Arma 3
JCA - QOL Essentials V2
71 Comments
Klesck 17 May @ 5:26pm 
I was looking for something that would simply boost the vanilla flashlight effectiveness without requiring other massive modpacks. This does what I want, but the other QoL changes are actually really nice and a pleasant bonus for me. Thanks a ton, great little mod.
Grave  [author] 9 May @ 6:00am 
@Nova Queen alrighty, NP. if you have any other issues with JCA or E22 mods you can toss them in the discord, helps keep the comments clean and means i can point people in the direction of the answer easier if i get subsequent reports.
Grave  [author] 9 May @ 5:23am 
@Nova Queen just checked, the PBOs *are* signed, did you upload the key?
Grave  [author] 13 Apr @ 8:35am 
@Timon-Niv yeah really not getting you. this mod doesn't do anything with mags. I don't know what you mean by "Add it" because I don't even know what yer referencing to in this instance. If you can, join the discord to discuss it or be very clear with what you mean, I dont even know what you are asking about
Timon-Niv 13 Apr @ 5:48am 
i mean can you add it so we can use non JCA 7.62 mags like you did with the 5.56 ?
Grave  [author] 13 Apr @ 4:12am 
@Timon-niv this mod does. Nothing to. Change magazine function, arma 3 uses a mag well system, I add jca mags to the vanilla mag wells when appropriate, such as the 5.56 mags, however I do not make it so that the guns can only use jca mags. Unless you mean something else I haven't done anything to the magwells
Timon-Niv 13 Apr @ 1:33am 
hi can you make that the weapons will be compatible with non JCA mags?
Grave  [author] 18 Mar @ 4:45pm 
@elpedrochicoraulalfonsotejada no clue how to do that, its been asked before and i *do* intend to look into it, but i am mostly busy with other projects right now. the only CBA function i know is getting joint rails to work
Can you add a CBA addon options tab? I'd like to turn off inventory sounds, since I'm using ProjectSFX with this
Fair. I'll do some more testing then removing other mods. Was thinking maybe the raised intensity and range of flashlight attachments of this mod would indirectly affect flares too. :steamthumbsup:
Grave  [author] 2 Feb @ 11:48am 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc you know, Brother. There is a description that tells you what this mod does. :P
No, this mod does not change flares. I have a mod that adds very bright flares, but this aint it
Is it this mod that causes flares to be insanely bright?
Bit.Byte 14 Dec, 2024 @ 8:06am 
That's great, thanks for the quick response! I'm gonna go edit my mod list and subscribe to some of those equipment mods then! :D

And the face comment was just me trying to be funny, though I am subscribed to your face mod as well. xD (dependency things eh?)

I know what you mean about A4 / Reforger, I'm not very patient and that's the only reason I'm currently thinking about purchasing Reforger, and A4, well, The Cold War doesn't bore me or anything... not that it's my favourite age of warfare either, but I'll be getting it just knowing how awesome the mod community is, I imagine it'll only be a very short wait before we can enjoy some .... WWII, Vietnam, Composite / Present / Modern Warfare units and mods!

Anyways, keep up the good work like I said, I'm looking forward to that equipment AIO and any other updates! :)
Grave  [author] 14 Dec, 2024 @ 7:49am 
@@Bit.Byte V1 is outdated and just exists for anyone who may have made missions with it.

As for the mods, JCA infantry arsenal includes all new weapons and attachments from JCA, this does not include things like MXRP and SPAR re-textures because they are not JCA unique weapons.

Gear items such as the tactiucal glasses remake, M50 APR and MCRP they will *eventually* get their own all-in-one called JCA - Infantry Equipment. For now MCRP is waiting for an update so that it is more in-line with other JCA gear.

When it comes to the faces i assume you mean E22 - Identities, which will remain independent and open-source so that anyone can get new faces without having to download anything else.

As for reforger and A4, no my unit isnt interested in either of them, so we are not spending time on learning anything right now. Especially given A4 will likley be cold war from what we have seen, and we have no interest in that as a setting.
Bit.Byte 14 Dec, 2024 @ 7:30am 
Hey, do you need the QoL Essentials Vol 1 if you're subscribed to this one?
(I need to cut down my 300 mods to something more reasonable. xD)
Actually, rather than commenting on another one of your mods, I'll just ask since I'm already writing, your Infantry Arsenal mod; are there any other of your mods not included within this that are just... must haves? (Like I say below, I love your mods (and face) and the more I can get the better!)
What's included, what am I missing out on? I see things like the M50 APR and your SPAR retextures and I'm very curious at this stage!

I absolutely love your content, keep up all the good work, hope to see more from you in the future! :) (Do you think you'll be making stuff for ARMA Reforger in future maybe? Or you waiting for ARMA 4?)

