Arma 3
NIRVANA: Act 1 - EVENTIDE
123 Comments
Xen  [author] 16 Jan @ 5:14pm 
@Ararinha Azul thank you for the kind words <3 Act 2 is still some time away but i think it'll definitely be worth the wait!
Ararinha Azul 15 Jan @ 3:23pm 
cant wait for act 2
Ararinha Azul 15 Jan @ 3:23pm 
Nice to see this is being fixed, one of the few campaigns i wasnt able to play yet!
Hylo 15 Jan @ 8:09am 
Blue planet mentioned raaaah
simplified 14 Jan @ 12:21am 
I just finished M8. Well done!

The invisible bridge part no longer works as the blocks have lost their textures and are now visible. I'm assuming this is the same issue for where Graham is in the orb hub as the ground is visible with the same texture.

Regardless, M8 has left me more invested into the story. Keep it up!
ggazso  [author] 13 Jan @ 7:58pm 
@simplified We pushed several fixes today to address the crashes you've been experiencing. Mission 8 should be fully playable now, although unexpected bugs may still crop up here and there. Once Act 2 is completed we will conduct a thorough polish pass on Act 1 to bring it up to Act 2's standards.

In any case, I'm glad you enjoyed what you played so far! Your recent comment actually gave me a nice jolt of motivation to resume work on the campaign :)
simplified 12 Jan @ 10:28pm 
Well, I've reached M8 and there seems to be one more problem. Not sure if it has anything to do with the NIRVANA mod itself or Ryan's Zombies and Demons. Whenever the mission is loading up, Arma crashes midway through and it spits out File ryanzombies\playercontrolled\model.cfg, line 23: /CfgSkeletons/: Missing "}"

However, despite this mod's age and how changes have weathered it down a bit, I have to say again that I've really enjoyed the campaign so far. It holds up pretty well and functions as intended up until M8. Nevertheless, you've got me hooked and I can't wait for next 3 acts.

Cheers!
Xen  [author] 12 Jan @ 7:15pm 
@simplified oh damn, we'll definitely look into the UI then. it might just be the HUD mods cause Nirvana-Arma isn't always stable even without extra mods.

sadly, that bug in M6 is really consistent on my end too. i'm going to try and emergency-patch it tomorrow so you can at least finish the campaign.

thanks once again for the detailed feedback :)
simplified 12 Jan @ 6:45pm 
@Xen No, my monitor is 1920x1080 so VCAS shouldn't be facing issues in that regard. As for M6 (and I think maybe M2 as well), when entering a vehicle before all of the AI have gotten back in, they tend to dismount and never get back in, softlocking the game. I have only played through the mission once, so there may be more softlock opportunities I have missed, but this is the only consistent one I have ran into so far.
Xen  [author] 12 Jan @ 6:15pm 
@simplified thanks for the feedback. are you using an ultrawide monitor by any chance? VCAS (the custom UI in general) was designed for 1920x1080 screens, so there's a bunch of issues with the interface that have to be fixed. im just curious about your setup since @ggazso also runs into issues from time to time using ultrawide.

unfortunately, this means we need to completely rework VCAS, so it'll probably only get updated once Act 2 drops. as for compatibility with the DUI SR mod, i'll look into it myself and see if that's what breaks the UI.

really glad you enjoyed the campaign :) have you been able to get past M6? sometimes the game soft-locks in that scenario.
simplified 12 Jan @ 4:35pm 
The VCAS HUD seemed to be a bit glitched out, though I think it was because I was running a few more HUD clientsides outside of the dependencies (namely DUI Squad Radar). The shield and health bar were out of there positions and the ammo counter was cut into the top half with the bottom half of the numbers being invisible. The current objective marker at the top and the objective details were glitched into each other.

It may just be because I have more mods than what I need for QOL but in any case I really enjoyed the gameplay overall. The HUD issues come off more as just a minor nuisance rather than an actual problem.
Xen  [author] 12 Jan @ 2:57pm 
@simplified thank you for playing! did you run into any bugs or errors during play? it's been a while since we updated it
simplified 10 Jan @ 11:28pm 
One of the highest quality creations on the workshop. Bravo!
Xen  [author] 19 Sep, 2024 @ 11:54pm 
@HBAOplus hello! thanks for playing! the ammo limitation is a known issue, unfortunately the campaign is still in need of some hotfixes as of right now. we'll get around to it eventually but probably later rather than sooner. we appreciate you posting the new JM's Effect link btw!
HBAOplus 6 Sep, 2024 @ 7:40pm 
Required JM'S EFFECT (A.K.A MEOP) can also be found on workshop for now:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2863758316&searchtext=JM%27s+Effect
HBAOplus 6 Sep, 2024 @ 7:12pm 
I finished first 3 missions (used some cheat on M2), then found out that teammates will quickly running out of ammos when in combat. And it's a pain in the ass to order each AI soldier to pick up dead enemies' weapons and mags. Could you please do some work around?
Xen  [author] 10 Nov, 2023 @ 7:58am 
@RedBaron you need to manually install JM's Effect, a mod that has been removed from the steam workshop. Here's a link :))

