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Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Wed Mar 20, 2013 8:20 am
by Terminal Boy
As per the title, can we have a delta list between the mods/versions required for Vanilla+ and the FA_ACE/ACRE Mod Nights?

This would be very useful for comrades such as myself who have already built various modset profiles using a launcher to join FA sessions.

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Wed Mar 20, 2013 10:11 am
by Cam
To my knowledge, the differences are everything apart from ACRE and CBA. I've included a mod-list in the announcements above now, for ease of use, but I think you'd be better served by just downloading the manual mod-pack.

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Wed Mar 20, 2013 6:27 pm
by daf
Ignore what i said below, cam has put up a proper list.
daf wrote: For the brave you need ACRE, JayArma2Lib, CBA_CO and finally the entire content of the FA_V+ folder:

Code: Select all

caa1_c_enableporto.pbo
caa1_c_enablerahmadi.pbo
caa1_c_enablesara.pbo
caa1_c_enablesaralite.pbo
caa1_c_enablesara_dbe1.pbo
caa1_c_locationdefinitions.pbo
caa1_i_worlds.pbo
caa1_p_buildings.pbo
caa1_p_data3d.pbo
caa1_p_dbe1.pbo
caa1_p_misc.pbo
caa1_p_models_dbe1.pbo
caa1_p_plantsclassic.pbo
caa1_p_roads.pbo
caa1_p_rocks.pbo
caa1_p_signs.pbo
caa1_w_desert.pbo
caa1_w_desert2.pbo
caa1_w_sara.pbo
caa1_w_saralite.pbo
caa1_w_sara_dbe1.pbo
fallujah1_2.pbo
fallujah_hou1_2.pbo
fdf_isle1_a.pbo
fdf_isle1_a_c.pbo
fdf_obj_a.pbo
fthud.pbo
fthud_usermenu.pbo
mbg_buildings_3.pbo
mbg_celle2.pbo
mbg_celle2_data.pbo
mbg_celle2_objects.pbo
mbg_celle2_roads.pbo
mbg_cindercity.pbo
mbg_killhouses.pbo
oac_core.pbo
st_acre_volume.pbo
st_collision.pbo
st_evasive.pbo
From there I can see st_movement, st_acre_volume, sthud, celle2 + dependencies, fallujah + dependencies and CAA ARMA1 content. I think it goes without saying that doing it this way it's at your own risk.

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Thu Mar 28, 2013 7:09 pm
by Dogface
EDIT: Seems to be fixed, I downloaded the CBA_CO folder from http://forums.bistudio.com/showthread.p ... -OA-and-CO, placed it in my A2 folder and told SU to treat it as a local mod.

Original

Not sure if this is the right place, but I'm having trouble getting the modpack to work in SixUpdater - specifically CBA_CO is listed as "incompatible".

My SU is updated (2.9.7 pre, it says), profile is on A2 OA Combined Ops (forced), version listed as "A2 Op. Arrowhead (Combined Ops) 1.62.0.95248", all the other mods downloaded fine including the beta, checking/unchecking the 'beta' setting for the profile doesn't help.

The SU log sez:

"19:06:57: Processing:
19:06:57:
19:06:57: = @CBA_CO
19:06:57: Mod is tagged 'disabled' (probably incompatible). Skipping...
19:06:57: Mod is tagged 'disabled' (probably incompatible). Skipping...
19:06:57:
19:06:57:
19:06:57: Ready
19:06:58: Cannot confirm server and client version."

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Thu Mar 28, 2013 9:24 pm
by Black Mamba
Just to be clear, the CBA_CO version is to be used with the beta patches on.

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Fri Mar 29, 2013 1:30 pm
by Dogface
Are we allowed to use other mods as well, like JSRS?

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Fri Mar 29, 2013 3:29 pm
by Cam
Dogface: Signature checking is off, much like the vanilla servers, and so any mods can be used, providing they're not likely to break things.

Re: Mod Delta Between VANILLA+ And FA_ACE/ACRE?

Posted: Fri Mar 29, 2013 3:40 pm
by Dogface
Cool, thanks. For the record my usual setup is JSRS, the GTD mods: bino, gl_sights, grass, hdr and sun; also mapplus, and MK4. I recommend them! If you've just installed SixUpdater you can find them all in the mod list. Right click, 'add to preset', then 'install/update mods'. For playing on the normal server add st_movement and st_hud (they're already in V+).