Skills Extended 1.4.1

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Expanding the skill catalog, one skill at a time.

SPT 3.10

No logs, No support.

No support will be offered for old versions of SPT.

Do not repost, alter or repackage my mods without my explicit permission.

This is not allowed to be included in any mod-pack, whether hosted on the SPT Hub or not.


IF YOU USE SVM AND THE UNLIMTED KEY OPTION, IT MUST LOAD BEFORE THIS MOD.


[tabmenu]


If you would like to support me or my work you can do so here!

  • Version 1.4.1

    - Fixes an issue that caused sell prices to be uniform for items across all traders that could buy that item.

    - Should fix "Attempting to access game world when not in raid" for Fika players. (Untested) (Need's confirmation)

    - Fixes shoreline safes not being able to be picked

    - Fixes lighthouse merlin car trunk not being able to be picked

    - Fixes interchange kiba inner/outer and ultramed not being able to be picked

    - Fixes skill rewards being given for hidden skills `BotSound` and `BotReload` if applicable.

    - Fixes fracture condition on `Walkin' with a limp` not being able to be progressed.

    - Fixes inspect lock conditions not being able to be progressed.

  • Version 1.4.0

    - Updated to SPT 3.10

    - Refactored most of the client portion of the mod

    - Refactored server code

    - Added SR-3M to the eastern rifle skill

    - Added M60E4, M60E6 and M60E6 FDE to the nato rifle skill

    - Added compatibility for Old Tarkov Movement, this fixes not being able to enter lock picking.

    - Expanded the progression reward blacklist

    - Tier 10 progression reward value reduced from 1.25 million value to 650K

  • Version 1.3.3

    - Fixes a long standing bug that would result in skill buffs becoming inconsistent at random due to over leveling or high experience rates.


    Thanks to AeroFW for finally providing a comprehensive enough bug report to fix this.

  • Version 1.3.2

    - Resolves an issue where you couldn't pick locks on ground zero post level 20.

  • Version 1.3.1

    Full release notes here


    - Medical item use speed is now correctly reflected in the animation.

    - LP Mini game options; volume, health bar display, lose pick on exit

    - Locales now default to English if missing in any language

    - Fix fracture condition on quest


    Read the release notes.

  • Version 1.3.0

    Full release notes here


    2 new skills

    - Prone Movement

    - Silent Ops


    locale updates

    fixes


    Read the release notes

  • Version 1.2.3

    Full release notes here


    - Bug fixes

    - Blacklisted flares from reward pool, decreased Lega medal count awarded.

    - Ability to disable the trader and quest system.

    - Updated french, Russian and Chinese locales. (still slightly out of date)


    If you're still having trouble loading this mod after installing this update. Delete the server mod and re-install it. I consolidated a bunch of locale files in a hope to fix file handle limits some people were running into. If you use the progression part, don't forget to save your progression file from `SkillsExtended/progression/`


    Just go read the release notes. Enjoy!

  • Version 1.2.2

    - Fixes Busy hand bug when pressing escape to leave the mini game.

    - Fixes uses being removed from a lock pick when exiting without breaking a lock pick

    - You can quickly exit the game with; Escape, left or right mouse buttons.

    - Added a lock pick health bar to the interface to let you know how close it is to breaking

    - Added door level and door key text to the interface

    - Increased bundle efficiency to a single bundle for the mini game.

    I'll work on getting the mod page up to date soon with all the changes from 1.2.0+
    I'll also work on getting all the locales on crowdin so people can start translating them

  • Version 1.2.1

    - Fixes a bug that would happen profile creation of new profiles that would prevent the game from getting to the menu

  • Version 1.2.0

    Full release notes here, really, read them.

    Recommend new profiles only.

    New dependency Custom Item Interactions YOU MUST INSTALL THIS


    New:

    - Lock picking mini game (Replaces the old boring lock picking skill with new cool exciting lock picking skill)

    - Trader (Lacks assort, wasn't the focus of this update)

    - 5 new Quests for the trader which introduce you to the trader and the lock picking skill

    - Final quest has 3 new custom objectives based around lock picking, this also unlocks the ability to craft and buy them

    - 44 new achievements

    - Skill progression system. Every 5 levels of a skill you get rewards. You can disable this in the config you don't like it.


    Misc:

    - Users can add custom weapons to the weapon skills externally now in the config folder. Put the items in the lists and remove the `.dist` extension to have the mod load it.


    Notes:

    - As a result of the lock picking mini game, I had to temporarily disable key card hacking (There are plans.)


