Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
AutoCompatibility Framework
This Mod is Experimental
- Firstly, I do want to thank everyone that's checked out the mod so far. The response has been far greater than I expected from a mod I uploaded on a whim.
- In the interest of tempering expectations, I want everyone to know that this mod is very experimental. Please see the various tabs on this mod page for more information.
- Also, PLEASE PLEASE PLEASE do not report bugs re:attachments, ammo, filters, et cetera, to weapon and equipment mod authors after installing this mod, without first uninstalling this mod and seeing if the bug is still present. They're already annoyed at me enough
Brief Description:
This mod calculates compatibility between modded items so that they work together, but only in the places that they "should" work together based on the mod logic. This is not an "every attachment on every weapon" mod. For now only weapons, weapon attachments, and ammo are supported. In the future I may add support for gear mods like armor plates, helmet mounted gadgets, etc. TBD
-
Version 1.3.2
- Solid-Rhoads
- 429 Downloads
Tiny Update:
non-critical for non-Linux users
Fixed:
- Case sensitivity discrepancy causing issues for penguin-fetishists (Linux users 🐧).
Added:
- Blacklist entries for Raid Overhaul’s Multi-Caliber M4 Parts.
-
Version 1.3.1
- Solid-Rhoads
- 452 Downloads
Update Notes:
This update should only expand support from the previous version – but if you are updating from a pre-1.3.0 version, please first see the changelog for that version.
Fixed:
- An oversight causing modded items that use vanilla assets (models) to sometimes be overlooked for compatibility processing.
Added:
- Support for some modded item database files that use a very "non-traditional" schema (now supported via mod file parsing).
- Sneaky AK-50 dust cover to the blacklist.
Notes:
- Delete your cache folder in
user/mods/Ωutocompatframework/src
to allow the cache to refresh.
- Some mods that are now supported, like Olympus, can add significant time to mod file parsing due to the sheer number of modded items added, but caching is still in effect. -
Version 1.3.0
- Solid-Rhoads
- 458 Downloads
Substantial Update:
Please see the notes at the end of this change log for details on updating from a previous version, and avoiding any potential item disappearance.
Changed A LOT in this update so I do expect some bugs and spooky stuff; As always, backup your profiles folks.
Added:
- New supplemental mod file parsing method for finding ID's not found by the mod's core logic. Works very well with mods like TGC that have a slightly different method of cloning items.
- Parsing all your mod files looking for missing ID's can take a while, so a caching function has been implemented. *See update notes for details on this function.
- Enabled by default, but can also be disabled entirely in the config.
- Patch for Choccy and WTT .300 WinMag compatibility is now baked into the script. No more manualAdd defaults. Patch simply removes "mm" from all instances of any caliber that includes it, then the mod does the rest**.
- Stronger protections against altering vanilla filters, but with balancing changes to manualAdd (see changes).
- A few default blacklist entries (also see fixes).
Changed:
- Slightly stricter rules for propagating attachments, but balanced out by other additions and changes.
- Altered the way manualAdd works:
manualAdd
now supports arrays so you can add attachments to a single item, a single attachment to multiple items, or multiple attachments to multiple items with a single entry. See comments in the config file for an example. (Didn't think I would pursue this bud did anyway, thanks for the suggestion hellchickens).manualAdd
can now affect vanilla item filters and override the mod's core protections against altering vanilla filters. This is the ONLY way that this mod should be affecting vanilla filters, assuming everything is working correctly. If something is missing by default from a vanilla weapon or item, it is because the original mod author did not push it to that slot.
- Conflict inheritance has been completely disabled by default in the config. It seemed to be creating more confusion than actually reducing curse factor. May be outright removed in a future update.
- Some functions of the mod have been split off into supporting scripts; mod directory structure has changed.
Removed:
- Second pass function has been removed entirely; from script and config.
- Default manual add entries removed and supplanted by the Choccy patch.
Fixed:
- Ammo handling:
- Ammo compatibility calculations no longer mistakenly have clone mapping applied. Caliber is the prevailing factor for ammo propagation, as it should be. (Sorry, no more jamming a .50 BMG round into the chamber of your .338 LM rifle... you sicko...).
- Added shrapnel to blacklist. I don't know why it was even propagating the vanilla ID's for shrapnel, anything in
items.json
should be excluded... but it was adding shrapnel to chambers and cartridges because, guess what, apparently shrapnel is"Caliber9x18"
... EFT is so cursed I swear...
