#enfusion_workshop
1 messages · Page 1 of 1 (latest)
Http Error apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): [RestApi] ID:[3] Error Code:400 - Bad Request, apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): Error Code:400 - Bad Request, apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): Http Error apiCode="", message="otherToken: must not be blank"
BACKEND (E): [RestApi] ID:[6] Error Code:400 - Bad Request, apiCode="", message="otherToken: must not be blank"
BACKEND (E): Http Error apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): [RestApi] ID:[8] Error Code:400 - Bad Request, apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): Error Code:400 - Bad Request, apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): Http Error apiCode="", message="otherToken: must not be blank"
BACKEND (E): [RestApi] ID:[11] Error Code:400 - Bad Request, apiCode="", message="otherToken: must not be blank"
BACKEND (E): Http Error apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): [RestApi] ID:[13] Error Code:400 - Bad Request, apiCode="workshopApi.assetPrivate", message="Asset is private"
BACKEND (E): Error Code:400 - Bad Request, apiCode="workshopApi.assetPrivate", message="Asset is private"
do you know why its the problem?
i have the 2 accounts connected : Steam and BI
After familiarizing myself a bit with the workshop now I want to have a little conversation about versioning. I much appreciate that on my server I can say what exact version I want to download. But from a mod maker view point I have questions about it:
- For how long are versions stored? I doubt BI wants to keep 100 versions of a 500mb mod. Do you have metrics in place to see what versions are "unused" aka nobody downloaded in x time and then start to cutt off versions at the end or are versions only kept for like 3 months or so?
- How am I supposed to develop with an exact dependency version? Assuming a dependency mod made a huge update which I am not yet compatible with, but I need to fix a bug in my current version, how do I - for workbench - freeze the version? Setup a server with the exact version, join that, download that version and never update?
- How am I supposed to specifiy a dependency as exact version if people subscribe to my mod. The
addon.gprojonly specifies the dependent GUIDs but if I am just downloading as new player I assume it grabs the latest version even if my main mod only works with a slightly older version? I would have hoped that each addon can specificy dependent addon + version pattern e.g.BaseMod@1.XorBaseMod@1.4.23or justBaseMod@latest. Similar to how NPM does it.
I'd love to have an exchange with the workshop designers about this, as I think there is a lot of potential there and a lot of the foundations are already set. It might be too late to make drastic changes for AR, but for future engine releases we could maybe built upon player and modder feedback?
100 versions of a 500mb mod as a side note, each version is stored as delta, so depending how much the data was changing over time, it's basically never 100x500mb
noticed some reports on AR workshop in style "stolen content" , "IP theft" , "ripped from Sketchfab" ... in case anyone who writes such reports here, please always include more details (or DM/ping me via @mention)
Hello there - I come with my bag full of presents! 🎁
1/ see answer above 🙂
2/ using the -scrDefine WORKSHOP_DEBUG startup parameter adds a combo box letting you select a mod version
3/ specifying a project's specific dependency version is not supported
- Well he said that deltas are stored but did not specify any limits. So does that mean ALL versions are FOR EVER stored?
- Startup parameter for workbench or ingame and then i can select the version I subscribe to?
- Is that something that can possibly be added?
- (new) Can the server owner specifically list a dependent mod in a specific version on their server so when I join I download the correct version as player? Normally a server owner might just put my mod in there and the game automatically assumes all dependencies in their latest version each.
1/ no info for now (maybe no decision for now)
2/ yes (both I believe)
3/ big "maybe later"
4/ same as earlier 3's answer, specifying a server modlist's specific mod version is not supported
Are you saying the version you put in there is useless and it always downloads the latest version or what?
why do you ask if there is the setting 😄
Right now I have something like this ```json
"mods": [
{
"modId": "598686B5B61877A6",
"name": "BIIDTestMod",
"version": "0.0.4"
}
]
Assuming my `BIIDTestMod` would require another dependency right now *I think* the game just uses the latest version it can find for it. But what if `BIIDTestMod` at an older version then only worked with `Othermod@1.1.0`. Could I do ```json
"mods": [
{
"modId": "598686B5B61877A6",
"name": "BIIDTestMod",
"version": "0.0.3"
},
{
"modId": "OTHERGUID",
"name": "Othermod",
"version": "1.1.0"
}
]
So I as serverowner can tell you exactly which versions to download when you connect?
in that case the dependency hell will resolve to "latest version" AFAIK.
I am asking for confirmation
- question, what happens if a player has a later version installed than the server, does the game "update" the mod backwards to match the server version then and you need to update it again to a different version if you join yet another server? In the downloaded addons the pak file seems to be always the current version instead of multiple delta patches you maybe download for multiple versions. I mean sure the scenario where a mod is used in many different versions might be small-ish but if a commonly used mod like a framework or something like CUPAR just recently updated half of the servers will remain on the last version they specified in their server configs.
- Can a server owner somehow force "lastest" for a mod so they auto update if the restarts the server if any of the mods update? Maybe this already happens if you do not explicitly specify a version?
that's when mentioning no version yes
@lethal night
what happens if a player has a later version installed than the server
revert, as
you can't have multiple versions of the same mod locally
in case of a heavier versionconflict, the latest from Workshop will be used.
Hmmm ok, well we will see how this works out but I think towards versioning there could be some tweaks made to enhance the user experience. I'll make a proposal after having some user feedback on my mods in a couple of months I suppose. I also remember there was a mention that the workshop would be updated a bit so for example authors can delete items, and authors can add contributors etc? I did not see it in the roadmap, is that still coming (or am I blind)?
Roadmap only contained game/content related stuff, nothing for modders or engine related. So I guess it's on their internal roadmap/backlog
Hello guys , anyone knows how to put a custom arsenal that its full funcional in GM Mode spawning It with conflict Mode? Thanks
custom arsenals are tied to faction so you would have to add new faction Faction Manager which is present in conflict. In any case, this is more a question for #enfusion_configuration
oks
I made a modified UAZ, and published it, but I cant figure out how to spawn it in. It doesn't seem to appear in the lists when playing as the Game Master. The mod is installed and updated, so that is probably not the problem. Help would be appreciated.
thank you so much
Hiya! I have a problem using the NightOps Mod. I have created all the parámeters and task options like the tutorial that its explained so good, the problem its that if I put i the server the atachments elements , láser pointer and modern optics mods, the Characters moves but he cant do any interaction with the weapon or use objects un the terrain. I thank that maybe could be the lodout options but i dont know more, thanks
Is there any mod for revive player in Dayz?
Ask in a dayz discord
@fast marsh any chance to get these mod IDs on the workbench browser site?
ID is in URL, on official web workshop
oh, thanks!
ID is on name hover if I remember well
I'm on vacation now, I can make it clear later.
I still have an issue that my map will not upload to the workshop in-game It's showing my map only as a 2.6mb file size when it should be much larger.
I have tried checking the files on steam and also did a full reinstall of the tools and still the same result.
can anyone help me figure out what my issue is I mentioned above ? ^
Maybe ask in #enfusion_terrain
how long does it take for the workshop backend to create delta patches after publishing? delta patching our servers after a publish always fails while clean download is fine.
BACKEND (E): Fragmentizer: Can't load manifest file
BACKEND (E): Fragmentizer: Can't find fragment SHA:
BACKEND (E): Fragmentizer: Can't read fragment file from prev version SHA:
works fine on client but not on server
can the official workshop item description respect line breaks?
And also please make links clickable 🙂
It'd love to be able to click on an authors name to see all mods authored by them
X2
temporary workaround for this is to use CTRL+F on the unofficial workshop browser
Not sure if this belongs here, but I have an idea to upgrade the medical/damage system 1. So if you’re shot below the waist, you would either break a leg or gain a temporary limp - (not so bad that it disrupts the player) if you break a leg you will have a worse, more disrupting limp followed by lowered stamina until treated, remnants of the wound will stay for a temporary amount of time after being treated e.g. some limp and lowered stamina. 2. If you're shot in the arm your aiming will be all over the place making it harder to get an accurate shot. If your arm is treated most of the sway will go away leaving some behind. Also, if your arm breaks, the experience will be similar to breaking a leg.
Medical side: Splint, tourniquet and morphine, morphine can be used to eliminate limp, sway and lowered stamina for a limited time. If anyone wants to make this into a mod feel free.
So basically ACE Medical 😉
I'm sure that when the medical update kicks in for Reforger/Enfusion, modders will expand on that. The ACE team is already looking into stuff like this but are waiting for more information on what will be in the base game first before building what will be available already.
sounds fair, go for it then
Yeah basically, can’t wait for something like that.
Oh, I can’t I’m on Xbox but if I could I would
i’m sorry this isn’t an request / idea channel
What channel should I put this in?
you shouldn’t
closes channel is #reforger_feedback
Oh ok, thanks
Hope this is the right channel to report this 🙈
Back Button works as intended... not
history.back() is just not working in this case 😛
Feature request: filter for Maps/Terrains by size, for example I want to filter maps by 15x15 km2
i do not think that is possible without having some more categories to set on publish, in this case the map size
but i agree, for instance there is no attachments category
is there any way to format the text in a workshop mod description? I mostly just want to add some line breaks, but bolding text would be useful as well
oh i just noticed the newlines work fine on the in-game workshop, just not the website
Yeah a few more options would be neat. Maybe just vanilla 1999 html tags, that would already be neat.
markdown or some derivative could also maybe work
downloadable PDF manuals
that would be neat
or maybe just the ability to link to a markdown manual on github or something
you could do md files or a github wiki
what about
powerpoint support in the game, so I can make a powerpoint readme for my mods
wow is that hangar air conditioned? 😮
yep and facing the wrong way too
oh so more like an oven... getting BAKED at the meeting!! XD
Everytime i try to pubish my map i get these errors:
BACKEND (E): Http Error apiCode="", message="ErrID: 49904a6e-f37f-4cca-8081-105b450c3771: Identity conflict usually means identity is already created."
