#enfusion_workshop
1 messages · Page 8 of 1
All they need to do is not make it throw 500 and 400 every time I (try to) upload
I think if we all think really really hard about the workshop coming back up. It will work again
There were a good amount of clutter mods I noticed months ago. Mods that literally offered nothing from publisher accounts that looked sus. I even reported a few, just to see. Maybe it had something to do with that and now they’re trying to figure out a better way to filter mods or publishers 🤷♂️
Good evening, I'm calling on the community because I have a problem with the weapons in game. When you put the weapons on your back, they visually move to your feet.
I guess it comes from a Mod but I can't find it.
Does anyone have an idea please?
you could disable mods until it doesn't happen anymore to narrow it down
Yes, I know that, thank you, but it's not necessarily the answer I was expecting otherwise I wouldn't have asked ^^
I think they are making adjustments for PS5 compatibility.
well you also didn't tell anyone what mods you have installed. how do you expect anyone to give you a more specific answer?
if you're going to make it difficult for others to help you're probably out of luck here
Anyway, nobody, wants my mods.
🤓
I have 99 mods.
I just asked if anyone already had the problem and if so, what mods are causing the problem?
I think everyone has some kind of theory, unfortunately all we can do is wait
Hi guys i am Lithuanian Arma Reforger community - Baltic Echo Lithuania founder. Can someone help me with a custom flag mod? I am kinda stuck and i dont know even if i am on the right track. I followed a TPM Tactical tutorial to make a custom flag.
I did that tutorial. Works perfect. Where are you stuck at?
Not really the place for this conversation. DM.
I take this opportunity to ask a question:
Is it planned to have Enfusion on Linux and why not in standalone.
Who can I talk to about this? I teach Blender, and I would like to show how to model in 3D to integrate their work into a game engine.
currently you can use steam proton to run workbench in Linux.
You can use proton if you are brave enough, but I dont think developers should waste time on doing it natively
it's ok to make custom scenario with proton. but scripts and models are other things.
actually, every time you inherit a prefab or create a file in proton, you need to restart the workbench for updating
True linux experience
I have a question. If I lose access(PC messed up) to the mod files I published, is there any way BI can retrieve them for me?
you make nice conflicts mod👍
nope, because not everything is transferred on publish
Anyone know how to fix a crc error. I keep getting it when trying to set up certain mods on my server. Sorry if this is not the right place to post this.
Good evening, I'm calling on the community because I have a problem with the weapons in game. When you put the weapons on your back, they visually move to your feet.
I guess it comes from a Mod but I can't find it.
Does anyone have an idea please?
Thank you @little umbra !! 😄 I will be soon back to work 
& Thank you PuFu 🙏🏽
This was a conflict for us last time with Enhanced Weapons (or realistic maybe?) anyway, it was one of Ashyls
I suggest using github
DEFAULT (E): Login failed. Error code: 0 (400)```
Not possible to be connected with the BI account to remove mod in Experimental Workshop ?
Ok I'll take a look, thanks for the referral!
have you guys been thinking really hard to get the workshop back up?
I already moved to roblox
let'S just go to modding Skyrim to become Arma4 😄
I've moved on to the Sims
Day 13 of no workshop uploads - I begin to question my purpose on this planet and what "arma" really is
day 13? more like day 20 something.
feb 6/7 are the most recent uploads
maybe it wasnt working for you prior to that but it was working for some
Feb 3rd is when it started it was intermittent
yes thats what I said
Yes 06.02. was the one lucky day, where it worked after the DDoS.
#reforger_workbench message
I've got a backlog of mods to upload... 
Ai generated images need to be banned from the workshop
this ones gold
is there a way to view experimental workshop on the web? nvm looks like there isnt. wish game view showed all of the metadata like web does
there's a silver lining tho the modders have had time to cook nice things 
you mean they are loosing their minds
Yesnt
🐴
I just wanna test my mod in mp! I don't even want to play the game until I can upload my mods again...
not with that attitude
fr
at first i was like might as well make more improvements then it turned for the worst after a few days
I was making a pve conflict earlier and I closed the workshop to create a new project. When I reopened the workshop I now get an initialization error. So far I've updated drivers, uninstalled tools, and verified files. No difference, any thoughts?
No workshop upload day 22 now ?
its not day 22 but yes still down
month 6 of no workshop
Workshop is still down yeah?
Is generative machien learning content allowed on the workshop?
aka ai image generation, ai voice generation, ai music generation
Oh no
Day 14 of no workshop uploads - The philosophical concept of "modding" seems arbitrary to me now. I gaze out of the window and wonder if a passing truck has its RplComponent enabled or not
It's okay, when the workshop is lifted, everyone will start pouring their mods at the same time and the Workshop will fall again.
Nice to know we are just taking a piss here on the modding community. Hopefully there’s a good reason for this dookie.
it sucks
😂😂😂 you are not wrong. Well all cause the next arma ddos by trying to upload mods
cant you use peer tool and play against urself
Why is there not statement on when the workshop will allow uploads again. Arma Reforger can regarded broken right now, if no new content/uploads are possible. There should be official statements, if essential mechanisms are not working. BI: We want a statement regarding this matter right now!
Relax my friend. It will be back up at some stage. They are aware of it and will be working on whatever solution the believe is best for what they are trying to achieve.
This is probably the best you wiln get regarding this matter:
https://cdn.discordapp.com/attachments/976591280786276362/1339219482845118586/Screenshot_2025-02-12-12-10-41-004_com.twitter.android-edit.jpg?ex=67b67e96&is=67b52d16&hm=05a00b2930a8eadb5be6f956dd1d448cd0f2bc93eecefa2de55dc697cbc174dd&
Let's make a modding competition but deny workshop uploads. Send submissions to MANW on usb sticks through the postal service.
I don't understand how a DDoS can crash the upload so that it doesn't work for two weeks.
It's not directly related
that was 27 minutes ago? Nice, hopefully it will be up soon 🙂
When they upgraded the backend someone didn’t hit save for the new backend config.
Was posted days ago
If you like being kept in the dark, enjoy it. In my opinion, it would show the necessary respect for the people who are working hard on content for the game to tell them when they can expect a solution to the problem.
No literally
I’ll send you my usb but don’t open the folder called “daddies home”
Hello Bohemia Interactive,
Since the Workshop is currently not working, we are facing some issues. We previously used a dependency on a blocked mod, and at the moment, we cannot remove this dependency because publishing in the Workshop is unavailable.
Is there a way for you to help us remove this dependency from our mod so that we can use it? Any assistance would be greatly appreciated.
Thank you in advance.
Best regards,
Conflict in Europe
Welcome to 90% of modded servers.
If it’s related to “that” conflict in Europe, I’m pretty sure having a scenario based around it would violate ToS anyways, yeah?
Correct me if I’m wrong, ofc
If not the case, just an unfortunate situation.
Yeah i always make sure to be up to date with all the latest info's and stuff. 😜😅
I don’t think the Ukraine war is against tos. Sure there was a channel dedicated to finding out the reason last week.
Negative. Common reality. The only violations are the individuals whom monetized those mods. That’s the violation which breaches the ToS.
I swore I had read at some point that current conflicts were not allowed, but I might be misremembering.
Might’ve been thinking of RHS and their ToS as I can’t find it in official BI stuff, but I have seen messages from BI devs in here indicating such as “being offensive”. So, apologies for any misinfo I may have accidentally spread
I’m dead
we have you to thank when they read that and remember to turn the workshop back on today.
I understand it is annoying. I run a community and have mods I need to update or publish as well. Just not going to demand this or that and I am just going to be patient. You ask for respect, but it goes both ways 😉
In saying that, some more communication from BI should be considered on the issue.
Random theory is that it has to do with the migration to the new service along with the implementation of 1.3 and mods for the PS platform 🤷
My theory is that it doesnt work because its not working
My theory is that they need more modders sacrificed to fuel the workshop servers
Communication is what’s lacking, it’s what causes the misconceptions and “theories” being open with the community would greatly decrease the inpatient experience for many. IMO
Agreed, communication is extremely important and being more transparent would help a lot.
Pretty sure the competition doesn't finish until October 25, all the time in the world.
or maybe someone found a way around to DDOS BI servers via uploading mods to Amazon Bohemia Cloud, and then spam BI main workshop database that sort all the mods
Until they fix the vulnerability, we won't be able to upload mods. And in order to fix this, they need to rework a lot of parts in their system. With will take a lot and most likely will come with 1.3 update 
let's wait all together
the one time you are supposed to hit save you for get and the workshop crashes. Then you think screw it ill do it later. thats what happened to the config for the backend
This scares me
Is there a way to fix the cant initialize error?
We await the awakening of the workshop
Which one? The IRA vs England? Germany vs France in the World Cup? The world vs Britian's cuisine?
I assume I'm not the only person having a problem trying to publish mods to the workshop?
add a day for asking
In my defense, I've been under a rock for a week.
