#enfusion_workshop
1 messages · Page 15 of 1
I uploaded a mod, for some reason I can't find my mod folder, therefore I can't open and edit it anymore, is there any way to gain control over the mod data or delete it from the workshop?
Make a new project and change the GUID in project settings for your mod to the same GUID it has on the workshop. Then, you can go to file publish, remove the mod from workshop or something like that.
Where can I change the GUID?
The only way I can change GUID is over dependencies.
File menu / project settings
Thank you brother!
BACKEND (E): [RestApi] ID:[27] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="workshopApi.uploadInvalidFileProvided", uid="1765765651372-551882", message="File contents don't match expected content type - data.pak application/enfusion-pak"
DEFAULT (E): Uploading failed! Reason: "File contents don't match expected content type - data.pak application/enfusion-pak"
what dis mean?
oh come on. I even have a better connection now, can't even upload 300mb
I was able to upload a month ago with this speed, and yesterday with the same speed
same i cant even upload a 30mb mod
i feel like mario wasnt lieing its not just the size it randomly works at least this is how i currently understand it idk im a goof ballz who unders a widdle bit
3 weeks ago I was magically able to upload 1.5gb once, haven't been able to do that since early September
Haven't been able to do it since
youre limited by how much you can upload in 2 minutes or where did i hear that
no, that's not true
@silver bison Dms, about uploads
yeah its not true policy wise but it's true due to the dcing behavior of the upstreams atm
Mine always cuts out after 120 seconds
Can you get Mario to see Dms, I'm trying to get him info and help with the workshop uploads problem
Mario is pretty active in chats, hes probs busy and will respond when he can. No need dm spamming him etc
Not spamming him
Who's mod is this, he needs to ask permission before using PS assets
PS assets?
Being released under ND doesn't mean people can't use it as a dependency.
I didn’t have the mod listed as public so likely they found it from a test server or your map mod. I don’t have the license on it for now for use but I’ll just yank the mod down in the next couple days and re upload it with a different GUID
What's with people constantly trying to gatekeep mods?
so if you make a config file with someone's mod that had ND on the license you cant use it? Like say I wanted to make only one of the helis available, so I make a config to disable the rest, is that allowed?
?? how so?
they will try to tell you that you can't.
Making a separate config mod that disables or limits parts of another mod, even if that mod uses an ND license, is not automatically a violation. ND forbids distributing adapted material of the original work. A config-only mod that overrides, disables, or limits content at runtime does not reupload, copy, or embed the original mod’s data. It relies on interoperability, not redistribution.
if you make a mission using a mod that uses and ND license (with no additional clauses) should be fine as long as you do not create derivative content based on said mod -> like what you said, disabling certain assets is fine.
@remote gulch this should clear things up a bit: https://reforger.armaplatform.com/news/workshop-licenses-and-ip-faq
thank you
As someone who's apart of it who supports mods for everyone, he will most likely say yes, people have to ask permission because of the licensing we have for using the assets ourselves
He also can't update the correct license because of the current workshop upload situation
@cloud kernel Idk if your aware but your mk46-mk48 is crashing my server. Its a really nice mod if you could update it that would be great
Yeah I don't think any licence will prohibit anyone from using any mods as dependency at all. That's gatekeeping. Dependencies do not require permission.
Using a mod as a dependency or calling its APIs isn’t considered using or redistributing your assets, even under APL-ND. Bohemia explicitly says dependencies, API calls, inheritance, and overrides aren’t derivatives as long as nothing is copied or reuploaded.
Visibility status or not having a custom license set doesn’t change that. Once it’s accessible through the workshop, interoperability applies. If someone was actually reuploading models, textures, sounds, or source code, that’d be a different story. But just depending on the mod doesn’t require permission.
Maybe @ebon river can end this debate here and now and I apologize in advance if I am wrong.
I don't think any licence will prohibit anyone from using any mods as dependency at all.
Custom licenses can.
The license states how you can use the mod
This includes players, servers and modders
It can state how you are allowed to use any of it's features, or itself as a mod or framework.
Galactic forces has the same thing
Thanks.
But custom licenses can only control what copyright law allows them to control, no? Bohemia has been very explicit that interoperability is not something a license can prohibit as far as I know.
A license can restrict redistribution, modification, or reuploading of assets and source. It cannot prohibit dependency use, API calls, inheritance, or overrides, because those are not considered derivatives under the Workshop rules or EU software copyright law.
If licenses could block dependencies entirely, the Workshop dependency system itself would be legally meaningless.
Not trying to escalate this at all just would like to be sure. I'm happy to let it die here.
But custom licenses can only control what copyright law allows them to control, no?
License can control how the mod can be used
Copyright is different thing
License defines the terms on how the mod can be used, extent, limitations, etc
License is the agreement that the mdoder provides you on how you can use his mod
It can technically state anything the modder wants
So if I publish a mod and make my own licence that says "No one can use this mod as a dependency. This mod is exclusive to me" I can enforce that?
You can enforce that, but through your own means. On our side we are only required to protect what falls on IP/Copyright laws
That does not mean that we will not moderate abuse though
This goes on both ways, licensee and licensor
If you as licensor become predatory we will just decide to take action towards you
Same for licensee
How can anyone enforce anything in that case? since you are the only ones that can actually do something about it, but won't in most cases unless it's really necessary. Also what do you consider predatory or abusive?
If I remember correctly some group did try putting something into there mod that would do something negative to said group if it was being used by the group but that’s not allowed either. All you can do is email take downs at BI and they’ll enforce it at times
Report it, if we see it as valid report action gets taken
So custom licences are basically just a social agreement? Things like disabling functionality, private agreements, or resolving it directly between modders. If it crosses into abuse or predatory behavior, then moderation becomes discretionary rather than license driven If I am understanding correctly.
Alright. Makes sense. Thanks.
You can use custom DRM mechanism as long as it does not interfere with anything from the game, does not change the vanilla or other's mods experience except for making your mod be like if the mod was not loaded at all. but keep the rest of game and mods in pristine condition.
game => Game, Workbench, Server
People that often want to do what you asked, usually end up in abuse/predatory behavior. So that is why I mentioned it to you.
Basically if your mod becomes major nuisance for community, and common ground for issues on this side then we might just decide to take some moderation action.
It's part of the community moderation aspect
We do enforce custom licenses. But it has to be solid license. Otherwise it can be exploited
Does a basic all rights reserved license.txt qualify? Are there any mandatory points we need to address in a custom license?
Does publishing unlisted vs public make any difference?
Gotta be on top of it before I accidentally give rights away
We dont especially encourage gating mods like that, in some ways it goes against the essence of modding. But that said, the mod authors do have say in how they want whatever they made to be used as Mario there already said
Yeah in this case its more of a total conversion than a mod. There's nothing that would work with vanilla gamemodes.
Naturally we would like to see the community be able to handle their differences by talking and sorting things out peacefully. But realistically that wont always happen
It just seems very incredible to me that someone can publish a mod publicly on the Workshop and still forbid others from using it. I would expect a more open stance from you on this, especially given that the mods are being distributed through your own platform and built on your own game. AND given that mods are what give life to the game.
the mod authors make the mods though
Mod authors are already under appreciated enough
Without being forced to give their hard work away to anybody.
What's the reasoning behind not wanting to "give their hard work away to anybody"? mods are supposed to be made by the players for the players. It's not like there's any monetization going which would change everything
players still can play the mods
Yes there is monetization
just maybe not change them
Anybody can play it, they just can't host it
there is but monetization requires all used mods to allow it
so I dont think its really part of this discussion
Yeah that's why no mods in use except one where we have an agreement with the creator.
For my purposes it matters, maybe not for most mods.
So is this actually enforceable or not? If it is, then yes, you could effectively prohibit someone from playing your mod, or at least make an issue out of it and potentially get them banned for doing so.
You can not make a wall from playing the mod if its monetized
we dont really have means to enforce X person is not allowed to play this mod
If its not monetized you can have whitelist
and I dont think we need to go over every possible worst case scenario either
typically mod makers dont go into these extremes
also what Mario mentioned about evaluating if mod becomes a problem/predatory
I agree. It's rare cases but it still happens. Someone will make an issue out of people using their mods as depedency when "they didn't ask permission" like it happened earlier in this channel
and those will be handled case by case depending what kind of licensing mods might have
and how the issue affects community and if it becomes a "nuisance" to the community
we do want this to be safe place to make mods
but also we dont take kindly to exploitation of that goodwill.
Theres plenty of mods where it can only be played on the mods official servers yes?
Have not kept statistics. I would wager its not large portion of overall mod content
certain gamemode types have more of that sort of things
One of our main reasons is to prevent more servers than players in each region, and also so we can oversee any servers using our mod and make sure they are compliant with bohemia and not putting our mod at risk.
Yeah ours is custom life game mode. Uses very little reforger stuff.
well your mod would not have problems even if some server using it broke our rules if they didnt make it.
that said deliberately enabling some way of rule breaking can be a problem Id suppose.
I suppose if you don't really want anyone using your mod, you could always have it unlisted and use it on a private server so only those who have the PW to said private server can access the mod you want somewhat restricted ig
the mod ID can still be found out.
Yeah certainly wouldn't be anything like that. Thanks for the info.
Yeah can't make server private if its monetized though, but can still do unlisted.
I cant really come up with a good example how to do that but Id suppose theoretically this could be thing
Yeah im sure there's plenty of ways if you were trying to do it.
private is bad term in these things since its still shared with people who play on it
Like is it abuse that I dont want somebody running a non monetized server of my mod because im doing monetized servers?
Sorry haha I just want to make sure im doing things properly. Not trying to find loopholes.
that could be consider unfair
but like
we dont really want to go over every possible scenario in theory here.
K
I was just concerned about making a say US Army make over, using a mod that was listed as ND. Not changing anything in the mod just changing what the US AI are wearing with that mods jackets, pants, etc.. From my understanding its okay to do?
Not totally sure but I think as long as you don't republish it its not a derivative.
depends on its license
is anyone else having issues publishing mods right now
Yup, there's like a time of day where things get slower.
Yes, it's been an issue for a long time
Randomly it works
I've had luck switching my VPN to use US Southeast states. Not sure if that helps anyone, never had issues uploading.
