Late to the Party 2.6.1

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Make your SPT experience closer to live Tarkov with loot disappearing, doors opening, switches being turned on, and car extracts leaving throughout the raid. PMC's are more likely to spawn early in the raid, traders can sell out of items, and much more!

If you're using Fika, this mod should ONLY be installed on the host machine. Otherwise, changes to the raid may occur multiple times!

Trader-stock changes are disabled for SPT-AKI 3.8.0+ releases. Significant changes to the code will be required, so that feature will likely be released as a separate mod sometime later in the summer.

This mod makes the the following changes to your SPT experience:

  • Loot (including on dead bots) will be gradually removed throughout the raid to simulate other players taking it.
  • Doors will randomly open and close throughout the raid to simulate players moving through the map (thanks to help from DrakiaXYZ!). If you're lucky, locked doors may be opened for you...
  • Switches will be toggled throughout the raid to simulate players turning on power switches, using extracts, etc.
  • The car extract may leave at some point during the raid
  • Compared to vanilla SPT, PMC's are more likely to spawn toward the beginning of the raid and less likely to spawn toward the end of it. However, this is disabled by default anticipating that SWAG/DONUTS or Questing Bots will be used for this instead.
  • If you spawn into the map late as a Scav, bosses are less likely to spawn.
  • Trader stock reduces over time (until it resets), and desirable items (like MP-133's) can sell out
  • Fence sells more items, including ammo, but most items are significantly less valuable than what he sells in the base game

If you use both Questing Bots and Looting Bots, setting only_make_changes_just_after_spawning.enabled=true in config.json is highly recommended.


This mod is highly customizable by modifying the config.json file. Here are the settings you can change:

[tabmenu]


If you're using this mod along with Kobrakon's Immersive Raids mod, please change the following in config.json:

  • destroy_loot_during_raid.max_time_without_destroying_any_loot to any value you want. This is the frequency (in seconds) at which an item is removed from the map. If this value is small and you stay in the raid for a long time, you'll eventually have no more loot on the map.


Known issues:

  • Trader-stock changes do not work in SPT-AKI 3.8.0+
  • Any locked door on the map is equally likely to be opened, including those locked with rare keys and those nobody ever really opens/closes in live Tarkov.
  • Some items have no price defined in handbook.json or prices.json, which makes the mod rank them as being extremely undesirable (i.e. the AXMC .338 rifle). This will hopefully be fixed as the data dumps available to the SPT developers improve.
  • If destroy_loot_during_raid.check_loot_accessibility.enabled=false, loot can be despawned behind locked doors or in locked containers. If destroy_loot_during_raid.check_loot_accessibility.enabled=true, some loot is falsely considered inaccessible and will never be despawned.
  • The "hot items" sold by traders are always the same, regardless of your player level or account age. This makes the trader stock changes always seem like it's early wipe.
  • Traders may sell out of junk ammo that nobody actually buys.
  • If you approach the car extract without taking it and this mod instructs it to leave later in the raid, you'll see the countdown timer when you check your extracts.
  • Version 2.6.1

    • Fixed incompatibility with the loot-destruction system and Fika


    config.json files from the 2.3.1 through 2.6.0 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

  • Version 2.6.0

    • Updated to SPT 3.9.0


    config.json files from the 2.3.1 through 2.5.1 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

  • Version 2.5.1

    Because the file structure has changed with this release, files from all previous versions of this mod must be removed before installing this version!

    • Allow the server and client to run on different machines. To accomplish this, the following changes were made:
      • Moved the client DLL into its own folder ("DanW-LateToTheParty")
      • Log files will now be stored within the new client directory for this mod
      • Added server and client checks for an older client DLL still remaining in the "BepInEx\plugins" directory. If so, show an error when the server or game starts and disable this mod.
      • If a "log" directory from older versions of the server files still exist, write warning messages in the server console, but still allow the mod to function
    • Removed the LateToTheParty endpoint for writing error messages to the server console and will now use the SPT one
    • If the map cannot be determined when loot is ready to be destroyed (namely when using Fika), write error messages to the game console and server console and then disable the loot-destruction system
    • Bug fix for not being able to disable the loot-ranking system
    • Bug fix for allowing SPT 3.9.0


    config.json files from the 2.3.1 through 2.5.0 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

