Arma 3
ZEI - Zeus and Eden Interiors ( Continued )
70 Comments
A. Ares 2 Jul @ 8:48am 
I do believe that there is an option to create your own templates for specific building types, I believe there is a module that creates arrows on positions in buildings so you can create and export your own template. Then you can send it to the dev through the Composition Submissions Discussion to be implemented in the mod!

So, compatibility is a matter that we can actually make ourselves IF I get it right!
Jay 30 Jun @ 1:13pm 
Hello, can you make it compatible with Livonia buildings please ?
索伦(氏)巧克力眼 27 Jun @ 12:10pm 
ktutyld
Slip 16 Jun @ 10:38pm 
youre a legend, one of my favorite mods for building missions but always hated how its pretty much solely the stock buildings.
NETOGON 11 Jun @ 10:13pm 
yupo
ꑭᛟ Danon ꑭᛟ 6 Jun @ 6:54pm 
Please make templates for RHS soviet houses :steamthis:
A. Ares 2 Jun @ 1:12pm 
@_mickey_ true... But you can always change them after placement! ;)
_mickey_ 2 Jun @ 11:36am 
The mod has a drawback.

Part of objects placed in the interior will not have available in the game physics cause be placed always as "Simple Object" so they will not react to the explosion of a grenade inside this interior. I do not understand - why it was impossible to add a checkbox "Simple Object" before filling the interior? How many objects will be placed as "Simple" and as not Simple is unknown. There is no way to influence this before placement.

Big Request to the author - make the any setting, so that the player can influence it, before placing.
Fastmover15 30 May @ 2:52pm 
The file is corrrupted
Pa:1 30 May @ 9:44am 
dombol
Тошик 27 May @ 12:21am 
Топ
Zomboid_Beck 14 May @ 5:08am 
IDK if you're reading this, but this is a fire mod and you should be very proud of this.
ArcaPenguin 6 May @ 7:14am 
hope make this great addon compatible with CUP Terrains - Core buildings
EmberD 2 May @ 7:13am 
Thank you for taking over, looking forward to it!
fraukraze 21 Apr @ 1:52am 
ENG: Write something from the list below in my profile and I will do the same
RU Обмен +rep'ом, кидайте, в течение нескольких дней кину вам.

+rep nice profile
+rep good player
+rep absolute
+rep 200 iq
+rep it was funny
+rep chill guy
+rep 𝘺𝘰𝘶'𝘳𝘦 𝘸𝘪𝘭𝘥, 𝘣𝘳𝘰
+rep love <3
+rep god
+rep nice game
+rep too cool...
+rep 𝙨𝙝𝙤𝙤𝙩𝙞𝙣𝙜 𝙜𝙖𝙡𝙡𝙚𝙧𝙮 1 𝙥𝙡𝙖𝙮𝙚𝙧
+rep good profile
+rep n1
+rep top frag
kkcat 8 Apr @ 7:58am 
what about cdlc\mods support?
R. Gonzalez 6 Apr @ 3:38pm 
Actually...

The report below seens to be and issue also with the old version

If you guys could check it out anyways, cuz it's abnormal
R. Gonzalez 4 Apr @ 9:36am 
Guys

I'm having the same issue that @Digny reported....

The mod is breaking Zeus loading, making it really slow to open
Maksoncin 2 Apr @ 6:05pm 
Livonia isn't compatible?
Digby 31 Mar @ 3:25pm 
Randomly this mod loads really slow when I attempt to go into zeus. However the original doesnt
aaronbok 23 Mar @ 8:52am 
Thankyou for a great mod. We used it alot in two of our weekend coop missions, Snowbase and Korean Invasion. Have posted short videos on youtube. Great fun was had by all. A great tool for mission builders. Thanks again.:steamhappy:
Kiwi_Twitches 19 Mar @ 5:33pm 
Legend. Appreciate you picking this up
GodDoor 𝕌𝔸 16 Mar @ 8:05am 
Would you supp cup, rhsteracore, Realistic Map Assets V2, Eden Object, Military structures? Its realy will be cool
TehF0cus 13 Mar @ 10:56am 
You are the man! Thanks for continueing this amazing zeus addition
thp801 12 Mar @ 9:53am 
could you please add DCO Firing Position (FIPO'S) to the garrison building.
d.omeron 12 Mar @ 6:41am 
Regarding to Garrison Building - can you make a module for placing guards on watchtowers around the map? some maps have borders between two nations and there are tons of watchtowers all over.
Arkblade 10 Mar @ 12:29pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2248165312
Would it be possible to have automatic Fill like this mod?
Sgt. J. Andrews / Samantha  [author] 10 Mar @ 4:22am 
@Kalle By default, they all spawn in with the simulation disabled if the module is used in Zeus, in the editor a good composition should have everything set to Simple Object if the object can be turned into it, which makes it even better for performance.

