#enfusion_workshop
1 messages Β· Page 17 of 1
Retry every day, some days it hates us
Reforger Workshop is open for publishing this morning! Quick!
That is most likely not for everyone, it is fun like that
It also depends on mod size, location of where your uploading from, and internet speed.
Sounds like a cloudflare issue, but researching the error made it sound like a cloudflare issue-> Bohemia issue.
Over a year plus..
β¦
Since may last year
For those interested, it works with all helmets that have the RHS goggles slot.
https://reforger.armaplatform.com/workshop/696D4BF1992BA866-GoggleDynamic
Wrong channel for what ?
for questions related to mods and/or requesting people to make mods
Oh okay
can anyone help me setup AAS
And on today's episode of abreviation bingo
3 days till mods break again π₯
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
remove all your mods only load the scenario and the mod for last chance arland if it boots its a issue with your mods
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
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
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?
it is prolly a dependency of another mod
ye but how can i find out what mod it si wen it dont come up as dependency in the work shop
look through every mod you use
and find which one has RHS as a dependency
ye i did and ther is non of them that uses it thents the problem
in that case your server doesn't use RHS π
the json file has no RHS in it so it so wierd that when i put this json in that rhs gets added anyway
XD MY BAD thank you kind sir feal stupid now
@past harbor thank you for your help if found it was the mod infinite stamina crashing everything
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.
Not too sure exactly whats going on. If anyone could help me that would be great.
@tall moon @jovial pumice wrong channel
What channel do i ask questions related to rhs?
Thx
PLEASE HELP
@finite turtle@brave horizon wrong channel
@vernal wing sorry dood
Which channel brotha
My fault tho, thereβs like a thousand of them and many seem to be redundant or not necessary at all
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.
Plenty of people do for documentation, issues and suggestions. As long as you arenβt doing anything malicious or against the tos at the end point
How can I get a list of all mods I published?
Clicking on your bacon tag seems to have pulled up a bunch of them. We really should have a way of seeing all mods from a single creator by clicking on their name in the workshop though.
I have found that searching for the username pulls everything up I think - website workshop, can't speak for the in-game one though π
I tried searching his actual username on the workshop website and it showed up a bunch of different people's stuff too.
Ah sorry then, I guess it pulls up anything using XYZ's mods as dependencies then? π
That's a possibility.
A python script
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
Has anyone ran into this issue since the update today?
Im updating rigth now. Category list is working?
Category list has nothing in it when I click it so I cant select a category and because I have no category selected it will not let me publish/update the mod
mb restart workbench?
Lol thats the first thing I did. Did it a few times
Don allow to change a category. what to do ?
How to Fix this issues &
That's the second person to ask about that hopefully this isn't a bigger issue.
Lmaoo
Anyone tried to upload a large file after the 1.7 release... any progress on the 524 error?
I have dogshit internet and tested it when mario first announced the fix for expiremental. Worked then, id assume it didnt regress
noice... here is hoping!
The mod ConflictPVERemixedVanilla2.0 is broke and Im pretty sure thats why. I had the same problem when I tried to remove other dependencies and publish. I dont think its gonna let you publish because mod is not compiling. I see you are using it as well. When Gramps updates it should be working again.
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.
It's cached, usually switching to "changelogs" and back to descriptions will update some of the page.
Otherwise wait a day
Did uploading larger mods even improve for anyone?
me three
I have had this too, what I did is refresh the browser a few times and it popped up
5th try
yes
i was able to publish 2.5gb from my home connection(not very fast), something that wasnt possible for like 1.5yr
Have you encountered similar errors?I cant publish, It doesn't really make sense ^^
Are all your dependencies updated?
My only dependency is up to date, yes
Welp that was my only guess. Sorry π
That would have given him away anyway, wtf
did you try it again since then with success?
because I see it successfully updated on our side
I didn't try again because the mod updated well on the workshop
so it showed the error while it updated on the workshop -> basically false error
Maybe
ok thx, will pass on the info
Thanks! @pliant marten is already aware and told me that the error was explicit π
ME TO
i cant Publish my map
Canβt open any worlds anymore on toolsβ¦ is anyone else having this issue?
Ive gone past the time the 524 error would take just now. It wasnt fast but it did work.
Make sure you arent getting a script compile error. if you do it will not load worlds
Iβll have to see if I am. What do I do if I am?
Some entities are outright hard crashing world .ents and aside from outright deleting them Ive not seen anyone figure out why yet.
Usually they involve you editing the properties of them, no idea what is actually causing them though or how to identify them.
Even happening when I try base worlds though
In that case may be your addons if you have any.
