#enfusion_workshop

1 messages Β· Page 17 of 1

keen sedge
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Tried Google and CloudFlare DNS. Nope.

rocky bobcat
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Retry every day, some days it hates us

keen sedge
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Reforger Workshop is open for publishing this morning! Quick!

rocky bobcat
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It also depends on mod size, location of where your uploading from, and internet speed.

keen sedge
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Sounds like a cloudflare issue, but researching the error made it sound like a cloudflare issue-> Bohemia issue.

rocky bobcat
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They know

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They've known for awhile

grand parrot
lyric bloom
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Over a year plus..

past harbor
rocky bobcat
flat pelican
vernal wing
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@calm egret wrong channel

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@loud patio wrong channel

calm egret
vernal wing
verbal canyon
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can anyone help me setup AAS

round fable
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And on today's episode of abreviation bingo

molten anchor
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3 days till mods break again πŸ₯€

finite turtle
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can anyone tell me where im going wrong my scenario ID matches the path file and cant seem to get the mission header to load the game on startup

finite turtle
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everything autofills correcetly, just cant seem to find my mission resource

past harbor
finite turtle
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i switched my mission header from SCR_campaignmissionheader to a base SCR_Missionheader and since then ive lost control lol, im running a gamemaster setup with gamemodeSF could i have missed a step in linking the new mission header with the server i followed all previous steps from setting up the first missionheader before crashing or on why gtx wouldnt find the mission. i created the new config in the same location as the original and just copied everything over, deleted original and renamed the new as the original after deletion

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i understand that the new mission header would have a new GUID ive switched that inside my missionheader and as my scenarioID... would you believe it could still be mods? when i havent changed any mode threw any of that

upbeat sequoia
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why do RHS get added to my server if i dont have it enabeld? and how can i find out if one of my mods have RHS "hiden" in it?

flat magnet
upbeat sequoia
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ye but how can i find out what mod it si wen it dont come up as dependency in the work shop

wide narwhal
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and find which one has RHS as a dependency

upbeat sequoia
wide narwhal
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i won't check that for you

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i really don't care enough to do that

upbeat sequoia
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ye i did and ther is non of them that uses it thents the problem

wide narwhal
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in that case your server doesn't use RHS πŸ‘

upbeat sequoia
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the json file has no RHS in it so it so wierd that when i put this json in that rhs gets added anyway

wide narwhal
upbeat sequoia
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XD MY BAD thank you kind sir feal stupid now

finite turtle
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@past harbor thank you for your help if found it was the mod infinite stamina crashing everything

lament estuary
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First time trying to open up Experimental Tool, I did the process of adding the Arma project, and when I tried to open it, it would load up the enfusion screen, then this would pop up.

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Not too sure exactly whats going on. If anyone could help me that would be great.

vernal wing
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@tall moon @jovial pumice wrong channel

jovial pumice
finite turtle
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PLEASE HELP

vernal wing
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@finite turtle@brave horizon wrong channel

finite turtle
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@vernal wing sorry dood

brave horizon
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My fault tho, there’s like a thousand of them and many seem to be redundant or not necessary at all

burnt gulch
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Quick question: Are we allowed to use links to external site in the workshop description. e.g. github pages?
Did not find anything in the tos with a quick search and some people have their patreon page, so I guess it is ok, but just wanted to check.

umbral ridge
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Plenty of people do for documentation, issues and suggestions. As long as you aren’t doing anything malicious or against the tos at the end point

dense scaffold
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How can I get a list of all mods I published?

strong cliff
vocal sparrow
strong cliff
vocal sparrow
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Ah sorry then, I guess it pulls up anything using XYZ's mods as dependencies then? πŸ™

flat magnet
full gull
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I am unable to remove a dependency from my mod because category box does not work and it wants me to choose a category. WTF

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Has anyone ran into this issue since the update today?

old yoke
full gull
full gull
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Lol thats the first thing I did. Did it a few times

sharp ermine
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Don allow to change a category. what to do ?
How to Fix this issues &

strong cliff
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That's the second person to ask about that hopefully this isn't a bigger issue.

lusty condor
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Anyone tried to upload a large file after the 1.7 release... any progress on the 524 error?

umbral ridge
full gull
serene lynx
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Does anyone know how often the workshop website updates? Ive been waiting for an hour for my scenario ID to pop up on the website so that I can throw it onto my server config file.

wide narwhal
eternal geyser
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Did uploading larger mods even improve for anyone?

remote delta
odd needle
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5th try

dawn lotus
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i was able to publish 2.5gb from my home connection(not very fast), something that wasnt possible for like 1.5yr

fickle pollen
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Have you encountered similar errors?I cant publish, It doesn't really make sense ^^

strong cliff
fickle pollen
strong cliff
fickle pollen
ruby elm
fickle pollen
ruby elm
ruby elm
fickle pollen
clear willow
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Can’t open any worlds anymore on tools… is anyone else having this issue?

lusty condor
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Ive gone past the time the 524 error would take just now. It wasnt fast but it did work.

lusty condor
clear willow
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I’ll have to see if I am. What do I do if I am?

storm dome
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Usually they involve you editing the properties of them, no idea what is actually causing them though or how to identify them.

clear willow
storm dome
clear willow
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None tried just base tools, I’ve uninstalled and reinstalled twice now and nothing still.

iron herald
wide narwhal
timid zealot
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"Changed: A solution for the Workbench timeout upload error has been issued, which should minimize the failure of mod uploads."

Thanks for the latest update. Even though some mods are still "broken", it appears that we can now publish larger mods. πŸ™‚

lusty condor
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Ive been updating a bunch today and was able to do a few I would never have been able to do before this update so its looking better on my end

fickle pollen
limber wren
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Sad because I'm still getting the message

silver bison
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Some validation of data happens on upload

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It might have failed due to what you see in the logs as warnings of missing assets

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Nvm, i replied to the wrong person

brave horizon
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Is WCS stuff broken ?

plush sluice
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hello, new to the whole modding thing and im not sure if this is where this question belongs, i created a prefab for an apple i made and thew it into world editor. trying to do something simple as make it a pick-up able item... i copied all of the prefab properties from the soviet crackers because i have no clue how to make my own decisions yet on what components are needed for what lol... both the crackers as well as my apple are telling me the item is too heavy and theres just a lined out circle when i attempt to pick it up. the weight under item phys attributes is set to .001... any help would be greatly appreciated. i just wanna hold it in my hand at least lol. thanks

dense scaffold
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one apple a day keeps workshop issues away, or something

plush sluice
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TRUE

fickle pollen
past sage
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Bacon Loadout Editor is broken? Quick, overthrow your local government using a reinforced bulldozer in a show of protest

grim crater
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To hold it you'll need a Gadget component, I use the Adrianov Anim Variable, and also you'll also need to put some animation files into the Item Animation Attributes section of the Inventory Item Component I used the folded map settings by right click copying and pasting from the map into the crackers.

clear willow
daring geode
upbeat fulcrum
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Is there, or will there be a place where we can browse mods outside of the game?

daring geode
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it's been discussed internally but i can't confirm nor deny, no promise nor ETA

wraith fern
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Afternoon,

Noting a slight uptick in workshop entries that serve as nothing but ads to communities before having anything functional. Is this something that is being moderated or something the community will self regulate through reporting?

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Stay safe

maiden pendant
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I think reporting is the way to go.
Atleast easier than having people scroll through all mods to see if there is maybe something questionable

willow storm
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I nice thing would be comments in Workshop

sullen steeple
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Okay, how do I take something off the workshop?

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that I have published

lost oar
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Would like to know this as well, published something to see how it works but don't actually want it up.

maiden pendant
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@humble wigeon ^ ?

humble wigeon
lost oar
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Good to know. πŸ‘

sullen steeple
still rover
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Couple of observations about the workshop. In the future I would like to see more statistics on the mods we upload. How many people have downloaded the mod, and how many likes vs dislikes. On top of that it would be nice to be able to see a modders entire portfolio of public mods via a click of their username. Similar to the steam workshop there could be a trending mod section or mods of the month/week. Finally and I will admit I might have just missed it before uploading but I would also like to see official rules on what we can and cannot do with our mods. Preferably upon opening the workbench or prior to uploading of content.

acoustic turret
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when you create a mod, what defines the name of the creator? is it your BI forum name? or Steam name? or can you choose whatever name you like?

acoustic turret
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ok good i was worried for a second

still rover
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Anyone know if we update our mod while logged in it will fix the Unknown user name?

tranquil zenith
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is there a way to see how many times someone has downloaded/used my mod

cold kestrel
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Hey, why does the nojoy mod even exist? Like why is there the need for a mod to reroute all your controller keybinds to the power button... of what I assume is turning off your computer.

red escarp
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Here are some ideas to improve the workshop. Nothing really special, it's mostly elements similar to what's made by Valve on the Steam Workshop

  • Statistics: Number and percentage of likes/dislikes/favorites
  • Statistics: Number of subscribers (total and current)
  • Ability to leave comments or reach the modders
  • Ability to delete your own mod
  • Ability to add multiple authors (by creating groups/teams for exemple)
  • Tools to check if our content is used in another project
  • Add a specfic reason for report "IP violation" because it's going to be a problem in the future
cold kestrel
daring geode
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specfic reason for report "IP violation" because it's going to be a problem in the future

cold kestrel
daring geode
red escarp
# daring geode you mean extra reason why reporting IP violation? aka details

I'm glad to hear that you already have these kind tools in-house. The important thing is that the content is monitored to prevent it from becoming a mess. Indeed, it would be better to make a more detailed form for this kind of cases to avoid that everyone makes false "reports for IP violation". Ask for details about the user, maybe his name/first name/address... etc. I'm not saying that it is necessary to do like Valve but something similar. The idea is to protect mods creators, Bohemia Interactive but also to discourage troublemakers (thieves and trolls).

robust quiver
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You can sort by Recently added, but no date is given. Only time since Downloaded. (Which is not exactly useful date to give).
You should add date of upload on workshop and add date of last update.