Yes... 🥹
BACKEND (E): [RestApi] ID:[8] TYPE:[EBREQ_ANALYTICS_SendEventSR] Error Code:503 - Service Unavailable, apiCode="", uid="", message=""
Perhaps maintenance on Bohemia Interactive's end, but only they can confirm or deny this 😅
Hi! I have a question: is it currently possible to test my local addon in Arma Reforge (not in the workbench) without publishing it?
I read somewhere that there is a dev or local switch in the workbench, but I can't find it, probably because the UI has been updated since then.
Thanks in advance for your answers.
Sorry for noob question, how can I access mods from the steam workshop in Enfusion to add them to my scene? I have the folders of the Steam workshop mods I want, but I am wondering how I can use the objects and textures from within? Would it be better to do this in gamemaster or while I am still building terrain?
Arma Reforger doesn't use steam workshop
Use the 3D viewport in the World Editor, load a world and put down the stuff you wanna test from your mod directory.
Hi! Thanks, Yes, that's fine, but it will work 100% the same as in the regular Arma Reforge when using addons.
I wanted to test how it works when installed from the addons mod manager.
I found a solution in Steam params, where I specify the add-ons and load them, but I read somewhere that there is a dev or local mode for add-ons, and in that case they appear in the mod manager, but I couldn't find this option, so I asked about it.
Do you remember something like this, maybe it just existed?
Ah yes sorry, the Reforger Mod manager, how can I get those addons to be present in Enfusion?
I'm not sure about all that, I've always verified in 3D viewport until things work
I think what you're wanting to do is add those mods as a dependency for your mod from the main project screen
Trying to Randomize clothing options for basic rifleman. Made three shirts and now want them to spawn on the US Rifleman Character randomly upon spawn. meaning either one of the three shirts will respawn on him.
Anyone know how I can achieve this? I heard there maybe be a system in the engine added recently that supports this.
There is a US randomized character prefab already. Look at it.
also this is wrong channel. This is for workSHOP not workbench its confusing ik
Anyone else having publishing issues to the workshop? Just hangs and never finishes.
Makes sense

Seems to b down, after 10 minutes or so you will get above msg lol
ok cool beans. Thanks for the confirm.
I've only been having luck after 230am the last few days.
Also servers will not start as can't download mods lol
Mine worked earlier this morning updating server
Worked fine about 30 minutes ago for me too XD
Ahh k
I can upload but my server cant download the mod update lol
Yeah, uploading finishes and hangs on Checking addon processing status indefinitely. And doesn't get published.
and then if you try to publish again it says version already exist lol
works now mate
same
Hey mario, sorry for the ping on previous topic. Im going to assume the change of
Changed: SCR_ArsenalInventorySlotUI.GetPersonal is not protected anymoremeans that this component is available to edit etc?
Will we such change with GetProjectileSimulation
This is so that editing projectiles are easier and so we can make our own. ?
anyone get the issue of clicking edit also selected then multiple selecting the edds files changing the format compress and colour space and re-importing yet only one item reimports to it? I have done this method since before the updates and only now I'm having this issue
its just a lil time saver, just in case it is an issue though I'll need to go through every edds file to change em and it's quite a few
okay so im new (complete greenhorn) theres a mod that whitelist some items (since i think theyre prepairing it for conflict or sum idk) in the American arsenal, i need to somehow turn this item "whitelist" off i have the mod and all of in dependencies in i just need to know where to go
basically override to the normal arsenal box that has everything tied to that faction
I can do around 600mb every couple days, just gotta try 2-3 times a day
Use the correct naming conventions and they'll import correctly
Anyone know if I can get a hold of MrPotter to talk to him about his BREACHABLE DOORS mod
It says all doors spawn with a 20% chance of being locked but i dont think that’s necessary true
From what ive found, no doors spawn locked, the only way to lock them is through GM only
If so, please “@“ or dm me
Anyone having any luck to uploading their mods? Mine gets to 45% slowly then times out with the CLOUDFLARE error :/
most we know is something after the holiday
I used a VPN and that worked
I'm not paying money to upload shit
if I'm doing that I should be aloud to ask for donations for modding
Indeed, but I already had a subscription, just turned it on
Thanks though for the reply, makes sense most of them are out of office
yeah, they'e been working on this since september
You are allowed to accept donations.
That is true, but when you follow that with "for modding" it quickly turns into a grey area... Can't really accept donations for a specific thing afaik.
No it has to be 100% voluntary
My point is, I don't think you can say what it's for, you simply donate or you don't. As a donator you have no say in what the money is used for, otherwise it's more like a purchase and not a donation at all.
Yep. You can just help people out though and they can choose to make a donation if they are appreciative.
DUMB Question:
I need to change a group of entity properties.
I select them on the left and choose object properties on the right, then I make the edits.
Each time I do this it only changes the first item in the list of entities instead of the expected 200.
The rest have the un-edited properties.
Same issue with adding a component with a list selected on the left and then + add component
No idea why this happens.
Please post a quick note on how to edit multiple entity items. Thanks
...
I can't get this to work.
Either I need to be able to select multiple items and edit their properties
OR
I need to be able to change the class of all the selected entities to accomplish the same result.
Also tried "Replace with Prefab"
It does nothing, nothing.
??? ANYONE ???
@sacred heart ?
I think you're looking for #reforger_workbench that has nothing to do with the workshop
Anyone know if there are any clothing mods that add marine gear like desert matpat non RHS?
theres a halo mod but the camo is part of the halo armor
I will move it, thanks
Can you use height maps to generate a map?
Does anyone know if someone’s made or making a AAV
Can anyone still help me out with this
I'm working on an MOB based on iRON79's BigOilRig, and I have the Helipad functional but the heli doesnt want to snap to the building. What knobs do I need to twist and where?
Feature request: Fix the buggy caching on workshop mod pages
For some reason on SSR first-load mod pages show outdated Info, if you go to Changelog -> Hard refresh -> back to Info it shows more current information. So newer info has clearly been propagated to whatever backend is being queried, there is just some weird caching going on which returns old data for Info on SSR first-load but not when dynamically loading that content client-side.
An easy solution for this would probably be to just run the client-side query once after initial load, so even if the cached SSR doc is outdated it will automatically update to latest info client-side
e.g. currently visiting the page for my DynamicLoot mod shows Info that is over 12 hours out of date, if I refresh the page on Changelog then click back to Info it shows the correct updated Info
Yeah all related cache should be wiped once the mod is updated
Since client can get the updated information I guess it's some wonky max-age or cache control or whatever
Any updates regarding the uploading issue?
anyone having issues with workshop in the actual game?
yes everyone is
Anyone knows what i need to adjust to prop that it would not disapear after server restart ? Have few props that i need that they would stay after server restart. Props do not have persistence module as i saw. Tried to add that but did not work
it has been months
can i join this
Do a test and change your DNS to Google's or CloudFlares and see if this helps.
How is someone supposed to changed their DNS ? Isn't that their IP
No, DNS can be changed.
To change DNS on Windows 11, go to Settings > Network & internet, select your connection (Wi-Fi/Ethernet), click Edit next to DNS, choose Manual, turn on IPv4/IPv6, enter your preferred/alternate DNS addresses (like Google's 8.8.8.8), and then Save.```
Couldn't that mess up my computer
No, you can change it back.
you is and King mate.... thank you !!!!!!!!!!!!!
No problem, glad it helped.
Ok... so at 20 % @austere forum
does anyone know why when the enemy is recapturing a point it is no longer notifying us? also some times the timer for capturing a base is only showing to certain players
Wrong section
It's Cloud fare issue, BI doesn't know why it happens an it prevents people from uploading semi big mods a majority of the time without God tier Internet
could you point me to the right section then please lol
I have no idea, your question is about coding a scenario or something else?
so god tier internet.... you mean like super high sped upload? 😄
1gb a minute or higher
Sometimes works
google DNS did 20 % cloudflare did 22% ...... BACKEND (E): [RestApi] ID:[37] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Basically most people that have Tier 1 networks seem to be successful to upload all the time
It's not about upload speed on itself
DNS changes won't help
@silver bison sorry another re-ping, wondering if there is any possible chance for a look into this ? 🥹
That's a shame. I know changing the DNS has helped a lot of people with downloading mods.
Just published four mods in a row without any fails. One was 1.1gb and one was 800mb
That happens every couple weeks where you get lucky
I was able to upload 1.5gb a month ago, and never again since
Basically what cliudflare do ?? it is some kind of ´´firewall´´ ??
or did VPN somehow help with the upload ???
You need better upload speed, if mod is under 1.5gb, shadow pc have 100mb up and it work.
will test it from father pc on optical net.... I have a stupid internet in my village.
I have updated 0 mods
world record
Whats happening with game master FX, with mortars that crash server ?
It's waiting on bohemia to fix the game crashing when you spawn the mortar
Ah nice, btw appreciate for good mods that u have made for community.
Anybody else get where the workshop website caches old page of their mod even after publishing newer versions? I tried multiple browsers and cleared caches so don't think it's that.
maybe just wait. Like, could be correct in a couple of hours.
Trynna publish my mod and it gets to 51% says failed but doesnt list reason. Any ideas why?
Nvm same problem as @shadow yew
what is ur Upload speed in SpeedTest?
Fuck. I was mix matching my upload and download. My upload is only 8.26mb/s
yea so you are cooked. basically have to get someone else to upload your mods or split everything into 50mb mod parts lol
that could work
Ig that is the prob when the mod is 355.7 mb.
i also cannot upload any mod over 200mb 😔
Does it fail at the same upload % if it’s over that?
its doesnt always fail at the same percentage. sometimes it can get a bit further but if you fail at like 60% there is no way it gets to 100% by chance
if you fail at 80% 90% you can keep retrying and it may work after 10s of attemps
Same. For the most part mine does fail at 50% 51% and 52% lol.
I'm having an issue with the enfusion workshop crashing when I try to open up one of my existing mods, but I can open one of my other existing mods and there's no problem.........Can anybody help?
Keep in mind I was working on the mod last night and woke up this morning to do final touches and now I can’t open that mod
Possible location of the mod or a dependency if it has one.
@reef sandal it published after taking it to work🤙🏽 thank you for the knowledge and idea.
Would the size of a mod be affected by the polycount of the model i.e a single truck mod.
