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.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
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Version 1.1.1
- Mattdokn
- 5.9k Downloads
Fixed recoil penalties not being removed.
(was removing positive effects instead of negative lmao)
Thanks Sontag for reporting this!
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Version 1.1.0
- Mattdokn
- 367 Downloads
New Additions:
- Helmets:
- Remove helmet hearing penalties (Altyns making you deaf etc.)
- Headsets:
- Lower headset audio distortion
- Reduce headset ambient noise
- Weapon Attachments:
- Remove recoil penalties
- Remove accuracy penalties
- Remove velocity penalties
- Remove muzzle overheating penalties
- Remove durability burn penalties
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Version 1.0.0
- Mattdokn
- 2.4k Downloads
MRClaude
I have SVM also.. i understand that this mode should be loaded the last, how can I do it?
can I just change the mode files to "zz" in the start and that's it?
Mattdokn Author
use load order editor, what you said works I believe but you should learn to use loe anyways. if you rename the folder and I release an update you can no longer drag and replace all existing to update
MRClaude
Ok, did it with the "load order editor" mode, thank you!
Slothgang
Been using this for a few months now, having no turn penalties on gear has made the game much more enjoyable. Thanks
Vilnxie
any chance on making it compatible with "SPT Realism mod"? specifically gas mask's, some reason this mod disables the radiation and toxins protection on every gas mask in the game.
Mattdokn Author
Are you sure it's this mod causing it? Try setting everything to false in the config.
If it still happens when everything is false, and the issue goes away when you remove the mod let me know and ill look into it further.
Vilnxie
Hey, after I made everything false in the config file as you said now it shows all the radiation and toxins protection again, same goes for the debufs.
About how I know this mod is causing this problem: I manually removed each mod to see what causes this problem after I cleared each mod I stopped on this mod, after I removed this mod all the protection came back as normal.
Mattdokn Author
Thanks for testing properly, sorry I assumed you hadn't already. I looked into the issue and it seems that Realism is doing a lot more than editing the items in the server's database.
The penalties and buffs for realism are I think handled by modifying the conflicting items array for the item. And I'm guessing this is handled by a client mod to interpret that custom info for the item.
Unfortunately I don't think I can add compatibility for realism due to this. Sorry :L
Here's where realism sets up that properties array it puts into the items conflictingitems property
https://github.com/space-commi…json/json-handler.ts#L149
Vilnxie
Thanks for trying to help.
On the good side I found a few working lines of code that does not remove the protection from gas mask's specifically:
"Enabled": true,
// Armor Penalities
"RemoveErgoPenalty": true, <----
"RemoveTurnPenalty": true, <----
"RemoveMovePenalty": false,
// Below only applies to helmets.
"RemoveHearingPenalty": true, <----
// Set this to 0 to completely remove audio distortion from headphones
// Set to 1 to disable
"AudioDistortionModifier": 0.1,
// Lower values (like -8 < -4) reduce ambient noises
// Set to 0 to disable
"AmbientNoiseOffsetAmount": -4
}
I found out that if I make these line of codes true except "RemoveMovePenalty" the mod worked as intended (Atleast on my end), so I do not mind the movement penalty that much in the game so I pretty much okay with this.
Anyway thanks for making this mod.
Slothgang
does this work for mod added items by the way?
Mattdokn Author
Yeah, just make sure this mod loads after them.
Slothgang
Amazing, thanks for the quick reply
talking_goat
Do you know if this mod plays nice with Fin's Eerie Silence? Just wondering since they both affect headset values. If they conflict, will loading Fin's after yours work?
Mattdokn Author
they can do very similar features. whichever loads last will win, won't cause issues either way.
talking_goat
Awesome, thanks!
BOXHAVOC
Hopefully this can get fixed cause trying to do gunsmith quests is impossible
Mattdokn Author
Should be fixed in v1.1.1!
BOXHAVOC
NGL I meant to reply to Sontag's issue as it was stopping the gunsmith quests I will check it out rn and let you know
BOXHAVOC
Is fixed thank you sm
Sontag
Remove recoil penalties seems to remove everything reducing recoil as well, meaning all guns have base recoil regardless of attachments.
UrielXYZ
yeah, i came here just to say that XD
Mattdokn Author
Fixed thanks for the report!
Slothgang
Thanks for separating the penalties in the config
Kickyflips
holy shit THANK YOU
Why BSG made so many arbitrary changes to the feel of the games player controller is beyond me.
Mattdokn Author
🫡 You can checkout my other mod fuinertia redux, its my attempt to make the player controller feel snappier. Another mod I use with these is antigrav armbands. removes the overweight feeling
H377W47K3R_
does this also remove restrictions on backpacks and containers ?
Mattdokn Author
Not currently but I'll consider it 🫡
dfgdfgsdf
May I ask if your module is compatible with 3.9.0
Murders_Inc828
3.9.0 mods are compatible with 3.9.1 vice versa
Slothgang
Great idea, I had a quick look at the config and was wondering if it would it be possible to separate the penalties for gear? I've always wanted BSG to remove just the turn penalties for armors for consistent mouse muscle memory, it hadn't crossed my mind that it could be done in SPT!
Mattdokn Author
yeah I can do that. I'll group up the settings by category and add options for them.
Slothgang
Awesome thanks!