Don't worry, the workshop uploads have been under a rock for 3 😄
Good news guys the workshop will be back up when it's back up 😀
good news, Ive moved my mods to many differnt folders just to pretend i am uploading
Imagine you would be able to not only mod Arma Reforger, but also being able to actually upload them to some kind of store (maybe call it workshop or something) and others could download them, so you would share them with others. Maybe others could even be enabled to change mods to improve them further, so they could also upload their creations as well. Just a suggestion, would be great to have that BI, whenever you are up to it.
So experimental is stable right now, and stable is unstable? Just wanted to make sure I got this right…
Calling the main branch stable in the first place is borderline lying
When you update on experimental and experimental moves to stable does the mod also move to stable? Or what is that process?
I heard someone say that is better to do all workshop projects on experimental but didn't sound right to me. Is this true? as far as I know a lot of mods don't work on exp right?
Maybe its time for you to start using experimental for once 

I was developing on exp but exp workbench now has a feature that halves all viewport FPS whenever I open an additional viewport so I'll wait for a bit
@silver bison would you be able to point me in the right direction?
Experimemtal is its own game in a sense
When stable gets the same version of exp
Then you need to update your mod in stable
There is no automated transition and there will never be
So just port over what I have created in experimental tool to stable tools?
Yes
Aight I’m sure this is in the wiki?
It should just be opening your mod project with the stable tools, and publishing
Oh shit lol I didn’t realize it shows in both
As I understand it, if you log out of EXP once, you won't log in anymore)
The error is that there is no such account.
?
Exp is different backend from stable
So you need a specific account for Exp
And another one for Stable
I changed my account in EXP Tools and I logged in.
The problem is with google account
Hi, do you think the 1.2 Upload will be fixed before 1.3 goes public? If not i can start working on 1.3 compatibility.
Or at least a possible workshop hotfix on the main branch or something because by the looks of it 1.3 update is still a good ways away…
On the experimental branch yes on stable branch no unfortunately
How does one upload to the experimental branch anyway? I’ve been making mods for this game for years and I never knew that!
There’s some info provided by a Mod if you scroll up a bit 👍 but hopefully if possible we at least get a workshop hotfix patch in the main game branch. One can hope…
is it working?
I’m assuming that it’ll come with the 1.3 update. I’m thinking another week or so. One can hope! Thank you for your help!
means exp workshop works
Do experiemental tools require a different account? When trying to login with my bi account I get user not found Nevermind scrolling up and reading is important
got a Error Code:400 when trying to upload to workshop. so its still not working?
only the experimental one works
ehh Ive currently got a mod upload of 700KB to experimental hanging just before the part where it says published... The first one that was much larger completed successfully a few minutes earlier.
Day 15 of no workshop uploads - A sense of dread consumes me as I start to wonder if the universe is just a game engine. When I die, do I respawn? Or has an inter-dimensional dev forgot to configure a respawn component on my player controller
Is there an experiemental workshop website?
my exp upload finally went through after aborting and retrying.
you can paste a GUID into the normal website, unless your exp mod uses the same GUID as the stable version, then stable mod will show up.
dumb ass question but if i publish it thru exp it can on be played on exp version of the game right?
Yes because you'd be using exp tools and not the stable tools
That's really a good one. 😅 👍
But yeah it's kinda true, at least from my personal experiance it is like this since day one of 1.3 release.
Wait you guys are actually making progress on your mods to be at a point for uploading to workshop and aren't procrastinating endlessly like me? 
They fixed the workshop uploads in todays experimental update.
So yeah it should already be working again, for experimental- Theoretically!
Has anyone setup a github action to upload mods to workshop before?
Ive uploaded 2 mods, one of them 3 times today. Only 1/5 upload attempts I had to abort and retry.
Good i will try as well a little later. 😎🤞
If it stay hanging on processing (after all files are uploaded) then it's up to workshop to finish (create fragments, validate files...) and Workbench is just fetching state if it was already finished.
Cancel will stop it but if for example Workbench crashed during this step it will not cancel it and will continue and finish or fail after ~10 minutes
So basically after uploading finishes and processing begins then everything from your side is done
Yeah I think I gave it about 15 minutes before I aborted, and then retried and it went right through.
I did have to increment the version number for the second attempt so maybe it did go through and it just didn't give me the completion pop up the first time. 🤷♂️
Maybe
Also we improved that version incremental behavior.
So if uploading fails it will allow you to upload again with same version.
Though not sure how it behaves when processing begins (after all files are uploaded). It could fail since that version was already uploaded or it cancels it
Ok, so is the fix going to be pushed to stable before 1.3? I've been sat on a new server waiting to upload for weeks :3 I need to know if I'm wasting time and should cancel it before renewal
Can we use a github action to upload in the future?
I've uploaded 3 mods, no issues. Just can't download in the game. Cruel world.
In the 1.3 exp workbench, what do you need to do for the world editor so you spawn as a person? In 1.2 it does this automatically?
play from camera position?
experimental or stable?
experimental
Reeeee
If only they told us 
Yea, and they've not said if/when that fix will come to stable
Only way that it could at this point would be through a hotfix or we’d have to simply wait till 1.3 
If that could be officially communicated that would be great, not knowing is 90% of my frustration.
I think that’s the case for most of us, is simply not knowing.
Is there no way to restrict the GM module? we need the admin module for our admins but it is tied to GM and it just does not seem tenable to give every admin full GM permissions?
Are there any plans to make it so that mods are treated as newer based on upload date and not version number, so I can use version numbers that I prefer?
all update numbers will be 69.420
Actually I wanted to decrease the version number every time Cursed Reforger is updated
It’s cool to see that they fixed the upcoming 1.3 with regards to the workshop. I’m waiting till the next update to update my terrains anyway. Patience is difficult but let’s take this time to really iron out our mods!
The wendigo mod is ready but can’t be uploaded 🥲
I'm just looking forward to being able to publish again, I have updates for my community to push and can't xD
this step seems to take forever on this new experimental update, mod is only 0.2mb
Because there are problem with Workshop, and Developers of the Game are fixing it. all mods right now can't be updated
read my message again
0.2mb of text files should not take several minutes to process
on a positive note, the uploading itself seems to be way faster than before.
Updated various mods to test it some more, it feels very random so I’m going to assume there’s some queue system on the worker side impacting it. Will be interesting to see how long the delay is on the main workshop.
I kind of wish it didn’t hold up your entire workbench client. Once the files are uploaded the confirmation could just come later freeing up the workbench tools. Especially now that we have the drop down list for publishing addons so we don’t have to restart the client for each upload.
Yea I am seeing hang ups at the publishing project progress bar. I just updated now and it went through quicker than yesterday afternoon. So maybe getting slammed with traffic.
I seem to not be able to log into my account on the exp tools. Im sure the email and password is correct as I can manually imput that on the BI website and login
BACKEND (E): [RestApi] ID:[23] TYPE:[EBREQ_USER_DirectLogin] Error Code:400 - Bad Request, apiCode="userService.notFound", uid="", message="User not found"
DEFAULT (E): Login failed. Error code: 0 (400)
Experimental uses an entirely different account system. If you haven’t registered an account on exp before you’ll need to make a new one.
Ahhh I see thank you
https://accounts-sub-ar.bistudio.com/auth/register
I believe this is the url
I was able to login thanks for your help
the correct register for each environment is available from the login/register popup inside workbench
hey guys! Anyone else having publishing issues within the base game workbench? I can publish just fine on experimental, but I get extremely odd error codes every time I try the base workbench
Workshop is down still
No eta
ah shit
Yeah
Oh well! I figured out that the experimental mods are compatible in base game through the mod manager. Just a really dumb workaround if you ask me
Communication is key, atleast we know they're working on it I think
They are decent with comms, I'll give them that
Can't say the same about their social media PR, but their devs are pretty decent
Anyone know how i can pack my scenario to host on a dedicated server without uploading to workshop? Is there a tool? Or a guide?
So when 1.3 drops for base game would i just move my mod ive been working on (now in experimental) back to the original arma tools and publish from there? or can you publish to normal workshop thru experimental tools? Sorry if thats a dumb question
Might be possible to upload the mod manually to the server and then distribute it manually to every single person
But it still might not work if there is no existing mod in the workshop
So, not really a thing without uploading
So when 1.3 drops for base game would i just move my mod ive been working on (now in experimental) back to the original arma tools and publish from there?
Correct
Bet! Thanks
Why can I find some mods on the browser version of the workshop but I can't find them on the in game workshop?
Some are experimental, some are normal game
For Christ's sake! please turn on the workshop unloading.
how much longer do we have to wait?
hello everyone, is it possible to publish your mods or not yet?
Probably once 1.3 drops
hello guy it's normal ?
The error? Yes, because you chose a wrong working dir as it tells you
Great game. Totaly shocking backend functionality!
