Featured [BETA] Skills Extended 0.5.8

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

Expanding the skill catalog, one skill at a time.

SPT 3.9.0

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.


Huge thanks to the people who participated in the closed testing i did; Phantom, DJLang, MK2-Scotland.


The next release after 0.5.6 will be 1.0.0 and contain one new skill. Before release there will be 1.0.0RC builds to test before I officially release 1.0.0 and remove the [BETA] tag. Anything post 1.0.0 will be bug fixes and improvements to existing features.


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  • Version 0.5.8

    - Fixes game not loaded for some users

  • Version 0.5.7

    3.9.0 update.


    I know I said the next update would be 1.0.0. But BSG changed a-lot regarding skills and UI surrounding it and I'm not comfortable making the changes required for me to meet my 1.0.0 criteria on an update patch, while having to adapt to the new way BSG is doing things. In due time friends.


    Known issues:

    - Green progress bar doesn't show up like other skills.

    - Skill buff icons are missing.

    - EFT is cursed.

  • Version 0.5.6

    This is a long changelog, it contains weapon additions, more config exposure, levelling modifier for lockpicking, fixes and balancing. As always Enjoy!

    Lockpicking:

    - Re-enabled lockpicking by default (sorry)

    - Added lockpicking speed multiplier in the F12 menu

    - Attempts before breaking the lock is now configurable, default 3

    - Base XP amount increased by 30%

    - Base pick time reduced to 10 seconds, from 15 seconds

    - Base inspect time reduced to 4 seconds, from 5 seconds

    - Lockpicking time bonus per level increased to 0.6%, from 0.5%

    - Lockpicking elite time bonus increased to 15%, from 10%

    - Dorm rooms 110, 114, 204, 214; are now door level 5


    Bear rifle and carbine:

    - Base XP amount increased by 30%

    - Added ASh-12 12.7x55 assault rifle

    - Added AS VAL 9x39 special assault rifle

    - Added VSS Vintorez 9x39 special sniper rifle

    - Added Lobaev Arms DVL-10 7.62x51 bolt-action sniper rifle

    - Added SV-98 7.62x54R bolt-action sniper rifle

    - Added ORSIS T-5000M 7.62x51 bolt-action sniper rifle

    - Added Mosin 7.62x54R bolt-action rifle (Sniper)

    - Added Mosin 7.62x54R bolt-action rifle (Infantry)

    - Added SVDS 7.62x54R sniper rifle

    - Added Kalashnikov PKM 7.62x54R machine gun

    - Added Kalashnikov PKP 7.62x54R infantry machine gun

    - Added Degtyarev RPD 7.62x39 machine gun

    - Added Degtyarev RPDN 7.62x39 machine gun

    - Added RPK-16 5.45x39 light machine gun


    Usec rifle and carbine:

    - Base XP amount increased by 30%

    - Added Accuracy International AXMC .338 LM bolt-action sniper rifle

    - Added HK G28 7.62x51 marksman rifle

    - Added Springfield Armory M1A 7.62x51 rifle

    - Added SWORD International Mk-18 .338 LM marksman rifle

    - Added Remington R11 RSASS 7.62x51 marksman rifle

    - Added Knight's Armament Company SR-25 7.62x51 marksman rifle


    First Aid and Field medicine:

    - Reduced cool down time per limb to gain XP to 45 seconds, was 60 seconds.

    - Exposed the base XP amounts for both first aid and field medicine at 3 and 4 per action respectfully.


    Fixes:

    - Fixed weapon bonuses not being applied after the first raid

    - Fixed a bug where if you had an applicable weapon on you but not in your hands, you would gain XP.

    - Correct AKI version so warning doesn't appear.

  • Version 0.5.5

    Fixes:

    - Fixed multiple massive memory leaks. Apologies.

    - Lockpicking now properly works on lighthouse.

    - Added multiple missing doors to the lookup table on various maps.

    - Lockpicking can now be properly disabled.

    - Scavs no longer get the option to lockpick doors if their PMC has a lockpick in their inventory.

    - Added missing AKS-74UB to the bear weapon list.

  • Version 0.5.4

    - Fixes compatibility with realism mod post 1.2.0 update.

