Andrudis-QoL-Configurator 3.1.2

Download any EFT version outside of its official way can get you banned.
If we find out that you downloaded EFT on a pirate website you'll be banned without further informations.

You need to own the game and keep it installed on your computer to play AKI.

Adjusts for: loot spawns, XP, raid limitations, weapon maintenance, grindy quests. Adds Naked Edition to start with nothing at all

Install:

1. Unzip and copy Andrudis-QoL-Configurator\ folder in user/mods/

2. Change config options to your liking (default values will not change anything for compatibility with other mods)

### Collaboration with other mods:

* KMC Gear

* KMC Weapons

See "Collaboration configuration" section below for details

### Mod Information

* RemoveTraderLoyaltyForUpgrades - all upgrades in Hideout that require specific lvl of standing with Trader now require only lvl 1 standing.

* EnableNakedEdition - if set to 'true' new "Naked and Dangerous" edition will be added in launcher to Wipe options. Using this edition you start absolutely naked with only Alpha container

* RemoveExaminedByDefault - remove ExaminedByDefault flag from all items. In conjunction with EnableNakedEdition you start with absolutely no items examined

* ExpandRandomStackLimits - when enabled, ammo can spawn using full stack range. E.g.: 9x19 mm Green Tracer stacks at 50 max, but random stack in loot containers spawn in range between 15 and 40. With this option enabled all stackable items spawn in range between 1 and MAX_STACK_SIZE except money, which stack in range between 1 and MAX_STACK_SIZE/200

* ExtendRaidTime - increase raid time in all maps to 12h

* RemoveInRaidLootingRestrictions - when enabled, armbands and melee of AI PMCs will become lootable.

* RemoveInRaidCarryRestrictions - remove restrictions on how many specific items you can carry in you PMC inventory


* ItemsLootExperienceMultiplyer - change XP you get from looting items

* ItemsExamineExperienceMultiplyer - change XP you get from examining items

* ItemsExamineTimeMultiplyer - change how much time you spend during item examination (0 - instant, for hardcore 3-5 recommended)


* PlayerLeftRaidMultiplyer - change end-raid XP on Disconnect

* PlayerMiaMultiplyer - change end-raid XP on MIA (raid time runs out while you are still in raid)

* PlayerSurvivedRaidMultiplyer - change end-raid XP on Survived extract

* PlayerRunThroughMultiplyer - change end-raid XP on RunThrough extract (less than 10 minutes in raid, no kills)

* PlayerKilledMultiplyer - change end-raid XP in case you died in raid


* TimeBeforeDeployLocal - changes countdown time in seconds for GET READY screen after map assets are loaded, set to 0 to remove delay completely

* NumberOfUsagesForUnlimitedKeys - leave at 0 to keep keys as is. Increasing this number will add limit to usages for all keys and keycards that did not have limit before.


* BoughtItemsCountedAsFiR - changes whether bought items from trader will not be FiR or not. Valid values:

null = Default value, will do nothing for compatibility with other mods

true = override settings to explicitly enable FiR for items bought from traders

false = override settings to explicitly disable FiR for items bought from traders

* AllowLootOverlay - when set to 'true' will enable multiple overlapping items to spawn on the same spot. Does nothing otherwise for compatibility with other mods.

* GlobalLootChanceModifier - sets global Loot Chance Modifier to set value if different from 0.23. If equal to 0.23 (default) does nothing for compatibility with other mods.

* LocationsLootChanceModifier - sets maps' Loot Chance Modifier to set value if different from 0.8. If equal to 0.8 (default) does nothing for compatibility with other mods.


* FixBsAmmoPack - when enabled, fixed issue that '120 pack of BS ammo' unloads into BP rounds

* GrinchStoleChristmas - when enabled, spawn Roubles instead of decorations in containers.

* EnableChristmas - when enabled, activates Christmas event

* EnableHalloween - when enabled, activates Halloween event


* ForceAllLooseLootSpawn - when enabled, all loose loot of all maps will always spawn (may be affected by max number of loose loot allowed)

* LootContainerSpawnLootChance - does nothing at default (50), otherwise change % chance to spawn loot in container

* MinRelativeChance - increase relative spawn change of all items below value to be equal to that value. Vanilla values are between 1 and 5000, but can be set higher. At 5000 or higher all items have equal spawn change.

* AdjustItemsSpawnInContainers - when enabled, imports custom loot spawn configs from 'loot_spawn_configs' folder, See "Adjust Items Spawn Configuration" section of README for details.


* OverrideTradersDiscounts - enable to set % of item's base cost traders will substract when buying items from you. Disabled by default.

