Jagged Alliance 3

Jagged Alliance 3

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C-UAE Cross-Mod Universal Armament Expansion
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27 Jan, 2024 @ 5:13am
30 Jun @ 12:38am
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C-UAE Cross-Mod Universal Armament Expansion

In 1 collection by Lucjan
Lucjan's cut
21 items
Description
Cross-Mod Universal Armament Expansion (C-UAE)

TL;DR

Semi-Random Enemy Weapons and Enemy Armor with a robust weapon attachment and ammo distribution system that scales with campaign progression. Designed to support other mods.

To Tactical AI Project users

If you dislike random weapons and want to retain the feeling of vanilla weapon progression, disable that in the mod options. C-UAE will still upgrade enemies' weapons according to Tactical AI logic (enemies will always have access to grenades, a handgun, and a non-handgun main weapon).

What does it do

Increase the variety of Weapons and Armor of all enemies you encounter.

The goal of this mod is to be compatible with other mods out of the box without requiring compatibility patches. Mods like ToG, Rato's Overhaul, or AI mods can be used without issues.

Features:
  • Enemies receive new weapons and armor of similar strength
  • Weapons and Armor from other mods are automatically added to the pool (e.g., Tons of Guns or Masters of War)
  • Robust attachment system. Weapons are granted attachments matching adjusted enemy level. At higher levels, enemies will have more powerful attachments
  • Ammunition distribution system. At higher levels, enemies will have increasingly powerful ammunition
  • Works with old saves and can be disabled at any point
  • Armaments' condition (how damaged they are) matches the original loadout
  • Mod uses base game drop chance logic (Most mods altering drop chance are compatible)
  • Night grenades (flares, etc.) are only distributed during nighttime and in underground sectors
  • Heavy Weapons are distributed based on ammunition type (RocketMen still shoot rockets; Montar enemies still use mortar-like weapons)
  • Mod does not affect unique armaments (e.g., Pierre won't lose his unique machete)

C-UAE vs Random Enemy Weapons

C-UAE distributes all available weapons across all enemy factions, while REW uses structured distribution with handpicked weapons for specific factions. This means modded weapons not configured for REW won’t be distributed, whereas C-UAE excludes weapons unavailable at Bobby Ray’s.

Configuration options allow disabling weapon replacement, enabling players to use REW weapon logic alongside other C-UAE features.

Recommended mods to use with C-UAE

More Armaments


Enemy AI


Alternative Balance (Alongside More Armaments)


Note: BCE alters vanilla weapon prices and is unbalanced for vanilla economies, conflicting with ToG/MoW.

Avoid using all listed mods together. Check individual mod descriptions for compatibility.

How does it work?
When encountering enemies in satellite or tactical view, the mod scans their level, faction, and loadout to generate a profile. This profile creates new weapons/armor. The mod tracks modified enemies to avoid reprocessing them later.

Available Armaments Logic
C-UAE uses in-game Cost and Bobby Ray’s CanAppearInShop property. Only shop-available armaments are distributed (excluding manually integrated mods), filtering out quest/unfinished items from vanilla or mods.

Weapons
New weapons match the original’s type, enemy level, faction, and cost range. Attachments (scopes, silencers) are added based on enemy level.

Armor
Armor follows similar logic, replacing pieces while considering enemy level, faction, and original armor.

Uniques
Unique weapons/armor (e.g., Golden Gun, Shiny and Chrome Helmet) are retained. Only non-unique items are replaced.

Modder Compatibility Options

Details in the Discussions section.

Notes
  • Enemies won’t change mid-combat.
  • Source code: GitHub[github.com]



Version: 4.05-133
Popular Discussions View All (2)
9
16 Feb, 2024 @ 3:06pm
PINNED: Special compatibility options for modders
Lucjan
7
24 Apr, 2024 @ 2:50pm
Появляются белые квадрату вместо оружия
Vendr_86_HMAO
112 Comments
Lucjan  [author] 12 Jul @ 11:16pm 
Yes, 100%

Legion Variety Pack is just cosmetics

This one is inventory items
Malaktica 12 Jul @ 5:47pm 
@Lucjan, do you think your mod is compatible with Legion Variety Pack (JA3 1.5.1 Compatible) ?
Lucjan  [author] 30 Jun @ 3:17am 
But I didn't found specific issues related to Marksmen just general issue that might have cause that for you.
Lucjan  [author] 30 Jun @ 3:14am 
*After
Elenhil 30 Jun @ 1:50am 
You mean they were already fully equipped prior to the fix (so you weren't able to reproduce it), or after it (so the fix was successfull)?
Lucjan  [author] 30 Jun @ 12:45am 
I uploaded a small fix for 2 issues I found. Army members were fully equipped in my tests.

Doctors are limited to pistols only be design. it is up to Rato to give them more weapons in GBO or AI mod.

Note: you need to load a save from before you meet that group in the satellite view, sorry for inconvenience
Lord Raccoon 7 Jun @ 1:39pm 
Yep. Let me give more exact details:

1) Marksmen almost never have main weapon. In best case they use a pistol, or nothing at all.
2) Doctors have only pistols (though maybe inteded)
3) Almost all "guardians" have the same galil weapon
4) Almost all explosion specialists dont have any weapons at all
Elenhil 7 Jun @ 8:00am 
Same bug with partially missing Army weapons (these Marksmen, for example, clearly used to have sniper rifles, and now they're left with sidearms only)
Lord Raccoon 6 Jun @ 12:59pm 
oh, and also the mod which add different calibers to the game.
Lord Raccoon 6 Jun @ 12:13pm 
Rato's gameplay rebalance 3, ratos ai overhaul, ratos tog compability, more armor and tons of guns/ tons of components