Arma 3
JCA - Modular Carrier Remake Project
132 Comments
Grave  [author] Apr 28 @ 6:23am 
@Chacal As said many times before, its a *remake* project. If the vanilla modular carrier doesn't have it, it cant be on these ones. I cant really just magic MG pouches out of nowhere
Grave  [author] Apr 20 @ 4:15pm 
@Silencer there is currently no more designs that could justify more vests
Silencer Apr 20 @ 3:44pm 
Would it be possible to request more variations with the holster on the chest? It's a really neat location for it.
Roma Kelapa Apr 17 @ 6:10am 
@Grave Thank you, i let you know if i found one
Grave  [author] Apr 16 @ 5:32pm 
@Roma Kelapa should be fixed, tell me if there is any more errors.
Roma Kelapa Apr 16 @ 5:08pm 
Can you help me? i just wanna try your mod in eden but error came out it says "data_f_jca_mcrp_2035\logos\arma3_mcrp_logo_ca.paa not found" do you know how to fix it?
DocHolliday Mar 10 @ 12:45pm 
Fair enough, though I did mean for infantry dudes, SF dudes should have holsters, so I was saying it's not tactical enough for SF, yet also looks weird on infantry since they rarely ever have drop leg or chest mounted holsters on. For me it's not minuscule, but to each their own and cool mod regardless!
Grave  [author] Mar 10 @ 11:55am 
@DocHolliday Aye, its pureley cosmetic, as for its uses, it follows Arma 3s standards and just has holsters, as for the work its also config and then updating the branch mods as well as making new icons. *then* its really just a miniscule detail. The vest isnt designed for SF to be Tier 1 tacticool or anything, the mod is specifically just to add variants of the modular carrier, a no holster variant isnt enough to me to justify the work, and not to mention then someone will definetly ask me to do the same for the others. Its just not how i do things, hope that clears stuff up
DocHolliday Mar 10 @ 11:01am 
No benefit? If you just don't want to I totally understand but there is no benefit to any of these by that logic. The empty holster is an immersion killer for me as there is absolutely no reason every single soldier would have a sidearm, It's the sole reason I can NEVER use this vest as I also don't think it looks sleek or tactical enough for SF dudes. not to mention even giving the AI sidearms in this game can get them killed when they suddenly decide their 9mm is better than their 5.56 rifle XD. I am no modder so I obviously don't understand the complexities of such a change but it seems like just taking the vanilla modular vest model into an editor and removing the holster no? Again if you just don't want to I totally understand it's your mod at the end of the day. I just came to it hoping specifically for a non-holstered variant as it drove me NUTS they didn't have one in the DLC to begin with. Peak laziness on the devs part. Also nice work regardless!
Grave  [author] Mar 10 @ 9:20am 
@DocHolliday its been requested but there is no real benifit to it for the amount of work and clutter
DocHolliday Mar 10 @ 1:58am 
I beg for a version with no holster for basic rifleman.
Grave  [author] Feb 12 @ 4:22pm 
@Zak MCRP is not made to match other mods but base game. As for the old texture i lost it in a hard drive crash so there is no chance of it ever returning, its why all the textures were made on the new template
Zak Feb 12 @ 11:47am 
any chance we can get the old MTP vest textures back as a submod at some point? they fit much better with multicam from other mods than the new stuff
ok
Grave  [author] Feb 10 @ 4:53am 
@Karelian Mountainkeeper classnames wont be changed further, they were changed to better work when an all-in-one for JCA gear mods is made
@Grave oh f^ck, ok, but next updated dont do the same?
Grave  [author] Feb 9 @ 9:55am 
@Karelian Mountainkeeper ah if you manually put them on the AI you will have to do that again
you mean mission sqm? because its just lots of AI stands on the map and not the saved gear in the loadout or for example faction in ALIVE
Grave  [author] Feb 9 @ 8:32am 
@Karelian Mountainkeeper in the config you used to give them the vests
I mean custom AI, where i can remove vest classnames?
Grave  [author] Feb 9 @ 7:14am 
@Karelian Mountainkeeper depends on what you mean units, if you mean custom AI, remove "MCRP" from the vest classnames, if you mean custom vests themselves, then remove MCRP from the base class.
after update my units were boken, how should i fix it?
Atlas Feb 6 @ 11:14am 
Ah yes my bad, I hadn't realised BI had made the MCR weaker than nato counter parts

Nvm
Grave  [author] Feb 5 @ 5:10pm 
@Atlas this armor matches the base game armor configurations for the Modular carrier in design, so i am unsure what you mean
Atlas Feb 5 @ 2:34pm 
Wondering if there were any plans for an optional armor increase, this armor set tends to have less protection than most other armor
Grave  [author] Feb 1 @ 10:05am 
@Atlas they should not, the reason they changed is because "JCA_MCRP" was the initial prefix, but it has been updated to just "JCA_" so when i make an all-in-one gear mod for JCA it has the same classnames
Atlas Feb 1 @ 7:56am 
Are the classnames likely to change again anytime soon?