BACKEND (E): [RestApi] ID:[6] Error Code:409 - Conflict state, apiCode="", message="ErrID: 49904a6e-f37f-4cca-8081-105b450c3771: Identity conflict usually means identity is already created."
BACKEND (E): Http Error apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): [RestApi] ID:[8] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): Http Error apiCode="TokenExpired", message="Token expired"
BACKEND (E): Http Error apiCode="", message="ErrID: 8d76e81c-6900-48d6-a2b3-56fc2f708ca0: Authorization failed, check your token."
BACKEND (E): [RestApi] ID:[15] Error Code:401 - Unauthorized, apiCode="TokenExpired", message="Token expired"
BACKEND (E): Error Code:401 - Unauthorized, apiCode="TokenExpired", message="Token expired"
DEFAULT (E): Uploading failed! Reason: "Token expired"
BACKEND (E): [RestApi] ID:[16] Error Code:401 - Unauthorized, apiCode="", message="ErrID: 8d76e81c-6900-48d6-a2b3-56fc2f708ca0: Authorization failed, check your token."
BACKEND (E): Identity authentication failed - Error Code=401
BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 8d76e81c-6900-48d6-a2b3-56fc2f708ca0: Authorization failed, check your token."}
BACKEND (E): Error Code:401 - Unauthorized, apiCode="", message="ErrID: 8d76e81c-6900-48d6-a2b3-56fc2f708ca0: Authorization failed, check your token."
RESOURCES (E): Publishing failed ```
Logout and login again in Workbench should work for the Authorization issue.
As there's no real way to give positive feedback other than a thumbs up, I'd just like to say your Escape mission is hugely enjoyable and the terrain is a lil' beauty. 👍
when a owner of a mod uploads a update does the mods get disabled on the workshop
What do you mean with disabled? You mean the old version? No, if you upload an update then its just there and people can update it in-game or on their servers no problem
+1 on searching mods by author on web workshop
Does anyone else is getting problems with the better vehicles mod? It shows the turret armored in red
I noticed that issue with one of my model LOD's, the cause was incorrectly linked materials for my personal red model issue. I am not 100% sure if the same could be said of the better vehicle turrets but that is what my issue was.
Anyone having issues publishing mods? I get RESOURCES : Creating bundle successful DEFAULT : Publishing bundle to Workshop... DEFAULT : Validating bundle... DEFAULT : Validating bundle successful DEFAULT : Uploading finished DEFAULT : Project uploaded successfully DEFAULT : Checking addon processing status... DEFAULT (E): Addon processing failed RESOURCES (E): Publishing failed every time I try, even updating ones that are already in the workshop.
How’s that framework coming along?
@placid kindle
I'm having the exactly the same issue, getting this in my log report...
Exception: Access violation. Illegal read by 0x7ff6972471e0 at 0xfffffffd
Had the same problem 2 days ago. What I did was uninstall my mod from the workshop and delete the workshop version of my mod from my addons folder. (only kept my local version)
Then I logged out and back into my bohemia account in the workshop enfusion workbench and tried again, then it worked.
But maybe it was just some temp problem on their side idk.
1 line of logs usually isnt enough, post entire log?
I've already sent my crash logs to BI, hopefully they can take a look and find a remedy soon, in the meantime I'm going to try N3XUS suggestion.
@strong sequoia Your suggestion has solved my problem, thank you. 👍
maybe another reason why workbench files were moved to separate directory from the actual game workshop files
Yea, maybe. I still have the installation from release day.
I reported a similar issue a few weeks back. It seems to be partly fixed now, but still some weird behavior with the back button in the browser. Still seems to fallback to history.back() in some cases 🙈
Hello, if you ever want to test my map on arma reforger, I just published a GM available on the workshop of the game
https://reforger.armaplatform.com/workshop/597697D81A1EA202-Zimnitrita
Oh snap it’s done had my eye on this one for awhile
If you have downloaded it before, I advise you to delete it and download it again (scenario bug)
it’s bugged for me, it’s like everything is below sea level
In the workshop, uninstall and reinstall the mod
even if it’s freshly downloaded?
If you didn't download it before, then the camera is too low, you have to raise your camera
WTF, You're the only one who has this, did you download the dependances?
indeed
not sure what you mean by the camera deal btw
yes all dependency’s
i don’t know if being on xbox makes any difference? i don’t know the first thing about modding so just trying to give you everything i can think of
i would love to try this map
In the workshop, before downloading the map there are 2 dependencies.
Normally there should be no difference ... I do not know I confess the problem is that at home, try to uninstall the mod and dependencies and restart the download
Is anyone making a MCX Spear?
why?
tried redownloading it?
does publishing work now?
DEFAULT (V): requesting status
DEFAULT (V): status: PENDING
DEFAULT (V): requesting status
DEFAULT (V): status: FAILED
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
Nope, i got the same error.
Because im in a US army milsim and the M4 is like a pee shooter
hopefully it's more of a pea shooter
feel free to do it yourself?
Hey just tested it out. Is the map supposed to auto generate those buildings from the google maps into the game? Cuz i see a lot of empty spaces and no houses
🤨 did you read the map description?🧐
Yup
So there’s one large city with houses and that’s it? Im not complaining. Just asking. It’s a bit difficult to navigate and explore cuz when you zoom out, it shows the google maps image. So you can see 2D houses
You’ve done a great job getting a map into the game so early.
Also ive run into the same problem when I restarted the game, all the map is underwater
Ouch. Seems that we have to track this. Second time this bug is declared. The map is on a very early stage. But thank you to have done the firsts foot prints on it 😉
Also, is it possible to fix the map so that when you’re in GM and at a height, it doesn’t show the google map like image of the terrain? When i move closer, the 2d google map goes away and the enfusion terrain is visible
It's probably doable. But don't expect too many updates in the next few days as we focus on developing the terrain. But we definitely need testers and feedback like you did.
Will do boss. I have no knowledge about all this. But i sure can test maps out. I love this map cuz now flying helicopters makes a lot more sense since it’s so vast.
But let me know if you get a fix for the underwater thing. Couldn’t properly explore the map
Right 😉 We're trying to reproduce the bug. Stay tuned !
This is not possible because if you change the setting, the textures become very ugly
Ahh gotchu
And i dont have problem
Would you tell us the steps to reproduce ? PC player ? Xbox player ?
I can't reproduce the bug either. I tried to restart a game, tried to quit mission and then launch the mission again... No problem. We need more information @loud estuary.
Then the map. Launched as soon as done. Was fine. Quit the game. Restarted it and then when i launched it. It was underwater
Do you mean Quit reforger and launch the game again or simply quit the mission (return to reforger menu) and launch the mission again ?
Quit reforger
k
Hold up, i fired it up again. Showed me that i need an update to the rail dependency
Ill do it rq and update you
I'm afraid there is no relation, but who knows
Yup same issue im afraid
I can see the entities you’ve placed
They float
However the terrain doesnt show up
I can even see forests
all u guys need now is kevin costner
They float too
Well, I'm afraid it'a specific Xbox bug. We can't reproduce it on PC. We gonna invistigate that.
maybe xbox pulls the water in to cool itself better
☹️ algoods
Haha

I’ve recorded a vid too. Waiting for it to uplod to the network
is the water level actually where the buildings are though?
But its the same as this
Nope, below it. Buildings float in the air
However some do and some are at water level
is the terrain bigger than everon in terms of physical dimensions?
Way bigger i think
is that a yes or a no?
16kmx16km
ok but i dont know how big everon is
vs 256 km² for Zimnitrita
ok so this leads me to believe 16x16 is too big for xbox
you can try testing it by publishing an addon with an empty 16x16 terrain
if the same thing happens, xbox is cursed
I hope I'm wrong
Me too. We'll begin with an empty world and we'll see
looks like the terrain just might not be rendering
That seems incorrect tho @dense scaffold
Cuz when i first launched it, i could see everything and I didn’t even face any rendering problems or the game being laggy
So if the Xbox cant handle it at all, i dont think it would work at all right?
No, we need to investigate further. It could be many other things that only terrain size.
Imma redownload the mod
You will have to be patient 😉 The trip just begun
Algoods, im just trying all i can to troubleshoot on my end haha
What are your plans with the map if i may ask?
Thank you for that
Fill the entire map 🙂
Damn, how long do you think that’ll take. Seems really time consuming
At the moment, we're working mainly on surface textures, forests, water.
We have a secret weapon, but it's too early to talk about
Is the map possible to be added to a modded server? My friends at my milsim wanted to test it.
I get it 👀🫢
Yes, I think so, but only for PC players at the moment, sadly
Algoods. As long as we can get it down the line
perhaps there's more stuff on it now? more stuff means more memory, or something
if you dive underwater do you see the terrain?