BB
Valmont 7 Nov, 2024 @ 3:57pm 
The issue with the current "big one" is that it doesn't fit the vests and uniforms where in reality one could have they toolkits hanging from the side of the uniform or attached to the vest in real life...
Valmont 7 Nov, 2024 @ 3:55pm 
@Grave you are right, the most realistic solution could be splitting the current toolkit into 4, Explosive Defusal Toolkit, Repair Toolkit, Electronic Toolkit and Field service Toolkit. Each weighting 1/3 of the current "all in one". But this more realistic approach also represents more work and the mod maker would have to create 3 additional items :(
Grave  [author] 7 Nov, 2024 @ 3:12pm 
@Valmont the toolkit i am unsure on changing, as it *is* a full toolkit, the reason the medkit was changed is because it was the same weight for some reason
Valmont 7 Nov, 2024 @ 3:04pm 
This mod honors its name, it is truly Essential!
May I ask that you also make the Tools kit 1/2 or 1/3 of its vanilla weight! It is prohibitively heavy. Thank you for all your outstanding mods
grahame 26 Oct, 2024 @ 7:37am 
@Grave I had the same issue with the Zubr. Did some tests and it's an issue with CBA_A3. I reported it
ElPedroChicoRaulAlfonsoTejada 28 Aug, 2024 @ 8:08am 
I figured it out, it's an issue with the GreenMag mod. No problem on your end
Grave  [author] 25 Jul, 2024 @ 8:00am 
@elpedrochicoraulalfonsotejada just checked, seems fine on my end, please make sure there are no mod conflicts before reporting errors
ElPedroChicoRaulAlfonsoTejada 25 Jul, 2024 @ 7:50am 
Sand colored 5.56 mags appear are invisible in game
Clint Westwood 29 Jun, 2024 @ 7:42am 
:WhiteWolfFunny:
Clint Westwood 29 Jun, 2024 @ 7:42am 
That MK18 looks kinda... minty
Grave  [author] 13 May, 2024 @ 5:53pm 
@Marc🦈 i never edited the Zubr
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 13 May, 2024 @ 5:17pm 
The Zubr/revolver is able to equip a suppressor 9mm/.45 (I forgot which) but doesn't show on the gun model and firing it makes it sound unsuppressed still.
Grave  [author] 13 May, 2024 @ 3:53am 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈as stated before i do not know how to do that and am to busy to look into it right now
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 12 May, 2024 @ 11:02pm 
Any chance you can add CBA options to turn off the inventory opening/closing sound?

Mods like TSP Animate and WebKnight's SFX have their own and can be enabled/disabled well. Love everything about the mod so far. :jake::steamthumbsup:
Grave  [author] 24 Apr, 2024 @ 6:04pm 
@solusun currently the JCA Gen 4 family, M115A1 and P320 are not finished, once finished they will be added to a planned JCA - Infantry Arsenal
Korpie 24 Apr, 2024 @ 4:15pm 
@solusun I know Grave had planned one, however I'm not sure what the time frame of that would end up being, as there is other stuff Grave gets hired to work on.
Sol 24 Apr, 2024 @ 2:47pm 
@Grave, your JCA mod series is really good, can you please make a JCA AIO (All in one) to make it easier to keep up to date for people like me who don't visit workshop often?

Also because of the clutter in the launcher mod section, all in one would make it easier to sort.

Thanks for reading! :NATO:
Grave  [author] 1 Apr, 2024 @ 4:10am 
@Miku no clue how, just don't use thermal/nvg on thoes optics
Miku 1 Apr, 2024 @ 12:37am 
Is it possible to have some setting toggle with addon settings? I love the flashlight and suppresor models but allowing nvg/thermal on all big optic is too much
Grave  [author] 14 Mar, 2024 @ 1:05am 
@IndianaJoe4323 will be fixed with the next aegis update.
IndianaJoe4323 13 Mar, 2024 @ 9:43pm 
The Black 6.5 suppressor remodel does not apply when using Aegis
Taro 25 Feb, 2024 @ 9:35pm 
i love the mod
nanner 10 Feb, 2024 @ 8:27pm 
understood. i wouldhave thoughtthat you could have setup cba options to enable or disable these things llike many other mods. im requesting on behalf of A3R mod collection more so than for me.
Grave  [author] 10 Feb, 2024 @ 3:39am 
@nanner (Knightin) nope, no idea how. Just don't use the scopes optional feature is all I can recommend
nanner 9 Feb, 2024 @ 7:13pm 
Same with the renaming of the Medikit and First Aid kit
nanner 9 Feb, 2024 @ 7:11pm 
Darn. Could you add an option to disable the Sights updates you made?
Grave  [author] 1 Dec, 2023 @ 10:22am 
@Kloon68 it is added to the list of things ot look more in-depth at
Kloon68 1 Dec, 2023 @ 10:12am 
@Grave: Greetings, Tested after hotfix and unfortunately it still throws the same error: no entry"bin/config.bin/cfgWeapons.JCA_acc_pointer_IR_khaki" .
Grave  [author] 30 Nov, 2023 @ 3:49pm 
@Kloon68 thank you for the report, hotfix applied, please report any further issues.
Kloon68 30 Nov, 2023 @ 3:23pm 
Hi. After last update mod throws multiple config errors:
no entry"bin/config.bin/cfgWeapons.JCA_acc_pointer_IR_khaki" .
Grave  [author] 21 Nov, 2023 @ 6:48am 
@AndraePaldeng no, thats never been a thing, its always been a standard to stabilize them fully, as using turrets in moving vehicles such as a technical or LSV was pretty much usless, likewise with helicopters, there has never been a toggle.
AndraePaldeng 21 Nov, 2023 @ 6:30am 
But the V1 version can toggle turret stabilization on ground vehicles right?
Grave  [author] 19 Nov, 2023 @ 4:46am 
@AndraePaldeng no, its just on by default
AndraePaldeng 18 Nov, 2023 @ 11:01pm 
May I ask how the turret stabilization work here for ground vehicles? Is there a keybind that enables it somehow?
Grave  [author] 12 Sep, 2023 @ 5:31pm 
@Juãn The M320 really wasn't all that good of a mod of mine, as it was one of the first, i did think about fully redoing the texture like the SPARs but i have other plans in regards to sniper rifles that time would better serve, the main issue with compat is that E22 is private mods made public, they were never designed with compatibility in mine for the most part. its a miracle they work as well as they do at all.