Gonna repeat from Moonie, add comments. Mods out of support are often community hotfixed in comments.

topaz forge
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where do environment files go from the workshop?

steel river
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why did BI decide to build their own workshop instead of using something like mod.io?

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feels like a huge waste of time and energy to me

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also if i understand it correctly, the new workshop is completely independent of the steam workshop?

broken canyon
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so it works with XBox and PS5

red escarp
steel river
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the current system, imo, is just bad. now wait until there are 100k mods and it's going to be impossible to use.

tranquil zenith
steel river
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can mention many for a custom solution too

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for example ever increasing maintenance costs, until it becomes too much and the whole thing folds

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i hope someone did the math on that πŸ˜„

red escarp
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I'm not a fan of the fact that you have to log in to build a mod

steel river
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i can't even log in

red escarp
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exactly

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xD

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because when it doesn't work, you're stuck

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sure, you can still try your stuff in the world editor but it's not the same

tranquil zenith
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yeah, and a third party solution that BI has limited control over is going to be any better

steel river
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Β―_(ツ)_/Β―

tranquil zenith
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Keep in mind this is early-access, there will be issues with workbench + workshop and the whole mod publishing process

steel river
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yeah, and now there is at least one person who has to work on it all day long instead of doing something else

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anyways. that wasn't even my point. i was just wondering why the step was taken, and cross-platform is the answer

tranquil zenith
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okay so, what happens when mod.io becomes deprecated, obsolote?

steel river
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what happens with your mod when BI closes doors πŸ˜„

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whole pipeline won't work anymore

tranquil zenith
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very different things

steel river
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not really.

tranquil zenith
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It is, because the decision would be with BI, not some third party company who could go under at any minute

steel river
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tbh i'm not going to argue about this. it's pointless and i really don't care

tranquil zenith
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Sorry didn't think it was an argument, just discussing...

steel river
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we'll see in a couple years how the workshop has worked out

tranquil zenith
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I guess we will, I personally think it's a step in the right direction

daring geode
bright leaf
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I been part of another community that attempted mod.io as well

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Did not go well.

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I get Lexx's point though.

steel river
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mod.io is just an example. i didn't dive much deeper into it. just saw it used in snowrunner and thought it worked well enough. well, at least better than current reforger workshop. just felt weird to me to see the wheel reinvented with potentially a higher cost slapped on it.

bright leaf
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Yea, and honestly I think it was a misunderstanding with devs, to modders, to mod.io. It was part of the Space Engineers launch.

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The biggest factor was we had to agree to a very, very generalized agreement for mod.io that made steams general agreement for owning mod content seem pretty chill.

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It also runs into issues with for example, how Nexus mods did their thing.

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I'm honestly happy BI is starting their own workshop because that kills the bigger evil that was dealing with Steam Workshop and trying to protect our content.

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Also this wouldn't be our first round about right? How many mod platforms have we used before Workshop?

steel river
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well, steam workshop is also bad. there is so much garbage and the filter is annoying. also the rating feature got abused in some in crazy ways -- just check sp campaigns and you find 100 weird french missions with impossible high ratings

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question is, can BI prevent that from happening in their new system

daring geode
daring geode
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and ofc STEAM workshop, everything smaller vanished in history , with it's developer, game or service owner

bright leaf
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I think it's worth a shot in the end. I like to imagine that this system isn't just a rack of servers in BI's office to. I imagine you got some cloud architecture for it?

daring geode
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even cloud is no warranty of survival and decentralized free hosting for all mankind is still wip in dreams

bright leaf
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It could lower cost though.

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Particuarlly dealing with the uknown scale factor.

still rover
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Will downloading mods from the workshop be the only method to have a mod in reforger or will we be able to add mods that we downloaded from say google drive and add them locally like in A3?

turbid yew
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You can already add local mods.

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Simple extract the bundle.zip into the addons folder next to reforger.exe or in My games/Reforger

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Uhm well, extract the bundle.zip into a folder inside addons. Else you get a mess :)

still rover
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Ah sweet

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So truly even if the workshop did implode (and I highly highly doubt that) PC players would be fine.

turbid yew
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No, Workbench needs a connection to the workshop else it can't pack. So older mods yesz but not new ones or updates.

topaz forge
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be careful with the workshop avast just stopped ransomware for me with this folder

red escarp
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Another suggestion (which could create drama):

Add a "Community Spotlight" category to the Workshop; this would be the mods that are mentioned in the COMRADs or the Community Spotlights. They would be pinned for X days. Yes, I know this could create problems in the community.

sinful vale
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Ye there's a thing where some mods can fuck with your shit so I'm waiting till they fix that

ebon river
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common sense should say that since this is day 3 there are really no mods out there that would be any good

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πŸ˜…

topaz forge
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that's not really fair... already had a lot of fun with new guns

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i think it's very cool what people can do, and very uncool what some people can also do

wraith fern
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Think I'll steer clear mind, with this Ransomware business on top of the Ripped assets that are already appearing on there, easy for someone to dump something that looks the cats pajamas with a quick turn around but has something sinister under the hood

maiden pendant
halcyon frost
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same

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possible that an addon has an image with some malicious (though likely harmless) metadata

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same exploit can happen with discord with people posting images that have scripts in them (that don't get executed by anything of course), and anti viruses tend to pick up on them, scaring users

steel river
daring geode
random fog
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I hope for A4 that we go back to the Steam Workshop.

random fog
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Searching for IP rights violations seems not needed if I understand the EULA correctly

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nvm

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I misunderstood

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For the benefit of the entire User community, You give us an irrevocable permission to use, copy, modify and adapt anything You create using Our game and share with other Users of Our game in multiplayer or as an online download. You also agree that We allow other people to use, copy, modify and adapt Your content under the terms of this license.

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I don't know who is included in "us"

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You also agree that We allow other people to use, copy, modify and adapt Your content under the terms of this license.

red escarp
red escarp
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"other people"

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who? πŸ€”

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other modders?

maiden pendant
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Its already brought up to Nillers, awaiting clarification but it will take some time

random fog
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Would be epic if true if that whole sentence is staying and allowing everyone to just take every mod. xd

red escarp
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well, I hope it is " We can allow other people to use" ^^

ebon river
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"under the terms of this license" is what people dont seem to be taking into account

dim meadow
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Re: the EULAs

For the benefit of the entire User community, You give us an irrevocable permission to use, copy, modify and adapt anything You create using Our game and share with other Users of Our game in multiplayer or as an online download. You also agree that We allow other people to use, copy, modify and adapt Your content under the terms of this license.

[Emphasis mine]

"us" in this context really ought to be changed to Bohemia so it is explicit in its definition, otherwise I fear people will glaze over it out of convenience/ignorance, we all know how long and drawn out discussions over IP rights can be when people use content without permission, I feel such a minor change would go some way to negating that from the outset.

They should elaborate within the Game EULA that the Game EULA is for content created using the game itself (e.g. missions/compositions uploaded to the workshop etc) and is not relative to Workshop content created with the Arma Reforger Tools which has its own EULA - with a link to the Tools EULA inside the Game EULA as well so people cannot plead ignorance saying they couldn't find it.

Speaking of which the tools licence is not an obvious document to find ( \Arma Reforger Tools\Docs\ ) even though the readme file in the \Arma Reforger Tools\ root directory points to it being online at https://www.bohemia.net/community/licenses/arma-reforger-tools-end-user-license which is a 404 Page Not Found.

Anyway this is the relevant section from the Tools EULA:

USER-CREATED CONTENT
If You create any content ("content") using the software, You may do so, but there are rules.