Dont think so. The terrain disappears
Also, i should mention. The 2d map in the game, gets bugged and shows up blank as well @sturdy jolt. As if there is nothing on the map
xbox guys get the fun bugs
Yes, very sad 😦
What you should do is to track every step to reproduce (Xbox fresh start, etc.)
Yup
@sturdy jolt could you tell me where the one large city is on the map? I cant find it. Possibly cuz of rendering
There is no large city at the moment. Only a small village on the east shore, south
The description said that there’s one
Ok, restarted the map from the start menu. Terrain loaded back in.
Gone
Method to recreate- quit the map, went to arma main page without closing the game. Launched it again from workshop, gone
It's WIP....
Work in progress, it's pre-alpha, the scenario was for bug test etc... Nop playable yep (miss navmesh etc)
Can’t wait!
well, you're going to wait anyway 🙂
😂😂😂
I had a bug at some point on PC with a very large terrain where it would stop rendering if I looked north (or some other direction) while being around the middle of it, but probably not related
Yeah this one doesnt render at all
It starts to happen around 32km from the 0 point
16bit is 65535 and half that it 32767.5. That's likely the point where that starts to happen.
Hello, how it's possible to publish a mod for "experimental branch" ?
mods from non exp branch should work too
just turn on mods you need on stable branch
and then go back to exp
there should be an option to choose if mod gets published for one or both, chances are mods will break when trying to run them on experimental
See #reforger_workbench exp is separate account to publish etc
Thanks. I do that 😉
can we add a feedback button to pop up when you downvote a mod so you can specify what's wrong with it?
also a lot of mods are getting downvotes because of something like a failure to connect to a modded server, which is often a reforger bug (the one where update downloads get corrupt or something)
people hold the mods accountable because they don't know it's a well-known issue at this point (of course there might be mods that do crash on joining, but I'm hoping you know which issue I'm talking about)
You have right. this is a very good idea for improving 😉
I know my mod got some downvotes due to the fact that it is not 1980s clothing 😑
ouch
heck
In order to downvote you should be required to add feedback. Like tell me why you downvoted it so I can use the constructive criticism to make it better lmao
I’ve had 3 people Dm me as to why they didn’t like it so I assume it was them who also downvoted it 🤣 all 3 reasons were “why are you making modern clothing for a Cold War game”
or just count downvotes without feedback like 0.25 of one downvote
would be nice if I could respond to someone and tell them an issue was fixed too
I actually use to update the “change log” area in the publish box but it never appeared anywhere so I stopped.
yes, I'm hoping this not being visible is temporary
I was trying to look up all of RiverX's mods and just realized you can't search by author name
That's a needed feature
ctrl+f on this page https://ofpisnotdead-com.github.io/reforger-workshop-preview/
in the meantime
or https://armareforger.se/server-generator/ to have all the mods filterable and selectable, then get a ready made config file
I could add author filtering as well 🤔
private and unlisted publishing options are no longer available in Workbench, but I don't see it in the changelog
however, my unlisted test mod is not visible in the ingame workshop search
what does the report button do? is it for like, copyright?
This🔝 , why it has been removed?
Also, for any reports about problems on the items to the workshop staff (not Bugs or comments directed at the uploader, they won't see it)
and why the unlisted and private visibility is disable?
no info them?
likely not a good one
good or not, but a answer could be amazing
ignoring is even worse than a bad answer of why the delete that option
Dedmen can't answer the question, not his area of work. But it sure would be nice to get some info on this. Lets wait to see what comes after the weekend 🙂
This question was made in others channels by other people and get ignored every time, idk why
Request to link BI Account to "None" Identity!
(╯°□°)╯︵ ┻━┻
CI runners not happy 😄
and connecting the bistudio account on the website did not help
how would I publish to different workshop accounts from same machine now? 
and now I get conflicting identity instead 😦
Seems the new update has removed the "private" option when publishing a mod, now only public and test remain.....is test the new private?
Nope, there's no private or unlisted for now, we are waiting a answer for why since the update
I saw chatter about this but I'm not qualified for external communication on this
but its not out of bad will, if that makes you feel better, I assume there will soon be some comms about it
Anyway to use the arma reforger tools/workbench without having to buy it through steam? I already own the game on xbox but would really like to make my own mods and buying the game for my pc doesn't make sense
Unfortunately no
It'd be cool if that was free without having to purchase the game twice if you are a co sole player
Console*
you need the game for the tools to work anyways
and this the reason you need the game to have access to the tools. Even if you would have access separately and unrestricted to the tools these would not work without owning and having the game installed.
Wouldn't be that hard to sell a "multi platform" variant, which BIS got paid once for the game and steam/Microsoft/ps got paid for their delivery so to say.. so like one purchase, three keys.
that would be game price + 30% steam + 30% microsoft + 30% PS Store - so basically about 20$ + 30$
Private setting for mods was removed intentionally as there were certain issues with those.
All existing private mods should be already converted to public.
Private mods feature will come back once it's redone. No timeline to be announced.
I suggest observing Dev reports for future changes in that matter
Technical issues or because of private IP right violations?
I said issues. Some features related to private mods weren't finalised, could cause confusion or actual bugs.
anything about unlisted?
No, that's all I know
ok, thank you
Ok, its a good answer, hope it get fixed soon
Need to login to a community account to update a mod and get this error
BACKEND (E): Http Error apiCode="", message="ErrID: b64a8902-8b9c-4cf2-a4a5-b9e5bcfa04d7: Identity conflict usually means identity is already created."
BACKEND (E): [RestApi] ID:[10] Error Code:409 - Conflict state, apiCode="", message="ErrID: b64a8902-8b9c-4cf2-a4a5-b9e5bcfa04d7: Identity conflict usually means identity is already created."```
get logged normal on bohemia website with this account, but workbench stay loading ages to get this error
I'm sorry what, did you convert all private mods to public?
I've been having same issue since the patch
turning private to public without an "opt-in" is kinda risky community move
Not sure it that really was done. I see none of my private mods on the workshop right now. But if they did do that without modders opt-in that would be upsetting to say the least.
I said they should be converted because that's what I found out reading internal comms .
Was it done or not, you guys will know better.
if that is the case, then that's a horrible handling of the workshop
I guess it's time for the community to build their own alternative then 
Thanks for your opinion
Thing is that each feature can be disabled or reworked if it causes too many issues. You may say it's terrible handling, I will say it's some kind of handling and that's better than no handling
Well it seems like it wasn't made public, but sometimes no handling is better handling by than taking action that you publish things not intended for publicity at this stage..
I would at least caution people before doing such a move. Also less cryptic information is always good.
I'll love to login on the account to update o remove the mods, but no clue about this
Hiya guys there is a fatal issue publishing the map projects. When you create the navmesh path , topo map and rasterization map and you try in this update to publish it, there is an error that appears “ no navmesh selected, topo and soundmap” . If you see the size of the nvm file, in the last update it had a big size like 150mb but now when you create se navmesh paths it creates one that the size is 500kb, somebody knows what is the fix ?
does somebody had the same issue about that?
what about disabling mods if they were published for an earlier game version?
I'd rather have a mod unavailable than broken
Perhaps a warning that the mod is not rebuilt for current version?
Some mods do not require updates when the game updates
pushing a build for current version is a minor inconvenience
all mods being broken (Not available for current versions) will be more of an inconvenience
Nope, you need to have time available, the tools installed, the source up to date, login and publish. If I am on vecation for 2 weeks and my mod gets yeeted because it updated, but still works fine that is not gonna cut it
as most people might not be able to update on time
you make good points, is there a better way to deal with this? just let them crash games?
minor... except when you vehicles weapons break, the back seat destroys kernels, your lights now become possessed when too close to other lights, and your keybinds for a console you don't own no longer work.
sorry, I should have clarified I meant assuming that no changes are required
It's 5 am and I'm yet to fall asleep. Just being grumpy
No there is no other way. User will need to disable any non functional mod after an update, but it has been like that with game modding for ever and will continue to be so.
Same time zone as me
Lucky me no work today, so I'll get to sleep in, but I'm getting rather off topic here.
you're probably right, perhaps a warning like Dahlgren's about mod being built for older version?
That would require adding game version to the gproj file.
and mod authors releasing updates for each. Seems a bit excessive.
it wouldn't stop anything from working, just an info thing
I think an information about a last built for game version would be an addition that does not hurt. I would not automatically label non updated mods as "outdated" because depending on the mod. they will continue to work for ever
Couldn’t you meet in the middle just add the game version in the description you uploaded the mod at and that way when a update does happen server hosts can pin point which mods were uploaded on a later build of the game it wouldn’t be a instantaneous fix but would allow a investigative tool for the users to find the problem mod if the modder is away on vacation or something
Top idea, let bohemia try to run script mods when a game update gets released, if compile errors auto flag as outdated :kek:
But that would be a biig workload once modding gets more big ._.
Automatically running scripts, that sounds like something that could never ever cause a problem :=)
you can compile without executing code
This error persist a no answer was given, how can i now remove or update a mod?
I really still liking to join my account to update/remove mods
amazing
This is trully a same, amazing discord support
can you login to the account in game?
no, only on the web
Have you already tried wiping your profile folder for workbench and game?
yes, that and reinstall the workbench
and nothing
that account its a second account where our group upload the mod, our personal accounts works well, this only happen since the update
It is Sunday and this discord operates on voluntary basis. You will just have to be patient when you ask things.
