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This mod takes weapons/uniforms/vehicles from that dependency list and combines them with the faction data (which is pure text/code, so small) to make a working faction mod ingame.
Apparantly if you don't sync up the Military Commanders with their respective objective modules, then they won't recognize any faction before you recreate the scenario or fiddle around with the SQM file.
Sorry for the trouble. :)
I dosen't look like that any of them would conflict?
I am on main branch with everything. ARMA is on stable branch and the rest are just subbed from Steam Workshop. It says that there is no TBI faction.
I put TBI in the force faction input in the OPCOM module, but it won't recognize the faction.
I'm using the Stable, not development, version of ALiVE at the moment.
Added-
-Added Scavenged BMP-1. Loosely based on Operation Anaconda in 2002 where the Taliban had small numbers of armored vehicles.
-Added Warlord Command Cell, which is a 6 man group of veteran fighters led by a 'Warlord' which is an Officer equivalent, to act as a Command Squad.
-Added Motorised Cell in Ural Truck
-Some of the general units, such as Snipers, Machinegunners and RPG Gunners, have been varied a bit more, with new clothing, weapons ect.
On the technical side- The Taliban RPG Gunner will now work better with V-COM and ASR AI, meaning he's now more likely to use his RPG against infantry and buildings, as well as having the proper RPG backpack and ammo types.
-The Static Weapon Teams, under 'Supports' support V-COM AI.
Added-
-Server Keys
-Taliban Weapons teams (V-Com AI compatible)
-DSHKM Team
-SPG-9 Team
-Metis ATGM Team
Removed-
-NATO Mortar
-Bug fixes.
Added-
-Static weapons (NSV, SPG-9, ZU-23-2, ATGM)
-Technical patrols and motorised units
-Ural truck and GAZ/UAZ car
- Added Elite units based on 'Red Group' taking the SF/Paramilitary role within the faction.