Featured Pity Loot 0.4.7

Increases the chances to find loot you need for Quests/Hideouts/Keys based on how long it has been since you first started looking. Has configurable odds and can work based on real world time or # of raids since beginning.

Pity Loot

Like playing hardcore tarkov, but tired of not finding the items you need for quests or hideout? Or just like playing without flea market and don't like having to hoard /every/ item you need for future quests? Pity loot is a mod that progressively increases the loot odds for items you need based on the # of raids since you started the task, or based on the amount of time (in real world hours) since you started it.

Explanation

For quests, tracks all the "Handover" quests you have (including custom traders), and will continue calculating pity until you have enough to turn the quest condition in. (this also accounts for find in raid items). For gunsmith quests, will automatically add drop chances for the items to Weapon Boxes + Wooden Crates if they are not already there.


For quest keys (if enabled) has a hardcoded list of keys you need for each quest. Keys have a higher pity multiplier by default, and for quests that can use multiple keys (e.g. lend lease part 1), will keep counting pity until you have /both/. If a key is missing from loot tables, will automatically add a spawn chance for it in jackets.


For hideouts, only starts tracking possible upgrades where you meet all the prerequisites, like needed other hideout area levels, trader loyalty levels, or skill progression levels. E.g. if you require Lavatory 3, Mechanic 3, and Endurance 5, it won't start tracking pity levels until you meet all of those. Even though you can't partially turn in items for hideout, will track each item separately. If you need 5 hoses and 5 nails, and you have 3 hoses and 10 nails, it will only give you pity odds for the hoses. If you sell/barter 7 nails, to only have 3, it'll reinstate pity odds for them.

Example

Loot odds in SPT are roughly configured like so (Higher odds are more likely to show up in loot):

Code
TechnicalCrate: Items: [Hose, Wires, Capacitors, Ledx], Odds: [1000, 5000, 3000, 10]
Jacket: Items: [Dorm 220, Dorm 206, Marked room, West wing 216], Odds: [300, 200, 1, 50]

Hoses will show up on average 1000/(1000+5000+3000+10) = 11% of the time, and West Wing 216 will show up 50/(300+200+1+50) = 9% of the time.


Now lets say you are on the default settings (seen below), and need Hoses for hideout, Hoses for quest A, and West Wing 216 for quest B. If you have /just/ started all of these, your pity odds are 0, so the odds are the same as above. If you have done 10 raids since you could build the hideout upgrade, 4 since you started quest A, and 10 since you started quest B, your new hose multipliers are (because increasesStack is on by default) 1+(10*.5 + 4*.5) = 8 and your new WW216 multipliers are (1+(10*.5))*2.5 = 15 (Because keys get an extra 2.5x bonus by default). This means hoses become 8x more likely to show up, WW216 becomes 15x more likely to show up, and Pity loot overwrites the loot tables to be:

Code
TechnicalCrate: Items: [Hose, Wires, Capacitors, Ledx], Odds: [8000, 5000, 3000, 10]
Jacket: Items: [Dorm 220, Dorm 206, Marked room, West wing 216], Odds: [300, 200, 1, 750]

Hoses will show up on average 8000/(8000+5000+3000+10) = 50% of the time, and West Wing 216 will show up 750/(300+200+1+750) = 60% of the time.


Note: this is just an example, in practice there are hundreds/thousands of items in the loot table, and depending on how rare you original item is a 10x or even 100x increase still may not feel like a lot. You are always welcome to increase the dropRateIncreasePerRaid/Hour and maxDropRateMultiplier to something like 10 and 10000 respectively if you're really stuck on a quest :)

Recommended Mods

I recommend MoreCheckmarks, AllTheLoot, and KeysInLoot. For me, I used to hoard /every/ potential item i needed, and now I only look for what I need at the exact moment, which is what MoreCheckmarks helps with. For the others, they just make loot more interesting imo, and pity loot still helps make sure you find what you need.

Mod Order

If you have mods that modify scav loadouts like AlgorithmicLevelProgression, make sure this comes after them in the mod order.

Configuration

Config options are explained as below

  • Version 0.4.7

    Fix scav/bot loot pity never resetting and exponentially scaling until you restart your server/game. (this is why if you played for a long time in one session, eventually all scav loot would /always/ be pity loot)

  • Version 0.4.6

    Fixed some quest keys showing up in pity even if you already had them. (This mainly affected things like ZB-014, as I was accidentally double counting pity for it, since it appears as both a quest condition + i had hardcoded it as a "quest key" in questKeys.json).