* TradersDiscounts - set discount for each trader. This setting is ignored if "OverrideTradersDiscounts" is not se to 'true'


* QuestsConfiguration

** ChangeUsecToAnyPmc - when enabled, "Punisher - Part 6" and "Friend from the West - Part 1" quest will accept any PMS's dogtags/kill instead of USEC ones

** ChangeBearToAnyPmc - when enabled, "Punisher - Part 6" quest will accept any PMS's dogtags instead of BEAR ones

** GrenadierCounter" - change to any positive value except 12 to change how many PMCs you have to kill with grenades for "Grenadier" quest. Change to 0 or negative value to insta-complete quest. (credits go to  Lone_Simon for initial implementation of insta-complete version)

** TheStylishOneCounter - change to any positive value except 100 to change how many time you have to kill Killa for "The Stylish One" quest. Change to 0 or negative value to insta-complete quest. (credits go to  Lone_Simon for initial implementation of insta-complete version)

** AShooterBornInHeavenCounter" - change to any positive value except 100 to change required distance for "A Shooter Born In Heaven" quest. Change to 0 or negative value to insta-complete quest.

(All credits go to kikirio and Lone_Simon for initial implementation, I've just added insta-complete option and support for condition's texts in all locales and not just EN locale )

** HunterCounter - change to any positive value except 25 to change how many times you have to kill Shturman. Change to 0 or negative value to insta-complete quest.

** ForceMarkedOphthalmoscopeSpawn - when enabled, force "Marked Ophthalmoscope" for quest "Colleagues - Part 2" spawn with 100% chance


* ChangeInsuranceAvailability - change for which maps insurance will be available or ignored. [Temporary disabled]

* DisabledForScav - change scav raids availability for maps [Temporary disabled]

* RestrictMapsByPlayerLevel - then enabled, maps will become locked by player level according to 'MapsRestrictionsByLevel' settings (special thanks to @Shirito#4361 and @Wind Le T-Rex#1487 for idea and initial implementation)

* MapsRestrictionsByLevel - set for each map min player level to access this map. Does nothing if 'RestrictMapsByPlayerLevel' is not enabled


* WeaponMaintenance - all setting in this section only affect weapons

** MaxDurability - sets max durability for all weapons (NOTE: weapons will always show 100%, does not affect weapons already in inventory)

** DurabilityBurnRatio - multiplier for weapon durability burn each shot. Set to 0 to disable durability degradation


** DurabilitySpawnMin - set min durability % for Scavs weapons

** DurabilitySpawnMax - set max durability % for Scavs weapons

** MinRepairDegradation - set min weapon durability degradation during repair

** MaxRepairDegradation - set max weapon durability degradation during repair


** BaseMalfunctionChance - set base malfunction chance for weapons (for most weapons default is 0.13-0.17)

** AllowMisfire - change to enable/disable Misfire malfunction for all weapons


** AllowJam - dummy placeholder for future Jam malfunction once it will be added

** AllowFeed - dummy placeholder for future Feed malfunction once it will be added

** AllowSlide - dummy placeholder for future Slide malfunction once it will be added

** AllowOverheat - dummy placeholder for future Overheat malfunction once it will be added

** HeatFactor - dummy placeholder for how fast weapon builds heat toward Overheat malfunction

** CoolFactor - dummy placeholder for how fast weapon loses heat


### EXPERIMENTAL:

* HeapPreAllocationEnabled - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* OverrideRamCleanerSettings - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* RamCleanerEnabled - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* DisableReleaseProfiler - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* EnableNewSpawnForMaps - in theory should enable new bots spawn algorithm as in Live, but looks like not supported for now. Leaving it here just in case

### Collaboration configuration

See '\scr\collaboration_config.json' where you can enable/disable collaboration with other supported mods:

* KMC_Gear - when enabled, adds gears from mod to loot containers loot pool according to configuration in '\src\collaboration\KMC_Gear\kmc_gear.json'.

* KMC_Weapons - when enabled, adds mods and ammo from mod to loot containers loot pool according to configuration in '\src\collaboration\KMC_Weapons\kmc_mods_and_ammo.json'.

Note: Collaboration options should be disabled if target mod is not installed or removed!

### Adjust Items Spawn Configuration

Only works in "AdjustItemsSpawnInContainers" is set to 'true' in main config file.

There are multiple items (barrels, foregrips, ammo, ironsights etc.) which are not added to loot containers spawn tables and so never spawn inside any containers.

In folder \src\loot_spawn_configs\ - there are a number of files with configurations to add missing item spawns to loot containers.

You are free to remove, edit or add your own spawn configurations as you like - just put them in '\src\loot_spawn_configs' folder.

Should be compatible with other mods that add new items to the game as long as they are loaded before this mod - you can create your own config files for those items and add them to loot pool of containers you want


Each file starts with 'AdjustAlreadyExistingItems' param

* AdjustAlreadyExistingItems - if set to 'true' will override spawn chances for existing items, default is 'false' which will only add items that do not yet exists in containers' loot tables and ignore already existing ones. This setting has affect only for one specific configuration file - each file is handled separately.