  • This content must not infringe anyone's copyrights or author rights, it must not be offensive to people or illegal in any other way.
    If You do not want to accept these rules, do not create and share any content using our software.

So BI aren't imposing on anyone's IP rights in the Tools EULA.

Obviously I'm not a lawyer but these are my observations so far comparing the two licences and with some minor changes any grey area could be tightened up on before things get more established.

random fog
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Also are local mods still a thing?

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In Reforger?

dim meadow
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No clue, however you could set your mods private for testing

random fog
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Not for that

ebon river
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top sikrit private mods you know, that could not be shared through workshop

random fog
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yes

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that

short topaz
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doesn't seem like there's anything preventing that

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they're all just folders at the end of the day

north wolf
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Might want to clarify "- This content must not infringe anyone's copyrights or author rights, it must not be offensive to people or illegal in any other way.", not going to take it to the extreme in my example but, there's lots of different settings that are offensive to people, conflicts reflecting real life events, Palestinian/Israeli conflict, MENA(Iran, IS, Pakistan to mention a few that some people might take offense to) a lot of these types of mods touch a lot of aspects that a lot of people find offensive. Offense is also subjective, while one person might be entirely ok with a subject, someone else might not be.

I don't really have an opinion on the matter, just food for thought.

bright leaf
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It's actually best for the community because things might be case by case and both sides need wiggle room to interpet.

patent scroll
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So when I go to my workshop thingy, my project is 0kb and my scenario doesn't show up?

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my assumption is just nothing is being loaded?

north wolf
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Depends, what's good for part of the community isn't always good for the rest. A prime example would be a Taiwanese faction mod, Chinese players probably wouldn't like that, so how do you deal with that?

Do we denationalize factions and make them generic fictional ones, because we're afraid it might get dinged for offending people?

I get the sentiment and intent, it just happens to be a potential can of worms when it comes to the execution of it.

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Maybe I'm just worrying over nothing, fingers crossed it works out as intended.

ebon river
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they can choose what to act on

wraith fern
patent scroll
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I know that any of my addons aren't actually loading PES_Cry

wraith fern
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πŸ‘πŸ»

timber atlas
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Not sure which channel I am suppose to ask this in but what component do I use to tweak weapon recoil?

paper spoke
timber atlas
scarlet ether
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BACKEND (E): [RestApi] ID:[5] Error Code:400 - Bad Request, ApiCode: DEFAULT (E): Uploading failed! Reason: "Asset bundle manifest is invalid" RESOURCES (E): Publishing failed

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This is an error I've been getting anytime I've tried to publish

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Anyone get this error?

sullen steeple
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I think every time you publish, you need to hit bundle first and then publish. Or, at least, doing that stopped that error coming up for me.

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@scarlet ether

coarse flower
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Is there a way to remove something from the workshop

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given it will no longer publish i'd like to take it down

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(randomly stopped publishing with the error ```
BACKEND (E): [RestApi] ID:[15] Error Code:500 - Internal Server Error, ApiCode:
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed

scarlet ether
coarse flower
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Oof

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At least you get a reason πŸ˜‚

scarlet ether
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True, I've been looking at your error and scratching my head lol

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You're logged in right?

coarse flower
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the sad part is when I go to reupload and try again it says "you've already uploaded this version" πŸ˜‚

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Yeah

scarlet ether
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yikes

scarlet ether
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Pfft, lol well I fixed my issue. The error "Asset bundle manifest invalid" was caused by the mod not having a screenshot, summary, and description. I didn't think a summary was necessary.

coarse flower
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Mine didn't need a screenshot

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(when it was working that is πŸ˜‚)

strong sequoia
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how can I add a mod dependency later on when I already have my project created?

untold viper
torpid ferry
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anybody had a problem with the workbench not opening , just says error server took to long

green grail
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Not sure if its the correct place, but will the workshop going to delete registered IP based mods? Like for example star wars

winged zenith
paper spoke
sacred bison
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how do you add a workshop mission to a server?

paper spoke
green grail
sacred bison
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how do you get a modid?

molten nacelle
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How do I Publish my mod to Workshop its Finish

sacred bison
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open your porject, goto workbench top left and publish, ensure you login first.

coarse flower
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If a mod just isn't downloading (stuck on 1%) should we assume that's a workshop bug or our end?

dry fiber
coarse flower
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My mod πŸ˜‚

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sometimes it goes further

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then freezes

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I'm guessing there can't be anything it is but workshop

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but it's annoying

timber atlas
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Thank you!

timber atlas
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Possible to tell me which one exactly?

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okay

timber atlas
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thanks a million! spent 3 hours trying to figure that out last night before I quit.

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Looks like I just had to rotate the bone 90 degree on the X.

molten nacelle
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I am having issue with my Capture and Hold Mod when i load it up just get this screen it worked fine before "Siege of Da Church

tranquil zenith
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where do I find my published modid?

gritty siren
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How do you publish a project to Workshop?

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(The "Publish project" option in Workbench isn't working)

compact remnant
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wrong channel my bad

high sage
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not working in what way? button disabled? or button enabled but complains about something?

high sage
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hmm

gritty siren
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I'm logged in in Workbench

high sage
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does api code have anything?

gritty siren
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(Not sure if you meant that lol)

hollow thorn
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prefab resets to generic entity every time for me smh

chilly breach
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I found I needed to sign into bi website through steam, see my email / password for that BI account, then login to reforger / enfusion via that account

smoky flare
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I've been getting the issue as well

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Created a second BI account and now it all works as expected

chilly breach
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^ yeah basically what I did just made it through my steam account not sure if the linking to steam is important

smoky flare
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Hmm, you can't unlink your accounts from my searching so if it is then there isn't an easy way to fix it at the moment.

chilly breach
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Yeah im not sure if it is because its their own workshop not steam workshop but I already had a BI account linked to my steam account now that I look again so I just used that account as my other one wasnt working

gritty siren
gritty siren
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Now this

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It seems like new uploads are disabled atm if I'm not wrong?

chilly breach
gritty siren
chilly breach
gritty siren
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I guess I'll just wait for them to fix it, idk

paper spoke
torn yew
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im getting this when bundling

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cannot copy some kind of previewImage or something

torn yew
#

Okay I have gotten it to bundle. Now I have a new error

#

"Assetbundle manifest is invaild"

#

also looks like a bad request on an api

#

error code 400

cyan oyster
#

wanting to add the PASGT body armor into the game, but no idea where to start :pepesad:

halcyon frost
#

That would be a great addition

#

Best of luck

north wolf
#

There's also a Headgear_Example.fbx, I have not messed with that yet though.

cyan oyster
#

attempting to actually find SampleMod_NewCharacter lmao

maiden pulsar
#

How do you use the modded gear? Can't find it anywhere

north wolf
maiden pulsar
#

like the mich helmet and the block m4 with pmag

cyan oyster
#

BIs? didn't know they actually had one

north wolf
cyan oyster
#

thanks

north wolf
#

Yw

cyan oyster
#

me thinks this will be a project to actually learn what i'm doing

north wolf
#

Yeah, I second that.

cyan oyster
#

goal is to add the content in the files into the game as mods, since they're not in quite yet

#

but, gotta learn how to actually use these tools as the most i've done is simple Arma 3 modding and nothing like this

gritty siren
#

Is there a way to add clickable links to Workshop items?

timber atlas
#

Is it actually possible to put a heli in game with this? I know there isn't one in the base game yet but they did give us these components in the samples.

coarse flower
#

Probably

#

From what I know the code is there

azure swallow
#

(Make an car but is an helicopter with invisible rotors and such or what is needed or have them be so tiny and let it fly

coarse flower
#

Yeah I'll test it tomorrow

#

I tested boat mechanics today and it's all good

severe olive
#

Anyone know why my local workshop item isnt appearing in my scenario list?

#

I followed the capture and hold tutorial but it just says the scenario is 0 bytes big and doesnt appear

upper crag
#

Does anyone else miss the comments/discussion functionality on the steam workshop? I found that a useful way to ask creators/users questions in ArmA3, as well as prominently flag issues. Now, unless creators add a link in the description I suppose, that conversation has no obvious place to live?

quick ginkgo
#

How can I get a mod's mod id? For the server configs json file it needs a modId that's similar to a U/GUID

Edit: Answer is from the mods .gproj file πŸ™‚

upper crag
nimble holly
#

Anyone know where the workbench settings are saved?

supple thicket
#

Which settings specifically?

#

It seems to be saving a lot of things in the registry. For example, disabling the "Use SVN integration" setting changes HKCU\SOFTWARE\bohemia interactive\Arma Reforger Workbench\Workbench\useSVN

nimble holly
#

Thanks a bunch, there is a bug if you switch to another font in the script editor (i think) you break the entire editor

hollow nimbus
# upper crag … aaaaand also checking out the workshop via a browser? I can’t be the only one ...

