Arma 3
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O&T Expansion Eden
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66.531 MB
Nov 28, 2019 @ 8:01pm
Oct 8 @ 6:40am
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O&T Expansion Eden

Description
This multifunctional mod adds new props, structures, scripted objects, Eden Editor functionality, equipment, weapons and vehicles; fixes/improvements of vanilla bugs, errors and issues in configuration or scripts!



Configuration & Scripts bug fixes:
Fixes common bugs present in vanilla Arma 3 making game was it supposed to be. Improvements include corrections to multiplayer ejection particles/sounds, glithed environmental audio, missed distant cluster ammo explosion sounds, echo audio glitch for some weapons, glitch shot audio with Mk20 & Katiba at the same time, and much more!

Eden Editor Assets:
Unveil hundreds of hidden and underutilized assets, making them accessible via the Eden Editor. From massive structures to intricate static ship components and varied decorative props — explore nearly 300+ new props for mission creation.
  • Large Structures: Castles, Hospital, Stadium, static Aircraft Carrier and Destroyer parts
  • Props: Civilian and Military Items, Decorative Objects and Furnitures.
  • Vegetation: Eden Editor placeable plant objects: clutters, bushes, trees, all range: Stratis, Altis, Tanoa, Malden 2035 and Livonia
  • Textures: Exclusive textures for Arma 3 missions will be available as separate objects in the editor that do not require additional actions from the author to apply them. Objects are separated by theme, several textures were often created for one theme, these textures can be selected manually via Object's Specific Attributes.
  • Animations: Animations are created for some objects: e.g. rotate or hide any part of the object. These animations will be available in the Object's Specific Attributes using a checkbox or slider.




Randomized objects (textures / animations):
To quickly find a class of object that applies a random texture or animation automatically, type into editor search bar "class random" or an equivalent in your language — Random

Object's Specific Attributes:
is Eden Editor menu that can be found on 2x LMB click on an object and scroll full down:


Equipment:
Expand your loadout with freshly added equipment:
  • Uniforms: 47 pieces: unused full ghillie suits, unused uniform textures, huge variation of civilian uniforms with new textures and models
  • Vests: 45 pieces: hydrator, retextured variations of bodyarmor, unused patrol carrier rig
  • Backpacks: 18 pieces: hydrator and hand gun holders as backpacs, un-scripted Self-Contained Breathing Apparatus and Combination Unit Respirator (the backpack-mask hoses animated without scripting), unused AAF and Black textures of Kitback
  • Headgears: 71 pieces: unused textures of caps, bandanas, panamas, CAST and LDF helmets, Bandana with Cap model, headset and de-headset variants of headgears and their retextures
  • Goggles & Masks: 13 pieces: Air Purifying Respirators without filters, retextured balaclavas, un-scripted Diving Goggles (goggles will visible even on land not naval only)





Expanded Weaponry:
Expand your loadout with freshly added gear:
  • Vermin SMG 9mm
  • Unit Throwable AT Mine
  • RPG-42 (Camo) and alternative launcher version with rangefinder - RPG-42 Mosafer A-1
  • Flashlights (Max): vanilla flashlights with enhanced performance simulating operation at maximum power
  • Optic: defective ACO SRS (Trijicon SRS), unused 4x reticle for DMS Shashka and HMG .50 Reflex Sight
  • Muzzle Attachments: 9mm and .45 ACP variants of unused Osprey sound suppressor (SilencerCo Osprey), hidden SIMCOM Adapter, unused texture for 5.8mm sound suppressor and some long unused silencer for 9mm and .45 ACP
  • Devices: unused model of CTRG Laser Designator (Laser Target Locator Module) and unused black texture for Compact NVG




Vehicles & Units:
Experience revamped Surface-to-Air turrets functioning as Surface-to-Surface Missile Launchers, To-108 Daryaal CSAT plane, drones AR-2 and AR-2 Plaka that are carrying and dropping exploding ammunition or setable mines.





Expanded Eden Editor Attributes:
Use Object's Special States (2x LMB) to toggle collision, attach map marker directly onto object, switch walkable objects to make interior sound FX for players. Use map Marker Style attributes to select new Brushes and Shape types. Customize Rain Parameters in Weather attributes.



Map Marker Overhaul:
Players, authors, and Game Masters (Zeus) alike can benefit from dozens of new Map Markers for their scenarios. That include hand drawn markers from Contact Expansion (First Contact campaign), new marker colors.


440 Comments
Ace Oct 9 @ 5:00am 
Well, if you don't have that (or any other) DLC, and you want a thank you gift for your hard work so far, hit me up. I can afford to throw something your way. :VBOY:

Not to imply this comes with strings attached. Whether or not you add content for that is totally up to you. Changing the scope would definitely make the vehicle available, or in my case, I changed a line of data manually in my mission file to make it available and then saved it in a composition for later use.
Trager  [author] Oct 9 @ 3:28am 
Ace. I do nothing for cDLCs at this moment. Sorry don't know about react forces, maybe scope=2; for this class can help, I have not purchased it can't check
Trager  [author] Oct 9 @ 3:23am 
Thank you for the reprot, Dedmen Miller. I fully overwrite samples so no need remove. Rename CfgPatches classes will fubar our and other missions, won't it
Ace Oct 8 @ 9:41pm 
By the by, if you're doing hidden assets from DLC as well, B_Heli_EC_02_RF is inaccessible normally in 3den, but it's a perfectly good and usable Cougar helicopter. It's nice because it's a BLUFOR version of the fully armed Cougar with a turret.

I'm sure there's plenty of other hidden things in the DLCs.
Ace Oct 7 @ 3:50am 
Appreciate the fix!
Dedmen Miller Oct 7 @ 3:50am 
I was investigating why our Arma produced so much RPT spam, and it lead me to this mod.

in your expEden.pbo/scripts/config.cpp you are doing this "samples[]+="
Which does NOT work, and causes RPT spam "Config array append with unsupported value type"

The += operator can only append numbers and strings. It cannot append arrays.
That is an engine limitation that should be fixed, but considering your current code doesn't even work, you can probably just delete that as it currently does nothing besides spamming errors to RPT.

Also your PBO naming and prefixes violate convention.
The "a3/" pbo prefix, is for base game Arma 3 files, mods shouldn't be putting themselves into there.
Same applies to the CfgPatches (and pbo filename) "_F" suffix.
Trager  [author] Oct 7 @ 3:34am 
https://drive.google.com/file/d/16kbhkb9KkxQB-7Grr22yYOFzqX0sOehZ/view?usp=sharing
@Shank нere are the mod files you need to paste & replace in this path, ambient cats and dogs will be silent:
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@O&T Expansion Eden\addons\
Trager  [author] Oct 6 @ 4:35pm 
Oho sorry for my ingrish, will fix it next update thank you
Ace Oct 6 @ 2:11pm 
Oh so it's supposed to be a "pellet" grenade, not a "pallet" grenade. We shooting a 40mm shotgun blast, not forklift supplies.
Trager  [author] Oct 4 @ 11:01pm 
Hey Shank , the game doesn't has tech possibilities to disable dog sounds. Late I'll send you a file with silent dogs to swap in mod bin so you don't have to hear them. The file will signed, so MP won't be an issue