https://drive.google.com/file/d/10frjAYO9zQHzxZqffTdUZtYICPS1ihO5/view
RedBaron 9 Nov, 2023 @ 12:56am 
It comes from all missions
RedBaron 9 Nov, 2023 @ 12:54am 
I can't play this missions
Nirvana-Eventide\Missions\Nirvana_ Eventide_ M2.Altis\mis sion.sqm/Mission/Entities/ltem0/Entities/tem0.type : Vehicle class Hum_ al_StormMTP_Serg no longer exists
I get these POP UP error phrases
ggazso  [author] 16 Nov, 2022 @ 10:09pm 
@shadowgamer8097 Thanks for letting me know. I'm in the process of getting the campaign working again, so I'll take a look asap
shadowgamer8097 16 Nov, 2022 @ 12:32pm 
on the 8th mission with orb 5 theres no 6th terminal for the last symbol
Konstance™ 22 Aug, 2022 @ 5:08pm 
So for anyone not being able to play this at any point; Please remember that this scenario requires addons that has been taken down, specifically Mass Effect addons that was used in this scenario.
ggazso  [author] 1 Aug, 2022 @ 5:54pm 
@masonadaniels96 I haven't been able to support this campaign for a while due to real life stuff getting in the way, but I'll try to get it working again this week!
masonadaniels96 31 Jul, 2022 @ 4:29pm 
I'd love to play this mod but every time I try to start the first mission it won't load and just says a vehicle class no longer exists.
xPilsxMcSelerie 3 Jun, 2022 @ 2:41am 
Ok i got it now. Just need to wait till they attack. But with that MEOP thing it is pretty hard. Every time i die i need to restart the whole mission
xPilsxMcSelerie 3 Jun, 2022 @ 1:27am 
And i cant load my saves. Anytime when i die i need to replay the whole mission. Say MEOP_SFX, MEOP_CLIENT addons not found. I need Help ASAP. Its so fucking cool but i cant get through mission 6 D,,,:
xPilsxMcSelerie 2 Jun, 2022 @ 10:24am 
hey, i got an problem in the 6th mission. The ringing cellphone with please answer me, what i need to do there?
Lying Sack Of Fun 16 Feb, 2022 @ 7:12pm 
Yeah i just played that part again. That part confused me a bit. Sorry
ggazso  [author] 16 Feb, 2022 @ 7:08pm 
@coreyh0000 I've been very busy with IRL stuff, so I haven't had much time to maintain the campaign. I'll investigate the issue tomorrow if I get a chance. (The phone is not meant to be interactable btw).
Lying Sack Of Fun 16 Feb, 2022 @ 6:32pm 
Every time I die somewhere if I load back I am still dead and if I quit it makes me start the mission over. If i try to load from a checkpoint it loads the environment on screen but stays in the menu.
ggazso  [author] 4 Sep, 2021 @ 6:36pm 
@Stahl I sadly cannot make a tutorial at the time as I am extremely busy with law school, but I can give you some pointers.

1. Nirvana uses a custom objective system, so for your purposes I suggest you look here: https://community.bistudio.com/wiki/Arma_3:_Task_Framework_Tutorial

2. For the vehicle to drive along the road, simply give its driver a "SCRIPTED"-type waypoint right in front of the vehicle, and write player in My_vehicleName in the waypoint's condition field. Then, give the driver a "MOVE"-type waypoint down the road to where you want it to go once the player is inside.

3. For it to forcibly dismount, place a final "MOVE"-type or "SCRIPTED"-type waypoint right next to the destination, and write doGetOut player in the waypoint's activation field.

I usually handle all of this via scripts, but this is one way to easily do it in the editor itself.
J6 1 Sep, 2021 @ 8:26am 
Would I be able to ask if you could make a tutorial on how you created the APC Turret segment?

I am creating a mission myself and I can't find any videos on how to do it.