None tried just base tools, Iβve uninstalled and reinstalled twice now and nothing still.
So true
"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. π
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
So check because it still published on my side
Sad because I'm still getting the message
Chrxk your logs
Some validation of data happens on upload
It might have failed due to what you see in the logs as warnings of missing assets
Nvm, i replied to the wrong person
Is WCS stuff broken ?
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
one apple a day keeps workshop issues away, or something
TRUE
I'm going to have to release an update because the Game Master has a bug and the mod isn't recognizing the extension it depends on.
Bacon Loadout Editor is broken? Quick, overthrow your local government using a reinforced bulldozer in a show of protest
Change the size setup strategy to manual.
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.
I sent a DM of my log console if you could let me know what is wrong with it or causing the issue.
note: we have #ip_rights_violations , #other_ip_topics , #reforger_workbench , #enfusion_tools for specific discussions which doesn't fit this channel, so use them accordingly, for critical issues you may ping or DM me!
Is there, or will there be a place where we can browse mods outside of the game?
it's been discussed internally but i can't confirm nor deny, no promise nor ETA
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?
Stay safe
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
I nice thing would be comments in Workshop
Would like to know this as well, published something to see how it works but don't actually want it up.
@humble wigeon ^ ?
you can only make mods private. There is no option to delete mods
Good to know. π
I think I managed it by publishing a new version of the same thing and setting it to private
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.
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?
BI forum name
ok good i was worried for a second
Anyone know if we update our mod while logged in it will fix the Unknown user name?
is there a way to see how many times someone has downloaded/used my mod
One way to figure out π
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.
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
report such mods
I guess I'll go do that
thanks, let me make you somewhat happier, we have some of those internally but i can't promise which part and when will be available to public
specfic reason for report "IP violation" because it's going to be a problem in the future
Its already gone, so I guess somebody reported it already. Nevermind, found it. gonna report it
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).
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.
where do environment files go from the workshop?
why did BI decide to build their own workshop instead of using something like mod.io?
feels like a huge waste of time and energy to me
also if i understand it correctly, the new workshop is completely independent of the steam workshop?
so it works with XBox and PS5
They need their own system to be able to manage mods on PC and consoles (Xbox for the moment). Indeed, it's not perfect for the moment, there are many things missing.
mod.io is crossplatform
the current system, imo, is just bad. now wait until there are 100k mods and it's going to be impossible to use.
there's a plethora of reasons why using third-party stuff for a game the size of Arma/bohemia is a bad idea
can mention many for a custom solution too
for example ever increasing maintenance costs, until it becomes too much and the whole thing folds
i hope someone did the math on that π
oh I didn't know
I'm not a fan of the fact that you have to log in to build a mod
i can't even log in
exactly
xD
because when it doesn't work, you're stuck
sure, you can still try your stuff in the world editor but it's not the same
yeah, and a third party solution that BI has limited control over is going to be any better
Β―_(γ)_/Β―
Keep in mind this is early-access, there will be issues with workbench + workshop and the whole mod publishing process
yeah, and now there is at least one person who has to work on it all day long instead of doing something else
anyways. that wasn't even my point. i was just wondering why the step was taken, and cross-platform is the answer
what happens with your mod when BI closes doors π
whole pipeline won't work anymore
very different things
not really.
It is, because the decision would be with BI, not some third party company who could go under at any minute
tbh i'm not going to argue about this. it's pointless and i really don't care
Sorry didn't think it was an argument, just discussing...
we'll see in a couple years how the workshop has worked out
I guess we will, I personally think it's a step in the right direction
i/we are aware of mod.io ...
I been part of another community that attempted mod.io as well
Did not go well.
I get Lexx's point though.
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.
Yea, and honestly I think it was a misunderstanding with devs, to modders, to mod.io. It was part of the Space Engineers launch.
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.
It also runs into issues with for example, how Nexus mods did their thing.
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.
Also this wouldn't be our first round about right? How many mod platforms have we used before Workshop?
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
question is, can BI prevent that from happening in their new system
it's double edged sword ... π
well arma had multiple community ones over it's lifetime, for other games modDB (mod.io is from the too just modern approach), and Nexus ... those are most known, but e.g. Spring RTS engine had own DIY and that was opensource
and ofc STEAM workshop, everything smaller vanished in history , with it's developer, game or service owner
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?
even cloud is no warranty of survival and decentralized free hosting for all mankind is still wip in dreams
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?
You can already add local mods.
Simple extract the bundle.zip into the addons folder next to reforger.exe or in My games/Reforger
Uhm well, extract the bundle.zip into a folder inside addons. Else you get a mess :)
Ah sweet
So truly even if the workshop did implode (and I highly highly doubt that) PC players would be fine.