    For 3.8.0 only

  • Version 0.4.5

    Add drawers to possible quest key spawns

    Add Terragroup Access Keycards to drawers/jackets automatically if needed for quest with a low spawn chance


    3.8.0 ONLY

  • Version 0.4.4

    Now adds Gunsmith items and Quest Keys to loot tables automatically if they are missing.

    Gunsmith items are added to weapon boxes + wooden crates, quest keys are added to jackets. Base probability is 1000 which is pretty rare, so shouldn't feel too overpowered.


    Now handles quests that have multiple turn in options (Lotus quests as an example).


    Also halves default pity to 0.25 (from 0.5), since it felt a bit too strong.


    FOR 3.8.0 ONLY

  • Version 0.4.3

    Actually remove money from pity loot

    FOR 3.8.0 ONLY

  • Version 0.3.3

    Actually remove money from pity loot

    FOR 3.7.6 ONLY

    See 0.4.3 for 3.8.0 version

  • Version 0.4.2

    Support for increasing AI loadout chances as well (e.g. equipped armor, weapons, loose loot in backpacks, etc.)

  • Version 0.3.2

    Support for increasing AI loadout chances as well (e.g. equipped armor, weapons, loose loot in backpacks, etc.)

    FOR 3.7.6 ONLY


    For 3.8.0 support, see version 0.4.2

  • Version 0.4.1

    Update quest keys + gunsmith items for 3.8.0

  • Version 0.4.0

    Beta release for 3.8.0

  • PSA: If you see your raids fail to start with an error similar to this:

    It is not PityLoot's issue. Even though you see `bakahashi-pityloot` in the stack trace, the problem is usually due to another mod adding custom items or weapons to the loot pool, and the AKI server is unable to generate them properly.


    Ping me on the discord if you hit stuff liek this though, i can help you narrow down what mod is causing the issue.

  • I have increased the default pity odds, but please let me know your feedback on if you feel like the defaults are too easy or too hard!

    • I find them too easy. I feel like I can find anything easily. I have been testing it on an account with a rags to riches profile and in 8 raids I have already found a GPU, thumb drives, noodles and even a guitar pick. And that's not counting the stuff I didn't get to loot when I died 4 times. I just want it to be, maybe 25% less likely. Maybe I can adjust it myself. I just am not that familiar with doing it myself yet. Thank you though. It's still a good mod.

    • Thanks for the feedback! Do you have any other loot modification mods? Or is this purely vanilla + pity loot. Because it only increases loot chances for quests/hideouts you have in progress. Do you have active quests for gpus + thumb drives + guitar picks right now too?

  • Opened 20 PCs and got wires in every single one...and i got no quests that needs wires
    Something isnt right

    • Do you have “appliesToHideout” on? There’s a lot of hideout upgrades that require a ton of wires.


      You can also turn down pity, for a more conservative approach set the max multiplier to 10, and turn off "increasesStack"

  • I just had one question. I installed this mod due to a "Lotus" custom trader quest. The quest is pokleniye part 3, and the quest says "Find any of the creepy cultist masks," and the mod author told me that the items are as follows:

    Misha Mayorov mask

    Ghoul mask

    Faceless mask

    Slender mask

    Pestily plague mask


    So my question is, would this mod be boosting those mask rates in containers? Or on scavs/cultists themselves?

    • Yes, but it only boosts existing spawn chances. So if those can spawn in containers it will buff them, and if they can spawn on scavs/cultists it will buff that too.


      however if they don't have any spawns, then it doesn't add them (except for quest keys/gunsmith if you have those turned on)

      Thumbs Up 1
    • You're a hero. After days of constant grinding for those masks, I used this mod and got the masks I needed finally! Thanks

  • Found a quite funny 'bug' in which if you don't find items needed for tasks/hideout, scav backpacks will be full of that item 100% of the time.


    Example here is because I have yet to finish Gunsmith Pt. 3, so every single scav for about 5 raids now has had backpacks that look like this.


    https://imgur.com/a/zoORwH4


    This isn't the biggest deal ever but just wanted to make sure you're aware of this, if it hasn't been mentioned before, which I couldn't find

    • It should track if you have them in your stash, so as long as you loot one of the mp5sd suppressors and have it /anywhere/ in your stash pity loot should stop for it. Do you still have one in your stash? or are you avoiding looting them

    • So at the time where it first happened, I had not gotten the item at all so I understood that. However, i completed and turned in Gunsmith Pt. 3 and every scav had the item flooding their bags still, even 5 raids later.


