Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
REQUIRES: Waypoints (1.6.2 or later)
If you use Fika, an additional plugin is required: LateToThePartyFikaSync
Partially compatible with: Lockable Doors (loot may despawn behind doors you lock during the raid)
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 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
- If you spawn into the map late as a Scav, bosses are less likely to spawn.
This mod is highly customizable by modifying the config.json file. Here are the settings you can change:
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:
- 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.
- 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 2.8.0
- DanW
- 220 Downloads
- Increased required version of Waypoints from 1.6.0 to 1.6.2
- Restored Fika compatibility:
- Requires the newly included LateToThePartyFikaSync plugin, available here. Thanks to Lacyway for creating the plugin code!
- If Fika is detected without the LateToThePartyFikaSync plugin installed, show an error message in the main menu, game console, and server console when the game first loads
- If the LateToThePartyFikaSync plugin installed, show an error message in the main menu, game console, and server console if it's not a compatible version
- Significantly reduced the time needed to destroy loot when setting up the initial state for Scav runs
- Rewrote code so all components attach to GameWorld instead of being static
- If destroy_loot_during_raid.loot_ranking.enabled=false, do not retrieve any loot-ranking data from the server
- Show an error message if a weapon with undefined properties is found when generating loot-ranking data
- Removed some debugging messages
- Removed outdated server code
- Lots of refactoring, but much more is still needed
- Bug fix for trying to make the VEX leave when it isn't present
- Bug fix for allowing the VEX departure to be aborted after the animation begins
config.json files from the 2.3.1 through 2.7.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.
-
Version 2.7.0
- DanW
- 1.2k Downloads
- Updated for SPT 3.10
- Added requirement for Waypoints 1.6.0 and removed redundant features that perform similar functions
- Made Fika incompatible. There is currently no way to synchronize door, switch, etc. states between clients.
- If Lockable Doors is loaded, show a warning message in the main menu, game console, and server console when the game first loads about known limitations
- Added SPT version check (currently set to allow all SPT 3.10.x versions)
- Reduced toggle_switches_during_raid.exclusion_radius from
150
to75
or many switches on Labs would never be activated - Removed trader-stock-adjustment feature because it doesn't look like BSG will be restoring trader stock limits
- Removed the bot-conversion-chance adjustment feature because there are now plenty of spawn mods that do a better job
- Removed logging buffer and crash detection because this hasn't been needed in a long time
- Removed most debug options and transferred them into a separate mod
- Do not try to directly despawn items that are locked in their parent items (i.e. soft armor inserts)
- Do not force doors near loot to open if something is already interacting with it
- Do not force doors near loot to open if open_doors_during_raid.enabled=false
- Ignore and show warning messages for items with invalid templates
- Removed warning message when checking for VEX's if there are no alive players in the map
- Made all Unity methods protected instead of private because the recent Visual Studio update is dumb and forces them to be faded out
- Began refactoring (but much more is still needed)
- Removed manifest from WinForms app (LootRankingDataReader) to reduce VirusTotal false positives
config.json files from the 2.3.1 through 2.6.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.
-
Version 2.6.1
- DanW
- 2.6k Downloads
- 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
- DanW
- 4.1k Downloads
- 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
- DanW
- 235 Downloads
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
- DanW
- 1.3k Downloads
- 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
- DanW
- 5.8k Downloads
- 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
- DanW
- 1.4k Downloads
- 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
- DanW
- 2.5k Downloads
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
- DanW
- 3k Downloads
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.
Manfredas1
Restored Fika compatibility: YAY
Fragger29
very time I type in true it keeps giving me a syntax error and no matter how I do it it never enables or works. I don't even know what im doing wrong whatsoever and im doing exactly what the fucking json file says to do
DanW Author
Can you please share what changes you made and what you're trying to do?
miron981
[2025-01-05T14:35:46.677Z] error: TypeError: Cannot read properties of undefined (reading '_props')
at LootRankingGenerator.getWeaponProperties (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:550:71)
at LootRankingGenerator.weaponBaseValue (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:520:56)
at LootRankingGenerator.findBestWeaponMatchfromTraders (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:507:30)
at LootRankingGenerator.generateLookRankingForItem (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:151:49)
at LootRankingGenerator.generateLootRankingData (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:119:75)
at LateToTheParty.generateLootRankingData (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\mod.ts:269:35)
at Object.action (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\mod.ts:76:26)
at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:41:63)
at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:61:68)
at processTicksAndRejections (node:internal/process/task_queues:95:5)
[2025-01-05T14:35:46.272Z] debug: Mods enabled: true
[2025-01-05T14:35:46.274Z] info: [Late to the Party] Creating loot ranking data...