    This is what I wanted 1.0.0 but it was to much. There were over 50 commits between 1.1.1 and this update alone.


    - Credits: Terkoiz for yoinking some code from them to allow me to make custom quest objectives pikapika

  • I've re-enabled comments, but for the love of god. Before you comment asking a question, read and see if its already been asked and answered.

    I will disable them again if people start being annoying.

    Thumbs Up 1
    • I understand not wanting to answer questions repeatedly, But asking people to look through 503 comments that don't have a proper search method is a bit of an ask

    • Press "More comments" 5 times and you have every comment, then control+f. Not very difficult to figure out. Like I said don't be annoying.

      Thumbs Up 2
  • I've noticed that the duration of syringe debuff increases with skill level, it should be reduced, right?

    Examples: hands tremor and the tunnel effect

  • Request: skill for traversing bushes. Higher level = faster and quieter movement through bushes.

    • I'll consider adding this to strength, but its not worth doing en entire skill just for that. That's a ton of work.

    • maybe strength increases speed through bushes and covert decreases sound. Not trying to add any extra work for ya! just sharing idea

  • the kiba arms door on interchange cant be picked, door name is Shopping_Mall_DesignStuff_00050

  • When using both Fika and Fika.Dedicated, the Elite bonus of First Aid doesn't work. But if you only use Fika and not Fika.Dedicated, then the Elite bonus works.

    • Is SE both on the dedicated and play client? Might need to change how I do that if that's the case.

    • Yeah, at the same time.

    • That same patch is responsible for making the player stand still while lockpicking, can you confirm if thats working or not?

    • Hold on, I'll test it.

    • The lockpicking function works properly. Only the Elite bonus of First Aid doesn't work.

  • Thanks for everything you do Cj, you're a massive asset to this community.

    Heart 1
  • [Error] : 1 plugin failed to load due to errors:


    [Error] : Could not load [Skills Extended 1.3.1] because it has missing dependencies: com.IcyClawz.CustomInteractions


    upon loading in, i get this error. I have this mod loading last in the load order. I am using SVM as well as 20 other mods.

    • download dependency? (Custom interactions)

    • having this same issue, what am i doing wrong?


      edit: some how i didn't install the Custom Interactions, issue resolved once re installed.

    • Please read the installation tab in the overview.

  • So, trying to figure out the purpose for this item that I discovered, but I can't identify it as a base game, and considering what it is, I can only believe it to be related to this mod: Does anyone know what the 'Flipper Zero' is? It's a craftable at the workbench.

    • Ignore it for now. Its part of a feature that's disabled and being reworked

    • Ah, damn. And here, I was thinking it was something that could work on labs to hack the keycard readers.

  • Having an issue where the coin never loads it's thumbnail image, just stays "buffering" forever.


    https://i.imgur.com/fzg6Ybr.png

    • Also if the inspect lock function was it's own seperate minimod I'd never uninstall it. I'm iffy on lockpicking breaking the progression on the type of run I want to achieve but telling me what keys I need where is so lovely~!!

    • The coin bundle has something wrong with it, I need to fix it. Its not really used right now anyway aside from some placeholder test buff books.

      I'll think about it, no promises. I already maintain a ton of mods, and work on SPT.

    • No worries, you're a treasure~!❤️remember to take it easy!

      Heart 1
  • i think the flipper is broken as i cant use it on the keycard scanners in labs

    • Its disabled at the moment

    • may i ask whys that?

    • It shared code with the original lock picking and alot of it had to change to accomodate the mini-game. I haven't gotten around to fixing it yet. Plus I have a similar thing to the lock pick mini-game planned for key card hacking

  • Is there a way to extend the NATO/Eastern weapons proficiencies to modded weapons?

    • In the config folder theres an `AdditionalWeapons.json.dist` file. Remove the `.dist` extension and put weapon ids in the applicable list. Its done this way so when I update users lists dont get wiped and they have to redo them.

    • Thank you.

  • I don't understand why every time I level up a skill, there's an achievement notification in the bottom right corner. Even after I max out the skill, the achievement notification still pops up.

  • Noticed that I could not progress the Specialized Medicine quest no matter how many bleeds I stopped. Checked and there is an error in the file path. Here's the Error. The rest of it is mostly pointless error so I cut it off at the most important part.


    Code
    2024-09-01 23:04:55.988 -04:00|0.14.9.1.30626|Error|Default|
    EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\SPT\BepInEx\plugins\Quests'.
    at System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) [0x000f7] in <eae584ce26bc40229c1b1aa476bfa589>:0

    As you can see the file path is incorrect. It should be C:\SPT\BepInEx\plugins\QuestsExtended\Quests, however it is looking for SkillsExtendedConditions.json at C:\SPT\BepInEx\plugins\Quests.

