#enfusion_workshop
1 messages · Page 3 of 1
I did, and it says discuss workshop and modificaitons. I was asking about creating mods for workshop. Would you be so kind as to point me in right direction and i will be happy to post in correct channel. Thank you
it actually says discuss workshop and publishing of modifications. #reforger_discussion or #enf_mods_feedback
Much appreciated PuFu. Still new and learning and appreciate the help 🙂
Can someone point me in the direction of anyone who does patch creation in game? I have a slew of patches I need done and willing to pay commission.
@misty frigate
- you can't pay for modding (eula is non-commercial, so you cannot pay for commission)
- #creators_recruiting
Awesome thank you
Can't upload experimental mod at the moment. I hope the the backend will be fixed/restarted soon:
BACKEND (E): Http Error apiCode="InternalServerError", message="Internal Server Error"
BACKEND (E): [RestApi] ID:[7] Error Code:500 - Internal Server Error, apiCode="InternalServerError", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Works now.
Does the experimental workshop also has an online version like https://reforger.armaplatform.com/workshop ?
no
If you are using Project Redline - MD500, are you experiencing problems with starting up the helis? When I jump into one, it starts bouncing all around
this is topic about workshop, not about mods
Hey all can i get some advice on trying to mod a gas mask and hood for arma reforger,
Left is my friend mas and right is from the US Army expanded, just as a little info, i bought an file from CG traders and wanted to develop an CBRN mod pack with a friend
Trying to work on how to nake the end of the mask stay in place and the neck and head move normally, i would reach out to the guys mod on the right but can't find it
Sorry can't find a way to contact him
To add some more context this is the result no matters what armature I use or weight paint I do
I thought it was my version of blender wich is the 2.79b so I used the 3.0 version but no change
wrong channel - try #enfusion_model
yes, can’t remember the name though.
Yesterday I tried to add a contributor to my already uploaded mod in the experimental workshop. I tried it by adding his email address for the experimental workshop to the contributors field in the upload dialog (before there was only my address). Unfortunately, it doesn’t seem to work. The in-game workshop page still only shows my name and if I reopen the upload dialog his email address is gone. No errors in the console. I’ve tried it with separating by spaces or commas but nothing seems to work. What is the correct way to add the contributors?
I remember one which the models seems to be imported from Hell let lose, but I dint find it is the mod been take out?
seems to be having issues
Bro is everything down? No website, servers or anything ???
@granite vale wrong channel - #creators_recruiting
what is the minimum of SCR modules to use to make a map playable in normal arma reforger
Is the workshop just really buggy, some things won’t download and if something needs updating it just infinitely shows a loading symbol
All of these downloads keep failing
Do you mean experimental?
Now I understand
It show up again in early access
But why not in the experimental?
Different backends
is it just me or does any vehicle mod that uses spacecore not work?
I updated a couple mods today, I think I've reset like 5 servers so far since my updates took place because they froze on mod downloads
What is the difference between subscriber count and download count? Current hypothesis by @lost geode is people going to workshop and subscribing vs downloading when joining a server
I think subscribers means "activated", downloads is just a downloads counter, for example server admin tools has 5.6k subs and ~1 mil downloads
though ris lasers has 43k subs and theres no way there's this many active players
Hey lads can anyone help me out with making Colliders been trying for ages was just wondering if someone could help me out
updated mod 5AF6E0F075D79473, servers froze trying to download it
and do you still have backup of it so that it could be possibly reproduced?
I could pull it from a server that hasnt restarted yet 
will check in an hour
do I just DM it to you? if I find it
we recently fixed some issue which could make servers to freeze on addon update but not sure if it is same issue or something else. Would have to see files of that addon to see what was wrong and caused server to freeze.
do I just DM it to you? if I find it
yeah
what about wrapping the entire download to install method in a try catch and just download it from scratch if it fails 
well that would probably not help... depends on what is wrong.
for example that issue that we fixed was some bad data in meta file for that addon which caused it go into state where it failed download but did not notify entire process that it is already done (failed) so it stayed in state where it waited for download to finish even when nothing was happening...
but that part of code should be already slightly refactored so that it does not get stuck there in infinite loop on the server
yeah I know nothing about how this works obviously
Thank you mate
anyone else have issues publishing with experimental workbench to the workshop?
It hangs at "Publishing project. Please wait..."
Same issue here.
@red moat Thanks for the verification! Something on the backend then.
Yep! Very annoying, no idea what the issue is either. Can't seem to fix it...
guess we have to wait for the server hamsters 🤷♂️
very odd
also got this error...
for the record my memory is fine so I'm confused lol
yea me too, assertion error for aborting run.
considering its linked to some D:\Jenkins, I guess someone at Bohemia has some computer issues
Ah Jenkins AGAIN!
Someone ping me once it gets fixed lol, hope it gets done by tomorrow
Welp, still having the issues so I guess we'll have to wait till the morning
we're counting on you jenkins..
It's not.
That is just the place the exe file was built at. Which indeed was at Bohemia.
Regardless of who Jenkins is or what....
Is this problem on BI side of things, or something on the client side?
Last I checked this morning UTC -5, I can't not complete the publishing process, and it causes a corrupt mod on the workshop.
LOL sorry, was just making wild conspiracy theories. does it work now though?
Problems are still persisting on Experimental.
... and this is on experimental side only. Production works fine.
Yep, tested and confirmed. hoping for a fix since I wanted to try out some stuff but no stress.
backend for bi services seems to be down for the moment
Thank you PuFu... 🥃
Cheers for the clarification :) Will have to wait then, not a big trouble. I'll take my time to get my mods converted :D
All that message says is "your game has crashed"
And the line on top says "allocation" so its something about memory allocations.
There is no further information in there, impossible to say from just that, what the issue is.
Great Thanks.
Don't think it's a client issue, considering both of us had it. Memory is fine on my PC, tried restarting even to no success.
16:45:17.933 BACKEND (E): Fragmentizer: Final CRC of file '$profile:../addons/ZBK_5B1CD0C293D38C98/ZBK.pak' do not match
16:45:17.942 BACKEND (E): Downloading has failed! Repeat later or try different mods.
16:45:18.032 ENGINE (E): Unable to initialize the game
same issue, right?
Up and running again. TY! 🥃
@hoary path - wrong channel. Please don’t
How am I supposed to fix this ?
Came back after months, fixed broken stuff on the mod, wanted to publish the update on the workshop
What is the mod name and account that you are using?
It works now. No clue what happened
I restarted the workbench 3 times, no success
I loaded another gproj, closed workbench then loaded the mod I want to update and now I can publish the update 🤨
i spent 2 days downloading mods at 80kb and i still need to download 6 gb my internet speed is 300mb idk why the download is that slow 3 moths ago works just fine but now is impossible to download anything any solution ?
Is there any tutorial or Documentation on using workshop mods/assets within the enfusion editor/world editor? -- im having a hell of a time, just trying to add like a gun or a heli AH-64D) to an empty eden map. Any help is much appreciated. TY
Uhhh are there some mods broken? Or is the workshop glitched? Because some mods work on other servers and then those same mods in turn throws errors on another and forces us to remove them. Any idea why or how?
Broken mods, incompatible mods or corrupted data when downloading
Hmm thank you for this ☝🏾
Last I remember, it was said that delta patching wasn't working too well and whenever you updated mods on server/client it was best to delete them and completely redownload. Not sure if that's the case anymore. But the data can get corrupted when downloading and cause the need to completely redownload regardless sometimes
You absolute legend , I’ll give it a shot! Thanks so much Zelik
Good Luck man, I hope you get it all sorted.
i play pc and have only had 1 issue with mods downloading/updating
but my friend on xbox constantly has to re-install the entire game and our 30+ mods whenever one updates thats over 200mb. (especially RHS). His game freezes at around 90% and then crashes. When it loads back up it just says the mod is pending and never downloads which means he has to uninstall the game again.
its leaps better than on launch, but still has quirks
downloading updates for mods larger than 2gb is broken on stable - there is fix for it on Experimental ( see https://reforger.armaplatform.com/news/experimental-november-2-2023 )
there is one important thing tho - on xbox, you are restricted by write speed ( https://learn.microsoft.com/en-us/gaming/gdk/_content/gc/policies/console/certification-requirements#xr-133-local-storage-write-limitations- ) and even if patch is 150KB, you will still have to wait ~15 minutes in case of 2gb+ mod to write such patch to drive
downloading patches is sort of faster only if you have internet connection below 30mbps. There is also no progress indication when patch is being write to drive - in this case you have to wait patiently hoping it will work.
IDK who Reforged Army Studios is, but you're amazing
Facts
How can i delete a Project that i published to the workshop?
Thank you. Honestly i searched myself but didnt found this!
Is it possible to use mods not in experimental as a dependency in a experimental mod?
No because it is completely different backend env
How can I transfer downloaded mods to arma reforger tools? For example, I want to shoot a video for BP3 mode, but I don't know how to transfer any downloaded mode to the game engine.
start the reforger tools, you will see the launcher pop up and asking you to select a project, Press the button Add Project on the bottom left and then go to the directory where the mods are downloaded and find the file with extension .gproj. Download directory for mods is Documents\My Games\ArmaReforger\addons
FANTASTIC NEWS about delisting mods! Love it! Thank you! This should happen after every major update.
