Arma 3
US Navy SEALS [NIA]
70 Comments
Jowiko 19 May, 2024 @ 4:51pm 
FWI this does NOT work with DRO
houston0g38 22 Jan, 2024 @ 12:51pm 
What is the faction name? I wanna add this to my liberation map but can’t seem to get the right faction name please help me figure it out
AUS-Z 15 Jan, 2022 @ 6:17pm 
i also had cup except for cup weapons disabled when i got them working so i could save them in arsenal so hopefully thats the fix
AUS-Z 15 Jan, 2022 @ 6:15pm 
people who say this doesn't work are right and wrong it wont load on altis dro but will on clafgan without the community factions mod that makes the armies 2035 and can just make a arsenal loadout for the classes u always had to give them a custom one with enough ammo and ir lasers and that anyway so once you have them saved its fine
Osama Bin Bommin 11 Feb, 2021 @ 12:12pm 
I really like this mod but unfortunately I cant change the gear of the units because when i play the scenario they change back to normal.
jarrad96 [4SFG]  [author] 9 Jul, 2020 @ 7:01pm 
No, works just fine, I just checked in both Editor and Zeus. I can't guarantee it will work with random generated missions like DRO/Anti-Stasi and the like as this faction has my oldest code compared to newer ones I've made. Make sure you have the mod and all it's dependencies loaded in the launcher and for all clients/ other players/the server, as this is not a client side mod.
tequila 9 Jul, 2020 @ 6:14pm 
Is this mod corrupted?
gamer guy 21 Apr, 2020 @ 6:11pm 
nice, makes this mod much more useful
jarrad96 [4SFG]  [author] 21 Apr, 2020 @ 5:52pm 
Yes, they do provide armour.
gamer guy 21 Apr, 2020 @ 5:24pm 
Do helmets have armor?
invisa_boi 12 Mar, 2020 @ 3:30pm 
Thank you.
jarrad96 [4SFG]  [author] 11 Mar, 2020 @ 9:16pm 
I don't really plan to update the current version of the mod. I may in the future do a complete code-rewrite, as this was made in June-July 2016. The remake would likely bring it on par with the RHS version, which has newer code and also an AOR-2 Jungle SEALS faction included, but I'm also now working with CUP and CFP (Community Faction Project) and they have SEALS in CFP that I worked on that are better than these.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1369691841
invisa_boi 11 Mar, 2020 @ 8:49pm 
Any thoughts about making a new update? (I don't know really what you could add)
jarrad96 [4SFG]  [author] 10 Mar, 2019 @ 11:25pm 
No an issue anyone else has reported to me before, and not something I have had happen myself. It sounds like an issue with the side/team but the SEALS are BLUFOR.
Absolem 10 Mar, 2019 @ 11:23pm 
Sorry if this has been posted already, I've sifted through quite a few of these comments and haven't seen this issue yet. First off love the mods but my ONLY issue is when i use the SEALS with the "Dynamic combat ops" Scenario mod my SEAL's just shoot like 3 squad members on spawn, but it only happens with this faction for some reason?
Sgt. Saunders 6 Nov, 2018 @ 10:42am 
Good Mod. When I changed the equipment to SEALS it looks good in the editor but when I play every soldier returns to original gear.


Do you know how to fix it.

PlagueDoc 19 Oct, 2018 @ 2:40am 
Thank you! Sounds great!
jarrad96 [4SFG]  [author] 18 Oct, 2018 @ 6:25pm 
If I found suitable uniforms or gear, yeah I could do some older units. Right now I have other priorities, mostly working on Overhauls recently.
PlagueDoc 18 Oct, 2018 @ 6:08pm 
Thank you Jarrad. I agree, Workshop is the way to go. Unfortunately, I am a total noob, started playing ArmA recently after watching the movie (like four times already) and I have no clue on how to make a proper Navy Seal playable team from the mods. Maybe at some point if your time permits, could you create a separate Lone Survivor-based Navy Seals mod please, using only Workshop stuff, maybe slightly deviating from the movie (instead of the MK12, going with the MK11 for example, etc.)?
jarrad96 [4SFG]  [author] 18 Oct, 2018 @ 5:55pm 
I think your best bet for a re-creation of those would be RH_M4 pack and RH Accessories, found here-

