Arma 3
KtweaK
81 Comments
Rocinante May 22 @ 3:34am 
kenoxite  [author] May 20 @ 10:06am 
The closest feature that would do anything close to what you mention is Fatal Wounds, and it doesn't work like that. You can check how it works in depth in the linked discussion post or by directly checking the code in the linked github repository.

In any case, if you suspect that's the culprit, then disable it (which of course you can) and use Webknight's Death Animations mod instead, which has all kind of custom animations for injured and dead and I personally use quite often.

Other than that, it looks like a conflict with other mod or script... or something totally unrelated to this mod, which is my bet.
mr.NOOB May 20 @ 8:30am 
this would be a perfect mod if there wasnt a feature where ai dont die and instead they get stuck in the death animation and when the player dies they become unconscious and when they die they respawn as civilian it break most mp missions and theres no way to disable it
kenoxite  [author] May 5 @ 2:39pm 
Updated with some of the requested features.

This update includes a new nightvision effect, support for JCA and the latest Webknight flashlights and some other fixes and tweaks.
Thanks for update! :jake::steamthumbsup:
Valken Apr 24 @ 3:42am 
@kenoxite thx for looking into this!
kenoxite  [author] Apr 24 @ 2:53am 
@Valken: Thanks. I've checked BSP NVGs, but their system can't work with AI units, just players. Making it work with AI would require a rewrite of their system, which is not for me to do.

Regarding humidity, the effect you are witnessing is Arma 3's built-in "DynamicBlur" postprocessing effect, which at high enough values makes the screen look pixelated and low res. I guess that the particular fog settings they used for that mission makes the intensity detection to apply max humidity effects. Considering that the only visual effect applied for humidity is precisely the blur, deactivating it would deactivate the whole effect. You can lower the intensity yourself through the addon settings, though, or just disable it if you find it still is impacting your gameplay.
Valken Apr 23 @ 8:56pm 
I really like this mod and use it side by side with other tweaks such as fast ladder, fast swim and mountain goat.

Can I ask for an option to support BSP Night Vision in place or alternate to BettIR - https://steamcommunity.com/sharedfiles/filedetails/?id=2946493876&searchtext=BSP+Night+Vision+-


Humidity effects for some reason lowers the render resolution down? It happens in the beginning during the cutscene from this campaign: https://steamcommunity.com/sharedfiles/filedetails/?id=3442600541

Anyway to keep the effects without lowering the render resolution?

Keep it up.
kenoxite  [author] Mar 5 @ 12:49am 
All KtweaK does is to call a BettIR built-in function: [_x] call BettIR_fnc_weaponIlluminatorOn. I personally don't check if that item or weapon is supported, it's all handled by BettIR. I guess that unsupported means unsupported and it just will ignore those NVGs when passed to the function (as there won't be any attached light to the NVGs defined in the configs). Better ask BettIR author if you want full confirmation or explanation.
HBAOplus Mar 4 @ 7:10pm 
@kenoxite
Hi, I just wanna ask, when an AI unit is wearing a NVG not be Bettir compat, does its lluminator be still auto-enabled?
ElPedroChicoRaulAlfonsoTejada Feb 10 @ 10:53am 
That's good to hear, this mod is an essential one in my modpack
kenoxite  [author] Feb 10 @ 9:24am 
@elpedrochico: It's been a while since I've tinkered with all this, but from what I recall, I don't think CBA's combos are _that_ dinamyc that you can populate them by reading config entries. I'l have to check. What could be done, though, is to offer the option to choose your prefered flashlight type, as in, RHS, SOG, etc, then do some filtering afterwards.

Regarding placing drone dispensers to vehicles, I'll look into it. Just some combo box for "place dispenser in vehicles" > "never|always|10%|30%|etc".