* ItemsSpawnConfigs - contains list of items to be added/edited for containers' loot tables


Each record consists of the following fields:

* Name - for your reference and log only, does not have any effect

* UID - EFT '_id' value for item you want to edit. Use 'items.json' or 'https://items.sp-tarkov.com/' for reference. If item with this UID does not exist - whole record will just be ignored

* EnableSpawnChanceAdjustment - change to any value except 'true' to disable this record without deleting it.

* RelativeSpawnChance - set relative spawn chance. EFT values usually go between 1 and 5000, but can be set higher. Higher value gives more chances to spawn this item.

* SpawnInAnyContainer - if set to 'true' item will be added to loot table of each available container in the game

* MimicItemSpawn - enter another item's '_id' to spawn your item in the same containers where mimicked item can be spawned. NOTE: this setting is ignored if your item already has at least 1 spawn container defined, i.e. only works for items that has no spawns defined yet at all.

* IntendedContainers - coma-separated list if container IDs in which you want to spawn this item. See 'container IDs.txt' for full list

Note: if item can already spawn in a given container, second spawn will not be added - instead existing spawn chance will be altered

### Roadmap

You can track progress and plans for my mods here: https://trello.com/b/12O0q28P/andrudis-aki-mods-roadmap

I can neither provide any ETA nor promise 100% of backlog will be implemented, but tasks that got into ToDo list at least will be attempted,

  • Version 3.1.2

    Changes in 3.1.2 from 3.1.1


    Note: Compatible with SPT-AKI 2.1.2 Release


    ### Changes

    * updated to be compatible with SPT-AKI 2.1.2

  • Version 3.1.1

    Changes in 3.1.1 from 3.1.0


    Note: Compatible with SPT-AKI 2.1.1 Release


    ### Changes

    * updated to be compatible with SPT-AKI 2.1.1

    * ChangeInsuranceAvailability and DisabledForScav - available again

  • Version 3.1.0

    Changes in 3.1.0 from 3.0.7


    Note: Compatible with SPT-AKI 2.1.0 Release


    ### Changes

    * updated to be compatible with SPT-AKI 2.1.0

    * ChangeInsuranceAvailability and DisabledForScav - temporary disabled until some issues with these settings will be resolved

  • Version 3.0.7

    Changes in 3.0.7 from 3.0.6


    Note: Compatible with SPT-AKI 2.0.* Release


    ### Update

    * KMC collaboration - both configuration files updated

  • Version 3.0.6

    Changes in 3.0.6 from 3.0.5


    Note: Compatible with SPT-AKI 2.0.* Release


    ### Hotfix

    * KMC Weapons collaboration option will now work correctly


    -----------------------------------------------------------------------

    Changes in 3.0.5 from 3.0.4


    Note: Compatible with SPT-AKI 2.0.* Release


    ### Added:

    * Added \scr\collaboration_config.json where you can enable/disable collaboration with other supported mods.


    Currently supported mods:

    * KMC Gear (KMC Gear)

    * KMC Weapons (KMC Weapons)


    ### Collaboration configs:

    * KMC_Gear - when enabled, adds gears to loot containers loot pool according to configuration in '\src\collaboration\KMC_Gear\kmc_gear.json'.

    * KMC_Weapons - when enabled, adds mods and ammo to loot containers loot pool according to configuration in '\src\collaboration\KMC_Weapons\kmc_mods_and_ammo.json'.

    Note: Collaboration options should be disabled if target mod is not installed or removed!

  • Version 3.0.4

    Changes in 3.0.4 from 3.0.3


    Note: Compatible with SPT-AKI 2.0.* Release


    ### Fixed:

    * added Sorting Table to 'Naked and Dangerous' edition


    NOTE: Change is automatically applied on wipe. In order to add Sorting Table to already existing "Naked and Dangerous" profile without wipe you need to add the following record to your PMC inventory (characters=>pmc=>Inventory=>items):

    Code
    {
    "_id": "60dca3da42ad9b706b369aca",
    "_tpl": "602543c13fee350cd564d032"
    },

    and

    Code
    "sortingTable": "60dca3da42ad9b706b369aca",

    after characters=>pmc=>Inventory=>questStashItems

    Make sure to backup profile before editing!