@vernal wing you are absolutely right with what you are saying but your point is different than mine - yes it's anyone's decision, but my point is that fixing a broken mod costs less time than creating one - and time is very valuable here because everyone does it for free, and nobody will compensate me for the time I've lost doing something that's about to potentially break forever (that could otherwise be remedied by allowing me to fix it)
I don't see why not let me fix a mod if the license allows me to
you could say that this ability was never guaranteed and I knew what I signed up for, which is true, but I really don't see a downside to allowing me to patch something that I'm able to
i'm not arguing with you in relation to this particular case. I understand the frustration and the lack of time and effort associated with it (and one reason i see dependency stuff undesirable).
this is why open source stuff should be promoted. Allows anyone to pickup and contribute when main developer has lost interest or time
Although it still has an issue with whoever has publishing rights
each author is free to use whatever license he deems necesary. There is nothing forced upon anynone from a license perspective
Some stuff does not apply to say model that have been bought online, where the author is the only licensed owner of the mentioned model
or, you know, dont build a dependency system where you cannot access dependencies to patch them if necessary
if the point is to reduce the amount of mods that dont work, having the ability to patch them seems worthwhile
You can still patch your old mod. Making a new mod dependent of the old mod, which will still download the old mod. It is just not shown in the workshop, so new people don't download not working mod. But it is still there and not deleted. Just not visible
The dependency can stay unupdated and still be usable for an updated mod ? If yes, then it's more or less still ok
Yes it can
Just when you open workshop, you will not see the unupdated mod, but you will only see the updated one. This was made so you don't have 90% of mods broken at the start of 1.0. Because so many changes happened between 0.9.9 and 1.0
I think most of us understand the goal behind it, it's just a major loss of mods at least for the next few weeks or months that will impact a lot private servers who rely a lot on mods
I'm sure people rather have a hard time figure out what unupdated mods are playable or not than not being able to play
oh god i hope they manage to fix my issue with 1.0 before its released 
Here is a candle for your nearest church 🕯️
Oh ok so dependency is going to work? It's not my mod that I would patch, it's someone else's.
Yes it will work
The announcement says delisted mods will not be usable on servers, is this not the case then?
Yes only for servers, you will not be able to run it. But most of the mods are running APL license, which means you have the right to re-upload the mod
I don't get it. So I can create a mod that depends on a mod that is delisted in order to fix the delisted mod but that mod cannot be used on a server so my patch mod is irrelevant?
And how do I reupload it without access to source files?
So it seems like I can NOT patch a mod since the dependency cannot be loaded on a server
So basically someone could make a dependency on the not updated mod and then patch it, but it doesnt do anything for it to be able to run on a server, since the outdated mods cant run on a server?
I also dont get it @dense scaffold xD
yes you can create a patch that only works in singleplayer
basically your best chance is to contact somehow the creator and hope he gives you the code
If I interpret the license and your statement correctly, I am theoretically allowed to download all mods from the workshop, unpack the PAK and then reupload it if the mods in question were released under the normal APL?
In this case, the entire .pak was released under the APL - if not listed otherwise for specific files in the pak-, which gives me the right to copy and distribute the licensed material. Did I understand that correctly?
correct, which is a downgrade from how it is now
EXCEPT there is a non-reverse engineering clause in the license which is precisely an infringement on what you mean by unpack the .pak
Thanks for the answer! If you dont mind me asking - which section in the license describes the „non-reverse engineering“ clause? I could not find it
hmmm, pretty sure there was such a thing, although i don't see it anymore here - https://reforger.armaplatform.com/workshop-terms
There is a mention in relation to the workbench here:
https://store.steampowered.com/eula/1874910_eula_1
You are not allowed to hack, modify or reverse engineer the software or any software files, its data or network Services. You are also not allowed to cheat, create cheats or promote cheats in the software.
Thanks for clarification 🤝
unpacking the .pak not possible...
We don't need to unpack anything, we can just use the transfer to addon feature
The problem lies in the fact that data can be exported from pak files from workbench without reverse engineering.
Unpacking is possible. The guy that made a pbo explorer implemented pak files some time ago. Pretty sure I even seen a public git repository for an unpacker, and the only way to do that is reverse engineering.
SSH it's not allowed, it means it's not possible 😉
That surely does not exist because it's not allowed 😉
Eh. They've allowed a guy to reverse their file formats and make a living off charging subscription fees for his software. People will do it with or without the endorsement of B.I.
And according to the modding update #2, as in the image above.
It seems like it's intended feature that we can look into and also transfer data from any addon.
In which case we don't need any 3rd party software most likely
Transfer to addon is feature to transfer source files from one addon to another - it's not working on read-only mods
Feature was mainly developed for devs who were developing new features in addon and then merging it to main ArmaReforger addon. I think it could be also useful for modders, especially when they have some WIP stuff which they don't want to show in their main stable mod
https://reforger.armaplatform.com/workshop/5ED0482A4CC370B6-VietnamReforged Please help me find the author of this mod on discord, or let him write to me in private messages, I have a pack with Tropical trees and plants (4-5 pieces are a curve collision, but that’s not the point). Thanks in advance!
not working on read-only mods
Ohhmy imagination went too far
That's a shame, it would have been cool.
Are all mods read-only? How does that work?
If I make a mod, is there a liecense I can choose where it makes my mod NOT read-only,
so later I can transfer from it back from workshop to reforger tools , when for exmaple I re-install my windows, try to get the mod back
Splitting mod into smaller mods is probably good to make things separate and to manage things easily.
So for that the transfer thing is actually super cool 👌
all mods are read only. There is no user option to make them not read only. You can store your raw / working files on git/svn/cloud if you are afraid to loose things in case of os reinstall/ drive failure
you can have your git (or svn) repository public if that is what you are after
👍Yeah that's a must, I recently had my main drives break with windows and all
So backing up and losing access to files is fresh on my mind
why in the love of god did BI want a system like that its going to discourage so many modder's :/ you wont be able to update anyone else's mod or if you accidently break pc your screwed with no backups.
it should be up to the one making the mod weather to read only. What could BI possible not want that makes them the ones deciding for the creator weather or not it can be shared on there platform?
You will if people open-source their mods and provide a license that allows you to
it should be up to the one making the mod weather to read only
well it is.. They can open-source it if they wish
I don't see much difference to previous Arma titles here.
Scripts you could fix, and scripts you can still fix (by making a sub-mod and modding their classes).
Anything config files you can still edit/fix by modding/overriding the config file
Models you cannot edit and fix, but neither could you in A3 or A2. You needed the Source files. Same thing here.
Textures, same thing as models.
Any other example of what you will not be able to update? Anything specific that you would want to be able to fix without source files?
it makes perfect sense...first of all, when being packed, a lot of meta data gets thrown away, making the read-only version pack much smaller than the editable unpacked. Secondly, you BI gets away from responsibility of any misuse of it. If you want your mod to be maintainable by others, make it open source grough github, like many do. If you are afraid to lose you data due to a PC breaking EVEN more reason to put your work on cloud or version control for backup
Scripts you could fix, and scripts you can still fix (by making a sub-mod and modding their classes).
Actually I realized a mistake there.
If the base-mod's scripts do not compile (due to old API), then I don't think you can fix it by modded class?
Because while you can completely replace their function, you cannot remove their broken one, so it will still fail to compile and be broken..
That seems to be an oversight indeed
Actually realization part two, you can overwrite full files I forgot about that. So you could replace the whole broken script file and prevent the old broken one from being loaded.
But I don't know if the load-order for that is reliable? But I would expect it to be
It is, I wrote patches like that in the past 😉
Oh my apologies then I must of hear how it works wrong didnt know about the sub modding bit.
any news if they are going to be updating proximity detection for the IED mod
https://reforger.armaplatform.com/workshop/5DD55EE55380FA5C-IEDEmporium-BROKEN
the description of the mod answers your question
no i mean in 1.0
I was wondering if there was any future plans I know its not functioning properly now
Check the changelog
If it says "prox detonator", then yes
If it doesn't, then no
I'm not gonna spoil it, but I already know the answer
right
Is there a way to duplicate a mission set so that you can modify it to republish?
Is there a trick to getting logged in on the experimental workbench? The main workbench logs in without issue but experiemental is saying my account is invalid
Publishing on Experimental requires a separate account.
https://accounts-sub-ar.bistudio.com/
👍
is the exp workshop currently down? Trying to publish and test for tomorrow's mayhem
nevermind, its publishing now
@rustic drum @analog lintel
why in the love of god did BI want a system like that its going to discourage so many modder's :/ you wont be able to update anyone else's mod or if you accidently break pc your screwed with no backups.
This is for transferring the file directly into another addon only, you can still useoverride inand such options
Semi-related: Always keep a backup of your files. That is generally good advise, but especially when it comes to mods are SOURCE formats are not uploaded to the workshop - otherwise mods would be huge with no benefit since those files are not relevant for the game. So all your FBX models or TIF textures etc you could not even copy "back" from your own workshop addon if your pc exploded. Please keep backups on git with large file support, or SVN or your choice of personal cloud storages.
Also another note: Always check the licenses on mods. Many use the default APL that is preselected, but not all. You might not be allowed to re-upload a "broken" mods contents even if you just want to fix it. In those cases try and contact the author, I am sure they will appreciate it if somebody else has the time to fix the mod. They can add you as contributor then 🙂
online workshop seems to display all mods, is this going to change soon?
looks liek t hey changed it
theres only 5 pages of mods for me personally as of thism essage
thanks for being so quick to update yours bud

https://reforger.armaplatform.com/workshop he meant this probably
heads-up, not sure where to report this but the new tools let you change the vanilla prefabs, it's not locked like it should be... I accidently updated the vanilla prefab [while setting up an inherit] and it let me save it, just want devs to know
to reproduce: edit any prefab in Arma package and save it
I assume it is not "saved" per se and after restart, it will return to previous state
in any case, this is more for #reforger_workbench
the icon persisted after an uninstall and reinstall, but refreshing the icon went back to normal... I need to get back to fixing my stuff before I go back and test this again to see how far it actually went in the save. At a minimum, something is broken, even if it is only letting me update the icon that is representing a vanilla prefab.
anyone else not able to log into the enfusion workbench?
Thumbnail is cached even between restarts
my bad for putting this here, all other inquiries will be directed over there. When I get a chance to test this again I can report what actually changed (or didn't)
then perhaps it changed nothing but the icon for my session, that got cached even between reinstalls, and a simple refresh at that time would have reverted to the original proving nothing actually changed...
Even so, workbench should have stopped when I tried to save, and it shouldn't have updated the icon... more on this later on the other channel (I thought I clicked on in the first place 😄 )
Indeed but it is not that major issue
unless it let me change the prefab like I was worried about, then it could be a big problem
thanks for your attention 🙂
My published mod changed the author name, on the workshop, to another name unknown to me. the author name indicated on the .conf file is the correct one, but on the workshop it is different. Does anyone have any advice?
Posting Again
BACKEND (E): Http Error (TIMEOUT) BACKEND (E): [RestApi] ID:[27] Timeout DEFAULT (E): Uploading failed! Reason: "TIMEOUT" RESOURCES (E): Publishing failed
My Upload attempts keep timing out. ONLY this mod causes this, all other reuploded fine.
name of your Bohemia account is used
Thanks for your reply but the name of my Bohemia account it's also different from the name used now on the workshop
@round token wrong channel
what is name of your mod?
how large is your mod?
72,1MB.
What is the mod name?
Toyota 1983 REVAMPED.
Allthough you might not find the original as I took it down, tried to reupload it.
I eventually found I way to upload it but I had to make a new project.
The current one on the workshop is the new one.
we could use a warning icon of some sort on the workshop browser - the property updatedAt could be easily filtered to draw some update warning
also tags are displayed sorted alphabetically which means I can't meme with them
Keep getting
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[12] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed
I've published this mod before, prior to the 1.0 update.
I've tried creating a new project and copying the assets over, and also tried removing it from the workshop and re-publishing.
Progress gets to around 95-97% and hangs before failing. Mod's 13.7mb, so it's not a huge mod.
I made a small test mod that I managed to publish. So something about this one isn't working but the console doesn't show any other errors.
I had the same ptoblem. What worked was to copy each and idividual directory (ie. assets, prefabs, configs etc.) into a new project and then uploud it one by one.
Its a shit solution but it worked.
In the Workbench, I am no longer able to add dependencies. It only allows me to Add Project (Create A New, Add Existing, orScan)
Nowhere does it allow me to Add "Add ons"
mod / addon / project, more or less same thing
Thank you. So, now we just do Add Existing Project vs Addon. got it. thanks
I just updated my DayZ mod for Reforger 1.0, and it said it successfully was published, but it does not show up in the Workshop. Any ideas? Just slow? Do I need to be patient? Will my OCD torture me?
This one?
Nope. Not I. I run the GDi KillZone server
Looks registered there so might just need to wait for a bit
Sweet. Must have just taken some time. Like I said, my OCD was on overdrive...lol
thanks
Now I need to get my server host off their arse and update it so it will run 🙂
My god!!! Close to breaking stuff and tearing my hair out.
Spent all day troubleshooting this..
You know what the issue was???
The project thumbnail.
Deleted thumbnail.png in ..\ArmaReforgerWorkbench\publish\ProjectName\
and it finally published.
Hello - It's been 4 hours and my Server still does not show up in the list of Multiplayer nor is it listed in the in game Workshop; however, it does show up on the online Workshop: https://reforger.armaplatform.com/workshop/5E6536B44D846177-GDiKillZoneDayZ
Any ideas why it isn't loading in the actual game? Yes, I republished it for Reforger 1.0 - unless I did something wrong. Any help is appreciated
Dependency https://reforger.armaplatform.com/workshop/597D72161FD1ED1D-AttachmentsCompatibility is not up to date for 1.0 so that is why
@magic wind you can just get rid of the attachments compatibility dependency
I sent it in private message
Are you running it on a server host or from PC,
I am running it on a server host
Thank you. I removed this dependency. However, I am looking at the ArmaReforger.gproj JSON file and listed is a dependency "5614BBCCBB55ED1C" Not sure what this is. Does that need to be included in my list of dependencies along with 58D0FB3206B6F859 before publishing? Can someone tell me what 5614BBCCBB55ED1C is?
I figured it out. I stripped all Dependencies down to basic minimums and it now shows in Workshop
Thank you for your help
It was another MOD (not sure which) that was causing it to not load in the workshoop (I think either Everon Life or Mattock Weapons)
for what it's worth, RIS Laser Attachments and Suppressors mods of mine both contain attachments compatibility until the next game update
Thank you Bacon!
After publishing my mod became readonly. How to revert editing?
The downloaded mod is read only. The source files are not.
Why my mod in the folder Documents\My Games\ArmaReforgerWorkbench became readonly?
Bacon consistently being GOATED
What have you used as working dir in publishing dialog?
Most likely you pointed to your source file. To fix your mistake, you can delete . Pak file in your source data folder
I'm having an issue with getting my mod to show in the in game workshop after the update.
I removed a dependency that was not updated for 1.0 (rail_enfusion), but the dependency is still showing on the workshop browser page. Also, the info page in the workshop has not been updated (there should be a new screenshot). The changelog on the other hand has been updated.
https://reforger.armaplatform.com/workshop/59CF333B3A309D6E
Attached screenshots of the dependencies view in the editor, and from the addon.gproj file, which show that the uploaded version should not have rail_enfusion as a dependency
hi anyone knows why my mission wont upload to the in game workshop it shows up on the arma reforger website though
Share the web link please. It might be that some of the dependencies are outdated (not updated since 1.0)
ok maybe it might be chernarus then that is not updated
Yup
Is anyone else having issues with publishing to the workshop?
What problem ar you having ?
Just keeps timeing out at the end part of publishing
So it does the whole 100% then after that it says timed out
Yup, can't patch in until some issues is fix, hopefully someone at Bohemia can work their magic and help me 😉
Is this a new issue where the frame rate will jut kill itself on Xbox after a short time while you’re using the arsenal or is this something caused by a bad mod that’s not fixed
So i cant upload a new mod cause it fails to find an image from an old mod that i deleted? I tried restarting workbench and its still giving the same error....Would this be because I have made a mod in the past with the same name and when i go to upload my new mod it is trying to update the old one?
Edit - Ok i guess that was it cause i changed the name and it worked
what error do you have exactly?
It was saying failed to load image from my folder but it was an image from long ago i deleted im sorry i didnt screenshot it
i may have messed up somewhere maybe but i found it odd it was asking for a image i deleted a while ago and the name of my mod is the same as my very first mod where i used that image. but changing the name of my project fixed it
I guess you were pointing to that image in Publishing Project dialog
yea
Idk who you are but I've had my gt as FlyingFUBAR that's actually the first time I've seen it used somewhere else
Cool. I have used FUBAR as my gaming name for about 15+ years. I once in a while might log in as SNAFU, too
I think I have been FUBAR all my life. lol
Ya about the same
relevance with this channel? @obsidian escarp
Idk tbh this morning I just woken up sorry about that
I had that issue once. I wanted to update a mods image, but I had to keep the old image in the files until I published it with the new image. Only then could I delete the old image.
Its day 3 and still having issues publishing my map. This is the error in the console at the end of the 100% process it fails and this is what it gives me.
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[9] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed
This guy had same fault
My god!!! Close to breaking stuff and tearing my hair out.
Spent all day troubleshooting this..
You know what the issue was???
The project thumbnail.
Deleted thumbnail.png in ..\ArmaReforgerWorkbench\publish\ProjectName
and it finally published
I just tried that now and still fails for me
Do mods that have "outdated" dependencies but were updated and work remain hidden on the Workshop?
If so, that's a really stupid rule and has to change.
I updated a mod of mine, verified that everything works, but apparently it's still not downloadable because of one irreplaceable dependency that works but isn't going to be "updated".
It's understandable that these mods remain hidden on the Workshop, but they 100% should still be usable as a dependency.
I mean, the entire idea behind hiding them in the first place was to not have lots of broken mods on the Workshop. But by updating mine, I verified that a) my mod works and b) that its dependencies work in the scope that I'm using them, so why prevent my mod from being downloaded?
Welcome to the concept of "Dependency hell".
link: https://en.wikipedia.org/wiki/Dependency_hell
A few things that might be able to help you going forward.
-
Use open source mods as dependencies
-- Even if the author stops maintaining the project you can 'fork' the project and keep it up to date for your own use in most cases. -
Decoupling
-- Build the 'core' features of your mod with no dependencies. Then use dependencies as added features which you can disable in the future if said author stops maintaining the project. -
Reach out to the author
-- Ask the author to update the mod to 1.0 or add you as a contributor so you can keep it up to date. I'm not fully versed on the contributor role so not sure this will work in this specific case with the 1.0 update.
Dependency hell is a colloquial term for the frustration of some software users who have installed software packages which have dependencies on specific versions of other software packages.The dependency issue arises when several packages have dependencies on the same shared packages or libraries, but they depend on different and incompatible ve...
I'm aware of the concept, and fully understand why the dependency is hidden.
What I'm saying is that it makes no sense to also hide mods that use a hidden dependency: If I release a mod that uses an "outdated" dependency, I already verified that it works in the context of my mod, so why would one prevent mine from being downloaded?
Or in a different scenario, if using hidden mods as dependencies was possible, they could even be fixed by using them as a dependency and making necessary changes.
It just makes no sense that everything that has content from a hidden mod also must remain hidden, even if it works.
If you mean hidden as in hidden due to 1.0 compatiblitiy then the intend is that those get fixed. A fix mod is not the goal. Either the original author fixes their mod or if the license allows it somebody else can fix it and republish and maintain it from there.
how do I republish a packed addon owned by someone else?
there are mods that are discontinued that could be brought back into life with a patch mod
Republishing shouldn't be an issue #1083054994330243102 message. Editing it would be.
so still need to do the same thing in order to patch it (release a patch mod?), not sure why the extra hassle is good
As I said before, it would probably have been better to just hide the mods but still allow indirect downloads as dependencies. 🤷♂️
hey guys having an issue trying to republish my mod. its telling me i must be the projects author? I am...
anybody any idea
Same BI account?
Steam account matters too btw.
I'm I going crazy or are there no longer distinct workshops for experimental and stable? 😅
Can i restrict access for my mod by servers? Whitelist of servers which can to use my mod.
Yes, as long as you don't do nasty stuff like crash servers that aren't allowed to use the mod
How to do?
script it in
Are there native options in workbench and workshop?
no
Bad.
I disagree
then script your mod so it deactivates on other servers
Does anyone know anything about the Blackhawk mod for 1.0?
I did some testing on publishing yesterday and apparently something went wrong: In a very unexpected manner, one of my mods (Seitenbuch) just got deleted off the Workshop.
If I just republish it, it probably will have lost all 2k subscribers (and 100k downloads). Is there a way it could be restored in a way that preserves these?
Do you have some mod GUID for us? Either way, you should be able to just publish an update. It should reappear afterwards. No loss of your statistics
Does it found any updated mod of Taliban character?
I reuploaded it and you were wrong, it did lose all statistics (subscribers, changelog, downloads, its place in the popular ranking etc.).
The GUID is 5B037111349D2447, in case you want to look into it or are able to restore some of the lost statistics.
If you'd like to know the details about how it got deleted, let me know, but I'll just say that while what I tried definitely shouldn't have deleted the mod, this is also not something that could happen if you don't deliberately experiment. So that "bug" is not a pressing issue at all.
IDK
your png file might not actually be png
yeah that 4th line is pretty self explanatory
but it is a PNG
maybe corrupted, or anything really, just try another one
or convert it to jpeg and png back (you may lose on quality but that doesn't matter much imo)
I have a question for anyone who knows how to make mods for Xbox would it be possible to make something like this
SEITENBUCH reupload issue
yes it would be possible
How would I(or if I could get someone else) do it?
the .png file extension is just the file name, you can rename image.jpeg into image.txt and it's still jpeg data
I am coming back to this with a calm head, thinking about it I have tried multiple images, and still has not worked, so I think I might be trying to fix the wrong image
could someone send me an example image of what thumbnail.png is
one of the mod images?
could you head into the editor and take a screenshot
Anyone know why every time I launch my server it always says it needs to download the mod from a version 36 versions ago? (i.e. 1.0.40>1.0.76) Even though it is the same version it has been for days
use any image u like, Did you make a images folder
Yeah I have, and it isnt helping, I tried to change evey imgae their is to multiple png but it just wasn't fixing it
i DM`d u
Heya. The mods are always failing to download. Im on pc on alot of space
it gives no reason
Remove the mods from your addons folder and try again, U may have to restart PC as well
ive done that 3 times and its not changed it
And a restart after you removed them
Dunno then, Both work fine for me
its now only gm not downloading
This is still my final issue, its stopping me from uploading. Has anyone got a fix?
can you show printscreen of publishing window?
Just had to blur out my name
can you share also that thumbnail file?
dont tell me its because theres a space in the file name
I was thinking about it but lets see if png is good
I am trying it with no spaces but I have never had this issue before
Having no spaces didn't work, I had also tried with other PNG files but it didn't help
have you tried placing the file inside the mod ?
it should work in both cases
should yes, but always best to try
I mean I know it does because my mods use both ways
Yep
I don't know what helped it but its working now thanks
I tried publishing with your image and it dont work
but I don't get the same error haha
My theory is I had the words thumbnail then image in the name of the image its self, I removed those then it uploaded the might fix the Thumbnail.PNG issue
I did delete from workshop and then I did publish and it worked, idk if relevant
I will delete it now
@torpid kernel #reforger_servers
@halcyon frost - wrong channel- use #enf_mods_feedback
Ok
hello! does anyone know why when i download certain mods off the workshop they are not in my mods section of the launcher
Anyone know why my mod in the workshop always shows some version weeks ago. See photo here >> says it wants to update from .40 to 0.78 and each time I open server to play, it downloads it:
Cetainly because it's not a mod but a composition
Try deleting the folder of the mod and download again
Who has a working modification on the current version with the Soviet uniform M 69 and M 88 from Comrade Bear?
Comrade Bear evidently does
Hello. Still getting the same message. It happens when I go to launch the server from within Multiplayer. As soon as I hit Play, this pop up comes up wanting to download because it thinks I have an older version, but that isn't the case. Here is the pop up:
Does that prevent you to play ?
No. Just more of an annoyance and wondering why the Workshop thinks I have an older version. I did delete the current folder and downloaded it again just a few minutes ago, but that didn't work
What's weird is I just now noticed it is happen with other mods. For example, WolfsBuildingPack just downloaded at the same time, and when I go back into the workshop, it wants me to redownload/update this, too!
But other mods I have don't seem to be having this problem. But the consistent mod is mine (GDi Killzone)
Okay...now a n ew problem/issue. I go into the Workshop-->Downloaded tab, and my mod (GDi KillZone DayZ) is now listed twice. Seems like an issue/bug in Workshop perhaps?
As long as the mod isn't installed twice ... Visual bug I guess
In your MyGames folder, are the addon at the right version ?
Yes. Just rechecked
That's what I see in this tab
But in the Workshop under the All tabk, it just shows it once:
But as you can see, it still thinks it needs to be downloaded/updated
I think we misunderstood each other, you are on PC or xbox ?
It's crazy because i have neva had any issues at all with my map and publishing and now that the 1.0 has been released i cant even get it to publish to the workshop no more. Been trying every day since the release of 1.0. All i keep getting it some timeout message id 9 sometimes id 11 - 12
No errors on the enfusion side at all for my map.
I wish there was some alternative to upload mods manual without using the engine publish system so then when the engine fails to upload then you can upload yourself like arma 3 was.
And this is another publishing error message
BACKEND (E): [RestApi] ID:[10] Error Code:504 - Gateway Timeout, apiCode="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
This was today
alright then, when I said "clear your addon folder" I meant the one in your file browser MyGames/ArmaReforger/addon, did you understand that ?
deleting your mod via the workshop kinda does nothing
Yes. Thanks for the clarification. I did understand that and did delete the mod in my addon folder
alright, then I have to say I'm out of ideas for now ... I had that kind of problem and deleting addon folder did solve it
Question for the modders, can you connect to a database of sorts? Ideally so that two servers can access the same database?
i remember such talks about it and irc, yes, you should be able to. how to do that, no idea...
practically, not really
you can read/write from/to files and make http requests
so achievable if you create some kind of http server that handles the database part
http requests work for me
I want to create a foxholes type game loops, one server being a gathering, crafting and shipping/exporting, defense type server, which provides for the "main" server.
Essentially meaning two smaller servers of 34 each, giving less lag, and a longer gameplay loop
Hello, i updated my everon edited map after the last version/ update of the game but it seems i cant see my mod in the workshop, is there a particular reason ? in any case thank you !
how did you manage to download the chinook mod?
I didn't. I am using the prefab from Reforger 1.0
all my mods were deleted when I installed 1.0
😭
Workshop is STILL having issues downloading updates for mods... 👎
on PC or on consoles? On Consoles don't forget that updating mods take same amount of time as downloading mod from scratch and progress is not very well presented
On pc
If I don't delete the mod, it keeps failing to update
same.. or it reputs old deleted mods into my addon folder..
Does anyone know if there is an updated mod for 1.0 about helicopters? it's kinda weird to see an american rhs soldier in a huey
we are currently Americanizing the Mi8 by translating the text and radio chatter. We have a WIP out now that has been blacked out and has an American flag on it in TFBB Props, text translations have been done still working on the English textures , will be out soon. We have someone in our milsim that speaks Russian, so we can translate the radio chatter and replace it with our own recordings.
Still believe we need ACDC instead of the angry lady
Doesn`t take that long to redownload them
True, just kind of annoying to have to take extra steps to delete the mod before updating it
Can you perhaps provide logs from session when Workshop item fails to get updated?
I'll try to catch it next time, but the logs got deleted with all the client crashes on jip last night #reforger_troubleshooting message
meta file of that addon would be also quite useful since issue is most probably in it.
I'm still getting publishing problems with my map only. My other mods are publishing right away. But my map just times out after going through the process all the way to 100% Then fails :/
well the mod I had this issue with was RISLaserAttachments
Maybe I need to attach the meta file? Can a meta file on the client differ from what it's supposed to be on the server after downloading?
Sorry everyone
I deleted Arma3 on my pc unintentionally and now I can't download it
Can someone help me out please
trying to publish a update to a mod and get this anyone know why
I guess backend was offline for some reason, so you had a Timeout error
now it's back online and works
Weird as hell
I downloaded the Gulfcoast Islands map and I went in, took a shot and the game crashed
When I came back the map was buggy and flooded with water
does it still happen?
does this still happen?
PC or Xbox?
Is it going to be possible to modify terrain in game. In situatiions where ground is uneven, it would be good to be able to modify ground slope by shovelling and levelling. Then building on top of the modified ground
Hello DarkWolf - Yes. Still happens. Running a PC. This only began after the 1.0 update. It constantly wants to re-download my mod every time I launch the game, or go into Workshop an look at "Downloaded" tab and always thinks it needs to update. Here is a screenshot:
Thinks it is on version 1.0.40 (about 2 months old). Current version is as shown. I have deleted it from my computer...completely wiped out, trash emptied, download fresh copy from Workshop...boom. Same problem
Moreover, I see it listed twice in the Reforger Workshop:
can you share logs from your profile?
I just rented my own server. How do I get mods from the workshop on it?
DM me i can help you
How long does it take after publishing a mod to be visible on the workshop?
I've not had any mods update since the last report so idk
I did
Should be immediate.
can we haz longer mod names
🔥🔥🔥🔥
What's the limit? lol
not enough
196 isn't big enough?
in fairness most of the time it's ok
actuall it will let you create a mod with 196 characters
but it doesn't add ti to the workbench projects
and if you try to open it it also doesn't allow you to add it to the projects list
odd results possible need a feedback report
Can i add other modders to a current project?
So i can have 2 people working on the same mod?
svn, git, whatever you like
just give them access to source files of your mod, add them as contributors
and have fun together
but if you as about coop struggling mode, there is no such thing
This is the part I am on about.
How to add someone as a contributing modder
on github?
for upload in workshop? in addon configpublishing window you have to add the mail of their account
not in addon config but in publishing window https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process#Interface
is there a way to make an arsenal with limited equipment, and if so how do i get modded classnames
wrong channel 😉 This one is about Workshop & how it works (or if it doesn't work)
Does anyone here remember the Chechen war mod? it was very well done, it had a gigantic map, new factions and missions
what is the relevance to this channel?
😰
Sorry, is there a specific channel about mods?
I have gotten a few dislikes on my mods, and that's okay - I would, however, like to know why. Are there bugs, perhaps, I'm unaware of that they've experienced it would help a lot to get short feedback as well. Otherwise I won't know, and I don't have a team to test. My compass mod, for instance, works fine for me and my buddies but obviously not for someone. Would love to fix that! Not sure if there is a plan in place for this, but thought I'd just throw my vote out there for an obligatory "Very short description of why you dislike."