  • Version 2.5.0

    • Added support for having multiple non-AI players
    • Bug fix for opening doors requiring power (before it's turned on) when other mods are used that add context-menu actions
    • Bug fix for opening the inner KIBA door before the outer door


    config.json files from the 2.3.1, 2.4.0, and 2.4.1 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

  • Version 2.4.1

    • Log error instead of allowing exception when trying to register a picked-up item that wasn't discovered in the loot pool
    • Track player movement instead of camera movement for determining when to check for loot


    config.json files from the 2.3.1 and 2.4.0 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

  • Version 2.4.0

    • Updated for SPT-AKI 3.8.0
    • Disabled changes to trader inventories. This will require significant updates to work with the SPT-AKI 3.8.0+ server code.
    • Stop using trader enums in the server code


    config.json files from the 2.3.1 release are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

  • Version 2.3.1

    Only compatible with SPT-AKI 3.7.4 - 3.7.6

    • Added config option to disable trader stock changes for Fence. Fence changes are enabled by default because he still sells unrealistically nice stuff in SPT-AKI 3.7.6.
    • Bug fix for constant NRE's when in the Hideout
    • Updated server code per Lint recommendations


    The config.json file from previous releases is NOT compatible.

  • Version 2.3.0

    Only compatible with SPT-AKI 3.7.4 - 3.7.6

    • Added system to turn on switches (i.e. power switches) throughout the raid:
      • A random number of switches will be toggled at random points throughout the raid (configurable). Only switches that players can toggle are eligible.
      • Switches that control extract points (i.e. elevator buttons in Labs) will not be allowed to turn on until a certain amount of time has elapsed in the raid, before adjustments are made for Scav runs (600s by default)
      • Switches will not be allowed to be turned on if you're within a certain distance from them (150m by default)
      • Just like the systems that open doors and despawn loot, switches that are "missed" when spawning in late as a Scav will be toggled immediately after you spawn. Audio will be disabled for these switches so it's less obvious what has changed on the map.
      • If a switch is only available to turn on after another one is turned on, that one will be toggled first. If this occurs after the initial switches have been turned on for Scav raids, the first switch won't be toggled until some time after the prerequisite switch is. The delay is proportional to the distance between the two switches.
      • When spawning in late as a Scav, initial switches must be toggled before initial doors are opened (which then allows initial loot to be despawned). This ensures doors that require power will be eligible to be opened (if the power switch is turned on).
    • Added the factor destroy_loot_during_raid.players_with_loot_factor_for_maps_without_pscavs (0.3 by default) to apply to fraction_of_players_full_of_loot for maps that do not allow player Scavs to spawn. This means that (by default) significantly less loot will be despawned throughout Labs raids.
    • Reduced only_make_changes_just_after_spawning.time_limit from 30 to 5 seconds because it doesn't really need to be any longer than that.


    The config.json file from previous releases is NOT compatible.


    NOTE: This release uses the previous code (for SPT-AKI 3.6.1) to change Fence's inventory, so that will need to be revised now that SPT-AKI 3.7.0+ has fixed some of the issues LTTP addressed back in the 1.2.0 release.

  • Version 2.2.0

    Only compatible with SPT-AKI 3.7.4 - 3.7.6

    • Improved car-extract behavior:
      • The car will now leave at some point during the raid instead of having the chances of it being available reduced based on the time you spawn in.
      • Just like in live Tarkov, the car extract will appear in green font after it has been activated (even if you haven't approached it yet), and it will appear in red font after it leaves.
      • The car will not be allowed to leave if you're within a certain distance of it (150m by default). If the car extract has already been activated, it will be deactivated if you get too close to it so you don't get a free ride. After this happens, it won't be allowed to be activated again for a certain amount of time (120s by default).
    • Added car-extract departures to systems that can be disabled by only_make_changes_just_after_spawning
    • Changed default value of only_make_changes_just_after_spawning.affected_systems.opening_locked_doors to true because bots can now unlock doors in Questing Bots.