@Woolly Bruh I'm already adding lighting to new compositions when I feel like it's needed, going through the old ones would be extremely time consuming.
Woolly Bruh 9 Mar @ 10:15pm 
you should add the suspended camping lamps to all the templates
e-RAD 9 Mar @ 1:16pm 
interesting!
Per_von_Harke 9 Mar @ 10:42am 
Thanks !
A. Ares 9 Mar @ 10:27am 
@Kalle, generally speaking the best option if you have objects that do not need simulation is to have them set as "local only"! And to achieve this, you need their simulation disabled, so I believe that you are right on this!
Kalle 9 Mar @ 8:50am 
Would be nice if items was spawned in with simulation disabled as standard. There are usually alot of objects that needs to be synced in multiplayer and even when you use only defence its better for the server to use it with simulation disabled.
Mr Fox 9 Mar @ 4:11am 
Much appreciated :steamthumbsup:
秋风之墩·Official 9 Mar @ 12:51am 
Thank you very much!
DonK 8 Mar @ 9:48pm 
Oo boi very happy someone decided to continue it.
A. Ares 7 Mar @ 6:55pm 
@Josef Terboven Gaming nope... This actually is the "continuation" of the old one! (Thank Sgt. J. Andrews / Samantha for that)
Josef Terboven Gaming 7 Mar @ 5:19pm 
Does this require the original?
Sgt. J. Andrews / Samantha  [author] 7 Mar @ 2:42pm 
@onestar It was something I was thinking to do anyway, really depends on how much moving over to ZE brings to the table in regards to Eden as well, but I always appreciate the input and 2c!
onestar 7 Mar @ 2:30pm 
Of course, it would be ideal to keep this as it's own thing and then develop more suitable things for Zeus. Just a small suggestion, no ill feelings towards people using Zeus!
Sgt. J. Andrews / Samantha  [author] 7 Mar @ 2:08pm 
@stulle_berlin In this case yeah, it would be out dated and have far less comps.

@WebKnight will do, I greatly appreciate that.

@onestar It would probably be a completely separate mod, I wouldn't call the extra requirement for Zeus Enhanced useless but in the case of SP/COOP, maybe a bit extra bloat but ZE is such a small file that having it as a dependency wouldn't be the worse thing in the world.
onestar 7 Mar @ 11:42am 
Yes, I hope so!
A. Ares 7 Mar @ 11:34am 
@onestar, I do believe that another mod may be optional!
onestar 7 Mar @ 10:32am 
Don't make this (version) dependent on any mods, please. This is great for SP/COOP content that is not ZEUS based in any way. An extra mod requirement might make this mod a little useless for that.
WebKnight 7 Mar @ 9:18am 
@Sgt. J. Andrews / Samantha if you need help implementing the zeus enchance modules lmk
stulle_berlin 7 Mar @ 7:09am 
does that mean the original mod is obsolet?
Sgt. J. Andrews / Samantha  [author] 7 Mar @ 3:21am 
@Its ya boy Griff The only list I've got so far is the ones that I've created and people have submitted, I can grab the list and post it on the github n update it during development. Currently SOG, CUP, WS, GM have already been added ( However they're mostly Military comps ) with Cambodia as well from the previous mod. If you're curious about it now, the github is open to be looked at so you can see the class names have got support already
Its ya boy Griff 7 Mar @ 3:12am 
Do we have a list of buildings or other mod pack buildings this will work with? Thanks in advance
Sgt. J. Andrews / Samantha  [author] 7 Mar @ 2:37am 
@WebKnight Yeah it's something I'm certainly gonna look into, I'll dabble in it and see what I can come up with. I have ideas but putting them in practice is another thing.

@Stanley Yeah that's certainly not right, I'm currently not getting that issue as of yet but I'll certainly see about updating it to ZE modules to improve everything all around.

@Payne Smith These include all the base ones that were already in the mod

@Todd Ler Fondler I noticed that the modules appear regardless if the Game Master module's options to only do Official Addons and they just cease to work despite appearing in the list. I'm able to select the module but placing it on something it will refuse to go to the next phase. Does this sound about right?
Payne Smith 7 Mar @ 2:07am 
Does this include the one from the base mod or do we need them separately?