    Images

  • Version 3.0.3

    Changes in 3.0.3 from 3.0.2

    Compatible with SPT-AKI 2.0.* Release


    ### Added (special thanks to @Shirito#4361 and @Wind Le T-Rex#1487 for idea and initial implementation):

    * RestrictMapsByPlayerLevel - then enabled, maps will become locked by player level according to 'MapsRestrictionsByLevel' settings

    * MapsRestrictionsByLevel - set for each map min player level to access this map. Does nothing if 'RestrictMapsByPlayerLevel' is not enabled


    ### Removed from EXPERIMENTAL section:

    * AzimuthPanelShowsPlayerOrientation

    * MarksmanAccuracy

    * EnableSkillAtrophy

    * MaxBotsAliveOnMap

    Images

  • Version 3.0.2

    Changes in 3.0.2 from 2.2.2


    Note: Compatible with SPT-AKI 2.0.0 Release, but not compatible with any 1.6.0 and earlier SPT-AKI versions.


    ### Fixed

    * ExtendRaidTime - fixed spelling in config file that prevented this param from working as intended, special thanks to Xinax for pointing this issue

    * QuestsConfiguration->Hunter - should now adjust correctly number of times required to kill Shturman


    ### Added

    * ForceAllLooseLootSpawn - when enabled, all loose loot of all maps will always spawn (may be affected by max number of loose loot allowed). Additionally added configs to add all missging items (barrels, foregrips, ammo, ironsights etc.) to containers' loot pool.

    * EnableChristmas - when enabled, activates Christmas event

    * EnableHalloween - when enabled, activates Halloween event

    * AdjustItemsSpawnInContainers - when enabled, imports custom loot spawn configs from 'loot_spawn_configs' folder, See "Adjust Items Spawn Configuration" section of README for details.

    * QuestsConfiguration -> ForceMarkedOphthalmoscopeSpawn - when enabled, force "Marked Ophthalmoscope" for quest "Colleagues - Part 2" spawn with 100% chance


    * WeaponMaintenance

    ** MaxDurability - sets max durability for all weapons (NOTE: weapons will always show 100%)

    ** DurabilityBurnRatio - multiplier for weapon durability burn each shot

    ** DurabilitySpawnMin - set min durability % for Scaws weapons

    ** DurabilitySpawnMax - set max durability % for Scaws weapons

    ** MinRepairDegradation - set min weapon durability degradation during repair

    ** MaxRepairDegradation - set max weapon durability degradation during repair

    ** BaseMalfunctionChance - set base malfunction change for weapons (for most weapons default is 0.13-0.17)

    ** AllowMisfire - change to enable/disable Misfire malfunction


    ### Changed

    * FixBsAmmoPack - default changed to 'false' because this issue should already been fixed by BSG


    ### Known Issues

    * MinRepairDegradation and MaxRepairDegradation - will not take effect until know issue in SPT-AKI with repair degradation is fixed.

  • Version 2.2.2

    Changes in 2.2.2 from 2.2.1


    ### hotfix

    * BoughtItemsCountedAsFiR - logic has changed because SPT-AKI now defaults this behavior to false. New valid values:

    null = Default value, will do nothing for compatibility with other mods

    true = override settings to explicitly enable FiR for items bought from traders

    false = override settings to explicitly disable FiR for items bought from traders

  • Version 2.2.1

    Changes in 2.2.1 from 2.2.0


    ### hotfix

    * resolved package.js is missing module.exports.mod = new Mod(); - special thanks to Tq_ for this fix

  • ### Roadmap

    You can track progress and plans for my mods here: https://trello.com/b/12O0q28P/andrudis-aki-mods-roadmap

    I can neither provide any ETA nor promise 100% of backlog will be implemented, but tasks that got into ToDo list at least will be attempted,

  • First time, long time. Is it possible to change the durability of items that fence sells? I can't find the info I'm looking for.

    • Not sure if it is possible in SPT-AKI 2.1.2, try asking in modding section in Discord, maybe someone experimented with Fence settings and know the answer

  • Olá, eu amo o seu mod, eu seria capaz de mudar o tempo de ataque de 12 para menos, porque 12 horas eu acho que é muito longo. Eu gostaria de personalizar por mapa, fabrica 40 min, personalizado 90 min, madeiras 80 min e assim por diante, você gostaria?

    desculpe meu inglês, e google.

    • Hello, I love your mod, I would be able to change the raid time from 12 to less, because 12 hours I think it's too long. I would like to customize by map, manufactures 40 min, custom 90 min, woods 80 min and so on, would you like to?

      sorry my english, and google.

    • Hi! I've added you suggestion to roadmap. No ETA for not, but definitely will be included in QoL update for 12.12 when it gets released

  • question. i enabled christmas event how do i get the ornaments to spawn in i have checked multiple safes and nothing?

    • It looks like some kind of bug - either mine or from SPT-AKI. Ornaments are present in items database and their spawn is also defined, but for whatever reason they really do not spawn. I'll investigate when I have time

    • I'm having the same problem. It is not possible to make a Christmas Tree in Hideout.

    • Can confirm that there are some issues with ornaments spawn.