Don't particularly want to fix all my loadouts just to have them break again
Grave  [author] Feb 1 @ 12:32am 
@zero ah yes no wi see. They were removed. For a future update reason. In the end it's not a great deal to just toss em back on loadouts, I've had to at least six times
Zero Jan 31 @ 10:54pm 
ClassNames prefixes have been changed (JCA_MCRP_V_CarrierRigKBT... to JCA_V_CarrierRigKBT...). "MCRP" has disappeared. This causes problems with loadouts saved with the previous version of your excellent mod.
Emmanuel Kant Jan 31 @ 2:08pm 
Your update broke my units arsenal. None of the classnames work, and the multicam pattern we used before is gone. Its not included in the extension that supposedly contains MTP either.
Grave  [author] Jan 30 @ 3:32pm 
@El Fury | 黒オオカミmost classnames remain the exact same, so i am unsure what may have caused the issue
El Fury | 黒オオカミ Jan 30 @ 2:51pm 
Love the Mod and I somewhat get the Idea behind splitting the Mod into multiple expansions but that broke a lot of premade loadout for our unit (even with the expansions loaded) ;_;
Grave  [author] Dec 16, 2024 @ 12:29pm 
@NatoStorm concepted the GL rig, but not the default NATO vest as its too low quality. i am also concepting helmets, but there is no ETA for them
NatoStorm Dec 16, 2024 @ 12:05pm 
Do you have any plans to make a similar mod for the vanilla plate carriers?
Grave  [author] Nov 28, 2024 @ 6:58am 
@DMZ the vests still exist in-game, the names match the default ones. Lite, Vest and GL
DMZ Nov 28, 2024 @ 6:54am 
I don't have contact, as I imagine many don't, so I don't know what the ' default' ones are. An actual indication would help.
Grave  [author] Nov 28, 2024 @ 6:48am 
@DMZ the three default ones
DMZ Nov 28, 2024 @ 6:44am 
Could you please clarify which 3 are retextures? That way I can add it to the documentation for my unit.
Grave  [author] Nov 28, 2024 @ 6:42am 
@DMZ yes, 3 of the vests are retextures, its not marked as "Requiring contact" because it does not require contact, you can use this mod without it just fine.
DMZ Nov 28, 2024 @ 6:32am 
Also, the 'new vests are _still marked_ as requiring contact, hence why my message. Perhaps I did not explain clearly.

Multiple of your vests under Features, show as needing Contact to even play.
DMZ Nov 28, 2024 @ 6:26am 
Quite possible, but then I expect you to mark this as ' Requiring Contact' on Steam workshop.
Grave  [author] Nov 28, 2024 @ 6:22am 
@DMZ it very much does say what vests are new, under "Features". Expecting the vanilla vest variants to not be contact DLC when the description even says that this mod is not made to circumvent DLC and that no asset would be remade 1-1 is just you not understanding the description
DMZ Nov 28, 2024 @ 6:05am 
Multiple of your vests have Contact DLC as a requirement, which isn't marked on this workshop page. Perhaps useful to adjust the description and mention this.
Rogeriforloki Jul 13, 2024 @ 1:41am 
I understand, thanks for the explanation.
Grave  [author] Jul 12, 2024 @ 11:21am 
@Rogeriforloki modders tool, if you config the vest it has selections for it, its if you have the mod as a dependancy for your own. each patch has to be configured on its own
Rogeriforloki Jul 12, 2024 @ 7:35am 
May someone explain how are you supposed to add patches to the vests, cause insignias don't show up on them at all.
Korpie May 4, 2024 @ 4:53pm 
@Broken condom no, it's designed to work with texture templates for the modular carrier rig in the vanilla game. A new pouch wouldn't work. You're only like the 20th person to ask.
lard force actual May 4, 2024 @ 4:10pm 
Is there at somepoint going to be a version of this plate carrier with pouches for 5.56 mags and mg boxes?
AndoArgyll Mar 18, 2024 @ 5:45am 
New vests aren't showing up for me.
Grave  [author] Mar 15, 2024 @ 3:47am 
@Ferreira join the E22 discord, i do not add people personally on discord anymore