Some people are just haters, I've heard of people who dislike mods because they just don't like your idea. Can't fix that!
Sometimes people missuse the report function and think that is a way to send something to the author.
But nothing on your compass mod
No, I get that - there's all kinds of people out there doing things for all kinds of reasons ... I just figured some of them might have input that could be useful had there been a readily available channel for it?
Any chance there will be comments/forums for mods on the workshop in the future? (similar to how steam workshop mods have comments and forums)
If NO or in general, anyone know a good forum website/service that is readable without logins that can be used as an alternative to discord?
there is Bohemia Forums….not sure what you mean by without logins
Viewable without an account so yes BI forums is viewable but it's hardly a good way to comment on mods
Reports on workshop already send text data so there is functionality in backend to store it
got it. I assume comments would be ok on workshop if only there would be a way to also disable these comments by the author
😆 steam set the bar too high with steam workshop, bless Gaben 🙏
Discord structure is really good, but it requires login to read, so it's garbage black hole of information.
Every time I'm about to post something I feel a sharp pain in my gut knowing that solving problems and sharing information on discord just throws more data into the abyss.
That's what I mean readable without logins 😆
need help !!
then ask your question instead…?
Can a $1200 gaming labtop be able to make things for arma reforger?
Probably
Do you need to know a lot about coding for uniforms and gear? And how hard is vehicles? Or making tracked ones?
No, you don't have to know how to code to make gear, just asset creation (Blender etc.) and basic Workbench usage.
Same for vehicles. Proper tracked vehicles are not supported.
https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation
#enfusion_model if you have more questions, this channel is for the Workshop
Thank you
A little night driving around Asadabad! I hope y’all enjoy!
I cancelled a publish, then tried to publish again and didn't cancel it (it completed successfully), and now I get script mismatch in game when trying to use my mod
now I pushed another update and I can't update the mod in the game
00:36:06.164 BACKEND : Updating 5994AD5A9F33BE57 from 1.0.70 to 1.0.71
00:36:06.662 BACKEND (E): Fragmentizer: CRC check failed
00:36:06.663 BACKEND (E): Fragmentizer: Request error 124/401 SHA: '43f46685cd7d52f9c9a9dc367b95a471b36cc2fc54246007d537029be552b7ea91dbc5f149e5764865e7ac8fc8369d8af4ea0ab4f095fb3503fdac4c41ee570a'
I had to delete and download the mod, so I guess now everyone else will need to do the same thing? just because I pressed cancel once?
it appears some people had no issues updating 
Is possible to recover the original files from a mod? Lost all my mods on a ssd problem and can't edit any mod
nope
some files can be recovered, assets are a bit problematic because their source files are tough to pull out, and terrains
No, the only one i now care is only modifieds .et and layers of terrains
You can just make a dummy mod that depends on your original one and make duplicates of the prefabs. For the terrain layers, you can mark and copy the entities of the old world and paste them to a new one.
Hey, if i publish my project (a map) to the workshop, is it possible to still update it regualry and the map updates too?
Is anyone done stance or speed indicator mod? Old one doesn't work anymore.
Yes of course.
Also, what should i put at Version? the newest version of reforger?
This is your mod version. Check this page for more details https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process
Anyone else dealing with really slow download times in the workshop right now?
Can someone help me with this? Why do they go to the floor?
They're part of the ALICE
It’s a bug I’m not sure why it happens but I’ve seen it plenty of times
I wonder if I just have to move them up?
are the meshes vertex weighted?
I don't think so, but I put them on via adding prefabs, so I'll check that out
I figured it out
can somebody help me with arma reforger Tools how i can make my own mod
#reforger_workbench might be a better place to ask this, but check out the bi wiki.
im sure this has been discussed but any plans to fix the vehicle weapon component for the helicopters, Crashes my workbench every time i do it
New to the workshop. Does anyone know where to find the scripts pertaining to the medical system and healing? I'm trying to make it so on my server injuries last for longer
You can override the Character_Base.et and modify the regen scale in the SCR_CharacterDamageManagerComponent. I think the more proper way would be to actually override DamageManager_Character_Base.ct, but I find it less intuitive for beginners.
#reforger_workbench please, this is for the actual workshop - the platform used to host the mods on
im sure this has been discussed but any
I think the workshop is broken again, consistently getting failed downloads on a handful of popular mods.
had so many tonight I had to make a list of which ones to go delete and download fresh. Maybe force deletion first if an update is available if you guys cant fix the file patching?
or maybe add a "delete mod" option where it says the mods failed to download to make it easier.
@outer obsidian wrong channel - please use #reforger_workbench or #enfusion_engine if you must. answer - the lower the better
Understood sorry
I keep getting script mismatch on one of my server instances with other players on. I keep deleting all my mods, cuz i cant tell which one is causing it, but I keep getting it when I try to rejoin. This isnt helping the stupid data cap my isp is enforcing... Please fix the downloading of mods!
11:00:18.777 SCRIPT : Kick cause code: group=4 'DATA', reason=2 'SCRIPT_MISMATCH'
11:00:18.779 SCRIPT : [SCR_ConfigurableDialogUi] presetsResourceName: {D3BFEE28E7D5B6A1}Configs/ServerBrowser/KickDialogs.conf, tag: DATA_SCRIPT_MISMATCH, customDialogObj: NULL
11:00:19.601 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002713F23C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Callback_CheckAddons_OnSuccess()
11:00:19.602 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002713F23C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> FinalizeInitAfterAsyncChecks()
11:00:19.602 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002713F23C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Init Finished
11:00:19.602 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002713F23C030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> User Workshop access: 1
11:00:22.409 BACKEND (E): Http Error (CANCELED)```
it said see console log for more details, but that doesn't help me, can anyone translate?
if other people can join the server and play then unfortunately it might be on your end 😦
for some reason there were still mods in the default mod folder, i swear i had deleted all of them before, but some came back... 🤷♂️
so if there are mods there, they take priority over the parameter addonsDownloadFolder or w/e it is
should be the other way around imho
ingame delete button sometimes doesnt delete the files also
Can someone make a USMC amtrac
you can
talent can be learned
take the opportunity and become a modder
Motivation over time should be sufficient
Was the blackhawk mod thread deleted?
Not in a spot to find who made the NLAW the Darkgru servers use but it's scuffed. Scope is Zeroed at 500M but it has no drop so it just aims at this red dot
I just take the sight off and aim towards the bottom of what I’m shooting at with it
Or you get good lol. That's what I did after trying to shoot a command center at 400m. Took like 4 to figure out what was happening. Now I'm sniping windows with this thing
isnt this the launcher with the guided missile? #1186711462626992269 message
it has no drop becuase it follows your aim
I wish. It aims at that point above. Haven't seen any Lock On Features while using it. And it is still zeroed at 500m not 300m like that video so idk.
not lock on, but follows the aim? I dunno, I dont play there, but just speculating because i saw that thread today
Its not been integrated by the Sierra Golf team yet on their NLAW.
I have this issue whever i try to play a Modded muiltiplayer server.
tried installing, uninstalling, both mods and the game, and many other tedious stuff. Just curious what the issue actually is.
Go into your Game files and delete all the Addon files then go back into reforger and download them again
Anyone know how I can merge these 2 files/images? I am trying to add my modded locations to the ingame map whilst including new and original trees. I would really appreciate any help!
Hey there, question which I hope can be quick: If I want to make a duplication of my mod to be used as a "Development" environment, what's the safest procedure?
Copy, paste, change GUID
Thank you man!
Is it possible to grab my mod files (Editible) from current version from workshop? I fucked up and dont have backup sadly
Ah, all good, thank God. I was able to recover
Anyone here use cgtrader?
Yep I have about 100 bucks of credit left
edit - possible for some files
this is false, a bunch of files can be extracted from the pak file (not everything, though)
so for some users it will be enough
what can be extracted from pak files in that case? type of files list
acp agf agr anm asi c conf edds emat et ent gamemat layer pap ptc siga smap ttile wav xob
thanks, will give that a try later on
I thought it didnt work with a bunch but it seems I was incorrect
still only option to delete mod from workshop is doing it in workbench?
PC or console?
PC
delete mod from workshop --> i mean delete published mod, i mess up something in project and i ended with delete all project filles and don't see how delete this mod right now in workshop 😄
Oh, gotcha
I've not used it but there's a "Remove from Workshop" option right below "Publish to Workshop", does that do it?
In the Enfusion Workbench that is
thats was the main problem. the project was crashing workbench so i wasnt able to do it. Somehow i fixed crash and delete mod from there. But its kinda suck that i cannot delete mod from workshop outside workbench
If there was another one, it would need top tier security so if your account was somehow hacked you wouldn't lose your work
Maybe less option is actually better in this case
Is there any API for workshop? For example, get version of addon by its ID?
Hey idk where to ask but i wanna ask if someone have some danish 🇩🇰 patches??
wrong channel (check description)
Oh sorry where do i need to ask?
Is it possible to delete all previous versions of a mod from the Workshop (as in leave only the most recent)?
delete mod, publish mod
What's the proper way to do the deletion? Like, using the Remove from Workshop option in Workbench?
Or do I need to first remove it from Workshop, then delete the publish files from my local computer and then publish again?
there is only one way to remove a mod from the workshop and it is with the button you mentioned
Thanks for elaborating. Got a bit sidetracked there when you mentioned "deleting".
my bad, but yea that's the only way to make mod disappear from the workshop legally
hey guys i cannot find on steam how to download enfusion workshop
Click the "tools" in this menu, then search for tools and you'll see "Arma Reforger Tools"
Ye done that then not available on Mac …
Because couldn’t see it
you need to own the game on pc to access the tools (workbench) - and reforger doesn’t work on mac os, ans neither does the workbench
Thx
anyone know how to add a dependency to an already existing project
this should probably be in #reforger_workbench but: workbench menu > options > Unnsorted > Dependencies. You must save and restart workbench for it to take effect.
