In the months following the release of Arma 3 alpha I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS. TPW MODS consists of a number of independently configurable components, and if you use them all you'll get:
To install the TPW Mods you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.
For usage instructions and information of how to use the TPW Mods please refer to the included documentation and/or example mission.
TPW MODS are primarily designed with single player in mind, and are generally player centric, spawning ambience and behaviour around the player to conserve CPU and give the illusion of a living map. As I have stressed many times, they are advertised as SP mods. I only play SP, have little interest in playing MP, little skill in coding MP, and no ability to test it. What this means for you is that:
These mods are specifically written so that spawned ambient people/animals/vehiles are shared between multiple players. If there are 10 players in a single small town, there won't be 10 times as many civilians/cars/parkedcars/animals/boats/aircraft.
These mods have no specific MP code written into them and while some may appear to function in MP, they may give unpredictable results as each player's version of the script fights for variables, tries to assign randomness, assigns sounds/lights to objects etc etc.
Compatibility with other mods
TPW MODS encompasses a very wide range of Arma3 functionality and no doubt will run into compatibility issues with other mods that attempt similar things. I make zero apologies for this. I make every effort to ensure that TPW MODS does not cause undue conflicts with the mods I use, but I'm not a mind reader and can't allow for all the mods you use. TPW MODS provides an enormous amount of options and it's up to you to disable a particular TPW MOD or a facet of its behaviour.
For the sake of my sanity, when you're reporting bugs and issues can you please tell me:
Version of the specific mod
Script or addon version
Running on SP, MP or dedi
Credits & Thanks:
I have so many people to thank for their help, advice, support, feedback and friendship that I can't list them all. The incredible Arma community is what makes this game worth contributing to. Thanks everyone.
I totally refuse to accept responsibility for anything that might happen to your game/computer/life as a result of using my mods.
If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside an encrypted pbo addon does not count as returning it to the community.
[AIR 1.32, ANIMALS 1.36, BOATS 1.33, CARS 1.50, CIVS 1.51, CROWD 1.04, SKIRMISH 1.36] Improved despawning of units to prevent glitches related to the updated createunit command in build 1.67. Reduced incidence of close crowd civs despawning in front of the player.
[FURNITURE 1.02] Improved furniture despawning.
[RAINFX 1.12] Fixed bug where rain droplet fx occasionally persisted after rain stopped / player under cover. Ground raindrop fx now use miniature reflective puddle objects rather than refractive particles.
[CORE 1.30] Additional Tanoan buildings added to habitable building list
[FURNITURE 1.01] Furniture added to Altis/Stratis buildings. Fixed a few dodgy Tanoan object placement issues.
[HPP UPDATE REQUIRED]
[CORE 1.29, FOG 1.45] Xcam_Taunus added to region and climate lists.
[FURNITURE 1.00] *NEW* Ambient furniture in enterable Tanoan houses and buildings. Stratis/Altis coming soon.
[CIVS 1.50, CROWD 1.03, CORE 1.28] Maxjoiner's female civilians will be used (only on Greek and European maps at present), if the mod is active. Approx 50% fewer civs will wear headgear.
[FIREFLIES 1.01] Fixed to display firefly lightpoints correctly when running the 64 bit exe.
[PUDDLE 1.01] Fixed issues with CUP Terrains and no entry 'bin\config.bin/cfgmodels.default' messages. Previous workarounds involving binarisation caused bad texture and RVMat issues.
[SOAP 1.09] Improved relationship between wind strength and shutter rattling in houses
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- Community Base addons A3