    In order to fix the Quest Conditions not working when I healed, I just copied the Quests folder from inside
    C:\SPT\BepInEx\plugins\QuestsExtended and then put it inside of C:\SPT\BepInEx\plugins\.
    So it now accurately gets the file path of C:\SPT\BepInEx\plugins\Quests and the Quest Conditions now work!



    Edit: Oh I just saw and read where to post issues, I am sorry.


    Hope this helps you!

    • Interesting, no idea how I would have missed that. lmao

  • Hi, I'm a user from Korea. This mod is so great that I can't give it up! Thank you for creating it! Currently, I'm using this mod together with the SVM mod. I've set the skill experience multiplier in the SVM mod to 5x. However, the problem is that when I use two injectors in the raid, all the medical-related skill effects drop to 0%. My medical skills are already at maximum level. Is there any way to fix this issue? It seems like there are other people experiencing the same problem, as mentioned in the post below. I would really appreciate it if you could help resolve this issue.

    • Im aware of the issue, I've been looking into it for a couple months now. Its not an easy issue to track down. I have a potential fix for it I think will work, but it requires alot of work to implement. Rewriting a good chunk of how the mod operates at a very low level. I might have something ready for testing in a couple weeks. It will need substantial testing before I release it though

      Thumbs Up 2
    • Thank you for your reply. I hope this issue gets resolved quickly, but I understand that it will take a lot of effort. Keep up the great work!

  • Has anybody mentioned the lockpick game popping up on start? Specifically when the game is initializing the assets it pops up over top of the loading screen

  • Hi author!
    How can i obtain lockpicks?

    • Need to complete the quest line from Scholars society

      Heart 1
    • Do i turn off the trader and trader progression in same file for it to also not require me unlocking the lock picks?

  • Hey mate can you post up the arena door id's? I think 15 is much too low for them and i'd like to modify them. Maybe you can also include them in the "KeyDoorIds.txt" file.

    Also I have a suggestion. Can we have a config option of blacklisted door id's that we don't want to beable to be lockpicked?

    • I'll try to remember to do this in the next update, its not something I can just look at

  • Hey there! When booting the game i run into this error within Tarkov and in my console:

    [SPT.Singleplayer] 1 plugin failed to load due to errors:

    Could not load [Skills Extended 1.3.1] because it has missing dependencies: com.IcyClawz.CustomInteractions

    • Read the text. Just install CustomInteractions mod.

  • Hi there. Absolutely love this mod, I use lockpicking all the time. I did want to make a suggestion though to balance this with Backdoor Bandit for roleplay purposes. Rather than being able to attempt any difficulty of lock at any time, harder locks could only be attempted at a higher skill level, thus requiring the use of other means to open a door like breaching shotgun shells or explosives and for the player to grind the skill up. I also think lockpicks should retain their "health" from use to use, thus using them up. If such options could be made optional in the Bepinex menu, then players who want the additional challenge could opt in or out. Just my two cents. Keep up the great work.

    • Heh


      I didn't even think about that one. Shotgun breaching sounds badass.

    • Pretty good ideas :)

      Heart 1
    • I don't want to out right stop people from picking high level doors. However, I wouldn't be apposed to making the difficulty curve more exponential. I'll play with a few things and see what feels right.

      Thumbs Up 2
  • :thumbup: :thumbup: :thumbup:

    Thumbs Up 1
  • Quite a strange anomaly, after downloading the update it stopped working MoreCheckmarks tried in different loading orders the mod still doesn't work

    • Same here, do you have tested with just MoreCheckmarks and SkillsExtended ? (in case there is a third mod that could cause the conflict)

    • This is quite odd. I'll have a look at it

    • The alarm went off, and the next day when I turned on the computer the mod started working again, I still didn't understand what happened, but just in case I put it in order at the very beginning before the skills, and so far everything works :/

  • Having a weird bug, as long as I gain more than 10 skill points in a raid, skill bonus reverts back to level 1 no matter the current level, if I gain more skill points, the bonus will increase to level 2, like it starts to progress from level 0 every raid. The actual skill level is not affected, bonus is back to normal after extraction, it is also normal on raid start.

    Thumbs Up 1
    • i have the same problems

  • Yo boys! Someone try test this mod with REALISM? It's work currectly?