    The config.json file from previous releases is NOT compatible.


    NOTE: This release uses the previous code (for SPT-AKI 3.6.1) to change Fence's inventory, so that will need to be revised now that SPT-AKI 3.7.0+ has fixed some of the issues LTTP addressed back in the 1.2.0 release.

  • Version 2.1.0

    Only compatible with SPT-AKI 3.7.4 - 3.7.6

    • Allow keycard doors and car trunks to be unlocked, opened, and closed throughout the raid (and at the beginning of Scav raids)
    • If loot is in a trunk, open the trunk before destroying it. If the trunk is locked, do not destroy it.
    • Bug fix for constant exceptions if destroy_loot_during_raid.loot_ranking.enabled=false<br>

    <br>

    config.json files from the 2.0.0 release are compatible, but destroy_loot_during_raid.nearby_interactive_object_search_distance will always be 0.75, and destroy_loot_during_raid.only_search_for_nearby_trunks will always be true.


    NOTE: This release uses the previous code (for SPT-AKI 3.6.1) to change Fence's inventory, so that will need to be revised now that SPT-AKI 3.7.0+ has fixed some of the issues LTTP addressed back in the 1.2.0 release.

  • I kept receiving the following error message while in raid. Not sure if someone brought this to your attention yet.

    • Does this happen every raid? I haven't seen this one before.

  • Quick Question

    Can i disable everything besides functions that i want to use?
    For example the loot multi has no true or false setting available

    • Each system in this mod has its own enabled setting in config.json.

  • Weird issue I have. I'm running a docker fika server. With this mod enabled it's causing some items to show as pickup-able but you can spam try to pick them up and it never works. Any ideas? I'd really like this mod to work it's sick af

    • I've never heard of that happening, so probably there's a conflict with another mod. To help me troubleshoot, please share a ZIP of the following after reproducing the issue:

      • LogOutput.log in BepInEx\
      • Everything in Logs\
      • The most recent server log in user\logs
    • So it seems like I fixed it by turning on the only make changes after spawn. With fika am I supposed to have it running on the server, or the dedicated client? Slightly confused about that sorry

    • I'm guessing only the server, but I'm not sure.

    • After some testing, it needs to be installed on the server AND the client that is hosting the raids. In this case the dedicated client. Thanks! Love ur mods

      Thumbs Up 1
  • Windows security is detecting Trojan:Script/Wacatac.B!ml in the .ZIP

    • It's a false positive

  • Ummm Virus Total AND Bitdefender is picking up the latest file as a Trojan?


    https://www.virustotal.com/gui…0ee4938cbc1cb3ebcc5eee455

    • Do you really think I would maintain this mod since March 2023 and suddenly release a virus? It's a false positive. You're free to look through the source code.

    • This wasn't an attempt to discredit you. I was only making you aware of the issue. As I have used this mod before in the past only for this issue to show up consistently now.

  • I see there is an option to make the mod not despawn loot on dead bots.
    But is it possible to make it the other way around? So the mod only despawns loot on dead bots that you didn't kill?

    • There is no option to do that. Maybe I'm not following, but I'm not really understanding the purpose of doing that. If a bot is killed on the other side of the map, wouldn't its corpse be just as likely to be looted as nearby containers?

    • That's a shame.
      Go into places like D2 after 10-15 minutes since the raid start, and you'll often find a bunch of unlooted pmc/raider corpses with good equipment.
      It's somewhat abusable. So would be nice to have an option to despawn loot on corpses separately.
      Thanks for your answer!

    • I might not be understanding you question. You can prevent loot in corpses from despawning entirely if destroy_loot_during_raid.ignore_items_on_dead_bots.enabled=false. Wouldn't that accomplish what you want? I'm not understanding the point of despwaning loot on bots that you kill but not despawning it for bots killed elsewhere.