Literally posted a week ago
Update, a member of our group can login on the account but can't log on his personal account. All we tried to login can't really logout our accounts, always when we join workbench again are login on our accounts
I hope so since it is blocking us from both internal and external releases to workshop 😛
Which is a bit frustrating when you got a patch ready but no where to publish...
FYI, I was able to log into our team account and publish an update just fine, so it is not broken for everybody. I know that does not really help you, but it might point to some local problem. You said you reinstalled, but maybe that did not remove any of the files. Make sure to delete C:\Users\Arkensor\Documents\My Games\ArmaReforgerWorkbench\profile. You could try doing that and see if you can log back in then maybe?
profile dir is set to unique per build
same issue in non CI build after deleting Documents\My Games\ArmaReforgerWorkbench\profile and doing manual login in workbench
the whole steam connection/auth probably ruined any chances of having a shared account
and using public CI such as github actions is no bueno now
its more like problem of can't really log out
Even deleting profile folder, u join again and still logged on the prior account but in the mail only says "[]"
it's because the login failed when account is in an inconsistent state. I'm guessing because more than one steam account was tied to it
bought another copy of the game, made another steam account
could we soon have a fix? :/
hope so, cause the old times of arma 3 needing to buy another copy only to public the mods as community group...
Personally I got such a good deal on the arma3 supporter edition I guess I own BIS some dineros anyway.. but I want it to work
Hey, is there a revive mod for reforger? Like in Apex protocoll etc.
Not yet
Has the HMAS Vampire been abandoned? Haven’t seen it working on a server yet but worked well in a solo game
I'm in the middle of improving it, but I'm working on bigger things as well atm
Gotchya, I’ll continue to use PAKs on the Adelaide in the meantime lol
Lovely Monday, a new week with with the possibility to set our priorities for the work to be done... Any chance we see a fix to bi account /steam account issue this week so we can get some more content out?
I think the best for now is for you to post your mod GUID's here that you need unlinked so you can connect the correct account again.
Seems like something bis should communicate then...
Yeah, but the problem still i cant log into the account where the mod need to be update, i dont need to change it into my personal account
They said somewhere in this discord that the only thing they can do is reset it and they need the guids for that
well would be great if there was someone from BIS that would accept a DM with guid/account info..
You can send me your email on DM and I'll try to help
At first I was perplexed by your request; what use would the tools be without the game to export to? But actually the Mesh Topology checking could be a useful feature for any model, not specific to Enfusion.
Is that even legal. Are they on GitHub? If not and the only way to get them is to own a copy then technically wouldn’t that be illegal? Someone correct me if I am wrong.
thanks for your concern, issue closed
Can someone help me with a couple questions on work bench/blender?
@muted remnant- write your questions first maybe?
hi guys so im trying to put this mod in my server but could not get it to work, any one is running this mod in there server?
https://reforger.armaplatform.com/workshop/5965550F24A0C152-WhereAmI
how do i upload a mod to the world editor?
Can you rephrase the question.
i want to upload the vw car mod to a map i am editing
I guess you should make your the VW car mod a dependency of your mod . Use Add dependency feature in workbench.
Hey people, who knows what's going on here in this problem... the sever and the mod crash when I die with the weapons I'm making work, would anyone know what's going on, I think it could be something with the collider? Who knows what I can do to correct the error
Hey brother don’t cross post your message too much. Just wait and hopefully someone can answer and help you out.
yeah where is the add dependency feature??
So question. I made a custom Boonie with MTP textures, it is modeled/mapped/prefabbed, components match the base boonie with the exception of a name change. I added it to the game and it is equipable in game but does not show up on the character. Where did I go wrong?
What do you mean does not show up? As in when you equipped it it does not appear on the character? Did you try dragging it from the ground onto the character or drag it into the headgear slot?
It is equipped in game, but does not show on the character
It is assigned to the headgear slot and everything, the model itself simply does not show up but the thumbnail does
The components seem to be working but it simply does not render onto my character
Am I supposed to assign the "Worn Model" to the mesh or the prefab?
Nevermind I am an idiot. I had the mesh on and not the prefab
Nevermind. I just discovered it does render but it rest at there feet and follows them while equipped. I don't know how to fix this
That's because it misses the skeleton, even a hat needs the link to "head"
So like spine1, spine2... All the way to "head"
One of these days I think I am going to make a short straight to the point tutorial for rigging, weight and importing clothing into enfusion. I can literally do all 3 things within 60-90 seconds 🤣
Does that occur in the modeling phase or how would one go about doing that?
I am a noob, please forgive
Yes in the model
Sent you a PM, would be sweet if we could get some patches out for our mod
Okay so I got the boonie off the ground using rigging but ran into this? Is this a rigging problem or do I have to start working on a procedural animation? I have not been able to find an enfusion specific guide so I am sorry if this is elementary to yall but its a first attempt.
(7th Ranger Base Uniform) (2DAB Armory Boonie Attempt)
The hat does not track with my character's movement
Rigging
do you have to import the whole skeleton alongside the wear model for it to snap to the head?
Like all 167 bones vs 1?
Thanks, 1 more peasent question, do you know if the enfusion engine has a skeleton ready for me to port to blender and just wield the hat onto that? I havent been able to find one
Yes, as 🥓 said. You need to rig that boonie with whole skeleton
Yes it's in reforger samples on bohemia's Github.
Thanks dude, I appreciate the help
that's a bit overkill ngl there should just be a pivot id to clamp to 
but I guess you may want to move it based on some other bones depending on the hat
I am going to DM you a weight ref model I made and skeleton. Both are blender files.
Appreciate it
I am struggling with something as simple as assigning the boonie to the armature parent without the mesh disappearing 0.0
Sure it's not moving to the head position? Like zoom out and look 2 meter above so to say
Okay, I am screwing up my rigging and I cannot figure it out
I attached the Boonie to Head, Jaw, and Neck 3 and it still does not ride my head properly
It rides static, off center, and to the left. It tracks player movement but not the head
uhhhh but
did you click export skinning in the import window
checkbox
for the mesh
also, make sure that you have exactly same skeleton as basic reforger character
Yes
Also Yes
It says I have the head bone selected +233
which sounds completely wrong - reforger character has 163 bones
in any case, this is wrong chat for it. I would recommend moving discussion to #enfusion_model
Solid, sorry my Q&A has been a process
Is there any official channel/ email to contact to solve the steam /bi account link issue so we can get a patch out?
As a modder working for free, public releases are my drugs.
Any news? Our virtual soldiers are dying in the battlefield, the feeling of helplessness is overwhelming.. if we can’t push patches, they won’t get additional weapons necessary to turn the war in our favor
great way to say that bohemia is sucking with Reforger
We did manage to get a patch out thanks to Bohemia… problems still remain but they fixed the link/ownership issue at least
@timber atlas any plan for a CAF faction mod ?
Currently a very basic CAF mod on on the workshop right now. I am part of the TFC_CAF mod team for A3. I ported some of the assets over into enfusion just to see what it would be like.
Anyone know why I can't seem to activitate my workbench folders ingame, It is visible but when I press enabled nothing happens
addonsDir Addons,G:\Editing\svn_reforger\workbench <- having like this in my shortcut
it is a bug - it will be fixed in some upcoming version
@timber atlas just saying thank you for all your hard work with Reforger!
Does anyone know/ have the contact of the STRYKERSMOD designer?? Really cool mod but the scopes are absolutely unmanageable in game. The Flares and all the visual changes could make this a top mod.. but the scooooopes🥲
Any ETA/attention (on a scale, we dont care to top priority) is the fact that you can't build and update mods with command lines?
I think you can with all the startup parameters, and use WARP to not need a dedicated gpu on the build machine?
I suppose you first need to log in
And I am not the genius behind it, but my understanding is that it stopped working some time ago.
Signing in and publishing I think can all be done with startup params on a "fresh" install e.g. a github action env. But I have never had the time before to actually try and setup a CI/CD entirely
it's a persistent box that is already signed in
but any calls via CLI always ends up with the error above since the steam migration
the CLI calls are made in same session context as the desktop
with full steam connection
I see, I hope we can disable steam soon, that would totally be in the way of a github action as authenticating there would be a major pain - like borderline impossible. And its annoying as hell when opening steam overlay all the time when doing a reverse tab in script editor
yeah, I've given up on using CI for reforger after the steam change
it's just too broken now
including getting stuck all the time with the workbench open on the screen
is there perhaps some feedback tracker ticket with details?
even if you close workbench it's still stuck in the process
since unlisted is gone there is not even the option of doing internal team builds with CI anymore
and why is validation of data files done on publish and not pack?
errors such as Failed to load metafile of mission config image: are only shown on publish, not on pack
I would suggest creating feedback tracker ticker over here then - https://feedback.bistudio.com/project/view/68/
as for Steam - right now it used to verify if you own AR so if you are banned from the workshop, you cannot simply create new bohemia account. I'm not sure what are exactly future plans in this regard too
Publishing with wbBackendLogin failing, https://feedback.bistudio.com/T169256
Packing does not show errors, only publishing, https://feedback.bistudio.com/T169257
This should utilize the UID instead, if the steam account is banned and or the person from workshop that ID should simply not be able to log in anymore or upload anything. the steam requirement fixes on problem but opens a can of much worse ones sadly
now I just need to write repro steps for the different things that make workbench hang in GUI while being called from CLI 
Publishing with wbBackendLogin failing, https://feedback.bistudio.com/T169256
could you attach full logs?
but dont forget to remove all sensitive data (credentials in CLI)
other than GPU that's the only entry in the error.log
I mean console.log
there might be something that s not logged as error
after the usual WB startup logs about GPU, sound and engine created it is the only entry as well
removing wbBackendLogin works but that's a regression since before the steam migration
I imagine there is some conflict with the steam auth handling and wbBackendLogin
when mod update bugs and mod load order bugs are fixed can we get a reset of all mod ratings? we're getting downvotes for things we can't control
or maybe I can just delete and publish to reset it
Today I tried to update Ravage to v.1.0.4 :
And well, that can't be right :
Now I'm stuck on that screen, which is killing my eyes by the way :
can you try deleting the mod from your reforger game
and then download it instead of updating anything
It worked, but I had to restart Reforger after deleting the mod - it was stuck on the same out-of-focus screen...