Well the higher the polycount of a model the more data it has to process, but I dont think it's that significant in the grand scheme of file sizes. Most the time it's the sheer number of models and high res textures that will stack up the size
OK, well given that I do have approximately 27 or more 4K textures, backlash materials that I have on the model. If you were to suggest something, would you suggest me knocking down the texture resolution?
Depends what your working on. Some things need that higher res, other times its complete overkill. Usually I start high then reduce and see if it still looks good or not
Its weighing 355.7mb
If it's a car you dont need anywhere near that many materials especially not at 4k
Multiple can be tiled or lower res
Could you point me to where i can learn about tiling? Idk what that is.
I could for sure just re-bake my textures at a lower Rez
Tiled textures is a material that is repeated across the model and it's seamless you cant tell. Saves time and space usually
Like say a brick material on a wall
Thank you!!
I’ll deface it while lowering the res on textures.
Is there anything specific that needs to be done to the object thats supposed to be the mod, i.e the vehicle in my mod, in order for it to show up for people when it’s downloaded and they throw it in their server?
Hiya guys, can someone help me, my enfusion tools seem to be bugged out in some way, If I try to open an existing project, say GRS Patches, the enfusion workbench loader just refuses to do so and doesnt add the project to the list of projects, can I get some help?
Apologies, brother I’m foggy on that
Does it throw any error?
Have the same problem, it’s likely one of your dependencies
I also have not received help on that matter either LOL
Sounds like a mod dependency isn't loaded into your workbench
Depending on the mod itself, it could be a dependency thats missing.
@austere forum hey brother. I saw your vid on publishing a mod to the work shop. I followed you to a t. Tho an owner of a server says his gm cant find the vehicle to spawn. Is there something within the vehicle components that i need to edit? Or something els?
It could be a mod dependency thats missing. See if the mod you are trying to open is dependent upon other mods to function. Download those mods as well.
How would that be a problem if I opened yesterday no problem then 6 hours later I have a problem
In the vehicle entity catalogue, I believe there is a sub section with a few tick boxes (edit, build etc) I think one of these options is required.
Yes. Go to windows, top left, and click on log.
I was replying to you in regard to what the other guys issue was not yours personally. Apologies. Do you happen to remember the last few steps you did before you closed out of the workbench?
Just added a couple of items from a dependency then published the mod and needed to circle back for a quick update and now I can’t get into it
I’ve heard deleting the dependency folder from that mod works but not sure if that’s an actual fix or not
Like going into the txt files of the mod and deleting them?
Tho the core issue is something beyond me brother i apologize. I don’t see what the issue could be if you have both the dependency and mod.
Do you have One Drive installed?
No
Happy New Year !
How do I remove my mods screenshots ?
I want to update screenshots for my mod and need to remove the old ones.
In the Publish Project window there is nothing in the Screenshots section ?
no like it doesnt add it to the grid of the workbench
I tried with a mod that doesnt have any dependencies
This mod breaks the RPG-7 https://reforger.armaplatform.com/workshop/672295EAC56DE2AE i can't reload. How can I fix it?
If the brand logo is still recognizable. It will still be an issue. Also keep in mind that some vehicle designs are heavily protected as well adn could get your mod in trouble. So if you took this from a 1:1 replica model. That could be a problem.
also @ebon river track this as well
please optimize 🤣
Just remove the mod at this point. Maybe they'll fix it for next year?
Mb, idk ;)
will have to look into that. probably related to the snowball launcher
Hey I got a friend thats has a good idea he just need someone to make for him @cunning zenith
He should make it
Does anyone know how I can request an update for a Bacon mod? I'm trying to get the M110 added to the SpearHead servers, but it was rejected for console errors .
If it's not a vanilla item, it is not a bacon loadout issue
Bro didnt even say bacon loadout editor
SpearHead runs loadout editor; it's specially the M110.
Any chances of taking a look at the logs? I have the entries from the server admin.
You can submit bug reports in my discord, though make sure they can be reproduced without any other mods
What's happening with the Workshop today??
DEFAULT : Uploading status: 85%
DEFAULT : Uploading status: 90%
DEFAULT : Uploading status: 95%
BACKEND (E): [RestApi] ID:[42] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1767387593407-381030", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: "Internal Server Error"
DEFAULT : Uploading status: 90%
DEFAULT : Uploading status: 95%
BACKEND (E): [RestApi] ID:[48] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1767387940430-130279", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: "Internal Server Error"
DEFAULT : Uploading status: 90%
DEFAULT : Uploading status: 95%
DEFAULT : Uploading status: 100%
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
Im still getting a cloudflare upload error months later. I see a ticket was made for it then closed as a replication of the workshop API being down but the ticket was closed in Nov and its still happening
BACKEND (E): [RestApi] ID:[28] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
whats crazy is when you consider the hours spent modding itself then trying to upload for 1.5 hours to only fail repeatedly with no resolution in sight, it really begins to beg the question why even bother... sigh...
Yeah I haven't been able to upload any mod bigger than 300mbs whatsoever for a long while regardless of attempts unfortunately which sucks when I have a big update for a mod that is 700mbs
Thats why I didnt bother updating some of my mods, there's little reason to do modding when the devs are discouraging it
Still no fix since september or so? Last week i tried 2 times after a long time... got only 15% Sad
Version 1.6 was released on November 11, not in October.
All day long... no fun
DEFAULT (E): Uploading failed! Reason: "Internal Server Error"
is the Mod hosting service by bohemia down? attempting to add downloads, clearing cache, can't restart my server
BACKEND : Downloading 1 addons:
BACKEND : Server Admin Tools: [>___] 0% 0/0 MB
BACKEND : Download speed 22.07 KB/s
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[5] TYPE:[EBREQ_CONTENT_DirectDownloadFile] Timeout
BACKEND : Addon Download started 672F40664F706B72 - Zagoria 89 Leopard 1
BACKEND : Downloading 672F40664F706B72 version 1.0.0
BACKEND (E): Failed to fetch addon details from workshop API! Repeat later or try different mods.
ENGINE (E): Unable to initialize the game
ENGINE : Game destroyed.
RPL : Pip::Destroy
RESOURCES (E): ==== Resource leaks ====
RESOURCES (E): ui/fonts/robotomono_msdf_28.edds
If you can’t upload within 2 mins it will fail every time
Need fast internet
I’ve been able to publish using a 10gbit connection
@modern yoke
that's a server thing? not mod
Its mods trying to download from GTX hosting
haven't had this issue on a restart, server has been up like this normally for 2 months
Paying 100 dollars a month, 7GB mod list downloads in 4 minutes with GTX hosting
Client side can download mods, unable to confirm if server side can outside 2 other communites
My server downloads mods fine using interserver hosting about 10gb in a minute or two
I hope it's a GTX issue then, will make a ticket to cover that side, thanks
Literally one black box after another
I saw lot of topics around Internet , many forums... but literally no real official statement from BI .. Is there any official solution ? or roadmap for this error related to upload ??
They working on.. since sep. https://feedback.bistudio.com/T194844
to be honest.. the workshop have issues since over 2 years.
lol... well i pulled my additional gun out and built that into another mod and now the workshop upload is so slow that 119mb cant upload. Fails at 40%... so even doing all that work solved nothing for me and because I moved classes for an attachment and that mod was able to update but the one I was moving it from cannot be, when both mods are active it wont compile with the double declarations of the class name... so this is super fun... for a mod dependant game like Arma this is a major problem. Some of the guys I know from 3 won't even come over with the switch to enfusion and this can only hurt that further...
i also got up at 4am to see if during the night it might be possible and it was worse 🫣
This uploading issue should really be at the top of BI’s list to get resolved. Understanding that it is not on their end but on Cloudfares, there has to be a workaround implemented for us in the meantime.
For someone who is new to the AR modding scene can see this killing off some of the modding scene which sucks.
It's been 4 months of the worst upload streak. Hopefully most employees are back from the holidays
https://i.gyazo.com/836b11a0ba6dcd13dde0abbd1c8ad4fd.png Is this a BI problem ??? Or did i fuck it up?
Im new here
Got the same Error since 2 days.. tryed 20 times
try it again
DEFAULT : Uploading status: 90%
DEFAULT : Uploading status: 95%
DEFAULT : Uploading status: 100%
BACKEND (E): [RestApi] ID:[62] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1767548792806-571501", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: "Internal Server Error"
its not on yalls side its the workshop side or sum like that had to restart my pc and was able to reupload after restart
6 upload attempts and a slew of errors... who can beat that variation?
Anyone know if someone is making an osprey helicopter mod or is that not possible in reforger yet?
Its the top prio
Its just not a fast fix
Its just old decisions on the ws impl that crashed at once
Takes time to fix everything connected to it
What’s the name of that sever botman
I thought it would be. Do you guys have a timeframe on when it will be sorted as for myself I have some stuff I am having to get uploaded by others of my behalf that have better internet than me ahah
No, as the extent of the issue is still being researched. We do have some ideas for hot fixes that we will also check for the time being to not drag this experience further
Awesome to hear man thank you 🙂
Hey, what about the - "DEFAULT (E): Uploading failed! Reason: "Internal Server Error" if you do not have cloudflare issues? I was able to upload with my root server for the last 2 month, but now also this is not working anymore.
can you try again now?
Im at home in 2 hours, then i will try. ty
I got two updated this morning. I didnt get cloudflare but they were both under 2mins and wouldnt have triggered the timeout but I can say the upload speed was much much faster on my modest connection this morning!
Uploaded with 460 Mbits - No more internal server error. Thanks for the fix
True. House internet sucks. Had to use my jobs commercial to upload. If your upload speed is past 20mbs you should be in the clear for 2-300mb.
Good luck... but I'm starting to miss the Steam Workshop. 🥺
Im having a weird version mismatch thing going on. I first tried on the 3rd where it shows as "created", however shows v0.0.1 as main version of the mod on the main workshop page but if I go into changelog it shows both 0.0.1 and 2 were uploaded today which is correct as nothing ever completed before today that I am aware of which the changelog seems to support. But now Im getting a 403 forbidden error and cant upload again. Did I exceed a limit and/or I would imagine that mod is corrupted at this point and needs to be removed and reuploaded?
the website is likely showing you a cached version, I also get errors with it
try adding a "?" to the end of the URL
That worked! Thanks for that. Now the strange thing is I cant update at all and at the start of the upload I get a 403 forbidden. Not sure If i corrupted something as the other mods start the process fine.
nah it should just be loading the non-cached webpage, should be unrelated to uploading anything
I learned how to do that when Mario mentioned it on here a bit back, shouldn't affect anything with uploading/downloading
I thought maybe it was but i see there have been sporadic errors like that before so Ill see what happens over the next couple days when I try to upload it again. Seems odd I was able to upload it twice then go to a 403 error but Ill assume it wasnt something I did for now as I cant imagine what it might be.