    • Sorry, my english sucks sometimes.
      I meant that I WANT loot on corpses that I DIDN'T kill to despawn. Because I often run into places where there was fighting, and can get a lot of free armor and guns. I'd like to avoid that if possible. Also I'd like if everything else wouldn't despawn.
      Also, another question if you don't mind. You say it's not fully compatible with Fika? What exactly is not compatible? Stuff like doors, switches and such I assume?

    • If you're using Fika, that's probably why you're finding lots of good loot on corpses. Loot destruction doesn't work with Fika.


      In SPT, loot despawns in corpses by default, and more desirable loot is prioritized.

  • does someone have a fix for this?


    TypeError: Cannot read properties of undefined (reading '_id')

    TypeError: Cannot read properties of undefined (reading '_id')

    at C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:408:114

    at Array.sort (<anonymous>)

    at LootRankingGenerator.fillItemSlots (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:405:47)

    at LootRankingGenerator.generateWeaponPreset (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:358:37)

    at LootRankingGenerator.findBestWeaponInPresets (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:333:25)

    at LootRankingGenerator.generateLookRankingForItem (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:157:40)

    at LootRankingGenerator.generateLootRankingData (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:119:75)

    at LateToTheParty.generateLootRankingData (C:\SPT\user\mods\DanW-LateToTheParty\src\mod.ts:523:35)

    at Object.action (C:\SPT\user\mods\DanW-LateToTheParty\src\mod.ts:121:26)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:41:63)

    TypeError: Cannot read properties of undefined (reading '_id')

    TypeError: Cannot read properties of undefined (reading '_id')

    at C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:408:114

    at Array.sort (<anonymous>)

    at LootRankingGenerator.fillItemSlots (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:405:47)

    at LootRankingGenerator.generateWeaponPreset (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:358:37)

    at LootRankingGenerator.findBestWeaponInPresets (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:333:25)

    at LootRankingGenerator.generateLookRankingForItem (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:157:40)

    at LootRankingGenerator.generateLootRankingData (C:\SPT\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:119:75)

    at LateToTheParty.generateLootRankingData (C:\SPT\user\mods\DanW-LateToTheParty\src\mod.ts:523:35)

    at Object.action (C:\SPT\user\mods\DanW-LateToTheParty\src\mod.ts:121:26)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:41:63)

    • That's caused by a mod that's adding/changing items in the game. It looks like one of the items has a formatting issue. You'll have to start removing mods like that to see when the error stops occurring.

  • Hi Dan, I've a problem with doors. I am the host and some doors are opened for me. But for my friends the doors are closed. We have same fika version, same plugins\mods folders ( i download these folders to google disk for them everyday). Any suggestions? Or such problems are okey for 2.5.1 version of the mod? (We still play 3.8.3 version of spt and use the latest (appropriate to 3.8.3 spt) versions of all mods including fika (appropriate to 3.8.3 spt))

    • I've heard of this happening with Fika in general, so I would ask for support there.


      Also, please keep in mind that this mod is not fully compatible with Fika right now. In particular, the loot-destruction system will not work correctly.

      Thumbs Up 1
  • hello dan, im a bit confused but what settings in the config json is for making the power switches turn on more frequently? the extract switches turn on most of the time but i seem to get power switches turned on much more rarely.

    • There is no distinction between power switches and other switches; they're all treated the same. You can adjust settings for all switches in the toggle_switches_during_raid section of config.json. If you want more switches to be toggled each raid, you can try increasing the fraction_of_switches_to_toggle values.

      Heart 1
  • Hi Dan with the mod installed i get stuck on game loading with this in my console


    [Late to the Party] Creating loot ranking data...


    even with loot ranking disabled in the config i can't load the game.

    If i uninstall your mod all works fine i have several custom traders installed.

    Crying 1
    • I'm not sure why it's freezing, but not being able to disable loot ranking is a bug. I'll fix it in the next release.

    • The new 2.5.1 release should allow you to disable loot ranking to get around this problem.