  • Version 0.5.3

    Changes:

    - Gracefully handle doors that don't exist in the lookup table, instead of freezing the player it should now display a preloader notification to the user telling them to report the error to the developer instead. Error contains map and door IDs. This should provide me more context about fixing doors instead of relying on screenshots of locations in the game world going forward.

    - If you out level a door by 10 or more levels, lockpick charges are no longer consumed.

    - Doors that are not suppose to be opened now show a context menu entry "DOOR CANNOT BE OPENED" to clarify that not all doors can be opened as BSG intended.


    Fixes:

    - Fixes time reduction calculations that caused the player to receive notifications like "Protect objective for XXX" with elite lockpicking.

    - Fixes taxonomy colour causing some clients to not load.

  • Version 0.5.2

    - Fixes some doors on interchange causing the player to be frozen in place when inspecting or picking. Kibba outer and inner doors and a couple others.

  • Version 0.5.1

    - Fixes doors on ground zero causing the player to become frozen when inspecting or picking them.

    - Fixes not being able to enter the hideout

  • Version 0.5.0

    Lockpicking is here!

    This is a pretty thick update, so the full release notes are here including the lockpicking overview: Github Page


    - Added lockpicking as a skill

    - Realism medical overhaul compatibility

    - Added MCX spear to usec weapon list

    - Allow disabling of specific skills

    - Nerfed weapon skills to fall inline with the current recoil

    - Exposed all skill data, you can configure basically anything in the mod now.


    Special thanks to GroovyPenguinX for the models used in this update!

  • Version 0.4.1

    - Fixes exception spam caused by field medicine

  • Version 1.0.0 testing has begun: here

    • I don't have a Github account so I'll put this here.

      Can't use meds from inventory, they can only be used when they are bound to a button. Excludes surgery items, tested on Salewa and grizzly.

    • Thanks, yeah 1.0.0 is going to be in a state of limbo for a while. I'm rewriting a-lot of how things work.

    • Hey no worries! Take your time, I'll just let you know anything I find in case it's helpful.

      Edit: Another one is if you use meds mid sprint it will make you skid.

  • The mod creates a lot of lag in stash and hideout, I think it's related to the weapon skills the mod add, and the way they modify weapon stats.

    • Its possible with a large stash I suppose, its all being rewritten in 1.0 anyway

  • Anyone else running into Medical items resetting to full health everytime a player logs in? CMS for example going from 4/5 to 5/5. If so do you know how to fix it?

    • its a bug with the mod at the moment, will be fixed in 1.0.0. So in the meantime you get some free med refills lol

  • excited for 1.0.0 keep up the good work bro :!: :!:

  • Im on the 1.0.0, description of the skill advantages are missing, there're currently only numbers

  • Hey, I’ll be giving this mod a try soon. Just wondering if you’re planning on adding reduced use time for surgical kits or is that already included in the first aid skill?

    • If I do that, it will probably be added to the surgery skill

  • I noticed that if you break a lock and go back to it the next raid without restarting the server it will remain broken.

    • I also figured out that if you use a modded weapon the USEC/BEAR weapon proficiency will halt entirely even if you switch to a vanilla weapon. This is fixed with a server restart. Hope this information helps.

    • I'll take a look at them

      Thumbs Up 1
  • https://imgur.com/a/OkWtMcQ
    i think theyve allready been reported but just incase. its the 5 new keys 4 hideout keys and 1 overseers key
    woods= Shatun's hideout key

    interchange= Grumpy's hideout key

    shoreline= Voron's hideout key

    interchange= Leon's hideout key
    customs= Dorm overseer key

  • Idk how to post screenshots but I got a error that says ERROR: Door custom_Obzshezhitie_2_indoor_00024 on map bigmap not found in lookup table, screenshot and report this error to the developer. I didn't really know where to report this either so I just threw it here sorry for the inconvenience

    • Upload the screenshot to imgur, get the link to the picture. link should end with .jpg
      when you write a text here click the "Image" button, paste the link, press ok :)

    • Yeah I've been notified on discord of some missing doors. I'll get them added this weekend hopefully

  • Just a headsup, 0.5.7 version makes the game stuck in the main menu loading infinitely. Please wait for the creator to make a hotfix for this bug. danks

  • Hi, I updated to 0.5.7 and now my game refuses to get to the main menu and in the in-game console I see a lot of red text which has Skills Extended throughout the entire text. Upon removing this mod my game boots up as usual. I can't say what is causing this to happen but I just wanted to bring this to attention to you. I'll try to screenshot the text if I can to provide more detail if that would be useful for you? Cheers.