(not on Workshop)
http://www.armaholic.com/page.php?id=23277
http://www.armaholic.com/page.php?id=28057

That should give you some suitable tan sprayed rifles, the Ops Inc supressor and attachments, and maybe a Mk12, otherwise I find the NIA AR15 pack LAR-15 a decent stand-in for a Mk12 as it's a full auto full length AR. I don't want to make them part of this mod as it's not based on that time period and it would add non-Workshop dependencies, which people really dislike.
PlagueDoc 18 Oct, 2018 @ 3:56pm 
Jarrad - thanks for the clarification, I didn't know that! I won't add it then as I wanna keep it realistic. The movie Lone Survivor has a short scene and indeed it's not the panoramic NVG that the guys used. It's Google that confused me, as I searched for Navy Seals and NVG all I got was the GPNVG18 photos.

Something else though. I would like to recreate the four man team in the movie Lone Survivor, including their equipment. They had the "normal" NVG, two of the guys had the MK12 Special Purpose Rifle and two had M4A1 rifles with grenade launchers.

Would you please kindly make this particulae SEAL team available? Fully detailed equipment here:

https://www.getzone.com/the-guns-of-lone-survivor/

I would like to thank you for the info and for your contribution!
jarrad96 [4SFG]  [author] 18 Oct, 2018 @ 1:44pm 
I don't plan to add that as a dependency but if you want to use them standalone go ahead. It's usually DEVGRU/ Seal Team 6 using them, as they have a higher budget compared to the other SEAL teams who have some, but not as standardised.
PlagueDoc 18 Oct, 2018 @ 2:57am 
Any chance to add the L3 GPNVG-18 Panoramic Night Vision googles to the SEALs please as they seem to be using it these days.
stuckp00p 4 Oct, 2018 @ 9:28am 
wtf happened to the vsm mods. and wtf are all these 'lemme dress you up for you' mods lol
🔰♛kΛLΣПKI♛🔰 12 Jul, 2018 @ 6:08am 
any units here use this mod as their main one? if yes i might be joining
:goldkey:
Altair 16 Apr, 2018 @ 7:22am 
Yeah when controlling the unit i can drop belts. 5 - 6 belts provide alot of ammo while still allowing the unit to run incase you want to know for whenever you get around to updating this version.
jarrad96 [4SFG]  [author] 16 Apr, 2018 @ 12:40am 
Really? I made this mod before the stamina overhaul and the AI were fine, but when they changed the stamina system it must have messed him up- can you open his backpack and drop a few belts out? I know 10 belts is a TON of ammo but on the old system it was perfectly manageable, and for technical reasons I can't edit the unit's kit without deleting the mod and re-making it from scratch (which I may do, as I plan an update, but not a priority right now)
Altair 15 Apr, 2018 @ 10:20am 
Did you intend for the Autorifleman/ Machinegunner to have 10 magazines for his M60? With so many magazines it prevents the unit from running and if the unit is controlled by AI the lag way behind the rest of the team as AI can't drop magazines.
jarrad96 [4SFG]  [author] 9 Jan, 2018 @ 2:57pm 
A RHS version will come in the future, but I'm busy with other factions right now.
MaxineMason 9 Jan, 2018 @ 7:01am 
we need rhs
jarrad96 [4SFG]  [author] 6 Dec, 2017 @ 2:03pm 
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.
Katrino 30 Oct, 2017 @ 2:22pm 
TY, life happens. Thanks for such a quick reply.
jarrad96 [4SFG]  [author] 30 Oct, 2017 @ 1:20pm 
Ok, I might not have put it out properly. I'll try and fix it soon- really busy IRL right now.
Katrino 30 Oct, 2017 @ 8:19am 
Thanks jarrad96 for these SFF packs. They go well with DRO. I'm not seeing the update you describe. Marksmen and machine gunners are still spawning with M14 EBRs and M60E4s. I reinstalled the mod and downloaded from Armaholic with no luck. I searched the .PBO and did not see the SCAR or Mk48 anywhere. Hope you can help.
jarrad96 [4SFG]  [author] 21 Sep, 2017 @ 2:33pm 
It uses MRT (now incorporated into CBA) to toggle the magnifier up and down, which uses a new button. Look for it under the mod controls, called 'Toggle Optic State'
Hotmic 21 Sep, 2017 @ 8:55am 
For some reason when I try to edit a load-out of a soldier, it spawns as default load-out when mission starts. Also how do you switch to different optics. ctrl+Rclick doesn't work for me. Other than that the mod looks great!
jarrad96 [4SFG]  [author] 23 Aug, 2017 @ 3:59pm 
No problem :)
Thanus 23 Aug, 2017 @ 3:57pm 
Yeah, I checked it. Must've missed it. No big deal
jarrad96 [4SFG]  [author] 23 Aug, 2017 @ 3:55pm 
Changelog is both in the comments (Scroll down, it's a long one) or at the top of the page to the right- Change Notes- (View)
Thanus 23 Aug, 2017 @ 3:39pm 
Ok sorry about that. I must've missed it
jarrad96 [4SFG]  [author] 23 Aug, 2017 @ 3:36pm 
Yes- I mentioned this in the changelog- It's just to make them more accurate to IRL.
Thanus 23 Aug, 2017 @ 3:12pm 
Is NIArms Minimi's a new dependency?
jarrad96 [4SFG]  [author] 20 Aug, 2017 @ 4:15pm 
Updated workshop page with new images and some text corrections.
jarrad96 [4SFG]  [author] 18 Aug, 2017 @ 11:11pm 
US Navy SEALS and USAF Pararescue Updated-

