Arma 3
SPS Weapons V2
185 Comments
Floofy Woofie Jul 2 @ 8:58pm 
Just the basic menu would be fine not really worried about the 3d model (there is a generic version with just a list of modes). I just like the laser and ir flashlight modes being easily accessible and sorted.
Steve  [author] Jul 2 @ 2:37am 
@Floofy Woofie, What part of ITN do you miss most? I don't have different powers for illuminators, pointers etc. nor do I have nice images for changes in settings. But I think most of the other functionality is there for the DBAL A4, MAWL, RAID etc. just with the CBA, cycle modes keybinds.
If I had more time, I'd have a look into how big a job it would be to do a ITN compat but I'm afraid I just can't do that at the moment.
Floofy Woofie Jun 30 @ 6:00pm 
I know its not really your thing but I would love a ITN compat. Your models are so so good but ITN is forcing me to use T1 and i have been dying to use SPS!
Steve  [author] May 18 @ 11:23am 
So I think TOTT should be modern enough that it has been written after the IR/NV update.
However, they mention using BETIR which was basically loads of clever scripting to make IR much better with the OLD implementation of IR/NV.
So not sure if this is what's causing the issue?
Steve  [author] May 18 @ 11:17am 
@[BGD]Ton IR illuminators still work for us. We have a big mod pack with the usual suspects like RHS etc.
There are definitely some of the older IR mods that have not been updated since the huge NV/IR overhaul (about a year ago) that break a lot of the new functionality.
I'm not sure if TOTT is one of those - if I get chance, I'll have a look
[BGD]Ton May 15 @ 1:17pm 
Hi there @Stevie. Use your mod since forever. Just a question. Did the IR illuminator stopped working at some point? Im using tons of mods, but never had any issues before. I've just noticed it now, since I've been using TOTT lasers lately... Thanks
Steve  [author] Mar 16 @ 3:29am 
@Frost - I've not planned a collaboration with JSRS. I do think JSRS 2025 is pretty awesome so far though.
I generally try to start each weapon with a base class that inherits what I want from anyone using JSRS although that was all done with around the 'old' version.
I had a quick look at configs in the JSRS 2025 compat mods and I think they are easier to understand than the older versions so I might consider trying to do a compat for SPS Weapons at some point.
Frost Mar 13 @ 7:23am 
Hey Steve,
Thank you for your outstanding work on this mod. May I ask if you plan to collaborate with JSRS on sound design for this project? Or is there perhaps already something in the works?
Steve  [author] Feb 23 @ 5:19am 
Very kind words, @CombatMedic. Glad you like it.
Hopefully I'll get a few more updates in before moving to A4
◥[CombatMedic]◤ Feb 23 @ 2:20am 
>>> The best Weapon-Mod in the Workshop for Arma III <<<
baldtunE Sep 12, 2024 @ 2:16am 
Any change you could do version without ace? thank you in advance
Steve  [author] Aug 11, 2024 @ 1:48am 
@Dempsey, yes, anyone is free to use it as is from the Workshop.
You just can't re-pack it, re-upload it, reverse engineer it etc. as per the EULA.

For making a complete mod pack, there's a few options that make life easier.
If you're new to this kind of thing, the easiest 2 are:

1. Make a Steam Collection of all the mods you want your group to use.
2. Make an Arma 3 Launcher Preset of the mods you want to use.

