BlackOpsFAF-Unleashed only for FAF v26
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thanks for reporting this.
https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27
(fixed in next version)
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@Uveso Could you change the sound of the Citadel MKII when clicked? When selected, it currently sounds like a tank, but it should have the sound of an aircraft.
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Wait, really? I never realized that. Thanks for the heads-up, Iβll take a look!
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Update 21.Apr.2025 (v26)
- Added Annotations (MrRowey)
- Speed up functions (MrRowey)
- Fixed CreateProjectileAtMuzzle hooks by returning the projectile to parent function
- Unit bea0402 (Experimental Aerial Fortress) now has a dummy weapon to attack enemies directly below.
- Unit bea0402 (Experimental Aerial Fortress) changed UISelection from tank to air unit
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i cant get unleashed to work the acu mod works and total mayham works but every time i enable the mod and load into a game there arent any new unitsgame_25194537.log
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The log does not show any unit errors. The mod "BlackOps FAF: Unleashed" v26 (9e8ea941-c306-aaaf-b367-u00000026000) is loaded and should work. (at least there are no errors in log)
please test the Unleashed mod without any other mods enabled.
A thing i saw was "warning: Unknown DirectSound speaker configuration 8. Defaulting to Stereo."
This will crash the game if you don't fix this. (search the forum for soundfix) -
Have problem with T4 Goliath ii . Why its drone does not return to bot itself ,rather stay on the spot ?
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Here is the forum post about the problem.
https://forum.faforever.com/topic/4084/solutions-for-snd-error-xact-invalid-arg-xact3dapply-failed
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@Saver not this issue , drones of Goliath ii should autonomously return to their docking station,but they are not working like that, drones simply stay on the spot
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Hello @Uveso , I would like to report some bugs: the Goliath drones no longer work β they stay on the ground and do not move anymore. The Citadel MKII, when patrolling, no longer attacks ground units. Also, I would like to suggest that when the Citadel is parked, it should react and engage enemies if they enter its attack range. Currently, when it is parked, its cannons will fire if enemies are within range, but the Citadel itself remains static.
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Hello friends! Wanted to post some of the accumulated bugs and issues we've discovered this fall. Hoping some of them might be quick easy fixes. I'll make this the TL;DR post, and then add examples further down. Currently we are experiencing the following in BlackOps:
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As DJ_Calaco mentions above, 'heavy attack drones' used by several BlackOps experimentals have stopped working. The Experimental will be built with the drones appearing, but the drones immediately land and do not follow the experimental or activate in any way. Units that are affected are UEF T4 Goliath, Seraphim T4 Hover Tank, and the BlackOps version of the Tempest T4 Battleship.
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BlackOps version of the Aeon ACU has hitbox problems, with many weapons often 'missing' or passing right through the Aeon ACU when they should be hitting. Most recently I saw this with my unupgraded Cybran ACU at very close range, but it is easily demonstratable vs various PD and especially narrow beam weapons.
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There is a problem with ACUS being able to build copies of the T2 and T3 factories if the ACU upgrade happened before the factory HQ upgrades did. IE: When the ACU upgrades first, a T2 ACU cannot build a T2 fac even once your T2 HQ completes (though T2 engineers can), and the same holds true for T3. If you do the final T4 upgrade on the ACU, everything starts to work, but this is clearly not intended.
Thank you! Examples will follow.
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Heavy Attack Drones:
To recreate, simply build any one of these units:
BSL 0401 - Seraphim T4 Hover Tank
BEL 0402 - UEF T4 Assault Bot (Goliath)
UAS 0401 - T4 Battleship (Tempest)The units when completed will have various numbers of "Heavy Defense Drones". These units used to autonomously defend the Experimental and add to their attack capabilities, but they now immediately land when the experimental is built and they will not interact with anything, nor will they follow the experimental.


