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Install CBA_A3 first. It is the foundation for a modded Arma 3 server, and the RHS and ACE3 packages reported for this guide will not launch without it. After CBA_A3, choose one main direction: RHS for a large realism-focused equipment catalogue, or Antistasi for a persistent co-op guerrilla campaign. Add ACE3 when your players specifically want medical simulation, advanced ballistics and detailed equipment handling. Running RHS and ACE3 together can require substantial RAM and a fast CPU, so test the stack before inviting a full group.
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This guide separates dependable roles from optional candidates, explains the client/server implications, and gives a practical rollout and troubleshooting plan. Mod versions, update dates and compatibility can change quickly; verify each Workshop page and test the exact collection you intend to operate.
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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsWhat to install first: the 2026 server stack at a glance
Arma 3 mod lists often mix required frameworks, large content packs, game modes and client-side quality-of-life additions. They are not interchangeable. A stable server starts with the dependency layer, adds one primary content or gameplay layer, and only then introduces optional performance or convenience mods.
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| Mod or group | Primary role | Best fit | Dependency or installation note | Important caution |
|---|---|---|---|---|
| CBA_A3 (Community Base Addons) | Shared framework and common base functions | Every modded server | Install it before RHS or ACE3; the reported guides identify it as required for those packages. | It is a foundation, not a content pack or game mode. |
| RHS (Red Hammer Studios) | Vehicles, weapons and uniforms | Realism communities that want a broad equipment catalogue | Requires CBA_A3 according to the reported server guide. | A large asset set increases storage, loading and performance pressure. |
| ACE3 | Medical simulation, advanced ballistics and equipment management | Milsim groups seeking more detailed procedures | Requires CBA_A3 according to the reported server guide; check every component’s client/server requirement. | Rules, training and keybind support are needed or the extra systems become friction. |
| Antistasi | Persistent co-op guerrilla game mode | Groups that want a long-running campaign rather than a conventional mission rotation | Its exact current requirements are not established in the available listing; follow its current Workshop instructions. | Persistence makes backups and save-management part of server administration. |
| AI Culler | Two-part performance approach for AI-heavy sessions | Large AI counts where server simulation and client rendering are bottlenecks | Confirm whether both parts are required and where each must be installed. | It is not a substitute for adequate CPU headroom or sensible mission design. |
| Advanced Weapon Mounting | Weapon-handling quality of life | Players who want more detailed mounting or handling options | Requirements and current compatibility must be checked on its Workshop page. | May alter established controls and training expectations. |
| Advanced Vault System: Remastered | Movement and vaulting quality of life | Communities that want expanded traversal | Requirements and current compatibility must be checked on its Workshop page. | Movement changes can affect mission balance and collision behavior. |
The practical baseline is therefore CBA_A3 plus one main choice: RHS or Antistasi. ACE3 is an additional realism layer, not a replacement for either choice. The optional mods belong in a separate test phase.
Why CBA_A3 belongs at the bottom of the dependency tree
Community Base Addons is the common starting point identified by the current server guidance. RHS and ACE3 are reported not to launch without it, so installing either content pack first creates an avoidable dependency failure. Treat CBA_A3 as infrastructure: keep it in the same tested mod set as the packages that depend on it, and update the set deliberately rather than letting individual clients drift.
Install and verify CBA_A3 before adding content
- Choose one authoritative mod collection for the server and record its exact item names.
- Install CBA_A3 on the dedicated server and on every player machine that will join modded missions.
- Start a private test session with only CBA_A3 enabled. Confirm that the server starts cleanly and that a client can join without a missing-addon error.
- Only after that test passes, add RHS, ACE3 or Antistasi one at a time. The staged approach makes the first failing dependency obvious.
The available evidence does not establish a current CBA_A3 version number or a universal load-order string. Use the current Workshop instructions and your server host’s documented mod-loading method instead of copying an old command from a forum post.
Choose your main content direction: RHS or Antistasi
RHS and Antistasi solve different problems. Selecting between them should follow the way your group plays, not a ranking in a generic “top mods” list.
| If your group wants… | Start with… | What that choice changes |
|---|---|---|
| A broad catalogue of modern-style vehicles, weapons and uniforms for custom missions | RHS | You gain a large realism-oriented equipment layer and must budget for heavier downloads, loading and resource use. |
| A persistent co-op campaign in which progress continues between sessions | Antistasi | The game mode becomes the centre of the server, with campaign state and long-term administration to manage. |
| Both a large equipment catalogue and a persistent campaign | Test RHS and Antistasi as a deliberate combination | The available material does not establish a universal compatibility guarantee, so treat the combination as an experiment and keep a rollback profile. |
RHS: the equipment-first option
The reported 2026 server guide describes RHS as the most complete of the recommended packs for vehicles, weapons and uniforms, and as a standard choice for realism. That makes it a strong base for groups that build their own scenarios, rotate missions, or want a consistent equipment doctrine.