The 3rd option in some ways is the nicest but a little harder to set up:
3: make an 'empty' mod (a mod that contains no actual content) where you set all the other required workshop mods for your group as requirements in the workshop page for your empty mod. On loading this empty mod in the A3 launcher, everyone will be prompted to download and add all these mods marked as 'required' to the launcher.
Dempsey Aug 10, 2024 @ 11:10pm 
Hey mate, looking to make my milsim group further down the line and right now I'm just checking out what mods I want and just wanted your permission to use this. I'm not competent with making in-house mods so right now I'm just looking at the workshop.
Steve  [author] Jul 1, 2024 @ 3:48am 
@VanMoldy - that will be a compatibility issue with another mod. Sounds like something you're using is changing a base class...
Moldyvan Jul 1, 2024 @ 2:26am 
It may be a compatibility bug, but the FK Brno has no visible magazines in either regular or ACE arsenal?
Steve  [author] Jun 13, 2024 @ 2:58pm 
Lol - just notices there is some info about for the SIG hybrid rounds. Not sure it's the same as the mil spec though...
Steve  [author] Jun 13, 2024 @ 2:50pm 
@Frost
There's 2 machine guns in this mod, both from KAC and have been about for much longer than the SIG stuff. Interestingly, only the LAMG (5.56) is still on their website when I just checked but if you google, you'll find videos still about of both the LAMG and the LW-AMG (7.62).
The weights of both of those weapons were exact to KAC's specification at the time but both have been under constant development so might not match current specs.
Magazine weights are always tricky as the main mods that people run tend to be RHS and 3CB etc. as well as of course, some vanilla assets. All of these use different weights for nominally identical magazines!
Steve  [author] Jun 13, 2024 @ 2:50pm 
I tend to do compat mods for our group to harmonise all ammo/magazines of a given type so haven't given this any thought in a long time, but suspect I have made this release closest to RHS as that's probably the most popular mod people use. (I honestly don't remember now...)
Bullet weights are all either inherited from existing mods like ACE3 or are the M855A1 and M80A1 (556 and 762 respectively) and should all be modelled correctly.
Steve  [author] Jun 13, 2024 @ 2:50pm 
I'm not currently planning to add 6.8 ammo as none of the weapons I have modelled use it yet. There's also no info about (that I've found) on the proper hybrid rounds that SIG are using for the military so the increased pressure (and thus energy) they can run would be a guess.
If/when more info comes available and weapons I've modded get re-chambered in 6.8, I'll look to add that.

I have started to look at something for scrim/camo netting for the AI AXMC but just struggling to find time to work on anything ARMA at the moment.
Frost Jun 13, 2024 @ 12:52pm 
2/2
Different context but also two more questions, then I'm really done xD, do you plan to introduce the new ammunition type .277 Fury, i.e., the 6.8×51 mm cartridges, into your weapons at some point?
And second question, is it technically possible, and especially for you in terms of time, for your mod to have an addition for the AI ​​AXMC so that we can camouflage it with foliage on the barrel, for example?

Thank you for your time and effort.
Frost Jun 13, 2024 @ 12:52pm 
1/2
Hey Steve,

Thank you very much for your great mod.
I would like to ask you two questions that may have already been answered because you have already asked them somewhere else or that are not technically feasible at all.
In the MG variants you introduced: KAC, which is apparently based on the new XM250 from SIG, the weight sometimes doesn't seem to match correctly. Did you do this with some context?
Normally, a 100 round bag of 7.62 mm ammunition would have to weigh at least 2.4 kg. However, you only have 1.51 kg registered.
The bullet weight also seems to be too light for both variants 5.56 and 7.62, although I am simply not familiar enough with modding and the associated physics. Does this have any particular reason?
charlie_sierra Jun 6, 2024 @ 10:30am 
nvm! found answer in thread
charlie_sierra Jun 6, 2024 @ 10:28am 
does this require original SPS mod to function?
Steve  [author] May 2, 2024 @ 11:36am 
Indeed - although I think they both set themselves up to be 3D modellers as opposed to A3 mod makers.
It's not something I'd rule out in future but not something I'm considering at the moment. For example, if I'm planning putting my models on a proper market place, it makes it possible to have something more sensible for pricing.
Chewbacca May 2, 2024 @ 8:54am 
Totally understandable, although I figure the likes of hyoon or 3dma are probably making no small amounts by selling to modders at an affordable price point. Anyways, keep up the amazing work!
Steve  [author] May 2, 2024 @ 7:10am 
@posh I hope my short answer didn't come over as disrespectful either. However, even if I was considering commercialising the assets at an earlier stage of production (e.g. textured .obj), how would I put a sensible value on what genuinely is more than 1000 hours of work? Any 'price' that I would consider wouldn't make sense for someone that's making mods.
Chewbacca May 2, 2024 @ 5:48am 
I didn‘t mean for my question to come across as disrespectful. Those models you did are amazing and I respect the time and work you put in a lot since I do some modeling myself.
Also, I wasn’t necessarily talking about you having me let them for free.
Steve  [author] May 2, 2024 @ 4:51am 
@posh - you may not 'have' some of the work I've put 1000s of hours into.
Sorry.
Chewbacca May 2, 2024 @ 1:04am 
Hi, fantastic work. I love the assets used in this mod. I'm modding for Ghost Recon: Breakpoint and wanted to ask if i may have some of the HK416 assets for use in a project of mine to publish on Nexusmods. Is there any way i could contact you?
Steve  [author] Apr 28, 2024 @ 1:28am 
Yeah - I can't support old version of ACE3 as well as keep everything else current for new ACE3.