      Also as a side note, this bug has happened again with wires, instead of wires becoming more common, specifically on corpses, they seem to completely replace the loot pool.


      Did some testing and killed and looted 20 scavs


      18/20 had 1-5 bundles of wires

      14/20 had the MP5 suppressor, 5 of those who didn't, had no backpack at all.

    • Hmmm okay next time it happens can you send the logs, or hit me up on discord? I didn't have this happen to me but i would be happy to help figure out whats wrong

    • I believe I've sent a message to you on Discord

  • Good mod. I would also like it to work for items on the wishlist, especially if you play hardcore and need certain barter items that could help.

    • I have thought about this before but was unsure the best way to handle it!


      What would your suggestion be? Any item on your wishlist has pity loot until you find at least one of them in raid? Is it unlimited for the wishlist? etc.

    • You could make the whole thing adjustable. This would allow everyone to set their own individual playing style. So simply as an option whether you want to have the feature at all and then how Pity Loot should deal with it, whether it resets after one item is found or only after X items.

  • I get this error on when trying to load on Customs.

    I also get a similar error when loading on Factory, but only if I update Pity Loot on the new versions.
    Any insights on what mod may cause this conflict?
    I do run a couple of custom traders that add new ammo, like Bigger Bang, and I also run Little Drummer boy, which adds custom mag, along with Painter.

    thanks in advance for any and all insights on this.


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

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

    at ItemHelper.fillMagazineWithCartridge (C:\snapshot\src\helpers\ItemHelper.ts:1229:59)

    at ItemHelper.fillMagazineWithRandomCartridge (C:\snapshot\src\helpers\ItemHelper.ts:1210:14)

    at LocationGenerator.createStaticLootItem (C:\snapshot\src\generators\LocationGenerator.ts:1058:33)

    at LocationGenerator.addLootToContainer (C:\snapshot\src\generators\LocationGenerator.ts:436:49)

    at LocationGenerator.generateStaticContainers (C:\snapshot\src\generators\LocationGenerator.ts:235:48)

    at LocationController.generate (C:\snapshot\src\controllers\LocationController.ts:108:51)

    at LocationController.get (C:\snapshot\src\controllers\LocationController.ts:72:21)

    at LocationController.get (G:\SPT\user\mods\bakahashi-pityloot\src\mod.ts:128:39)

    at LocationCallbacks.getLocation (C:\snapshot\src\callbacks\LocationCallbacks.ts:37:66)

    at RouteAction.action (C:\snapshot\src\routers\dynamic\LocationDynamicRouter.ts:16:51)

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

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

    at ItemHelper.fillMagazineWithCartridge (C:\snapshot\src\helpers\ItemHelper.ts:1229:59)

    at ItemHelper.fillMagazineWithRandomCartridge (C:\snapshot\src\helpers\ItemHelper.ts:1210:14)

    at LocationGenerator.createStaticLootItem (C:\snapshot\src\generators\LocationGenerator.ts:1058:33)

    at LocationGenerator.addLootToContainer (C:\snapshot\src\generators\LocationGenerator.ts:436:49)

    at LocationGenerator.generateStaticContainers (C:\snapshot\src\generators\LocationGenerator.ts:235:48)

    at LocationController.generate (C:\snapshot\src\controllers\LocationController.ts:108:51)

    at LocationController.get (C:\snapshot\src\controllers\LocationController.ts:72:21)

    at LocationController.get (G:\SPT\user\mods\bakahashi-pityloot\src\mod.ts:128:39)

    at LocationCallbacks.getLocation (C:\snapshot\src\callbacks\LocationCallbacks.ts:37:66)

    at RouteAction.action (C:\snapshot\src\routers\dynamic\LocationDynamicRouter.ts:16:51)

    • Hmm i've seen other people hit this before, this shouldn't be pity-loot related even though it shows up in the stack trace (my mod just calls other people's code). This is probably one of the other mods that add custom magazines, since this specific error message comes from when the AKI server tries to generate a magazine in a crate, and is deciding how many bullets can fit in the magazine. In this case it can't find the magazine details, so the number of bullets it can fit is `undefined`.