Is this where you are talking about?
this is youre addon file opened in a text editor right ?
u can do it in there to but thats not what gramps meant what he said is inside workbench itself
so open reforger tools
open youre project
on left top go to optiona
there if u maximize the screen u will see dependicies it will only have armareforger in it i believe standard
So how do I add mods onto that
read the previously posted link to the wiki it explains it better then i can
Ok I figured that out but where do I find the gproj to put in there
my document - my saved games - arma reforger - addons
Ok I think I figured it out
When I put in the new mod it says unknown addon
restart youre workbench after u add all of them and pressed confirm
Ohhhhh I figured it out thanks for the help
Anyone knows why when I create custom group , it still shows as "Atlast Red 1" instead of "Alpha Squad" what am I doing wrong?
its not in group preset there is another one below that i believe
cannot find anything that works sadly
yeah that way works, but than we come to a problem. I need to rework all the way from company naiming trough platoon naiming, down to squad naming. And than comes the biggest problem. When I want to create custom scenario where 1st platoon has 3 squads, and second has 4 squads, its not possible, cuz using this way, it is required all platoons to have 3 squads as 1st platoon, its not possible to create variations
I remember, pre 1.0v when we did our milsim events, I was making squads trough this, changing name there, now, that doesn't work, simply denies, it uses script and comes out as Atlas Red bla bla... But If I change that I come to problem explained above , where each platoon needs to be even , and thats not how it works IRL 😂
well havent dove that deep into this yet maybe in youre case u need to create custom presets ?
belive or not, I accidently managed to find a way. Under Callsign Group Format, it was %1 %2 %3 , where %1 presents name of company %2 name of platoon and %3 name of squad.
What I did, I only put %3 for squad names, and instead of only leaving Alpha Squad on squad name I make it to be Platoon Omega - Alpha Squad
That way engine reads that as Squad name and presents only that, but to players, it looks like it is named under platoon and squad names 😄
workaround
and so on Platoon Omega - Bravo Squad , Platoon Omega - Delta Squad, and when it comes to changing platoon names, easly just change name Platoon Charlie - Alpha Squad .... etc
here is the final look
nice
I've published my mod to public 2 times now after having it published as unlisted and it isn't appearing in the workshop. What's the issue? @humble wigeon
:c
Which mod?
I cant seem to find the chinook in the list of vics, if that a bug or just a creator issue?
Darkgru PLA
it’s gone as of 1.0 but may return eventually, unless you’re talking about the one in the workshop now which i don’t think there’s even one in that mod seeing as the size is only a few mbs.
ty reyhard
Does anyone have any idea how I could register this myself to use it
It’s not my mod btw vergys mod I am using as a dependency
probably a very dumb remark but ....
have u tried clicking yes ? it basicly asking u if u want to enable it now right ?
it wont work bcz mod files are locked for him
if you want to revive vergy clothing mod, you have to create your own prefabs and plug vergy models in them
aa clear good to know
Since the db file for the resource registry got corrupted somehow it seems there is almost no way to use any pieces of clothing unless manually directed by code and even so if the prefab is overriding the material which is most it will show chequered or shiny.
No solution until he rebuilds the resource db and uploads a patch till then only existing references will partially work.
Man that’s unfortunate becuase that mod has a lot of clothing I could very much use
maybe reach out to the creator? if license allows perhaps they could share the assets for you to implement
I did but to no avail
how do I check the license of a downloaded mod that doesnt exist on the workshop anymore?
I never thought about that situation. A copy of the license should definitely be packed into the mod if it isn't already.
The ingame workshop is generally lacking several infos compared to the web one.
Actually, you can open the meta file that is present in the addon folder. It's JSON and contains the license.
Who here knows to do mods on weapons n scopes
Is anyone currently working on an AUS/NZ faction mod?
i clicked yes and it just closes the tab and dosent really do anything
Yea unfortunately that feature of registering only works for the mod creator since it's locked it can't write the db file, I still have the mod as a dep but definitely hopefully the creator comes back and updates to fix the issue
ok there seems to be a few problems popping up in the discords about peoples mods being removed from workshop, I propose that it would be nice if you received an email if your mod is taken down with the reasons why and a return address to reply back for further assistance - hopefully this gets to BI staff
did the creator of the mod really not receive any communication about the reason?
as for people that are not authors of the banned mod, it's not really their business to know about it
In Workshop admin panel there is an option to send email to author of mod when you are changing status of report so, assuming it is working, it is matter of utilizing it
I feel like something like this should be mandatory
Is there an issue currently with the website for workshop items not showing accurate subscriber count? Looking at the M2 Bradley, I see 3 subscribers. But there is also a reskin mod using the Bradley as its dependency that has 4.
The web workshop does not refresh all data instantly. Check back later. If you want you can send me the GUID's and I can tell you the live numbers right now to see if there are any problems with dependency more subs (which should of course not happen)
5E193315C8E82019
Was more concerned that no one was downloading it maybe thinking it had a problem I didn't know about. But it's probably just not synced on the website.
I'll go check with the team, something does indeed seem strange. Can you send me the other mod too?. 3 subscribers but 700k downloads makes no sense
6062C7E55E9DC77C
That one has 0 subscribers and 4 total downloads
Yeah, just a lot of odd.
5B0D1E4380971EBD has over 130k downloads and only 69 subscribers, could you guys look at this one as well?
Yes I will be back with answers 🙂
try again: Is there any API for workshop? For example, get version of addon by its ID?
Not public no
Or rather at least not documented public.
If it requires access key I dunno.
Only way I know would be to scrape the web workshop
@olive mason @sonic kelp I have returned with answers: Subscribers are only those who actively manually downloaded the mod. Not dependencies, not via auto download on server join. So the only relevant statistic right now is the download count. We will re-evaluate this however. But in the mean time that explains it 🙂
Awesome, thanks.
Sad 😢 a public api would make the task much easier
I can change a weapon prefab to have a scope on tools but it does not reflect in game
Anyone know a solution to this
What are you trying to do? Based on feedback we will always try and provide things needed for the community if the request is reasonable
I would love to use a real Workshop API to create a built-in basic mod browser for server owners of my service, so they could simply search the mods they want and add them to the server
Automatic server restart for updating mods, or at least notification (in discord) for admins
that doesn't sound workshop related at all
unless you mean you'd check the workshop FROM the server for updates? I guess that makes sense
Of course it all on server machine
right! ok sorry
We trying to fully automatize server work, and currently only one thing left - mods/game update
You technically do not need to restart your server when ever mods update, people can join and if they so happen to have a later revision of a mod present the matching one will be delta patched down
unless you want the server to be updated to latest right
Right
going over all the dependencies seems not that fun
but if you keep the version at latest, you can just restart it at night when nobody is on the server and it will all update
It would be enough to restart the server every x hours, that will self update everything, unless you specifically froze a version in the mods array inside your config
Myown mods i can easily synchronize with git repo, but with 3rd party/ only manual check or site parsing by bot
If version not specified then server will use latest version?
yup
I just copypaste info from game mod manager
And it have addon version for all entries
that gets you fixed version 😦 you can specify it as ""
I have automation to restart servers like a cronjob for my customers and they just have a scheduled restart overnight at some time and it keeps it updated (up until a mod gets deleted and it doesnt start back up)
oooor just remove the version line entirely and just have mod name and guid (though name is also just for you to know what is what :))
Ok, then mod updates solved, not ideally (still need code for notification, but it can be easily made by reading local files)
the risk with auto updates like that is that in theory a mod can update and no longer be compatible. so if you have a popular server i recommend freezing and updating to latest after having checked on a small test server to see if that works
many reasons you could end up with a crash loop with it yeah
In future i will write code that fallback server to old versions if it crashed on start, or manually triggered by admins
supporting all those edge cases sounds tedious
you'll also need to factor in that all the mods and their dependencies still exist, this might be easy when there's a proper API
Its good way to check youown prog skills)
Its not about just have server
yes I've gone through a lot of tedious when building the best admin interface for reforger servers (currently, anyway), I need to make a built in rcon client next I think
if a workshop API is ever a thing I hope it also lists scenarios in the main json blob of the listing
If you have not done so already please make feedback tracker tickets with examples of what you think the api responses should look like etc. the better we understand the requirements the easier it is to include them in planning updates to the api
at least both the web and game apis both do it right now so hopefully 🤞
on web workshop browser you need to click scenarios to get them
Hello,
When i want publish a mod inside Workshop to "Unlisted" for use them in testing area. Where i found them for launch my mod in my private server ?
if you add it to your server then your client will download it when you connect to it.
and to add it to your server you can find its GUID inside gproj and then you add it to server as any other addon.
Thanks for the answer 😉
Have a great day 
no, it's in asset.assetVersionDetail.scenarios for the main request
scenario page makes another call but it is the same data 
idk, I used the other API
Yoooo
@last yarrow #creators_recruiting
Just ask your question bro
People will see it when they see it.
And if someone knows they'll answer and if not they won't
I have a few answers 😏
I’m trying to make a scp mtf mod faction with already existing mods but I’m extremely new to modding and I’m hoping anyone had a good tutorial video
This isn't that kind of party bro.
@lavish cloak wrong channel
I think it will be great for mod community if you made this:
https://feedback.bistudio.com/T178590
@dense scaffold if you have something to add 👆
Seems Australia is capped at 2Mbps or there is a major routing issue causing slow uploads to the workshop spent 3 days trying to upload 4GB having it constantly fail, after leasing a VPS with a GPU attached to run workbench in Frankfurt was able to download the pak files at about 200Mbps (As I have Symm Gb) then was able to upload them to the workshop without issue at about 62Mbps
Surely one of your local animals eating away the cables ^^
Hello,
Simple question. How i can unpublish a mod if i have delete the folder from it inside the workbench ?
i need to report my mod ?
