Arma 3
CTRG Overhauled [SMA]
32 Comments
FoulestGuide 17 Dec, 2022 @ 2:10am 
what camos are there?
jarrad96 [4SFG]  [author] 10 Feb, 2021 @ 11:20pm 
CTRG Overhauled [SMA] Updated- Added MP Signing.
jarrad96 [4SFG]  [author] 12 Jun, 2019 @ 3:02pm 
Yes you can, I think whichever is higher in the load order will take priority, but have not checked.
TheTwoGunKid 12 Jun, 2019 @ 8:44am 
Can i have this mod loaded with your U.S Marine Overhaul mod loaded as well? I know Miller and CTRG members have the Marine as part of their equipment, if i remember correctly.

I'd like to have both if thats possible.
Great work!
jarrad96 [4SFG]  [author] 25 Apr, 2019 @ 9:07pm 
Tanks DLC units are not converted because they were released after these were all made, and I can't retroactively go back and add only those units.
I would need to re-write the entire mod series, so at the moment it will stay as-is. The NATO Tanks DLC units are not spawned in any of the official campaign missions so it should be alright.
condottiere 25 Apr, 2019 @ 8:52pm 
I really like your overhaul choices across all these vanilla factions.

B_CTRG_Soldier_LAT2_tna_F got skipped for your overhaul, or perhaps the Tanks DLC botched all your overhauled groups, b/c I've noticed all the LAT and HAT (light AT and heavy AT) units are still vanilla.

Went back and checked. Sure enough, Nato's B_soldier_LAT2_F is still 100% vanilla too.

Otherwise, it's a great overhaul for all the vanilla factions!
jarrad96 [4SFG]  [author] 4 Nov, 2018 @ 10:32pm 
Yes, CTRG AI do change in this, but I thought you were asking about players in the Apex Campaign. The Tanoan / Pacific NATO units will change to whatever you chose for the NATO Overhaul.
Pounc3r 4 Nov, 2018 @ 10:27pm 
because i swear there was some glitch and us army dudes replaced the ctrg ai in apex when i spawned in for the first mission
Pounc3r 4 Nov, 2018 @ 10:15pm 
i thought the loadout selection is for players, shouldnt the AIs change with this mod too?
jarrad96 [4SFG]  [author] 4 Nov, 2018 @ 11:22am 
It should not, as CTRG are a different faction to NATO, but this does not work in the Apex campaign because that has its own loadout select system- this works with everything else CTRG, like downloaded or created missions, though.
Pounc3r 4 Nov, 2018 @ 9:08am 
will this conflict with ur nato (us army) overhaul? i really want these ctrg ai's in apex
Modernswordsman 8 Sep, 2018 @ 4:09pm 
@jarrad96, roger that. Like I said. Its not a bad mod. Most of the guys look better than the others. :)
jarrad96 [4SFG]  [author] 8 Sep, 2018 @ 4:05pm 
These are more for pre-built or downloaded missions using CTRG, as to simply a bit the Apex loadouts are force-applied when you spawn into the Apex Campaign, and cannot be changed. It's just a limitation I know is not great but no way around it.
Modernswordsman 8 Sep, 2018 @ 4:02pm 
Not a bad mod, there shouldnt be a guy with s tshirt and wearing a boonie hat. I dont get the tshirst look. Make them look a little more hardcore, Other then that, no real issue with the mod. Although I cant figure why I cant play with them ingame via single player APEX scenario.
Fredipedia 27 Aug, 2018 @ 9:13am 
happens also eith your default mod
Fredipedia 27 Aug, 2018 @ 8:52am 
They fire a few shots with the rifle, then they switch to the pistols. WHen I remove the pistols, they use the rifle normally. The only unit not affected by this is the M60 gunner
Fredipedia 27 Aug, 2018 @ 8:36am 
I have the problem that the AI is mainly using the pistol when playing this mod (in zeus), especially the ones with the SCAR-H. The thing is I played around with the config and replaced all the magazines with NiArms mags (made a compat so SMA guns CAN use these), but I don't know if that also could be related to that.
Frank Castle 17 Aug, 2018 @ 2:16pm 
Nice
jarrad96 [4SFG]  [author] 12 Aug, 2018 @ 7:33pm 
RHS Version of this might be coming in the future ;)
jarrad96 [4SFG]  [author] 6 Dec, 2017 @ 1:46pm 
Notice- For ease of use the dependency list on Steam has changed to use the NIA All-In-One. The mod does not require every NIA weapon pack, and the individual weapons used can be found in the text for those who would rather use each pack individually.
Ninja-454 23 Oct, 2017 @ 3:47am 
By filler faction, I mean the CTRG as a faction still lack quite a few things, like full kit (vest variations, headgear types, a CTRG Kitbag), CTRG devouted vehicles, so on.
I have both Kydoimos' CTRG faction mod as well as a random other one in order to fill gaps in vehicles, equipment, etc to make them feel like a complete faction over a very small group.
jarrad96 [4SFG]  [author] 23 Oct, 2017 @ 2:28am 
As far as the AI goes, there is no problems with them using the new vehicles, no handling problems.