  • For anyone trying to run this with the Sasha Himik trader, you have to disable Sashas custom weapons and magazines(not 100% on the mags)

    i WAS getting this error before i disabled the guns/ammo, but that fixed it


    TypeError: Cannot read properties of undefined (reading '_props')

    TypeError: Cannot read properties of undefined (reading '_props')

    at LootRankingGenerator.getWeaponProperties (E:\spt\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:530:71)

    at LootRankingGenerator.generateLookRankingForItem (E:\spt\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:147:82)

    at LootRankingGenerator.generateLootRankingData (E:\spt\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:99:75)

    at LateToTheParty.generateLootRankingData (E:\spt\user\mods\DanW-LateToTheParty\src\mod.ts:545:35)

    at Object.action (E:\spt\user\mods\DanW-LateToTheParty\src\mod.ts:149:26)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:47:61)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:78:62)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:43:30)

    at AkiHttpListener.getResponse (C:\snapshot\src\servers\http\AkiHttpListener.ts:150:38)

    at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\AkiHttpListener.ts:75:43)

    TypeError: Cannot read properties of undefined (reading '_props')

    TypeError: Cannot read properties of undefined (reading '_props')

    at LootRankingGenerator.getWeaponProperties (E:\spt\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:530:71)

    at LootRankingGenerator.generateLookRankingForItem (E:\spt\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:147:82)

    at LootRankingGenerator.generateLootRankingData (E:\spt\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:99:75)

    at LateToTheParty.generateLootRankingData (E:\spt\user\mods\DanW-LateToTheParty\src\mod.ts:545:35)

    at Object.action (E:\spt\user\mods\DanW-LateToTheParty\src\mod.ts:149:26)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:47:61)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:78:62)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:43:30)

    at AkiHttpListener.getResponse (C:\snapshot\src\servers\http\AkiHttpListener.ts:150:38)

    at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\AkiHttpListener.ts:75:43)

  • The symptom is that removing or putting headphones on the character does not change the sound in any way


    Hi, yes, I understand that I have a lot of client mods, but still I FOUND an unambiguous, but very strange, reason that the active headset breaks down and does not moderate the sound.


    If I install LateToTheParty.dll - The sound will be broken in the all active headphones (floating problem)


    Using the poke method, I disabled various patches, only after commenting out the code and building a new version,

    Code
                    if (ConfigController.Config.DestroyLootDuringRaid.Enabled)
                    {
                    //    new Patches.OnItemAddedOrRemovedPatch().Enable();
                        new Patches.OnBeenKilledByAggressorPatch().Enable();
                        new Patches.OnBoxLandPatch().Enable();
                    }


    I stop getting this strange error and the active headset always works... and the problem stopped reproducing...but I lost the loot tracking patch in the inventory and it's not very good. Can it be cured?


    also, if I just disable "destroy_loot_during_raid" in the settings, then the reproduction of the problem will stop, for example if I dressed\take off my headset in the shelter, the sound be changes


    Ultimately, disabling loot destruction in the original version solves the problem in my case...but it's damn unclear to me how this could possibly be related... I spent about 80 hours solving this problem =(

    • I'm not able to reproduce this problem. Have you tried reproducing this with only LTTP and then adding your other mods until the problem starts happening?

    • I've narrowed down the suspects to 2 mods, which are installed together.

      • Raid Overhaul
      • Late to the Party

      In the configuration Late to the Party, everything is disabled except

      • scav_raid_adjustments "enabled": true,
      • car_extract_departures "enabled": true,
      • destroy_loot_during_raid "enabled": true,

      In the configuration Raid Overhaul, everything in configuration file disabled


      Here is an archive where crashes are played (when transferring the headset to the head) and the lack of sound moderation effect in headphones. The logs are also there.


      If set the parameter destroy_loot_during_raid "enabled": false, everything is working normally, but obviously the loot is not deleted, because it is disabled in the settings :D

    • Have you tried reproducing this with only LTTP and then adding your other mods until the problem starts happening? It seems like you're changing a lot of things, so it's hard for me to understand what exactly is causing the problem.


      The only thing that patch does is change some values in arrays internally used in LTTP; it doesn't affect anything in EFT. The only reason it might break headphones is if there's an exception when the patch runs. However, the log file you attached is just from you loading into the game, not from a raid in which this is happening.