Great thanks ! 😍
Hi could someone tell me what channel to post in regarding map making or issues with maps in general?
https://discord.com/channels/105462288051380224/976159873517629500 for map makers
issues with specific maps maybe beter in different section like #reforger_troubleshooting
Hi all... i'm new to modding, i've made some basic missions in A3 and a couple gamemodes in Reforger, but i'm looking to get into making some actual mods for my server... are there any modders here that would be willing to teach me? i have some basic knowledge of blender and textures, but i have no idea where to even start when it comes to mechanics like flight models and such... any help would be awesome
well shit u are diving into a deep whole there mate haha
have u considered the wiki it has some good guides on importing 3d models an stuff or are u looking more into scripting ?
i'm honestly not sure where to start... this is my first attempt at making mods like this
there are samples available #reforger_samples + i'd start with something a lot easier than anything involving flight models
yeah i was thinking of starting with like a basic M4 or something, but eventually i would like to have a modpack that just has everything in one place so we dont have to put 75 different mods on our server to get a couple gearsets that look good...lol
start with a box (ammo box if you want)
Terrain and mission maker could use some basic objects for editing, the one we have are great but after some time you see them again and again
I'd love some variation
So @radiant pawn if you have time to do some I'm sure it will be appreciated
Boxes, crates, basic logistics stuff for example
relevance to this channel?
I keep having this same issue and it seems random. The other day I was able to publish my mod after several attempts. But today, i just keep getting the TIMEOUT error. No other errors are shown. Sometimes repeatedly retrying it works (with no other changes), but I can't seem to publish this time. Is this an issue with BI's workshop servers or something?
I see lots of people with this same issue. Anyone figure out what causes it? Do I have to create a new project and copy everything over?
How far away from Czechia are you? Physically
Don't think so, east coast should work
I am within 4 hours to their servers and still sometimes get the timeout, pretty rare though for me
hmm, wonder why it happens so much for me. I get TIMEOUT like 99/100 tries, its crazy
Do you have a stable internet connection? Worth asking
yeah, good connection, no other connection issues
also my mod is only 28MB, pretty small
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[104] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed``` This is the full error from console.
Oh that's super weird
We could check if it's on your end if you run an mtr to bohemia's servers, if you're up for it dm me
yes would be happy to, thank you
removing the project thumnail fixed it for me
If my project is MIT license do I just set it to 'custom' under the workshop publishing stuff
Are you uploading a mod or map?
I found the thing to fix the uploading issues for me is to make sure everytime you upload make sure you re-upload your sat map and then re generate it then re export you topo,soundmap and ras then re-upload and worked everytime for me now when i do it this way
But this was for a map
Not had issues with uploading normal mods
It's a mod, just a scenario. No map, otherwise would try that. Thanks tho
There is no project thumbnail in my mod 😕
I'm guessing it's some kind of network issue cuz the only error I see is the curl TIMEOUT
I've tried connecting to a VPN in Czech Rep, and other places as well, same error 😦
okay after trying hundreds of times, the mod is finally publishing. no idea what caused it or fixed it, nothing has changed
if anyone at BI wants to troubleshoot, im happy to run through more tests and try to help get to the bottom of it, seems to be a common issue
Hello.
Obfuscation and any sort of malicious DRM that crashes, breaks the game or does harm in any way or form are not allowed in the Arma Reforger Workshop.
If you have found any mods that are doing these things then feel free to report it here.
hey does anyone know how to use the mortars from the mortar mod?
So with the Vietnam radio mod, how does that work with the music? What about copywrite?
can you be more specific please?
So I've been planning to make a West Germany overhaul mod with music and one thing I had seen was that someone had changed the in game radio to play music from the Vietnam era. I know it has real music from the 60s, such as Paint It Black, and a few others. Shouldn't copyright (I spelled it wrong the first time) be a problem, or...?
it should be indeed. Is there such a current mod that plays copyrighted music done for reforger and publicly available?

I don't know if it's still up, I just know it was around at some point
rip
Big rip
"Obfuscation and any sort of malicious DRM that crashes, breaks the game"
Should this be interpreted as only obfuscation which crashes or breaks the game? Or any obfuscation at all, regardless if it crashes your game (even if it does not crash or do anything malicious)?
I've logged into a different Steam account and now I can't login to my Bohemia account to publish to the workshop.
Instead I get Error Code:409 - Conflict state, Identity conflict usually means identity is already created.
Is there any way I can get the previous Steam account removed from my mods? Please help.. 😦
still having this issue. One out of every 50-100 attempts will be successful, very frustrating. I've tried using VPN from multiple different countries, UK, Czechia, Canada, US, Poland, Sweden, etc. Nothing seems to make a difference. Tried adding/remove preview images and thumbnails, screenshots, etc.
Which vpn u have
Can I post to the workshop on an email that doesn't own the game on steam?
My game email is not the one I typically post software to. Can I just make a new BE account and post it to that one?
Mullvad. It finally just published successfully, yay!
lol ok
its so weird, only 1/100 tries works, whether im on VPN or not. it could still be an issue with my network, idk how though,not running anything particularly uncommon here, if I get a chance to try from a different network i will let you know.
See vpn protect ur address and ur internet
Hey everyone I’ve been trying to get a custom flag done for my group but it keeps coming up enlarged. Are there any tutorials out there or does anyone have any recommendations?
@grave lake #enfusion_external_tools message I updated to include a template for flags, just for you. lol
Hey, is there a way to turn off the water in the Enfusion Terrain editor (for surface painting underwater)
On the hierarchy you can hide lakes and rivers and stuff but idk how to get rid of the ocean layer
tbf you could just make it flat a couple feet below the water, are boats or swimming even in the game?
and just once you do find a solution to remove water do it nice then
Is there a compiler dictionary for the workshop scripting?
You can
There's a debug menu that's like left Ctrl + left windows key or something and you hold it down and its in there somewhere. I might have the buttons wrong. Ask in #enfusion_terrain if that doesn't work
Hey everyone, I have been getting reports of some people trying to download my mod (map) in the workshop, but people are getting extremely slow download speeds when specifficaly installing my mod for some reason? does anyone know a solution or does anyone have the same problem?
Thank you!
Yooo
Yea
how do you use addons?
I loaded them in my workbench, but they do not show up in the resource browser
I cannot find where I access them to put them in my scenario
Still an issue max is about 2Mbps, tried multiple computers and multiple networks to ensure it's not just this one system or network.
Could be bad routing but I had a look and I get about 240ms which makes sense within 13 hops with 0% packet loss at destination.
Our network:
1 _gateway (185.210.233.1) 0.221 ms 0.153 ms 0.164 ms
2 159.196.194.190 (159.196.194.190) 5.367 ms 7.883 ms 5.330 ms
3 10.241.12.98 (10.241.12.98) 95.766 ms 10.241.12.96 (10.241.12.96) 95.815 ms 95.880 ms
4 10.241.12.112 (10.241.12.112) 99.019 ms 10.241.12.114 (10.241.12.114) 99.001 ms 10.241.12.112 (10.241.12.112) 98.986 ms
5 10.241.14.113 (10.241.14.113) 98.970 ms 98.959 ms 98.941 ms
6 * * *
7 be30.core2.equinix-sg1.sin.aussiebb.net (180.150.2.63) 95.971 ms 95.651 ms 95.572 ms
8 ae4-ucr1.czs.cw.net (195.2.10.233) 254.857 ms 255.038 ms 254.826 ms
9 * * *
10 ip-81-27-200-60.net.vodafone.cz (81.27.200.60) 251.044 ms 251.030 ms 251.014 ms
11 krejci-mos2.cust.net.upc.cz (77.48.97.202) 251.237 ms 251.201 ms 251.180 ms
12 213.192.54.243 (213.192.54.243) 251.139 ms 251.079 ms 251.101 ms
13 213.192.54.43 (213.192.54.43) 256.166 ms 250.901 ms 251.201 ms```
German server:
```traceroute to 213.192.54.43 (213.192.54.43), 30 hops max, 60 byte packets
1 * * *
2 100.100.100.1 (100.100.100.1) 0.419 ms 0.570 ms 0.549 ms
3 10.75.0.229 (10.75.0.229) 0.927 ms 1.244 ms 10.75.1.229 (10.75.1.229) 0.902 ms
4 10.75.1.113 (10.75.1.113) 49.084 ms 49.053 ms 10.75.2.53 (10.75.2.53) 19.570 ms
5 * * et-0-2-3-30.cr7-fra2.ip4.gtt.net (46.33.81.29) 4.210 ms
6 be40.br02.frf08.pccwbtn.net (63.223.13.66) 0.599 ms ip4.gtt.net (154.14.153.254) 0.509 ms be41.br02.frf08.pccwbtn.net (63.218.230.110) 0.540 ms
7 ae5-tcr1.fis.cw.net (195.2.6.9) 0.336 ms 0.451 ms 0.390 ms
8 ae5-ucr1.czs.cw.net (195.2.10.237) 7.292 ms a59-pcr1.fis.cw.net (195.2.30.74) 0.630 ms ae5-ucr1.czs.cw.net (195.2.10.237) 7.231 ms
9 ip-81-27-200-60.net.vodafone.cz (81.27.200.60) 26.524 ms 26.481 ms ae5-ucr1.czs.cw.net (195.2.10.237) 7.168 ms
10 * ip-81-27-200-60.net.vodafone.cz (81.27.200.60) 26.074 ms krejci-mos2.cust.net.upc.cz (77.48.97.202) 7.997 ms
11 krejci-mos2.cust.net.upc.cz (77.48.97.202) 8.285 ms 213.192.54.243 (213.192.54.243) 7.868 ms krejci-mos2.cust.net.upc.cz (77.48.97.202) 7.997 ms
12 krejci-mos2.cust.net.upc.cz (77.48.97.202) 7.961 ms 8.051 ms 7.995 ms
13 213.192.54.43 (213.192.54.43) 8.052 ms 213.192.54.243 (213.192.54.243) 7.983 ms 7.953 ms```
MTR from our network:
|------------------------------------------------------------------------------------------|
| MTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| 192.168.0.1 - 0 | 26 | 26 | 1 | 1 | 9 | 1 |
| 159.196.194.190 - 50 | 8 | 4 | 5 | 5 | 6 | 5 |
| 10.241.12.98 - 0 | 26 | 26 | 96 | 96 | 98 | 97 |
| 10.241.12.112 - 67 | 6 | 2 | 0 | 98 | 99 | 98 |
| 10.241.14.113 - 0 | 26 | 26 | 97 | 98 | 103 | 99 |
| No response from host - 100 | 5 | 0 | 0 | 0 | 0 | 0 |
| be30.core2.equinix-sg1.sin.aussiebb.net - 0 | 26 | 26 | 96 | 96 | 98 | 97 |
| ae4-ucr1.czs.cw.net - 0 | 26 | 26 | 250 | 251 | 252 | 251 |
| No response from host - 100 | 5 | 0 | 0 | 0 | 0 | 0 |
| v243.bb2.pop1.brn.sloane.cz - 0 | 26 | 26 | 251 | 252 | 269 | 252 |
| krejci-mos2.cust.net.upc.cz - 0 | 26 | 26 | 251 | 253 | 290 | 252 |
| 213.192.54.243 - 0 | 26 | 26 | 256 | 256 | 257 | 256 |
| 213.192.54.43 - 0 | 26 | 26 | 252 | 252 | 252 | 252 |
|________________________________________________|______|______|______|______|______|______|
Can't see any issues with routing, for some reason our German server can upload at 60Mbps and we can upload to it at 200Mbps yet if we directly try to upload we only get 2Mbps even if we use a VPN server we deployed to that server even though running real world speed tests we upload at about 150-180Mbps through the VPN.
Just seems really odd that the speed issue is a constant 2Mbps regardless of the network situation I have tried 2 other computers to see if it's a system issue and both had the same problem, It's really hard to upload assets when your uploading for 2-3 hours and it fails due to a timeout.
so is it a difference in carriers used to route to your german server and to BI from you?
Possibly, but since the issue persists when we route through the german server being a hard cap at 2Mbps it just seems really odd that this doesn't fluctuate
I'll have a quick look at the routes between my location and my german server
didn't you just say using a vpn on that server is faster?
I had to run the server with a GPU attached to upload directly from the server to BI at 60Mbps
if we use a VPN server we deployed to that server even though running real world speed tests we upload at about 150-180Mbps through the VPN
Yes real world tests as in downloading and uploading stuff through it not via BI's tool
using the tool we are capped at 2Mbps regardless of the VPN which is the issue
double check you are actually routing to BI through the VPN
I have, and it definitely is as I was monitoring the traffic which is where my issue arises the VPN is using OpenVPN and routes all traffic over it along with a killswitch to ensure no data is passing out of my WAN
The speedtest was via a WireGuard connection to the German server then to Prague, even faster than OpenVPN and still same 2Mbps cap via Enfusion definitely running through as 0.0.0.0/0 routes are in place and the traffic is definitely flowing through the VPN
Workbench can run on Windows Server 2019+ with IGPU like one integrated in intel chipsets. RHS is using for instance Hetzner machine with i7-6700 iirc and this one can run Workbench without issues
in any case, I can confirm those issues since even here in NL office we have same issue when uploading to retail Workshop
it is being investigated so hopefully we will see improvements in the future
Well if there is any need for data can provide as I operate my own autonomous system network and have my own IP space anycasted so it can be useful for testing from multiple POIs definitely seems like a software issue maybe related to latency and jitter
Good to know I'm not going crazy haha, I'll have to stick to the WS22 with GPU attached until it's resolved
you can use WARP to avoid GPU requirement
ArmaReforgerWorkbenchSteam.exe -enableWARP
Interesting, should have had a look at those startup params haha may give it a crack
This issue seems to be fixed. I haven't had any issues publishing mods lately, works everytime, without any VPN. Thank you to whoever fixed this! 🙂
That’s good
workshop has just had an outage, hope it's fine now
not sure... cant connect server, or publish. Getting http 500 errors.
From workbench when trying to publish. Able to get server up and running.
BACKEND (E): [RestApi] ID:[16] Error Code:500 - Internal Server Error, apiCode="InternalServerError", message="Internal Server Error"```
Yo baconnnnn
Is it possible to add a mod for an analog input for helicopter collective control?
I think probably not. Because the collective behaves in a spring-loaded manner, even if you could translate the analog inputs to digital it would still return itself to the neutral point.
Anyone able to lend hand on explaining how I convert textures & blend file into enfusion so that i can put mods into the game for server? thanks in advance just new to this
is there a compiler dictionary for how the syntax works?
Or at the very least what language is reforger coded in
Reforger itself is C++ but I think you may be talking about the scripting language used in enfusion engine that is enforce.
How do you Curve a Bridge in the enfusion engine? I can't figure it out
Incrementally
Well technically you could try using a prefab generator. But it's not going to be great.
theres no generators for Bridges
lmfao
At least the one I wanted
I'll see what I can do tho
Straight bridges wouldn't be a problem, but you'll most likely have to do curved ones by hand.
Yes is there a dictionary for enforce?
Is the c# dictionary relevant?
I think most of the documentation is "in-engine" while in the workbench tools.
the wiki has a lot of good things too:
https://community.bistudio.com/wiki/Category:Arma_Reforger
I'm not sure if these sites are meant for the public yet but...they are some sort of documentation sites for enfusion/reforger.
https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/
https://community.bistudio.com/wikidata/external-data/arma-reforger/EnfusionScriptAPIPublic/
Great thank you, need some info on how the api works so I can make a custom api pull from multiple areas
Hey all, is it possible to add vehicles/mods/PBO models from Arma 3 into Enfusion/Reforger?
PBOs do not work in reforger. The scripting language from A3 is different than Reforger, so scripts would need to be rewritten. Models can be converted, but only if its your model and you have the unbinarized files. Otherwise no.
Got it, thanks!
from vanilla A3 = no. From mods, only if the A3 mod is owned also by yourself (and thus you have access to the unbinarized files)
Is there anyway to see how many downloads your mod has?
Check the workshop website.
Cool thanks
@ornate snow - wrong channel, please read description
I am working on a Conflict map. I see on some servers they disabled the AI tents. How do you do that? anyone know?
thanks.
Anybody know how to fix this?
Get better internet/reset your router?
That issue was fixed
It was mods not responding
Reinstalled the mods
now I have this problem

Unmodded servers work fine
@lost geode I’m a big fan would we be able to talk when you’re free?
any1 know how to fix this?
Yup
Check your updates and uninstall and reinstall the mod with error then restart your game
🙂
If it still dose not work attempt a Xbox restart
All good lol glad you figured it out !👍
Sure
Is there a high/low ready mod? not sure if this is the right area to ask either
Bon Actions animations has a “high ready” animation, but as far as I’m aware there is no mod dedicated to those two animations.
thanks will give it a look
Pls help
Solved the problem by removing one of the mods that was not working
🥰
Hey guys, is this known:
If you have a list of dependencies defined in workbench/options and the you will delete one of these from the list (one of them between other, not at the end of the list) and use this "reverb" arrow, then it puts in the addon.gproj this -> "" at this position of the IDs and the depencies are not loadable anymore after that point:
ENGINE (E): Addon '<yourmodname>' dependency ' ' can't be added
Does anyone know how to cause this error?
you need to delete the dependency entry instead of changing its ID to "", because "" is not a valid ID
Yes I know. But It is no good UI design to let add something but for deleting you must edit a file.
You can press the - button to remove a row
Ah. I see.
omg
Wasn't it visible in ingame workshop at some point?
you can see what dependencies a mod has but cant see what mods depend on it
that was my point, I think it was like that in the beginning
I can't seem to login with my BI email and password on the experimental workshop. Tried logging in and out of the other workshop and the game but to no avail. Should I make a new account?
It requires a separate account
Different backend
roger that, thanks bud
well 2024 Feb, I still thinking if we could have a common section under the workshop page like steam workshop that would be great
ppl can discuss directly in that mods page, knowing FAQs and Problems exist
Hi,
is there a way in the shp file importer that the shapes would imported with "Adjust Height Map" is deactivated?
Nevermind. I found a way to deactivate all entities
But I think this should deactivated by default. It take quite a while for many road pieces first to activate this and change the terrain and then to deactivate it and make all in reverse.
Can mods have the same guid on experimental workshop as stable workshop or do you have to create a separate mod?
yes, it can have same GUID - experimental and stable have separated workshops
It doesn't always seem to work nicely though. Sometimes Reforger doesn't notice that it still has the experimental version of a mod for some reason, when I try to connect to a server on stable.
use separate profiles for experimental and stable version of the game. This way you don't have to worry about incompatibile mods from different backends
Meh, having two different accounts feels like even more of a hassle than just deleting and redownloading the problematic mod. Luckily my mod set on experimental are usually rather small, so it isn't much of a pain to redownload them, except if it's RHS 😅
Meh, having two different accounts feels like even more of a hassle than just deleting and redownloading the problematic mod
except when you are not sure which mod is causing this issue - then you might waste much more time figuring it out
Hello everyone. Is there a way to test my modification created with the Reforger Tools before publishing it to the workshop?
i made a simple ui with a button and it should only give a hint. i am in the beginning of reforger modding
still missing SQF times
the change of A2 to A3 was easier
😄
Play button
Depends on your mod
The play button starts the game in the current world with your mod loaded, without having to publish it
Whats this?
thank you for your reply, now i try to add an addaction entry on my player to create a marker omn the map at my current position, any tutorials for that?
Invitations for becoming a contributor on a mod so you can publish updates to it
Hello, I'm trying to make a mission on someone elses map from the workshop but I'm getting an error trying to set up the framework. It's saying there is already an existing game mode etc. Is it possible to use someone else's map without the existing dependencies?
There is a gamemode in the parent world of your subworld?
Yes trying to make a scenario on Hon Dao Chet Island and it has a GameMode_Campaign1.et
Maybe there's a different world that doesn't have the gamemode.
GameMode_Campaign should only be in the Conflict subworld.
I'm looking for somebody that would be interested in making a piece of clothing possibly
Preciate it
Hello, still trying to figure out how to make a scenario using an existing map. When I try to use the gamemode setup plugin, I get an error that there is an existing gamemode, which the map I'm using comes with. How do you delete or override that since the assets are all locked?
Depends if the map was made by B.I. or if it's from a mod.
Its a player made map so a mod right? Is it possible? Does one need to unpack it? Just can't find any info on this.
Anyone know how to get past this?
I don't think we're supposed to unpack mods. Does the map only have one version with a game mode included? If so, you may not be able to edit that map/scenario.