      I've managed to get them spawning by setting those items to spawn in every container:

      \Andrudis-QoL-Configurator\src\loot_spawn_configs\event_items.json

      Set "AdjustAlreadyExistingItems" : true

      for Christmas tree decoration balls set "SpawnInAnyContainer" : true


      This will cause them to spawn in other containers also, but for whatever reason they still will not spawn in safes - it feels like there is some code explicitly preventing them from spawning in default containers. I am not sure if it me missing something, still have an idea worth checking out and if it work I'll deploy an update with fix.

      If that idea will not change anything, then I will explicitly investigate this issue more when the next SPT-AKI version will gets released

  • Aki 2.1.2 Server said that this mod is out of date and doesnt work

    • Update mod to a compatible version (the latest at the moment)

    • Nothing changed :(

    • Send me your server logs after starting server with this mod via PM or Support Thread

  • Update for 2.1.0 coming soon? :D Can't live without fast reload speed :(

  • When I enable the KMC compatibilty, then I will get an Error. The console gives following Info and it only appears, when you try to start an raid, it will load endless:


    TypeError: Cannot read property 'Width' of undefined

    at Function.generateContainerLoot (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:55845:75)

    at Function.generate (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:51723:25)

    at Function.get (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:51764:31)

    at Object.getLocation [as aki-loot] (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:47350:52)

    at Function.getResponse (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:56235:62)

    at Function.sendResponse (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:56463:29)

    at Inflate.cb (C:\EFT (live) - zicoman's Ai Configuration\obj\bundle.js:56498:22)

    at Inflate.zlibBufferOnEnd (zlib.js:153:10)

    at Inflate.emit (events.js:315:20)

    at endReadableNT (internal/streams/readable.js:1327:12)


    When I disable the KMC compatibilty, then it works correctly.

    • Do you have the latest version of both KMC mods and QoL configurator installed?

    • Yes I have. Sould you need a list of my Installed mods?

    • 1) Remove original version of my mod. (move to a different folder)

      2) Download this version of my mod and extract in Mods folder: https://www.dropbox.com/s/mq8mcf9993kye50/ZAndrudis-QoL-Configurator.zip?dl=0

      3) Version starting with ZAndrudis-... should be there along with your other mods.

      4) Make sure collaboration_config.json is configured correctly for KMC mods you are using. you also may copy over config.json withi settings you use from original version

      5) Run server, wait until all mods are loaded (no need to start neither launcher nor game)

      6) Send me Server.log with results by any means (PM here, discord, pastebin etc...)

      7) Use that ZAndrudis version of a mod to play if you want - it will skip missing items and you will not get any more "Cannot read property 'Width' of undefined" issues, while collaboration for all existing items will work.


      Once I'll get server.log from you, I'll contact KMC team and we will find more permanent solution.

      Like 1
  • absolutely beautiful

    Thanks 1
  • It's "Multiplier", not "Multiplyer"...

  • Hello there.

    I have a question for Malfunction feature

    "BaseMalfunctionChance" : 0,1,
    "AllowMisfire" : true,

    but scavs & even me still shoot weapons well, even on 0 durability.
    How to make weapons jam and even broke?

    • Hi!

      For 'BaseMalfunctionChance' you need to use dot, not coma as digits separator and 0.1 is less than default value which as around 0.13-0.17. I do not have exact formula used for the final malfunction chance, but with value 10.0 you should have 100% malfunctions even for a brand new gun and best ammo.


      AllowMisfire - is 'true' by default for all guns except PPSH

    • So, guns will only jam and never broke?

      I mean that will never happens fatal jams that fix only by repairing them

      p.s. - just set "BaseMalfunctionChance" to 2.0, guns jam now, but still not broke. Also, this looks like don't work for AI, they shoot stable even with 0 durability guns.

    • As far as I know there is no such thing as "fatal jam" in Live EFT yet, so obviously such thing do not exists in SPT. Also There is a bug in SPT that AI Scavs always start with 100% durability and repair degradation does not work - but this goes outside of my mod and I have no influence on that.

  • Any chance we can see if we'll get a hideout build time override added to the mod?

    • AIO mod already similar options: FastHideoutConstruction and FastHideoutProduction - they change build time and production time to a few seconds. If that does not work for you, please let me know what exactly would you like to have different from what AIO provides.


      I usually try to avoid duplication functions already provided by other mods, unless I have a good reason to do it or if I can provide better and more extensive functionality.

  • Hey, i am relativive new to modding my AKI and im recieving this error :


    [QoL] Initializing: Andrudis-QoL-Configurator

    There's still an error!

