Jagged Alliance 3

Jagged Alliance 3

BCE Armors
118 Comments
whahappen  [author] 15 Dec, 2024 @ 10:53pm 
Update 2.40
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+ NVG and Gas Masks can be removed from helmets with a multitool
Ruzen 14 Dec, 2024 @ 10:17am 
Yes I did checked small but very affective changes for lower str chars.
I think I will start a full jurney now :) I'll let you know througt the campign. Thanks man these collection of mods are pure joy
whahappen  [author] 14 Dec, 2024 @ 9:07am 
Should be fixed with latest BCE Guns update. Thanks for pointing it out. It didnt have any effect, just was forgotten to be deleted before upload.

Do the newly designed BCE weights work out better for you?
Ruzen 13 Dec, 2024 @ 10:34pm 
Hey,
I wanted to start a new game after the update.
A blank yes/no option poped up at the top of the game rules while starting a new game.
whahappen  [author] 13 Dec, 2024 @ 8:35pm 
Update 2.39
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+ RTGII compatibility started
+ armors & items got weight
+ all items show weight in description
whahappen  [author] 13 Dec, 2024 @ 8:33pm 
Thanks for the feedback. I hope you find what you look for with this update. Feel free to give further feedback.
Ruzen 13 Dec, 2024 @ 3:46am 
*Finding the culprit in weights*
I have to say I think the main culprit about weight inbalance is coming from the ARMORS.
I've been testing back and forward I think there needs to be heavy balance for armor in general. Due to a t-shirt and a pants just to give some camo being similar weight as a kelvar.

Maybe armors within the same tier should have similar weight but camo-light-medium-heavy (depending on dmg reduction) needs to be balanced out.
E.G. Camo t-shirt is almost 4kg same as a medium like weapon.

E.G. It's so hard to carry 2 guns and a t-shirt & pants and a lockpick with Kalyna.

As I got close to end of the early game (after defending night attacks and prison) If become too stressfull to play due to the afct that, I have realised I wasn't even playing with all these toys have giving me from mods due to weight. And believe me I really did try my best.

Having said all that I still cannot disable any of the mods; It's so much fun in general.
Ruzen 13 Dec, 2024 @ 3:46am 
Been playing for few days now. For the sake of giving feedback I did a few restarts as well and kinda rushing to see what will it feel like.

After the recent weapons update what I felt during the game ( now mind that I have installed many mods to a point I'm not sure which item is from which mod and incresed the difficulty to my liking aside from keeping on the "lowering weight of the meds and such")

*Descriptions on weapons really did helped a lot. A LOT!*
I had to manually checked every item to understand weapons weight. That was haevy clicking requirement and not only that I had to check again and again due to avarage memory in my brain.

I think small and medium weapons are in a ok spot! I think heavy items could have been lowered even more like -25%. Specially granade launchers, RPGs, MG's and such...
whahappen  [author] 24 Oct, 2024 @ 1:36am 
New Discord link:
https://discord.gg/NU5UTw88YS
firemoly 23 Oct, 2024 @ 8:59pm 
Thank you very much!
whahappen  [author] 23 Oct, 2024 @ 1:43pm 
It is in the note about armor recycling recipes.
whahappen  [author] 23 Oct, 2024 @ 1:40pm 
It is 2x Rope + 20x Plant Materials

