Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
What
This mod adds the ability for helmets that block using ear protection to now use ear protection as well as lowers the deafness rating if you are not using ear pro. It does this by first scanning the database, then programmatically setting the debuffs to whatever the config is.
This is compatible with other mods that add new helmets like TACTICAL GEAR COMPONENT by civicIam. It should work for any helmet in the database. The ear blocking value and deafness value are evaluated separately. For the deafness value, there are only three options which are High, Low, None, if you use anything wrong it will just default to None. In order for this mod to remove other mod's debuffs you will need to load this mod AFTER those mods. Use LOE (LOAD ORDER EDITOR) by Hazelify to modify your "order.json" file. Remember this only changes what it sees in the database, if a helmet is added after it then this mod will never know about it.
Why
All the cool rooskie helmets are useless if you can't hear. That goes double if you are using realism.
How to install
This is a server side mod, just unzip it and place it in your "user/mods" folder and ensure it loads after any mod that adds helmets that you want to change.
in the server log you will see lines starting with "[Helmet Improvement Program]", every log from this mod should start with this. The number in the log line
" [Helmet Improvement Program] {{number}} Item Penalties removed" should be self explanatory but only helmets that had values worse than the modifiers in the config should count towards this number. If only one value is changed it will count toward this number so keep that in mind if it is not behaving how you want it to. If you want to exempt certain helmets for whatever reason than use the config section below.
Default config
{
"debug": false,
"debugHelmetScanLog": false,
"blocksEarWear": false,
"deafnessStrengthBasedOnArmorType": false,
"deafnessStrength": "None",
"deafnessStrengthPossibleValues": "None, Low, High",
"deafnessStrengthExplanation": "if deafnessStrengthBasedOnArmorType is true then this value is not used",
"deafnessStrengthExplanation2": "If deafnessStrengthBasedOnArmorType is false then it will apply this value to everything",
"helmetsToIgnore": [
"ItemIdHere",
"If Your Helmet Is A Vanilla Tarkov Item Use This Site { https://db.sp-tarkov.com/ }",
"Otherwise You Will Either Need To Buy It From The Store And Look At The Running Server Log",
"Or Read The Code Of The Mod You Are Using"
]
}
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debug
changing debug to true will set logging to verbose. If you are having an issue with an item not being modified this should be the first place you look
debugHelmetScanLog
This is another debug logging level that scans every single item in the database. It is set to false so that normal debugging is still readable. If you are not seeing your item id in the original debug logs and set this to true and you should be able to find logs from this mod and what it does with those Id's. this one is very verbose so turn it off if the logs from this mod are annoying.
blocksEarWear
This value does what it says. If a helmet covers the ears than it will block adding ear protection. Set it to false to remove blocking, true to block.
deafnessStrengthBasedOnArmorType
This is a little more involved that it steps down the existing deafness volumes. If a helmet had a very high deafness volume, like the SFERA (Sphere), than it will now have a low deafness volume. If it was Low than it will be None. You can also just ignore this and set deafnessStrength to None if you don't want to be deaf anymore.
deafnessStrength
This is field is another debuff that helmets that block earpro have, they make it very hard to hear. There are only 3 values which are "High", "Low", "None" and the config has fake variables that explain this as well. Keep in mind that you have to have the parenthesis ( -> " " ) around the value or it wont work.
helmetsToIgnore
this is a list of the helmets in which you intend for their debuffs to remain. You will need to place the items id here. Use https://db.sp-tarkov.com/ if the item you want to ignore is a vanilla item. You want the _id field, not the tpl. If the item you want to be ignored is a modded item then you will have to either buy the item from the store and note the Node server's running log as it will specify what itemId was just purchased or sold OR you will have to read the database template json file of the mod you added. This is much easier than you think, an example of TacticalGearComponent is the PARACLETE APC is like this. Little less readable than some mods but there are other clues like the locales you can use to just look up the description you see in game.
...