I get its 'just us modders it effects' but cmon BI pull ya finger out 🤨 realy doesnt make me think too much for continuing modding into arma 4. But yea absolute pisstake.
Excuse the rant guess im just used to modding for reliable game deverlopment and not this mess 🤷♂️🥲
for a game almost entirely held up by mods they dont seem to be in much of a rush. 🤣
like it would be one thing if we didn't have to mod in basic ass features into the game. then workshop going down wouldn't matter so much.
Or better still. Get rid of console players and simply use steamworkshop 🤷♂️
Or even better. Dont rely on any workshop 🙃
The the experimental workshop appears to be uploading a lot faster than before. Idk if that was intentional, but it's a happy improvement!
Good news. I was capped at 15 mbps before. Hoping once they fix workbench so that I can use it it will be faster.
I mean to be honest the game is completely playable and enjoyable in its vanilla form.
except basic features like Banning people when they are offline.
no protections against trolling.
and no checks for whats in your inventory with the new ranked locked arsenal system 🤣
Have you not looked at 1.3? So it appears you have. Why would they check your inventory in the new ranked system?
bro, thats what im talking about.
oh idk so maybe you cant just kill a teammate and save their gear?
lol bruh your speaking ridiculous
How are they gonna see everything or all facets of what could possibly happen
you completely miss the point. BI lacks basic features ingame. this game is literally entirely held up by mods.
and we cant even have a workshop 🤣
The minute the dam explosives was released people were finding ways to be a suicide bomber.
like it would be one thing if we didnt have to install mods to even effectively moderate a server but hey 😅
We have one it’s in experimental and stable
clearly my point is going entirely over your head.
good day sir.
Clearly your point is useless.
game is completely playable except the fact that its damn near impossible to moderate a server in vanilla right?
how do you expect us to moderate a server if you cant even offline ban people without mods.
or protect MOB's
You are someone who has a problem with relinquishing control.
Just let it run
Na more like +1
so what should i do then about the guy screaming slurs and then leaving the server? if i cant even offline ban him in vanilla?
i should just let it run right 🤣
yeah no bro thats how you end up with the horrible experience that is vanilla.
Password lock your server
Bam problem solved
you cant be real 🤣
that literally defeats the whole point...
normal admin functions in every MP experience these days is too much?
why do you think every MP public server under the sun uses moderation.
Cause there are a lot of people in this game with the same complex you are dealing with. Control
if you cant understand why someone would want to moderate their server effectively then you should probably stick to just playing on them. 🤣
complex?
do you think i get some sort of ego kick by making sure people arent screaming slurs on my server?
how is establishing rules a complex?
does BI have a "complex" by making you accept the server rules?
No factor it’s their game
and its my server, i can moderate it how i choose.
same with how BI sets the rules for the game
thats not a complex bro, thats rules.
does your government have a "complex" by making you follow laws? 🤣
People fail to realize this game released in developmental status. Guess what it’s still evolving. These features you speak of may come in the future. However any logical person could understand why they focused down on more important pressing issues vs helping someone who has a control complex ban people for tying their shoe wrong.
way to completely shitcan your own argument 🤣
good luck out there buddy. hope common sense gets more common.
lol it’s the same argument
"focused down on more important pressing issues"
enforcing server rules is pretty important, theres a reason why every server under the sun runs bacon admin tools.
"who has a control complex ban people for tying their shoe wrong."
dude?? i just said i only dont want people screaming slurs on my server? can you read?
theres a reason why every single popular server is moderated bro
if you cant understand the basics of server moderation then i dont know what to tell you.
either way offtopic as hell im gone now goodbye
how is this entire conversation related to workshop which is the topic of this channel?
Thanks for this! I've never played on experimental. I'm assuming if I booted it up and went to the workshop there that I could mess around with the experimental only mods?
Yes but there are much fewer mods on experimental. Even though they give us experimental branch to get our mods ready for stable, not many authors take advantage of that.
Prime example there lol! Even though experimental workshop allows uploads now, he'd rather not publish to exp and be mad stable doesn't allow uploads rn 
what has long time confused me is the project management between exp and stable branch. For example, I have been working on exp version of a mod for weeks. then I find a bug in the stable version, but here the exp/stable version is very different. How can I make sure the bug is fixed in exp version too.
i think this goes with the thing that having the issue works differently on exp due to maybe an update in that area
yeah. so you work on a different version, change many things, fix bugs both in stable/exp branch.
Just a random general question, 🤔 is there a reason why the mods get downloaded from the workshop rather than from the server its self?
i would assume so you dont get a trojan lmao
yeah, my brain is not working today 
Experimental Workshop hangs... Takes forever
If more than a few minutes, abort and retry.
I typically decide to switch to exp and stay there until it's pushed to stable, however I do keep a stable version backup in case I need to push a hotfix before exp pushes to stable.
so the exp and stable version are actually 2 different projects. if the stable ver is 1.2, we will have 1.2.1, 1.2.2,...for hotfix. But these hotfix are not related to exp ver. exp version is maintained separetly.
thanks for demonstrating this approach.
Hi, Any news on when the stable workshop will start working?
I buy trogans all the time from the gas station, id like free ones
probably when 1.3 comes to stable, apparently its working on experimental at the moment.
we don't know if main branch will receive updates before 1.3 releases
(most likely not)
today is the DAY
Out of all the days, today is one of them
today is a day
they still cant find the config for the upload function
lmao
1.3
Oh shit that’s new. I was referring to what bob said the other day in experimental chat
does anyone know of any weapon packs that are on par with vanilla game weapons? ie same damage
Is the workshop still being ddosed
No the ddos problem has been probably resolved by now. The workshop not working is not directly related
Oh I see, what is the issue with the worshop at the moment
Can't upload anything for the past month
Nobody knows why. BI is not telling us anything.
At least nothing specific and as 90 percent here are fanboys, not many are complaining…
They told us yesterday
When people asked
Took long enough, but it happened
Have you ever checked general chat, lots of people are complaining and asking when it'll be fixed
Just be patient and search before asking is it fixed. Yall can mod but cannot read 😳😭🤣🤔
Guys, please tell me, what parameters are responsible for the quality of the reticle in an optical sight? so that when the quality of the game textures decreases, the grid does not lose its clarity
still not available?
Whenever i make a road, it cuts through the terrain, i snapped it and it didint make a difference, how do i fix that?
works?
lol
Yes experimental works
Way to give me a chub for nothing
Check the configs of the road so it doesn’t change the Terrain.
Workshop work shopping now?
Bacon you mind if I Dm you brother ?
Here, let me get that for you.
I was hoping I could send my current enfusion project to the workshop, but server connection sucks
I've been itching to publish it for 2 weeks now
What is it
What u cook
https://www.youtube.com/watch?v=t4Hqh5pgMd0
Early view of the new map
Licenses:
- APL
- APL-ND
- Creative Commons (CC)
Songs:
Säk'järven Polkka (1928) - Larsen, Willy (sov.); Larsen, Willy (esitt.)
https://www.doria.fi/handle/10024/66409
Kulkijaksi Luotu (1927) - Jungell, Felix (säv.); Tanner, J. Alfred (san.); Kauppi, Leo (esitt.); Kosola, Antti (esitt.) (1927)
https://www.doria.fi/handle/10024/72316
Rekryyt...
We are looking into making a server of the map eventually
I’ve become a square grouper fisherman
I felt that lmaoo
https://www.youtube.com/watch?v=X6D4c4CR3c8 - just want to play test the flattest map
Was just gonna ask why my scenario wouldnt publish and scrolled up lol.
Ya forgot about the ddos thing
hey can we upload yet? or is the workshop still down?
I know exp is up
but most arma groups aren't on exp lmao
losing my mind
Hello everyone, I have a quick question.
A while ago, it was impossible to upload mods to the Workshop, has this been fixed? Or can we still not publish mods?
Hello everyone, I’m very new to the Enfusion stuff and wanted to ask what exactly this error message means when I try to upload my map as a test version to the Workshop. It seems like a very simple error message, but I can’t get past it... (Arma Reforger)
Error:
BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
So im a horror lover, made lot of cool stuffs in arma 3, but i was wondering since arma reforger workshop has copyright things etc, is there a limit to gore too? Beucase im making a general horror mod with creatures/tons of props to use, but obv i've already have like corpse,guts,part of body, blood and other kinds of, just wanted to know if im not wasting my time working on something that would be taken down the second it gets uploaded. Thanks
workshop is down
been down for weeks
ahh okay, ty
so does "next week" on a sunday morning mean this week or next week
No one knows
This weak
I’m weak after I tug too
Next weak
If it doesn’t drop tomorrow it’ll most likely be next week 🤞
is there a maximum of dependencies you can add?