    Edit: 2 screenshots for more detail, also I now see that GamePanelHUD is included in the red text in console not just Skills Extended.

    1) https://prnt.sc/5rSDVsEjzURx

    2) https://prnt.sc/Lg6TN2GJpaWP

    • Its been reported to me, I'm looking into it. That didnt happen to me on testing. It has something to do with the hideout

    • My bad I just seen your reply. Thanks for clarifying bud, sorry to pester.

    • Should be resolved now. Apologies

      Heart 1
  • I havent tried the mod on the 3.9.0 version yet, but i wanted to report a bug that was on the 3.8.3 version. After leveling up to Elite the USEC weapon skill and unlocking the BEAR weapon skill, only the first raid would give skill XP, after that you gained 0 XP. I dont know if the bug still persist on this version.

  • I see you mentioned that you implemented your skills in a slightly different way than BSG did.
    Does that mean that the standard commands through the Messenger affect your skills in a different way as well? I'm trying to find things like the USEC and BEAR rifle proficiency skills so that I can manually set their levels on an account and the system doesn't seem to be handling giving them XP very well.

    Is there a list of internal variable names for your skills that I can use? Or a better way of achieving my goals outside of the default SPT systems?

    • Uhh, This is an interesting question. Let me look into this sometime this week and get back to you

  • lovely mod but may i ask why i stopped receiving xp for BEAR weapon skill at 9 xp

    • Im not sure, Ill have to look into it

  • I've been loving your mod bro!

    Is there any way to remove inertia or almost a big part of it with your "UsecTacticsSkill"? (at the end of skillconfig.json)?

    • Its planned, its there as a placeholder, but not implemented yet

  • Any chance in getting a config for easy adjusting the uses for the lockpicks ?

  • You don't mention it in the description of the lockpicking skill unless I'm blind but once the skill is high enough it doesn't consume lockpicks for lower level locks which is an awesome feature if intended. I've spent the last day just leveling this skill on interchange on the registers. 100/10

    • Yeah I added that later, i forget what level it is off the top of my head

      Heart 1
  • Fml im sorry for this but you forgot the 9a91 and the VSK. Rare and probably not prolific enough for BEAR to use, but feels missing. Other than that thanks for the VSS and VAL

    • I mean any of you can add anything you want, even modded weapons in the config

      Thinking 1
    • I've been trying to add the ACR from "WTT - Remington Adaptive Combat Rifle" mod pack. With no successful luck as of yet.


      A. I have asked the author for the exact node/item ID to add to your config file with no luck as they haven't responded yet - which would easily resolve this, however


      B. I have gone through the json. files to obtain the correct one, with no luck successfully finding the right one.


      C. Just wanted to double check "Skills Extended" is able to find 3rd party weapon IDs if added when it's not looking in the main EFT files.


      :) :)


      got any ideas if C is N/A ^^

  • I have the mod downloaded, and see the skills in the skill tab, but when I go to look at locked doors, no prompt to inspect or attempt to lockpick the doors come up.

    • You need to buy a lockpick set from mechanic

  • Great update.

    To me it makes more sense to make the proficiency categories based on the platform, not the country of origin. The RD-704 is still an AK, and the ADAR is still an AR-15. I usually tweak these for example to be on the opposite skills. Something to consider.

    • I can see the logic but I feel that the intent makes more sense. The RD-704 would more likely be in the hands of western operatives than eastern ones. The ADAR shouldnt be on the list tho, since im pretty sure the ADAR is like the VEPR KM in that it's a smoothbore civilian rifle. Doesnt make sense BEARs would use inferior rifles.