Now I really hope that issue was caused by some kind of ownership bug, because if players are affected in the same way... 
since 0.9.7 mods often just outright fail to update, so you have to do this little rain dance until it's patched - it's not your fault - and yes it affects almost everyone

omg that's horrible!!! I thought it would be better after a break... LOL!
is not the mod is tha game, for me it dosent let download any mod
ita stays loading or it give the error just like that everytime with every mod
I had this issue too. I had to go into my actual C: Drive and go to the arma reforger folder where the mods download too and delete them from there. Then re-download them.
i have tried everything even deleted the game and still cant download mods..
Old mods will remain even if you uninstall the game
i deleted everything.
so weird, I cannot download this mod called speira
I had it before but couldn't udpate so I delted it and now can't download it
did you actually restart the game after deleting
Yeah
dang, I've got nothing then 
Disable all your mods, restart game
If that fails, you may have to clear cache
what is clear cache 😄
Unnecessary data
Are you xbox?
Nvm you're pc not sure how clear cache via reforger files
I have a weird issue with my mod I published it to the workshop and now everything is locked my source file location hasn't changed there's also no lock icon on my mod picture but when I open it I can't edit anything uploading some images hopefully someone can help me out
nvm mind fixed it so odd when I downloaded my mod to test it in the reforger game not the tools it locked but unlocks when I delete it guessing this is on purpose?
Don’t clear cache for Xbox. Simply restart the Arma game tile when you end on a spinning wheel (do this repeatedly, it’s not oodles of fun I know)
or
Persist with downloads directly from the workshop if a mod requires an update. Always attempt your first downloads from a server “joining game”prompt if you are just starting the game for the first time that day.
I only instruct in this exact way because myself and numerous members in my community have narrowed down the “mod meta” to this process (at least for Xbox) our PC Bois still clear cache when there’s issues
Does the ID of a workshop mod change after a mod update?
okay okay
Is there any way that you guys could possibly do a check at the START of a mod update to check for expired login tokens instead of doing it after an upload is complete? Would be awesome if you could set that up for us modders.
Is there any killzone like mods in the works?
Not seen or heard anything about one and I am in a few Reforger related discord servers with other modders.
Darn lol
when i do preview in workshop does it use the graphics settings i have set for the regular game?
preview in workshop? In-game workshop is in game so it is using game settings
I believe that he has workbench on mind, but that would be pretty messy.
is the workshop API documented somewhere?
I haven't seen any official docs and any unofficial can't really be published as that would be reverse engineering
alright fair, the API is public though
would you say any HTTP based API is public? 😄
even if you need to authenticate for most calls? 😉
what? the workshop API does not require any auth tokens, it's open
unless that's a bug
or specifically one endpoint is open
some are open, some are not 🙂
Hello guys, I have found the STALKER REFORGED mod and I wish I could contact the creator. Is there any way or maybe the author does see me? 😄 😄
Is there anyone making a desert map? 🤔
I think someone is
Who
Is this a result from the latest patch
Hi everyone, I need help with a share on the workshop that is not working
Please describe the problem you have ...
When I try to share a mapping I did on the workshop it says "failed".
Don't make me pull every bit of information out of your nose please. Where does it say failed. What does the console output say? Screenshots? Logs?
If I had more information about this I wouldn't bother coming here to ask the question, your reaction is over the top, I don't have any info in the "failed share" consol apartment
ow well now when I try to share the tool crashes completely
Please make a screenshot of where it says failed. There are too many points of failure to narrow down your problem by just that
I can't even do it because now when I press the "publish to workshop" button the tools crash completely
I can give you the logs of the crash file but I don't know if this will help you
Ok - that is unfortunate. Try deleting the publish folder in your workbench profile directory e.g. C:\Users\USERNAME\Documents\My Games\ArmaReforgerWorkbench\publish
The error message happend when you pressed publish or during the bundle step? For either of which something should have been in the main workbench bottom output window - in red.
No, the error occurs when I press the "publish" button
If I delete the file you say it won't delete the work I have on it?
I will try to make a video for you to understand better
No the publish folder only contains temporary data from the bundling process, it does not delete your source files.
If you made no other changes but now the publish dialog does not even open anymore this would be my first trouble shooting step
@lethal night
Try logging out again and log back in. Also have a look at your workbench profile dir and see the crash log, it might tell some more info where the game decided to give up on itself
I don't understand anything about logs. If I put them here, could you help me with this pls ?
Reason: Acces violation
If you just see a bunch of memory addresses and no human readable error message above its probably a lost cause there. Have you tried to log out and log in again in workbench? If that did not work either I am unsure what to do, as for a crash to death I have no way of helping. Submit the crash report window that appears afterwards so the programmers can look at this next week and maybe see the problem that causes your crash.
Yes I tried to log out and back in but nothing happened, fine I will open a support ticket
Ok that is the output I asked for. Bundle and upload worked, but the processing failed somehow. Maybe an issue with your mod files, maybe and issue with BI's side of processing it. That only somebody at BI can answer sadly
I see, I have sent a request to bohemia interactive support so I will wait for their answer, thanks anyway for your help
could you send me entire line with error?
13:25:42:549 DEFAULT : Publishing bundle to Workshop...
13:25:42:553 DEFAULT : Validating bundle...
13:25:42:588 DEFAULT : Validating bundle successful
13:26:42:953 BACKEND (E): [RestApi] ID:[7] Error Code:504 - Gateway Timeout, apiCode="", message=""
13:26:42:953 DEFAULT (E): Uploading failed! Reason: ""
13:26:42:955 RESOURCES (E): Publishing failed
seems like temporary issue
yea it worked on second button press
wish workbench remembered what I put in the publish form 
soon(tm)
21:34:45:288 BACKEND (E): Http Error apiCode="NotFound", message="Not Found"
21:34:45:288 BACKEND (E): Http Error apiCode="NotFound", message="Not Found"
21:34:45:305 BACKEND (E): [RestApi] ID:[154] Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:45:305 BACKEND (E): Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:45:305 BACKEND (E): [RestApi] ID:[153] Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:45:305 BACKEND (E): Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:45:322 SCRIPT (E): SCR_WorkshopItemCallback_LoadScenarios<0x000001C28A3768C0> OnError: EBERR_OK 404 38
21:34:45:322 SCRIPT (E): SCR_WorkshopItemCallback_LoadDependencies<0x000001C28A376868> OnError: EBERR_OK 404 38
21:34:49:557 BACKEND (E): Http Error apiCode="NotFound", message="Not Found"
21:34:49:557 BACKEND (E): Http Error apiCode="NotFound", message="Not Found"
21:34:49:574 BACKEND (E): [RestApi] ID:[157] Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:49:574 BACKEND (E): Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:49:574 BACKEND (E): [RestApi] ID:[156] Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:49:574 BACKEND (E): Error Code:404 - Not Found, apiCode="NotFound", message="Not Found"
21:34:49:590 SCRIPT (E): SCR_WorkshopItemCallback_LoadScenarios<0x000001C28A3768C0> OnError: EBERR_OK 404 38
21:34:49:590 SCRIPT (E): SCR_WorkshopItemCallback_LoadDependencies<0x000001C28A376868> OnError: EBERR_OK 404 38
I can't update 5C4F191F7F83C164
I deleted the mod, restarted the game, downloaded it successfully, then was prompted to update it 
Been stuck on "Publishing Project" on a mod update for nearly an hour. No error message. Should I just wait it out?
Yeah same. Doesn't seem like an isolated issue.
Yeah I'm going to bed but it's morning in EU, hopefully some BI wizards can figure something out
I understand workshop is still in it's infancy, but is there a way to get some proper formatting on Mod Descriptions. It doesn't appear to like new lines.
only the web version, right?
Yes, should have stated that.
what is the ideal edds size for the loading screen pic?
Another problem I have had reported to me by a modder is the Workshop forces you to reupload the entire mod to update it, causing modders to start splitting there mods into 5-6 parts, Like Lordjudicator.
Hello guys,
I need some tips for the publication process
I have my to linked projects, each one needs the other as addon.
I also have all the 'mission stuff' ( spawnpoints, loadouts, gm... ) and the mission.conf file inside my GM-Mod folder.
But when both of them are on the workshop, none of them looks to have a dependence and the scenario istn playable
Do you have any idea ?
