Arma 3
Arma 3 Animals Module - Extended
112 Comments
Valken 20 Jul @ 12:56am 
Hello EO, when I use the modules, it works in a new VR mission. But the animals appear to be frozen in a ported A2 mission. I then used your Eden Animals + Wildboar mod, where it shows the animals within Ed3n, manually replaced the classes and it worked.

Would you consider to merge both of these mods so we can have all of the animals available in Ed3n AND as modules? Right now it is two mods, or 3 mods if we want to add the Wildboars as well.

You can consider a soft dependency to expose a RANDOM class for WS and SPE cDLC so we can have the Camels and Cows too. I used SPE_Cows_Random for an A2 mission and it worked but I need to load the cDLC and it was not exposed in Ed3n. I look at your Animals Ambiance for Spearhead to find that classname.

Thank you!
EO  [author] 19 Jul @ 11:02am 
@Valken

I haven't used the mod in a while but that sounds strange, you mean they spawn but are static?

I'm fairly certain this mod will create a dependency for other users.
Valken 19 Jul @ 5:15am 
Hello EO, I am remaking some old Arma 2 missions and I notice the animals do not walk around or move? Do I need to add a trigger? Also, do clients or other mission users need this mod installed or can it just be embedded into the mission?
Lady Inquisitor 13 Jun @ 3:04pm 
Thank you!!
EO  [author] 13 Jun @ 3:03pm 
@Lady Inquisitor

Perfectly fine, thanks for asking. ;-)
Lady Inquisitor 13 Jun @ 2:02am 
Hello!

Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
Foran 21 Feb, 2023 @ 3:53am 
what a mod that greatly improved immersive, it'd definitely make Arma much more realistic ! Thank you, EO. you're the man ! :steamthumbsup::steamhappy:
stiel 26 Mar, 2022 @ 11:19pm 
based mod
Senzsh 22 Feb, 2022 @ 12:21pm 
How to make with this mod dynamically appearing animals that could be hunted and whose corpses would disappear over time? And on that square where I cleaned the animals for 2 hours, would there be no animals?
And so as not to load a computer with a weak video card.
---
Как сделать с этим модом динамически возникающих животных, на которых можно было бы охотиться и трупы которых бы пропадали со временем? И на том квадрате где зачистил животных часа 2-а не было бы никаких животных?
И чтобы не нагружало компьютер со слабой видеокартой.
EO  [author] 22 Feb, 2022 @ 11:29am 
@Damien

Yes.
Damien 22 Feb, 2022 @ 11:27am 
Does this addon work with all dlc and senarios and maps?
EO  [author] 9 Dec, 2021 @ 8:59am 
They will indeed. :-)
IceBreakr 9 Dec, 2021 @ 8:52am 
Buffalos will look great on Pilanesberg map I am testing right now :) lions, rhinos, elephants? :D
Valmont 8 Oct, 2021 @ 8:47am 
We most definitively need cows, cats and rats ;)
Predator14 16 Aug, 2021 @ 3:29pm 
No cow?
EO  [author] 31 Jul, 2021 @ 11:24am 
It will definitely creates a dependency when creating a mission.
I have no idea about the "zeus stuff", sorry.
.Normalized 31 Jul, 2021 @ 10:38am 
will it create a dependency when creating the mission or when you just zeus stuff in the mission
EO  [author] 31 Jul, 2021 @ 1:11am 
@Albert

Client side, yes.
It doesn't "require" the Animals Module from Eden, it replaces it.
Using this mod will create a dependency.
.Normalized 30 Jul, 2021 @ 8:04pm 
Is this client side and does this require the animals module from eden
EO  [author] 21 May, 2021 @ 12:47pm 
:steamthumbsup:
Davy Jones 21 May, 2021 @ 12:40pm 
Working great,can load up the missions now thanks.:steamhappy:
EO  [author] 21 May, 2021 @ 12:17pm 
Alright, another update to fix the last update :/

Sorry for the hassles folks.
Davy Jones 21 May, 2021 @ 11:21am 
think it said last update 15:58 or around then
Davy Jones 21 May, 2021 @ 11:21am 
Mod had updated next to it so i think so
EO  [author] 21 May, 2021 @ 11:13am 
@Davy Jones