No I saw a scenario with 23 dependencies, just keep in mind the more dependencies the less likely someone is to wanna download (Just in my personal experience no facts to back that up lmaooo)
Well shit there may be after 23 if you wanna use more then that
im not for sure max ive seen so far is 23
im not talking about that much hahahaha
do you think it makes a difference?
like 2 or 20 dependencies?
or do you think its better to make more (mods)
I would try to have as minimal dependencies needed for that version
Or make your own dependency's, so you can just inherit them into the mods base files so they arent technical "Dependencies"
Not a professional just speaking from my own opinion tho i do think it makes a differnce for the user (The amount of dependency's)
how does it works then if i make a dependencie with a dependencie 😛
it would basicly be the same right?
So say i wanted new building models for a custom map. instead of using a dependency for them, I could make my own models and then just have them as a part of the Maps prefab files so they wouldnt be a seperate dependency they would be apart of the core files for the map mod
aah like that
You would have to create it tho to remove it as a dependency
How do i add collaborators to my mod?
if I upload a mod that edit's the VicDepot and the Weapon Arsenal to the experimental work shop would I be able to use it on my server ?
It would have to be a experimental server only can be played on the experimental version of the game but yes
Hmmm ok thank you! I'm still learning and wasn't exactly sure but i guess ill get it all polished up and wait for the stable version 🙃
Yeah i felt that, my map uses building assets only posted to the stable version, so im fucked either way lmaoo, the quality of mods that drop when this is all sorted better be top tier lmaoo, we done had tooo much time to polish them
Or friday?
oh you're making a map what's it called ? and yes i hoping people have to top tier stuff coming out lol
"Sint Eustine" hoping to release it in alpha for testing bugs and such when all this fixes lol. ive just been spending my time making a scenario to go with it beside the basic "GM" and "Conflict" loosley based off the island Saint Eustatius
I thought today was the day, but nope. MORAL is low
Oh nice I'm gonna have to check it out when you release it.
they are prolly just waiting till gamescom so they can generate hype like its a new game. t. sony microsoft marketing ploy
Here's your hotfix: https://vxtwitter.com/ArmaPlatform/status/1895011425820856509
Dear Community,
We will be updating the PS5, Steam, and Xbox versions of #ArmaReforger.
There will be a downtime of our servers between 12:00 - 15:00 CET. https://t.co/XpWK5sPK0d
HOPEFULLY this will get us going again
So is the update 3 hours long? Or is their official servers down i don’t get
it suggests that it will be down at some point between them stated times
update ?
so they fixing workshop i guess
Well that brightens my day after mowing down a deer in my truck this morning
Anyone knows if workshop works
Read like 5 messages up
Im asking if its fixed now, not if its going to get fixed
If it's going to get fixed, it means it has not been fixed yet
Wait until the update has been pushed and then try
if i want to add songs to a mod that adds songs to the radio in game, how do i go about it? i know i have to create a new project, and then add that mod as a dependency, but then how do i make it work within my own mod? do i have to override everything?
if you're trying to add custom music to a scenario it looks to be as easy as adding/replacing the tracks in the MusicManager component and specifying when and how the tracks play
even if they are with the lock symbol? or do i have to override everything to be able to modify things?
anyway i'm about to do a test and see if i can publish to workshop 🤞
yeah just find the bank for the audio you want to replace
and no still no bench
damn i thought today's update was supposed to fix the workbench?
dont think the update is even live yet
my game has already updated
well they did say it may not then we would have to wait for 1.3
i'll test and i will let you know!
So should be in the next 40 minutes?
Some say it is some say it aint. Aint for steam yet
sooo my game on xbox is already updated but the workshop still doesn't work sadly
workbench* lol
Workshop uploads should be back after dis update
have you had one yet as nothing here 2pm
Didnt check on my workstation yet but servers are updating
lol both updating now
HELL YEAH WORKING
Looks like the workshop still isn’t working. Not working for me
Mine let the percentage bar go up but then said failed
Oh damn! Ok!
did it say why it failed?
I’ll try again.
SO GOOD TO SEE
Same error as before for me but I’ll try again
sorry for caps THANKS BI 
Sure it's not the version number thing?
Do you guys know how to port an experimental mod over to base game?
Maybe that’s my issue
IT WORKS
Beeeeeeeetttttttt
That’s what I got
Gonna redownload the update and see what happens
Wish me luck
Anyone know how to properly port over an experimental mod?
open it with 1.2.1 workbench and upload? If it is compatible with 1.2.1
I made it in the experimental tools, is that an issue?
i confirme, it has been fixed
publishing worked from me, tested from publishing up to the server downloading it from the workshop
Huh. Cool!
we're so back, and it's much much faster than it used to be (maybe not once everyone starts uploading 😆 )
Its wicked fast. 
cant be ddosed
i'm still getting this 😭
Yeah same. But ive not had any updates for them yet
so this is actually my first time updating the game on steam. do i have to manually download the update or is it automatic?
do i need to update the arma tools as well?

yay!
DC MAP UPLOAD HERE I GO!
It seems to work...
Keep in mind that if you uploaded a failed version, you have to check the version number.
question: if I publish a mod as unlisted how do I add it to my server?
manually through the mod's GUID
Thanks. where do i find that info exactly? 🫣
In WB File -> Options I think the GUID will be in there
Thank you 
Nice. Where can I find the new woman models of you mod?
I'm working on it... I'll post it as soon as it's uploaded on my mod channel. https://discord.com/channels/105462288051380224/1233187232697815103
I still have to upload the 3 new faces for Vietnamese. 
Nice, looking forward to it!
Experimental is a separated Workshop...
It worked when I ported the project over! So happy
Also learned you can port mods over from experimental in the workshop. They share the same add on folder! Super neat
besides the scripting, do I have to create or configure any file to work after publishing ?
because the script is working on World Editor, but not when i publish it
Thank You Bohemia for getting this minor update out and fixing the workshop! I know you've had a tough time lately but we appreciate all the hard work you're doing to keep the servers working ❤️
Now everyone get your Make Arma Not War submissions in!
what am I going to spend my time on now without getting to read multiple messages a day about the workshop being down? :(
you could make mods
just an idea, you do you tho
Anyone notice that updating mods/publishing mods seems to be quicker? Or is it just me?
trueeee. 2025 the year I release something 
What am I doing wrong here, I can't find the error it's describing online
if i want to make a horn sound for a vehicle that is a toggle, as in i tap once and it starts playing until i tap again, how do i go about it? what option controls that in the sound editor?
any1 have the same problem?
Same issue
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", uid="1740688945957-161761", message="Asset 610B074414290132 is deleted"
how can i fix this? i click "reimport" and everything works but as soon as I open the project again it gives me the same error again
Can anyone help me via dm with a problem I have trying to do a sound mod?
So when trying to publish now that they fixed hotfixed it, I get the following error. Am I missing something basic here?
BACKEND (E): Curl error=Failure when receiving data from the peer
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Did you update the Arma tools?
Yeah definitely updated the tools
Mine just timed out, been trying since this morning
Timed out again, I tried fixing the problem
When i publish a map will it lock the layers automatically? or do i need to make a random layer set it as active and then lock them all myself
Do not have your project folder be the same where the addons are loaded
Have it separate.
The error tells you that as well on the first line
The move from the addon folder is from a previous attempt
I already changed it
then read the other errors
your thumbnail image has issues
read each of the red log lines regarding your upload attempt
i want to replace the horn sound of a vehicle with a sound of my own but i can't do it. when i test in the workbench it works but it doesn't work in the actual game. any ideas?