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- Use RHS when the equipment catalogue is the reason you are modding.
- Plan for larger downloads and longer first joins than a framework-only setup.
- Keep the server’s RHS component set identical to the clients’ set; a partial or mismatched component selection can produce missing-content failures.
- Measure CPU, RAM and loading behavior with the actual mission, not an empty lobby.
Antistasi: the campaign-first option
Antistasi is described as more than a conventional addon: it is a persistent co-op guerrilla game mode intended to keep a community occupied for months. It is the better starting point when the central product of your server is an ongoing campaign rather than a library of unrelated missions.
- Decide who owns and maintains the campaign save before launch.
- Document how backups are made and how a known-good save is restored.
- Agree on campaign rules, restart conditions and who may change the server’s mod profile.
- Add other major systems only after the base campaign has been tested, because troubleshooting a persistent save with several new dependencies is harder than troubleshooting a fresh mission.
When ACE3 is worth adding
ACE3 adds medical simulation, advanced ballistics and in-depth equipment management. Those systems are valuable for milsim communities that want players to follow procedures and make deliberate equipment choices. They also change how a mission is played, so ACE3 should be adopted as a group decision rather than silently appended to a public server.
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- Explain the medical model and treatment expectations before the first public operation.
- Publish the keybinds and provide a short training mission.
- Decide which ACE3 features are enabled and which are intentionally disabled; a coherent ruleset is easier to teach than an unexamined default.
- Give squad leaders a way to report configuration problems, especially when an interaction menu or medical action is unavailable.
ACE3 is reported to depend on CBA_A3. It also adds processing and player interaction work, so combine it with RHS only after measuring the resulting server and client load. A technically successful launch is not the same as a playable operation.
Hardware planning for RHS and ACE3
The available server guidance warns that RHS and ACE3 together need plenty of RAM and a fast CPU. On slower hardware, load times can rise sharply and the server can lag when several players are present. The warning is qualitative rather than a published minimum specification, so do not treat any single advertised RAM number as a guarantee.
A practical capacity test
- Build the exact profile you intend to publish: CBA_A3, your chosen primary pack, ACE3 if applicable, and the target mission.
- Start with a small private group and record startup time, join time, mission transition time and whether players experience delayed interactions.
- Add players in small increments while watching server CPU and RAM usage and asking players about frame-time spikes, not only average frames per second.
- Repeat the test with the highest AI count and busiest area your mission is likely to use. A quiet staging area can hide the real bottleneck.
- Set a conservative public player limit until the busiest test remains responsive.
If the combined stack is unstable, remove optional quality-of-life mods first. Then test ACE3 without RHS or RHS without ACE3 to identify which layer creates the pressure. Moving to faster hardware may be more effective than endlessly changing mission settings.
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Optional performance and quality-of-life candidates
A Steam Workshop collection titled “ArmA 3 2026 Mod List” includes AI Culler, Advanced Weapon Mounting and Advanced Vault System: Remastered. Its metadata indicated that it had last been updated about 476 days before the search snapshot used for this guide. That age does not prove the mods are broken, but it does mean you must confirm compatibility before putting them on a live server.
AI Culler
AI Culler is described as a two-part performance mod addressing server-side simulation overhead and client-side render cost when missions contain large numbers of AI. Because it targets two different sides of the workload, determine exactly which part belongs on the server and which part belongs on clients before deployment. Test it with the same AI density and mission scripts that caused the original slowdown.
Do not use AI Culler to justify unlimited AI spawning. Culling behavior can change what players see or when units are simulated, so validate mission triggers, reinforcements and objective completion after enabling it.
Advanced Weapon Mounting
This is a handling-focused candidate from the collection rather than a mandatory dependency. Add it only when the group understands the control changes and the mission design benefits from them. Test weapon interactions for every role that matters to your scenarios, including vehicles and specialist equipment.
Advanced Vault System: Remastered
This movement-focused candidate can improve traversal for communities that want expanded vaulting behavior. Movement changes deserve a gameplay test: verify that players can cross intended obstacles, that protected areas remain protected, and that the new behavior does not create accidental shortcuts in competitive or objective-based missions.