      Without knowing how to reproduce the problem, there isn't much I can do. Sorry.

    • Yes! both mods are without code changes and are taken from the hub

      Sent you an archive with a 100% probability of reproducing the error.. there are only 2 mods, everything is disabled in RO, and everything is disabled in LTP except the destruction of things

    • To reproduce the problem

      1. Take a clean installation
      2. Install mods from the archive above or the hub
      3. create an account
      4. Buy headphones
      5. Go into the shelter and try to put it on your head


      look my video plz

      https://drive.google.com/file/…BzHIykT-/view?usp=sharing


      tnx!

  • Hi DanW, I'm receiving the following errors constantly in the console. How can I fix the problem? BTW this is also as a PMC so I'm not sure why LTP is doing things.


    [Exception] : NullReferenceException: Object reference not set to an instance of an object

    LateToTheParty.Controllers.LootDestroyerController.Update () (at <97ef2d56c16b413f969d6e4ddf5ba013>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    • Please send me your LogOutput.log file in your BepInEx directory after reproducing the issue.

    • Did you set only_make_changes_just_after_spawning.enabled=true in config.json?

    • I did.

    • Can you please check the following the next time this happens:

      • When does this begin happening relative to you spawning into the raid?
      • Does it ever stop happening? If so, when? Please wait at least 60s after spawning into the raid to check.
      • When it's happening, is the raid countdown timer still working (by double-pressing [O])?
  • Hi. I see someone asked a similar question some months ago, but I'm not sure if I fully understand your response to it. If I want the changes to only affect scav raids, and I set the config to only apply changes to the beginning of the raid, does that ensure pmc raids aren't affected, or does it also make changes to pmc raids at the start?

    • Changes will still be allowed at the very beginning of PMC raids, but practically speaking this only means that maybe a couple of items will be despawned. There will be a negligible impact to the raid overall. By default, the code will only run for the first 5s of the raid.

      Thumbs Up 1
  • I don't see any information pertaining to this question so i'm going to ask to be safe.
    How does this mod interact when you extend the raid timer?
    I like having larger raid times when I have to lug a heavy item. I never want to have to look at how much time i have left in raid. The mod config shows times on certain settings so if i set my raid time to lets say 6 hours. Will your mod even trigger?

    • This mod operates using the fraction of the original raid time remaining, so it will scale accordingly if you adjust the raid time.

      Thumbs Up 1
    • great! Then it's going in my mod list!
      edit: it broke the hell out of my game so it turns out I cannot use this :(

  • Quote
    • Added support for having multiple non-AI players

    To be clear, this is in reference to FIKA?

    • You can interpret that however you'd like ;)

  • Does LTTP hits performance? Really want to use it instead of Looting bots but I'm already struggling to keep locked 60 fps with Questing Bots and Sain.

    • It depends how it's used. If you just use it for initial Scav raid setup by setting only_make_changes_just_after_spawning.enabled=true, it will only affect performance for the first ~30 seconds of the raid. If you don't change that setting, it will definitely have a performance impact. You'll see dips of 10-15 fps (depending on your starting FPS) every couple seconds while the mod regularly searches for loot.

    • Thanks for the fast reply Dan, i'll enable changes just after spawning, want to save fps for QB since that's a must have for me. How much is the loot decrease in % compared to vanilla SPT? Is it random?

    • The algorithms are much different, but the loot decrease in general is similar. The big difference is that LTTP prioritizes high-value loot to despawn (with some randomness applied), whereas SPT just decreases the overall loot pool. LTTP also will only despawn accessible loot, so it won't touch anything behind a locked door.

    • Thank you so much!

  • Does it make sense to use Late to the party with Realism, and Raid overhaul?

    • I don't use the other two so I have no idea. I'd guess it's just personal preference.

  • seems that this mod has a single error with Epic'sAllInOne where it cannot find the barrel for the FDE Sig Rattler Upper Receiver


    I have brought incompatibilities to that author before and been told compatibility issues are the other mod authors' concern and not theirs.


    Would you be aware of how I could manually resolve this error myself?


    All other custom assets have no issue- only this receiver...


    I am tempted to remove the receiver but am not sure how to do so without breaking the mod


    Game will run but I don't like piling errors into the server if I don't have to

    • Can you share the error?

    • [Late to the Party] Creating loot ranking data...

      [Late to the Party] Could not find valid part to put in mod_barrel for MCX Rattler upper receiver (FDE)

      [Late to the Party] Creating loot ranking data...done.

    • I checked my code, and this shouldn't be a huge concern. Some of your loot-ranking data may be inaccurate, but this will have a small effect on the mod's functionality. I think it's safe to ignore.

    • Awesome, thanks Dan

  • When playing, I have the following error spammed constantly in the log:

    Code
    2024-06-01 00:02:10.751 +07:00|0.14.1.2.29197|Error|Default|
    EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
    at LateToTheParty.Controllers.LootDestroyerController.Update () [0x001c2] in <fcd6b02c88e74da89162c15eac40e126>:0
    2024-06-01 00:02:10.751 +07:00|0.14.1.2.29197|Error|Default|NullReferenceException: Object reference not set to an instance of an object
    LateToTheParty.Controllers.LootDestroyerController.Update () (at <fcd6b02c88e74da89162c15eac40e126>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    Class358:UnityEngine.ILogHandler.LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    It's always this specific object (40e126)
    I've tried turning off the loot destroyer in the config, but it doesn't seem to help. Any idea how it can be fixed?

    • Are you using any co-op mods?

    • Yeah, I'm running Fika.

    • That's likely why. This mod is not currently compatible with Fika. Sorry.

    • Ah, I see. I'm still inclined to keep the mod since doors being sometimes open are a great feature (although sometimes it only works for 1 player, but not the other). Questing bots work fine. Hopefully, you'll fix it soon, if possible. I'll keep those DanW dog-tags in the meantime.

    • Unfortunately, making this mod compatible with other co-op mods will be difficult and isn't something I'm planning to do. Sorry.

      Crying 1
  • i think i bungled up the config file to the point of no return... can i simply just overwrtie the files from the zip again? also i only want to make it activate the switches but it didnt work on my end. i figured it was due to the me messing with the config file too much

    • Yes, that should be fine.

      Happy 1
    • dont know what happened but i simply cant get the switches to work... i may have installed it wrong, idk. when i start up the server it says that late to the party is loaded.

      EDIT: reinstalling it for the 3rd time fixed it somehow but this time i aint touching it lol

    • When you say "i simply cant get the switches to work", what do you mean? What are you trying to accomplish?

    • the auto toggle switch during the raid. couldnt get it to work. reinstalled 3 times and on the third try it finally worked.

    • Right, but what were you expecting specifically? The system has a chance to toggle switches at certain times; it's not a guarantee.

  • When used with Questing Bots, should we expect an increase or a decrease in performance? I'm looking to minimize the load of having bots perform "live like" actions during raid, using Questing Bots with the AI Limiter is what I'm doing currently but I want to ensure that there are still things happening outside of the active AI range.

    Does this provide a happy medium for saving a bit of performance while making raids feel a little more dynamic?

    • Unfortunately, it's impossible to say, and you'll have to test it yourself to find a good compromise. Both mods will affect performance throughout the raid, but their impact scales differently based on your other mods, settings, etc.

  • It makes raid more and more immersive. Strongly recommended to add your server.

  • Just installed another of your mods, LTTP, now it seems I am in raids with only 7 bots, only found one scav in 10 raids, I did set "adjust_bot_spawn_chances": { "enabled": false, in the LTTP json file, so I thought QB would still be controlling spawns ?

    Reposted as requested.

    • Can you please send me your modified config.json file for LTTP?


      Also, can you confirm that Scavs spawn again if you disable LTTP?

    • scavs do spawn using the mod "eventually" lol, but never in the first 20 mins have I seen any.


      https://www.mediafire.com/file…kp7054y6/config.json/file


      Let me know if you would rather me paste the whole config in here rather than a link.


      PS. after messing/testing, it seems that SVM is messing with spawns, after using it, I now get 0 bots, I have no clue what it is doing.

      I also see this in the server output:

      [Client Request] ....IP... \QuestingBots\GenerateBot\0


      Update lol, deleted QB reinstalled, I now get 7 bots on shoreline, zero scavs.

      2nd raid, zero bots at the start, then after 20 minutes I got a spawn, massive firefight, I get there, pile of dead scavs and pmc's, I dunno wtf is going on lol.

    • It looks like you're running both Fika and another spawning mod (maybe SWAG+DONUTS?). I would try another spawning mod first. However... neither the official version of LTTP nor the official version of QB have been tested with Fika. The official version of QB has known issues with Fika and won't work correctly. The next release will have compatibility updates for it, but I don't plan to ever "officially" support any co-op mods. Sorry.

    • Not using Swag+Donuts, no other spawn mods installed, it was working fine the last few weeks with FIKA, never had issues there, it was just the spawns IMO were too light, scavs should spawn at the start, not spawn after 20 minutes of a raid, it makes no difference what I set the numbers to I dont get enough bots ( I set max alive bots to 40 on woods, still got 7 lol) after PMC's either die or exvil THEN you get bots, thats pretty pointless tbf.

      From what I have read about FIKA it does not control any bot spawns, it should not effect QB or LTTP.

    • Could you please post your mod list? Your server log is showing a LOT of bot-generation requests, way more than Questing Bots would control. There are also messages relating to bot spawning that I've not seen before, and if Fika isn't writing them, I'm not sure what is.

  • Hey, since updating to 3.8.3 I've been getting "Cannot read properties of undefined (reading '_props')" for this mod. Was working fine prior to the update. Really enjoy the mod and running the game without it will be hard haha

    • I haven't tried on 3.8.3 yet, but there weren't any changes (on paper) since 3.8.1 that would affect this mod. In the meantime, please send me your most recent server log in user\logs\, and I'll check it out.

    • I just updated to SPT 3.8.3, and I'm not able to reproduce this. Most likely another mod is adding or changing weapons, and the data it's providing isn't valid. You'll have to do some troubleshooting by disabling mods until you figure out which one it is. Sorry.

  • does anyone get performance issues once this is installed? since i try using it i notice worse fps and more stuttering ( disabled all bot spawn stuff etc )

    • What kind of difference are you seeing? This mod does a lot of expensive calculations in the background, so there will be some performance impact.

  • Hey there. I am not sure if anyone has had this issue and am not sure if it has to do with some of the issues of the main page. However I am unable to use this mod at this time because I keep getting this error that prevents the game from loading completely. I hope whatever the issue is can be resolved or perhaps be told it's me doing something wrong. I really want this mod to work. Thank you.


    Image

    • This would happen if you add another mod to the game that adds or modifies weapons and doesn't provide all necessary data for them. I recommend removing all mods that could do this and trying again. If the game loads, add those mods back one-by-one until the problem occurs again. Then, you can contact the author of that mod to report the issue.

      Thumbs Up 1
  • mod doesn't seem to be creating a config file on its own, idk whats wrong...

  • I loaded into a late raid was fighting some PMCs and lost track of time and when the clock hit 0:00 the raid didn't end. I was still able to extract so it seems that raid time is desynced from the real raid time.

    • This was night ground zero btw

    • Raid-time changes are managed by SPT now, not by this mod. I also just tried a raid using this mod, and I wasn't able to reproduce this problem. Are you using any other mods that affect raid settings? If not, I'd recommend a fresh SPT install.

    • I believe I found the issue. It appears to be related to the pausing mod (forgot that I had paused the raid near the beginning).

      Thumbs Up 1
  • Settings seem to have disappeared for me, do you have any idea why that could've happened? G7BTHsm

    • By settings, do you mean the mod isn't appearing in the F12 menu? If so, this seems to happen when something is wrong with the SPT install.

    • the settings were there before that's the most baffling part

    • and it says that the mod is installed in the launcher

    • I would brainstorm anything that might have changed from when it was last working and try reverting those changes. If you're not sure, unfortunately I think you'll need to reinstall the mod or maybe SPT entirely. Sorry.