@dense scaffold Did you do something particular for your waterfall map upload ?
mission scenario files go to Missions folder in your project
Elincourt_GameMode is your main/first/root project folder?
not the main one, it's a created folder inside my root folder for the project
the bundle process erase my addon.gprog
ok, mission scenario files go to the folder called Missions, not Something/Missions
see if that fixes it
and did you managed something particular for dependences ?
uh dependencies go into the list you see in File / Options
What do I have to add ? none of the two separeted projects are published yet
well, the first one got its addons, the second one doest want it, now REF isnt launching anymore 😂
you may have accidentally modified dependencies of armareforger project, in that case go to where the files of your game are, find the ArmaReforger gproj file and remove the added dependencies from it (I think the GUID of core might need to stay in but I don't remember)
or you can try doing the steam validate files thing
fixed
I gonna try reuploading with theses dependencies and the mission folder in the root
next closed door :x
RESOURCES (E): Failed to load metafile of mission config image: DEFAULT (E): Cannot copy image: RESOURCES (E): Creating bundle failed
during the export of 'ElincourtGM' file
are you using your own images for all images of the mission file?
my mission.conf is only using the default images
and you have the 'image folder' which contains the screenshots for the workshop
I don't think you can use default images
we're talking about these, right ?
@dense scaffold thank you, after 15 attempts, it works finally
the icon is white but you know
that's art
no problem ! I'm here every to talk about my problems 
The thing is, the mission folder needs to be in the root folder BUT we need to bundle the subfolder
tricky
ALright heres a stumper for yall that me and Lord have been trying to fix for over a few weeks now,
In our Truck mod, when ever it is loaded onto the clients Mod list it causes them to lose the abilty to give commands to units, I.E being able to give move orders. Anyone know how to fix this?
how big is the workshop anyways
can I make a mod called everything that pulls in all public workshop mods as dependencies? just to see
or will I get banned
The Workshop doesn't care, it will be the players (and server admins) complaining 😉
Dependencies are just that, so it shouldn't matter how much is required to make your mod run.
Not sure about actual size limits of a single mod though, but even that shouldn't really matter.
unfortunately I was not able to publish a mod with 1450 dependencies
ʷʰᶦᶜʰ ᶦˢ ᵃ ᵍᵒᵒᵈ ᵗʰᶦⁿᵍ
lmao the mad lad
why not? 
logs just said addon processing failed and when I went to publish dialog again it crashed
is the workshop working good?
When it works, it works, otherwise something is broken.
All jokes aside, there are some issues with how the client and server talk with each other, so it breaks once in a while (eg. with an update). Can usually be fixed by restarting the game or redownloading mods.
thnx! yes was something in my bundle
Who’s working on the BMD-3 mod?
no
When would we see it
don’t
when it's ready
Is it just tracks they are having trouble with? And if they hit it off will he share how he made the tracks work for others can start working
don't know, there's no deadline, it's out when it's out
Is it ready now?
Last heard was that he was tinkering with a suspension problem. Don't ignore PuFu please
I’m not?? I lesson to him
But yeah it was a suspension thing
Sorry, looked like you ignored him from what I read, but if your curious as to the condition or the progress on something the best thing to do is either use their Patreon or look through this discord.
Modding in tracks is pretty hard I’ve heard rn that probably the reason we don’t have a lot of tracked vehicles rn
Making tracks work and shit
I assume that who ever gets the first tracks out for mods we are going to see a whole lot of mods
Because people won’t have to make track mods and they can work on there things or tanks and stuff
?? where did you heard that from?
it’s not about the tracks on their own, but rather making a vehicle behave like tracked vehicles works (rotation comes from independently left/ right - forward / backwards tracks movement)
also offtopic for this channel
ideally that would be BI on their own, but no tracked vehicles are planned for reforger, so don’t hold your breath for a proper implementation
What? I know that because they are lazy and they are adding that to arma 4, moding for Cold War stuff lol
who’s lazy? modding what?
Modding the tanks, who dose not know that there won’t be tracked vehicles added
first, let’s please try to speak the same language, so that we get to understand the each other. a little effort might be required
secondly, i have no idea what you are trying to say. Out of the box, the enfusion does not currently support tracked vehicles. workarounds might be possible, but i wouldn’t call that native implementation
I was talking about when the first mod of a tracked vehicle comes out then more people are going to add mods and probably some Cold War mods,
Arma reforger won’t have tracked vehicles but they are probably going to add them to arma 4
it depends on how said tracked system would work. example - most people are waiting on BI’s proper flight engine updates and assets release before thinking about choppers
most likely yes, we are in agreement, arma4 is still years away though
I know so we won’t except any tracked vehicles probably not till mid of the year, Or maybe in the next couple months,we just gota be patient,
it is unlikely to have a proper system in reforger for tracked vehicles. I had a look over the existing vehicles in workbench, i honestly doubt making tracked vehicles is possible atm without some heavy workarounds.
If i were you i would not expect any tracked vehicles for the foreseeable future, be it as a game assets or community made mod
Yeah, I honestly think they don’t want us to make them 😂
feel free to try it on your own, no need to take my word for that
I have attempted but it’s either my game crashes or there’s a problem with my code. That’s why I went to working on a BTR-90
that aside doing something like physics for tracks seems inefficient in script, would rather have it in-engine
sorry for offtop in a wrong channel, but i feel like i must anwer.
IMHO rewriting/reconfiguring vanilla car script is easier then making a proper animation for tracks, simply because it may require some adjustments in a whole animation system, which cant be done by enduser(read as modder). But yea, i hope someone (or BI) will ever make them in AR.
Surprised BI hasn’t released a hot fix to fix this workshop problem yet it’s been weeks
I'm expecting a big patch along with the rest of ground support on the 1st of February (My guess)
Here's hoping, but going by the recent Twitter roadmap update it may not be the REST of ground support but knocks on wood lets hope for the best
I just need the workshop fixed. It doesn’t effect me but it’s literally game breaking since there game has always been heavily dependent on mods
I had to make a temp fix for the people in discords and it had to involve 3+ different workarounds for the workshop bugs. It does need a fix asap
we've had this issue before xmas but it was patched, now it's been weeks since it was reintroduced
it is a bit weird to see it exist for so long
It's like a game of tug war with what bugs will be reintroduced albeit I understand it's difficult
hmmm. i believe you, only had a brief look over the current vehicle systems. by track animation you mean a3 type animation or actual mesh animation?
what was a3 animation? uv scrolling?
actual mesh, making uv scrolling is not really a big deal as reyhard said
we can
how? 😦 I tried playing with material Refs pointing to TCMod but I don't know how to get it to work
MatPBRBasic {
Color 0.757 0.757 0.757 1
TCModFuncs {
TCModShift "{592882506D166BE3}" {
ShiftU 0.0
Refs {
"ShiftU" "ScriptModel.MyShift"
}
}
}
MetalnessScale 0
BCRMap "{571E90BC49A3270F}Assets/Structures/Industrial/Containers/FuelTanks/FuelTank_01/data/FuelTank_01_Gauge_BCR.edds"
}
maybe this
Huh, I tried something very similar, maybe I did it wrong, I will try again with your example, thank you!
all thanks to reyhard
I would love a list of things we can control with Refs
this works, my Refs was in the wrong place
finally I can make a Satisfactory clone in Enfusion
Weren't the medical assets part of ground support?
Was ment to be ambulances
And medical props i do believe?
''Props'' - ''Medical - assets''
They still are, Ground Support hasn't been completed yet 😉
Feb 1st 🤞
I would hope so
I want them birds so my gun can go pew pew and bird go splat or boom
Do we know if more of the update is comin Feb 1st?
No. Nothing has been said about an update let alone a date.
It's a guess, I feel the update will come the 1st week of February
If not I'm going insane
workshop downloads in US central seem to be really slow right now compared to EU
Press "X" to doubt respectfully
press O for offtopic
@minor lintel
this has nothing to do with #enfusion_workshop
Yeah that's why I stopped talking here
Good morning, I have a question, how do I publish a map with my mods in arma reforger?
Count what exactly?
Sheep. 🐑 🐑 🐑 
I’m welsh so i have an obligation to agree
🏴
Do u give them a timer to run ??
isnt working good the downloads of the workshop?
i have problems in the DS downloading mods and in the Game workshop
broken for 3 weeks
does anyone know how to fix this constantly spinning wheel when downloading mods from the in game workshop?
Try deleting previous version from drive in Windows explorer. By default addons are located in documents->my games->ar folder
thx
Do we know about any future features the workshop will get?
Like will we get forums for our mods like steam workshop has?
I think I'll upload a blank mod to the arma 3 workshop on steam and use that as a forum for my mod 🤔
Unles.... Any better solution?
There should be an option to contact the author of a mod if they enabled it. It’s really hard to find and get in contact with the maker now if you want to give feedback for bugs or changes.
I think that's more on the author for not including a discord server link or something in the description? Plus it's pretty easy to change the menus and loading screens to add that kind of info. Otherwise I can't see BI making a mod comment system or anything like that
I don't think the workshop itself should be a communication platform. Reports on it are in my elaborate experience utter trash. What they should do is add clickable social links people can fill in like GitHub or twitter or discord so if people want to get in touch the author can point them somewhere.
No not a comment system, but when you publish a mod you could have an option to make it possible to contact you. I would not make it so you can always contact someone who publishes something because not everyone wants that. Plus there are community mods that are just used on a server and don’t really require feedback. But you could add an option when publishing that you can enable and add some contact info or a link to a discord server to contact the author.
On the other hand, you can now also just add a contact link in the description.
does my project get bundled and published with EVERYTHING that is in the project folder or are source files like .tif, .fbx stripped from package?
source files should be stripped.