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Client and server installation: the rule that prevents most join failures
Not every Arma 3 mod is server-side only. A Workshop listing explicitly states that its mod must be installed on both client and server. Apply that rule as a checklist item for every addon rather than assuming the server can provide files automatically.
- Open the current Workshop page for each mod and read its requirements, dependencies and installation notes.
- Classify the mod as server-only, client-only, or required on both sides according to that page.
- Build a single manifest containing the exact mod names and the chosen versions or update state.
- Install the same required set on the dedicated server and distribute the same set to players.
- Launch a private session and confirm that a clean client can join, load the mission and use the features you intend to use.
- Record the working manifest. Do not update one item in isolation on the live server without retesting the complete set.
When a Workshop page does not clearly state a requirement, treat the requirement as unresolved and test both sides. “The server starts” is not enough; the relevant question is whether a client can join and complete the mission without missing-addon, signature or interaction errors.
A staged rollout that is easy to recover
Stage 1: framework-only profile
Run CBA_A3 alone and verify startup, joining and a short mission. Save the working profile before proceeding.
Stage 2: one primary choice
Add RHS or Antistasi, not both at once. Test the content that defines your server’s identity and confirm that players can access its assets or campaign functions.
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If the group wants it, add ACE3 and repeat the same tests. Include a medical or equipment scenario that exercises the features your players will actually use.
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Stage 4: optional candidates
Add AI Culler, Advanced Weapon Mounting or Advanced Vault System: Remastered individually. Keep a change log so you can remove the exact addon that introduced a failure.
Stage 5: load test and public opening
Use several players, the intended AI population and the longest mission transition in your rotation. Open the server publicly only after the profile remains responsive under that workload.
Troubleshooting by symptom
The server fails to start after adding RHS or ACE3
Return to the last working profile and confirm that CBA_A3 is installed and enabled on the server. Add the failing package again only after the framework-only test passes. Check the current Workshop dependency notes rather than relying on an old load-order example.
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Compare the server manifest with the affected client’s manifest character by character. Confirm that every mod marked as client-and-server is installed on both sides and that the client is launching the same component set.
The server starts, but interactions or equipment are missing
Test the relevant mod in a short private mission. For ACE3, verify that the feature is enabled in the configuration and that players have completed the required keybind or interaction training. For RHS, confirm that the mission actually references the intended assets.
Lag appears only with several players or heavy AI
Reproduce the problem with the full mission workload. Measure CPU and RAM headroom, then remove optional mods and retest. AI Culler may help with the two workloads it targets, but validate mission logic after enabling it. If the bottleneck remains, lower the operational player or AI target or move to faster hardware.
A previously working profile breaks after an update
Use the recorded manifest and restore the last known-good combination. Update one mod at a time in a test profile, check its Workshop update notes and compatibility, and promote the change only after a successful join and mission test.
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Maintenance rules for a 2026 server
- Check each Workshop page’s current requirements and last-update information before adding or updating a mod.
- Keep a dated copy of the working mod manifest and server configuration.
- Maintain a separate test profile so live players are not exposed to unverified updates.
- Retest client/server parity after every change, including changes that appear cosmetic.
- Back up Antistasi campaign state before changing major dependencies.
- Review the optional collection’s age before adopting any item from it; the cited metadata was already roughly 476 days old at the search snapshot.
- Treat older recommendation articles as leads only. One multiplayer-mod article containing Star Wars Opposition, Mass Effect Opposition, XMedSys and Fall of the Titans was approximately 1,259 days old by search metadata, so those names are not a current-install recommendation without direct verification.
A decision checklist before you publish the server
- Foundation: Is CBA_A3 installed and tested on both the server and the clients that need it?
- Identity: Is the server primarily an RHS equipment experience or an Antistasi persistent campaign?
- Realism: Have players agreed to ACE3’s medical, ballistics and equipment procedures?
- Parity: Does every required client use the same tested manifest?
- Capacity: Has the exact mission been tested with the intended player and AI load?
- Recovery: Can you restore the last known-good profile and, for Antistasi, the campaign state?
- Currency: Have you checked each current Workshop page rather than trusting an old collection or article?
For most communities, the safest path is CBA_A3, then one clear identity mod: RHS for equipment-heavy realism or Antistasi for a persistent guerrilla campaign. ACE3 belongs where the group is ready to support its deeper systems. Optional performance and movement mods should earn their place through a controlled test, not through the age of a collection or the popularity of an old list.
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