I agree with this as well, on the same topic, is it even possible to link a mod to someone else? Arma 3 made it super easy with html exports, will we get something like that for Reforger? Many user have hundreds of mods making this a necessity. I personally enjoy browsing Arma 3's workshop when im not at my pc so I can stay up to date with new content, its a shame I cant do that with reforger

high sage
#

is it even possible to link a mod to someone else
probably best way for now is to send mod name, then user can use search bar in workshop to find it

old fulcrum
#

Workshop down for anyone else?

dim meadow
#

There is a backend issue atm, the devs are aware about it.

prisma spoke
#

@dim meadow not to be pushy, but is there a rough ETA for when the issue can be resolved?

dim meadow
#

Nope, I havent heard anything more at this point

timber atlas
#

Does anyone know how to remove the top of your helmet, bib of your hat, etc, from your first person view?

#

img for for issue.

hollow thorn
#

That’s actually cool asf. The camera is in the eyes haha

timber atlas
#

Bugging the crap outta me lol. I can't figure out how to change it it. Only thing holding me back from publishing the first WIP test of TFC to the workshop lol

covert girder
#

I kind of like it @timber atlas , not in a "this is a thing everyone will want to use my mod for" way, but there's definitely a market for that

timber atlas
toxic salmon
#

I can't upload a Mod for an M1A1. I used the Sample for the Weapon for this and it won't let me publish what I did. I took the Same Weapon out too

ebon river
marble moat
#

Working atm

marble moat
ebon river
#

Ah

#

πŸ‘

inner glacier
#

Is it possible to see how many people downloaded (your) addon?

pure dagger
#

Hi guys, when i published the mod. I got this kind issue: BACKEND (E): [RestApi] ID:[12] Error Code:500 - Internal Server Error, ApiCode:
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed

#

Got fixed… just internet problem

timber atlas
robust remnant
#

Guys, how can I delete a scenario or mod from the workshop?

ripe birch
toxic salmon
gray osprey
#

Hi, does published mod need to be accepted or does it takes long to appear in workshop?

toxic salmon
#

Shoud appear when you finish publishing it

gray osprey
#

What do you mean?
I published it in workbench, as public. It was successfull but cant see it in workshop

toxic salmon
#

Did you give it tags so that it can be looked up based on keywords?

gray osprey
toxic salmon
#

Hmm. I'm not too sure then. How long ago did you publish? Let me look it up

gray osprey
#

20-30 minutes ago

toxic salmon
#

You have the visibility set to private

gray osprey
#

Yeah I am pretty sure I published it earlier as public, now published it again and works

#

Thank you

ripe birch
#

I CANNOT FIND HOW I CAN SEE THE WEAPON IN THE GAME :/

topaz forge
#

what does the red X mean?

gleaming pine
#

Is there someone working on a mod to draw or put markers visible by squad on map ?

timber atlas
#

Anyone know a way of optimizing the file size of these mods? Mine consist of a tunic, pants, boots, 3 pieces of headgear, a rifle and one attachment. It is 280mb. That is not a lot of content for 280mb. Even on the workshop I see some weapon mods with just a rifle and attachment and they are over 150mb.

echo canyon
#

Obv your mod file size depends on the size of the models and textures

#

For example if you have 8k normal maps on a tunic then your file size will be a lot bigger than a rifle that has only 2k normal maps

#

you may have less in terms of quantity of files but really it comes down to the file size of each file

timber atlas
#

The models are the same ones we used in A3 and there are less textures due to it only being 2 maps being used instead of co,smdi,as,nohq, etc.

#

No way was the files this big with the same items in A3. That is what is confusing me.

red escarp
fast marsh
neat haven
fast marsh
neat haven
#

awesome

prisma delta
#

I published my hat but I can't find it on the workshop :/

#

how do I find the thing I made to test it in game?

dim meadow
prisma delta
#

I don't see anything in there

dim meadow
#

you could try searching for it if you haven't already

prisma delta
#

I did

dim meadow
#

whats it called?

#

see if i can see it

prisma delta
#

hat test the hat should be pink

dim meadow
#

is your bi account name chappie<numbers>, there's a test hat by them uploaded recently

prisma delta
#

nope thats not me lol

dim meadow
#

nope cant find it, is there anything in the workbench console?

prisma delta
#

Like where's a start to finish guide?

#

or any guide for that matter that finishes lmao

dim meadow
#

Are you logged in in the Workbench?

#

(just covering bases here)

prisma delta
#

Yeah like the BIS account?

dim meadow
#

yep

prisma delta
#

yes

dim meadow
#

try to publish your item again and watch the Log Console for any error messages

#

I published my test mod as a test mod, rather than unlisted|private

prisma delta
#

I set it to unlisted to see what things were about, no errors, then I couldn't find it anywhere. So I set it to public and then it gave me an error "DEFAULT (E): Uploading failed! Reason: "Version 1.0.0 of asset 596B0BAC0673826B already exists"" So I did the thing again it worked

dim meadow
#

ah up the version number 1.0.1

prisma delta
#

I did the thing** that was the thing lol sorry

dim meadow
#

wierd, lemme restart my game to see if there's something derpy

prisma delta
#

Like I think I'm missing something here, as that's all I've done was add some files and make them work together. I need a full guide here

dim meadow
#

Yeah a guide of that sort would be a great addition for helping people get started with Publishing

prisma delta
#

So how do I save a subscene that doesn't yeet the terrain out of existence?

dim meadow
#

I cant help you there, I'm new to this too, my test mod is literally just a thumbnail image πŸ˜…

prisma delta
#

how do I make it detect my folder? lmao

#

How do I tell reforger that my projects folder is somewhere

dim meadow
#

you mean a source data directory?

prisma delta
#

yeah

dim meadow
#

Workbench > Options - Workbench Tab 1st entry

prisma delta
#

Is it supposed to be in refoprger tools?

#

Because I think the game and workbench aren't talking to eachother

dim meadow
#

mine is empty, still figuring it all out.

prisma delta
#

anybody??

prisma delta
#

reforger crashes every time I click workshop

severe olive
#

Is there a way to make it so that people who download a mod don’t get the source code?

ebon river
#

no dont think there is

severe olive
#

Really?

ebon river
#

why would there be?

severe olive
#

So that people can’t steal your code?

ebon river
#

well the engine needs your code to run it

severe olive
#

Why does it need to compile it itself?

glacial relic
fast marsh
glacial relic
#

select workshop item in server admin πŸ™‚

#

for my use case having it in the json would be enough πŸ˜‰

#

but others might be happy to see the ids on your site as well

fast marsh
#

ahh, good idea

#

Maybe I can make button to copy entry you can copy to server config directly.

glacial relic
#

that's a great idea πŸ™‚

tropic arrow
#

Any way to see how many subscribers I have to a mission of mine on the workshop

#

?

abstract charm
tropic arrow
#

Yea Like I can see the rating but no idea how many downloads

fast marsh
#

I can add to my preview amount of subscribers and amount of ratings. It is available in workshop data.

tropic arrow
#

How? @fast marsh

fast marsh
tropic arrow
#

Gotcha I just assumed they would have downloads available to show

#

off the bat

#

Thanks

#

That looks good πŸ™‚

fast marsh
#

of downloads are not present in current data, who knows if BI already collects that. Workshop seems based on GCP (GCS) as a CDN, not sure how simple is to keep download tracking in there.

tropic arrow
#

Thx

timber atlas
#

anyone know what could be causing this error when publishing?

cinder finch
#

hello I have a problem I can not connect :BACKEND (E): [RestApi] ID:[11] Error Code:404 - Not Found, ApiCode:
BACKEND (E): Identity authentication failed - Error Code=404

fast marsh
#

Aren't servers down now?

#

workshop API seems up (at least list works) :/

#

maybe try relogin (restart the game)

cinder finch
#

I restarted 10 times it does not change the problem

placid raptor
#

in enfusion tools

daring geode
#

so about the test mods, it's supposed to be for test (wip) of mods , more details and better clarification is wip too 😁 WasntMe

high sage
#

That filter just unhides mods published with 'test' visibility.

#

Meaning you see both normal and 'test' mods

high sage
marble moat
eternal geyser
#

Would also be nice to be able to add more authors

marble moat
#

That also

#

Same with how steam does it

eternal geyser
#

Actually, it can be improved over Steam. Only the original author can publish on steam and there is no way to transfer ownership.

daring geode
halcyon frost
#

@daring geode wrt #enf_showroom message, I think it would help if there was a long slowmode (like 1 hour or something) to help drive that point that the room is for showcases only, and not discussion, and update the channel description to note that discussions should happen here instead.

Discord

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

daring geode
halcyon frost
maiden pendant
#

@hollow raft #enf_showroom message
continuing here instead of that channel because offtopic πŸ˜„

Something like twitter's "verified" profile system could probably work perfectly for that.
A author with verified permission, could get a verified badge that shows people that what he is doing is legit

halcyon frost
#

#enf_showroom message @paper spoke very nice! Is there a way to change magazines for different ammo types in vanilla Reforger? I haven't figured that out yet, but your radial menu looks very intuitive for this!

glacial relic
#

don't share your token(s) with others πŸ™‚

fringe narwhal
#

Small question regarding the workshop, since i still haven't had the chance to get to a computer since release,

is their somekind of versionning available, like how gitlab, github or more generally git would do it?
and or somekind of branch system ? 😁 thanks

high sage
# fringe narwhal Small question regarding the workshop, since i still haven't had the chance to g...

there is versioning but user doesn't have much access to it.
When you publish a mod, you can specify a version, but it must be greater than the prev. version you have published.
When setting up dedicated server, you can specify what versions of mods it will be running.
Mod dependencies don't take versions into account, so your mod can't declare that it needs mod B as dependency but of version 0.2.0 or higher.

#

Also no branching. But you can mod some mod if needed.

fast marsh
halcyon frost
#

#enf_showroom message @wooden cargo thank you that means a lot to me! I don't think it's something that should be in the base game though, because it is pretty exaggerated, but I like how it makes firefights sound more intense πŸ’ͺ

high sage
#

if you really need a specific version of a mod, you can try -scrDefine WORKSHOP_DEBUG launch parameter, but consider it unofficial. It adds a combobox with version selection.

prisma delta
#

So how do I get my stuff to show up in-game? Like lets say I add some hats made, able to pick up the prefabs when testing, save to the sub-level. Then what? I have it loaded in the workshop

cinder finch
prisma delta
#

how do I make it searchable in game master?

#

(Pro tip) - if there are documentation on how to do it that are too long for me to read, that'll give you guys at least a good few hours before I come back and annoy you again. xD

fast marsh
vernal wing
#

@heady plover + @subtle iris - nice models, you lads made these yourselves?

subtle iris
#

Not mine, Credit for the model goes to Raider3DWeapons

heady plover
#

^ same thing

vernal wing
#

link to download / store please

subtle iris
vernal wing
#

@subtle iristhanks.

#

@heady plover - link? i can't find any FN SCAR-L by this dude

heady plover
#

didnt mean same dude, meant bought the model, here ya go πŸ™‚

vernal wing
#

??? it surely is not the same model

heady plover
#

took off the sight/launcher/grips

vernal wing
#

this is 7.62x51, the one you posted is the 5.56

#

dude....

heady plover
#

theres a scar L and a scar h

#

1's 5.56, other is 7.62

vernal wing
#

ahh, there's both there as a single buy / product, my bad, nevermind and thanks

#

please make sure you credit the original author

heady plover
#

Ill do that right now

#

forgot, spent like 7 hours trying to get it to work

vernal wing
#

no worries, just make sure you give credit where credit is due, buying models is alright, but considering the current environment, make sure you post where you have the model from, so i don't need to ask each time if it is ripped, modeled by yourself or anything inbetween

ember path
#

anyone already working on an M113 APC for US faction ?

vernal wing
#

i would assume larger A3 mods will get to it at some point

#

also, not sure of tracked simulation is complete atm

#

but you can at least go ahead and make the 3D model

ember path
#

damn now that even animations get in/out / switch seats are so good on vanilla it really upped the animation and interior bar for mods

acoustic turret
#

m113 model is already in the game, theres a few broken ones laying around everon already too

acoustic turret
#

so im sure theyll just activate it in one of the patches once they feel like theyre ready

topaz forge
#

how do i fix this

#

can't download some mods

#

seems to berandom

high sage
#

Try to cancel this download and start it again

#

I thought that maybe this specific mod can't be downloaded, but I could download it well. So probably some issue with workshop itself.

icy edge
#

yeah i had the same issue. Couldn't dl bloodlust for like 3 days then the update came out and it worked. Seems to be mod specific from my experience.

topaz forge
#

gotcha thanks

fair leaf
#

So I uploaded a testing scenario I made to the workshop as a private mod where would one fine this private upload of the mod?

autumn dust
#

hey there, how can i delete my mission from the workshop?? something went wrong, lol

vernal wing
#

just like before, when in doubt, someone will ask

#

what is funny? why is it funny?

#

i don’t need a story, i need proof that you have not used ripped / stolen assets.
example - you bought a model - then you surely have a receipt. You made it yourself, surely you can actually show some screenshots from progress etc

grave reef
#

mmmm

glad valve
#

I agree, with what you are saying, just a little confused what authority you are given your lack of bi role.

vernal wing
#

not a bi employee, nope. But feel free to see what happens with the workshop this time around. There is zero tolerance for stolen content, and this time BI has control over their own workshop

grave reef
#

im not actually sure this game is much better than Arma 3

#

i guess we shall see in time

glad valve
#

This game has way more potential then arma 3 for the modding scene.

#

Obviously it's not in a great state right now, but that will improve over time as more content is released.

#

Most of that is just because the mod tools are way better and the scripting engine is 1000x better.

grave reef
#

we shall see, didnt struggle much creating things in arma 3 this dose feel a little easier in the map building side of thing

glad valve
#

To me, the old system was easier to get started, but far worse when trying to build something complex.

grave reef
#

might be the layout of building stuff which comes across a lot simpler.

#

yes i agree in the getting started bit

#

once your going though it seems a lot better.

#

We shall see if it all pulls together

high sage
#

That's a double-edges case, but the new tech is a modern game engine, what arma 3 had is archaic by now. Previously I could hear everywhere from other programmers 'I'm not going to learn sqf, this is to painful to use and slow and etc', it was nearly impossible to convince any of my friends to mod arma together.

vernal wing
#

nope

glad valve
vernal wing
#

feel free to take that gambit

burnt axle
vernal wing
#

feel free not to share it with me

sour fiber
#

is the workshop down?

runic osprey
#

Hi is anyone making a Multicam MOD ,Plate carriers ,ops core helmets etc and how long we looking timeline wise please ?

#

For reforged ?

#

Even just an M4 with an Acog and laser sight/torch would be nice

old fulcrum
#

no :]

marble moat
#

πŸ‘

marsh delta
olive mason
#

@vernal wing I tend to stay away from the main Arma discord for this very reason. It's a revolving door of "You can't do that, follow the rules" followed by "Who are you to tell me what to do it's moddingg there's no money blah blah blah". Then someone gets slapped down, a mod dissapears, people post it in multiple locations trying to circumvent a block from BI. Community complains, life goes on. Then someone tries again..... the cycle of modding. Only change I see comming is BI removing offending content faster with workshop control. People never seem to learn.

#

and the cycle continues...

left cedar
#

is anyone making any battle belts in multicam or any other colour ? cheers

marble moat
ebon river
#

one day it could be that servers hosting such mods no longer work blobdoggoshruggoogly People with some talent in the field could put it into making actual new things instead of riding on other peoples work.

ebon river
#

sounds quite tranquil doesnt it

olive mason
#

Yeah, I'm failing to see the problem there.

vernal wing
#

you can DMCA any hosting platform.

vernal wing
burnt axle
vernal wing
burnt axle
vernal wing
#

have i ever said the contrary?

burnt axle
vernal wing
#

assumptions

burnt axle
vernal wing
#

i don’t

burnt axle
vernal wing
#

more assumptions

burnt axle
fringe narwhal
#

Doing his part regarding rule 6 on this discord blobdoggoshruggoogly

maiden pendant
#

We banned 3 serial thieves the last couple days. So the questioning is justified.

