Trader Modding And Improved Weapon Building 1.6.3

Weapon modding 2.0: Checkbox to only show current Trader LL / owned mods, Shows trader 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.

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  • 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

  • Version 1.4.0

    • Trader Price tags on items  pog
    • New color for items already attached to current weapon monkas
    • More organized options window

    ub78e9Q.png Cxs10j9.png

  • Version 1.3.2

    • Seperate color for attached items that are NOT buyable from traders
    • Colored Borders for better clarity while modding

    Directly usable (Loose in stash)

    Attached to other guns (But purchasable from traders)

    Attached to other guns (NOT purchasable)

    • Reverted hierachical flagging of attached mods

    After many, many hours I couldn't figure out how BSG determines if a mod can be detached or not, seems a bit random and using the apparent same code they use for the check didn't work, so it iiiis what it iiiiis :)
    For now it works fine I guess, yellow / orange items might still be directly usable, even though I show them attached, but you get the idea.

    Colored borders and new color for attached, but non purchasable items:
    O4SEZ5D.png


    As usual everything configurable to your liking :)
    Dm6ZyM3.png

  • 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
  • This mod is awesome! Thanks so much! I was wondering though, would it be possible to add a config option to ignore specific traders? I have the lotus trader, and this mod is showing items as available for purchase when they're currently locked behind quests. Thanks!

    • Thank you, that's weird, the server should in theory only report items available for immediate purchase, but I have not tested with custom traders at all.

      I can maybe see what's wrong there, no promises, ignoring specific traders would be possible though :)

    • Hi again, just letting you know, I tried messing around with the mod settings, but I realized that lotus items were showing up even without adding lotus to the custom traders in the config option. I've messed with the load order as well, loading lotus before or after your mod doesn't seem to change anything. I ended up removing lotus but the same items that were showing as available from lotus that weren't are now showing as being available from mechanic or jaeger, even though jaeger is still locked for me and mechanic also doesn't have those items. Not sure if any of that helps, but thought I'd let you know what I tried! Also, during none of this were there ever errors in the server log except for when I misspelled a custom trader id, so.

      Thumbs Up 1
    • Thanks for the feedback :)
      Again, I haven't tested with custom traders at all, so all bets are off for that (for now).

  • brilliant. honestly, mod of the year.

  • thats fuckin' brilliant, definitely going to be using this. cheers!

    Thumbs Up 1
  • Bro wtf, you keep adding so many features that are awesome and i'd never even thought would be cool. Literally solving player's problem before we even realise we have 'em. Straight up Factorio-tier developing.

    Heart 1
    • Ah stahp, thank you :)

      Only implementing what I feel is missing. And BSGs logic of the preset screen is also not perfect, trying to work around that.

      Next up: probably show the estimated price of all combined parts while modding :)

  • I have poor eyesight, so I had trouble looking at the small icons. Thank you

  • Amazing mode thank you !!! <3

  • Fucking amazing. Live needs this so fuckin bad. I was speaking to a mate recently and said how much Tarkov needed this hahaha

  • If it is not already possible (Sorry if it is) but is there a way to STOP flea market purchasing for presets and weapon building/etc from a BepInEx so it only pulls from Trader, stash, or other weapons?

    • Um, that's exactly what this mod does? ^^

    • Yeah, I get that, but can't you technically uncheck the trader option and still have access to the Flea? I meant literally making it so you CANT at all access the flea -.-

    • Probably possible, maybe not so easy, and nothing I aim for with this mod :)

    • Fair enough! Thanks for the answer :)

      Thumbs Up 1
  • Bruh this mod right here! This helps so much! Thank you!

    Thumbs Up 1
    • Glad you like it :)
      Currently thinking about displaying the price of the mods on the icons as well, could be useful to gauge the price of items / a build.

      Heart 1
  • are you going to add a Weapon Stats Mod? Like Wara mod

  • Do Custom Traders work with this? I note the config is the same as the wara version so I assume not? I had errors with that.

    • Try adding the trader ids to the config. Haven't tested this, should work in theory.

    • I have Saria Shop and Lotus. I put in "SariaShop" in the config file and that works nicely as the items appear in the edit preset menu as you intended.


      Then, I do "Lotus" (which are the ids from the package.json file) but they gives me an error as i clicked Edit preset option on a gun in my stash. So I believe the error is with the Lotus mod in some way. Least one works ^^

    • Just looked into the source of lotus, try id: lotus with no capital L.

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    • Thank you, yes this fixes it. :D case sensitive

      Thumbs Up 1
  • 200.gif?cid=6c09b952cp8k27qwc7mvxrqgeq2luvdfhsudqbsmpyzhun6e&ep=v1_gifs_search&rid=200.gif&ct=g
    now that's what my modlist needed!

    Heart 1