Skill Multiplier 1.1.1

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Adds sliders for individual skill EXP multipliers.

Features

  • Per-skill XP multipliers (configurable via f12)
  • Global XP multiplier
  • Option to disable skill fatigue (always gain full XP, enabled by default)
  • Automatically generates config entries for all available skills (Should, in theory, work with any mod that adds custom skills)

Default multipliers are 1x, which effectively means disabled. must be configured in f12 to take effect!


Installation instructions shamelessly stolen from DrakiaXYZ

Installation

1) Open the downloaded zip file in 7-zip

2) Select the folder in the zip file in 7-zip

3) Drag the selected folder from 7-zip into your SPT folder


Demonstration Video (Yes, it's Quest Tracker, but the same concept applies to most mods. No, you don't need to drop it onto LICENSE-Launcher.txt, just drop it into your SPT folder):

mZ1aLrW.gif

  • Version 1.1.1

    Fixed issue with build script causing an error when launching the server, Apologies.


    Full Changelog: 1.1.0...1.1.1

  • Version 1.1.0

    • Added Server component to handle "HideoutManagement" and "Crafting" skills.
    • You'll need to edit the config.json found in /user/mods/dazzuh-skillmultiplier/config
    • Default values are 1x, which means effectively disabled.

    Full Changelog: 1.0.3...1.1.0

  • Version 1.0.3

    Added an advanced config option to increase the min/max range from -100 - 100 to -1000 - 1000

    You must restart your client when toggling this option.


    Full Changelog: 1.0.2...1.0.3

  • Version 1.0.2

    Fixed an issue that would allow you to enable the "Disable Fatigue" patch despite having the whole mod disabled.


    Full Changelog: 1.0.1...1.0.2

  • Version 1.0.1

  • Is there a plan to adapt 3.10.x?

    • I don't have a 3.10.x installation to test it on so, not currently.


      I'm not sure what differences are between 3.11.x and 3.10.x, there's a (albeit small) chance the mod already works on 3.10, you're welcome to try it out and let me know how it goes.


      You should however make sure you have a backup of your profile beforehand

  • Cool mod.
    Can I ask you to modify the
    __instance.float_3 = 1.0f; // Effectiveness
    to have something like:
    __instance.float_3 = 10.0f; // Effectiveness

    or let players set thier own limit or something similar?
    __instance.float_3 = SkillMultiplier.Configuration.EffectivenessMultiplier.Value;

    As for 1.0f leveling hideout management, crafting, armors and few others skills are still too slow for me.
    Thanks in advance :)

    • The "Effectiveness" is the games default calculation for Fatigue, your skill gain is multiplied by effectiveness based on whether you have fresh fatigue points (1.5x) no fresh, no fatigue (1.0x) or fatigue (some negatve multiplier I don't remember)

      the code you're referencing just permanently sets it to "1", meaning fatigue is effectively disabled. if I set it to 10x it would be like setting a permanent 10x global multiplier. changing the global multiplier in config would have the same effect.


      All of the skills you mentioned being too slow should have options in f12 however I'm unsure if those skills are even managed by the methods I'm patching as they were never called when I crafted an item in my hideout, so they might not work at all. they might be handled serverside, i'd need to investigate further.

    • Took a look at the server, server does indeed handle both "Hideout management" and "Crafting" skills. I'd need to make a server component for this mod to make those work.


      as for every other skill - as far as i'm aware - should already work. if your issue is that 100x is too low of a limit I could raise the max/min limit for the sliders, however with the current options, with a 100x global multiplier and a 100x multiplier on a skill, they multiply to become a 10000x multiplier, which seems like more than enough for any skill?

    • Thanks for update :D
      It works well with the new options expect of the few skills that you mentioned, the new settings are just enough.

  • the mod dont work. something is missing. it didnt even get loaded at the server start.

    • it works

    • no it doesnt. ive tried it several times. every other mod works fine. this is not.

    • this isn't a server mod. it's a client mod. it goes inside bepinex/plugins, it doesn't get loaded by the server at all. then you configure it by pressing f12 while you're on the main menu (or in-raid)

    • i dont have it in the F12 menu. i installed it several times. every other mod works fine.

    • Ok sry guys. it was my fault. the mod works fine. i switch SPT to another drive and the launcher was set to the old path. So i changed that and now it works fine.

      Thumbs Up 1 Happy 1