Will be added to descriptions in next update.
firemoly 23 Oct, 2024 @ 12:55pm 
sorry for asking.
cant find how to craft Camo Material ((((
whahappen  [author] 8 Oct, 2024 @ 11:11am 
AllCarpAreBeautiful 8 Oct, 2024 @ 10:50am 
Thanks for the invitation link but it didn't work somehow, it says the invitation is invalid
whahappen  [author] 8 Oct, 2024 @ 10:41am 
Btw. feel free to come to discord: https://discord.com/invite/FZru3WJT
whahappen  [author] 8 Oct, 2024 @ 10:23am 
Yes it was planned from the beginning to be different parts in order to create best compatibility. And now even small things take a long time to implement, so economy stays balanced. But its fun, I hope I can add a lot of more content.
AllCarpAreBeautiful 8 Oct, 2024 @ 9:53am 
I also have another question, just from modder to modder. Was BCE designed from the start as a modpack split into several parts or did you only make the decision at some point during the creation process? I think the concept of a Mod Eco system that works together is really good, but the effort for one person is certainly enormous.
Thanks for the Update ..i will start playing now and i let you know if everthing works as it should...at least from what i know ;-)
Greetings Torsten
AllCarpAreBeautiful 8 Oct, 2024 @ 9:47am 
Yes, that's what I thought after you mentioned the accidental release of the unfinished content. What you also have to acknowledge is that in the end you won't just have this one of your mods that you have to work on, but probably all of them one by one. At least those that are directly dependent on each other must or ideally should be on the same level. Or at least continue to function together. This is a bit more difficult for a modder alone, I know that from experience. Although I have to admit that I personally have never made a modpack that consisted of more than 2 interdependent individual mods and 1 optional submod. Depending on the game engine and mod type, this can be a horror if you create it on your own and want to update it.
whahappen  [author] 8 Oct, 2024 @ 9:38am 
Update 2.35
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+ T4 Upgrade Kit is required to upgrade ALL regular armors from T3 -> T4
+ Crafting recipe T4 Upgrade Kit: 2x Composite + Kompositum 58 + 3x Rope + 24 Screws
whahappen  [author] 8 Oct, 2024 @ 7:31am 
Yeah the problem is not to fix the issue, but to get all the content done that was planned and already half way implemented. I am working hard on it right now. There will be new tools, new features, new resources.
AllCarpAreBeautiful 8 Oct, 2024 @ 7:24am 
Wow Update incoming ? That was really quick, i will try it out later :cozybethesda:
AllCarpAreBeautiful 8 Oct, 2024 @ 7:22am 
Oh ha, that's good to know, it will have saved me a lot of thinking trying to find a reason why it doesn't work. I wanted to wait a while anyway, before i start upgrading the squad's clothing/body armor again. Thank you for the quick response and disclosure of the problem. At the moment my 4 main squads are between T 3 and 4 with the Raider Kevlar Amor or something like that.
Edit: (removed some typos and changed my poor english from the early morning comment)
whahappen  [author] 8 Oct, 2024 @ 7:15am 
Update incoming in 1-2 hours.
whahappen  [author] 7 Oct, 2024 @ 12:58pm 
And I just recognize the resource required to craft this does not exist yet, so sorry guys, right now no T4 upgrade kits. I am trying to come up with a quick solution until tomorrow morning.
whahappen  [author] 7 Oct, 2024 @ 12:49pm 
The idea is not to update from T3 -> T4 with 3x either flak or kevlar upgrade kit, but instead have a seperate T4 upgrade kit, which requires Kompositum 58 to craft. This has not been balanced out. I just implemented the logics and wanted to balance it before release. But this morning I just forgot about that stuff which I was working on last week. So right now it is in game without proper balance. I am trying to create this balance the upcoming days.
whahappen  [author] 7 Oct, 2024 @ 12:46pm 
Unfortunately with the bugfix this morning some yet unfinished and unreleased content has been updated into the game. This affects upgrades from all T3 armors to T4 armors. I hope it doesn't cuase too much disturbance, cause I haven't found a final solution yet.
whahappen  [author] 7 Oct, 2024 @ 2:27am 
Well appreciated.
AllCarpAreBeautiful 7 Oct, 2024 @ 12:43am 
First of all, thank you once again for the quick response and of course thank you for all the effort and time that you sacrifice to continue working on your mods with passion. :cozybethesda:
I think the word thank you is used far too rarely when it comes to modding, i know that was already the case some years ago but you will notice that it has become even rarer today.. In contrast to all the complaints and Wishlists which demand changes instead of asking for them.
But somehow that seem's to be pretty easy for most people.
whahappen  [author] 6 Oct, 2024 @ 11:29pm 
Just did the update.
AllCarpAreBeautiful 6 Oct, 2024 @ 11:11pm 
Well, don't worry, it's just a helmet or this particular variant of it. The one with the night vision device also works without any problems. I just tested it. Two out of three helmets are fine for me
whahappen  [author] 6 Oct, 2024 @ 10:27pm 
Btw. quick fix: Add paddings to the helmet, then it works again.
whahappen  [author] 6 Oct, 2024 @ 10:18pm 
Oh my .... Gonna fix that quickly.
AllCarpAreBeautiful 6 Oct, 2024 @ 9:54pm 
If anyone else is as late as me 😁 and is in the middle of their first JA3 playthrough...SKIP this 》》ATTENTION STORY SPOILER 《《 Hey whahappen I have a tiny tiny bug report here. I had just completed all the side quests in the refugee camp, including the shaman, healing his family, etc. Afterwards as you know, you will receive an armor set from him, which also includes a "Deathsquad Helmet Gas Protection (Medium)" it's probably random i guess. However, this can only be equipped in the field intended for body armor in the inventory, which is at least suboptimal for a helmet 🤔No big deal, if i had to guess it's probably an entry or a Attribution that is wrong 😁 I've had almost 20 years as a modder myself, but in my case it were the equally loved and hated Bethesda and Creative Assembly Games in which I sunk far too many hours without actually playing them myself.
whahappen  [author] 21 Sep, 2024 @ 11:54pm 
Update 2.29
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- fix for some of the gas masks, that were not working
whahappen  [author] 29 Aug, 2024 @ 2:31pm 
Light armors can benefit from the perk that increases free move range while medium armors can not. Usually every merc that uses light armors in your team should getr this perk or switch to a medium armor.