No, Workbench needs a connection to the workshop else it can't pack. So older mods yesz but not new ones or updates.
be careful with the workshop avast just stopped ransomware for me with this folder
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.
Ye there's a thing where some mods can fuck with your shit so I'm waiting till they fix that
common sense should say that since this is day 3 there are really no mods out there that would be any good
π
that's not really fair... already had a lot of fun with new guns
i think it's very cool what people can do, and very uncool what some people can also do
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
Can you send me that as text?
same
possible that an addon has an image with some malicious (though likely harmless) metadata
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
more info about this: https://www.reddit.com/r/discordapp/comments/ks4sgz/virus_image_explanation/
there's mission files with all vehicles and weapons readily available :p something that should have been in the release i guess, but oh well
i reacted in other discord , sorry, on it
I hope for A4 that we go back to the Steam Workshop.
Searching for IP rights violations seems not needed if I understand the EULA correctly
nvm
I misunderstood
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.
I don't know who is included in "us"
You also agree that We allow other people to use, copy, modify and adapt Your content under the terms of this license.
Us, the developers of ARMA REFORGER ("game"), BOHEMIA INTERACTIVE a.s., Stribrna Lhota 747, 252 10, Mnisek pod Brdy, Czech Republic
.
I think that is missing the word "can" between "we allow"
Its already brought up to Nillers, awaiting clarification but it will take some time
Would be epic if true if that whole sentence is staying and allowing everyone to just take every mod. xd
well, I hope it is " We can allow other people to use" ^^
"under the terms of this license" is what people dont seem to be taking into account
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.
No clue, however you could set your mods private for testing
Not for that
top sikrit private mods you know, that could not be shared through workshop
doesn't seem like there's anything preventing that
they're all just folders at the end of the day
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.
epic
That is why it's generic.
It's actually best for the community because things might be case by case and both sides need wiggle room to interpet.
So when I go to my workshop thingy, my project is 0kb and my scenario doesn't show up?
my assumption is just nothing is being loaded?
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.
Maybe I'm just worrying over nothing, fingers crossed it works out as intended.
they can choose what to act on
Hello dude go to #reforger_workbench youll likely get a better answer there π
I know that any of my addons aren't actually loading 
you're probs right!
ππ»
Not sure which channel I am suppose to ask this in but what component do I use to tweak weapon recoil?
Find weapon prefab, MuzzleComponent on the weapon and then find the list of AimModifiers, thats your thing :)
Not sure if recoil is my issue seeing as I duplicated the M16 prefab. Problem is my gun is just jumping straight up.
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
This is an error I've been getting anytime I've tried to publish
Anyone get this error?
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.
@scarlet ether
Is there a way to remove something from the workshop
given it will no longer publish i'd like to take it down
(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
Unfortunately that's what I was doing.
True, I've been looking at your error and scratching my head lol
You're logged in right?
the sad part is when I go to reupload and try again it says "you've already uploaded this version" π
Yeah
yikes
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.
how can I add a mod dependency later on when I already have my project created?
Try Workbench -> Options -> Dependencies. Download them first from game and check their GUID in gproj file. This should work. But it should be more straight forward in the future for sure.
anybody had a problem with the workbench not opening , just says error server took to long
Not sure if its the correct place, but will the workshop going to delete registered IP based mods? Like for example star wars
#ip_rights_violations maybe check here if you don't get an answer.
Let me see if I can dig out recoil documentation, one sec
how do you add a workshop mission to a server?
There should be a server setting entry on the Biki, please refer to that.
English is not my natal language so i was looking for the short answer hehe, but thanks mate
how do you get a modid?
How do I Publish my mod to Workshop its Finish
open your porject, goto workbench top left and publish, ensure you login first.
If a mod just isn't downloading (stuck on 1%) should we assume that's a workshop bug or our end?
Cancel the mod download, then try again. If no luck get in touch with the author.
My mod π
sometimes it goes further
then freezes
I'm guessing there can't be anything it is but workshop
but it's annoying
Thank you!
Thank you!
thanks a million! spent 3 hours trying to figure that out last night before I quit.
Looks like I just had to rotate the bone 90 degree on the X.
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
https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting this config fiel has mods: [] array but what is modid?
where do I find my published modid?
How do you publish a project to Workshop?
(The "Publish project" option in Workbench isn't working)
wrong channel my bad
not working in what way? button disabled? or button enabled but complains about something?
hmm
I'm logged in in Workbench
does api code have anything?