    [ERROR] Trace:

    Error: Expected string but "5" found.

    at doubleCheck (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5097:11)

    at fixJson (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5171:10)

    at doubleCheck (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5095:44)

    at fixJson (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5171:10)

    at doubleCheck (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5095:44)

    at fixJson (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5171:10)

    at doubleCheck (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5095:44)

    at fixJson (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5171:10)

    at doubleCheck (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5095:44)

    at fixJson (C:\Games\SPT-AKI\EFT AKI 2.0\EFT\obj\bundle.js:5171:10)


    maybe u could help me with that.

    Thank u for taking time :)

    • ah sry it seems like i got it now.


      it was an error caused by an incompatable mod i guess.

      deleted it and now its fixed

      Like 1
  • Hallo i have a question about MinRelativeSpawnChance does it mean of the rarity items or the specific item to spawn? like in a certain container if so what are the recommended MinRelativeSpawnChance?

    • The higher you set this param - the more rare items will become more common

      I would recommend setting to 25-50

      All items by default have rarity between 1 and 5000: higher number means more chances to spawn that item. If you set this param to 50, than all items with rarity 1-49 will be updated to have rarity 50. If you set it to 5000 - then all items in the game will have equal changes to spawn

      Note: that param affects only items spawned in containers, but does not affect loose loot spawned in open

    • thank you so much for the reply! i was a bit confused about the MinRelativeSpawnChance No wonder why i got so many rare item out of so many container thanks alot Andrudis!

    • also i have one more thing mine parameter is like this how do i make more rare item common again?


      "ForceAllLooseLootSpawn" : false,

      "LootContainerSpawnLootChance" : 50500,

      "MinRelativeChance" : 50500,

      "AdjustItemsSpawnInContainers" : false,

    • LootContainerSpawnLootChance - this should be between 0 and 100 - this is change for container to spawn anything at all

      MinRelativeChance - 5000 is enough, no need to get higher. At this value all items have the same chance to spawn in container

    • Alright gotcha! thanks alot man!

  • Hey,


    it looks like durabilityspawn min and max dont work unless im doing something wrong. All scavs spawn with 100% weapons even when I change these, same with repair degradation

    • Hi

      for repair degradation see ### Known Issues in patch notes

      for durabilityspawn - it may also be related, but I'll re-test tomorrow

      Thanks 1
    • Sounds good, thanks!

    • Ok, I did some testing - looks like even without any mods Scavs have 100% durability weapons always, but in database for all weapons min and max durability spawn is set between 20-30 and 70-85

      That means Durability related features are not working at the moment. Strange - they were working in BE RC1 build when I did testing for each param. Looks like we have to wait for AKI update that will fix repair degradation

    • Good to know thanks again!

  • Anyone know why this is failing to load?


    • You are using incompatible mod version. Versions 3.0.* are for BleedingEdge AKI 2.0 RC1 version and not compatible with earlier version as pointed in notes

      for AKI 1.5.* use mod version 2.2.2

    • ahh thanks, I missed that!

  • hey so I try and set the Hunter counter but it says


    "(NOTE!: this quest is not present in R7.3 and is only available with "BleedingEdgeDatabaseImport" enabled in EXPERIMENTAL section)"


    but there is no setting in the EXPERIMENTAL section for Andrudis QoL configurator V2.2.2.


    Is there a workaround for this?

    • Sorry, description got a little outdated and "BleedingEdgeDatabaseImport" was removed after release of SPT-AKI 1.0, but since The Hunter quest is present in 1.0.0 and later versions - this setting should work for all SPT-AKI versions from 1.0.0 and up to 1.6.0

    • Hmm I tried to change it and it wont work. I looked in the mod.js of the 2.2.2 version and I *think* it's still pointing to the bleedingedgedatabaseimport per the code below.



      EDIT: I commented out the "if (Config.BleedingEdgeDatabaseImport_QuestsAndItems == true)" line and it works.

    • Thanks for letting me know, I'll fix this in the next version of the mod

  • hey quick question,

    Would mods like MoreVariety/advance pmv and such would be compatible or would their be "conflict" from them. Thanks in advance ^^

    • Should have mention, if you have any modrecommendation to work alongside your QoL
      and Ereshkigal-AllinOneMod. (Just realised I posted this on ur QoL and not QuestManiac)
      I am very sorry about that.

    • QuestManiac may conflict with TerragroupSpecialist and other mods that alter XP progression curve, but you can just avoid enabling progression overhaul in AQM and then there should be no conflict.

      In general I try to build mods in such way that they do not change anything critical unless you explicitly specify that you want to enable that change in config. If there is another mod that changes the same thing - there may be a conflict, but you can always just leave corresponding setting in my mod at default value to avoid that.

      Only enable params that you cannot change by other mods you are using and you should be fine.

      If you run into any conflicts that cannot be resolved - let me know and I'll try to come up with compatibility patch, but so far I've received no such reports and always try to set default configuration so it will not conflict with anything else.

