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ArmA 3 FGM standardized modlist discussion

Redbully

FGM Company Sergeant Major
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Intro​

As we all know ArmA mods take a lot of disk space. I suggest we come up with a standardized mod list that cover a wide verity of time frames and conflicts, while still being conscious of the total file size. This discussion is mostly for core mods that add content (CUP), not scripted mods with a low footprint (TFAR). We currently swap mod sets between missions with a wide range of different mods. Some mods are only rarely used or only used for one mission. This comes from having multiple mission authors and no standardization.

Suggestion:​

Standardize on two or three modelists. We mostly play WW2 and modern missions, with some mission set during the cold war. A cold war mod list is not entirely needed as there are smaller auxiliary mods that can turn some of the more popular mods into cold war mods.

Modern:​

The two mods CUP Terrain and CUP Core are a given as they port ArmA 2 maps and assets into ArmA 3, as well as being used as a base for other map mods.

We have two big options for core mods in a modern setting: A CUP based modlist or a RHS based modlist.

CUPRHSRHS + 3CB BAF
CUP WeaponsRHS USAFRHS USAF
CUP VehiclesRHS ARFRRHS ARFR
CUP UnitsRHS GREFRHS GREF
Community Faction Project (CFP)RHS SAFRHS SAF
Project OpforProject Opfor
3CB BAF Units
3CB BAF Vehicles
3CB BAF Weapons
3CB BAF Equipment
~24.5 Gb~20 Gb~23.3 Gb


CUP​

CUP have roots in content ported from ArmA 2, with some content being brought up to ArmA 3 standards. Has a lot of content but it’s not necessarily the most optimized content. Some vehicles and weapons are still ArmA 2 quality. CFP adds a heap of factions using gear from CUP.

RHS​

High quality content made mostly from scratch with a focus on optimization. Primarily covers the United States Armed Forces, Armed forces of the Russian Federation, Serbian Armed Forces and eastern European irregular forces. Project OPFOR adds most factions missing from ArmA 2 and a few more, similar to CFP. RHS content usually have much better quality in both textures, 3D models and sounds than CUP. They also model weapon and vehicle functions better. RHS has a much wider selection of vehicles than CUP with a lot of variants.

RHS + 3CB BAF​

This modlist adds the British armed forces together with RHS. The quality of the content is about the same as RHS, for a pretty low file size. Mostly focused on light infantry and motorized infantry.

3CB Factions​

I feel we should also discuss this mod as a possible addition to either just RHS or RHS + 3CB BAF. It adds a lot more factions. For some reason it has a 9 Gb file size on my system but I feel that should be wrong.




WW2:​

The WW2 side of ArmA 3 is a bit of a mess. There is a lot of mods covering different fronts and time frames as well as a lot of overlap between mods. The issue here isn’t a lack of mods but the fact that there is so many mods with very specific aims.

Standout mods are:

Iron Front 3​

Based on the game Iron Front, which was a standalone game base on the ArmA 2 engine. Has a lot of content but is stuck with horrible texture resolution due to their agreement with the Iron Front devs. Wouldn’t be surprised if they release it as a paid DLC down the line. Fills the role for both the eastern front and the western front in 44.

Faces of War​

Has a lot of good content IIRC, but not enough to stand on it’s own. Can make up for the lack of quality of IFA3 in some aspects.

Northern Fronts​

Mostly based on Scandinavian countries struggle against occupation forces in WW2. Mentioned here mostly for it’s WW2 version of the CUP maps.

There are a lot of other mods such as:
CSA38, GEIST, Greece at War, a host of IFA3 reskins, September 1939, Balkan WW2.
More mods here.


The aim is to standarize on a set of mods and only add more if they will be used for more than a couple of missions. Any mod appended at a later date should be discussed if it's over 1 Gb.
Open for discussion.
@Vartuoosi @DoubleD @Aurelius
 
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Are there tools to format tables in this forum? (To at least top and left align them.)

Edit: I should mention that it can be a royal pain to port a mission from one modlist to another.
 
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A standard mod list makes sense and I'm happy to follow the presets. No need to include British for me, only if it adds assets which mission builders can use.

The Hearts & Minds Campaign mod list is functional only, using vanilla assets and wouldn't be impacted by any asset changes.
 
Then my suggestion for a modern modset would be:

Maps:
CUP Terrains - Core
CUP Terrains - Maps

Units, weapons, vehicles:
RHS USAF
RHS ARFR
RHS GREF
RHS SAF
Project Opfor
3CB BAF Units
3CB BAF Vehicles
3CB BAF Weapons
3CB BAF Equipment
*3CB Factions (Need to check the filesize)

Script Mods:
ACE (and all needed compats)
Enhanced Movement + Rework
TFAR (Beta)
LAMBS_Danger + Lambs_RPG + LAMBS_Suppression
DUI - Squad Radar
Zeus Enhanced


For @Vartuoosi:
Eden 2.0
FHQ EdenTT
3den Enhanced

Those are nice mods to use when developing. They won't add dependency.
 