I should release an update soonish anyway.
ElPedroChicoRaulAlfonsoTejada Jan 24 @ 10:44am 
Can you make it an option to set which flashlights units get on their weapons? I'd like to have them spawn with WMX flashlights from RHS


Also what I meant by my previous comment is to have the "Drone Dispenser" item that you need to launch a drone, spawn in certain vehicles
Long island Jan 22 @ 5:08pm 
@GABO (/^▽^)/ (aRnicus) used this with antistasi and didnt notice anything causing issues
GABO (/^▽^)/ (aRnicus) Jan 21 @ 9:43pm 
Hello :)) Has anyone here try to use this on Antistasi along with Sog AI?
kenoxite  [author] Aug 25, 2024 @ 1:45am 
Also:

- Marc: Devourerking's Necroplague Mutants was always covered. I just forgot to add that to the description of the feature. Now it's there. But I guess you realized this already.
kenoxite  [author] Aug 25, 2024 @ 1:43am 
Just updated to add the toggle to not distribute headlamps.
--

- Ace backpacks: I'm afraid I'm not that familiar with ace to meddle with that. It also seems to be something that could easily break whenever they update. I agree that'd be great, tho. Hopefully someone solves that.

- Drone dispensers: Not sure if I follow. Drone dispensers have to be manually spawned or placed (either in the world or in the inventory), if the option to require them is checked. Also, drones can't be launched while inside a vehicle.
Longshot133 Jul 17, 2024 @ 6:55pm 
Could we have a compat for ace that when you have a backpack and are in the ace arsenal, a option box to add weapon/pistol/launcher to backpack. so you dont have to go in and out.
ElPedroChicoRaulAlfonsoTejada Jul 16, 2024 @ 1:31pm 
I see that. I guess I'll have to wait till that's fixed.

In another topic, it would be nice to have drone dispensers spawn in vehicles only. Feels a bit unbalanced to have everyone with a drone.
kenoxite  [author] Jul 16, 2024 @ 1:15pm 
Ah, I see, that option does not work for the headlamps. IIRC that's an built-in feature of Webknight's healdamps, so I can't change that (they are always on if the AI has them equipped).
kenoxite  [author] Jul 16, 2024 @ 1:11pm 
You can uncheck the "Force Activation" option to disable this behaviour. It requires a mission restart, though.
ElPedroChicoRaulAlfonsoTejada Jul 16, 2024 @ 12:54pm 
That's good to hear.

Also when AI wear headlamps they'll have them on constantly, even if force activation is turned off
kenoxite  [author] Jul 16, 2024 @ 12:24pm 
Currently this feature will always force headlamps on AI if you have Webknight's Headlamps mod active. I might add an option to toggle this in a future update
ElPedroChicoRaulAlfonsoTejada Jul 16, 2024 @ 12:15pm 
Can you separate the flashlight and headlamp settings?

I want to have my AI with flashlights and those whose weapons cant equip flashlights get headlamps. Currently both groups just get headlamps and no flashlights
ElPedroChicoRaulAlfonsoTejada Jun 23, 2024 @ 7:08am 
They do use lasers with ITN, but not illuminators

Also there are issues with Aegis in regards to adding flashlights to loadouts
kenoxite  [author] Jun 14, 2024 @ 7:07am 
@Rocinante: I'll look into it, but reading the comments there some report that it has stopped working. Does it work for you?
kenoxite  [author] Jun 12, 2024 @ 3:16am 
@Marc: Hey, I'll look into it

@Fugacity: Well, there's just one way to find out. Run the game with just this mod and see if it really affects your performance. All I can say is that I run this with about the same amount of mods without any problem.
Fugacity Jun 11, 2024 @ 9:04pm 
Causes a huge performance hit (30-40% FPS) when enabled. Disclaimer: I have ~300 mods enabled so perhaps there's a conflict b/t KTweak and another :steambored:
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Jun 10, 2024 @ 2:45am 
For "Disable Voices for Creatures", could "Devourerking's Necroplague Mutants" be supported?
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 May 24, 2024 @ 6:20pm 
How have I not noticed this mod before. Awesome mod kenoxite! Last I seen your work was WW4 lol. :jake::steamthumbsup:
Longshot133 Apr 23, 2024 @ 5:24pm 
@kenoxit, yea the logs look as though it fixed it, thank you for the update :2019love:
kenoxite  [author] Apr 23, 2024 @ 1:28am 
I understand the extra convenience it would provide but, wouldn't make more sense having that particular feature enabled all the time, not in a per mission basis?

