Trader Modding And Improved Weapon Building 1.8.0

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.

Weapon modding 2.0: Checkbox to only show current Trader LL / owned mods, Shows trader / flea prices and build cost while modding, Highlights mods attached to other guns or ready to use, Button to detach items in use, Ability to zoom in/out.

[tabmenu]
  • Version 1.8.0

    Update for SPT 3.9.X


    Did not do excessive testing, but everything seems to work as expected.
    Lemme know if something is wrong. :thumbup:

    Currently short on time, so might not immediately fix specific stuff. :sleeping:

  • Version 1.7.0

    If you have a previous version installed:
    Please delete the folder "user/mods/ChooChoo-TraderModding-1.2.0" when installing this version.
    (I could no longer stand that old version tag in the folder name <X )

    • Can now show flea market prices for items that are available on the flea, but not on traders (Red price tag, shows cheapest possible price)
    • Abbreviated price tags (69420 becomes 69,4k, ON by default)
    • Small fixes

    GRDBpzs.png

  • Version 1.6.3

    • Update to SPT 3.8.1 (Should support all 3.8.X versions of SPT)

    Please update your SPT install to the latest version (3.8.1 at time of upload) to prevent compatibility issues that might occur with other mods. :)

  • Version 1.6.2

    • Fixed currently locked traders showing their items while modding
    • Show the cheapest price instead of the last found. (Better in line with BSG's weird logic of "Find Parts")
    • To match the parts found for a gun build, use 132 rubles for one dollar.
      (The actual build cost for dollar prices is correctly converted via the actual price at the current traders.)

    If you notice any prices being way off, or other issues, please let me know. :)

  • Version 1.6.1

    • Now supports custom traders without any config file editing, it "just works"

    Various fixes:

    • Fixed rare cases where detaching items could put them in the same spot in the stash
    • Don't show/highlight mods attached to guns in the weapon rack (Might make this optional later, it would rip apart weapons on the weapon rack, but behaves weirdly.)
    • small stuff

    As usual, let me know if you find any issues :)

  • Version 1.6.0

    • Brand new button in the preset builder to automatically remove mods attached elsewhere to be usable.

    Priority when finding an item to detach:

    1. Attached to anything loose that is not a gun
    2. Attached to anything that ultimately is attached to a gun
    3. (Optional) Attached to equipped guns (OFF by default)

    ydLnvei.gif

  • Version 1.5.3

    • Fixed a mod breaking deadlock in the server when using other mods (like realism) that modify the price of dollars or euros to fractional amounts.

    Thanks Json.DeserializeObject to not throw any errors, but rather cause a deadlock when faulty json is parsed. :cursing:

  • Version 1.5.2

    • Code refactor to get fields with AccessTools instead of transform.Find (Less error prone and faster, things should feel a bit more snappy now :) )
    • Small fixes for not updated visual borders / build cost in some cases when assembling weapon
    • More Log messages in case of errors

    Let's hope this made a difference and I didn't break anything (I obviously tested everything, but as usual, you never know)
    Please let me know if you encounter any issues or undesired behavior. All still WIP and not perfect, but I'm trying 8)


    Technical details: Before this refactor I was getting various GameObjects and Components via my patches and then finding appropriate child GameObjects in the hierarchy by using Transform.Find("Name") on the parents. I now learned that this shouldn't be done and can be avoided by not finding them by name, but by their reference in the Tarkov Assembly using AccessTools. In essence I now get all the FieldInfos I need beforehand and can then get the proper values (Thanks DrakiaXYZ), it's not only more robust but way faster this way.

  • Version 1.5.1

    • Fixed NullReferenceExceptions some people reported (Hopefully) ?(

    If anyone has any more issues, please include any errors that might pop up in the console, as well as your mod setup.

    (So I can actually figure out what might be wrong. Just saying "It doesn't work" is impossible to debug ;) )

  • Version 1.5.0

    • Movable Build Cost Panel, showing what you will pay with the current traders 8)
    • Ability to zoom in and out for those big chonkers bugcatfat (Mouse wheel)
    • Minor fixes

    ssVdgkJ.gif

    tgqEQfz.gif

  • Thanks for your mod. It has taken me like 15 hours to finally find the parts to get the workbench just so I can use it! (getting unlucky and being killed with quest items so many times) It has made weapon modding so much clearer!


