


For missing mods from other sources, click the icon. Click the icon to go to the Workshop page, where you can subscribe to the missing mod or see the mod troubleshooting section for further information.

This may happen if you want to play a foreign savegame using different mods or might be caused by some technical problems of the Steam Workshop update mechanics or a mod being removed from the Steam Workshop due to legal reasons. Mods that are marked with a red triangle can't be found by the game. Be aware that it's unlikely that a mod author can test all possible combinations of mods so these indicators are a good estimation but no definitive information. There are some indicators that might serve as an orientation to estimate the impact. While in most cases it is no problem to activate additional mods at a later point of the game, deactivating mods may have a serious impact in the integrity of the savegame. Usually the mod description or the description in the Steam Workshop or download location contain information regarding load order, dependencies and incompatibilities. Make sure that you activated all dependencies if a mod requires some, too. Some other mods might depend on scripts of other mods which have to be loaded before. If you use some mods that override files of others or manipulate them by script, they might be needed to be loaded last. Personally, I only use the Workshop for small mods like CBA, missions, and campaigns (Resist), and download the big stuff like CUP and RHS manually.In many cases it is not required to change the loading order. For situations where users must have mods in their normal A3 folder locations, or in custom mod folders, avoiding the Workshop and downloading normally from ArmaHolic, etc. In general, after some initial confusion, I think the current Launcher setup for mod handling is fine and intuitive, and is certainly vastly preferable to mod duplication. Adding the View Workshop Folder in Explorer option to Launcher would be the simplest way to make mod handling by Launcher more user friendly. Ideally, rather than opening the mod folder itself, this would open the parent folder with the desired sub-directory highlighted using explorer's /select parameter Įxplorer /e, /select, C:\Games\Steam\steamapps\workshop\content\107410\682496867 One thing the launcher could do to make it easier to match workshop folders to mods is include a View Workshop Folder in Explorer widget in the panel for each subscribed mod. People who run servers or eschew the official launcher should *know stuff* - that's just how it goes with modded games on PC - including in this case how to create file system links which will yield the best of all worlds (single copy, updated automatically, visible in the A3 folder). Not duplicating mods is patently a better default behaviour and is entirely transparent for anyone who exclusively uses the provided launcher.