I'd mention it to one of the BI guys who post here every so often if you're concerned
can you send full error message which is printed into logs? and GUID of addon you are trying to publish
I cannot publish to workshop. Edit: Issue resolved after posting here and trying again two hours later.
DEFAULT (E): Uploading failed! Reason: ""```
https://developers.cloudflare.com/support/troubleshooting/http-status-codes/cloudflare-5xx-errors/error-524/
> Error 524 indicates that Cloudflare successfully connected to the origin web server, but the origin did not provide an HTTP response before the default 120 seconds Proxy Read Timeout.
Sure. Whats the best way to send it. I zipped the entire log folder from the session.
Yeah I tried waiting abit and unfortunately isn't working for me, I can't even upload an 190mb update
jealous been trying for about 8 hours my side lol
anyway we can debug further? i just cut a 1/3 of my mod size out and still not getting it to push. had no issues yesterday with larger size. is only 160mb
Error 524 suggests the problem may be Bohemia Interactive's server.
yeah, is a well known issue just occurs at weird times for me.
Hi @silver bison , I wanted to check whether the Red Cross symbol is allowed to be used in mods that retexture assets. I’ve seen that the Red Cross symbol isn’t allowed for custom mod assets because of trademark and protection rules, but I’m not sure whether that restriction also applies to retextures of existing base‑game assets that already use the symbol.
Specifically, I wanted to ask about three cases:
- Ambulance retextures: Changing the ambulance’s colour through its material settings, without modifying or replacing the base‑game texture that contains the Red Cross symbol.
- Retexturing base‑game assets that already include the symbol: For example, retexturing the field hospital sign texture to have the text be in a different language.
- Preview images: When creating preview images for medics, the preview image setup includes the base‑game medical tent in the background. Would custom preview images using this base‑game setup be acceptable, or would the tent in the background need to be updated to remove the Red Cross?
I’d really appreciate any clarification you can provide.
Hello gentlemen, I am having a number of issues with mod conflicts on our server, would anyone be available to answer a few questions about conflicts in entitycatalogs and mod load orders?
There used to be a mod on the workbench that added an "admin box" arsenal, anyone have any clue which mod that might be??
what did it do?
So the admin box had an admin gun, building blueprints (flag,wall,safe) also had drugs and money (gold and silver) few other items.. It behaves as an arsenal for admins and game masters.
Yeah ok, never heard of that, couldnt you just spawn the things in from GM?
Yeah, just made it easier with everything in one box.. Oh well. Thanks anyway!
Mod id on workshop - 68483D57901DF5E2
What kind of conflict? I have a new issue with a mod where I can see it fine after making it, I can see it on our server, two other people can see it on their server but one buddy doesnt have the rifle show up even tho the attachments show up. Its been a really odd one.
No its nothing like that, i think its a conflict between entitycatalogs. We simply dont spawn what we select, its like all the vehicles have been shuffled or moved down a list
hmmm. weird. so it shows up in the list to spawn and then you spawn it but it doesnt appear?
no, for instance, try to spawn a humvee, a jeep shows up, try spawning a jeep, a helicopter shows up
oh wow... thats hilarious... so its more like a spin the wheel thing... crazy... havent seen that
Yeah, people on the ground dont enjoy it as much, and its a pain when doing milsim missions
It appears its my faction mod thats the problem, if i load all dependencies and not the faction, everything works perfectly
Typically those are written in the entity list but I believe there is also a list in the faction list buried in there somewhere. Im not sure how that faction one interacts with the main catalog but I found the faction inventory list when I was hunting around for how another mod was getting their items into the box
Seems interesting it can overwrite the .et attached to the entry to change the actual linked vehicle
evening all. can someone help me by explaining why my mod doesnt update on the workshop after it published succesfully?
Do you mean on the website?
Or on the in game workshop
I published it to the website, but it doesnt wanna update there. still on an old version of mod. tried removing and republishing but no luck
i even changed the versiom from 0.2.6 to 0.5.0. no luck lol
this is the mod. i even added a pve scenario that doesnt reflect on website.
Website does not update instantly
It will show up on the in game workshop before it will on the website.
Ok thanks. Will give it a day or two lol
Yo does anyone know which mod has this action on the players?
(Open Backpack)
got it, comes from here https://reforger.armaplatform.com/workshop/663EBAAF10A9CE21-BosesScriptsFramework
tip: don't make a framework that is not only a framework but also does stuff ingame to all items sigh
I was wondering, is there a way to upload a map through the workshop and make it "open source" - like terrain edit and remove objects and so on 
Idea: Making a map with sat maps/nature ect. - like a complete map without structures. And ppl can fill out the map as they see fit
You can put all your structures in a subworld
Then people can add it as a dependency and make their own subworlds with other structures
But there isn't any direct way people can remove structures from an existing world
Heightmap editing is not possible (well maybe you can manually override the tiles technically, but even if it works, this is not a good option)
PROFILING : Compiling Game scripts took: 4645.730114 ms
INIT : Creating game instance(ArmaReforgerScripted), version 1.6.0.95 built 2025-12-09 7:39:13 UTC.
BACKEND : Loading dedicated server config.
BACKEND : Server config loaded.
BACKEND : JSON Schema Validation:
BACKEND : JSON is Valid
BACKEND : Loading dedicated server config.
RESOURCES : GetResourceObject @"{C43EF048B18580D8}Missions/OP_Mountain_Sentinel.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/OP_Mountain_Sentinel.conf'!
ENGINE : Game successfully created.
ENGINE (E): Unable to initialize the game
ENGINE : Game destroyed.
RPL : Pip::Destroy
RESOURCES (E): ==== Resource leaks ====
RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
Press any key to continue . . .
I have loaded the server just fine on monday. nothing changed. now it won't start and it seems like some ACE mods are being weird
Did ACE do some weird mod remoddeling or something?
ACEMedicalBreathingDev
ACEMedicalCirculationDev
ACECoreDev
all seem to be missing from my workbench.. I cant launch my modpack. strangely these have never been in my modpack
someone else getting time outs while uploading a mod?
i get that error every time , i tried it now maybe 30 times and no chance....
Is the error code 524?
Yea, I thought so just wanted to confirm - thanks for the answer 🙂
@ruby elm just bumping this to see if you get a chance to take a look at it. Im still 403 forbidden on that one mod
anyone getting this error still when trying to publish?
BACKEND (E): [RestApi] ID:[17] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Some people said you need a ridiculously fast internet connection to be able to upload before you get timed out, i believe you have 2 minutes to upload before the conn closes. So if you're working on a modpack, map or anything that has a decent size then good luck.
Yes ! For three or four months now, I think. Many players are receiving this error message. The development team is aware of it and is working on resolving the issue.
Hey Hideout, hope you've been well. Appreciate it, figured it was workshop. feels bad.
Been waiting on a patch since September
Yup just got that while trying to upload a 70MB mod
The furthest I got was 80% before it timed out...
so cloudflare times out in 100 secs from what I've read online so far
that's insane
how is anyone expected to upload anything?
FFFFFFRICK
got to 97% and it timed out
oh what the heck, this time (maybe 20th time i've retried) it uploaded my 70mb mod in just a few seconds
finally 🙂
weird
Has anyone been able to resolve a 403 Forbidden error when you try to upload to the workshop. It's been going on a week and I don't think it's something I can resolve.
read pinned messages
Doesn't seem to address 403 in any of those
Has this issue really been going on since september?
403 is not the cloudflare ones
I posted my logs but nothing has changed in a week so Im not sure if i have to remove it and republish it or what the issue is... i can update the other mods. Just not that one.
Where?
(The screenshot sent is useless, info is usually somewhere else)
If you can, send me your entire logs folder of a failure on a DM
mb then, but the issue has been around for months
Just different one
403 is often resolvable for the user
will do. thanks.
Anyone had this issue with addons not updating on the website workshop?
updated on old pre 1.6 mod removed old scenarios (world and mission configs) and created two new with game mode setup, filled in mission header added a systems config and published
changelog is showing updates but the version and more importantly scenarios isnt updating
In game workshop is updating and if I try host local I can see the scenarios
Ive updated other mods and its updated on the website just this one mod giving issue
Cant see anything in console log
The website tends to cache mod data
Wait a few hours and it should refresh
Can’t anyone help with this error code??
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'OnAllBasesInitialized'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2177 Function OnAllBasesInitialized
scripts/Game/Campaign/SCR_CampaignMilitaryBaseManager.c:256 Function OnAllBasesInitialized
scripts/Game/GameMode/SCR_GameModeCampaign.c:569 Function Start
scripts/Game/GameMode/SCR_GameModeCampaign.c:896 Function OnGameStart
can probably ignore it if you didn't mess with those files. WB is fussy with errors you can't do anything about
Yes, still can’t upload past 400mb lol
Lucky, I can’t even get past 290
I didnt get past 200mb on the mod that allows me to upload. The other one is apparently forbidden from the internet... lol
Hi, anyone can give me full header conf from Ace medical dev?
ace docs got example
Sorry for late response, I was quite busy...
[RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
I see that uid is empty so this error arrived from Cloudflare rather from us and I already saw this specific case once before.
It was related to some security rules in Cloudflare where it detected uploading data as malicious and blocked the connection.
In that case it was related to special characters in filenames, specifically for example Material_#0.emat and renaming such file supposedly fixed it.
Sadly it seems that I cannot provide more info about this since Cloudflare does not specifically tell the reason what caused it, only that it triggered security rule and was more or less a guess by looking on data or deleting some chunks of files from addon and trying to upload to identify which files were problematic.
Nevermind, can you try it again now?
Huzzah, It started uploading again! Thank you very much for getting it fixed!