New Squads-

Air Force Pararescue Teams and SWCC Crewmen added
SEAL HQ Element added
SEAL Assault Team added

New Units-

More Air Force Pararescue Units added

Equipment-

Has been changed from the 2009-2010 transitional period of equipment to the much more modern 2016-2017 timeline.
This means that the HK416 has changed from a limited issue weapon to one of the more standard ones within the faction, and the M14 EBR's in the DMR role have been replaced by newer Mk17's.

The at-the-time aging Mk43 (M60E4) has been fully replaced by the Mk48 7.62 SAW, with some Mk46 SAW's used by VBSS teams as well. Gear changes such as the introduction of more Opscores instead of MICH's has also been done.
jarrad96 [4SFG]  [author] 1 Aug, 2017 @ 3:44pm 
Thanks- I knew there were similar units pre-vietnam and 'frogmen' as a term was a reference to those, but I did not know they were in Normandy.
Tacticalpickle103 1 Aug, 2017 @ 6:18am 
Well according to official sources including the National Museum of the U.S. Navy S.E.A.L.'s in Florida (To which I have visited, it's amazing), the history of the Navy S.E.A.L.'s went back before the Vietnam War, although they weren't called "Navy S.E.A.L.'s" until the Vietnam War, they were referred to as "Frogmen" and one of their first big operations was destroying the hedgehogs and other equipment across the beaches of Normandy mere days, then hours before the invasion began.
SMITTY 11 Jul, 2017 @ 11:18pm 
true man thats awsome will def check it out, may already have it and not realised, thanks bud
jarrad96 [4SFG]  [author] 11 Jul, 2017 @ 11:15pm 
@Grego - Check my workshop, I have 1 Aus 2nd Commando / NZ SAS mod myself and am working with a team on a whole Aus/NZ forces mod :)
SMITTY 11 Jul, 2017 @ 11:13pm 
COOL mod, a nzsas and australia sas faction would be cool, tier-1 and badass