Standalone Arma Reforger Mod Suite
Budget: £10 – £50 GBP
I’m building an Arma Reforger project that must stay completely independent of any RHS assets, so I need a clean, reusable folder architecture plus a first wave of custom content to drop straight in.
Folder structure
• A logical, developer-friendly hierarchy that separates data, scripts, and art assets
• Clear naming conventions and build pipelines so future contributors can plug in without breaking dependencies
• Ready-to-publish addon and .gproj packaging that points only to vanilla Reforger classes
Initial content
Once the scaffolding is in place, I want a small but representative set of mods to prove the workflow:
1. Gameplay modifications – balance tweaks and quality-of-life scripts that compile without external libraries.
2. New maps – a compact test island (terrain, clutter, lighting) using only stock textures.
3. Custom weapons or vehicles – one firearm and one light vehicle, fully textured and configured.
4. Patches & flags – unit insignias and country flags in DDS with correct material setups.
5. Game modes – a lightweight PvE scenario that showcases the new assets.
Everything has to build in Workbench and load in game with NO RHS warnings and no broken references. When you hand it over I should be able to:
• Open the workspace, hit “Publish,” and see a green build.
• Drop the published .mod into a fresh Reforger install and run the sample mission error-free.
If you already have proven techniques for dependency-free modding in Enfusion, let’s implement them here.
Folder structure
• A logical, developer-friendly hierarchy that separates data, scripts, and art assets
• Clear naming conventions and build pipelines so future contributors can plug in without breaking dependencies
• Ready-to-publish addon and .gproj packaging that points only to vanilla Reforger classes
Initial content
Once the scaffolding is in place, I want a small but representative set of mods to prove the workflow:
1. Gameplay modifications – balance tweaks and quality-of-life scripts that compile without external libraries.
2. New maps – a compact test island (terrain, clutter, lighting) using only stock textures.
3. Custom weapons or vehicles – one firearm and one light vehicle, fully textured and configured.
4. Patches & flags – unit insignias and country flags in DDS with correct material setups.
5. Game modes – a lightweight PvE scenario that showcases the new assets.
Everything has to build in Workbench and load in game with NO RHS warnings and no broken references. When you hand it over I should be able to:
• Open the workspace, hit “Publish,” and see a green build.
• Drop the published .mod into a fresh Reforger install and run the sample mission error-free.
If you already have proven techniques for dependency-free modding in Enfusion, let’s implement them here.