@silver bison @ebon river BI did
I’m joking
It’s was a joke
Chill I’m Sorry
Who you why you mad at me I was just joking that’s all
sorry for that confusion part
Long live the ncr
👀
!issuewarning @finite eagle fallout related spam
What? All because i put the ncr
and the gif and the flag
It’s nothing wrong with it
its not related to the channel topic. so its spam
I’m not spam it crazy
Telling someone who can ban you from the server that they are wrong about the rules is wild!
Hey folks, do we have a timeline on when these workshop cloudflare upload issues are expected to be resolved?
Communities are out here clinging on by the skin of their teeth due to the sheer fact they can’t get major updates through.
At this rate Shadow PC are going to open up a product line specifically targeted at Reforger mod creators lmao
Not that paying money for a Shadow PC is even a full proof across the board fix - learned this one the hard way.
Thanks
Nope.
how long or how does adding one to a project work via contributer ive followed the direction but the invitee is not recieving invitation?
What?
I am trying to upload to workshop: Can anyone help? BACKEND (E): [RestApi] ID:[35] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1768459445933-670205", message="As
All of a sudden I can't upload to the workshop, I did not change anything, fixed a floating object.
Maye Shadow is cooperating with BI 🙂 🙂 🙂 🙂
NGl making a patch, logging in the game and theres no patch applied is something new(it made me download it anyway)
Hi @lost geode !
I’m not sure if this is the right place to talk about this, but oh well 🙂
I saw your “Persistent Storage” mod and I wanted to know how it works.
Do I place a storage in Enfusion and each person can put something in it that only they can see? Or is it one storage per person? Or did I completely misunderstand how it works?
Thanks for your reply!
I’m not telling he’s rules are wrong. I was just saying what was wrong with putting ncr on it
The reason why I put it up because this is a workshop so I thought it was good.
he told you it was spam, you told him it was not... lol!
Maybe we research banned IPs before posting
Unneeded and not in tone of the channel => spam
Let it go, you might end up with a ban
Because it’s was not I just put it one time and then he said I was spamming it. I made custom clothes and made them look like the ncr and I like my creative style so I sent it on workshop to let people see it then one guy say fallout is banned in the game and I jokingly told him who decided that meme. But then he say bi did then I was say I was joking about that horgoat said not funny get better material. All because I was joking about that, then I put the long live ncr because I was going to put one of my photos that I made and then put gif and then he say I was spamming because I put the flag and gif then he say it not related to the channel but I was going to post more of the pictures I got from making look like ncr stuff then I got timeout.
I will stop posting my content here so don’t worry
I just want to make myself clear
I know that dude I don’t know what the point putting that up
I’m sorry man I just trying to tell you the story about what have happened
We all read it, you don't need to explain anything to anyone. They told you to stop, so you should probably do that.
I did but you guys are taking this to far
Like HorribleGoat tell me to get better material, like what does that mean. All because i post ncr and joke about something . Idk who the guy is.
But I’m going to stop talking about this now. @mellow creek
it means the joke was bad and make better jokes in the future
also Fallout stuff is forbidden in Arma
so no posting NCR in the future thanks
does anyone know a alternative of Bacon Loadout Editor
Man I wish
Programming your own, it's not the best right now
Simple to say lol but thanks anyway
Anyone know the timeframe for ACE Captives mod to be updated?
If anyone is intrested Tasers meh
did a thing I guess
So im kinda lost is it possible to use workshop assets in the Arma Terrain Core
like I wanna use the assets in the terrain core in workbench
yes it should be possible
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. You can obtain the link to a chapter by clicking it and selecting ‘copy’. Content: Why does my grass look weird? 3 How ca...
the only two reasons i know of are they aren't in the fbx or it wasn't reimported to show them in workbench.
Both wrong
I hade the wrong mesh
Obj
technically it is right... they weren't in the fbx ... they were in an obj lol
my published world isn't showing up in my workshop items..
even tho it said publish successfully lol
Hey if someone can help me I’m about to pull my hair out! I’m not sure if this is the right channel or not
also I cant login when i click my profile
nvm figured it out
I'm suddenly missing dependencies after publishing to workshop. Like no depenedencies are referrenced in workshop, despite them being referrenced in tools
Even new projects published are missing dependencies...
Did you add them in as dependencies through Project Settings?
I did. All are listed when publishing. None are showing on workshop after publish or when adding to a server
Open your gproj file in text editor if you haven't and remove them if there are any. Then re add them in project settings
Roger that. I’ll give it a try
I need some help
Im getting this error when publishing a test map project which is 1400MB in total:
DEFAULT : Uploading status: 95%
BACKEND (E): [RestApi] ID:[20] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Do i have to fill in the UID and apiCode somewhere?
Ongoing issue for like six months now
Ah no way
Yeah, i searched it now. But i saw some people could upload still. Is it just like, try and fail type of thing. Trying 9 times will fail but maybe 10th time will succeed?
Because sometimes i get the error at 25% and once at 95%
It depends randomly.Sometimes it will go faster and work. Sometimes you can try a thousand times in a row and it won't work
No rhyme or reason to it. Some People have claimed to have more success by using a v p n.
The only surefire way is to have a blazing crazy fast connection.
Im going to crash out 😄 gave an error at 98%
Whats your file size... you effectively get 120s to upload before Cloudflare times out so for me... around 150-175mb is my current limit forcing me to make 3 mods seperately rather then having it all in one.
1408mb
ugh... I don't know if anyone has been successful on that type of size or not. I cant get over 200 without it failing 95% of the time. At about 150mb it seems to go most of the time. I am on starlink tho and rural so Im not hardwired to fibre
Damn yeah i will keep trying, last time it failed at 98%
I still can’t upload anything over 400mb.
my guy @latent birch up here almost uploading 1408mb... guy has got his hamster wheel spinning
I mean, ive got 100mbs upload speed through wifi extender, that aint so good. Thought starlink would have more doesnt it?
Im not too sure on that... been awhile since I did a test and Im not net speed expert. Could be my location. getting to 100 and then failing is wild tho lol
Xfinity says I can upload 100-300mb but clearly that isn’t true or tools isn’t allowing it
Ive noticed really different tick speeds on the upload timer... to the point I have done it enough that I can tell if it will fail by the time it is at 5% by how fast its moving... 
Thats right, sometimes i saw that the % was going slower than usual, just aborted it and tried again an was way faster. Im talking like 5 second per 1% difference. But stillc getting to 100% doesnt get me anywhere.
how long would you say your total upload time is taking to get to that 100%?
Yeah... you are definitely way way faster then me lol
i kinda stopped trying and now just waiting till it gets fixed, don't want to end up making 20 different mods for something that should be realistically in one (i already got 5-6 😭)
Well if thats true and this issue has been going on for 4-5 months then god knows how long will it take for it to be fixed. Well i can work further on the map but i just hope i dont get any issues when its completed. Thats why i wanted to upload and test it. Im afraid of performance issues on some areas but yeah everything can be optimised later…
Workbench is a buggy software
Apparently its not an issue with workbench but with cloudflare
Lovely
ok can someone help me i'ved tried everything that i could find i can't find SCR_TurretCompartmentSlot on anything with a gunner seat or even make my own i only see TurretCompartmentSlot and that's not working if i put something in from the vanilla game it won't even show the gunner seats becuase the SCR_TurretCompartmentSlot is missing it looks like it's in my stuff but i CAN'T add it to anything inside SCR_BaseCompartmentManagerComponent it's been hours and no fix has worked
it's like some stuff is being hidden but can't find any box or anything to fucking fix it and let me see everything ffs
Guys! I have a problem. When i try upload my map in workshop file size is 10kb. What i do wrong?
can somebody please update if 524 timeout issue has been fixed yet?
Yeah this upload issue is trying it's best to be the slow death of our project
This gives time to optimize some stuff in our mods but yeah, it hurts. I just want to publish the test version to see how it will be in game.
What mod are these from?
3d assets, not from any mod
If i use WCS for there vehicles, is there a way to set what rank i prefer in the vehicle menu or is it just what they have set??
You da best thanks bud
Do we know of any mods that make the atmosphere look post apocalyptic in a way like smoke in the sky and Ash falling
ash falling take snow fall and turn into ash
This is a question for #reforger_workbench
You need to click Add Component (+) > SCR_TurretCompartmentSlot on the composition, the prefab in the composition, or the individual prefab. This must be done on the prefab (blue indicator) and corresponding Editable prefab (gold indicator, if there is one).
Some items may need the component added to the individual prefab, then settings set in the composition it's part of.
Quick question, is the Workshop (browser) currently lagging for any of you?
Not for me, atleast
SCR_TurretCompartmentSlot doesn't show and i'll move to the right channel thanks just shows TurretCompartmentSlot
How tf do i fix this im getting so tired of this game
HJust revert 1.6 already this has been a disaster
Delete your addons folder and redownload
Fr
@mossy acorn had the same issue in 2022, they might know
Hello.
Are there any existing mods that make the light reflectors on the bases "breakable"?
This one
Not that I know of. It's like certain street light posts and metal gate rails: Nothing can take it out
Hello, somehow my Blue Grid/Ground dissapeared in the World Editor. I pressed G, but nothing happend. Reinstalled the workbench didnt helped either.
Any Solutions?
Have all the people who cant upload just comitted to shadow pc subscriptions or just given up by now?
I ask as we're now in at least month 5 of watching our 18 month project, full of expensive commissioned custom assets, and a 1900 player base, die a slow death of stagnation
I'm able to do it during non peak internet hours.
Uploaded two that were just under a gig each this morning early like 4am.
The cloudflare upload issue has already killed a number of communities.
Devs you need to give updates on this, it's quite seriously harming your playerbase as well as our communities. So far the communication has unfortunately not been good enough.
Can a dev reading this now give us a sitrep on whats going on? Frankly is getting to a point where we are going to have to consider packing our bags.
Additionally we frequently see people asking for updates on this and the devs ignore it, even when they are active in the channel/thread. That's really not optimal. Really comes across that our communties are being taken for granted.
Sorry for reply not intentional*
Yeah I agree it's definitely time
Why would this one ACE mod keep throwing this error? I disabled it and the game seems to work okay.
(Mods loaded were only ACE mods)
Uh, so I have spent the last 2 days trying to get this map inside my server, and someone said I had to make it a sub-scene. It started off as a map called Fallujah map by Heine. I made a sub-scene and added some buildings and published it to the workshop and tried putting it inside my server, but my server wouldn’t start. So, any clue what to do?