      If you give me a mod list i can see which ones it might be, otherwise try disabling some of them until it works.

      Heart 1
    • Here's the mod list.


      STRUCTURAL MODS

      1a - Load Order

      1b - Server Value Modifier

      1c - AKI Profile Editor


      TRADERS MODS

      2a - Virtual's Custom Quest Loader (VCQL)

      2b - Lotus

      2c - Bigger Bang (Thunderbags)

      3- Hephaestus

      4a - Painter (MoxoPixel)

      4b - BlackCore (MoxoPixel)

      4c - MagTape (MoxoPixel)

      5 - Saria

      6 - MFAC Shop Module (aaMFACSHOP)

      7- TraderScrolling (Kaeno)

      8 - VCQL


      OVERHAUL MODS

      9a - Big Brain (DrakiaXYZ)

      9b - Waypoints (DrakiaXYZ)


      10 - BetterBackpacks (JoshMate) [Must change the version in the package.json]

      11 - SAIN


      GRAPHIC MODS

      12 - OpticRework (ACOG4Life)

      13 - AmandsGraphics

      14 - BBBW (Bloody Bullet Wounds)

      15 - Declutter

      16 - FOV Fix (Fontaine)

      17 - ReflexSightsRework (SamSWAT)

      18 - Thermal And Nvg Overhaul (TANO)


      ADD ON WEAPONS MODS

      19a - Guns_Massivesoft

      19b - Guns_MFAC

      19c - Guns_YetAnotherPort (Myralyn)

      20 - xMASS_system

      21 - ATLAS-GEAR

      22 - Carl-QHB (Honeybadger)

      23 - EpicRangeTime-Weapons

      24 - Lyconox-HK416HeavyBarrel

      25 - TacticalGearComponent (MoxoPixel)

      26 - WTT-LittleDrummetBoy

      27 - WTT-PackNStrap


      QoL MODS

      28 - Guns_Massivesoft

      29 - Tradermodding (ChooChoo)

      30 - LiveFleaPrices (DrakiaXYZ)

      31 - TaskListFixes (DrakiaXYZ)

      32 - BackdoorBandid (dvize)

      33 - Pause (Epi)

      34 - ExpandedTaskText

      36 - UseLooseLoot (Gaylatea)

      37 - LootValue (IhanaMies)

      38 - MoreCheckmarks

      39 - MunitionsExpert

      40 - iteminfo (odt)

      41 - TwoSlotExtendedMags (Platinum)

      42 - StashSearch

      43 - WebMinimap (TechHappy)

      44 - ModdingStatsHelper (Wara)

      45 - KeysInLoot (MusicManiac)

      46 - pityloot (bakahashi)

      47 - RamCleanerInterval (CactusPie)

      48 - UseItemsAnywhere



      THANK YOU SO MUCH FOR THE TIME DEDICATED TO THIS!!!

    • whew thats a lot of mods, can you hit me up on discord actually? will be easier to debug there

      Happy 1
    • absolutely. Give me sometime cause I'm at work. Thank you a million.

  • Is there a way to configure this to accommodate the gilded key storage such that the odds for key drops go to 0 if you already have that key? Or would that just behave that way based on the fact that you have the item and therefore don't get "pity" for it?

    • it /should/ already work with gilded key storage, although i have heard reports of bugs of zb-014 dropping wayy to frequently that i am looking into.


      If you use gilded key storage and have keys in your secure container but are still seeing increased drops can you send me your server logs that contain like "calculated new drop multiplier ..." etc

    • the same think happened with me, but with the science key and then again with the 206 key, i believe the key only stopped showing after i finished the quest and then reset the client. then last night having nothing but 206 show up. ive installed the new update and ill check things out. i also use gilded key storage and about 40 other mods so makes testing so much more fun haha.

    • yep, definitely cause of my bug lol. It woudl have thought you needed /two/ science keys, and since you only need 1 and probably sold the rest, it kept thinking you weren't finding any more keys and upping pity heh.

  • awesome for finding right stuff, but i had to turn keys down haha, id get 1 key spawn in 1st raid in every single cell of the filing cabinets. so i changed additional multiplier to 1.0 ill see if that helps

    Thumbs Up 1
  • I found a bug with the latest version where the game crashes when a airdrop is dropped. I put in the version before and there is no error with airdrops.

    • can you post error logs?

    • Which log do you want and how do you want me to post it?

