Arma 3
Weapons Balance - Vanilla
28 Comments
baldtunE 12 Sep, 2024 @ 11:53am 
@johnb43 okay, awesome mods anyhow, thx for the reply anyway :)
johnb43  [author] 12 Sep, 2024 @ 11:15am 
@baldtunE No. 1) I don't use the mod and 2) I have already too many mods to maintain as it is...
baldtunE 12 Sep, 2024 @ 7:01am 
could you do balance mod for Modern Pistol Pack?
https://steamproxy-script.pipiskins.com/workshop/filedetails/?id=3157163173
nanner 26 Jun, 2024 @ 5:57pm 
An AiO replacing all parts would be DOPE!
johnb43  [author] 26 Jun, 2024 @ 2:00am 
@NeroTheHero111 I might do an AiO, but it would replace all individual parts, as I have no intention to maintain duplicates.
NeroTheHero111 26 Jun, 2024 @ 1:00am 
Are there any plans for an AiO Version with Soft Dependencies? Would be great to have it all in one Mod :)
STyx2909 26 Aug, 2023 @ 1:33pm 
line 1105: /CfgWeapons.arifle_AK12U_base_F: Member already defined

It is indeed at lines 1033:
class arifle_AK12U_base_F: arifle_AK12_base_F
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass=71.599998;
};
};

Info that are missing from line 1105 and following definitions.
nanner 26 Feb, 2023 @ 11:21am 
Yes. Because ACE is marked as a dependency on the mod (even though it works fine without) it will prevent any saved games from loading.
johnb43  [author] 26 Feb, 2023 @ 12:49am 
@Knightin This mod isn't technically ace dependent. However, you are saying it creates an ace-dependency when you save a game when this mod is loaded?
nanner 25 Feb, 2023 @ 7:25pm 
I would love a non-ace dependent version, so I can load saved games. Then you could have ACE compat mod to adjust for that.
Koger 23 Nov, 2022 @ 11:48am 
can you make compatibility for cup
Yo Gabba Gabba! 5 Sep, 2022 @ 6:14am 
Please consider SOG support
De Nini, Pan 8 Jul, 2022 @ 3:43am 
@johnb43 lmao @ the wrong guy mb. Understood, guess I'll grab either NIArms or RHS then.
johnb43  [author] 8 Jul, 2022 @ 3:26am 
@De Nini, Pan No, because it's not broken. If you used this mod with other mods such as NIArms or RHS, it would add Russian GP-25 grenades (not the NATO 40mm).
De Nini, Pan 6 Jul, 2022 @ 5:26pm 
@Skullbit998
There seems to be an error on the AK-15GL version. Having no magazines, and a magazine well that's non-existent for the EGLM underbarrel. Could we get a fix, or...?
johnb43  [author] 10 Feb, 2021 @ 11:20pm 
@Skullbit998 As it's a mod that I personally don't use, it's now a project, but not really high priority.
Skullbit998 10 Feb, 2021 @ 8:04pm 
Thanks for the reply. While I’ve got your attention, can I request a CUP version too? I got spoiled by the realistic weapon weights, and I’ve always felt the CUP weapons were inconsistent with weight.
johnb43  [author] 10 Feb, 2021 @ 1:28pm 
@Skullbit998 Yep, thanks for the report! It's because I tweaked some TFAR values of the backpack. If you don't use TFAR it will pop this error and the backpacks won't show up. I guess I should make a seperate compat mod, so people can use it without having TFAR enabled.
Skullbit998 10 Feb, 2021 @ 10:55am 
I've been getting a bug, and I think I've narrowed it down to this mod. On startup I get the error "No entry 'bin/config.bin/CfgVehicles/B_RadioBag_01_base_F.simulation' .
Skullbit998 8 Dec, 2020 @ 4:27pm 
Thanks for the fix! For anyone else who was worried about this issue, the December 8th update has fixed this bug.
johnb43  [author] 7 Dec, 2020 @ 11:57pm 
@Skullbit998 Thanks for the error report. I missed that before updating, I will fix it shortly.
Skullbit998 7 Dec, 2020 @ 8:53pm 
Hey, as of the december 5th update of this mod, trying to launch Arma 3 with this mod gives the error "File fix_vanilla/CfgMagazines.hpp, line 122: /CfgMagazines.16Rnd_9x21_Mag: Member already defined." which causes Arma to crash while loading. Tested while running CBA_A3, ace, and Weapons Balance: Vanilla. I've already tried ressubscribing and verifying my game's integrity.
UEemperor 20 Sep, 2020 @ 1:39pm 
I understand.

On "power levels" i meant more on what the settings are focused around on, but that would be answered by the realism part, so disregard.

Thank you for the answers, that makes it way clearer.
johnb43  [author] 20 Sep, 2020 @ 1:21pm 
@UEmperor I don't know if I will have time to make more of these as I have started uni again.
If stuff inherits from the items tweaked it will pass it down unless the inheritance has defined it itself.
I'm not quite sure what you mean by "power levels". I have not tweaked any damage or ballistics to ammunition or weapons, I have only what I have listed in the description.
UEemperor 20 Sep, 2020 @ 1:12pm 
(Ah, just saw your reply so sorry for double post)

I understand, yes obviously ill use the respective mods for the specific mods, i was wondering if they would inherit the stats.

In general, what is the "power levels" of this line of mods? (close to RHS guns, GM or ? )
UEemperor 20 Sep, 2020 @ 1:09pm 
Also, would it be possible for 2 more addons. (if and IF you wish)

Project infinite.

Global mobilization dlc.

Those two would be awesome to have.
johnb43  [author] 20 Sep, 2020 @ 1:07pm 
@UIEmperor
1. Weapon weights on based on real life (as much as I could find on the internet).
2. Mostly balance for consistency sake but also in RL feel.
3. Yes. All balance mods should be compatible with each other (none are dependent on each other nor should they interfere in negative ways).
4. Yes, although this specific mod only does vanilla items.
UEemperor 20 Sep, 2020 @ 12:59pm 
A few questions id like to ask:

1. What are these mod changes based on? (real life, vanilla, etc)
2. What do they try to accomplish? (RL feel, gamey balance or?)
3. Will the balance mods work with the rest of them? (RHS/VANILLA/ETC)
4. Will other mods that mod RHS/etc work with this balance or? (For example one that adds more ammo)