Still no reply since this was sent.
It’s really quite poor
RHS left comment that they upload their 6gb one by using VPN on Swedish servers
My bad saw this
ive published a subscene of a map and when i download the mod to test it ingame my version of the map isnt there, am i publishing it wrong or is there something else i need to change
!verify
Check your messages!
I said the same thing a month ago and they have said its a top priority but I havent see any updates to the issue since
please 😭
is there ticket bot i can ping or something how do i contest a report on my mod , because the mod id doesn't match my mod . on the report an di have no clue what any of my mods have to do with depicting a "real terrorist organization "
you can DM me or email workshop.reforger@bistudio.com
Why does my mod become “corrupt” after every update?
define corrupt
After i release a update for my mod it become corrupted for everyone who update it
Is there a problem on my end? Or is it on the workshop side? i really don't know 🤷
made it worse
Remove and upload from scratch.
no chance i have tons of mods as depends. I really don't have time to change ID's
Yes you can.
T197212
?
Support ticket id for devs
Oh ok.
Still waiting for a response on this
wasn't sure if this existed but, players that logout become static and don't dissapear... sooooooo
I fixed that https://reforger.armaplatform.com/workshop/688A094201BE422C-LOSTGhostLogout
Anybody will to help me on this?
I'm trying to make a radio station mod, but whenever I try to use the Regenerate Times part in the RadioBroadcastManager, it does nothing. It still has the default values for Music and DJ from Everons RBM. Is this a bug or could I be doing something wrong?
https://www.youtube.com/watch?v=wiX0nRDr2b0 you can try marvelous designer for 2 weeks free, it should be enough
By Madina Chionidi
DURATION: 1h 30
DIFFICULTY: Medium
Gumroad
https://madina.gumroad.com/l/emcuy
Cubebrush
http://cbr.sh/m0ewyq
Artstation
https://artstn.co/m/XKm5B
Flipped Normals
https://flippednormals.com/downloads/making-a-combat-pouch-in-marvelous-designer/
…
Best I can do 
Alright thanks
BACKEND (E): [RestApi] ID:[43] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
Any help here? Been getting this for days
Code524 its a weeked bug only when Workshop upload move over 100s
My end or BI's end?
BI / cloudflare
Currently on my twentieth attempt to update a 1gb mod
89% just now damn
Try Monday... 1GB is ~20s
Hah not for me. Max upload is 60Mbps
Not that long, but maybe 2 or 3 minutes when it gets max speed
Or maybe it is sixty seconds hell.I don't know
I only get that during non peak hours though. So that's when i've had the most success is that about three in the morning
This one hurt
Does not matter if you go over 100s, its backend problem, just try other day.
Appreciate it
They won’t help you, I’ve asked about this constantly as have many others, they are ignoring these messages relating to the cloud flare issue
They are working on a solution they have said many times. There's nothing to communicate other than what we already know. A solution will come around eventually.
Any other advice on this?
I've tried 40-50 uploads, across pretty much every timeframe
if your network too slow try split your mod to more packs
Its a terrain
Try using VPN, might have better luck
I think it has something to do with your upload speed, I just changed internet provider a few days ago and now magically I can upload larger mods like 1.5gb.
It does. I don’t intend to switch ISPs for something I never really have an issue with.
Definitely.
Cant update Bushwar Parachutes (48,000 plus downloads) Becuase of the cloudflare issue
Lmao
Might end up being forty eight thousand uploads also
We need it to keep the realism alive
this upload issue is getting absurd has there been any announcements of any solutions from staff?
I now have to turn one mod into 3
it’s been almost 5 months now
Nothing but some vague "they are working on it" comments for ages
feel free to do it yourself. also kind of offtopic is it not. what does it have to do with workshop
I shouldn’t have to pay for a better internet service to get around a broken system it’s so boof
my new building doesn’t support fiber yet so it doesn’t matter anyway
yeah and i shouldn’t have to pay for anything cuz i put my life on the line: for a broken system 🙂
Yeah and I shouldn't have to pay for anything because of my good looks...Just let me have this.
It was a joke to try to make people laugh at something light hearted.
I'm still having issues with getting dependencies to show for a project that I am working on. I've added the dependencies in the project settings, but when publishing, no dependencies are listed on the workshop. Either in game, or on the actual workshop website. The server does not pull anything when loading the project either. I'm really stumped on this issue
when you add dependancies to your mod, you need to close the editor and reopen it for it to actually take, if you publish it after adding dependancies WITHOUT closing the editor, they will not show.
I’ve done that. This is with all dependencies actively loaded.
ah so i guess this is a new bug then
I’ve tried reinstalling tools. Going to try a full windows wipe now. Can’t hurt anything at this point
i wouldnt wipe your windows over this
80% of the time a bug that we think we caused is just enfusion being a little shit
What is the mod ID?
687138771541DCC8
anyone made a mod to place your weapons/equipment in a similar fashion to the free-roam building mode? So we can place weapons on tables, upright against walls in-game
Maybe one of guys can help me... Got a problem with my server. Most of the players can join the server but a few guys got the problem when they try to join the error message 'Cannot load project' /app0/addons/data/ArmaReforger.gproj'! And for that few guys who get this problem it's not possible anymore to join the server. They already tried to delete all mods and reinstall them but nothing changed. And all the other guys playing on the server got no problems at all.... It's totally strange... Anyone got an idea how to fix this?
I also tried to reinstall the server but same results as before..
What's with the /app0/? Should be like E:\steam\steamapps\common\Arma Reforger\addons\data\
I'm on PS5
It could just be on their end, not yours. Or maybe a new bug that hasnt been caught yet
Does anyone know if there is a mod around that allows you to modify the pool of codenames for objectives?
The reason I'd want this is to post radio channels on the map so instead of "OHIO" an objective could be called "OHIO 42.6mhz"
I know a few mod devs who have had their upload issues resolved by either:
- changing DNS to cloudflares or
- using a VPN
can u have more then 1 prefab window open at a time
I don't believe so.
- Using some kind of gaming cloud service and uploading directly from there. I guess they can install AF Tools on it.
You can open a second instance of workbench
How do you change the DNS?
Is there a specific page on the wiki and or available that covers what is acceptable in a custom license?
Thank you
You can do anything as long as it isn't against the workshop's tos.
So for example they don't allow you to make people pay to use your mod, so you can't force users to donate, but basically you have free range, your mod is your property
However you can't publish it under apl-sa and then forbid anyone to adapt or modify your work.
Hey man, love your tutorial videos.
I don’t know if in your modding endeavors if you’ve figured out how to create the System category items for your custom factions? Been trying to figure that out.
More specifically when I go into GM and toggle just the System category, it shows the factions SpawnPoints, ArsenalBoxes, etc. you happen to know how to set that up for a custom faction would you? Or know where in the BIKI I could try to figure it out?
Give me 10mins, just on a roll making patches for my community and then I will take a quick look (can't guarantee I will be able to figure it out though).
It’s all good bro, appreciate you responding so quick lol
So, just quickly looking at a few prefabs, you would need to:
- Make your composition
- Run the plugin to generate a E_prefab (for GM use)
- Modify the SCR_Editable.......... (depends on the prefab to what the rest of the name will be) in the Authored Labels and include
Enititytype_system) - Add the E_prefab that you have just made into the
systems.conf(however, if you are making your own faction, then you might need to make your own config).
Note: Make sure to go through the componets of the prefab and cross check it with a vanilla version and add in relevant components/info.
Spawn Point Example
Ok, I’ll give this a try. I appreciate it!
Where am i supposed to contact a workshop modder when his workshop name isnt same as their discord name and theres no way to comment into mods about their mods bugs/issues? Why is there no commenting possibility on the reforger workshop mods? Many other modpages allow that, why not Bohemia? Cant find them in steam either so wtf am i supposed to do? As far as i see theres no way to contact them 🤬
Really hoping that a comment section becomes a thing, it was the best way to troubleshoot on a3
Have you considered that if someone gives no contact info for their mod maybe they do not want to be bothered about it? I have shut down comment sections of mods I am responsible for on the steam workshop multiple times because all people do is post partial error messages with no context, swearing at me if the mod is not updated within 10 minutes after a game update or expecting me to spoon-feed them information that is well explained in documentation linked on the page because they are too lazy to read for longer than 20 seconds.
if that ever happens i hope it can be turned off entirely.
If people want to be contacted, they can surely write it down in the mod’s description
if anything steam’s a3 workshop is proof of the vitriol and entitlement put down in written form as feedback in most if not all mod pages
By the feels i get from the post, it seems the wanted comment was going to be unsavory towards the modder
Hi, I am looking to make an AI vs AI tug of war.
I have set up an Area that has a Layer that has a Slots which spawn entities.
the Area has a Trigger resource
{2CB3F93211D06F83}Prefabs/Systems/ScenarioFramework/Triggers/TriggerDominance.et
and is set to Dynamic Despawn when nobody is in the trigger
It works when Player enters the trigger area,
But when AI units enter trigger area nothing spawns.
To find out if it is because of the trigger itself I have put the trigger separately and put some spawn code into it, and the trigger worked regardless if Player of AI entered it. But I dont know who to make it spawn a Layer with lots of Slots or even a single Slot, at the moment I can only spawn one entity per one trigger.
So if I could make an Area Trigger get activated by an AI Bot or get a custom trigger spawn a Layer, that would be very helpful.
Thank you
Will Bohemia enforce my license? Like if a server or group uses my mod they will shut them down? Or is the license enforcement up to me?
As long as your license is correct within the BI terms etc and used correctly then yes. Bohemia will enforcer the license you use.
No
At first it is your job to go and inform them that they're breaking your license's term, but if they refuse to comply then yes you can report them to BI
Well nvm then
so the license on my mod isn't enforced? When ive made reports about people breaking my mod license its been enforced? sooo? or am I missunderstanding something?
We are happy to help within our capacity about reports we would have removed at our own discretion. But a report of breach of your license does not guarantee enforcement and we can not be made liable either
Let's imagine a community is in clear violation of the license and they refuse to stop running the mod so we then come to you, would it generally result in you reaching out to them and telling them to comply or would it just be wiser for me to enforce it myself by disabling the mod's features on certain servers etc?
I'm not asking if it will be enforced all the time, just that a community is more likely to tell a modder to go kick rocks rather than one of you guys and how to act if that does happen at some point?.