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Map mods would need to be discussed, and so would a WW2 modset.
 
Ok, finally got back on the computer.
So I had already decided to standardize my missions around CUP(+sometimes CFP&Cold War Rearmed 3) for my modern missions and IF3/NF/CSA38 for WW2.

I'm fine with switching CUP for RSH. I had a bit of pause though since RHS for the western units is really shit at representing anything prior to the early 2000's (I really need my CW fix), but according to the workshop description 3CB Factions should have that covered.

For WW2 I have far stronger opinions.
I think IF3/NF/CSA38 is the holy trinity of WW2 mods. IF3 is fine for missions set from 1943 onwards. If you want early-mid war scenarios you really need CSA38 and NF. CSA38 has got the early Germans and Brits covered. While the main focus of the mod is Germany and Czechoslovakia, not a lot folk know that CSA38 has stuff like Matildas, Valentines, early Stuarts for the Brits and a bunch of small arms and even a vehicle used by other countries like Hungary, Romania and France.
Even if you don't want to use NF for the Nordic stuff, it's the only mod that has early war Soviet stuff like uniforms, tanks and heavy weapons with more on the way.
Lastly little bit about Faces of War; I tried that mod years ago and dropped it immediately due to retarded ballistics and misaligned sights on many of the guns. No Idea what shape it is in nowadays. If we need to cut/keep some mod out, FoW is my choice.

Map mods would need to be discussed, and so would a WW2 modset.
Maps shouldn't be a big deal since they don't tend to be big but if we need to limit stuff here IF3+NF has a good variety of maps for WW2(CSA38 also has one) and for modern CUP map pack and anything by IceBreakr is excellent to add some variety to the CUP maps since they are ports from earlier Arma's (and I've been playing on those maps since 2007).
 
Should probably have clarified that it was mostly modern maps i was thinking about as IFA3 has the IF maps as well as the old I44 maps + NF. Good point about CSA38. For cold war, 3CB Factions should have it covered for Soviets, UK and US. I am just throwing some mods out there for WW2 as it would be nice to get a complete pack together. If possible can you dig around for other WW2 mods and put together a tentative modlist.
 
NF and CSA bring a lot of goods, but most of them are underdeveloped. The sights don't work on rifles, the sights on vehicles are either not there or are misaligned. Tank interiors are non-existent. I have mixed feelings about them.

My group runs only IFA3, and I am partial to NF, but due to size constraints, most likely only IFA3 will remain on that modlist.

But, you guys decide.
 
Just some newb points....

People (like Gnarly?) have said they have hardware limitations and disk space issues.
And I get the sense that Ithikial (who used to be a fairly regular attendee) has given up on ARMA3 entirely because of perceived tech troubles with all the swapping around.

Maybe narrowing down some of the mods we use (for a time) might encourage bigger groups again.
Our team seems to have dwindled to about 4 of us...which is okay, but I think it was more fun with bigger groups.
For a while (pre-ACE? Pre-Covid?) we used to regularly have a group of about 6-8 guys.
I'm guessing this is part of the goal of what you guys are discussing here though.

Not an issue for me and my computer rig, so I don't mind.
But for the record, I have enjoyed some of the WW2 stuff we have done - especially the western front mid to late war.
And I have really enjoyed the modern stuff too (gear, vehicles, map settings).

The campaigns have been great - the ones where we save and carry on in the same area.
They have the added benefit of being able to save your gear load-out. Less time stuffing around, more time playing.

I know you die-hards like ACE and its more realistic medical procedures, but I'm still a fan of the earlier, simpler system too. :sneaky:
 
I think the issue with medical is that it was explained once, almost a year ago, and then wasn't used in a while.

When I was in bigger comunities, I was in charge of medical training. I had a crash course which made total arma newbies capable od joining regular sessions and playing medical roles.

I can make something quick in the editor using Reds modlist, if there is a need.
 
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People (like Gnarly?) have said they have hardware limitations and disk space issues.
And I get the sense that Ithikial (who used to be a fairly regular attendee) has given up on ARMA3 entirely because of perceived tech troubles with all the swapping around.
That is part of what i want to achieve with a standardized modlist. IIRC Ithikials problem was with hitting teamspeak spam protection. That should have been looked at and resolved, but the way we show up at mission start doesn't leave time for troubleshooting. Gnarly's issue is more tricky, i am on the side of very much disliking arma's default content and setting. Any mod that adds content is usually at least a couple of gigabytes. Hearts and Minds is a fun mission, but i get really bored making missions with only the default ArmA 3 content. It doesn't help that maps such as Livonia is bared behind paid DLC.