    Would it be possible to hide the 'you have all available parts' message that shows at the bottom of the screen or alternatively make it more compact and move it somewhere maybe near the 'assemble' button? It overlaps the part selection boxes making it impossible to pick/see items :/

  • Hey ChooChoo, I have a request if you accepts these.

    Is it possible to add a check for available traders ?

    I'm using Path to Tarkov, and I would like to hide all items that I can't buy, including from locked traders.

  • On the old mod I could compare stats and I can no longer do it

  • The mod seems to work halfway for me. The Build Cost Menu doesn't show anything, and I can't rotate weapons around like I can in the Modding menu, although I can zoom in and out. I'm running Fika and the only other mod I can think of that might be a conflict is Tyfon's UI Fixes.

  • Amazing mod, I was wondering though if it would be possible to have an option show if an item is out of stock (another colour?)? I use Limited Traders which means parts are often out of stock so would be a really nice QOL to know before the purchase screen.


    Edit: It actually does have the functionality of showing what's not in stock, it just does it by not showing you the item on the modding screen. Sorry for the misinformation!

  • Thanks so much for the update!

    Is there any way to get "Wara's modding stats helper" to work in the 3.9.X versions as well?

    Hope you have a wonderful day!!! :)

    Thumbs Up 1
  • Hi, Thanks for awesome mod.
    I have a feature suggestion. Could you please put in a config to toggle filtering out items that are out of stock.
    My use case is that I use bronzeman mod, which force trade to be out of stock of items that are not extracted at least once by player. Currently your mod would show the trader items even though it is out of stocks.

    I tried to mess around with the code but failed to figure out the current stock of items from traders.
    Thanks again for the mod.

    • I found a way to check if item in bronzeman mod


  • This is absolutely amazing, should be in base game.

    Love it!!


    Excellent work!


    8) :thumbup:

  • Great work, this mod is a must-have for any gun enthusiast. The QoL is unmatched.


    Is there a way to add Fence to the list of trader options? My apologies if this is already enable and I missed that.

  • Everything on the mod works for me except for only show trader items. It just shows me none. No error codes either. Have verified I'm on edit preset, have changed load order, and removed major mods I thought may have effected this and cannot get it to work for the life of me.

    https://imgur.com/a/CJgKuTg

    Any help you can give me is much appreciated, trying to do a default trader only playthrough and the mod not working is making it a nightmare!

  • Flea prices are here! Great job.

    Heart 1
  • Suggestion: Could we possibly get . added option instead of , for modding (like 50.5k rather than 50,5k?) I know this is something super minor, but just thought I would suggest it. Could just be a simple check/uncheck box in the F12.


    Overall, the mod is great. Keep up the great work!

    Heart 1
    • Yeah I kept playing around with different formatting, but the dot was barely visible.
      Might do more in the future, kind of short on time atm :) real life and stuff.
      Thanks m8 :)

      Heart 1
  • I have the latest version of the mod installed, but It seems the custom traders from the mod Kawaii Weapon Mods Is not showing up within the Edit Preset menu.

    The other modded traders i have (Lotus, Scorpion) show up fine however. Now the thing with Kawaii Weapon Mods, is that the traders do not show up in the Flea Market. This is an issue with that mod not yours. But it might be the reason why this mod isn't compatible with Kawaii Weapon Mods.


    I tried making this mod load last, but that doesn't seem to fix the situation either...Is there any other information i can provide you with to help you pinpoint the issue? I don't exactly know how your mod pinpoints other modded traders :saint:

  • I have the latest mod version installed, but it does not show me 'Use trader only items' in the modding tab. I can see this mod in F12 settings, but it does not let me to use it. What I am doing wrong?

    • The mod is not for the modding tab, as it does not make any sense there. It is for the edit preset screen.

  • OMG thank you so much, this is just the best mod ever!

  • this is EXACTLY what everyone needed. thank you sire for this

    Heart 2
  • Amazing mod! I only wish there was a way to have it so that it shows both flea and trader items at the same time.

    • Also got this idea and half a solution ready, be sure there will be an update when I have the time :)

      Thumbs Up 1
    • Good to hear! We'll be waiting.