It fails with RestAPI ID 11 and HTTP status code 401
(Not sure if you meant that lol)
prefab resets to generic entity every time for me smh
Is the account you're logging with linked to your steam account?
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
I've been getting the issue as well
Created a second BI account and now it all works as expected
^ yeah basically what I did just made it through my steam account not sure if the linking to steam is important
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.
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
Nope I think
Now this
It seems like new uploads are disabled atm if I'm not wrong?
try linking your bohemia account to your steam account
Did it but still no luck π
hmm you can try making a new account like Asaayu said
I guess I'll just wait for them to fix it, idk
Looks quite good, but I think your Z recoil is wrong direction, but in any case I'll try to get documentation for this soon π (I already have some-ish)
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
yeah, having the same issue lol
wanting to add the PASGT body armor into the game, but no idea where to start :pepesad:
Try the Character_Rigify_Example.blend file inside the SampleMod_NewCharacter
There's also a Headgear_Example.fbx, I have not messed with that yet though.
iβll try that
attempting to actually find SampleMod_NewCharacter lmao
How do you use the modded gear? Can't find it anywhere
It's on their GitHub
like the mich helmet and the block m4 with pmag
BIs? didn't know they actually had one
thanks
me thinks this will be a project to actually learn what i'm doing
Yeah, I second that.
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
Is there a way to add clickable links to Workshop items?
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.
Yes. Let's also hope vtol
(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
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
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?
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 π
β¦ aaaaand also checking out the workshop via a browser? I canβt be the only one with the steam workshop as a fave on my phone right? π
Anyone know where the workbench settings are saved?
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
Thanks a bunch, there is a bug if you switch to another font in the script editor (i think) you break the entire editor
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
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
Workshop down for anyone else?
There is a backend issue atm, the devs are aware about it.
@dim meadow not to be pushy, but is there a rough ETA for when the issue can be resolved?
Nope, I havent heard anything more at this point
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.
Thatβs actually cool asf. The camera is in the eyes haha
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
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
Itβs buggy. Itβs cool but if you have to up then you start to see through the item and such. When prob and ADSing it covers the sight.
you ever figure it out?
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
Workshop is out of action atm. Read a little more up
Working atm
His issue is he's using sample stuff
Is it possible to see how many people downloaded (your) addon?
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
No π©
Guys, how can I delete a scenario or mod from the workshop?
Do you fix this problem?
Yeah. You create a new project and then copy the files over in the file explorer.
Hi, does published mod need to be accepted or does it takes long to appear in workshop?
Shoud appear when you finish publishing it
What do you mean?
I published it in workbench, as public. It was successfull but cant see it in workshop
Did you give it tags so that it can be looked up based on keywords?
Hmm. I'm not too sure then. How long ago did you publish? Let me look it up
20-30 minutes ago
Yeah I am pretty sure I published it earlier as public, now published it again and works
Thank you
I CANNOT FIND HOW I CAN SEE THE WEAPON IN THE GAME :/
what does the red X mean?
Is there someone working on a mod to draw or put markers visible by squad on map ?
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.
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
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.
You should compare the A3 version and this one and see if the same files have a different size (compare the size of the paa with the size of the edds for example). Does it delete files when bundling the mod by the way?
βΉοΈ Since there is no chance to browse workshop outside of the game, I have created simple online browser of Workshop.
https://ofpisnotdead-com.github.io/reforger-workshop-preview/
cool! how is that json generated/updated?
I have some automation, currently running manually. I'll try to make it updated at least hourly in automated way tomorrow.
awesome
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?
Look in the downloaded tab, my test mod was there after I published.
I don't see anything in there
you could try searching for it if you haven't already
I did
hat test the hat should be pink
is your bi account name chappie<numbers>, there's a test hat by them uploaded recently
nope thats not me lol
nope cant find it, is there anything in the workbench console?
Like where's a start to finish guide?
or any guide for that matter that finishes lmao
Yeah like the BIS account?
yep
yes
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
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
ah up the version number 1.0.1
I did the thing** that was the thing lol sorry
wierd, lemme restart my game to see if there's something derpy
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
https://i.imgur.com/XvkA66b.png every single one of these tutorials don't tell you how to publis or set up a scene or what ever
Yeah a guide of that sort would be a great addition for helping people get started with Publishing
So how do I save a subscene that doesn't yeet the terrain out of existence?
I cant help you there, I'm new to this too, my test mod is literally just a thumbnail image π
how do I make it detect my folder? lmao
How do I tell reforger that my projects folder is somewhere
you mean a source data directory?
yeah
Workbench > Options - Workbench Tab 1st entry
Is it supposed to be in refoprger tools?