A standardized modlist will atleast help solve issues from session to session.

Maybe narrowing down some of the mods we use (for a time) might encourage bigger groups again.
Our team seems to have dwindled to about 4 of us...which is okay, but I think it was more fun with bigger groups.
For a while (pre-ACE? Pre-Covid?) we used to regularly have a group of about 6-8 guys.
I'm guessing this is part of the goal of what you guys are discussing here though.
The modlist looks long but there isn't actually a whole lot of mods there. Half the mods are compatibility files and configs for mods to work with each other and ace. Then there is a few script mods for QOL and AI. Ditching TFAR is a possibility if that would get more players, as that seems like a source of problems.

The campaigns have been great - the ones where we save and carry on in the same area.
They have the added benefit of being able to save your gear load-out. Less time stuffing around, more time playing.
Can you expand on this. Is the problem the time spent gearing up or the sense of progression?
Time spent gearing up is solved simply by limiting the players options, and making well rounded default loadouts. Saving items between missions can be done with a few simple scripts if it's desirable. But that is usually only relevant if playing as an insurgency or behind enemy lines.

I know you die-hards like ACE and its more realistic medical procedures, but I'm still a fan of the earlier, simpler system too.
On the surface it might seem like ace is all about the medical side of things. But it really does change a lot of other stuff. Ace is modular so it's possible to run a version with the medical system gutted or simplified. That said, i do like the medical system as it add's a sense of respecting your life and risk management.


Input from the players no longer attending would be valuable.
 
Just FYI, this is the modlist my group is running.

@Sangin.v4 http://steamcommunity.com/sharedfiles/filedetails/?id=2258347913
3den Enhanced mhttp://steamcommunity.com/sharedfiles/filedetails/?id=623475643
ace http://steamcommunity.com/sharedfiles/filedetails/?id=463939057
ACE Compat - RHS Armed Forces of the Russian Federation http://steamcommunity.com/sharedfiles/filedetails/?id=773131200
ACE Compat - RHS United States Armed Forces http://steamcommunity.com/sharedfiles/filedetails/?id=773125288
ACE Compat - RHS: GREF http://steamcommunity.com/sharedfiles/filedetails/?id=884966711
ACE Compat - RHS: SAF http://steamcommunity.com/sharedfiles/filedetails/?id=2174495332
ACE Extension - Attachment Switching http://steamcommunity.com/sharedfiles/filedetails/?id=1374639840
ACEX http://steamcommunity.com/sharedfiles/filedetails/?id=708250744
Achilles http://steamcommunity.com/sharedfiles/filedetails/?id=723217262
Advanced (Urban) Rappelling ACE Compat http://steamcommunity.com/sharedfiles/filedetails/?id=1962620806
Advanced Urban Rappelling http://steamcommunity.com/sharedfiles/filedetails/?id=730310357
Aliabad Region http://steamcommunity.com/sharedfiles/filedetails/?id=918639806
Beketov http://steamcommunity.com/sharedfiles/filedetails/?id=743968516
CBA_A3 http://steamcommunity.com/sharedfiles/filedetails/?id=450814997
CUP ACE3 Compatibility Addon - Terrains http://steamcommunity.com/sharedfiles/filedetails/?id=1375890861
CUP Terrains - Core http://steamcommunity.com/sharedfiles/filedetails/?id=583496184
CUP Terrains - Maps http://steamcommunity.com/sharedfiles/filedetails/?id=583544987
Enhanced Movement http://steamcommunity.com/sharedfiles/filedetails/?id=333310405
Enhanced Movement Rework http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662
Hazar-Kot Valley http://steamcommunity.com/sharedfiles/filedetails/?id=766294759
Isla Abramia http://steamcommunity.com/sharedfiles/filedetails/?id=648775794
Isla Duala http://steamcommunity.com/sharedfiles/filedetails/?id=714149065
Jbad http://steamcommunity.com/sharedfiles/filedetails/?id=520618345
Kunduz, Afghanistan http://steamcommunity.com/sharedfiles/filedetails/?id=421620913
LAMBS_Danger.fsm http://steamcommunity.com/sharedfiles/filedetails/?id=1858075458
LAMBS_RPG http://steamcommunity.com/sharedfiles/filedetails/?id=1858070328
LAMBS_Suppression http://steamcommunity.com/sharedfiles/filedetails/?id=1808238502
LAMBS_Turrets http://steamcommunity.com/sharedfiles/filedetails/?id=1862208264
LYTHIUM http://steamcommunity.com/sharedfiles/filedetails/?id=909547724
Project OPFOR http://steamcommunity.com/sharedfiles/filedetails/?id=735566597
RHSAFRF http://steamcommunity.com/sharedfiles/filedetails/?id=843425103
RHSGREF http://steamcommunity.com/sharedfiles/filedetails/?id=843593391
RHSSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843632231
RHSUSAF http://steamcommunity.com/sharedfiles/filedetails/?id=843577117
Rosche, Germany http://steamcommunity.com/sharedfiles/filedetails/?id=1527410521
RuhaSteamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1368857262
ask Force Arrowhead Radio (BETA!!!) http://steamcommunity.com/sharedfiles/filedetails/?id=894678801
Task Force Timberwolf Female Characters http://steamcommunity.com/sharedfiles/filedetails/?id=2021778690
VIDDA | LEGACY VERSION http://steamcommunity.com/sharedfiles/filedetails/?id=1282716647
ZEPHIK Female Units V2 http://steamcommunity.com/sharedfiles/filedetails/?id=2359977960
Zeus Enhanced http://steamcommunity.com/sharedfiles/filedetails/?id=1779063631
Zeus Enhanced - ACE3 Compatibility http://steamcommunity.com/sharedfiles/filedetails/?id=2018593688
 