What stops you using the latest ACE3 and the latest SPS Weapons V2?
You mention arsenal bugs with that - what are they? I'm not aware of any if everything is up to date.
OBereg Apr 27, 2024 @ 3:07pm 
The new version of the arsenal works with bugs for me. It is impossible to use the old ACE with the new arsenal. That's why I play with the old ACE and the old arsenal. But with this setup, SPS Weapons 2 gives an error that the required ace_irlight.pbo is missing. That's why I wanted to find a version of SPS Weapons 2 with all the tricks and everything, but under the old ace. I remember playing it. But then you updated your mod for the new ACE. But I don’t have the old version left because Steam automatically updated this mod.
OBereg Apr 27, 2024 @ 2:44pm 
I'm using the ace3 version without ace_irlight.pbo and I wanted to know what can be done in this situation
Steve  [author] Apr 27, 2024 @ 12:41pm 
@OBereg I have no idea what you mean!
V2 has always run with ACE3 Arsenal Extended which is set as a requirement.
This and the main mod have been updated since ACE3 updated so all functionality should be exactly as it used to be.
If you're running a dodgy re-upload not my version, you won't have these updates and 'new' ACE3 will have broken things...
OBereg Apr 27, 2024 @ 10:30am 
I remember there was a good version of SPS Weapons v2 before the ACE update. How can I get it or what needs to be done to make this version work like the previous one for the old Ace?
OBereg Apr 27, 2024 @ 10:24am 
How can I use this with old arsenal and old ace?
Simon_Riley Apr 5, 2024 @ 4:17pm 
One of the Best and most usefull Weapon Mods ever! Can we pls get the HK 433/437?
Steve  [author] Apr 3, 2024 @ 6:11am 
Appreciate the kind words, CombatMedic.
There's a few more projects I'd like to do in A3 but I would like to start putting my stuff into Reforger at some point in the future when I have time and so learn modding in time for Arma 4!
◥[CombatMedic]◤ Apr 2, 2024 @ 5:36pm 
Many thanks for the quick reply.
I just wanted to ask you.
thank you for explaining it to me properly.
now i have understood.
I am happy about your work
i played with your AXMC mod for a long time and was so positively shocked by the quality.
i hope you are with us for arma 4 ^^
i would like to be able to play with their mods in arma 4 again
highest quality mods ever
thanks for everything and stay healthy
Steve  [author] Apr 2, 2024 @ 12:56pm 
Erm.... Every mod that wants to do something more than the vanilla game (like have ways to change attachment settings) needs CBA.
So to make it stand alone, I'd need to re-write the entirety of CBA (in a different style so it does not impinge on their IP) and include that in the mod.
Then lots of ammo type, proper ballistics etc are why the mod uses ACE3.
So I'd have to write all those modules (again, in a different way to the ACE team so as not to impinge on their IP) and include that in the mod too.
Steve  [author] Apr 2, 2024 @ 12:56pm 
Technically, you don't actually need the ACE3 Arsenal Extended Core but as there are over 5000 variants of HK416 alone, the arsenal used to run terribly with that many items in it. (ACE3 team have vastly improve this now.) So you can technically run the mod without that and ignore the error on launch.
However, it will be a horrible experience as those 5000+ variants are compressed into about 7 with sub options when using ACE3 Arsenal Extended.