Is it possible to delete mod from workshop without .gproj file and any other access to this mod? My "BetterRecoil" mod is broken for long time and i cannot somehow do anything with it
Download that mod in game, launch it in workbench, delete it and then profit
You can also create new mod and change its guid to match the one from workshop (Web workshop lists guids)
Thank you!
Empty for me now, for some reason. Earlier today, it was working.
Other tags seem to be working, generally. I saw someone else report the same issue yesterday.
Is it somehow possible to get my mod editable from workshop? I lost copy from my pc and now when im trying to access gproj file from addon that i downloaded from workshop its cannot be edited
Deleting the mod and then re-downloading it is a temporary solution you can use to solve mod updating issues 
No, it's not possible
Anyone trying out the new Emotes by BonBon?? Really would love to be able to emote when taking over an AI character as GM, adds a new layer to the RP.
10:55:22:032 BACKEND (W): WorkshopApi Get Assets: !!! Missing script callback - something went wrong - request canceled
10:55:27:885 BACKEND (E): Http Error (CANCELED)
10:55:27:936 BACKEND (E): Http Error (CANCELED)
10:55:29:304 BACKEND : Addon Download started 5C961A93A16EB866 - Royal Marine Vehicle Pack
10:55:29:520 SCRIPT (E): SCR_WorkshopCallbackBase<0x00000238ED46A550> OnError: EBERR_OK 0 32758
Is there a way in workbench to duplicate a prefab and have it automatically generate a new GUID?
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Using_.22Duplicate_to....22_function
wrong category btw - it's more for #reforger_workbench
Oops, coffee hasn't kicked in. Yes, that was the functionality I've been using, but it hasn't been generating new GUIDs
GUID is generated based on the local file path + file name. It doesn't take into account filesystem where file is located. Try using different name and then rename it back to whatever you want
Hey I feel like a big dumb dumb asking this... How to I transfer my workbench mod to my game? I did the weapon mod tutorial but dont see anything about how to use the mod. They reference importing the asset testing world, but I am not seeing the guide on how to do that either? Could someone point me in the right direction?
Publish the mod and install in game. You can preview the mod in workbench using the green play button in the world editor screen, but to do a proper test, publish it and then install via the workshop in game menu.
currently loading of local (non workshop) mods is broken in stable 0.9.7 build so it might be easier for you do it this way
it is also possible to run game with mod through -addons & -addonsDir param although it is not that well documented ( https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters )
they aren't lmao I see PNGs in downloaded mods, unless it's a relatively new feature and this mod is old
in pak itself or next to pak?
in, I opened the mod in Workbench
also, older mods might incorrectly show source files being present in pak while it's not true - this was caused by the copy pasting .rdb file when creating a bundle
it was later improved so .rdb is generated from .pak file
that makes sense, I can't open the PNG so it might be what you're describing
whew!!
but also
because a little bit of me hoped for mod size reduction
Mod issues have seem to been getting worse, now I have struggles deleting mods so I can reinstall them as deleting is also broken, if you try join a server with the wrong mod version and then go to delete to reinstall Via server there is a chance the mod will be immune to deletion leaving you the only choice but to delete your mod data
i think that mainly happens with mods with dependencies
I've seen that happen though usually restarting the game allowed me to delete it
maybe on xbox it's a bit different
Happened with the FX mod, 3rd Ranger and Stryker mod
Also restarting didn't work
there's also more than one way to delete a mod in the game, in the workshop section and in the mod manager section, the mod manager section might work better
Sadly for console if a mod just won't let you delete it you have to delete the games saved data and reinstall the mods you had only way to fix it
I had this issue on PC at some point, but deleting it from inside the Mod Manager tab was functional
but yes sometimes it's just less hassle to wipe all mods/user data
Yea on console sometimes some mods won't allow you to delete em from the mod manager so in turn deleting the game saved data is the only way but not the user saved data
maybe some can help me
why does the bar at the bottom always disappear everytime i click on the terrain tool?
@strange steeple wrong channel
Ok
At some point will it be possible to have background download's in workshop.
It's bit annoying to see download's pause everytime workshop window is not focused.
Yeah, that's pretty stupid
As well as constantly changing the behavior of the window
So this may sound dumb. But would fixed wing aircraft even be possible for Everon? Not so much as making the system for it to work but is Everon big enough to even be able to use one?
I already feel that most Arma 3 terrains are too small for fixed wing (even the large ones, with only a handful of exceptions).
So in the current state is Enfusion not ready to have fixed wing implemented, unless you only want to fly circles to stay within the map borders.
Even rotary is IMHO a bit useless in Reforger, but I'm sure that when larger terrains are possible this will be solved, and perhaps even allow decent map sizes for fixed wing.
I'm sure you'd be able to use them but the question is how annoying it'd be? default server network streaming distance is like 500 meters so you wouln't be able to see enemies further away than this even if you maxed your view distance on 5000
That's kinda where it lead me when I really looked at the map size. Even a slower aircraft like the a10 would end up being a bit useless.
I have no doubt its possible. But you're right about the annoyance. The guys I play with only have the server set to I think 600 or 700. With all the mods we have it's almost impossible to go higher. As that's probably the problem for most servers atm, not even the fact that console is supposedly the majority for the player base. So it would have to be catered to them aswell.
you can easily go higher but you'll have longer spawn times, among other things
Technically it would be possible to have fixed wing, and make it useable. Just like at the (newer) Battlefield games, which had relatively small maps and working planes. Although since Arma is more realistic, the arcady systems of BF won't work or will feel off compared to the rest of the game.
Which sadly would cause people to complain about the server. I've noticed nothing makes these animals happy 🤣
I actually thought about that because 2042 made their craft seem slower on those maps yet they worked fine. Granted the control were really weird to use
Bronco would do fine I guess 😛
btw... perhaps we should continue this in #reforger_discussion, since this channel is not for this topic of talk 😉
Bet
Just updated a bunch of mod's and to me ( PC ) everything worked as expected again. 👍
updates work most of the time for me now as well, downgrades dont seem to
Downgrades? I don't have a option for that? In Workshop or how you mean that?
through server join menu
Oh okay. 😉
if server uses older version it will attempt to "update" to the older version, this used to work in the past (though showed percentage completions beyond 100%) but now doesnt, though it isn't really a big deal
https://community.bistudio.com/wiki?title=Arma_Reforger:Workshop#Debug_Mode it is possible to downgrade in menu with this CLI param - it seems to be broken though in latest stable 😦
Okay thank you.
Well i'm totally fine with the again working update part of it but good to know anyway's. 😉
same, I had to delete the mod and then download it from the server browser to get the older version
which is kinda cool of a feature
dependencies cannot be downloaded when they are not latest version
even if they arent present in my game
ok need to restart the game then it works
How do other people see what license I used for my mod?
They don't atm, Put it in the description I guess. lol
Im sorry xD
https://feedback.bistudio.com/T170819
So have a couple guys that have XBox series S and their mods keep auto canceling on download. Has anyone found a work around to get the mods downloaded.
try full restarting xbox and then download
@thorn crest they have tryed. Also they have cleared alt mac adress, cleared reserved space, and directly trying to download one mod at a time. Also they have tried joining and letting them download.
That happened to me but when I got better wifi it was fixed so it could be their internet
@boreal juniper I am assuming it to be packet loss
seems like at least right now, I can't download older versions of mods through the server join dialog (I don't mean downgrade a mod, I've deleted it, but the version it's trying to download is older and the download does not start)
Does anyone use a CI/CD flow to collaborate with a mod in Enfusion?
When I search this thread it seems that there was a problem when they switched to steam, I would like to know before I try it out.
you will need an active connection with steam and be logged in to the matching bohemia account
So you can still not use wbBackendLogin?
seems like the issue https://feedback.bistudio.com/T169256 is not resolved
Anyone use Gitlab CI/CD or Jenkins?
mostly jenkins, hosted CI became too much of a hassle after the enforced steam connection
okey, so Gitlab together with Jenkins seems to be a solid approch?
type of repository doesn't really matter 😛
Yea, you rigth, it will be GitLab or Gitea and then Jenkins, thanks for the help. Will try it out in the weekend 🙂
Hey, any mods that add an insurgent faction? I know there’s FIA, but they don’t really fit into the Afghanistan map
Darkgru Conflict Changes mod turns the fia into the taliban
Ah, ok. I’ll check it out
addon download speeds are like 1 mb/s or less for me in LA now
thats >20 minutes to download a 1.15 gb mod
1 mb/s? That's my average dl speed.
Sometime's i get lucky and get up to 1.6 mb/s! 🥳 🤓
Oh wow you from LA? Nice! 👍
nah server is in LA
Does the workshop even have multiple mirrors? Or is it one storage server in the basement powered by a hamster?
It is using Amazon cloud afaik
GCP afaik
its cdn77
anyway, since mods need to be redownloaded so often it would be nice if the sustained rate limits were a bit higher, at least for servers
it does appear that I can download much faster in europe which is interesting nvm it stalled right after I sent the message
Anyone take commissions
Thx
Does creating a mod structure that doesn't require downloading big mods again in case of small changes fall on the modders?
Anyone know if BI plan to ever update the updating system to preserve unchanged files in mods?
delta patching is planned, yes
Nice! 👍
all resources are hashed already I think in the manifest so even without delta patching you can still only download files you don't have or outdated resources
Ahh good to know 
Delta patching was already there last year.