Also, remember that if you're only interested on a particular feature you can toggle off all the rest without problems. And you can still modify all the settings in a per mission or locality basis through the (slightly inconvenient) addons menu in the eden editor.
Firmament Apr 23, 2024 @ 1:17am 
Yes, that's what I meant... I'm aware that it's way harder to make such scripts available for use via modules in the editor, but I think that's really the way it should be. Hopefully you can make this a reality in some future version :) (I'm really interested in the 'AI Stop for Healing', it sounds very helpful and should be in base game tbh).
kenoxite  [author] Apr 23, 2024 @ 1:10am 
@Firmament: If you mean via modules or menu bar then I'm afraid that's not planned so far.
kenoxite  [author] Apr 23, 2024 @ 1:01am 
@Longshot133: Sounds like it's the same problem. The update should have fixed it then
Firmament Apr 22, 2024 @ 10:18pm 
Great work but imo a script compilation like this one would make much more sense if there was an option to enable or disable features directly via Eden editor rather than via the add-ons menu ingame.
Longshot133 Apr 22, 2024 @ 5:29pm 
will test if it fixed, however we dont use RIS so idk.
Longshot133 Apr 22, 2024 @ 5:29pm 
was having this issue:

_ctrl ctrlShow true;
call KTWK_fnc_HUD_h>
23:14:08 Error position: <_ctrl ctrlShow true;
call KTWK_fnc_HUD_h>
23:14:08 Error Undefined variable in expression: _ctrl
23:14:08 File KtweaK\scripts\HUD_health.sqf..., line 172
23:14:08 "KtweaK: HUD health display not defined!"
23:14:08 Error in expression <l ctrlShow false;
sleep 1;
continue
};
kenoxite  [author] Apr 22, 2024 @ 12:30pm 
I've updated with a fix that seems to solve the problem with the Bodypart HUD initialization in RIS. Tell me if that also solved your problem
kenoxite  [author] Apr 22, 2024 @ 9:11am 
Ok, so far it only seems to bring errors when playing a RIS mission. Was that your case?
Longshot133 Apr 21, 2024 @ 6:35pm 
pog
kenoxite  [author] Apr 21, 2024 @ 2:30pm 
Ok, I'll check it out. They probably updated ace medical and my hooks don't work anymore
Longshot133 Apr 21, 2024 @ 1:50pm 
It seems after the recent Ace3 update the mod gives some script errors, especially with the medical hud,
zSrTeus Mar 5, 2024 @ 1:50pm 
Very cool mod
kenoxite  [author] Jan 30, 2024 @ 8:32am 
OK, I'll try to reproduce it and see what happens. Thanks for reporting.
honger Jan 30, 2024 @ 6:58am 
Singleplayer, specifically this scenario with RHS and PSZ: https://steamcommunity.com/sharedfiles/filedetails/?id=2634358580 . Although I am not sure if this issue would be tied to the attachment class names since the BettIR itself ran well.
kenoxite  [author] Jan 30, 2024 @ 6:29am 
@honger: Ok, that shouldn't happen. I'll check if something broke between updates. BTW, was this SP or MP?
honger Jan 30, 2024 @ 5:21am 
It seems that the mod does not remove the BettIR light sources but only detaches them from the units, so with the option enabled to toggle illuminators when in combat or only close to player, one can quickly end up with dozens of floating light sources. They do not hit the performance that much because of close distance of them showing up, but sometimes there can be plenty of them in one area.
kenoxite  [author] Jan 18, 2024 @ 3:52am 
@Marccanen: I thought about making some features standalone, but in the end decided against it. Mainly because that makes my life more difficult, increasing the amount of projects I have to manage. Anwyay, if you only care about brighter nights, you could always just disable any other feature in KtweaK and leave that one on.

That said, I might reconsider it. Just not for the time being.
Marccanen Jan 17, 2024 @ 8:07am 
Would it be possible to get the Brighter Nights as a standalone? That'd be a huge thing for Arma's nights. CH Bright Nights has some bad code in it and is not a very user-friendly thing.