Currently no website planned. I hoped the information in game is sufficient. I could make an extra notecard about anything that does not become clear.
Rome172 29 Aug, 2024 @ 2:31am 
Hi Whahappen, first of all I absolutely love all you BCE mods! They increase the depth of the game by tenfold. The amount of content you are adding is so big, that I'm curious if you have any more information other than the mod descriptions? And i'm wondering if there are differences between the medium and light armors other than damage reduction. For example if the scout armor gives more free moves than the raider armor.
whahappen  [author] 27 Aug, 2024 @ 1:32pm 
Update 2.24
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+ All medium (kevlar) & heavy armors improved to adapt the recent changes of BCE Guns
+ Improvement of several armor related crafting recipes
+ Implementation of Nanosuit & Alien Ravager Armor (Basic Crafting Economy)
whahappen  [author] 4 Jun, 2024 @ 10:09am 
Potentially the chemicals barrel crafting should work now using 200 parts. Update of Basic Crafting Economy is needed.
Juggernaut 1 Jun, 2024 @ 6:31am 
Thank you for the quick response. I see that I wrote the comments at the wrong mod, probably this is a bug of Basic Crafting Economy itself (items.lua?) and not BCE Armors. Your mods are awesome.
whahappen  [author] 31 May, 2024 @ 10:09pm 
Ty for reporting. I am trying to fix it. I assume to know what is the cause of the error. Still might require me some time.

There is alternate crafting for chemicals in the diesel crafting sector operation. I hope you got at least the loot from the subway quest, which includes one chemical barrel, an endgame gun and some other nice things, at least one big diamond.

Cheers.
Juggernaut 31 May, 2024 @ 3:00pm 
Crafting chemicals also doesn't work. The log says:
[LUA ERROR] attempt to index a nil value (local 'resourceData')
Y:\Steam\steamapps\common\Jagged Alliance 3\Lua\Satellite\SatelliteSectorOperations.lua(639): global GetOperationCosts
Y:\Steam\steamapps\common\Jagged Alliance 3\Lua\Satellite\SatelliteSectorOperations.lua(811): global TryMercsSetOperation
Y:\Steam\steamapps\common\Jagged Alliance 3\Lua\XTemplates\SectorOperationsAssignDlgUI.lua(411): <>
--- end of stack
--- end of stack
Locals:
mercs | table 0x0000020D9D68B680 #1
operation_id | string CraftKompositum
prof_id | string Kompositum 58 crafter
slot | number 1
other_free_slots | table 0x0000020DA1B7DFE0 #0
operation | object ModItemSectorOperation 'CraftKompositum'
...
resourceId | string BCE_Compact_Disc
amount | number 2
resourceData | nil
whahappen  [author] 30 May, 2024 @ 3:53pm 
It should not show the old craft Kompositum 58 operation.
Juggernaut 30 May, 2024 @ 3:41pm 
When I try the craft Kompositum 58 operation at the Weapons Lab with Dr. Gruselheim, it shows the same texts as the chemical crafting operation and it doesn't work. Is this a bug?
whahappen  [author] 17 May, 2024 @ 1:47am 
There are two options:
Purchase in Bobby Ray's or use Basic Crafting Economy and craft upgrade kits. But with BCE Loot mod you would get more resources for crafting. Still, with only using Basic Crafting Economy + BCE Armors, you can recycle armors, craft plants to fabric and buy materials from Bobby Ray's to craft upgrade kits and upgrade your armors.
PanzerElite 16 May, 2024 @ 10:16pm 
the armor and the upgrade kit can loot in the game .I want use the mod without BCE loot because I not want BCE gun mod..
whahappen  [author] 14 May, 2024 @ 3:42pm 
Update v2.15
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+ Renamed to BCE Armors
+ Gas Mask can be upgraded with Weave Paddings & Kompositum 58
whahappen  [author] 2 May, 2024 @ 8:00pm 
Update 2.12
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+ Battle Armor Helmets can be upgraded with a gas mask
+ Battle Armors can be upgraded to Raider Armors
+ Ivan Ushenka & Nails Leather Vest can be upgraded in 4 tiers (Flak Upgrade Kit)
Baka Racker 2 May, 2024 @ 7:58am 
Gotcha, thanks.
whahappen  [author] 2 May, 2024 @ 2:00am 
Thats correct. Crafting resources are being initiated in Basic Crafting Economy. There might be some exceptions.