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BlackOps Aeon ACU hitbox:
Various weapons seem to have issues hitting the BlackOps Aeon ACU. I do not have an exhaustive list, but the most notable ones are focussed beam weapons and some ACU basic guns.
To recreate:
I used three T3 Aria PD and walked an Aeon ACU into range. As I walk the ACU around, some Aria beams will hit and do damage, but often the beams pass right through and do not inflict damage. With minimal positioning, it is often possible to find a place where the ACU can stand absolutely still and some of the beams will not hit. This is not limited to the T3 Aria PD, but it is one of the easiest to reproduce and see the effect. This weekend I was playing a game where My Cybran ACU was in a close firefight with my Aeon opponent and many of my shots passed through him at very close range, which was not because of juking.

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BlackOps ACUs upgraded before Factories results in not being able to build upgraded factories with ACU.
Correct behavior: If the Factory HQ is upgraded first, the ACU will properly be able to build T2 and T3 factories when it reaches T2 and T3 respectively.
Problem behavior: Only if ACU is upgraded first then:
- when the factory HQ reaches t2, ACU cannot build T2 factory.
- when factory reaches T3, a T3 ACU cannot build T3 factory.
- if ACU is then upgraded to T4 upgrade, both T2 and T3 factories become available.
Note that in all cases, T2(T3) engineers and SACUS are not affected and can build the T2 and T3 factories as soon as the first HQ is completed. Only the ACUs are bugging.
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New problem detected last night: Aeon Tempest (BlackOps version) won't wreck when killed. It just becomes an unmovable, unfiring, untargettable unit, and doesn't play the sinking animation, and cannot be reclaimed.
This is in addition to the above-mentioned problem with the drones that it normally builds with.
@Jip @Uveso I know there's been a lot going on but this is a great mod with great units. If any of these bugs might be easy fixes, or if you can see how a game patch might have broken things along the way, we would love even a partial fix! Thank you!
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Hi all,
If the issues could be solved in this mod pack then it would be the best around overall.
Some I was able to solve, some are still causing trouble:
Broken Tempest, redundant air staging platforms - removing these entirely from the mod is as easy as it gets
Incorrect naming for T3 Air Transports - deleting "T3" or "Tech3" respectively from their descriptions corrects this
False stats shown on the UI for ED5 Shield Generator at the build menu - fixed an entry to no avail, must've missed something still
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Excessive amount of stretched mass point icons or hydrocarbon icons make up the skidmarks of the Fatboy and the Viper - I have no idea what's causing this
Any advice?

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@Szasz And everyone else;
I've made some big breakthrough fixing some of the bug's my crew is aware of and I'm going to expand my original TP balance patch to include these fixes. It's mostly for my play group because we always use BlackOps, but of course I'll share it for everyone when it's done, and you'll be able to see it in a search for BlackOpsFAF like the mods themselves.
Szasz I ping you specifically because I haven't seen some of the bugs you mention.
- I have the Tempest Drones not following fixed. What is wrong with the air staging?
- Which false stats are showing for ED5?
- I have never seen the graphical glitch you're getting with the fatboy. Do you have any more info about how this is BlackOps related or whether map related?
Currently I have solutions for:
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Aeon ACU hitbox issue
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Sera ACU TML bug
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Sera ACU Overcharge Boost upgrades not working
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Fix for Multiple Experimentals with drones not following.
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And some balancing around BlackOps teleport nerf and the ridiculously OP Aeon ACU, and a buff for poor weak, short range cybran ACU. Make Mazers feared again!
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The bug with the tread textures is because FAF upscaled the hydrocarbon/mass deposit textures which turned out to cause a bug in how the engine handles textures late-game when there's lots of them. It's not the mod's fault.
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Heads up BlackOps lovers:
https://forum.faforever.com/topic/10009/blackopsfaf-balance-and-patch-mod-2026 is the patch mod for my crew that fixes many of the bugs I've found, and some of the bugs you all have found, and binds them in with a few ACU, PD and Teleport balance changes. Try it if you want! Fix list and changes are listed in the thread.
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