I do understand this point, and theres plenty of people that send unnecessary messages to modders, but i usually try to document the issue and even figure out a fix for it before contacting a modder. With this one really nice clothing mod its missing EPF persistence component completely, meaning that any clothes equipped from it will disappear even after just relogging to the server making whole mod useless. Never had same issue with other clothing mods. But theres no way to contact the maker of said mod so im not even sure if hes aware of it.
Is that mod using EPF as a dependency?
Nevermind, I see what the issues is. They didn't inherit from the base game clothing prefabs. Meaning their prefabs aren't getting the components through inheritance.
So what you're saying with this is that bohemia doesn't have to but, probably will enforce breaches? If Bohemia doesn't handle breaches at all or picks which mods to enforce subjectively then there's no real point to licenses.
The discussion and stance of licenses, workshop, etc. is very complicated.
Server side code / addons would prove a better "keep people from using your mod" solution in the future, assuming it comes to reforger or A4, as its preventative rather than reactive.
Not sure this is the right channel for this in the first place but it would be nice to receive a response to reports made that they will not be actioned instead of being ghosted
What about having a 'report problem' button in the Workshop that sends a message to the creator by:
- Send an email to the email they use to login to the website (no thx tbh)
- Have a messaging section on BI website that displays the reports
- Have a messaging center in Workbench that can collect the reports
An issue I see is that it can open up spamming a modder with messages, but controls can be put in place to make it impossible (e.g. 1 report per day)
Public reports are great for problem solving, our server randomly broke. These mods updated today, this mod has reports of the same error from today in its comments. I’ve saved countless hours and operations on A3 through the workshop comment section the same way.
you can setup a report system like that via email on your own and have it ready in the description. I personally would never like to have a way for randoms to spam an email account, but that’s just me
This would be ideal. Also one message per day per mod would be good limitation to prevent spam.
Anyone here knows who is behind mods made by IronCurtainReforger ?
This would work great if the requirement to make an issue report would be that the report contains no usage of any third party mods, and contains full repro steps to reproduce the problem. Otherwise it is most likely spam and a waste of computing power.
That might be hard bc many people will have mods running, but it could check to see if the player had only the one mod active in recent session. For requiring reproduction steps, it should require at least 100 characters
we can also require them to solve those ridiculous CAPTCHAs that are hard to tell if it's an upside down 7 or L 😄
Without the ability to opt out that logic is horrible. It insinuates that mod creators are required to supply some sort of "support" for their mod.
Not really, the modder can just leave the reports sitting there and not bother with them. The WB and website route can have a opt-out option
I don't want a email full of spam.
I wouldnt opt-in to email reports either
I don't want a comment box, or any forced interaction between myself and anyone else.
The logic implies that modders ship their mods with a warranty of some sort. Which then forces a liability issue.
There is a reason that the workshop terms state this.
"The Content is provided 'as is', which means that We give You absolutely no warranties of any kind regarding the Content."
That alone would probably cover mod liabilities. If you're contactable on Discord under the same name or have a showcase of your mod(s), is it any different?
That's them choosing that for themselves, it's not forced on them by B.I.
Which may or may not even be legal.
You can always ignore people in your thread, emails are usually a bit harder to ignore, i guess if mods had "forums/comment" sections at the bottom maybe it could be viable but i feel like the way it is now is fine.
The point is, it shouldn't be required or forced on any one in ANY way.
The opt in model would work better in this case.
By default, the answer is NO
For every report of an issue that is in fact caused by my incompetence, there is a hundred reports from people thinking their 8k turboslop modern gear pack no. 3251 crashing their game is my fault
then you can opt-in if you do, like you said.
Why design and implement such things if 99.998% of people are gonna opt out?
You would rather have to opt in to that, and i think only a minority of modders would opt in
You don't know how many would or wouldn't -- if you don't want to bother with it, then don't opt-in. In Arma3 you could talk directly to the modder through their mod page on Steam and it was their choice to respond or not, or even check. I wouldn't be surprised if Arma4 has something similar.
Even ratings are misused, getting downvote bombed for issues with BI workshop is also dope
People actually even use the ratings?
I think there shouldn't even be any rating at all to begin with.
Ppl do spend their time for free,
Better add comments, so you can at least get something positive out of it.
Comments and positive are mutually exclusive
Rating is a good thing, helps you get an idea of the quality of the mod.
But a bunch of people barely understand what mods even are so it is getting misused a bunch.
Funnily enough the number of download is a better metric and even then it's biased since if a single big server use your mod your number of downloads skyrocket
Ratings is a gauge of quality in theory only
There are A.I. mods created by A.I. doing absolutely nothing, they have 100% ratings.
So ppl play vanilla all the time.
But i get what you mean.
Yeah in a world where people use those features correctly it would be perfectly sufficient
You're right but, neither do you. I guarantee that most people don't wanna even ponder the idea of forced interactions.
Which is why i dislike it, like at least in steam you get a number of stars and the number of people who gave it a rating.
My mods have like a 100% positive rating and I'm pretty sure it is just a single guy who rated it
Or maybe it's really good
You can see the numbers in-game. ( up/downvotes )
Nah fuck no 😭
I'll need to check haven't played refrogger in a while
Alright. 🙂
I have a mod with guaranteed crashes but its rating is still positive
lol
Anti memory leak feature
You cant downvote the mod if it crashes your game
I have no issue with things like comments or ratings in general but seeing how easy it is for mods to misbehave when used together it produces a lot of false positives, I don't know how to solve this issue
So theres this mod that adds items i like but same time it blacklists a bunch of items from vanilla reforger arsenals. Anyone here could tell how to whitelist the stuff the mod blacklists?
Make a mod that mods the mod
If the license allows, you could override it in your mod
If the mod gets bad ratings, unlist it and publish an identical wrapper mod that just takes dependency on the crappy one. Ratings will be reset and they won’t realize. Problem solved 😎
Reports on your mods are like this. Imagine with comments how it would get.
Pavlo
Deeply inappropriate
Doxxed
Yeah
But yes
Reports right now are big problem
People use it as comments
Insanely cluttered, useless
It's always full of negative venting most of the time
I guess the benefit of having a comment section would be that reports could get less cluttered
Regardless of whether modders bother replying to them or not
We remove these fake mods
Good afternoon troops. How would I go about clearing old mods from the workshop I no longer have access to? I only have 2 that work and don't want to clutter the workshop pages
unfortunately yes
@ebon river would be the one to contact
To gain access you can create new blank project, inject the old mods ID into its gproj file and load it up in workbench
If they are under your bohemia account just make a new empty mod with the same GUID and then it will let you remove from workshop.
👆
Thank you gents I will get on this.
Where can I find the link to download/open workbench?
You have to change your steam library to show tools, and then its called 'Arma Reforger Tools'.
it's in the Tools library in steam
Is the workshop down or something this doesn't make any sense.
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"```
(was told to ask it here, for HorribleGoat. Rules to say to refrain from tagging Bohemia staff, so I won't just in case 😅 )
So I made a custom arsenal mod, but recently had to wipe my computer because of OS issues, and I lost the original, editable file for the mod. Does anyone know how I can get it back?
You don't get the source files back. They don't get packed into the mod that is uploaded to the workshop. If you deleted them, they simply no longer exist.
If all you did was arsenal edits, you can search this discord for how to "get those back".
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. You can obtain the link to a chapter by clicking it and selecting ‘copy’. Content: Why does my grass look weird? 3 How ca...
Now what do I do with the data file I got from that tool?
The tool allows you to extract what I assume are config overrides. You can recreate your project and then copy the content of the recovered files into the new files, simply using a text editor.
You cannot use the recovered files without further work, they are missing some essential metadata such as the .meta files.
Hi guys, is it possible to ask the higher-ups to remove some mods I posted? I would have done it myself, but I no longer have the files in my workbench folder.
Is the workshop dead or something? I can't publish the mod.
BACKEND (E): Curl error=Stream error in the HTTP/2 framing layer
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[30] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[31] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Timeout
same thing contact @ebon river via DM
#enfusion_workshop message do this
or if this does not work you can DM me
Ok I will try thank you very much
We need to have dates in the workshop. So we can see when things are uploaded, how out of date the scripts or mod is. We also need to work on cleaning out the workshop with old and out of date mods so people's new work is found easier by the those who are less savy. Unless I am missing something
its been a whole year and I still cant re-upload my map I heard a possible fix update a long time ago but it never came cloudflare is horrible the map size is only 611.5 mb. BACKEND (E): [RestApi] ID:[91] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1771517727847-25297", message="Asset 670C628E3B3B7038 is not published"
BACKEND (E): [RestApi] ID:[92] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:404 - Not Found, apiCode="NotFound", uid="1771517728129-940683", message="Not Found"
BACKEND (E): [RestApi] ID:[112] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
it shows that on the workshops page on the net, which version its updated to, original upload date and last updated upload date
Nothing really works fix wise, just have to have enough upload to get it out before 120 seconds
The only option is to upload it from something/somewhere that does
It's on the web workshop, no idea why the ingame workshop doesn't have it tho
is anyone else having issues with downloading mods today?
I recently reset windows, and after reinstalling everything
half of the mods i use refuse to install. or start and then stop after about a minute
Ive tried:
Deleting the addons folder
deleting the game root folder
freshly re-installing arma reforger
Deleting any mods through the in game mod manager
and still nothing seems to work
Did you clean the temp folder?
weird part is, its a totaly fresh install of windows haha.
all drives were formated.
so there IS nothing. and yet it still does it
so im not sure what arma is doing. but i did everything i should have
so at this point ive done all of the above. and a fresh windows and format. and still. its bugging out
and its really frustrating. been dealing with it for over 2 days.
and whats crazy it will download keep going then hit 0kb/s and fail
then give me that ewrror
and its not just for big chungus rifles. its for ALOT of diffrent mods. some download just fine. others not at all
whats weird is the download will go up to 3mb/s and then drop to 0kb/s
tired restarting my router and no change, internet speed is normal. so its an arma issue
so connecting to a VPN fixes it...nice.
why hasn't there been a way to exclude server content from the workshop?
kinda also wish you could sort by last updated to see which mods have been updated lately
God this is such a needed feature
Also seeing change logs in the game itself
Can someone Assist me , I am trying to upload a project and just get this error, It is not telling what is missing or anything
BACKEND (E): [RestApi] ID:[339] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1771672859676-896781", message="Referenced dependency doesn't exist or isn't accessible"
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
BACKEND (E): [RestApi] ID:[340] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1771672872556-412056", message="assetVersionUpload 68AA60F1AAA693D1 1.0.0 not found"
I haven't been able to publish to the workshop since yesterday around 7pm Central US time. Timeouts... x999
The core issue with sorting is that the sorting criteria of "popular" mode are basically broken and exclusively favor either mods that were popular years ago, or were uploaded days ago (even though they're not actually popular)
First problem arises from "popular" ranking by subscriber count, a metric that has not been counted for years now and that only very old (often broken) mods have
: Using default language (en_us)
GUI : Loading 'en_us' localization file.