You can't really have lots of additional features without the code to back it up...
◥[CombatMedic]◤ Apr 1, 2024 @ 6:55am 
is it possible to create the weapon v2 mod without mod dependency?
or is there a trick to avoid these dependencies?
a kind of standalone version
Steve  [author] Mar 28, 2024 @ 5:55am 
No worries, @Lake. I'd like to do that kind of thing, tbh, but it's not really practical with the time I've got.
Fingers crossed for a different structure for Arma 4
[115th]Lake Mar 26, 2024 @ 12:53pm 
ok i understand your point and didn't know it was that much of work iam sorry. Was just an idea of me to make some german groups happy because the G95 will be the new standard rifle of the bundeswehr and since you have the Sniper already in it and the 417 models it would be really nice. Then i dont want to bother you anymore :) keep up the great work!
Steve  [author] Mar 25, 2024 @ 3:56pm 
I've not got into Reforger modding yet but if we're lucky, the structure will allow much more modular packaging while keeping things efficient and maybe it would allow something like you're discussing for Arma 4 as easily as you've written it.
Steve  [author] Mar 25, 2024 @ 3:54pm 
@Lake - Either I've not explained it very well or I don't think you've appreciated anything I've written!
Firstly, SPS Weapons is effectively replaced by SPS Weapons V2. I'm not sure where the idea came from to add new work to an old mod I've left on the work shop only to keep old subscribers happy.
The 416s are not lots of stand alone individual weapons.
It's 5000+ weapons all inter-weaved into a single pbo. There's we'll over 1000 hours work in making that pbo. To try to remove a section to 'just have G95s' is actually re making a huge chunk of this. E.g. the texture sheets - including all the baked textures, for the G95 also include other models to make the mod significantly more efficient overall. To make G95s only is re-doing the .p3ds with just the G95s, making G95 specific UV maps, re-baking, re-texturing and re-config-ing.
I won't be spending several hundred hours on re-making a section of V2 and adding it to the old, unsupported work.
Steve  [author] Mar 25, 2024 @ 3:54pm 
The next update I make will be the culmination of about another 600 hours work. I'm not going to turn that into 900 hours just so it's in lots of small pieces and (and much less efficient overall) then need to spend many times the hours for every update I do to that as it has to be repeated (in different ways due to how merging/splitting mods work) for each publication.
Sorry!
[115th]Lake Mar 25, 2024 @ 12:53pm 
Ok i understand that point, but you have also SPS Weapons Pack with a lot of different Weapons. I mean AT this point just to Split up the mod a bit or add G95 to SPS Weapons. Because the 416 models are that much they easily can be a standalone Mod you know?
Is it Hard to add the G95 Model in 10 ich, 14 and 16 inch to the SPS Weapons Mod?
Steve  [author] Mar 25, 2024 @ 8:54am 
@Lake - that's not really how it works. The HK 416s in total are 482MB in total but keep in mind there are about 5000 options there. To make just 1 G95 of similar quality would be about 300MB as so many of the textures and model parts are shared.
Additionally, I can make the mod overall more efficient by sharing assets between the different weapons so trying to maintain each individual weapon as stand alone releases is not only much less efficient but also a huge amount of work. I'd quite like to do each major weapon as stand alone releases but don't have the time to support that. Sorry.
Also, one small detail but the mod is 1.18GB not 2GB so not quite as bad as you say in your note ;-)
[115th]Lake Mar 21, 2024 @ 1:42pm 
hey, i just got to see your mod. Its really nice and great work in the details and appearence! Is it possible to make a Lite Mod out of this big one? Since there are a mass of 416 models? Like a G95 Mod and HK417 seperate Mod? So people who only want this guns can get these guns and dont have to load 2gb of stuff? I think a lot of groups and people would appreciate it :) Keep up the great work!
Steve  [author] Mar 6, 2024 @ 10:26am 
Hmmm - there's some quite nice features in that ITN mod. I especially like the interface for changing settings - that's really cool. All current modes are just change by next/previous rail item mod (control/shift + L by default, I think.)