5:24pm 
You can make XM5 now. Sig Sauer is the winner.
强制吃屎 May 1, 2022 @ 12:37am 
NGSW是老美下一代了
TFatseas Apr 20, 2022 @ 1:57pm 
Just wanted to say I appreciate your work. 2035 NATO doesn't get a whole lot of love in the Arms mods community.
brendob47  [author] Feb 25, 2022 @ 12:53pm 
That's one thing I'm kind of torn on, to be honest. If I could obtain a model of the ECH without the IR strobe, I would do it, but modders don't have access to those.
Black-Jack Feb 25, 2022 @ 10:13am 
This mod looks hella cool. Only thing I wish is that soldiers would be issued the ECH over the standard, plain looking combat helmet. I suppose I could unpack it and make the changes locally. I won't re-upload it, obviously.