I created a new project. I searched for the vehicle and override it to my project. i went to the vehicle horn ACP and exchanged the original sound for one of my own. I then created a MP_Test map (saved it as sub-scene and then saved it into a "worlds" folder i created in my own project)
I spawn the vehicle using game master and all good. the horn actually sounds like I want it too. but it doesn't work in the actual game
I am absolutely BLOWN away at the speed of uploading now omg
It's insane
anyone having an issue where sometimes mods are undownloadable? certain versions of our mods servers get stuck at 0 kb/s downloading and client downloads freeze as well
its intermittent though, not deterministic with changes. sometimes published version works fine, sometimes it doesn't
for example
05:10:06.057 BACKEND : Download
05:10:06.057 BACKEND : Downloading 1 addons:
05:10:06.057 BACKEND : RogueExtract: ==>__________________ 3% 9/277 MB
05:10:06.057 BACKEND : Download speed 0.00 KB/s
05:10:16.065 BACKEND : Download
05:10:16.065 BACKEND : Downloading 1 addons:
05:10:16.065 BACKEND : RogueExtract: ==>__________________ 3% 9/277 MB
05:10:16.065 BACKEND : Download speed 0.00 KB/s
05:10:26.074 BACKEND : Download
05:10:26.074 BACKEND : Downloading 1 addons:
05:10:26.074 BACKEND : RogueExtract: ==>__________________ 3% 10/277 MB
05:10:26.074 BACKEND : Download speed 0.00 KB/s
05:10:36.083 BACKEND : Download
05:10:36.083 BACKEND : Downloading 1 addons:
05:10:36.083 BACKEND : RogueExtract: ==>__________________ 3% 10/277 MB
05:10:36.083 BACKEND : Download speed 0.00 KB/s
05:10:46.091 BACKEND : Download
05:10:46.091 BACKEND : Downloading 1 addons:
05:10:46.091 BACKEND : RogueExtract: ==>__________________ 4% 11/277 MB
05:10:46.091 BACKEND : Download speed 0.00 KB/s
05:10:56.100 BACKEND : Download
05:10:56.100 BACKEND : Downloading 1 addons:
05:10:56.100 BACKEND : RogueExtract: ==>__________________ 4% 11/277 MB
05:10:56.100 BACKEND : Download speed 0.00 KB/s
05:10:58.958 BACKEND (E): Curl error=Stream error in the HTTP/2 framing layer
05:10:58.974 BACKEND (E): Fragmentizer: Download error (fragment 1/1)
05:10:58.974 BACKEND (E): Fragmentizer: Retrying download from fragment 1/1
05:11:06.109 BACKEND : Download
05:11:06.109 BACKEND : Downloading 1 addons:
05:11:06.109 BACKEND : RogueExtract: ==>__________________ 8% 24/277 MB
05:11:06.109 BACKEND : Download speed 0.00 KB/s
same thing happens w/ in game mod menu. but only for this particular upload of the mod
I removed this mod from all my dependencies and this still appears
Restart workbench and Upload it again
Didn't work, still marked as a dependency
It's not listed on the workbench, I deleted the file from my computer, I've removed the dependency requirement, restarted the workbench, restarted my computer, waited a few minutes for the website to update
open the addon.gproj with a text editor, what dependencies do you see?
PropPackStudTest is mine
which is also having this problem
I'm trying again, for some reason a version higher than the one I uploaded exists.
so I'm going above what exists currently
I wish there was a button to update dependencies instead of an entire mod, it's such a pain
https://reforger.armaplatform.com/workshop/63083C8060CEEFDD-WashingtonRuinsofDC It refuses to fix, no matter what I do. I tried moving the update number to higher than before too. Change scenario. Can an admin force remove the dependency from my mods?
PropPackStudtest have ar_ambientenviroment as depency too, maybe that is problem
I can't remove the depedency from either
it's the same situation for both
oh, with a text editor
let me check
GameProject {
ID "ProjectWASTELANDDCDECEMBER"
GUID "63083C8060CEEFDD"
TITLE "Project WASTELAND DC DECEMBER"
Dependencies {
"61330C2DC7724DEA" "631555C15419848C" "5E1735DB431EE29B" "5B1CD0C293D38C98" "5D84C738432BFE6A" "649B733875A2C4CA"
}
Configurations {
GameProjectConfig PC {
}
GameProjectConfig XBOX_ONE {
}
GameProjectConfig XBOX_SERIES {
}
GameProjectConfig PS4 {
}
GameProjectConfig PS5 {
}
GameProjectConfig HEADLESS {
}
}
}
GameProject {
ID "PropPackStud2"
GUID "649B733875A2C4CA"
TITLE "PropPackStudtest"
Dependencies {
"58D0FB3206B6F859"
}
Configurations {
GameProjectConfig PC {
}
GameProjectConfig XBOX_ONE {
}
GameProjectConfig XBOX_SERIES {
}
GameProjectConfig PS4 {
}
GameProjectConfig PS5 {
}
GameProjectConfig HEADLESS {
}
}
}
58D0FB3206B6F859 is what?
Arma Reforger Dependency
I don't know how I did that, but it's there
maybe that's the mod before it got banned?
Try to remove "58D0FB3206B6F859" and save, backup first
trying to upload now, it doesn't exist on my DC map mod, so I don't think it's the issue, but it's worth a shot
how to open my resources???
help
put your mouse cursor inside the red area and hold left click (drag), then while holding left click start going down
the grey`ish area thing
the error means that content of thumbnail.png does not contain valid png data. We will try to improve message to be better explaining
can you send me that thumbnail file so that we can try it and see what data are inside that file?
its probably a jpeg that someone saved as png
sometimes I see users changing file extension without changing format of the data inside
true, will try to to see how it behaves
Mod works in editor, but when published I spawn in the ocean with no world. Any ideas?
It has reforger as dependency
That's the hierarchy
It doesn't show any dependencies in the workshop
Not sure why.
Something to do with using Eden i imagine
Oh Im dumb I somehow deleted my missionsf older with the .conf file init
Thanks for the update BI !
That problem was solved
Thank you though
Appreciate all the help with these problems that just keep popping up
i wish i could get help too, feels like i'm just talking into the void most of the time lol
Relatable
Can I remove a mod that I don't have the project file for from the workshop
hello all, how install dependency in Enfusion ?
anybody having problems downloading from workshop?
I can try to test this later and see what results I get. if you would like Ping me in like 8 hours
You can create a new empty project. Close workbench, edit the project file (in notepad) and replace the GUID with your wokshop's mod.
Then reopen it in workbench, now it should think its the same mod as the workshop one and you can replace/edit it accordingly
Great. Thank you very much.
Wiki stuff
Thank you so much !
Arma reforger tools machine broke, wat do
i think i've found the issue by the way. my .wav file was .WAV (all caps) and i think that was messing things up
Nice good to know. I'm sure I'll run into that issue at some point
how does one go about like making a new composition, so like a bunch of prefabs bunched together and then saved as a prefab.et?
Is there a guide anywhere on how to set up a free for all deathmatch with random spawn locations. The random spawn is the part thats getting me
does the deathmatch mode available in game not have random spawns already?
im pretty new to tools. i have been playing around alot with it i just cant seem to work out the spawn part
You could make a giant spawn area might work to randomize it.
Or you could make a ton of spawn points and enable the spawn at nearby spawn points option
you know how on a dayz server you die and the you spawn say on a beach with nothing thats how i want it. maybe i need too look at the way dayz does it
Probably require some scripting
I get that for sure, can be quite overwhelming for a bit. I can try to look in a few hours how its handled in the deathmatch mode. but In the meantime see if you can find where in deathmatch the spawning is happening and mess with values/positions of things. Additionally you can post in #enfusion_scenario as you may get some guidance before im available to take a look.
Are these settings like reverse or something? Seems like night time would be accelerated by default. Or is higher number less acceleration lol?
will do. currently having a break from the spawn part and working on the loot creates
thank you in advance
if anyone got some time they can lead me and help me out with my server that would be nice been trying to add mods but it keep throwing my server into a restart lop..
#reforger_servers might be a good spot
okay thank you
defualt is 1 and 1. higher means time goes faster
These are my default values, also has a tooltip to help indicate accel direction https://i.imgur.com/dxN7zdA.png
Ok thanks it just through me off that the default was the daytime accelerated and not night.
you can see by the bold lettering that the values have been altered from the defualt. also by the back arrow on the right
Oh sht ok dont remember touching them but cool
Is this an internet issue? or something that might be wrong with my project? When trying to publish still it fails.
DEFAULT : Uploading status: 5%
DEFAULT : Uploading status: 10%
DEFAULT : Uploading status: 15%
BACKEND (E): Curl error=Failure when receiving data from the peer
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[11] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
I am trying to change the spawn probability and weapons of a loot create from (DXYS lootcreates mod) every time I attempt to save the values, I am unable to due to it being read only. I tried creating an override file of the script and prop lootcreate and adjusted the values that way form there. I found that I was able to have a gun from (NSWDweaponpack) spawn in there very rarely even at 100% spawn probability but all the vanilla guns would continue to spawn even if I put there spawn probability to zero.
Did you try overriding the config file itself? Right click -> override in testtesttest. Also this is the wrong channel. You should ask in a channel like https://discord.com/channels/105462288051380224/976019427483074621
Hello. How do I change the Purple/Pink name of main objectives? I can change the name of the base but the big name (e.g. Kentucky, Washinton, etc) I can't seem to find the option to modify that
"Is Control Point" under military base component of the prefab iirc
Yeah but I want to change the name displayed on the map for that control point. The name in code, if that makes sense? I can change the name of the base, but i want to change the name that appears in big bold pink letters
ohh mb i misread what you said, the callsigns for the bases are assigned randomly on each match, and the callsigns themselves are in the faction configs, so if you wanted to change the US callsigns you would have to change them inside of US.conf
Oh sweet I'll check that out! thanks!
do you happen to know how i can modify the garbage system? so that i can have a custom despawning time?
is there a way to remove selected versions of a mod from workshop?
If you upload 10 times the past versions wont work/be downloadable anymore
so if i want to change the config for the garbage system all i have to do is go to ChrimeraSystemconf.conf and override it? then make the changes there?
Yes
thanks i'll do some tests
any idea why ambient patrols spawn when I test it in the workbench but not in the actual game?