    • The skill is based on proficiency as a concept, to me anyone with significant AR platform training or familiarity should have a proclivity for anything based on the AR platform. It makes 0 sense to remove civillian weaponry from the list because you shouldn't see a soldier using one. It's still identical in controls.

  • Hey Wondering if your mod could allow for changing the med kits value by reading what the value is set to by other mods?

    As right now i have a mod where i set grizzly to 10k but after adding this mod it set it down to 2750 which is annoying. when using extended HP pool.

    • Thats odd, according to my code it should be, what mod are you using that does that. I can take a look

    • I use the MedicalAttention

      and made sure it loads after your mod but somehow still get's yeeted down cause when i loot them they stay at 10k but after they where looted they go down to 2750 and the only mod that was added that would do changes would be yours as far I'm aware.

    • I suspect that due to the levelling of a skill with base values 1800 that it scale form that using your.

      "MEDKIT_HP_BONUS": 0.01,
      "MEDKIT_HP_BONUS_ELITE": 0.20,

      Which it's why i think your mod it the reason

  • Edit: After each raid the values drop off and the game needs to be restarted for the buffs from USEC Proficiency Skill to be re-applied.

  • I might be blind, but for me the BEAR proficiency skill isn't showing up? USEC is

    • Ahh, I AM blind... Just saw that it is only available to BEAR operators. Makes sense!

      Happy 2
  • I tried lockpicking installing the last 3 versions, doesn't work for me. I have the lockpicking set on me, I go to factory to test the lvl0 doors , I have the 2 options Lockpick and Examine lock, examine lock doesn't do anything and lockpick give me the message "This lock is easy for you" and nothing else happen. seems like it should say that with the examine lock option instead doesn't it ? I tried the mod with no other mods loaded, I am on SPT-AKI 3.8.1


    EDIT: Found out why... , So in Tarkov I did change the interaction hotkey from "e" to another key , so in most quest/task when you have to plant something, the new interaction hotkey doesn't work and force the use of "E" instead, this is the same case here, to start lockpicking I have to use "e" instead of my custom key for interaction

    • That's a bug with tarkov, fixing it is outside the scope of the project. However I have forwarded this to a different modder to see if they want to/can fix it

    • no worries, thank you for the work, I felt so stupid when I found out why it wasn't working. lost so much time removing mods and trying different versions when all I had to to is use the default interaction key...

    • Is F not the default interaction key?


      Isn't E a lean key by default?

      Thumbs Up 1
  • Great work! Every nice addition to gameplays. <3



    And, please consider

    1. Make number of tries to break lock configurale.

    2. After breaking lock, make it that you can't pick door anymore, but you can still open and close door. (For Fika mainly. Sometimes player A break lock, player B picked lock successfully, then the door cannot be operated by player A, only player B can open and close this door)

    • 1. Yeah I can do this
      2. I dont think this is possible. I have no way to sync this data between clients, so it kind of is what it is.

    • 1. Number of attempts is now configurable

    • For second one, here is a idea, remove or blackout the option "pick lock" from interaction menu after lock is broken. This way, Player who broke lock should still be able to open or close door after another player pick it. And there is no data syncing problem.

      Thumbs Up 1
    • Thats actually a viable idea I think, Ill throw it in the next release but I have no way of testing it

    • Will test and report back once you post next release.

  • I feel like the rooms with safes in dorms should be above level 0.

    • Yeah I didnt do a whole lot in terms of balancing, I'll do a balance pass sometime in the future

    • They are now level 5

  • Shouldnt the 9x39 rifles and carbines be part of the BEAR list?

  • Sadly not seeing the AS Val or VSS for Russian Weapons. I tried adding their IDs to the config file and they do not seem to be leveling up the skill at all.

    • Disregard, it randomly started working after a couple of server reboots.

    • This is added in 0.5.6

  • ( fix your akiversion ;) , its on 3.8.0 )

  • Can you upload the latest release for 3.8.0? I'm using the Realism mode (1.1.2) for version 3.8.0, so updating this mode to the latest version will cause a crash and I can't open my Stash. I need this version because the memory leak has been fixed in the latest release

    • Just update AKI and realism, I'm not going to revert a code change to support legacy versions of mods

      Thumbs Up 1