carmine gazelle
#
DEFAULT      : Publishing bundle to Workshop...
DEFAULT      : Validating bundle...
DEFAULT      : Validating bundle successful
BACKEND   (E): [RestApi] ID:[11] Error Code:400 - Bad Request, ApiCode:
DEFAULT   (E): Uploading failed! Reason: "Version 1.0.0 of asset 596C8160C3219EB9 already exists"
RESOURCES (E): Publishing failed
``` Hey guys , does anyone know why this happens?
maiden pendant
#

"Version 1.0.0 of asset 596C8160C3219EB9 already exists"
did you enter a higher version number when you tried to upload?

humble wigeon
#

or, did you pressed Bundle before publishing an update?

carmine gazelle
dense scaffold
#

is there currently some bug that duplicates screenshots when publishing?

eternal geyser
high sage
#

afaik when you select screenshots again, they are appended to the list. So ensure they are not duplicated, or clear old entries.

dense scaffold
#

there's no option to remove a screenshot yet though

high sage
#

the screenshot selection thing is an edit box

#

so, you can select new set of screenshots and republish

dense scaffold
#

it adds screenshots every time

#

but cant remove

#

maybe in the future

high sage
#

did you try to select it with cursor? I could swear I did it a few days ago.

dense scaffold
#

it's already published with duplicate screenshots :/

#

how do you even unpublish?

high sage
#

yes, that's why I said you need to republish

the screenshot selection thing is an edit box
so, you can select new set of screenshots and republish
so, just upload a new version

dense scaffold
#

I mean there's no option to delete already published screenshots

#

only add new

high sage
#

when you upload the mod again, the whole set of screenshots gets replaced with the new set

dense scaffold
#

not for me, it just added the screenshots again

high sage
#

so when publishing, you selected all old screenshots which were predefined, deleted them, then selected the screenshots again, correct? and the new screenshots got added over the old screenshots in the workshop page?

dense scaffold
#

I just added a new line with a new screenshot and published again

#

and it has added the new screenshot and all the previous ones again, not replacing anything

#

had 4, wanted it to be 5, ended up with 9

high sage
#

could you tell the mod name please? I will check how it looks on my side. Maybe the game has some cached pictures and that's why you see more of them until you restart the game?

#

if it's the bacon_materials mod, I don't see any duplicates. πŸ€”

dense scaffold
#

wtf

#

you see 5 screenshots?

#

I see 11

high sage
#

did you restart the game?

dense scaffold
#

yes

high sage
#

ok then it's probably related to screenshot cache while mod was updated. It's somewhere in temp folder.

dense scaffold
#

maybe it's just in my head

#

anyway if you see it the way it's supposed to be then that's fine

#

thanks

high sage
#

yeah one second, let's try to delete the workshop cache from temp folder, I will just find where it is

dense scaffold
#

I see them all in my games / armareforger / addons / ...

high sage
#

yeah these are those which are downloaded.
For workshop browser temp files are saved in C:\Users\UserName\AppData\Local\Temp\addons. But Actually it's a bit more complicated, I will try later myself.

dense scaffold
#

aight thanks

fervent eagle
#

Fix Spawns is now in the workshop, this should fix players spawning inside each other

heady plover
#

PP-19 is up, would love feedback on this or the scar i have aswell

sleek juniper
#

Hello, i wanted to ask about current situation on workshop, I've heard rumors that items cannot be deleted. I wanted to ask you, modders of arma, If you could help me find best option to allocate my group mods. For the last 3 years of our A3 existence we had so called "private mods" there was some bought and ripped models I'm not denying that, I was banned here for these 3 years. Now we managed to swap ripped models with bought, we ran a poll and the outcome was to keep them private to use as "unique content promotion". I've ported some of our stuff into enfusion and wanted to know if there is a way to compile addons and list it as a friend's only or only for given people based on steam ID, or can you suggest different approache to how to distribute our stuff among members with ease avoiding "leaking"

shrewd plinth
#

Hi, does the workshop not have a a website to browse it's content? I think that will be a splendid idea.

toxic salmon
#

^^Both of these are great ideas.

vernal wing
# sleek juniper Hello, i wanted to ask about current situation on workshop, I've heard rumors th...
  1. for now the mods cannot be deleted whatsoever by users, i think that is simply an oversights in relation to how the workshop is handled right now
  2. private mods - these are the cancer of A3, mainly due to the fact that 99% of these are using ripped content, the 1% left is for testing purposes only. - BI has access to all mods these days, so i do hope that ripped content will be a thing of the past
  3. there is no current way to have add these to friends only to my knowledge
upbeat fulcrum
shrewd plinth
#

nice

vernal wing
vernal wing
upbeat fulcrum
vernal wing
#

i'd say that is the expected behavior

upbeat fulcrum
#

Ah you're right, only if you upload it as test it's hidden in the workshop browser. Only people with the modid will be able to use it then I guess

sleek juniper
# upbeat fulcrum Ah you're right, only if you upload it as test it's hidden in the workshop brows...

If someone could test it, if that's true, then we would add tem as private and set ID on server, everyone who had password would download them and join. I know ripped content was cancer of A3, but bear in mind there was some private addons not ripped, used like ours, to create content unique promotion among polish groups. our community had steam account dedicated to keep active members as friends and mods as friends-only, so member could download them I wonder if there is way to manually install addons on server. If so, maybe publishing it a s private and then adding it manually to server and uploading it as archive with password on our drive would work too.

fast marsh
#

@sleek juniper You'll need to hide server from the master server as well to hide mods ID. But I highly doubt it will be 100% private anyway.

sleek juniper
#

Nothing is private these days. But I can try to hide it from plain sight

fast marsh
#

Better just deal with it and make it public. YOLO

glad gorge
#

The workshop crashes when I open the Prefabs/world/DefaultWorld folder. Any clues what I did to it? (edit) I've isolated it to genericworldpp_default.et. If that file is on screen, it crashes.

tiny tinsel
#

gents when it comes to publishing stuff. how would the player access my assets? i just made some hats to get my feet wet but i'm not seeing where the player can access the hats. anything else i need to do?

high sage
#

If you don't add the hats to loadouts or somewhere else (game master maybe? maybe you want them to appear in conflict game mode? or in some mission?) player's won't be able to access them AFAIK

#

And if you want other mod creators to use the new assets, they can set your mod as dependency and simply use the new assets as they wish.

tiny tinsel
#

gotcha

#

so best bet, make a crate full of my hats?

#

so game masters can just drag it in

high sage
#

yeah, I'd try to modify the arsenal crates, you can find them by name arsenal in game master. You can add the new items there.

tiny tinsel
#

ok thanks

distant parrot
#

Is there a way to see how many times a mod has been rated/how many users it has?

crimson cradle
#

the single player tag keeps getting removed from mods. i've already had to re-publish my mod to fix this once, now it's happened again

halcyon frost
#

hey whoever made the Improved Character Voices mod, thank you! Sounds great!

#

@quiet flume found your name!

#

great mod buddy!

quiet flume
#

Oh thanks

#

It's still a little bugged ATM, each side plays both voices, but I'm gunna fix it when I get home from work

halcyon frost
#

all good, keep it up!

west lake
#

Thanks much dude

quiet flume
#

@west lake voices the Russian side

halcyon frost
#

awesome!

#

better death screams are a good change

green rapids
#

what is the resolution of thumbnail images for workshop?

ember acorn
#

So who’s work on DayZ for AR? I wanna know the development is going.

tawny mural
#

Hi
I can"t login "BACKEND (E): Identity authentication failed - Error Code=404" to publish on workshop

halcyon frost
#

does anyone else's own mods disable themselves when you start the game or after a scenario?

#

like if it's a mod I made, it gets disabled for some reason

daring gust
cloud kernel
vernal wing
crystal flume
#

Some units make mods for their unit to house assets they made for their unit specifically. He’s asking if there will be a way to make a mod friends only for unit specific mods.

#

It’s not like they are going to be 100% private anyways since the workshop is in the game and not on the workshop. So I assume they can be easily removed if they violate the TOS.

glacial relic
tawny mural
#

that

high sage
maiden pendant
#

There is a "Unlisted" option, which sounds to be EXACTLY what you people want
You can still add unlisted mods to a server (unlike private I assume), and every player who joins the server can still download them (unlike private), but it cannot be found when searching the workshop

tawny mural
#

you have to laucnh arma reforged

#

and connect directly on the game

#

after you laucnh workbench

#

and normaly you are auto connect

glacial relic
maiden pendant
#

Don't know if you can, can you? That would be undesirable then πŸ€”

glacial relic
#

I think server response includes list of mod ids though I'm not sure

#

if anyone can confirm that you don't see the ID that would be great and solve my problem with internal development versions πŸ˜„

#

I guess I have my afternoon investigation set 😦

storm summit
#

If mod devs realy want to make it unplayable on other server they can already do it. (if your not able its may not worth to hide it anyway so make it public) Otherwise for dev builds you can use testing or not? Ps. Share your mods with the world :)

nimble holly
#

This arguing against private mods is just flipping silly. Escp the people whining about what people are doing on their own machines/servers.

storm summit
nimble holly
#

Why would i expect your help?

storm summit
high sage
glacial relic
#

would need to verify whether unlisted mods are included in public response as well or only after password is sent

high sage
#

So how would we imagine private mods shared among a group of users work? πŸ€” I guess there would need to be some way to add a list of users who can download the mod, yes? Or how was it handled in Steam Workshop?

storm summit
maiden pendant
#

thats what most people usually want

storm summit
high sage
#

Correct, from workshop

#

your server just sends mod GUIDs and their versions

storm summit
#

Very good job hope its stays like that :)

high sage
storm summit
#

But password encounter should be befor modlist send i think :)

storm summit
high sage
#

Sorry I am not sure what you mean.

glacial relic
#

if server leaks mod id its simple to download it yourself. you could just setup your own server with that mod id and the files would be downloaded.

storm summit
high sage
#

I don't want to make anything of this kind, I am just investigating how such a thing could be implemented πŸ™‚ or even, how other people perceive it should work.

storm summit
#

There should be thousand ways to make it unplayable via script. Hidding the modlist from the server is maybe not possible / necessary.

glacial relic
#

playable or not, many mod teams probably don't want new content to be exposed or shown before being made public officially πŸ™‚

tawny mural
#

BACKEND (E): [RestApi] ID:[36] Error Code:400 - Bad Request, ApiCode:
BACKEND (E): [RestApi] ID:[37] Error Code:400 - Bad Request, ApiCode:
DEFAULT (E): Uploading failed! Reason: "Asset bundle manifest is invalid"
RESOURCES (E): Publishing failed

#

well i get this error now

misty mist
cloud kernel
# vernal wing what do you mean by *private mod* to begin with?

Any modification that is not publicly available for download. I.E. a mod that I made for myself and I use myself or a mod made/edited that is used privately by a group.

Example A: I put Sonic the Hedgehog a playable character in Arma reforger, never to be released.
Example B: In Arma 3, a group de-pbo's RHS content to strip out what they don't want or need to repackage it for size and reduce redundancy

fringe narwhal
misty mist
#

Because A totally doesn't πŸ˜‚

cloud kernel
storm summit
#

But A is legit on some country's for private and not shared use only :)

fringe narwhal
#

Example A does sounds like a clear breach of ip rights too

#

πŸ˜‚

cloud kernel
#

B is far more common though. I can't think of an Arma 3 group that didn't curate the mods for size or to reduce redundancies (same weapons).

misty mist
#

never to be released
In that case, you probably don't want to publish/release it anyway, so it shouldn't be an issue that you won't be able to publish it privately on Workshop, isn't it? πŸ€”

cloud kernel
#

I'm of the impression that publishing to workshop and packaging for use have become one with the new tools.

high sage
#

No? I think you can package without uploading.

glacial relic
#

you can yes

molten adder
#

Can you edit peoples workshop content? Trying to add a map to Online Deathmatch but its all locked

high sage
clear dirge
maiden pendant
clear dirge
#

Interesting... Generally whenever I heard people discussing privated mods, it was due to the creators wanting to share their content with only a certain community or group of friends.

#

In any case, what would need to be done to prevent people from posting stolen content? How would devs go about stopping people from posting content like that?

high sage
#

Well you can compare it to what youtube does, yes it can detect reuploads, with a certain false positive rate. But it's owned by one of biggest IT companies, and they can afford to scan every audio&video uploaded there. Do you imagine BI would be able to do that, for content types which are infinitely harder to scan for stolen content? πŸ€” (models, textures)

#

And it only works for audio and video because movie and music publishers handle the process of rights protection

glacial relic
#

checking for duplicates in the paks wouldn't be that bad, you just need a hash or similar for each content file in it

#

known allowed files like the public data from previous games could be on an allowed list

#

anything else could be flagged for moderation

#

or you could add fingerprinting to detect partial duplication in data to get around people changing a few bytes/pixels

high sage
#

Yeah agree. Or some hash comparisons. But if something got ripped and reexported? I guess it's possible in 3D art?

glacial relic
#

since bohemia owns the entire workshop pipeline they can hook in and add validation anywhere they like

#

well, if you detect ripped contents once you have a hash/fingerprints for it. if they try with the same data again it could be flagged automatically πŸ™‚

clear dirge
#

I guess my other question regarding this is, there are other games/companies with integrated workshops/content creation platforms but people have gone around it and posted to some 3rd party site elsewhere. Whats stopping people from doing the same thing here?

glacial relic
#

with reforger the workshop is a lot more integrated with the game

#

with all previous arma games all mod management was outside of the actual game

#

arma 3 launcher was just glue on top of steam workshop sdk

#

mods are now handled when you join a server instead of when you start the game

high sage
glacial relic
#

the new flow is very smooth for the end user, you don't need to worry about anything other than starting the game and joining your favourite server, assuming they use the workshop

#

otherwise you’re back to using a janky third party launcher etc

#

which is not even an option for console users

#

if you want to have a smooth end user experience you need to use the workshop. and to use the workshop you need to use legitimate content or you will get booted.

#

and to make a popular mod/server you want a smooth experience for your users πŸ™‚

clear dirge
#

Thats fine and all but, who decides when something is legitimate content or not?

#

Ease of use is always a welcome thing (especially on this sort of scale) but when we have the possibility of having massive witch hunts over content people produce then you're likely to turn off a group of people that are willing to spend their time making content

#

I don't mean to start an argument or piss people off, just trying to express some concerns

vernal wing
#

the concerns are valid. most people shouldn’t be concerned, there are enough people around who can make heads and tails

#

usually ripped content is pretty obvious, and considering the way the workbench works, it is also pretty easy to check / confirm culprits this time

#

i know of no one who makes assets and is unable to prove it is his own

glacial relic
marsh delta
#

most of the time you have WIP screens

#

or even a project file somewhere

#

and with ripped content you often have some good tell, especially from modern AAA stuff where you sometimes have very questionable optimisation of assets

marsh delta
#

Well yeah that's why the WS exists

nimble holly
#

BI workshop has version support, so thats +1 for them

cloud kernel
# maiden pendant Well in most cases, that is indeed the case, or was in A3 "private mod" became s...

Do you have any insight as to why BI cares far more about the legality of mods than other game devs? I.E. Bethesda(Microsoft) with Skyrim or Fallout is on opposite end of the spectrum. Bethesda wouldn't care if A. COD weapons were modded in to Fallout or B. If a mod made by a user was modified by another without the first's permission. But BI does, very much so.

Is it that all dev should and BI is the only one that takes action or is there an real consequence (legal or otherwise) to not curating the mod community to that degree?

marsh delta
#

if bi hosts it on their own servers they are legally liable

#

and they are not as big as other studios

zenith totem
#

and if it's hosted on someone's server?

vernal wing
#

this is turning into β€œways to evade BI from taking action against ripped content”, which is not condoned heree

zenith totem
marsh delta
#

just make your own models ffs

zenith totem
#

easy to say

ebon river
runic shore
ebon river
#

Practice can help

marsh delta
#

Ye ik

#

I just invest too much time

#

I think too much smh

#

And then I literally forget to do a bevel bake

urban pulsar
#

is there any mention of work being done on fixing the workshop downloads hanging all the time?

dreamy hearth
#

Does anyone know if when you join a server and download the mods it needs. Do you download from the workshop or from that server?

halcyon frost
#

it automatically downloads

trim mulch
cloud kernel
#

Oh yeah, I forgot this will be on consoles.

olive mason
trim mulch
# olive mason Bi always cared. Now that that they have full control they have full ability to...

i think you forgot that there was other arma titles beside A3, A1 had didn't had ripped content because it was hard to get any and the community was only a core fanbase since OFP, A2 started seeing some of it when the Life RP mod and DayZ made the game popular, A3 had more because of previous popularity and hype at release, so no, they didn't cared, they cared when it was posted on their forums and the community cared so armaholic and other fanbase website didn't had any, steam workshop also had curation enabled if you provided proof you were the holder of the IP so idiots don't report a mod because they don't like it but since AAA studios had more matters in hands to make profit they didn't cared either.

fast marsh
modern trout
#

how do you remove something from the workshop?

halcyon frost
modern trout
#

i cant even do that lol

topaz forge
#

god this is the most frustrating thing. every second mod i try to get is like this

ebon river
#

Not a good look on you.

trim mulch
#

While there are some in the community that don't care, majority of people do.
that's exactly what i said bud but in a different sense

#

now, before we go even further into IP related discussion which as nothing to do here, i would like to see an option to remove content from workshop by the creator

fast marsh
#

Removing seems simple maybe, but it is actually hard to make it right. You need to do some decisions and each of them has pros and cons. Β―_(ツ)_/Β―

halcyon frost
#

I’d love to see a killzone mod for this game, always absolutely loved the Helghast uniform design

ebon river
#

One would need to procure permission from the IP holder.

halcyon frost
#

Oh I know

#

Wishful thinking

ebon river
#

It has been proven to be good to mention so others not as versed in the topic know too

#

They do have some cool stuff though

marsh delta
#

Or you make it legally distinct

dense scaffold
#

does publishing with private work?

alpine wolf
#

Is anybody working on a mod where AI can drive vehicles?

solid dagger
#

ura, my three mods are on the first page by popularity

solid dagger
fast marsh
brisk fern
#

So is there any way to contact a mod author on the workshop? Comments? Anything?

#

It seems nuts that there is no way to ask a mod author how their stuff works. There's no readmes or anything available, no commenting, no private messaging, just a short description for the mod and thats it? This is a step down even from Armaholic.

ebon river
#

the workshop is still in development and it is bound to improve in time with user feedback

high sage
#

Game is just two weeks after release, ofc it will be better πŸ™‚

fast marsh
#

It will be great to get forums up at least for now, mods could be commented in there.

covert kestrel
#

Hey, I just tried for the first time to test my project in-game (not in the Workbench developing environment). I came across some inconveniences and would like to know if there is a better way:

  1. Do I always have to publish my project? This Up- and Download takes quite some time. I would like to just run the local files, but I could not find my project in Arma Reforger after bundle - I had to Publish.

  2. In Arma Reforger in the Workshop Menu, is there a way to view only my projects? Filtering for my account name did not work.

  3. Suppose I publish a new version of my project, is there a way to not download the entire project again? Do I have to split is into two project, one only for scripts and the other for terrain changes for example?

Thx for you time and knowledge in advance!

tropic heron
#

Hi, is there planned to have version management for workshop

high sage
#

What would be your use case for version management? πŸ€”

tropic heron
#

if we have big event coming and mod get update like day or less before it

high sage
#

Sure, currently you can specify specific mod versions in dedicated server configuration. It's already there.

high sage
# covert kestrel Hey, I just tried for the first time to test my project in-game (not in the Work...
  1. Check -addons and -addonsdir parameters. This way you can load local mods.
  2. View in 'all' tab or in 'Downloaded' tab?
  3. The game uses delta-downloads, so in theory it should not redownload completely everything (even though UI might say so).
    Also you can of course split your project into several projects and set up dependency relations between them.
    https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#addons
covert kestrel
slender goblet
#

hi im new here and i didnt quite know if this is where id ask this question, but i cant seem to download any mods in reforger, they all instantly get a checkmark in the top right and then a red X in the download manager

high sage
#

Could you check your console.log at Documents\My Games\ArmaReforger\profile? If there are any errors there.

slender goblet
#

hmm this may be my problem

#

theres no reforger under my games

high sage
#

I don't really understand how it's possible

#

besides log file, the game should store mods there too (documents/Arma Reforger/addons)

slender goblet
#

neither do i lol, and verifying the integrity of game files is fine

#

i have a different addon location possibly

high sage
#

What is your OS? Maybe it's some issue specific to Win11 πŸ€”

slender goblet
#

and im running win 10

high sage
#

That's really weird, I don't know what's wrong, sorry

slender goblet
#

in fact another strange issue is with battleye, it doesnt launch using steam, launching the arma reforger BE.exe gives me an error that its looking for reforger.exe not reforgerSteam.exe

#

changing the name launches it, but thats a seperate topic lol

slender goblet
high sage
#

hmm for some reason your console.log is in game root folder

#

could you take a look at it?

#

if it complains about something

slender goblet
#

nothing super weird that i see

high sage
#

version 0.9.5.49 built 2022-05-17 22:17:35 UTC.
So why do you have such an outdated game version? think_turtle

slender goblet
#

oh thats strange

#

im unsure

#

the game itself says its on 0.9.5.51

#

ill try a fresh install of the game and see if it resolves

high sage
#

Yeah latest should be 51. But maybe just this file is old & broken, it's not supposed to be there anyway.

slender goblet
#

alrighty, well my internet is so slow lol, ill let ya know in 3 hours if its resolved

modern spruce
#

Hey all. Any way to view workshop content outwith the game?

glad solstice
#

If someone of you is getting:

BACKEND   (E): [RestApi] ID:[19] Error Code:400 - Bad Request, ApiCode:
DEFAULT   (E): Uploading failed! Reason: "Asset bundle manifest is invalid"
RESOURCES (E): Publishing failed

It could be because your description or summary contains some characters that don't work in the Workshop.
For me it was copy & paste from Github the text: "Built with Everon Life Framework"

Idk. why but it made it to some weird characters.

modern spruce
crisp haven
#

I'm trying to test out a retexture mod I've published to the workshop as a Test mod, I've subscribed and enabled it but every time I go into a Game Master it doesn't appear in the entities menu and when I go back to menu and the workshop the mod has disabled itself, what am I doing wrong?

slender goblet
#

everything is in the same spot as it was before, console still says .49

halcyon frost
ebon river
#

!steamverify

vernal stormBOT
#

Steam file verification process:
Right Click on game -> Local Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.

slender goblet
ebon river
#

kk

slender goblet
#

however i am missing the folder in dosuments

#

i feel thats the issue but i dunno how to remedy, i guess id need to download a coy of that folder from someone elses game files?

ebon river
#

no that wont work

slender goblet
#

hmm, then im just beyond confused on what to do

sleek juniper
#

Is there way to play with only bundled addon? I've tried loading it and it says it has 0B and no preview. I've tried preparing it inside documents or throwing it into game folder without any success. File is being loaded since I cannot remove it while game is on, but it seems ignored? I cannot publish it as private because my token is invalid, yes I'm logged it at the same time inside reforger and on BI website

crisp haven
#

I believe your mods that aren't published will always show as 0 bytes as it technically isn't uploaded to the workshop

#

though you might be able to make it work by adding -addons (your project name) to the launch parameters of Arma Reforger

north wolf
#

Actually going to move that to workbench instead

halcyon frost
#

suggestion: add a way to reach out to the mod makers through the workshop, to let them know there is a problem with mod.

subtle hamlet
#

Anyone able to help me.. when I open Enfusion tool and open up anything 3d.. Vehicle/World It just suddenly freezes and closes the program down, with no message. And now when I open it.. it's stuck on viewing that 3d Model and just keeps doing the same freeze and close, tried reinstalling it 10 times now..?

toxic salmon
#

Is there a way to delete images you see for mod previews? I have extra each time I update the mod.

humble wigeon
toxic salmon
#

Okay, sounds good.

small tide
#
BACKEND   (E): [RestApi] ID:[7] Error Code:401 - Unauthorized, apiCode="Unauthorized", message="Unauthorized"
BACKEND   (E): Error Code:401 - Unauthorized, apiCode="Unauthorized", message="Unauthorized"
DEFAULT   (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed

#

Why i'm Unauthorized when trying to push mod ? !

small tide
#

I fixed my problem after a disconnection / reconnection.

#

But now got Timeout ... I have 1 go fiber ..

DEFAULT   (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed```
glacial relic
#

gateway timeout means backend is not responding

fast marsh
#

❓ Can you change mod title/description... without releasing new version?

fast marsh
#

No idea? I'm trying to not push testing mod just because of this question :/

humble wigeon
#

no, it's not possible right now

fast marsh
rotund bane
#

Is there any way to manually install mods?

glacial relic
#

install yes, the tricky part will be the download πŸ˜„

#

just need to source the mod from somewhere

merry hatch
#

There seems to be a bug where it's adding up screenshots (when you preview the mod in - game). I've re-published this mod a few times today and i've noticed that there's tons of screenshots when I've only selected 6 or so

#

Just read up the conversation so maybe it's only bugged for me

normal hamlet
#

is there a way i can go into something like armavision in the workbench?

#

to take screenshoots

gilded heart
sullen vortex
#

shift+f7 in wb is the default screenshot keybind.

dry fiber
topaz geyser
#

Can anyone point me to how i can test if a mod works before i put it on the workshop like in arma 3 where you could load mod from local file?

toxic salmon
tranquil meteor
#

Anyone else totally unable to update certain mods?

#

Have to uninstall them to update

#

If they even download at all

tranquil meteor
topaz geyser
#

Like make the game run the mod

#

I don't want to test it by uploading in to the workshop because i still have to make the animations and fix the scope.
I would like to check if it actually works.

toxic salmon
#

If it works in Editor, it'll work when you upload it.

torn sequoia
#

Is there a way to see my published mod stats? Like total number of downloads, number of likes, number of dislikes, etc.

torn sequoia
halcyon frost
#

Is it me or did the workshop lose at a lot of MP Scenarios? I show only 2 pages with "ALL" and "Scenarios(Multiplayer)" on. There was 9 pages this morning

torn sequoia
#

Hmm your right, my scenarios are no longer being filtered correctly

obtuse whale
#

When you open an addon in the editor, everything is read-only. Is this a windows problem or is this a workflow thing where I need to create new folders/structure?

gilded heart
fast marsh
#

-EnableWARP seems not in the latest build, keep on waiting πŸ™

south bear
#

I hope im right here but how can i fix that i cant download any mods, sometimes it works sometime not

#

it just keeps failing to download

gilded heart
jade sandal
#

why does the workshop show me different amount of mods everyday

#

earlier there were 4 pages of results under multiplayer scenarios

#

now there is 1 page with 4 results, and mods i've previously subscribed to have dissapeared

quaint sluice
#

@gilded heart are you guys aware of this ? I cannot unlock eden to adjust back down. Ta