I am trying to make it where I have a "Mount" objective to enter the vehicle, the vehicle then drives along the road with you in the Turret shooting at enemies, and when the APC reaches it's destination, it forcibly dismounts you.

Many thanks.
ggazso  [author] 31 Jul, 2021 @ 10:24am 
@Stahl I'd love to see the longer review! Maybe try posting it on the discussions tab, or add me on steam so you can send it via email if anything.
J6 31 Jul, 2021 @ 8:31am 
After completing my run through of NIRVANA: Act 1 - EVENTIDE, here is my score.

I will be marking it as a spoilers.

Regardless of the scores I have given, I will still be recommending this mod, and I look forward to playing the second Act.


Plot: 7/10
Story Progression & Development: 7/10
Music: 8/10
Atmosphere: 7/10
Character Interaction/ Development: 5/10
World Building: 8/10
Text: 10/10


I do have a longer review but due to the character limit, I cannot post it, would you like me to send you my review on your mod, it has some feedback on some parts.
ggazso  [author] 30 Jul, 2021 @ 9:44pm 
@Stahl https://i.imgur.com/oT9i0JD.png Here's a more comprehensive graphic.
J6 30 Jul, 2021 @ 9:38pm 
Ohhh

Ok, I will try it now just following the 1 to 9
ggazso  [author] 30 Jul, 2021 @ 9:35pm 
@Stahl Oh I see. You're only supposed to activate each symbol once. The numbers on each column on my picture are just the order, so 1st, 2nd, 3rd and so on.
J6 30 Jul, 2021 @ 9:33pm 
This is what I have been doing

https://imgur.com/JoC6boz
ggazso  [author] 30 Jul, 2021 @ 9:33pm 
@Stahl That puzzle waits for nine inputs (one for each column) before it checks if it's correct. Make sure you start it from the correct number after the sound. If you try to start over before inputting nine symbols it won't count it as correct.
J6 30 Jul, 2021 @ 9:28pm 
Might have another bug then for you

I input the codes as per your graphic picture and I am still in the room after another evil laugh
ggazso  [author] 30 Jul, 2021 @ 9:24pm 
@Stahl Yes, I believe so.
J6 30 Jul, 2021 @ 9:23pm 
Yeah no worries

It can be a hassle, I understand

Just one last question I got to (3,1) and there is a evil laugh is that supposed to happen?
ggazso  [author] 30 Jul, 2021 @ 9:19pm 
@Stahl My pleasure! I apologize for all the little annoying bugs, but it's difficult to maintain Act 1 while developing Act 2 (which is far bigger than 1). Practically all of them are due to the many dependencies breaking things when they update, but I've slowly been making my own third-party patches for them. Once they're working properly in Act 2 I will try and bring those fixes over to Act 1.
J6 30 Jul, 2021 @ 9:13pm 
Thank you :)

You are a legend
ggazso  [author] 30 Jul, 2021 @ 9:12pm 
@Stahl https://i.imgur.com/UU8hJKR.jpg I made a graphic with the order for the column puzzle. Hope it helps!
J6 30 Jul, 2021 @ 9:02pm 
Is the room with the computers supposed to be completely bright with white light?

As I only see five computers like this, not 6

Edit: Reloaded fixed that, but then I got a no entry error

Rura_Penthe.sounds

The Rura_Penthe.sounds because of that no entry error, I have no music, or ambient sounds now

Edit:

On the last puzzle, I did them abck to front lol, but reading your Puzzle Guide, for the first with the coloums.

That really only helps if you already know what you are doing.

I just don't know, maybe something visual would help but, I see nothing on the walls, just the big stars, there is no difference between them.

Maybe just putting the symbol combination would be more helpful

Thank you.
J6 30 Jul, 2021 @ 8:09pm 
It appears to be working now yeah

Just needed a full on start from the menu, not a continue mission after mission completion.

I am in the maze section now so all should be good now.
ggazso  [author] 30 Jul, 2021 @ 8:05pm 
@Stahl Yeah, it's important to start everything through the menu. I just launched it on my end and I'm not having any issues, but please don't hesitate to let me know if anything is still broken on your end.
J6 30 Jul, 2021 @ 8:01pm 
Ah, that could be why then.

I remember when I first started it I got an error, something about the radio or something.

I have restarted the mission by reverting it on the main menu and now I have music and some voice lines.

I will let you know should anything else go wrong.
ggazso  [author] 30 Jul, 2021 @ 7:57pm 
@Stahl That mission tends to break a lot whenever any of the mod dependencies update. I might need to take a look since stuff is definitely supposed to happen while you're patrolling.