Maybe your mission header or your server config ai limit
this is the only thing that could prevent AI to spawn in right?
i haven't made any changes but now they are spawning in, but not all of them. some do and some don't. is very inconsistent. i wonder what i'm doing wrong?
On server they will spawn based on view distance/distance to players
that's the issue I'm close by and they don't spawn. some do though. it's weird since i copy/pasted the entities. and it works on the workbench when i test it
Weird 😐
Speaking of that, is there a way to configure the spawn distance? Specifically, can I set it so they only spawn if a player is within 50 meters or something like that?
I honestly dont remember
Hello, I'm having problems with doors moving from their original position on dedicated servers. In tools or local they open and close in the correct position. Could anyone tell me how to solve this?
this is the only thing that kept me from using your mod. the compositions are amazing but the doors always opened very weirdly. lol hope you can find a fix!
I'm almost deleting all the doors -_-
have you looked at the door properties? you can change many options.
is there anyway to disable building at certain bases? like for example only allow for builing at mob and not on captured bases?
any one know if its possible to change the item that spawn for a conflict military base or the capture points?
any good FOB structures I could use for a gamemode focused on fob building
Hey guys, how do we download mods now? I can't find a download button or anything when I click on a mod in the workshop
Uh I haven't noticed anything different
All good, fixed
anyone know how to make it so that both sides can access the same weapons?
You have to create your own config file for the weapons, this way you can add whatever you want
Guys, what parameters, in addition to swayweaponaimmodifier, are responsible for the swaying of weapons in the sight?
And is it possible to make it so that the weapon can be fired only when it is on the bipods?
It's not possible to make a very big swing of the weapon in the sight
Yes, you can overrride inputs with SCR_CharacterControllerComponent
scripts\Game\Components\SCR_CharacterControllerComponent_Test.c
You would overrride the action for firing weapon there to be 0
Hey weird question and IDK how much you guys mess with probes or fog, but I figured I'd ask if any of you know what causes certain objects to glow like this when fog touches them
So far my only solution is to disable fog on them and then make them slightly emissive so they kinda match the normal objects but that seems a little jank hahaha
ZBK object floors just do that
in theory could I create my weapon config for each of my factions, then not add them as dependencies and just have the weapon mod load in as a server mod and still have the weapon config work?
Other way around.... Make your weapon mod with vanilla factions. Then have your faction mod override the factions for the weapons.
@silent condor ^
I am trying to set up control points but im not sure how many supplies each should get or what i need to place in order for it to function like a standard capture point that will allow building but wont auto generate supplies. Any insight would be great. Thanky you so much!
Loading my published mod keeps kicking back with BACKEND : Loading dedicated server config. RESOURCES : GetResourceObject @"{C5577715ABA1CFC6}Missions/(mod).conf" RESOURCES (E): Failed to open RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/(mod).conf'!
(mod) = mod name
Is my mission header wrong, or does it need time to upload. Ive tried taking out dependcies and no luck. Tried variations on missions headers, no luck.
👋 ~~Hi Community, I have some questions.
I'm not at home at the moment, so I'm not on my original computer. I've still got my mod files so I can work on them, but I can't publish them.
- Is this normal, as I'm not on the same game ID?
- If so, is there a solution?
Thanks in advance~~ 😉🤙
It must have created a file which is like a key, but I can't work out which one. I can't find anything on this subject on the Bohemia forum... If you have a link that I can't find, I'd love to hear from you 😅
And if you have the information, don't hesitate to break my dreams if you know that it's impossible 🤣
Well, finally, I've done it... All I had to do was recreate a new project and put my files in it, changing the mod ID to the one corresponding to the old publication.
It's often said that the problem lies between the screen and the seat 🤣
Hello. Why is the AI Budget being used even when Ambient AI isn't spawned yet?
It might actually be spawned but is not simulated because it is too far away from players?
Maybe, but the map looks completely empty—there's no sign of any spawned AI, yet the entire budget is maxed out. Honestly, that’s pretty frustrating. I thought the whole point of ambient AI was to improve performance, but if every placed unit preloads and eats up the budget even when they’re not actively present, it doesn’t seem much different from just spawning them directly. Maybe I just need to figure out the right way to do it.
No characters show up in the entity list in GM?
Nope. only when i get close they actually spawn and I can see them in the entity list. when I'm far away they are no longer in the entity list but the budget remains the same lol
So I guess they might actually be spawned but inactive, all characters take up the AI budget. Also, the AI budget in game master is just some random arbitrary restriction value set by devs, it doesn't really mean anything.
Makes sense, thanks. I remember you mentioning that AI has the biggest impact on server performance, right? That’s why I was hoping to have a lot of AI without consuming too much of the budget, basically having them spawn only when players are nearby. But in that case, I won’t stress too much about the budget for now. I’ll just push it as far as I can and see where the actual limits are.
An AI character that is spawned but not simulated still occupies the budget, but doesn't actually use any resources.
alright that changes things then. 😅
Any resources where i can learn how to use an area prefab as a trigger to activate things via script? there's very little information available and very few videos that actually deal with these kind of things
Maybe this helps though I have no experience with it https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Thank you. I'll take a look!
If you can, I would test the frame rate or usage with a certain number of ai spawned in and active and then test again with the same number of ai inactive with ambient ai
Send halp, I cannot publish a mod because of the following error:
BACKEND (E): [Rest Api] ID:[12] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted"
Ive spent a ton of time trying to figure this out. I might be able to help if you didnt already get it working.
Any help will be much appreciated! So far I've managed to create a world with a scenario framework game mode and I'm learning to place areas with layers to create autocompleting tasks
Not sure if this will lead me to what I really want lol
we can hop in a chat and compare notes
Trying to add spawn points to Ramadhi and I continue to spawn underneath the map in the water and then teleported into the sky way above the map. What’s the fix to this? I’m 100% positive my respawn position is in the correct spot as if I change it I fall from the sky or below the ground.
If anyone happens to know the solution for this please tag me 🙏
did you set navmesh? Might only be for AI. Are you talking about play mode in create window?
Navmesh doesnt doesn’t do anything with that and no it’s not play mode
I don't know where to post this question so I'm posting here, does anyone know how to get the gramps linear progression to work on a custom conflict pve scenario? Secondary question how does one get the relay capture to work?
It's only designed to work with my own scenario, or any scenario that uses my mod/scripts as a dependency.
Does anyone know how to fix the upload error?
Maybe if you post the logs?
I have noticed since the "fix" my mods upload like 80% faster but it'll sometimes take up to 5 attempts to actually get a successful upload. It just tells me it can't send the request
I haven't tried to upload yet, if it fails when I do I'll post it
Who can I get into contact with for workshop related issues and stolen assets?
I have the mods downloaded for your stuff i was just wondering if it was possible to have it on a map that you haven't done yet
When are they changing the workshop to steam?
Hey I'm a Senior Dev from Expedia, I'm picking up modding again and Arma Reforger is my newfound passion I have these mod ideas that I didn't see implemented on the workshop I just want to know if someone is already working in these and we can collaborate or if they take other skills like animation (I've done some basic animation in the past for GTA)
- High Ready and Visual Shoulder Tap
- Improved Ziptie( Ziptie Unconsious ) and Hostage Moving / Carrying
3.Advanced Weapon Handling - Keybind to Check Mag, Check Chamber, Manual Bolt/Slide Release, Weapon Malfunction and Malfunction clearing - Helicopter/Building Rappel Framework
Are these possible? Is someone already working on this and want to collab? Just let me know! Thanks
BACKEND (E): [RestApi] ID:[67] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1741132284343-451975", message="Referenced dependency doesn't exist or isn't accessible"
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
RESOURCES (E): Publishing failed
Anybody got any tips for tracking this down? Can't publish
I tried searching the first part of UID in workshop
This would be coming from the mods listed in the workshop options window yes?
ok Unchecked all of them except arma reforger and still error. Gonna restart PC just in case
That didn't work. And the numbers aren't listed in my json file so it doesn't seem that it's an asset I had. Maybe a dependency but idk
You can, but you'd have to create the scenario yourself. It's not plug and play to do that.
Never, steam is PC only and they have to serve mods to Xbox and eventually ps as well.
So how would I go about doing that? Do I use your conflict military bases and relays and call it good or do I also have to alter the scripts?
Oh ok I thought i heard some chatter about it the other day, but I probably misread it.
Scripts should be fine unless you're changing factions. The rest is kinda up to you however you want to set up the points for the map you're trying to use.
Understood, thank you sir.
@dense scaffold How would I go about adding modded weapons and items to your loadout editor?
Add them to the Arsenal Box
alright
What the first thing to get started makeing a gun
Probably modelling it
how to stop entity duplication in arma reforger after server reset
How to divide a map in different color areas? i think i saw a scenario that did that but can't remember which one it was. basically i want to divide a map into 5 sectors each one of a different color to represent level of danger.