    Crying 1
  • Hi i have a few questions:

    On the Field Medicine skill, what does
    "Increases the skill cap of 60 by 20% at level 50 and 35% at elite."
    mean?
    Skill cap of what? Does it have to do with surgery oor...? Also if it's a percentage of a fixed number... why not just say the numbers? 20% would be 72, while 35% would be 81.
    Oh, is this about the temporary skill cap that EFT has of 60, "Temporary status effects can never bring a skill past level 60." - from the wiki, ?

    Also
    "Increases the chance of receiving a positive effect from a simulator by 20% at level 50 and 35% at elite."
    Does this mean an extra bonus positive effect for all stims, or is this specifically for stims like obdolbos, which have both negative and positive effect chance, and it just increases the chance for the positive ones?

    Thank you.

    • same have this question) Ping me if somebody reply) Thx man

    • Having looked into this question on my own in the past, I can confirm that you've guessed correctly:
      This raises the skill cap for temporary boosts that the game limits to 60. This allows a high level Field Medicine to let you get larger boosts from injectors and other consumables than the game typically allows.

      @TheDronBit

  • Hey is there any way to make the trader compatible with F That Map ? I try to stay away from Ground Zero and Streets of Tarkov. You said the trader is still in the works but I thought I'd mention this incase you have any suggestions since the first quest is to kill 10 targets on Ground Zero.

  • Hi, if the game or pc crash you get ProgressionManager error

    • Can you get me the error?

    • TypeError: Cannot read properties of undefined (reading 'Endurance')

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

      at ProgressionManager.findDifferenceInRewardLevel (C:\Games\Escape from Tarkov\user\mods\SkillsExtended\src\Managers\ProgressionManager.ts:139:38)

      at ProgressionManager.checkForPendingRewards (C:\Games\Escape from Tarkov\user\mods\SkillsExtended\src\Managers\ProgressionManager.ts:121:37)

      at Object.action (C:\Games\Escape from Tarkov\user\mods\SkillsExtended\src\Managers\RouteManager.ts:111:49)

      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)

      at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:34:25)

      at SptHttpListener.getResponse (C:\snapshot\src\servers\http\SptHttpListener.ts:130:22)

      at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\SptHttpListener.ts:64:38)

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

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

      at ProgressionManager.findDifferenceInRewardLevel (C:\Games\Escape from Tarkov\user\mods\SkillsExtended\src\Managers\ProgressionManager.ts:139:38)

      at ProgressionManager.checkForPendingRewards (C:\Games\Escape from Tarkov\user\mods\SkillsExtended\src\Managers\ProgressionManager.ts:121:37)

      at Object.action (C:\Games\Escape from Tarkov\user\mods\SkillsExtended\src\Managers\RouteManager.ts:111:49)

      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)

      at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:34:25)

      at SptHttpListener.getResponse (C:\snapshot\src\servers\http\SptHttpListener.ts:130:22)

      at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\SptHttpListener.ts:64:38)

  • Walkin' with a limp quest to fix 5 fractures while in raid seems to be bugged or at least not accepting fractures healed with grizzly's. Also that quest will make it so you are always spammed when you heal until that quest is completed. I'm sitting at over 7k healing done and havent got a single fracture for the quest marked off

    Thinking 1
    • I'll take a look at it, thanks for letting me know. The custom quest conditions have never been done before so im sure theres some bugs lol

      Thumbs Up 1
    • Was coming to the comments to see if someone else was having this same issue.

      Thanks for taking a look Dirtbikercj!

    • It should be fixed in the latest version

  • Hey can you make this mod in german to pls ?

    • You can provide a translation if you want, ill add it. I only speak English.

  • Can please make ammo clipper? Skill for use clipper))) For Fast load magazines) (Stripper clips) idk how name this staff)

  • So, now that my personal list of weapon mods is starting to get kinda chunky, I'm interested in taking a look at your AdditionalWeapons.json configuration.

    What's the best way to populate this? Specifically:
    Is there a field that all weapon mods have that would be the "correct" ID string to copy over?
    What files/json tags should I be searching for when hunting for things to copy into Additional Weapons?
    Should this list be comma-separated or does it use some other kind of delineator?

    • You want to copy the items _tpl into that list and remove the dist extension, as to where to look, you're on your own. Modders do it different from one another.

    • I think I can play around and figure the rest of it out now that I know I'm looking for the _tpl values.
      My instinct was to go for the _id's, so I'm glad I asked.


      Is there any additional formatting I should be aware of, like the copied entries needing to be in quotes or anything like that for the syntax to be understood?