[2025-01-05T14:35:46.678Z] error: TypeError: Cannot read properties of undefined (reading '_props')
[2025-01-05T14:35:46.678Z] error: TypeError: Cannot read properties of undefined (reading '_props')
at LootRankingGenerator.getWeaponProperties (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:550:71)
at LootRankingGenerator.weaponBaseValue (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:520:56)
at LootRankingGenerator.findBestWeaponMatchfromTraders (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:507:30)
at LootRankingGenerator.generateLookRankingForItem (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:151:49)
at LootRankingGenerator.generateLootRankingData (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\LootRankingGenerator.ts:119:75)
at LateToTheParty.generateLootRankingData (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\mod.ts:269:35)
at Object.action (C:\Games\SPT 3.10.5\user\mods\DanW-LateToTheParty\src\mod.ts:76:26)
at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:41:63)
at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:61:68)
at processTicksAndRejections (node:internal/process/task_queues:95:5)
[2025-01-05T14:35:57.582Z] debug: Saved 1 profiles, took: 10.91ms
DanW Author
This is normally caused by a trader mod (or other mod that modifies or adds items) creating an invalid item. Please try removing mods like these to see which one is causing it.
Jonnecy
"If you use both Questing Bots and Looting Bots, setting only_make_changes_just_after_spawning.enabled=true in config.json is highly recommended."
<- does this apply when running only Looting Bots ?
DanW Author
Yes, but I would only keep loot_destruction=true in only_make_changes_just_after_spawning.affected_systems and change all other options in that section to false. You might want to consider keeping opening_locked_doors=true as well or doors may be unlocked without any loot inside the rooms being removed.
Sorter
I kept receiving the following error message while in raid. Not sure if someone brought this to your attention yet.
DanW Author
Does this happen every raid? I haven't seen this one before.
Benchi
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
DanW Author
Each system in this mod has its own enabled setting in config.json.
AGX
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
DanW Author
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:
AGX
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
DanW Author
I'm guessing only the server, but I'm not sure.
AGX
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
iexistggrsd
Windows security is detecting Trojan:Script/Wacatac.B!ml in the .ZIP
DanW Author
It's a false positive
TASbot
Ummm Virus Total AND Bitdefender is picking up the latest file as a Trojan?
https://www.virustotal.com/gui…0ee4938cbc1cb3ebcc5eee455
DanW Author
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.
TASbot
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.
Iustus
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?
DanW Author
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?
Iustus
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!
DanW Author
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.
Iustus
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?
DanW Author
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.
Runey
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)
DanW Author
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.
Vladkem35
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))
DanW Author
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.
Petrochelli
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.
DanW Author
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.
Mark1502
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.
DanW Author
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.
DanW Author
The new 2.5.1 release should allow you to disable loot ranking to get around this problem.
RatGod
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)
Reyson
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,
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 =(
DanW Author
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?
Reyson
I've narrowed down the suspects to 2 mods, which are installed together.
In the configuration Late to the Party, everything is disabled except
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
DanW Author
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.
Reyson
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
Reyson
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!
Sorter
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)
DanW Author
Please send me your LogOutput.log file in your BepInEx directory after reproducing the issue.
Sorter
DanW Author
Did you set only_make_changes_just_after_spawning.enabled=true in config.json?
Sorter
I did.
DanW Author
Can you please check the following the next time this happens:
K.Hunter
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?
DanW Author
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.
Klinical
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?
DanW Author
This mod operates using the fraction of the original raid time remaining, so it will scale accordingly if you adjust the raid time.
Klinical
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
slendermang
To be clear, this is in reference to FIKA?
DanW Author
You can interpret that however you'd like
FotisN
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.
DanW Author
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.
FotisN
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?
DanW Author
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.
FotisN
Thank you so much!
Galm276
Does it make sense to use Late to the party with Realism, and Raid overhaul?
DanW Author
I don't use the other two so I have no idea. I'd guess it's just personal preference.
S13NDR_M4N
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
DanW Author
Can you share the error?
S13NDR_M4N
[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.
DanW Author
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.
S13NDR_M4N
Awesome, thanks Dan
Argemon
When playing, I have the following error spammed constantly in the log:
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?
DanW Author
Are you using any co-op mods?
Argemon
Yeah, I'm running Fika.
DanW Author
That's likely why. This mod is not currently compatible with Fika. Sorry.
Argemon
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.
DanW Author
Unfortunately, making this mod compatible with other co-op mods will be difficult and isn't something I'm planning to do. Sorry.
Petrochelli
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
DanW Author
Yes, that should be fine.
Petrochelli
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
DanW Author
When you say "i simply cant get the switches to work", what do you mean? What are you trying to accomplish?
Petrochelli
the auto toggle switch during the raid. couldnt get it to work. reinstalled 3 times and on the third try it finally worked.
DanW Author
Right, but what were you expecting specifically? The system has a chance to toggle switches at certain times; it's not a guarantee.
TouchMyButt
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?
DanW Author
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.
Konefine
It makes raid more and more immersive. Strongly recommended to add your server.
no1baggiesfan
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.
DanW Author
Can you please send me your modified config.json file for LTTP?
Also, can you confirm that Scavs spawn again if you disable LTTP?
no1baggiesfan
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.
DanW Author
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.
no1baggiesfan
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.
DanW Author
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.
unCrunch
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
DanW Author
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.
DanW Author
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.
M i S t
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 )
DanW Author
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.