Arma 3
[SP-Campaign] M.E.R.C.S. - 1.11
Chemy 1 Jul, 2023 @ 10:37pm
PSA: mods that dont work with this campaign (as of July 2023)
Just things from my own testing, feel free to add more of your own findings below. Basically the goal of this thread is finding a modset that allows you to play the whole campaign without gamebreaking crashes/bugs.

ACE doesn't work.
RHS, Zeus Enhanced, CBA, Simple Singleplayer Cheat Menu (SSPCM) and Call Virtual Arsenal is fine.
*I disabled LAMBS and all AI-related mods in case it causes things like target AI exiting AO, etc which theyve been known to do sometimes with other scenarios.

Here are the broken points I've found so far:
- Play the first mission (Brave New World) and get in the car when told to. If the screen doesn't fade to black before the car hits a mine, ACE may be the culprit.
- If you managed to reach the first hub, go to your bedroom and access the market from your laptop. If your mod broke sth, you'll get a STATUS_ACCESS_VIOLATION. Again, ACE.
- Sauerland Express mission: the Strider that's supposed to escort your truck isnt moving (which is a problem since that Strider is a mission trigger). Enable Zeus in SSPCM and use the 'Remote Control' module on the Strider, then drive at the head of the convoy.
- Protection Money: the UAV is a lie, dont waste your money on a UAV terminal. Otherwise mission works fine.
- 1st R&R: Buddy doesn't move from his pissing spot. Enable Zeus (I use Zeus Enhanced btw) from SSPCM then drag him into the car. If he keeps exiting the vehicle, disable his simulation in Zeus, THEN drag him into the car. After that you can enable his simulation again and he will not exit vehicle (in case it's a trigger for sth).
- Badass One: not sure if this is a bug, but the Buzzard always goes down if you dont control him after you get the order to 'divert'. Another tip to save you the frustration; the mission only checks whether the convoy vehicles are destroyed, dont mind anything else (YES, THE CHECK INCLUDES THE KUMA GUARDING THE GATE).
- Diplomatic Incident: Completing the objective "Secure Tanks" may be iffy. It wouldnt trigger on my first playthrough despite the compound being clear (I checked with Zeus, extra note that I have 2 guys in my squad). After a restart (this time I went in alone), the objective was completed even when there were 2 enemies in the area. I'm guessing the completion trigger is letting the other friendly teams move in first (I just dragged them closer with Zeus tbh).
- Surfin ROA: Insert by boat doesnt work, nothing happens when you approach/enter the boat. This is my first time trying this insertion method so I'm unsure if it's broken just for this mission or for all missions. It's ok just insert by foot, if you trekked across the Sahara you can trek across Altis too.
- Forced Cooperation: I inserted onto the beach and waited until midnight. The engineer may not be at the house yet (despite his schedule saying otherwise). You still gotta wait for him to spawn and drive up to the house. Not gamebreaking, just a note.
- Liberty: Note that no matter how good you kept the squad alive, you'll still get the "I feel sorry for your men" dialogue at the end.

That's all the tips I have. I played through all endings and it was a great narrative! Would love to see more of Raif and Buddy.

Also, here are additional tips I found while searching for a modset that won't break SP scenarios:

"All have been played with enhancement mods like: Enhanced Movement, CH View Distance, DynaSound, JSRS, Enhanced Soundscape, Limited Gun Movement, Recoil Coefficient Changer, Bloodlust.

Try not to use overhauls like ACE, Project Injury Reaction, Armor Plates System and so on."

I got these tips from this SP scenarios collection *winkwink* which the author compiles each year:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914977527

Thank you for the story IndeedPete! I'm looking forward to sink my teeth into Codename Phalanx next
Last edited by Chemy; 4 Jul, 2023 @ 12:33pm