Infantry wise, yes, you may see longer or shorter engagement ranges depending on the new equipment, but HOPEFULLY it's just weapon related as nothing I do should affect movement (many of my kits have different weights, due to more or less gear compared to vanilla, but AI are not affected by fatigue in the same way players are so it's not a problem for missions)

I have no control over any scripting RHS may do, of course, so that's going to be a wildcard I think. I'm unsure what you mean by CTRG filler factions, as these are the only CTRG units I have done right now.
jarrad96 [4SFG]  [author] 23 Oct, 2017 @ 2:24am 
I have not done testing myself, but last time I tried to replace any vehicles in campaign I have some pretty severe issues, preventing the missions from even launching. Basically, what my Overhauls do is detect Soldier_X (Example) and then totally replace all of his gear when he is initialised or spawned, on a classname basis- this means it will work very reliably in other missions, like downloaded workshop ones, but the problem I have with vehicles is it's not just replacing the uniforms/rifle/gear, but actually changing the entire vehicle to the new one, which can cause problems. This is all months-old speculation from me, as it's been ages since I attempted replacing vehicles, so I'll likely delete this comment and write a new one once I figure out if it will or will not work.
Ninja-454 23 Oct, 2017 @ 2:04am 
I believe just a few of the issues would be that, by my understanding:
You can shoot out of a Humvee window, Hunter cannot. Possible AI issues?
Vehicle handling would possibly be a bit different compared to Vanilla vehicles. AI bugs?
Understanding what optics should be available, & why, as well as the change in projected combat ranges based on the weaponry changes. Possible issues with AI acting odd?
Do Humvee wrecks get utilized for the small AI vehicle maintenance animations, or remain vanila at the cost of a little immersion?
How many scripts need to be re-done to get the replaced vehicles hitting triggers & campaign working in an RHS format as intended?

On a side note, I assume I can delete the other two CTRG faction filler mods & stay with this one? I just enjoy the CTRG feeling like a complete faction with their own gear & vehicles...
I also happen to like their camo... >.<
Ninja-454 23 Oct, 2017 @ 1:50am 
Just leave the vehicles that are vanilla just as that if necessary, such as the Little Birds.
Whatever can be changed, such as infantry gear, tank swap, Hunters to Humvees, etc then do it. :p
jarrad96 [4SFG]  [author] 23 Oct, 2017 @ 1:46am 
I knew they were working on re-creating some missions with RHS vehicles instead of the NATO ones, which is cool but apparently caused problems with triggers and such as well as some infantry squads not working due to not being able to fit inside the vehicles. What I think I would do differently to get around that is keep the default NATO vehicles, but offer the RHS ones as optional for mission makers.

Kind of like what I have done with the new OPFOR FIA Overhaul, where all the default vehicles will show in the campaigns or missions, but with extra armored vehicles for mission makers to use, without breaking the normal campaign.

I know a few RHS members but don't really work with them- most of my work is with VSM, which is why you'll see it alot in my mods- I like it and use it alot and want it to get a bit more coverage in the community- we also have some nice stuff in the works that will co-incide with several major updates or new factions from the SFF/ SFF-R mods.
Ninja-454 23 Oct, 2017 @ 1:40am 
Very nice...
Sorry I'm going back & forth. I will continue to comment on here from now on.
I know one member of the The East Wind RHS Team (Calling it RHW from now on) is trying to find time. I wonder if it is better to work together?
If Arma 3 has taught us anything, it's that teamwork gets things done.
Plus if you have a RHW member, maybe they can provide what they had so far to ease progress?
Call it The RHS Wind campaign. ;p
jarrad96 [4SFG]  [author] 22 Oct, 2017 @ 10:54pm 
The original CTRG from the Campaign are side= NATO, not side=CTRG, however a future update to the NATO Overhaul will make the campaign units look like these.
Ninja-454 22 Oct, 2017 @ 10:42pm 
Does that mean the APEX campaign only, not The East Wind?
jarrad96 [4SFG]  [author] 22 Oct, 2017 @ 1:41pm 
All my Overhauls already affect the Campaign and custom scenarios- this one, CTRG, is the only one that does not work in campaign, but missions only, due to the Apex loadout select.
Ninja-454 22 Oct, 2017 @ 11:59am 
Looked at a few of your mods so far. Loving how one uses RHS assets (FIA).
Any hope you may be able to use RHS to do a complete overhaul that would affect even the campaign?
jarrad96 [4SFG]  [author] 17 Oct, 2017 @ 5:05pm 
First Release.

Some equipment and weapons, such as the M60E4, are placeholders and will be replaced in a future update.