Because I think the game and workbench aren't talking to eachother
mine is empty, still figuring it all out.
anybody??
reforger crashes every time I click workshop
Is there a way to make it so that people who download a mod donβt get the source code?
no dont think there is
Really?
why would there be?
So that people canβt steal your code?
well the engine needs your code to run it
Why does it need to compile it itself?
thanks for this, would it be possible to include the id as well? π
Sure, I can add id as well. I'm trying to keep it like an preview (as simple as possible) really to not get into problems with BI π What is your usecase for id?
select workshop item in server admin π
for my use case having it in the json would be enough π
but others might be happy to see the ids on your site as well
ahh, good idea
Maybe I can make button to copy entry you can copy to server config directly.
that's a great idea π
Curious on this too... How many downloads/rating
Yea Like I can see the rating but no idea how many downloads
I can add to my preview amount of subscribers and amount of ratings. It is available in workshop data.
How? @fast marsh
My preview = https://ofpisnotdead-com.github.io/reforger-workshop-preview/. Not to ingame workshop. Even that could be maybe possible to change as well editing the main menu prefab.
Gotcha I just assumed they would have downloads available to show
off the bat
Thanks
That looks good π
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.
Thx
anyone know what could be causing this error when publishing?
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
Aren't servers down now?
workshop API seems up (at least list works) :/
maybe try relogin (restart the game)
I restarted 10 times it does not change the problem
relog
in enfusion tools
so about the test mods, it's supposed to be for test (wip) of mods , more details and better clarification is wip too π 
That filter just unhides mods published with 'test' visibility.
Meaning you see both normal and 'test' mods
Consider what happens if script vm changes and your mod has precompiled bytecode from incompatible version π
When will support be coming for being able to delete your own mods as well as being able to see change logs Iβve done a few but donβt know where they show up on the mods page
Would also be nice to be able to add more authors
Actually, it can be improved over Steam. Only the original author can publish on steam and there is no way to transfer ownership.
as the one reading reports of people reporting own workshop items for delete ... i asked the same question , so it's known, wip and i can't give you any eta 
@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 is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
sure, but that feedback please to #discord_server channel 
ha, all good, didn't notice that channel (lots of channels in this server :P)
@hollow raft #enf_showroom message
continuing here instead of that channel because offtopic π
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
#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!
^
don't share your token(s) with others π
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 ? π thanks
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.
it already expired π
I do my own source control via Github, but the workshop itself handles mod versions when you publish (there isn't some sort of in-house version control system if that's what you're asking though), and it seems like servers can run any version of a mod (haven't tried on my end, but noticed this as a player). Would be cool to be able to manually subscribe to a specific version of a mod.
#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 πͺ
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.
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
here is my problem without the token I can not connect to my account on enfusion workench he tells me error 404 400 login failed can help me?
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
βΉοΈ I have released new version with small UI tweaks and auto-generating content once per hour.
https://ofpisnotdead-com.github.io/reforger-workshop-preview/
@glacial relic I'm working on exposing more info to make it interesting for server owners right now. π
@heady plover + @subtle iris - nice models, you lads made these yourselves?
Not mine, Credit for the model goes to Raider3DWeapons
^ same thing
link to download / store please
didnt mean same dude, meant bought the model, here ya go π
??? it surely is not the same model
took off the sight/launcher/grips
ahh, there's both there as a single buy / product, my bad, nevermind and thanks
please make sure you credit the original author
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
anyone already working on an M113 APC for US faction ?
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
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
m113 model is already in the game, theres a few broken ones laying around everon already too
yeah the broken ones are in
so im sure theyll just activate it in one of the patches once they feel like theyre ready
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.
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.
gotcha thanks
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?
hey there, how can i delete my mission from the workshop?? something went wrong, lol
just like before, when in doubt, someone will ask
what is funny? why is it funny?
i donβt 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
mmmm
Are you a BI employee?
I agree, with what you are saying, just a little confused what authority you are given your lack of bi role.
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
im not actually sure this game is much better than Arma 3
i guess we shall see in time
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.
we shall see, didnt struggle much creating things in arma 3 this dose feel a little easier in the map building side of thing
To me, the old system was easier to get started, but far worse when trying to build something complex.
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
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.
nope
That's me! I'm a software engineer. I would never learn sqf
feel free to take that gambit
and why would he share that with you when you are not a BI employee.
feel free not to share it with me
is the workshop down?
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
no :]
I had ops and plates they are down atm but they will be back
π
this is from vigor, no guarantee there is a full one
@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...
is anyone making any battle belts in multicam or any other colour ? cheers
There was one, but it's down atm will be back up sometime - i'm working on color variations while it is
Grand cheers bud
one day it could be that servers hosting such mods no longer work
People with some talent in the field could put it into making actual new things instead of riding on other peoples work.
sounds quite tranquil doesnt it
Yeah, I'm failing to see the problem there.
you can DMCA any hosting platform.
BI has direct control over their workshop this time around, so will see.
well you dont seem to understand how DMCAs work tho. you need to own the copyright to the "thing" that has been stolen to file a DMCA.
i am pretty sure that between the two of us, i know well more about DMCAs that you do
i do own stuff that has been previously hosted on other platforms, and have managed to dmca it
how would you know if I do.ofcourse you can file a DMCA for everything you own or have made. but you cant file one for people who may have ripped Assets from idk COD,Battlefield etc. the Copyright holders of these Assets need to file the DMCA not you or anyone else.
have i ever said the contrary?
I mean the way you talk it seems like you want to do that.
assumptions
well just like you assume every asset is stolen.
i donβt
I mean all the messages tell otherwise.
more assumptions
aight no reason to continue this discussion. since its obvious you ask every 2. guy if he has a link to the model or if he made it himself.
Doing his part regarding rule 6 on this discord 
We banned 3 serial thieves the last couple days. So the questioning is justified.
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?
"Version 1.0.0 of asset 596C8160C3219EB9 already exists"
did you enter a higher version number when you tried to upload?
or, did you pressed Bundle before publishing an update?
this was the mistake , thanks and thanks Dedmen for responding
is there currently some bug that duplicates screenshots when publishing?
Yeah, I can confirm this happened to me too sometimes.
afaik when you select screenshots again, they are appended to the list. So ensure they are not duplicated, or clear old entries.
there's no option to remove a screenshot yet though
the screenshot selection thing is an edit box
so, you can select new set of screenshots and republish
did you try to select it with cursor? I could swear I did it a few days ago.
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
when you upload the mod again, the whole set of screenshots gets replaced with the new set
not for me, it just added the screenshots again
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?
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

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. π€
did you restart the game?
yes
ok then it's probably related to screenshot cache while mod was updated. It's somewhere in temp folder.
maybe it's just in my head
anyway if you see it the way it's supposed to be then that's fine
thanks
yeah one second, let's try to delete the workshop cache from temp folder, I will just find where it is
I see them all in my games / armareforger / addons / ...
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.
aight thanks
Fix Spawns is now in the workshop, this should fix players spawning inside each other
PP-19 is up, would love feedback on this or the scar i have aswell
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"
Hi, does the workshop not have a a website to browse it's content? I think that will be a splendid idea.
^^Both of these are great ideas.
- 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
- 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
- there is no current way to have add these to friends only to my knowledge
You can publish it as a private mod
There is an unofficial browser now: https://ofpisnotdead-com.github.io/reforger-workshop-preview/
nice
not this far, i asked before, seems it is not really planned directly, but there might be some solutions on some backburner
correct me if i am wrong, but private = actually private to the user that uploaded it
Oh that might be, I saw an option when publishing to hide it in the workshop
i'd say that is the expected behavior
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
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.
@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.
Nothing is private these days. But I can try to hide it from plain sight
Better just deal with it and make it public. YOLO
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.
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?
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.
gotcha
so best bet, make a crate full of my hats?
so game masters can just drag it in
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.
ok thanks
Is there a way to see how many times a mod has been rated/how many users it has?
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
hey whoever made the Improved Character Voices mod, thank you! Sounds great!
@quiet flume found your name!
great mod buddy!
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
all good, keep it up!
Thanks much dude
@west lake voices the Russian side
what is the resolution of thumbnail images for workshop?
So whoβs work on DayZ for AR? I wanna know the development is going.
Hi
I can"t login "BACKEND (E): Identity authentication failed - Error Code=404" to publish on workshop
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
having the same problem
Wait wait, there's no way to do private mods now? I know BI is stricter than most when it comes to mod content. But groups won't be able to have their own content? That's a severe ramp up from the simple binarization from a3.
what do you mean by private mod to begin with?
Some units make mods for their unit to house assets they made for their unit specifically. Heβs asking if there will be a way to make a mod friends only for unit specific mods.
Itβs 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.
One valid example would be Dev server for mod teams with WIP content for upcoming releases
You can upload any size, but it should be 16:9 aspect ratio. Backend resizes it itself. In the end game requests most appropriate resolution from backend to show it to user.
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
i fix
you have to laucnh arma reforged
and connect directly on the game
after you laucnh workbench
and normaly you are auto connect
though you can find the mod id without having to enter server password?
Don't know if you can, can you? That would be undesirable then π€
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 π
I guess I have my afternoon investigation set π¦
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 :)
This arguing against private mods is just flipping silly. Escp the people whining about what people are doing on their own machines/servers.
No do what you want but dont expect my help :)
Why would i expect your help?
Some one asked how to do it right? we should stop going offtopic sry mods.
AFAIK that's approximately how it works, yes
would need to verify whether unlisted mods are included in public response as well or only after password is sent
So how would we imagine private mods shared among a group of users work? π€ 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?
You could still bruteforce unlisted mods from the workshop?
make a passworded server, only people who have the password and can join the server, can download the mod
thats what most people usually want
The download does not happen from your server. Its from the workshop or im wrong?
Very good job hope its stays like that :)
It's a bit more interesting, because if you download a mod that way, then you have it locally. So mod author can't really revoke your access to the mod. I'd assume that a solution like this would be more ideal:
I guess there would need to be some way to add a list of users who can download the mod
But password encounter should be befor modlist send i think :)
As you already can make it unplayable on other servers idk if its necessary xD Im pretty sure you can script that.
Sorry I am not sure what you mean.
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.
What do you want make your mod unplayable on other servers or hide your mod list? one is possible to other not i think xD
I don't want to make anything of this kind, I am just investigating how such a thing could be implemented π or even, how other people perceive it should work.
There should be thousand ways to make it unplayable via script. Hidding the modlist from the server is maybe not possible / necessary.
playable or not, many mod teams probably don't want new content to be exposed or shown before being made public officially π
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
And I'm sure that all of these will be easier to circumvent than it would be to rewrite one's mod from scratch π (especially if you don't know what's inside or you're after a competitor mod's coefficients/modifiers that he was fine-tuning)
Not saying that I personally need to do that. Just stating a fact
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
yes thats true xD
Example B sounds like a clear breach of IP rights
Because A totally doesn't π
I was about to say.
But A is legit on some country's for private and not shared use only :)
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).
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? π€
I'm of the impression that publishing to workshop and packaging for use have become one with the new tools.
No? I think you can package without uploading.
you can yes
Can you edit peoples workshop content? Trying to add a map to Online Deathmatch but its all locked
You've got to make a mod which depends on other user's mod. Then you can mod it π
Honestly I'm really glad you cleared this up. I think most people's issue is that there are content creators being told that because they're trying to keep their content "private" its somehow wrong, immoral and they will be asked to remove their content because it is "stolen" or "ripped". If you're one of those people spreading that info, please stop gate keeping.
Well in most cases, that is indeed the case, or was in A3
"private mod" became synonym for "stolen content that I want to use anyway even though I know its illegal"
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?
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? π€ (models, textures)
And it only works for audio and video because movie and music publishers handle the process of rights protection
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
Yeah agree. Or some hash comparisons. But if something got ripped and reexported? I guess it's possible in 3D art?
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 π
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?
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
Nothing, you can still upload a mod somewhere and use it in the game locally.
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 youβre 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 π
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
the concerns are valid. most people shouldnβt 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
the owner of the IP π
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
Well yeah that's why the WS exists
BI workshop has version support, so thats +1 for them
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?
if bi hosts it on their own servers they are legally liable
and they are not as big as other studios
and if it's hosted on someone's server?
this is turning into βways to evade BI from taking action against ripped contentβ, which is not condoned heree
just make your own models ffs
easy to say
Easy to do if one invests the time to it.
Rippers don't make anything they just take stuff.
Even easier to just not rip models
I make models but they suck
Practice can help
Ye ik
I just invest too much time
I think too much smh
And then I literally forget to do a bevel bake
is there any mention of work being done on fixing the workshop downloads hanging all the time?
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?
from the workshop
it automatically downloads
they didn't care either back then, they only do now because the game is released on consoles and since it's THEIR workshop that mean Microsoft and Sony make them responsible for what is uploaded on it, same thing happened to bethesda with their own mod support and why the PC version had unlimited modding possibility
Oh yeah, I forgot this will be on consoles.
Bi always cared. Now that that they have full control they have full ability to remove what they choose. Valve does not provide full control to developers.
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.
βΉοΈ Wondering about mod stats?
this is awesome
how do you remove something from the workshop?
You can't, you have to make it private
i cant even do that lol
god this is the most frustrating thing. every second mod i try to get is like this
While there are some in the community that don't care, majority of people do.
Please don't spread that kind of false information even if you don't like the fact that IP theft is being rooted out.
Not a good look on you.
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
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―_(γ)_/Β―
Iβd love to see a killzone mod for this game, always absolutely loved the Helghast uniform design
One would need to procure permission from the IP holder.
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
Or you make it legally distinct
does publishing with private work?
Is anybody working on a mod where AI can drive vehicles?
ura, my three mods are on the first page by popularity
Ashyl
ye
gj
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.
the workshop is still in development and it is bound to improve in time with user feedback
Game is just two weeks after release, ofc it will be better π
It will be great to get forums up at least for now, mods could be commented in there.
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:
-
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 toPublish. -
In Arma Reforger in the Workshop Menu, is there a way to view only my projects? Filtering for my account name did not work.
-
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!
Hi, is there planned to have version management for workshop
What would be your use case for version management? π€
if we have big event coming and mod get update like day or less before it
Sure, currently you can specify specific mod versions in dedicated server configuration. It's already there.
https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting
"mods": [
{
"modId": "59727DAE364DEADB",
"name": "WeaponSwitching",
"version": "1.0.1"
},
{
"modId": "59727DAE32981C7D",
"name": "Explosive Goats beta",
"version": "0.5.42"
}
]
- Check -addons and -addonsdir parameters. This way you can load local mods.
- View in 'all' tab or in 'Downloaded' tab?
- 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
ok thx very much! I will try this out.
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
Could you check your console.log at Documents\My Games\ArmaReforger\profile? If there are any errors there.
I don't really understand how it's possible
besides log file, the game should store mods there too (documents/Arma Reforger/addons)
neither do i lol, and verifying the integrity of game files is fine
i have a different addon location possibly
What is your OS? Maybe it's some issue specific to Win11 π€
That's really weird, I don't know what's wrong, sorry
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
no worries, do your files look the same as mine that are in the main folder? i was thinking maybe some are supposed to be in that folder im missing
hmm for some reason your console.log is in game root folder
could you take a look at it?
if it complains about something
version 0.9.5.49 built 2022-05-17 22:17:35 UTC.
So why do you have such an outdated game version? 
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
Yeah latest should be 51. But maybe just this file is old & broken, it's not supposed to be there anyway.
alrighty, well my internet is so slow lol, ill let ya know in 3 hours if its resolved
Hey all. Any way to view workshop content outwith the game?
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.
Awesome, thanks!
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?
so redownloaded, same issue
everything is in the same spot as it was before, console still says .49
Idk why our own mods keep disabling themselves
instead of reinstall, try verifying your game files
!steamverify
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.
already did, files are all good
kk
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?
no that wont work
hmm, then im just beyond confused on what to do
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
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
Actually going to move that to workbench instead
suggestion: add a way to reach out to the mod makers through the workshop, to let them know there is a problem with mod.
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..?
Is there a way to delete images you see for mod previews? I have extra each time I update the mod.
those extra images are only in your local storage. It is a bug and for now you can manually delete those duplicated pictures for addons folder in profile
Okay, sounds good.
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 ? !
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```
gateway timeout means backend is not responding
β Can you change mod title/description... without releasing new version?
No idea? I'm trying to not push testing mod just because of this question :/
no, it's not possible right now
cool, thanks for confirmation
Is there any way to manually install mods?
install yes, the tricky part will be the download π
just need to source the mod from somewhere
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
its local side bug only
is there a way i can go into something like armavision in the workbench?
to take screenshoots
You can take screenshots inside world editor.
There is no armavision outside of the game
shift+f7 in wb is the default screenshot keybind.
In the World Editor, hold Y in the preview window (or full screen if you set it). Up top change from Game Master to Armavision, hit "i" to disable the overlay, Shift F7 to screenshot. Just don't hit Esc and you are golden.
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?
Depends on the type of mod. But if its a gun or vehicle mod, just play from world editor. You'd need to pick a level first, but you can go into game master after
Anyone else totally unable to update certain mods?
Have to uninstall them to update
If they even download at all
Just stuck at 0% no matter how many times I restart or pause/unpause
it's a rifle mod.
And i meant how to set it up.
I can't seem to find how to load it into the game
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.
It'll just work in your project file. If you made the mod, you can test it in World Editor. You don't have to make the game run the mod because it already is.
If it works in Editor, it'll work when you upload it.
Is there a way to see my published mod stats? Like total number of downloads, number of likes, number of dislikes, etc.
you can see something at https://ofpisnotdead-com.github.io/reforger-workshop-preview/
That's what I was looking for! Thank you
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
Hmm your right, my scenarios are no longer being filtered correctly
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?
Intended, you should create your own mod and this one would not be read-only
-EnableWARP seems not in the latest build, keep on waiting π
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
Indeed, it's not there yet
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
@gilded heart are you guys aware of this ? I cannot unlock eden to adjust back down. Ta