Hello, what error do you get?
Bon animations has a shoulder tap.
RHS has carry. There is also a drag mod.
In the https://discord.com/channels/105462288051380224/976591280786276362 someone was showing some added gun inspect animations.
Same channel there was a VERY basic heli rappel.
I think a lot of stuff is just starting, despite there being a ton of mods available.
Colors on the map or from player perspective? You could make a custom paper map that can replace the base map people load with.
Thanks that miiiight work but I was hoping the colored areas could be also triggered by actions. Basically I want to create some kind of conquest mode where we have to capture an area and by capturing it it should become green or something
Not sure if it's possible at all though. Lol
hmm could have a setup where the player gets an updated in game map. That's a lot of trust on the player ability though lol .
take a look at what the game mode does behind the scenesw hen areas 'turn over' or are being capped/capped. At least then you could see where you could possibly inject something like what you want.
That's actually a nice workaround if I can't make it work. I know I can trigger an equipment being equipped on players loadouts on task finished but not sure if I can replace it (one map by another map so they don't even notice it)
If that can be done that could work. It would be a lot of work but it could work. Lol
yeah agreed. there's likely a better solution. Go check out OVERTHROW mod. They have thing where if a base is occupied the area is red and then i think goes away when you cap. At least see what components they are using.
Is anyone having a problem updating the mod in Enfusion and having the new version appear in the workshop?
Oh i had the same thing when the workshop was down
Let me know if this isnt the right place to ask this but, I am trying to make a video using the enfusion workbench and in it I wanted to add a modded asset (T-72 tank by TheSpaceStrider) but even tho I have it as a dependcy it isnt appearing anywhere in the resource browser. Assets from other mods like Arma Terrian Core appear in the resource browser so unsure why some do and some don't. Either way is there a way to spawn the tank in if I can't find it in the resource browser or a way to add it to my resource browser?
Anyone an idea why i cant save my Game Master Setups in my Custom Map? I want to create different Mission Setups with placed AI, Vehicles, Spawns and stuff like that.
When i save my Setup i can type in the stuff and Click Safe.. But when i load its not there anymore.
Do u have the T72 dependencies if any loaded with it
yeah there are two dependencies and made sure to load them in with it
is the prefab optimizations mod worth it?
I didnt see any graphs or data about its effectiveness
Ugh can't even get 1MB/s download speed on the workshop! Clean out the intertubes!
Since PS5 has been allowed things have gone down hill, just sayin'! Low rent housing.
J/K.
Hello, sorry not sure if this is the right channel but I have a request for a mod as i have no idea how i would go about doing it myself. I have a love for the Betty van(S1203 Minibus) and wanted to create a Heli version of it for abit of fun! Basically combine it with a littlebird similar to how it was done in Arma2 with a mtvr and littlebird if anyone can remember that. If anyone has any advice how it could be easily done as i know obviously they are both already modled so that may help? im just not sure how to start with it. Thanks for any advice or if anyone could knock this up?
How do you get the scenario ID for custom scenarios for the arma reforger experimental branch? Im hosting a server on experimental and cant seem to get the ID right for military operations 2
Open the mod's folder, should be in serverdata.json I believe?
anyone who knows how to rig aircraft, reach out to me please.
Thank you!
Failed connection to servers
ya i got it to upload
How's the map working out with your spawn?
Would it be possible for me to run your experimental version of conflictpve on my server?
you sure can! I'd advise running the linear addon as well to help with performance.
My mod works in the editor but when I publish it, only the dependencys work. I have been troubleshooting this for hours and am at a loss now
If we made the mods dependencies of each other would the workshop implode?
uh oh
Thank you! Whats the scenario ID? I cant seem to find it in the server file
mod: 631E625241BAD936
scenario: {3197BE0E6932DFAD}Missions/ConflictPVERemixedVanilla2_US4x.conf
linear mod: 6320532F7E8BC1A9
Thank you so much man, I appreciate it
What is this linear addon all about? 🧐
Only allows you to capture one point at a time in my conflict scenario. Shows current objective in task list. Only spawns the ai, vehicle patrols, and mortar attacks at that point. Really helps with server performance since I use a ton of ai.
Oh alright. 👍
Thank you for explaining.
Sounds nice. 😎
How to fix it, my project suddenly removed itself from the option to load the world, I added it again and now I have it.
do you have a dependency listed in your addon .gproj that is missing?
I can't change anything here now
In general, the project disappeared here, so I added it again, normally I can work on it but I can't send it to the workshop anymore
maybe I added it in the wrong place?
is there any way to publish via cli?
No assets should be in profile folder
Read wiki how to add project
Already fixed, the problem was caused by a missing mod
What are the steps for uploading to the experimental workshop?
Press publish button in experimental workbench
experimental tools in steam
Fair doos, cheers!
Got a question for you
Any word on when the BTR-80A will be available for use again? The temporary BMP3 is gone and pretty locks that mod. Just curious 👀
@lethal night I’m only at 4gb, yet getting payload too large error
How do you publish a game master scenarios on Experimental?
Exp workshop
Dude the workshop is so annoying. Legit have gotten to 95% 4 times in a row and it keeps failing and “timing out” like ffs.
What are the correct dimensions for the loading screen image? the .edds is squished on the loading screen.
1024x512
I have recently started to get tons of access violation error codes and crashes every 5-10 mins in the workshop. Has anybody had this issue before or know what I can try to fix it? Ive updated drivers and validated my files
is it just me or is uploading to the workshop in exp alot faster now, i uploaded a 650 MB mod in less then a min
Does anyone know why my mod keeps saying "upload error" "timeout"?
I've tried uploading a mod 20+ times
You have stable internet connect ?
Yes
Timeout = unstable maybe you have problem with internet
Interesting
I just now uploaded a mod. So working on my end.
6th try tonight 🙃
rip. you restart your comp? otherwise try again tomorrow I guess
Restart Pc
My mods sometimes take a TON of tries to actually get them published and I'm actively talking to people so I don't think your internet is the issue
Enfusion really is a magical thing
Yep tried that. Ima restart my router tm and try again
Good to know I'm not the only one. Thanks
People in my server are often like "omg you uploaded so many updates without telling us" and I have to sit there like nah it just took a dozen attempts...
My newest issue is the access violation error which only appears in the crash report window and im getting about 15+ crashes per hour now
Are all terrains/maps going to break with 1.3?
I doubt it but who knows anymore
I figure that now that destruction is a thing buildings and trees etc have extra components that need to be added. Not sure if that's something that will happen automatically as long the map is using vanilla assets?
No that is added by the prefab itself map makers don't need too add that them self
Hi, Is there any publicly known way to distribute your own modifications outside of that bad slow workshop?
No, also, why would you even want to?
Hello,
I've been re-editing a mission that I had and that worked perfectly.
After uploading it to the workshop and preparing the dedicated server, I get this error.
I don't know who is calling it, and I have the SCR_EntityCatalogManager like other missions and I don't get that error.
Can you tell me where I can look?
Thanks.
I guess theoretically take a downloaded copy from your local drive (downloaded from workshop), send it as zip file and have them unpack it in their addons folder? Then when they join game might detect it as already downloaded, do a checksum on it to make sure it's the right version, and let them join? Not sure if this is allowed however because technically you'd be redistributing mods, i.e. mods which you might not have a license which it allows for. That would be an ip-topics question, mostly.
Only reasons I can think of for doing that would be against the rules. Like zelik always says, 95% of the time they're trying to hide something they probably shouldn't be doing in the first place.
i would say 99.99 % of the time that is the reason. with a 0.1 margain of error
It's certainly possible, but this question is really just about file sharing and not specific to Reforger.
Anyone have experience using the WeatherTrack in cinematic timeline? Cant see to get it to work right
Can someone point me in the right direction? I am trying to make a custom faction using RHS. I have configured it how I like in the workbench but when I load into the game it strips all the colors off and seems to default to the Asset? When I go back to edit the prefab, the colors are gone until I open one of the prefabs it has attached.
I also notice there is an error in the console that seems related but I cannot find any information.
-
RESOURCES (E): Can't remap 'Assets/Characters/Uniforms/Military_Pants/military_trousers_wear.xob' material from 'Pants_BDU_M81_tucked_item' to 'Assets/Characters/Uniforms/Tactical_Pants/Data/Unbloused_pants_CoyoteBrown.emat'. Source material do not exist
-
The prefab "Prefabs/Weapons/Rifles/M4A1/Variants/ION/Rifle_M4A1_BLOCK_II_ION_1.et" should have a HierarchyComponent because it is spawned by an EntitySlotInfo in Prefabs/Characters/Campaign/Final/Campaign_US_Player.et
: GetResourceName 'script'
RESOURCES (E): Wrong GUID/name for resource @"{CC8CDD184A67C624}someMapExportSettings.conf" in property "m_ConfigResource"
BACKEND (E): [RestApi] ID:[80] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:401 - Unauthorized, apiCode="Unauthorized", uid="1741667496143-410056", message="Unauthorized"
DEFAULT (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed
help if possible, I was trying to upload my mod
Like most closed groups, ours would eventually want some modifications specific to our gameplay that we would create due to frequent copying. We don't want everything to be shared publicly. Old A3/steamworkshop for that have settings and or was there a way to release a mod so that it wouldn't fully work on the server.. except the server where it was supposed to work..
.
So a3/2 had mostly community-created distributions before the workshop came to steam and even then a lot of people stay with older private distributions. I was kind of hoping that reforger would have something similar
rip armaholic
I mean swifty/a3snyc.. :#
Are there plans to add a comment section to mod pages?
It's called Reports, apparently
You can host a server without backend for a closed PC only community. Instructions are pinned in #reforger_servers
This way you need to distribute the mod files yourself and they don't need to be on Workshop
Don't use reports for that, those reports do not land on the mod dev @shell solar
Yeah I know that's why I said it
i've been asking for this. I think it would be really helpful to be honest.
Functionality has been worked on before, just not implemented on frontend. No ETA nor direct plans at this moment.
Thanks 👍
I would vote against since it probably wont be moderated just like reports arent, and it will be used by 95% of commenters only to vent
Maybe if it was not spammed with this #enfusion_workshop message

It will be worse because folks know their comments are public
It can still be useful though just like reviews on Amazon lol.
and people can comment useful stuff like "if X thing isn't working for you do this" etc.
Since some modders are pretty much unreachable it's hard to ask direct questions
It's almost impossible to moderate hundreds/thousands of mods but a simple "thumbs up/thumbs down" system can be good to filter comments.
I would imagine if they are unreachable and the mod isnt working then the mod is not supported anymore
Well not necessarily though? There are mods that are working but they don't have any discord links and their name doesn't show up here when I search it. Besides not everyone has discord
I’ll deadass pay someone to sit in a discord with a friend and I and answer some questions about some of the stuff we are working on. It’s all basic stuff faction / conflict mods but it’s specific enough that tutorials on YT don’t cover the things we are trying to figure out.
Yeah, that’s another issue. it’s really hard to find good sources on how all the Workbench stuff works. There are people who know and are willing to talk about it, but we don’t want to bother them too much either lol.
Then they dont want you to talk to them haha 
then the comments on the mod page would be helpful 
"This modder ghosted me" thumbs down
Wondering how quickly I can go into negative rating
Hahaha no, I mean the thumbs up/down wouldn’t be for the mod itself but for the comments. That way, useful comments get thumbs up, and less useful or hate comments get thumbs down. The most upvoted ones would show up first, or you could filter them. That’s how I imagine it, at least lol.
Ohhhh we need clown emoji reaction like on steam reviews
This 👆
I've found some comments on the Steam workshop to be valuable in regards to Arma 3.
I understand that with such a wide audience you would want to make sure the comment system has proper filters like Steam. At the very least some bug-reporting feature for devs to see and manage would be nice.
i am all for comments if they can be switched off (like you can on steam)
Comments for this video have been turned off.
i added a Object, its in but i can walk right through it how would i go about adding collions to Objects??
15:45:09.257 DEFAULT (E): DestructibleEntity @"ENTITY:2305843009213708845" ('SCR_DestructibleEntity','Assets/Structures/Cultural/Statues/SummitCross_01/SummitCross_01.xob') at <644.199585 69.447472 594.316162> @"{DB4452EA70C8008B}PrefabsEditable/Auto/Structures/Cultural/Statues/E_SummitCross_01.et" was spawned in runtime. This is not allowed
This base game cross is crashing servers with my map
any clue why?
@rocky bobcat hop in vc ill help u
which one
call me
so my mods dissapeared. i uploaded one earlier and now all the files have went poof
Fixed
having trouble getting imported objects to have collision, i can go right through my objects like a fence can someone help?
if you find out how, please inform me
i got u
Hi guys
This belongs in #enfusion_model but here’s the guide https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Looking to create a mission with a nuclear threat at the end inside a silo on the worthy islands. Either a nuclear object or a nuclear vech. Has anyone got any mods suggestions for this?
Frying pan
I would like to be able to make edits to the Gogland map. Is there anywhere I can download it so i can open it up in the enfusion workshop without it being locked?
Hi all,
I have a feeling what I may have done wrong but im not entirely sure so im reaching out.
I have reploaded a mission to the workshop but there is no scenario attacted... how do I fix this?
Make sure the mission.conf has been created and is correctly set.
Thank you, I'll do that
trying to add item to arsenal its not popping up though im doing everything right can someone double check my work in a VC i would appriciate it.
That looks like a duplicate of the entity catalog, are you creating a new separate arsenal?
Anyone know how to make custom explosion damage and radius?
Yes I duplicated the entity want to add it to the US Category.
If you want to add it to an existing category, why did you make a copy instead of overriding the existing category?
it wont let me edit it
@dense scaffoldTHANK YOU!!
why does my hat do this in first person? it fine in thrid person??
Anyone else experiencing problems when trying to upload mods to the workshop?
yep, same for me 
Turned on my PC and Reforger for the first time since Saturday to update mods before I make a scenario. I only need to update one of my almost 300 mods? is the workshop down again?
NM, restarted the base game, and its gathering updates now. Not sure why it didn't the first time. Sorry
Good evening everyone, I have never had any problems on my server due to mods "deleted from the workshop" except that tonight, the server crashes in a loop for no reason with sometimes errors like : "BACKEND (E): Addon 612F512CD4CB21D5 (WCS_Earplugs) - Addon has dependencies deleted from workshop." Do you know why I get this type of error? And why sometimes I don't?
update to newest version
Before I had no problems with old version mods? Why is it mandatory to update server-side mods?
especially since the workshop doesn't offer me mod updates so I don't understand..
when i try to generate a NavMesh it stops at 99% and game is frozen is this normal??
Nope
Maybe, but id ask here or maybe there’s something in the pins that could help#enfusion_terrain
i apprciate it
i getting this error anyone know how to fix this?
I have a mod on the workshop that serves no function and is seemingly stuck. I removed it using the option on the workbench, but it's still on the workshop. Any ideas?
anyone able to help? cant move my troops
so when i dup a 6b3 vest, how do i disable the factor that does not allow you to equip alice rigs?
rather, how do i change it from taking up the alice slot, and change to an armored vest slot?
does anyone know why cloth component is grayed out?
nvm
yo ill pay someone 40 dollars to help me figure out why and how to fix this server when i copy the base settings for conflict and publish it but does not let me join the server cause of group=1 ---reason=8
Does anyone know how to get rid of this on world editor?
Hey guys Ive tried to look this up but I haven't had too much success. I keep getting this error: Exception: Access violation. Illegal read by 0x7ff76fc93330 at 0xfba like every couple mins and it's kinda making map editing impossible. Im currently running an i7 13700k and my GPu drivers are all up to date. The crashing seems recent so it very well could be a driver thing... Anybody have any tips to help remedy that?
Against TOS to pay people
I THINK i had this recently. What GPU driver version are you on?
WINDOW>CONTENT AREA> presets
Currently on 572.70 (3080ti)
Thx
Hi, does anyone know how to fix this. I was working on a map and pressed something on my keyboard and all the surface layers vanished.
You probably activated the "Layer diag mode" by accident. Try pressing "Ctrl + Alt + L".
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu
thx
Does anyone know why this happens? When far away from AI you can see hit decals but the AI doesn’t get any damage?
I keep getting "file path is too long" when I try saving something to a file in world editor
Your file path is prob to long
Prob to many folders
Search long path names in Windows you can enable them somehow
Thx
This access violation crash I keep getting is making it impossible to work on my map. I have no idea what's causing it 😦
Do you have a backup?
I have a backup that has the same issue weirdly enough. Can't quite tell if it's me or enfusion that's causing these issues atm
Did you update a dependency or are you missing one? Has the file ID for the workshop changed randomly?
When updating a mod from stable to experimental, does a different GUID cause any issues? Should I keep it the same or will the workshop just switch over when 1.3 drops to stable?
so my tools is crashing with every mod i try to open. it opens with a mod i made that was crashing, but i deleted it and every mod crashes
The folder your tools are opening to could be causing a crash
Yes and every time workbench loads the resource browser has that folder opened.
so how would i address that so i can resolve the issue?
Move your "MK2 MEdium" folder somewhere else. Then workbench's resource browser will open to a different folder.
You deleted the folder that it's trying to open in the resource browser when workbench loads?
Where ever it exists on your computer
The video shows the folder that the resource browser is opening to by default
I even told you the name of it
okay so find the file and jsut move it elsewhere?
like so? i made a diff folder and put it in there
You aren't getting any information in the logs?