Have you allowed the Launcher to update the mod?
Davy Jones 21 May, 2021 @ 10:06am 
Still showing me this error:
=== Missing Addons ===
eo_extended_animal_module
EO  [author] 21 May, 2021 @ 8:05am 
@Exocet

Thanks for the report.
I've just updated the mod, hopefully it allows you to open existing missions now.
Please let me know if everything is okay this time.
Exocet 21 May, 2021 @ 2:41am 
EO, the new update breaks existing missions (missing eo_extended_animal_module)
EO  [author] 20 May, 2021 @ 8:27am 
Update:

Added Water Buffalo (Courtesy of Justin N)
Exocet 8 Feb, 2021 @ 11:21pm 
HI EO, thanks for the nice mod. is there a way to make the module use 3D position instead of 2D?to spawn animals on top of buildings for example
EO  [author] 16 Oct, 2020 @ 7:49am 
@2Lt. Lee [1 PWRR]

Perfectly fine with me, thx for asking :-)
Kazashimo 16 Oct, 2020 @ 4:17am 
Hey, can I get permission to pack this mod into a Milsim Units additional modpack (trying to get overall mod numbers down and pack all smaller mods together) and upload to the workshop? credit will be given if requested and it'll only be used for the units modpack on our dedicated server.
EO  [author] 5 Dec, 2019 @ 10:24pm 
@SickSidewinder9,

No way to avoid dependency i'm afraid, and flies won't automatically spawn around deadbodies, you may need a scripted solution for that. :-)
SickSidewinder9 5 Dec, 2019 @ 8:44pm 
also, will the flies autospawn around dead bodies?
SickSidewinder9 5 Dec, 2019 @ 8:43pm 
any way to use this without creating a dependency, or no?
EO  [author] 2 Jul, 2019 @ 8:28am 
Glad to help! ;-)
Soceris 2 Jul, 2019 @ 8:15am 
Really needed this!
Comanche6 11 Jun, 2019 @ 7:37pm 
How come the flies audio tracks in-game don't work?
EO  [author] 16 Jan, 2019 @ 7:23am 
ADDED: Turtles, Mackerel, CatSharks, Mullet, Ornate, Salema, Tuna and Snakes.
UPDATED: Signature and Server Key.
Johnnyboy 10 Jan, 2019 @ 8:09pm 
Thanks EO!
EO  [author] 3 Jan, 2019 @ 11:41pm 
ADDED: Dogs,Cockerels and Rabbits
UPDATED: Signature and Server key
翻斗花园陈英俊 29 Nov, 2017 @ 2:08am 
999
Bud Liteyear 26 Nov, 2017 @ 6:06pm 
I wish somone would bring back the dogs from A2. Ive always wanted to see the dogs worked into the game as playable units, for search and hunting. Combat doggos

http://vignette1.wikia.nocookie.net/valianthearts/images/8/81/Valiant-Hearts-Walt.png/revision/latest?cb=20140627234621
EO  [author] 25 Nov, 2017 @ 1:25am 
@himself...

The vanilla Animals Module in the base game has 5 animals to choose from:

Butterflies,
Poultry,
Goats,
Seagulls,
Sheep

The animals/insects that are added by this mod are actually part of the Ambient System, meaning these are the animals/insects that spawn around the player as part of the natural environment.
So they are in fact part of the base game, they were just not available to use in the Animals Module that is found in the editor. Hence this mod.
十年老六 24 Nov, 2017 @ 8:13pm 
I dont quiet understand this:All animals in this mod are already in the base game, this mod just unlocks them. Do you mean that the original aram3 game already has all this animals hiiden in the data base?
Calvice Lispector 22 Nov, 2017 @ 12:20pm 
Bom :P :steammocking:
Vergil 16 Nov, 2017 @ 6:21pm 
TOO MANY BURDS!
Nikolai P0vetsky 16 Nov, 2017 @ 1:39pm 
mosquitos you can't even escape them in video games
Goblin Player 14 Nov, 2017 @ 12:14pm 
Seems pretty interesting tbh
Can i ride the cows?:steamhappy: