Arma 3
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[StarWars] Venator Multi-Deck Interior (Dumb, indirect scenario version)
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Map: VR
Meta: Dependency
File Size
Posted
793.622 KB
7 Jun, 2020 @ 4:00pm
1 Change Note ( view )

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[StarWars] Venator Multi-Deck Interior (Dumb, indirect scenario version)

Description
Hey! Don't use this mod, go get the composition version instead. Here:
https://steamproxy.net/sharedfiles/filedetails/?id=2259561347



This mod adds a composition of the Venator from the 501st Community Auxiliary Mod with a full interior. It is intended as a basic framework for mission makers so does not include clutter decorations, empty vehicles, or AI. That said, there is still a ton of content, organized so that mission makers can set up the Venator as anything from a simple mission starting point, a base of operations (similar to the vanilla airfields), or even a full scenario inside the ship.

IMPORTANT INSTRUCTIONS

DOWNLOADING

Since BI has apparently given up on support for publishing custom compositions to the workshop, you have two options for download.

1) The easy way:
-Don't Subscribe to this mod
-Download the zip file from the following URL and extract it to folder: Documents / Arma 3 / compositions
https://drive.google.com/file/d/1Xa4j7ZxQUBrbqQd4z_f-3oLrKdTH8mCd/view?usp=sharing
-NOTE: Compositions are tied to your profile, so your compositions folder may need to be under / Arma 3/ Other Profiles/ yourprofile

2) The hard, annoying way:
-Subscribe to this mod, this will give you a new scenario. Not very useful.
-Download PBO manager from this url http://www.armaholic.com/page.php?id=16369
-Launch Arma and play this scenario (until you do this, steam won't actually download the mod), then exit the game.
-Go to : Documents / Arma 3 / Saved / steam
-Cut/Paste the folder named [SWOP]%20Venator-Class%20Star%20Destroyer.VR to Documents / Arma 3 / missions
-Open the folder and use PBO manager to extract [Star%20Wars]%20Venator%20Multi-Deck%20Interior.VR.pbo
-This will give you the file, mission.sqm. Leave this file in Documents / Arma 3 / missions / [Star%20Wars]%20Venator%20Multi-Deck%20Interior.VR
-Re-launch Arma and open the Editor
-Go to Open and you should see [Star Wars] Venator Multi-Deck Interior available for editing. Open that file.
-You'll see the Venator with all it's layers in the left-hand browser. Make sure those layers are unlocked (select them and click the little padlock folder icon at the bottom of the panel)
-Expand all the layers and select everything, including the outer-most layer (Venator Multi-Deck Interior)
-Right click one of the objects and select Save Custom Compostion
-You can now spawn the Venator from the Custom Compositions tab.
-Unsubscribe from this mod cause you don't need it cluttering up your scenarios

SPAWNING THE VENATOR

Once you have the Venator in your Custom Compositions list, you can spawn it wherever you'd like in the 3den editor. It will be in the Assets Browser (right hand panel) Groups / Custom Compositions (the farthest right icon / Static Ships). You will need to turn Vertical Mode off in order for everything to spawn correctly. If you're confused refer to the last image above.

Featured Decks:
-Main Dorsal Hangar
-Hangar 2 with Ventral Hatch
-Hangar 3 with the two Lateral Hatches
-Flight Control Areas overlooking Hangars
-Fighter Maintenance Deck
-Port and Starboard Bridges
-Private Quarters
-Crew Deck with Mess Hall and Infantry Barracks
-Medical Deck
-Prison Deck
-Engineering Deck with Engine Rooms and Hyperdrive Room
-Turbo Lift System (Teleport doors for moving between areas)

Requirements:
Laws of War (for tables in mess hall)
SWOP : https://www.moddb.com/mods/star-wars-opposition-main-pack/downloads/swop-main-v20
501st Community Auxiliary Mod [Official]: https://steamproxy.net/sharedfiles/filedetails/?id=1570053049
501st Map Pack v2: https://steamproxy.net/sharedfiles/filedetails/?id=1294477202
3AS (Beta Test): https://steamproxy.net/sharedfiles/filedetails/?id=2058554822
[Star Wars] The Clone Wars Terrain Pack [WIP]: https://steamproxy.net/sharedfiles/filedetails/?id=1623060676
Operation: Trebuchet: https://steamproxy.net/workshop/filedetails/?id=769440155
CUP Terrains - Core: https://steamproxy.net/workshop/filedetails/?id=583496184

SWOP must be downloaded from the url, extracted to Arma 3 folder, and manually added to mod list with the +Local mod button in the Launcher's mod section.

Everything needed (except SWOP) can be found on this mod list. If you don't mind a few extra mods (they're all good) an easy way to get set up would be to just go here and click 'Subscribe to All':
https://steamproxy.net/sharedfiles/filedetails/?id=1629580194

Issues:
-The Central Shaft of the Hyperdrive Room pokes out of the top and bottom of the ship. If your scenario takes place outside the ship, consider deleting that object or even the entire Engineering section.

-If you place the Venator too high, your players will occasionally enter the Halo Jump animation if they lose contact with the ground.

-Some areas just look a bit rough, especially Engineering. The SWOP assets don't fit together very well, so there are noticeable seams, patches, and clipping in places.
44 Comments
SeelieKnight  [author] 15 Mar, 2022 @ 2:56pm 
Author's Note: In my efforts to never use SWOP ever again, I'm encouraging anyone viewing this to use my other Venator mod found here, which does not require SWOP:

https://steamproxy.net/sharedfiles/filedetails/?id=2281731952
darkkmelody 2 Apr, 2021 @ 3:40pm 
Hey, the Venator is having a little issues staying together... When I spawn in the composition everything is in a different order.
sir.ghostington 14 Sep, 2020 @ 11:51am 
Afirm boss, will do
SeelieKnight  [author] 13 Sep, 2020 @ 3:03pm 
@sir.ghostington
The exterior is from the 501st Auxiliary mod pack Are you sure you have the correct version of the 501st Auxiliary pack? The link in the description will take you to the proper mod.
sir.ghostington 11 Sep, 2020 @ 5:20pm 
i JUST get the interior... no exterior
Ryan 5 Sep, 2020 @ 6:54am 
now make it flyable
SeelieKnight  [author] 7 Jul, 2020 @ 7:22am 
finasewine, Someone else also had that issue, but I couldn't get more info from them. So the teleport system relies on scripts in the init field of the doors themselves. Each action uses the position of a different door for the teleport location. The only thing I can think of is is the doors had its names changed somehow? Could you check that the variable names of each door and the names being referenced in the init scripts match?
finasewine 6 Jul, 2020 @ 10:45pm 
Hey I am having a problem when I try to teleport to anywhere it just puts me below the venator. please help
SeelieKnight  [author] 28 Jun, 2020 @ 7:15pm 
@2Lt. W. Peiper My apologies! I hit ignore on all my pending friend requests before I saw your comment. I'll send you one now.
William Piper 27 Jun, 2020 @ 9:14pm 
Good day, I sent you a request to inquire about an issue we are having