"CCG_APC": {
"_id": "CCG_APC",
"_name": "CCG_APC",
... ,
"locales": {
"en": {
"Name": "PARACLETE APC",
"ShortName": "APC",
"Description": "Designed to allow the operator to gain immediate protection against high powered assault weapons, the Advanced Plate Carrier (APC) takes performance to new levels. Blending the functionality of a tactical vest with the simplicity of a plate carrier, the APC accommodates soft ballistic panels, Level III or IV hard armor plates and equipment pouches."
}
}
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Expect very little help concerning this mod. You have every ability to read what the code is doing and fix it. I am planning on abandoning this very quickly just like the other one I updated twice after saying that. I'm an old disgusting semi cripple, I don't wanna make time for your problems that I caused.
Note to other Developers
The code in its base state is completely free to use or incorporate into other mods. I wouldn't ask permission if I wanted to make something and I won't expect anything different from anyone else. That includes merely changing the version numbers in the future to make it compatible with newer version of SPT and uploading under your own name. The code should be completely fine for future versions of SPT unless the database object changes. Make sure to grab the types folder from the modding resource to compare the expected database structure. SPT @Types should really be on npm or something.
smooches XOXOXO
attached stuff are the runner ups for the profile image. I made the pistol one after resizing the profile I used. I really like that one.
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Version 1.1.0
- JackBrush
- 1.5k Downloads
Updated to 3.8.0
fuckers changed the database
X O X O X O X O -
Version 1.0.0
- JackBrush
- 2.8k Downloads
Celebrutu
I read the description of the mod, but still didn’t fully understand it. How to add a tagilla mask to the mod so that you can wear headphones under it? I would like to register the configuration myself, but I don’t understand where and how to do it
FishGaming
Thank you for updating this mod! Another must have for each version I play on!
backdoorbreacher
would it be possable for you to add an option for helmets to cover the entire head/face?
would be nice to not have visors
JackBrush Author
@backdoorbreache yes
Look at this helmet (MSA ACH TC-2002 MICH Series helmet (Olive Drab))
https://db.sp-tarkov.com/search/5d5e9c74a4b9364855191c40
you will see entries like this
You will need to add an entry like this for the relevant armor zone, they are referred to as plates with the new (lol they stole this mod that was made 2 years ago) armor system
heres a fully enclosed helmet (devtac roni) with the fields you need
https://db.sp-tarkov.com/search/5b4329f05acfc47a86086aa1
You will have to do this for every helmet manually, i would suggest you modify my code to do this. You will run into issues with the plate id being weak as its the roni here, you would probably want to change it to another plate like the Altyns or something. You will more than likely incur a bunch of jank doing this but this is the nature of modding.
I have no interest in this at all and will not be programming this myself. I am not opposed to assisting you though.
theseterrors
stopped working with 3.8.0, do you plan to update?
JackBrush Author
weird, I wonder what could even break it
JackBrush Author
Plates update, its fixed
JackBrush Author
The github had the mag mod code. I'm not even sure how i did that. maybe git was shared because I just develop in SPT. either way whoops. its fixed now
JackBrush Author
this doesn't affect the release at all
Zhrink
i wish this would remove the breathing with a visor
JackBrush Author
i looked at this and i didn't find it in 5 minutes so i stopped looking
Zhrink
thanks anyways !
Insane
stupid question but is it compatible with Realism mod ? thank you in advance it truly is a great mod(I have used it before I got realism)
JackBrush Author
yes
SPTARKOVUSER
Works perfect, thank you sir, for making this possible, alway's want a Altyn + FS with HEADPHONES
ODdingus
Will this work for 3.6.1 or no?
JackBrush Author
the code it uses "should" have existed back then. The object model hasn't changed from what i've seen since i first saw it in 3.2 so maybe. Just install it and find out
ODdingus
Yeah it works no issues so far, thanks! Great mod!
JackBrush Author
Ive seen two different people now on 3.6.1. I wonder why.
ODdingus
I just haven't updated to the newer patches because I'm lazy and don't feel like restarting quest progress lol.
CorvusMaege
Does this work with 3.7.1?
MofongoPR
Should work.
SPTARKOVUSER
It works at my 3.7.1.
Jeka 346
Great mod Thank you for the excellent work
JackBrush Author
you are welcome