    • When you say crash, does your game exit to windows? Or after an airdrop happens, everything stops working in game

    • Sorry I should have been more clear, the game freezes and stops responding. So far it has only happened on Reserve. Here is the error log.

    • Just tried Shoreline and got the same freeze.


  • I'm trying to load into a raid on a fresh profile and keep getting stuck loading with the server throwing errors at me every now and then. Don't know if this mod is conflicting with another mod i have, thought maybe you could help. https://imgur.com/a/2jbC2KI

    • There is also another one for 43x33 mmR ammo same error otherwise

    • Hmm, i don't think this is pity loot, it just shows up in errors because its part of how loot is generated. Do you have any mods that add custom ammo types? I think it'd probably be one of those

    • Guess ill have to go through my mods until i find the problem xD thanks for the help anyway.

    • Actually can you post your mod list? I think i know what coudl be causing it. It basically seems like you have a mod that's adding the toy gun to your static loot list, but doesn't add any valid ammo types for it in the loot tables.

    • Didn't see the reply before now, think i narrowed it down to one of the mfac related mods or atleast one that uses the mfac shop. https://imgur.com/a/SkOk6Gx the list currently doesnt have yetanotherport, toy gun, massivesoft, guns mfac, and atlas gear in it since im trying to narrow it down to find the culprit xD

  • This is a wonderful mod, thank you! I've been using it since 3.7.6.


    It took about 50 raids to complete Collector (reduced level requirement to 10 from another mod) and there is no way it would have gone so quickly without Pityloot. I left the settings at default and use the SVM mod to set a 1x multiplier for both loose and container loot. Perhaps a bit quick, but it seems you've reduced the default with the latest update.


    I feel like it doesn't affect Labs access keycards (assuming it should). I've been on Colleagues - Part 3 and Fishing Place for a while now and still haven't seen a single card. Of course it could just be bad luck, but this mod certainly helps skew luck in my favor. Is it possible to add them as well?


    Thanks for your time!

    • Hmmm I’ll take a look, it definitely should affect labs cards but maybe they don’t have many default spawns.


      If that’s the case I can give it the same treatment as keys and maybe add keycards to drawers/jackets if they don’t exist.

      Thumbs Up 1
    • So just looked it up. By default in 3.8.0 keycards can only spawn on bosses or in shturman's stash. I just released a new version that adds keycards to jackets/drawers with a very low defualt spawn chance

      Heart 1
    • Awesome! Downloading now :) I really appreciate you taking the time to look into it.

  • Great mod, it's really nice when you run with the small stash or don't want to pre-stock everything a task/upgrade will need waaay before hand! That said, I usually run with hideout materials off. Things get a little weird when you ignore them for better loot or can't pick them up at all. 4 sledgehammers and 3 hand drills in the back of Goshan, seeing three dozen bundles of wires per raid, or 1-2 car batteries in every tech crate weird. Does it for tasks, too, but I can live with every scav I load into having one or more doctor's sausage because I can't be bothered to put my PC through streets for just Jaeger. It's cool when they spawn with an unavailable gunsmith item you need before you can get flea, too. 10/10, definitely a staple mod for me going forward.

  • Hello! I wanted to make a follow up comment for an issue. I'm getting a bunch of red error messages and no bots are spawning now I'm certain this is because I have Valen's Progression. I also saw that this mod must come after in the mod loader. But what is the mod loader and how to configure it? Is it like MO2 in terms of mod organization and where do I access it? Thank you.

    • Making another comment, I used LOE (Loader Order Editor) and put Pity loot behind Valen's Progression yet I am still faced with the same error messages in the console. What do I do? Thanks.


      If it means anything I am not using any of the recommended mods like AllTheLoot at the moment to try out this mod.

    • Can you post logs of the error messages?

    • Sure thing here you go! No bots spawn yet an airdrop is in... weird. I tested the game without Velens Progression at all and the bug still happens. I'll post my modlist below as another image.bbzgPMD.pngPWrwGzf.png

    • Ohhh. It looks like you're using the wrong version. You're using the 3.8.0 version but running 3.7.6. Use this 0.3.3 https://hub.sp-tarkov.com/files/download/9142/ instead

    • Alrighty! Bots spawn now! Thank you a lot. But I just received another error message hm... It's talking about loot probability. I set the dropRateinrecase and maxDropRate to 1000, 10000 to hopefully see the glory mask show up immediately. Did I set the values too high or is something else happening? Thanks.

      E0qidgU.png

  • Hey! I'm the guy from a reddit post a while back, I was wondering if the mod affects "The Collector" quest. Thus making it easier to find certain KAPPA items, been on a week long struggle trying to get this Glorious E mask. Thanks!

  • Do the multipliers to the loot get reset after everytime you close the Server?? I feel like im not seeing more of the quest items im needing spawn

    • No they don't reset after the server restarts. You can open up `database/pityTracker.json` to see what your counters are in terms of quests/hideouts. Also with debug logging you can see `Calculated new drop rate` for item... to see what your multiplier are.


      Also if you realy want to test, change `maxDropRate` to like 10000 and `dropRateinrecase` to like 1000, and you should basically /only/ see the quest items you want lol.


      If you still hit issues, hit me up on the discord

    • Ok thanks ill try that!!

  • Since it's not specifically discussed in the overview, does this impact the Gunsmith questline?

    If not, hitting the base guns and the "required" parts (e.g. the rails for the Vector and the 1911) alongside the keys might be a useful way to expand the mod.

    • It does not handle gunsmith right now unfortunately. It's a very manual/tedious process to get a mapping of quest id -> list of gunsmith parts, but if someone has that somewhere i could add it in quite easily!

    • Given the structure of the "questkeys" file, it seems pretty straightforward, and I'll throw up a PR to add a "gunsmith" config following the same format.

    • I forked the repo, and created a new "gunsmith.json" file following the pattern from "questKeys.json" (i.e. "quest ID": ["Item ID"]), but I didn't make any other changes (so it won't actually *do* anything if you add it as-is).

      Feel free to add that data into your mod.

      Thumbs Up 1
    • Awesome! Just added to a new version, thanks for putting that together for me!

      Heart 2
    • Just an FYI: The "gunsmith" parts list I assembled was based on the requirements in 14.x, and included the base gun(s) for each quest (GS 21 requires an M700 and an M1911), all specifically mandated parts (e.g. every single part for GS 8), but generally not parts that are easy to substitute/find (e.g. just the DVL rifle and ATACR scope for GS 16, since 34mm mounts and lasers that will work are extremely easy to find in-raid). My thought process was basically "make it practical to complete the the GS quests in a "hardcore" playthrough, even if it requires making some substitutions and "wasting" better parts.

      Also, with regard to the edits you made to the GS list for your 3.8.0 release, GS 21(63987301e11ec11ff5504036) requires handing in two firearms: A Remington M700 and a Colt 1911, and your edits removed the 1911 and it's 3 required parts from the list.

  • I love you

    • One of my main beefs! Being questlocked for dozens of raids looking for a damn key. Especially before flea! I added a key vendor for this reason, lol.
      When 3.8 drops I'm thinking of doing a "Softcore" mod play through, and this would be a handy helper on the side of that, since flea will be out.
      Now, I also do like to grind the customs quest keys maybe 3 each in hand before trying the quest. But with this, I might go another way now... thanks!

  • It is possible you add more probability to loot the item via every container your open? like I open a bag it's upgrade by 1% the chance to get the key for exemple.

    • Yep, thats exactly how it works, i'll update the description to give examples

      Thumbs Up 2
    • If we do a quest like handover a LedX, at the moment we loot the item it reset the probability? or it's only when you handover the item and validate the quest?

    • Nevermind i misunderstood your question. Loot is statically generated at the start of a raid, so we can't adjust loot as a per-container chance. So if you have 100x pity enabled, if you go into a raid and find one Ledx (and tahts all you need) you still may find 20 more in that one raid :D


      But after the raid your pity will reset to 0 (since it detects you found a ledx)

      Thumbs Up 1
  • Hello,i have this error,what need to do?

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

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

    at HideoutUtils.getPossibleHideoutUpgrades (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.3\src\HideoutUtils.ts:65:38)

    at handleStateChange (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.3\src\mod.ts:52:22)

    at Object.action (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.3\src\mod.ts:93:13)

    at StaticRouterMod.handleStatic (C:\snapshot\project\src\di\Router.ts:50:63)

    at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:79:62)

    at HttpRouter.getResponse (C:\snapshot\project\src\routers\HttpRouter.ts:44:30)

    at AkiHttpListener.getResponse (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:150:38)

    at IncomingMessage.<anonymous> (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:75:43)

    at IncomingMessage.emit (node:events:513:28)

    at endReadableNT (node:internal/streams/readable:1359:12)

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

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

    at HideoutUtils.getPossibleHideoutUpgrades (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.3\src\HideoutUtils.ts:65:38)

    at handleStateChange (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.3\src\mod.ts:52:22)

    at Object.action (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.3\src\mod.ts:93:13)

    at StaticRouterMod.handleStatic (C:\snapshot\project\src\di\Router.ts:50:63)

    at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:79:62)

    at HttpRouter.getResponse (C:\snapshot\project\src\routers\HttpRouter.ts:44:30)

    at AkiHttpListener.getResponse (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:150:38)

    at IncomingMessage.<anonymous> (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:75:43)

    at IncomingMessage.emit (node:events:513:28)

    at endReadableNT (node:internal/streams/readable:1359:12)

    • Hmm weird, is this a brand new profile, and have you entered the hideout before? What version of AKI are you running on?

    • same problem with 3.7.6 on a new profile

    • New profile,3.7.6 version

    • Okay i'm at work right now so can't test, but I just pushed a new version that should fix this specific area. If you still run into issues i can test against a fresh profile once i get home!

    • TypeError: profile.characters.pmc.Quests is not iterable

      TypeError: profile.characters.pmc.Quests is not iterable

      at updatePityTracker (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.4\src\DatabaseUtils.ts:60:52)

      at handleStateChange (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.4\src\mod.ts:50:24)

      at Object.action (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.4\src\mod.ts:93:13)

      at StaticRouterMod.handleStatic (C:\snapshot\project\src\di\Router.ts:50:63)

      at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:79:62)

      at HttpRouter.getResponse (C:\snapshot\project\src\routers\HttpRouter.ts:44:30)

      at AkiHttpListener.getResponse (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:150:38)

      at IncomingMessage.<anonymous> (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:75:43)

      at IncomingMessage.emit (node:events:513:28)

      at endReadableNT (node:internal/streams/readable:1359:12)

      TypeError: profile.characters.pmc.Quests is not iterable

      TypeError: profile.characters.pmc.Quests is not iterable

      at updatePityTracker (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.4\src\DatabaseUtils.ts:60:52)

      at handleStateChange (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.4\src\mod.ts:50:24)

      at Object.action (C:\SPTarkov\user\mods\bakahashi-pityloot-0.1.4\src\mod.ts:93:13)

      at StaticRouterMod.handleStatic (C:\snapshot\project\src\di\Router.ts:50:63)

      at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:79:62)

      at HttpRouter.getResponse (C:\snapshot\project\src\routers\HttpRouter.ts:44:30)

      at AkiHttpListener.getResponse (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:150:38)

      at IncomingMessage.<anonymous> (C:\snapshot\project\src\servers\http\AkiHttpListener.ts:75:43)

      at IncomingMessage.emit (node:events:513:28)

      at endReadableNT (node:internal/streams/readable:1359:12)

  • brilliant idea, will playtest it

  • Looks like a great idea!

    Is it compatible with AllTheLoot (BlackMamba) and KeysInLoot (MusicManiac) and LooseKeyModifier (Kaeno)? Is there a recommended mod load order?

    • I've tested with the first two, not the 2nd one. My code does everything at game startup though so it should be safe to run with them in any order! If you're paranoid you can put it last, but i'm 80% sure it won't matter.

      Heart 1
  • Multiple errors, can't start game with this mod, even if it's the only mod in user/mods.

    "No such file or directory [...] \database\pityTtracker.json" etc.

    • Whoops sorry! Just released a new version that fixes that. (0.1.2)

    • No errors so far with v 0.1.2, seems like a veeeery good idea bro this mod!

  • Tbh im shocked nobody else had made/thought to make a mod like this before (at least that I know of). Are there any plans to add an options in the future for increasing boss spawn chances in the same manor the mod does for all the other quest items?

    • I did think about it, but tbh i usually just go into SWAG and up boss spawning to 100% when i'm doing that, whereas configuring items was much more difficult.


      Might consider in a future version though!

    • SWAG + Donuts is a brilliant mod for customising AI and boss spawns, it may take you some time to understand what values need changing but it's relatively easy to figure out.

    • I just increased the overall loot by editing the SPT config.

    • Ah okay i forgot you can actually modify boss spawn chances in SWAG my bad