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Maybe...

Thinking of ditching Project Opfor and embracing 3CB mods all the way.
3CB is indeed the superior one, but it's also much bigger.
I love how the BLUFOR, OPFOR and INDEP units all have different equipment for the same factions. G3 AAF all the way.
 
Can you expand on this. Is the problem the time spent gearing up or the sense of progression?
Time spent gearing up is solved simply by limiting the players options, and making well rounded default loadouts. Saving items between missions can be done with a few simple scripts if it's desirable. But that is usually only relevant if playing as an insurgency or behind enemy lines.

The sense of progression was an interesting aspect, yes. Although I enjoy the single missions too.

I think my issue with gearing up is mainly my unfamiliarity with the (ACE?) arsenal, particularly the modern kit.
I have gotten better with how to use the menu (although still a little clumsy with it) but most of the equipment is a mystery to me.

I spent an hour in the virtual arsenal training environment one time (when DoubleD asked players for preferred load-outs before a mission).
I narrowed down my favourite weapon and attachments and noted it.

In one of the later campaigns I was able to set it up again (with some assistance - the name of the gun type had changed!)...and then save it in-game.
I liked being able to arrive for a new campaign session and just load my saved configuration, without feeling time-pressured.
 
If possible can you dig around for other WW2 mods and put together a tentative modlist.
The thing is only IF3, NF, CSA38 and FoW actually add like legit content so to say. All of the other WW2 mods are mostly just reskins and will require one or more of those mods anyway. So there really isn't much of a reason to add anything beyond those four, unless you want something really, really specific.

NF and CSA bring a lot of goods, but most of them are underdeveloped. The sights don't work on rifles...Tank interiors are non-existent.
Lacking vehicle interiors and no animations on small arm's sights affect every single mod out there to at least some extent.
the sights on vehicles are either not there or are misaligned.
There's couple glaring ones but with most of them I've not noticed really any misalignment that couldn't be caused by the offset of the sights in relation to the gun.
Both NF and CSA are still worked on so hit up the devs and do bug reports.

And I get the sense that Ithikial (who used to be a fairly regular attendee) has given up on ARMA3 entirely because of perceived tech troubles with all the swapping around.
As much people like to blame Arma, I seriously think in this case the problems are on Ith. Even when we ran vanilla/mostly vanilla it was a flip of a coin whether Ith was able to join or not and last time he tried to join he couldn't even get on Teamspeak. So it's 100% some kind of connection/router/firewall/port etc. issue on Ith's end.

They have the added benefit of being able to save your gear load-out. Less time stuffing around, more time playing.
I think my issue with gearing up is mainly my unfamiliarity with the (ACE?) arsenal, particularly the modern kit.
I have gotten better with how to use the menu (although still a little clumsy with it) but most of the equipment is a mystery to me.
The only mission that I remember we've used the arsenal recently has been the dynamic and persistent mission Hearts & Minds that Doudble's been running.
I've always done pre-made loadouts for my missions so this is pretty much a non-issue unless we are playing some dynamic mission.

Why I advocate for content mods is because I'm so fucking bored of vanilla Arma 3 gear, I want variety of gear and settings to play with. Half of the fun for me when making missions is figuring out where it takes place, who the sides are, their loadouts and your loadouts and you really can't do much with vanilla content. If someone wants a mission with zero mods they are free to make one at any time.
 
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