INIT : INIT : Loading StringTable
PROFILING : Loading StringTable took: 21.787300 ms
SCRIPT : SCRIPT : Compiling GameLib scripts
SCRIPT : Module: GameLib; loaded 382x files; 516x classes; used 553/2097 kB (26%) of static memory; defines: "PLATFORM_
WINDOWS,€€€€WB,ENF_ENABLE_VHC_OVERRIDE,ENF_ENABLE_RPLCOMPONENT_IN_GAMECODE"; CRC32: d0e6be82
PROFILING : Compiling GameLib scripts took: 18.266100 ms
SCRIPT : SCRIPT : Compiling Game scripts
SCRIPT : Compiling Game scripts
SCRIPT (E): @"scripts/Game/AFV_NVG_Overrides.c,7": Multiple declaration of class 'NVS_IRStrobe'
SCRIPT (E): @"scripts/Game/NightVision/NVS_IRStrobe.c,2": Previously declared here
SCRIPT (E): Can't compile "Game" script module!
scripts/Game/AFV_NVG_Overrides.c(7): Multiple declaration of class 'NVS_IRStrobe'
anyone having a issue with tonics new update?
im using the Boss master helmets and SHS but when the sever starts it crashes this this.
Does anyone know who's behind IronCurtainReforger? I've been needing to ask them a question about their Service & Supply Reforged mod but I've been unable to find a way to reach them.
How many versions of mods are kept in workshop?
15 I believe
@thick torrent- #creators_recruiting only
@dense scaffold 50 iirc
ah no, 50 changelog, 30 mod versions
But I am getting confused myself here. I will check it again
How do I remove one of my mods from the workshop if I can't open it in tools because a dependent mod was already removed from the workshop?
Does anybody know of a mod that turns this into a GM placeable asset?
It's in there along with alot of other stuff.
Is there any fix for error 524 for uploads yet?
Make a mod and call it "mod remover" then inside that new mod, place the mod you want to deletes ID, save the new mod and restart tools, then select delete mod and it'll work.
Thx, i'll take a look
hey, i know this was a long time ago, but have you managed to get in contact with the developer?
Does anyone else have issues downloading this mod:
https://reforger.armaplatform.com/workshop/689F05F94D1B5D92-Service%2526SupplyReforged
When i add it to server it says "Attempt to download an empty package!" "Failed to fetch addon details from workshop API!"
Theres no way to contact the person that uploaded it
"Attempt to download an empty package" would probably indicate that the mod itself doesn't actually contain anything.
Which would mean, it doesn't actually do anything.
Well in workshop it shows 300+MB size, it used to work before. It adds some Vietnam era gear, or is supposed to. The person that uploaded it took it down (back then it worked fine) and now reuploaded it, same size and all, but it just doesnt work anymore.
Odd, May be some type of bug.
Yeah, i hope it will get fixed, shame there's no way to contact the mod uploader...
Hello everyone,
I really like the Conflict Escalation Mod by Sir.Ironbeard.
In the mod description, he explains that you can change certain elements in the workbench to adjust the gameplay (for example, randomizing thresholds, enabling or disabling the ticket score system, etc.).
However, the mod is published under the APL-ND license. What is the correct way to adjust these gameplay elements as instructed and then deploy them for use on our server?
Sorry in advance if I misunderstood something, I just want to make sure I respect the rules.
Have a great day!
Hey guys... is the Workshop Upload proplem still there? Was away for a long time. Maybe things have changed or there is a workaround?
Use it as a dependency and change the settings however the mod allows the settings to be changed. There is no copyright violation from doing such.
I now have a mod that has reached 100mb, pray for me.
Hello. I need assistance removing a contributor from a mod, the text area is blank in the Publish Project UI.
Try using a VPN
that doesn't solve the issue. It's slow internet upload speed
also, I'm trying to upload 2.4 gb of stuff
you've been destroyed by the fiber vibecheck
The only option is to upload the mod in under 120 seconds
What happened to that Echo's of 89 Mods?
Anyone using a shadow PC to upload? If so, who are you using?
Where are we with this issue now? 6 months in?
checks pinned message
Last update on the issue 3 months ago
Cool, cool
soemthing that works on my side for some reason, if my upload doesn't load at all or quickly, I stop it, then try again, the 2nd or third time usually works
Does anybody here know how to fix Navmesh issues on certain terrains in Reforger?
I’m sure @silver bison confirmed that it wasn’t tied solely to upload, and has been observed with users with excellent upload.
But an update would be nice, respectfully, the community has waited nearly half a year for a fix - getting a little burned out here BI
We have done a solution for it that showed great success, but it will take a while until it reaches stable release on steam
Is there a ballpark on what a while means? I just think after 6 months of this being broken, hearing something like “in the next month or another half a year” is owed to everyone who’s had this ongoing issue.
It would be great to get this fixed. Im working in software now so I get some of the background challenges a bit deeper and worse case scenario is the new solution is launched and fails or cant keep up with volume so I do get that.
Some of the downstream results that many of us are dealing with is things like
-my mods cant exceed 150mb on my speed and I dont have other options, ive tried vpn and still get 524
-the blackout pack is in 3 mods all approaching 150mb each so when I want to add anything I have to add it the mid mod because the first mod is now the limit for upload. So everything I add has to be considered of where it is so its accesible to the other 2 but I cant add any to number 1.
-I just did a vest and it will likely come in at 100mbs so that means basically each vest would have to be its own mod
-even at 108 mbs the Honey Badger failed multiple times yesterday. I actually unplugged my internet and reset it and that seemed to help
Seems to be regional as well, or maybe individual machines? Failed on 4 shadow PCs with verified gig upload throughout central US/Canada, 1% progress everyone 2-3 seconds. Finally hit on one hosted in Ohio, uploaded the entire mod in under 2 seconds, 800mb total.
Extremely strange.
@tall raven I havent been able to upload anything for a year and I am nearing completion on a map that Ive been working on and Ive tried low traffic hours its just getting ridiculous at this point bi needs a switch to another provider for uploading mods like the Steam Workshop because I am losing motivation to even finish this map if I cant even upload it to test.
It’s not an ideal solution, but paying for a shadow PC worked for me
Prep everything on a Google drive, I’ve maybe spent 4 dollars so far
paying money to upload is a sin
It is indeed, the other option is to just not upload
https://reforger.armaplatform.com/workshop/68C217B47E34B50B-ZSUWeaponSkins
I have been added but my workshop is showing no pending invitations
Yes i do have mods posted under AyeMartinez.
I have the mod in question downloaded aswell.
Hi, I was finally able to load the mods, though when try to enter the server }]I get looped back to server list with the following error: Kick cause code: group=1 "Replication", reason=B'jip_error'
any Ideas?
!!! Also don't forget to turn off the Filter By RPLComponent in the hierarchy after you are done or you will be missing some of your entities !!!
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Im new to PC and using Zap Hosting. I only added the mods for mercout
Nice okay, I don't know about those
:S got it! thanks fot the help man. I'll keep on trying.
If there's anyone with experience that would like to help., I will be highly appreciated. I feel stuck with this process
Guys, I need suggestions for modern weapon mods that don’t depend on RHS. 
Maybe GRS mods?
Couple questions, one, how would one make a shotgun and two, how do you make tracers with different colors?
Id like to keep the normal tracer colors intact
Most likely will have to get in contact with HorribleGoat
They got yokai...... ig we're never getting the yokai character updated 😭😭😭😭
i dont even know what mod this is referring to becuase i always ask permission before i do ? and if i dont i make sure it public lince if this violates it thats kinda dumb i can understand the star wars stuff i uploaded was breaking rules i lowkey kinda forgot i uploaded it when i found out it was allowed / remembered which is on me if i get a strike for that i get it
i was almost done with it too : (
:(
I think usually if you kinda acknowledge your mistakes or whatever they usually give you a second chance.
Anyway dm horriblegoat he'll be able to assist you
i hope so if not i get it i jsut dont wanna go like that id like a chance to correct it but if i cant i get it ill just go work on my game ig
Correct me if I’m in the wrong place.
I was wondering if anyone knows how this works.
Let’s say I’ve made a custom helmet and I want it to support NVGs (including modded NVGs) or allow items like a bandana or face mask to be worn with it. Is that possible without adding additional components inside the prefab?
Also, if I create my own mask, bandana, or NVGs, can I set them up so they can be equipped directly on the helmet inside of only the Arsenal?
Or do i need to script so my helmet can have the custom Bandana i made aswell for the NVGs?`
I think i need to make the NVGs work with a script?
Any help would be greatly appreciated.
Hi everyone, I'm a new mod developer and I've encountered a problem: I uploaded a mod a week ago, but it hasn't appeared in the workshop. What should I do to get it to appear?
You either chose for it to not be listed in the publishing window or you published it with the experimental tools onto the experimental workshop which is separate
well, yes, I published it in an experimental tool. Well, like if I post it there, it won't appear in the main game? only in the experimental version?
Yes.
oh, im dont know. Thanks for answering!
Use NONE experimental tool's for stable
ok
a co dev sent me a wip of his mod, and i took over the project, and now it says only the owner can publish the project, is there something he needs to do?
Need to be a contributor
Anyone know of good smaller maps like arland for conflict?
If a mod license prohibits the use of said mod outside their own servers, why upload the mod in public and not set it private/unpiblished? My question i guess is what happens if i use it on my own pw protected server as is despite their "license" forbidding that. Are such licenses enforced by BI or are such terms even binding?
Mod being public does not mean for everyone to use freely
the license is what matters there