    • Thanks alot for the quick reply, I'll be testing out some mods with it. I'll just make sure there nothing that could conflict with the xp curves and such! thanks!

  • The Config ExtendRaidTime does nothing, when I set it to true.

    Thanks 1
    • Thank you for letting me know!

      There is a spelling error in config file: param is spelled "ExpandRaidTime", but should be spelled "ExtendRaidTime" as in description.

      If you rename param in config file to "ExtendRaidTime" - it will work, I'll fix this in the next update

  • I dont know if its just me but... when I edit EnableNakedEdition to True and make a new "account". Im not starting naked ^^

    • You need to switch to "Naked and Dangerous" edition in the launcher. Vanilla editions are not affected

  • package.js is missing module.exports.mod = new Mod(); :kappa:

    Thanks 1
    • Thanks a lot, hotfix is deployed

  • Thermite does not seem to spawn so I checked the code and it looks like its all jumbled up...


    There is a mixing of thermite and tnt..... and Config.TntRelativeSpawnChance is used to test for thermite

    • Thanks a lot for finding this! Updated version is deployed

    • Thanks for the fix. Is there still an issue if you just want to add thermite in the default location and not in any container? Does it get triggered? (same with wrench) I was thinking something like this for thermite:


    • Yeah, I don't know if it's an AKI 1.2.0 thing, or an issue with the mod, but it looks like there's still some sort of issue with thermite spawns even with the most recent version of this mod (2.1.4).

      I don't see thermite at all unless I massively increase the spawn chance (I see reasonable amounts of TNT and ratchet wrenches at the default values), and when I do that I start seeing thermite and ratchet wrenches spawning as a pair (if one spawns in a container, the other does too).

    • I did a search in the AKI source and thermite is definitely being added to the the following places:

      5914944186f774189e5e76c2//Jacket

      578f87a3245977356274f2cb//Duffle bag

      5d6fd45b86f774317075ed43//Technical supply crate

      5909e4b686f7747f5b744fa4//Dead Scav

      5d6d2b5486f774785c2ba8ea//Ground cache

      5d6d2bb386f774785b07a77a//Buried barrel cache

      It must be a really low chance because I spent hours looking for a single instance doing a hardcore run where you can't buy the stuff!

    • Ok, looks like something was changed with loot spawns. Originally my mod was meant to add new items missing in AKI db, but now as those items are added to db I'll probably have to manage them differently. At a moment relative chance to spawn Thermite is 300 which is almost twice less that chance to spawn Radiator Helix. I'll probably have to re-write and re-test all logic with those items. Sorry for inconvenience

  • Thanks again for this mod, much appreciated :)

  • Is anyone else reporting that all purchased items are being marked found in raid? I have the setting in your config.json to false.


    I am using your latest version posted.

    • False alarm. Senko's AIO mod was set to true.

  • If I may requst a much needed QoL feature. I just realized that trader buy back prices are WAY off from Live. For example, Therapist buys bitcoin at 1.3m instead of 400k. It is controlled by the handbook.json file and it would be great if that could be updated to match Live. Tarkov-market api will give you the trader and trader buy back price, I just don't have any coding skills to get it merged with handbook.json.

    • Hi! I take it into account but cannot promise to give a quick solution. Tarkov-market require a key only patrons can get to fetch data via API - I have this key to export data but it will not allow live updates. In any case integration with Tarkov-market require time I do not currently have. As a quick alternative I can add parameters to override trader's discount % for each trader if that is of any use.

    • Understood. Maybe a one-time update of prices from Tarkov-market? That way we will at least be up to date until next change by BSG. It doesn't update as frequently as the flea so I don't think it is necessary for real time updates.


      I don't think changing the discount of each trader will fix the issue b/c for example:


      Therapist in Live will buy back an SSD at 40k but in AKI will buy back at 80k so that would be a 50% discount.


      Therapist in Live will buy back bitcoin at 400k but AKI will buy back at 1.3m so that is much greater than 50%


      Just a suggestion.

  • Whenever I edit the remove trader loyalty from upgrades I get this error and it makes it unable for me to log in to my account. Any suggestions?


    [ERROR] Trace:

    SyntaxError: Unexpected token T in JSON at position 39

    at JSON.parse (<anonymous>)

    at Function.deserialize (A:\Games\SPT-AKI\obj\utils\JsonUtil.js:15:17)

    at Mod.load (A:\Games\SPT-AKI\user\mods\Andrudis-QoL-Configurator\src\mod.js:18:33)

    at Function.executeMods (A:\Games\SPT-AKI\obj\utils\ModLoader.js:52:28)

    at Function.load (A:\Games\SPT-AKI\obj\utils\ModLoader.js:8:15)

    at Object.load [as aki-mods] (A:\Games\SPT-AKI\obj\callbacks\ModCallbacks.js:7:15)

    at Function.load (A:\Games\SPT-AKI\obj\utils\App.js:15:27)

    at Function.main (A:\Games\SPT-AKI\obj\Program.js:19:9)

    at Object.<anonymous> (A:\Games\SPT-AKI\obj\Program.js:24:9)

    at Module._compile (internal/modules/cjs/loader.js:1138:30)

    • Just a suggestion: probably you set value to "True" while should be "true"?

