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 ? 1
  • I looked through the comments and havent found anything that is like what i am asking, Is their a way to disable or make lockpicks impossible on some doors like marked rooms?

  • HOLY SHIT DUDE IMPLIMENTED LOCKPICKING INTO TARKOV!!!!!!1!!

    Happy 1
  • Just making a report for the "Putting yourself back together" quest there is an issue where repaired blacked limbs are not being counted once repaired, as well as damage not being counted once repaired.
    Love the mod just wanted to let you know thanks :thumbup: :thumbup: :D

    • Thanks ill look into it when I get some time

  • hey im not sure if your aware but the trader is selling empty boxes of ammo

    • Nope, wasn't aware. Will put it on my list

  • Hello again,



    I noticed that some injectors only had a *portion* of their bonuses that are increased by the skill "field medicine". As an exemple, a Propital DOESN'T increase the painkiller effect's duration, but DOES increase the duration of the health regeneration, the skill boosts and the negatives.



    Would it be possible for Field Medicine to increase ALL effects ? As it stands, Morphine doesn't get buffed by the skill at all, and Zagustin's and Propitals don't get their main effect increased either (Zagustin's bleed stop doesn't get increased).



    I also noticed the same thing as @Dou888, which is that the debuffs *also* get their duration increased by field medicine, which makes it downright dangerous depending on the stim. I can starve myself with just one or two stims now, as an example.

  • I'm encountering an issue where the 'Increases the duration and delay of all Injector effects by 25% at level 50 and 40% at elite.' effect from field medicine correctly displays in the lobby but always reverts to a 1% effect when in raid.


    Playing with FIKA, SAIN, Looting bots, MOAR, thatslit, and a couple JSON tweaks.


    Is this a known issue or should I chase down some logs and toss an issue at your github?

  • Hello !

    I have noticed recently that the Eastern Weapon Proficiency only gives 0.2% at 50 levels, while NATO weapon Proficiency seems to work nearly correctly but at a reduced rate (only 6.3% at 42 levels).
    I wonder if it's my fault (SVM has been used, I also have other mods but not sure any would conflict with this. Maybe Meaningful Weapon Masteries ?), or if it's simply a bug.
    In any cases, I wanted to report this just in case.

    • For anyone reading that: seems like SkillsConfig.json5 had weird numbers, which is strange since I never modified it. I simply reajusted them to 10% each at elite level and called it a day. I think we can call it solved :)

  • Dunno why, but I never have the scholars trader working properly.
    I have no coins icon. Always a loading animation. (I can inspect and see the coin after a sec, but small icon never appears) and no ammo in boxes :)
    Plus I have double rewards (like two gear mods of the same kind f.e.) but I know its still WIP ;)

    PS. A coin costs 92000! And I can buy a torniquet for cost of 1 coin :)

    This ALL could be just my mod build problem (damn, never tried this mod on a clear version of the game) so its not that I am complaining, just hoping there is an easy fix to this...

    PSS. Splentid mod, my brother! <3

    Thumbs Up 1
    • Same, Wondering what causes it

    • Lower in the comments the author of the mod said he's aware of this, its not just us :) So at least we know that.
      It doesnt bother me much, frankly. Was just curious.
      (I dont know what about those empty boxes tho)

  • 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.

    • yeah found it as well from the cultist circle and wondered where it was from now we know. curious what its gonna be used for

  • 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