  • Hey guys :)
    I am wondering if you need to unlock modding in the hideout first?
    This is the right-click menu I get on any weapon.


    S8T8pfZ


    Sorry if I am being dense, I'm just not entirely sure how to actually use the mod lol :)

  • Hello, with this mod my game hard crashes whenever i try to edit preset OR go to modding screen


    Error: Item 65f119212ffe657478130322 still not found in base cache after regeneration

    at ItemBaseClassService.itemHasBaseClass (C:\snapshot\src\services\ItemBaseClassService.ts:110:23)

    at ItemHelper.isOfBaseclass (C:\snapshot\src\helpers\ItemHelper.ts:83:42)

    at C:\Escape From Tarkov\user\mods\ChooChoo-TraderModding-1.2.0\src\mod.ts:91:32

    at Array.forEach (<anonymous>)

    at ChooChooTraderModding.getTraderMods (C:\Escape From Tarkov\user\mods\ChooChoo-TraderModding-1.2.0\src\mod.ts:69:22)

    at Object.action (C:\Escape From Tarkov\user\mods\ChooChoo-TraderModding-1.2.0\src\mod.ts:30:43)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:47:63)

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

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

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

    [2024-05-08T05:21:41.789Z] error: Error: Item 65f119212ffe657478130322 still not found in base cache after regeneration

    [2024-05-08T05:21:41.790Z] error: Error: Item 65f119212ffe657478130322 still not found in base cache after regeneration

    at ItemBaseClassService.itemHasBaseClass (C:\snapshot\src\services\ItemBaseClassService.ts:110:23)

    at ItemHelper.isOfBaseclass (C:\snapshot\src\helpers\ItemHelper.ts:83:42)

    at C:\Escape From Tarkov\user\mods\ChooChoo-TraderModding-1.2.0\src\mod.ts:91:32

    at Array.forEach (<anonymous>)

    at ChooChooTraderModding.getTraderMods (C:\Escape From Tarkov\user\mods\ChooChoo-TraderModding-1.2.0\src\mod.ts:69:22)

    at Object.action (C:\Escape From Tarkov\user\mods\ChooChoo-TraderModding-1.2.0\src\mod.ts:30:43)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:47:63)

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

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

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


    My load Order:

    "order": [

    "aaMFACSHOP",

    "acidphantasm-brightlasers",

    "ACOG4Life-OpticRework",

    "akSplitterMod 2.0.1",

    "aMoxoPixel-Painter",

    "AnyStand",

    "ATLAS-GEAR",

    "bakahashi-pityloot",

    "DoorBreacher",

    "DrakiaXYZ-LiveFleaPrices",

    "Fontaine-FOV-Fix",

    "Guns_YetAnotherPort_Miralyn",

    "harmer-configurableinventories-1.4.3",

    "Hephaestus",

    "IhanaMies-LootValueBackend",

    "Lyconox-AkExtension-1.4.1",

    "Lyconox-G36ex-1.7.3",

    "mcdewgle-EasyAmmoNames",

    "MoreCheckmarksBackend",

    "MoxoPixel-BlackCore",

    "MoxoPixel-GreenCore",

    "MoxoPixel-MagTape",

    "MoxoPixel-SandCore",

    "MoxoPixel-TacticalGearComponent",

    "MoxoPixel-TMS",

    "MoxoPixel-WarHeads",

    "MusicManiac-LessRestrictingHeadwear",

    "Platinum-EyesOfATrader-1.3.1",

    "Platinum-TwoSlotExtendedMags-1.0.3",

    "RaiRaiTheRaichu-AllTheClothes-1.5.0",

    "ShadowXtrex-NewProfiles",

    "skulltag-instantrepeatables-1.0.0",

    "skulltag-personaltrainer-1.0.3",

    "Skwizzy-NoDiscardLimit",

    "SWAG",

    "tarkov-stash-v0.10.1",

    "torturedchunk-levelrewards-1.2.0",

    "Virtual's Custom Quest Loader",

    "WTT-Handguards_Galore",

    "WTT-HeadVoiceSelector",

    "WTT-LittleDrummerBoy",

    "WTT-PackNStrap",

    "xMASS_system",

    "zSolarint-SAIN-ServerMod",

    "zzBlackMamba-AllTheLoot-1.0.6",

    "zzzzalevesThings",

    "zzzzServerValueModifier",

    "DewardianDev-AlgorithmicLevelProgression",

    "zzzzzpliniojrm-trueitems-1.1.0",

    "zzzzzzzzzPreyToLive-CustomTraderAvatars"

    ]

    }


    As soon as i remove the mod, the weapon modding works perfectly.

    Any fix? Thanks!

    • I suggest you update your SPT to 3.8.1 first, it seems that some mods might cause incompatibility issues with your install.
      Let me know if the issue persists, after you update your SPT install :)

    • If you have issues with your mods and/or your SPT, instead of typing it all out in the comments, make a thread explaining what is happening and more people can help you then.

  • You are going ham. I like it!

    Heart 1
  • Really like this mod, it should be something in default game.
    Is there a way to change from price to Ergo / Vertical recoil? Another thing that would be better is to sort by Ergo / Vertical recoil

    • Thanks :)

      Sorting by specific values in not something I can easily do for now, but to show modding values on mouse over you can combine my mod with: Wara's modding stats helper

  • Hello! I'd like to first thank you so much with this amazing mod! I could never imagine playing Tarkov again without it! But alas, i have issues since the 1.5.1 release. Since i upgraded it, I no longer see the mod working at all in my modding tab of any weapon. F12 shows its configs though, and I can see it loading at server's console but no errors are thrown nor anything. I also tried to delete every mod that i used after this one, just to be sure it doesn't contradicts with anything there but to no avail. I also deleted my cache and logs - still nothing. I can't send any data to you, because there is none thrown at me atm. Can you help?

    :) :) :)

    • Hey, sorry to hear that you are having issues. To clarify you said modding tab, but certainly mean edit preset window right? :)
      And you say 1.5.0 works, but everything after -starting from 1.5.1- doesn't?
      Could you please try the newest version and check for issues?

    • hello and thanks for the reply! I indeed fixed it but i was confused of the way your mod works. Initially when i first installed it, i indeed used the modding tab and thought that this is the way it work but last night i figure it out. The edit preset button works fine. Thanks and sorry for the misunderstanding by my part.

    • No worries, glad it works :)

      Since the modding screen is literally only for items in your stash, my mod doesn't make sense there anyway :D

      Having a workbench is the minimum requirement

    • i was also confused by this as the tilte states "weapon modding" so i also used the modding tab instead of the preset tab. when i used to use Wara's weapon modding, it had it's own modding tab and you could mod your own guns from your stash and traders

  • LOVING this mod so far! :D I just installed it tonight and it works great! :)

  • I'm still encountering the same issues with 1.5.2 as I did with the previous two versions. Exact same issues as GOODYOB. I am receiving a single error code though, which pops up in the in-game console when I un-tick and then re-tick the Use only trader items option.


    Exception] : NullReferenceException: Object reference not set to an instance of an object

    ChooChooTraderModding.TraderModdingOnlyScript.UpdateModView () (at <cdfd7f0abd894068a36c864b70a3c9be>:0)

    ChooChooTraderModding.TraderModdingOnlyScript.ToggleTradersOnlyView (System.Boolean tradersOnly) (at <cdfd7f0abd894068a36c864b70a3c9be>:0)

    UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <ca21460feb9c47d0ac337b9893474cc6>:0)

    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ca21460feb9c47d0ac337b9893474cc6>:0)

    UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.UI.Toggle.set_isOn (System.Boolean value) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.UI.Toggle.InternalToggle () (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.EventSystems.EventSystem:Update()


    Here is a pic of my current mods folder: https://imgur.com/a/0uinyvU and plugins: https://imgur.com/a/GdJv7lZ

    • I think I found the issue and preparing a new release right now.
      Had to do with mods like realism modifying the prices for dollars and euros.
      I expected whole numbers when getting trader data, but these were fractions.
      That caused a deadlock in the whole mod (Not my fault, the Json converter just doesn't allow for error handling)

      Long story short: Confirmed to work by me and Hypno88 who had a heavily modded install as well and it didn't work before.