    • ahhh, yep that was it, thanks

  • @NugentGL reported that it was possible that red decoration ball still spawns in safes, I looked into the code and found that the first condition is comparing to radiator helix.

    • Thanks a lot, deployed hotfix

  • I am struggling to get loose loot to spawn like Live in Customs. Currently I have tried values of 2, 5 and 10 for LootLocationsChanceModifier and the result is exactly the same on Customs. Server reports anywhere from 30-50 loose items spawning and the two locations I have been checking on Customs have either 1 item or no loose loot at all. I check crack house by the river and usec room building on the other side.


    I tried Senko's AIO mod and changed LootChance from 100 to 1000, 500, 200, 110 and 101 and each value always spawned nearly 1000 loose items. I am just looking to get loose loot near Live.

    • It may be cached somewhere, but I do not know where

    • yea, Senko's doesn't work b/c I have to remove his mod and start server for it to "re-cache". Anything above 100 is overpowered for loose loot.


      Does any of your settings increase loose loot?

    • GlobalLootChance and LocationsLootChance - location loot chance affect how likely loose loot to spawn for each specific spawn point on the map, while global loot chance affect how many attempts is made to spawn loot in each specific spawn point. If GlobalLootChance is more that 1.0 you may end up seeing multiple items spawned one inside another on the same spot.

      I'm still playing with values, but 5 for both made more comfortable for me

    • Thank you sir! I have both set at 3 and I am happy. It is about right with Live, maybe a little less but that is ok since I am not fighting other players for the loot.

  • Can you explain in more detail what 'lootchance modifier' does, exactly? And what the relationship is between global and location?

    Thanks for making mods, I'm super grateful we can all benefit from your hard work :)

    • I do not know exact formula, I've just took existing params and put them into config.

      As far as I can tell from testing, location loot chance affect how likely loose loot to spawn for each specific spawn point on the map, while global loot chance affect how many attempts is made to spawn loot in each specific spawn point. If GlobalLootChance is more that 1.0 you may end up seeing multiple items spawned one inside another on the same spot.

    • Thank you! I'm fiddling with numbers now, and it's working as I wanted.

  • I am having a hard time understanding the setting below:


    "MinRelativeChance" : 1


    Can you give me an example of what it is supposed to do? For example, if the chance for a Powerbank to spawn in a ground cache is 1% in Live. If I change the value to 10 how does that change the spawn chance?


    I used powerbank as an example and I have no idea the real spawn chance of a powerbank.

    • This one is tricky, because you do not set flat spawn change % here.


      For example, lets say you have a loot container "BOX" which can spawn 11 different items, and first 10 items have RelativeChance = 5 while the last 11th item has RelativeChance = 50

      TotalCumulativeChance = 5*10+50*1 = 100

      Then for each item: ChanceToSpawn= RelativeChance / TotalCulumativeChance

      Which for first 10 items would be = 5/100 = 0.05 = 5% per each item and 50 / 100 = 0.5 = 50% for 11th item.


      Now if you increase MinRelativeChance to 20 it will increase RelativeChance for each of the first 10 items to 20, but this will also increase TotalCumulativeChance= 20*10+50*1 = 250

      Which leads to ChanceToSpawn for the first 10 items would be = 20/250 = 0.08 = 8% (instead of earlier 5%) and for the last 11th item ChanceToSpawn = 50/250 = 0.2 = 20% (instead of earlier 50%)


      By default each loot container have different set of items it can spawn and each item is assigned RelativeChance between 1 and 5000. For example in "Ground Cache" LEDX has RelativeChance = 20 to spawn when TotalCumulativeChance of all items is 336752 which leads to chance to spawn LEDX = 20 / 336752 ~ 0.0006 = 0.06%, at the same time Malboro Cigarettes will have ChanceToSpawn = 5000 / 336752 ~ 0.015 = 1.5%


      This is how it was implemented by BSG, Hope this helps

  • IMPORTANT!

    If you downloaded versions 'v2.1.0' or 'v2.1.1' before please update them to 'v2.1.1 fixed' because earlier versions had bug that messed loot spawn chances in containers

  • one of the essential mods

    you basically want to have this and/or either/both AIOs from senko and ereshkigal if you want to fix some bad design choices in tarkov :senkosmug: