Kiki-GrenadeTweaks 3.3.3

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Want to remove Zarya, VOG's or all grenades from bots?

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  • Version 3.3.3

    Update package and naming.

  • Version 3.3.2

    updated for 3.6.

  • Version 3.3.0

    No change in functionality, but total rewrite of the code, so should be much more readable.

  • Version 3.2.1

    Added RGN to impact list.

    Updated for AKI 3.3.0.

  • Version 3.2.0

    Updated to .ts and AKI 3.2.4.

  • Version 3.1.1

    Updated to AKI 2.3.0 ++.

  • Version 3.1.0

    I have given all my mods a sizeable refactor which should make the code a fair bit easier to follow. I have also added most of my todo list (any specific changes below), and want to release everything before things get hectic in my life again ^^.

    Added option to remove impact grenades from bots, They don't spawn with them by default, but may come in handy :evil:

  • Version 3.0.3

    Update package for 2.2.0. No change in method.

  • Version 3.0.2

    Updated for 2.1.1, no change in method.

  • Version 3.0.1

    Refactor of mod to make it more readable, and for the code to flow better.
    Now works with aki 2.1.

    Debug messages are now able to be disabled.

  • Mod doesn't work even for 3.5.7 anymore, I found grenades regularly on bots which is fine for gameplay at least, more for the player.

    I will say however it caused the AI to very rarely use the grenades. 1-3 grenades going off anywhere on the map each raid. Good few with none at all, so certainly an improvement to the grenade spam of vanilla SPT...

  • Just putting this here for anyone who uses SPT Realism, and still run into nades, go to user\mods\SPT-Realism-Mod\db\bots\loadouts and ctrl + f "Grenades" in each bots LO file and set max and min values to 0 :)

  • Could you add an option in the config to let users set allow or disable for individual grenade(s)?


    The reason I ask is because I still get owned by the AI using M67's, RGD-5 & the F-1 grenades even though I set removeAllGrenades to True. Having that ability to set every individual nade would be great I think, lemme know what you think bud.


    I have my config set to this:

    Code
    {
      "removeZarya": true,
      "removeVog": true,
      "removeImpact": true,
      "removeAllGrenades": true,
      "debug": false
    }
    • If remove all grenades is set to true, then the other options are irrelevant.
      It sets the maximum grenades able to spawn, to 0, instead of splicing them out of the list. As the other grenades behave in a similar fashion to each other, is there any point in separating them out further? (not that it would be hard to do at all, 15 minute job I would of thought)

      Thanks 1
    • I know that's what I'm saying man even though I set remove all grenades to True the AI still have grenades but if you are willing to at least try and see if having an option in the config I can help you test it before releasing an update? :)

    • Nah mate, you have had me chasing rabbits. You must have another mod altering bot's grenades or something. Either that or the grenade limits in the bots.json doesn't work.
      Worth my time bothering the devs with this?

    • Oh I just ran some test btw, forgot to mention lol

    • Yeah so I bothered the devs, it's you not me.

      Thanks 1
  • I downloaded and installed ZaryaKiller a couple of days ago and tweaked the config a little but the AI seem to always spawn in with grenades. At the start of the raid, within the first 30 seconds an explosion rips the air but I have taken in to account that I do have mods that control where the AI spawn on the maps so that could be a factor for this. Tomorrow I will test again without any mods only ZaryaKiller in my mod list and update.


    If you are already aware of this I would appreciate if you or anyone can tell me how to solve this please dude. :thumbup:

    • If you turn all grenades off, then they will not be able to spawn with grenades. (unless you are running another mod that also changes the amount of grenades bots have, and said mod is running after this one)

  • This mod won't conflict with Fin's AI Tweaks mod right? I know his mod has an option to remove VOG grenades (which I have as false), so I was wondering if they'll conflict in any way.


    Either way, this mod is fucking great

  • Thanks for this, Great idea for a mod. Does this work with Fin's AI? It appears to activate on server start and removes zaryas but then in raid I still had ringing in my ears.

    • It "should" as long as it is loaded after (alphabetical load order).

  • Oh my goodness, thank you!

    Like 1
  • Damn i was wondering what was the cause of the random ear ringing, first time i heard it i thought i was going crazy lol.

  • I keep getting this trace error and im not sure why?

    [ERROR] Trace:

    TypeError: Cannot read property 'items' of undefined

    at Object.onLoadMod [as Kiki-ZaryaKiller] (E:\SPT-AKI\user\mods\Kiki-ZaryaKiller2.1.0\src\ZaryaKiller.js:13:55)

    at Function.executeMods (E:\SPT-AKI\obj\utils\ModLoader.js:52:28)

    at Function.load (E:\SPT-AKI\obj\utils\ModLoader.js:8:15)

    at Object.load [as aki-mods] (E:\SPT-AKI\obj\callbacks\ModCallbacks.js:7:15)

    at Function.load (E:\SPT-AKI\obj\utils\App.js:15:27)

    at Function.main (E:\SPT-AKI\obj\Program.js:19:9)

    at Object.<anonymous> (E:\SPT-AKI-\obj\Program.js:24:9)

    at Module._compile (internal/modules/cjs/loader.js:1138:30)

    at Object.Module._extensions..js (internal/modules/cjs/loader.js:1158:10)

    at Module.load (internal/modules/cjs/loader.js:986:32)

    • Makes no sense to me, it is booting fine with a raft of other mods installed for me.
      Edit, logs please.

    • which logs do you want?

    • Server and client would be great, also what version of tarkov, and AKI are you using?

    • Newest B5. and the game version is 0.12.10.1.11661. also im stupid and cant find the logs you want