Was it broken? I remember it working for atleast a couple weeks
updating mods is cursed since day 1, but in different places
I think I always needed to download the whole mod.
right now linux servers can't update mods at all
clients can't downgrade mods at all (as in download older version while having newer)
but this isn't really related to delta patching (or maybe it is?????)
So is it planned or already in but has always been broken?
yes
Last time I investigated the server update issue it was failing to fetch the delta update manifest from backend, but was quite a while ago. And not always
ah I didn't bother trying to figure out what's happening, I just know that my linux servers cannot update mod versions 100% of the time
The mod "Conflict Enhanced" forces me to use "Where Am I" as a its a dependent but the "Where Am I" mod just doesn't want to run and my server wont start if I have that mod in its files. Is there another mod that enables loadout saving for Conflict?
are you using Gportal?
negative, I am using GTX.
this mod comes up a lot as no worky, I don't know about which other conflict versions have loadout saving 😦
does dependencies list on workshop web page not exist anymore?
also I would like a few of my mods removed that I don't have files for anymore, who can I talk to about it?
You can download the mod and open it
I swear there was a way to play your mod without publishing it to the workshop? Has that been removed or has the processed changed
there are launch parameters -addonsDir and -addons for it
but I remember being able to enable mods in the game if they happened to be inside the addons folder, not sure if that's still the case
Yeah thats they way I done it in the past, I just wanted to see it in game as editor gives you a good baseline but actually trying it in the game is needed
can we haz faster mod downloads for serbers 
Neins
pls
Agree
can you revert back to a previously published version of your own mod?
trying to figure out why after i made changes it bundles fine then publish progression bar never moves and i have to hit abort (no error message except aborted)
Too long mod description/too many characters used in mod description can lead to this.
this and about 37443534 other things
workbench is not very good at telling you why it happens 😦
Yeah... Sadly... 🫠
Publishing can be very painful sometimes.
Always lik 50/50.
lol well I screwed my self hard and deleted EVERYTHING thinking I could redownload and resume my mods
Didn’t know once it’s off your computer it’s gone and so scratch it is 😭
why is BI not able to send the author unpacked addon?
because we don't store unpacked addons
you can't unpack the workshop one for the author and send it to them?
there are no tools to reverse conversion of i.e. xob of edds
nor recreate layers in world - that data is lost
oh I wasn't expecting xob and edds sources, just a writable version of whatever the workshop package contains
he can still download it
sure but can't edit it without using some random unpacker tools that may or may not work
can he duplicate edds and xob?
no
in any case, I'm not sure if there are some internal tools for unpacking pak files since we didn't need them
there are community made tools but they are not that reliable
I know, there is on github afair
but for xob and edds it is a high likelihood that someone will have a way to recreate those
it is infinitely less time consuming to get a writable version so you can just continue working on it though
what do you mean by that? I'm not aware of any tool which can do it right now
I mean if you're adding models to a mod you'll probably have those models somewhere outside of the project folders
so it won't be a huge problem to import them again
ah, this way, yes. That assume some common sense though
in general losing files and not being able to continue work comes up quite often, people should make backups though
I have like 3 HDDs where i copy backup's once a day just in case my main SSD fails.
I even backup stuff once in a while to my smartphone internal and sd-card just bcuz i'm afraid of losing data.
Maybe bit exaggerated but looking on how much time i spend with all this stuff it would be a real desaster starting from scratch.
just use github or something
Question I’m trying to build an AA gun prefab for the fortifications and I follow all the steps of in wiki to create and save I mean I just tried to place a sand bag applied to prefab saved with transform clicked ctrl +s after that the. Exit the prefab and it’s gone lol what am I doing wrong
Do people want a helmet cam mod?
Maybe
Well I’m not gonna make it I’m just trying to inspire someone 💀
What would the point of the mod be?
always
only solution is to learn how to make it or if people ask for new ideas you can offer such, but lets not try to push "I just wants its" on anyone
ok
can’t make it tho cause I’m a qualified poor person and can’t afford a pc 😬 but hopefully someone has the idea
this is not a request channel. please refrain from such posts in the future.
ok my bad og
bro what did he request 💀
here you go bro - #enfusion_workshop message
it’s offtopic just as well bro, read the description
@lofty plover- don't expect other people to do it for you. Feel free to produce your own content and fulfil your wishes. (this isn't a request channel or a wishlist of sorts). Your post was removed
I can’t put ideas out there and get a conversation started that’s like telling a song writer to sing there own music but ok which channel can you talk about ideas and not get smite down
Good luck
everyone these days want to be the ideas guy, but no one wants to make the effort and put time into it. the comparison with the song writer made my day -> low effort of 2 images -> expecting double digits skilled men-hours
also this isn't the channel for it (there isn't one really), the topic of this particular channel is discussion in regards to the actual workshop (platform) not its contents.
Ok so first I wasn’t asking for someone to make it I was seeing if someone was making it I never said hey I want this I’ll pay someone DM me now no I was looking at some cool retro guns and saw that and was like that would be dope I wonder if we could ever have that in arma but I guess we can all keep our thoughts to ourselves
And honestly this is I think the first time I’ve ever said anything in this chat but now I know to keep it quiet and just stay in the announcements tab
you are not allowed to pay anyone for mod making. for the 3d models / textures yes, you can (in fact anything that is not made using bi tools), and you inject / encode it on your own.
You can surely discuss why the minority creating new content is not producing the ones you would prefer ( #reforger_questions maybe, despite that being vanilla oriented) but i guess that would be a bit irrelevant. Btw that particular scope is already available in arma as a mod - in arma3 (i think in arma2 as well)
thank you. end it here because it’s way oftopic
Would it be possible to either publish and/or extract included missions/scenarios from mods (with name and path within the mod).
I know there's a scenarioMeta file, but that only includes mission/scenarios of mods which are installed (or have been installed). Would be nice to be able to see a list on/in the workshop as well for quick access.
but technically couldn’t i donate to said modder and it be deemed as legal since i wasn’t paying him directly to make the mod?
i’m just wondering because i’m not fully aware how that works
donation is a one sided voluntary charitable action where you do not expect something in return, is not a sale
alright thank you for clearing that up for me
the moment you pay someone to create something that is a sale, no matter how one would try and dress it up
Funny how guy is trying to like he said start convo but lets say he just doesn't want to put in effort lmao. Typical discord mod
if you wanna comment on how this discord is moderated -> #discord_server. Otherwise i suggest you read this channel’s description
uhoh
I'm getting "Cannot Copy Image" errors when trying to bundle, no idea what could be wrong. Anything I need to know about?
Also why can't we use commas in the mod name?
The image in question is a custom image, it works just fine but for some reason it cannot be bundled.
I solved it by not deleting the source image
How cool would it be to see a MICLIC in reforger would really spice up mine clearings
It would be correct for arma reforgers timeline
the beauty of modding is that you can do that yourself
Bold of you to assume everyone has access to a pc capable of making mods
it’s a matter of aquiring such pc rather than accesing it…priorities i guess
in any case, this channel purpose is different, surely not the would be cool topics
Yeah ok let me just drop a grand for a pc to make a mod. I’ll get right on that
But priorities I guess 🤷♂️
Don’t need a grand
You can get a cheap pc that can run arma reforger minimum and make your own mods, probably will sucks but then you could make your own stuff
What is the description or purpose of @enfusion_workshop
discuss workshop and publishing of modifications {no spam} , TOS: https://reforger.armaplatform.com/workshop-terms
Not that hard to find in Discord...
But to clearify; discussion/feedback anything related to the workshop (online and/or in-game), feedback regarding publishing itself, etc.
so is requesting the name of a modification that's hidden in the workshop with halo assets allowed?
can you DM me the details?
yeah, i got an image from someone of it too
does anyone know who makes the LAB6 MARKERS?
LAB6 aka bj_petanjek
Does anyone know a mod with the M240 Machine Gun?
there’s a mod by starmaster that has one
Whats that called?
all in one weapons pack or weapons pack arsenal box addon, i think you have to download both.
are you able to keep track of how many downloads your mod has on the workshop?
/\
Thanks
The Workshop freezes downloads whenever I alt tab out, this needs to be fixed and an exterior workshop app of some kind needs to be added so we can download mods and do other things rather then stare at our screens for an hour while the mods download.
The Swedish Forces mod adds a FN Mag which is basically the same thing.
True but that only has a 49rnd pouch
Does anyone know what happened to the German WW2 mod? I can't seem to find it anymore.
well, its around that time of the year…
I was wondering on my gm I don't see castle wall unless I'm trupin i swear they were a prop
they were removed a long time ago
they lagged and caused to much spawn delay or something like that
there is no way to add people to be able to do mod publishing correct? it has to be a single steam account?
Looking at the Workshop API it can only have 1 author, but multiple contributors. Although that doesn't seem be used.
And mods are bound to a single BI account (not Steam), however I do hope this changes in the future.
mods identity is mix of BI account mixed with Steam account
so sharing Steam account is sort of must have now
Having your own system could have opened the door to address flaws of Steam Workshop instead of repeating them...
In Steam workshop, contributors can now update mods since about a year ago
Huh? Thanks, I didn't know about that before
Yep, this is quite nice, if only the DayZ publisher would finally update to account for this Q.Q. I think Arma 3's does?
Yes, I just checked. Arma 3 publisher does.
I haven't touched the publisher since we dropped Achilles, so that's that 😅
A3 updated a couple months ago yeaa
Try talking to DayZ team and tell them they can just steal it from us
I did. A long time ago. 😦