  • 1.5.2 doesn't work - colocoding, trader sold parts filtering and build cost window just don' work. There're no errors in server or client terminal either. 1.5.1 version works fine. I have one modded trader from Raid Overhaul, FWMQoL, Modding Stats Helper and Realism mod, if that information is of any help

    • Thanks for the report, I think I'll setup another install with those mods and see if I can replicate the issues. Haven't tested with some really big mods like realism etc.

      So those are the mods you use? Which trader exactly? So I can replicate the exact setup and debug that way.

    • The trader from Raid Overhaul mod is called Requisition Office IIRC. I, in fact, use many more smaller mods. I just didn't mention (which in hindsight I should've; oops) them because I thought they probably don't have any impact on weapon modding
      Here's the server mods list:

      • ACOG4Life-OpticRework-SPT-380
      • BRNVG_N-15Adapter
      • Bloody-Bullet-Wounds
      • ChooChoo-TraderModding-1.2.0
      • Fontaine-FOV-Fix
      • IhanaMies-LootValueBackend
      • MoreCheckmarksBackend
      • RaidOverhaul
      • Realistic-Thermals-1.0.2
      • SPT-Realism
      • SWAG
      • ServerValueModifier
      • Skwizzy-NoDiscardLimit
      • leaves-relooted
      • zSolarint-SAIN-ServerMod
      • zzBlackMamba-AllTheLoot-1.0.6

      And client-side:


      • AmandsGraphics.dll
      • BorkelRNVG
      • CactusPie.FastSearch.dll
      • CactusPie.RamCleanerInterval.dll
      • ChooChoo-TraderModding.dll
      • DrakiaXYZ-BigBrain.dll
      • DrakiaXYZ-QuickMoveToContainer.dll
      • DrakiaXYZ-SearchOpenContainers.dll
      • DrakiaXYZ-Waypoints
      • FOVFix.dll
      • Gaylatea-UseLooseLoot.dll
      • IcyClawz.CustomInteractions.dll
      • IcyClawz.ItemContextMenuExt.dll
      • LootValue
      • ModdingQOL.dll
      • MoreCheckmarks
      • RaidOverhaul
      • Realism
      • RealismMod.dll
      • SAIN
      • SAIN.dll
      • SamSWAT.HeliCrash.ArysReloaded
      • SamSWAT.ReflexSightsRework
      • SamSWAT.WatchAnims
      • ThatsLit-Release.dll
      • Wara-ModdingStatsHelper.dll
      • dvize.Donuts
      • skwizzy.LootingBots.dll

      Hope this helps

      Thumbs Up 1
  • I got an error with a new version. Attachments not highlighted, but price window is work. Screenshot here - imgur.com

  • OK so I have a good amount of sites, lasers and flashlights attached to just anything that it can attach to for space reasons. Does the mod show those and can grab them straight from whatever it's attached to? I don't have them attached to weapons this is what I'm saying.


    Do I need to make them loose attachment first so the mod can see them to attach it to the weapon? To be able to just grab it from whatever it's attached to would be great.

    • The mod is only visual, and I tried for way too many hours to replicate the exact method BSGs method for determining if a mod can be detached from its current place or not f. E. Muzzle break + suppressor works, but it won't detach a foregrip from a loose mount.

      I gave up on that for now.

      So just try and see if it works, if I show it as green it should definitely be attachable, yellow and orange might work as well. As I said, all visual.

      Thumbs Up 1
    • Now that I think of it, that's probably the next thing I'll try to Implement:

      Detach items that are otherwise attached, because BSG doesn't do this as well.

      Also bothers me and would make modding and storing items even better :)

      Heart 1
  • Hey, so for some reason the error below keeps getting spammed into the in-game console when I enter the Preset Editor after installing the latest mod version. It seems that basically all features of the mod are non-functional because of it, such as the cost calculator or trader-only items . Any ideas on what's going on?



    [Exception] : NullReferenceException: Object reference not set to an instance of an object

    ChooChooTraderModding.TraderModdingOnlyScript.UpdateModView () (at <cb5abb2d7acb49fda70af495ba04f60b>:0)

    ChooChooTraderModding.TraderModdingOnlyScript.ToggleTradersOnlyView (System.Boolean tradersOnly) (at <cb5abb2d7acb49fda70af495ba04f60b>:0)

    UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <ca21460feb9c47d0ac337b9893474cc6>:0)

    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ca21460feb9c47d0ac337b9893474cc6>:0)

    UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.UI.Toggle.set_isOn (System.Boolean value) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.UI.Toggle.InternalToggle () (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.EventSystems.EventSystem:Update()

    [Exception] : NullReferenceException: Object reference not set to an instance of an object

    ChooChooTraderModding.TraderModdingOnlyScript.UpdateModView () (at <cb5abb2d7acb49fda70af495ba04f60b>:0)

    ChooChooTraderModding.EditBuildScreenAssembledWeaponPatch+<Postfix>d__1.MoveNext () (at <cb5abb2d7acb49fda70af495ba04f60b>:0)

    --- End of stack trace from previous location where exception was thrown ---

    System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <ca21460feb9c47d0ac337b9893474cc6>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.UnitySynchronizationContext:ExecuteTasks()

    • Thanks for your report and thank you for the console output!
      I think I was able to track down some of the NullReferenceExceptions you got and hopefully fixed them.
      Try the 1.5.1 release and let me know if they are gone (I couldn't reproduce them, but tried to fix them anyway :) )

    • Errors are unfortunately still popping up, but now they seem to exclusively be tied to the Use only trader items option.

      The cost calculator still doesn't work, and neither does the part highlighter. The error doesn't shoe though until I un-tick and then re-tick the Use only trader items option, at which point only a single error is printed in the console, and the highlighter begins working for exclusively the weapon parts already on the gun. The error is below, alongside an imgur pic of my mods folder for all the mods I currently have installed.


      [Exception] : NullReferenceException: Object reference not set to an instance of an object

      ChooChooTraderModding.TraderModdingOnlyScript.UpdateModView () (at <a962160eb1ae4bc290f0038c0af8f4eb>:0)

      ChooChooTraderModding.TraderModdingOnlyScript.ToggleTradersOnlyView (System.Boolean tradersOnly) (at <a962160eb1ae4bc290f0038c0af8f4eb>:0)

      UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <ca21460feb9c47d0ac337b9893474cc6>:0)

      UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <ca21460feb9c47d0ac337b9893474cc6>:0)

      UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

      UnityEngine.UI.Toggle.set_isOn (System.Boolean value) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

      UnityEngine.UI.Toggle.InternalToggle () (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

      UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

      UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

      UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <aeb81aa3ac854058af4b003986e2a1e3>:0)

      UnityEngine.DebugLogHandler:LogException(Exception, Object)

      Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

      UnityEngine.EventSystems.EventSystem:Update()


      https://imgur.com/a/0uinyvU

  • Not sure if its my game or not but I just copied and pasted my current SPT folder to create a new hardcore playthrough and Ive had to revert to the 1.4 version of this mod because the newer one does not only show trader items anymore

    • Any console messages popping up or anything?
      If so, that would really help, otherwise I cannot magically figure out what might be the issue.

    • I dont remember seeing anything in the console. Gonna download the update now and see if its fixed. Ill keep an eye out for errors if they show up to help figure it out

    • So just added the update and im still seeing the same issue with no errors showing in the console. I can send you my logs on discord if that will help you narrow it down

    • If you copied your SPT install folder, check user\launcher\config.json

      and change the game path to the new folder.

    • That is showing the new folder its in now

  • no idea how to properly add custom traders to the config, keep freezing my whole pc lol, really enjoyable qol mod though!

    • The ID of the trader has to be the same as it gets registered with the server, might not be too obvious if the mod author doesn't note it down in the package.json.

      It is also case sensitive. F.e. Someone added "Lotus" and had trouble, but with "lotus"it worked.

      I can check to Implement better error handling if something goes wrong, so it doesn't crash :)

      Not sure if I can somehow hook into if a custom trader gets added to do this automatically.

    • oh ok I got lotus to work but I cant find painters id, also how would I go about adding multiple? do I have to separate them in some way like like with a comma orr..?

    • Yes, comma seperated, "lotus", "artem" etc.
      And I downloaded painter and looked.

      aMoxoPixel-Painter\db\base.json:

      "_id": "PAINTERSHOP"

      Heart 1