- Fixed
manualAdd
function looking in the wrong location for base ID's. This was breaking a lot ofmanualAdd
's functionality.
Notes:
Updating from a previous version:
- Updating may result in some items disappearing if they are in a filter that they would no longer be added to. The mod is a bit more discerning, but not overly so; still, there is a small chance something that was reasonably compatible before may not be anymore.
- If there are any important attachments or ammo's you are worried about possibly disappearing, first detach them from the component or weapon, or unload the magazine/chamber.
- When in doubt, if you are really paranoid, disassemble the entire weapon and put it into a cluster or container in your stash for easy reassembly after the update.
- Ammo is the real concern in this update, because ammo handling was pretty broken by the previous update. However, you would probably know if you had packed or chambered something you shouldn't have (e.g., the .50 BMG in a .338 example from the fixes section). Again, when in doubt eject from chambers or unpack mags.
- Make a backup of your configs if you've customized, but note that formatting has changed, so only copy entries and adjust their format if necessary. Do not try to replace the new config file with the old one — it will not end well.
File parsing and caching:
- *As stated, file parsing can take quite a while on large modlists and slower machines. Luckily you only need to do it once as long as you don't change your weapon/attachment/ammo mods.
- On first run the file parsing will create a cache and read from the cache on subsequent runs, which should only take a few seconds by comparison.
- If the mod finds a cache it will not attempt file parsing.
- If you add new weapon/attachment/ammo mods you will need to delete the cache folder inside:
- File parsing can be disabled entirely through the config if it doesn't find any additions, or if it's taking way too long for you.
Known issues:
- Massivesoft and a few other mods still try to add items in a later hook, so you'll still get the
"WARNING ... addAttachment ... slot type same item already exists"
. Again, remains harmless. ACF just added what they were trying to add already.- RE the above: different authors use different methods of pushing their own attachments to slots: "
addAttachment", "addToExistingItemFilters",
"addtoModSlots", etc.
This mod shouldn't conflict with any of them but may add some redundancy. The Massivesoft weapons mod is the only one that "complains" about it lol.
- RE the above: different authors use different methods of pushing their own attachments to slots: "
manualAdd
still remains a little finicky. Should actually work for the most part now though. Not every item of every base class may map to the correct slot. Needs extensive testing to see.- **A very rare edge case could theoretically exist where another mod relies on the exact naming of a caliber that includes "mm". It's highly unlikely, but there is a non-zero chance, so it's worth mentioning.
'mod_scope'
and'mod_stock'
remain the most cursed slots in existence due to stacking attachments... have mercy.
-
Version 1.2.1
- Solid-Rhoads
- 976 Downloads
Fixes:
- Restricted manualAdd and other non-critical warnings to only show in verbose logging, preventing log spam for people that don't have mods with configured defaults installed. -
Version 1.2.0
- Solid-Rhoads
- 199 Downloads
Fixes:
- Fixed modded ammo not properly being added to the cartridge filters of modded magazines that handle the same caliber(s).
- Fixed manualAdd not properly handling ammo, chambers, and cartridges.
Changes:
- Changed config.json to config.jsonc file for comments, organization and clarity. Check your existing configs against the new defaults to see if you need to transfer anything.
- Descriptions of config options can be found as comments directly in the config now.
Additions:
- Added several manual add entries to the config to force compatibility between Choccy's 300 WinMag (Caliber762x67mmB) and WTT's 300 WinMag (Caliber762x67B) due to the naming incongruity. Band-aid fix until I can figure out a caliber normalization method without breaking everything. Thanks hellchickens for bringing this to my attention.
- A couple default blacklist entries have been added, and labeled with comments for clarity.
Other:
- Refactored with AI assistance for efficiency.
- Stupid quotes and stuff in the terminal. I could have spent my time on much more productive things, but I have ADD.
-
Version 1.1.1
- Solid-Rhoads
- 1.1k Downloads
Changes:
- updated the config to include a few more default blacklist entries
- no other changes
Notes:
- If you're already running v1.1.0 you can just grab the new config file from here as the core mod hasn't changed. Then just copy the blacklist entries or replace the config if you made no other changes.
- Version 1.0.0 has been removed from the hub since one of my core functions was half broken in it.
EDIT: Originally uploaded config for this version was incorrect, updated to correct config on 08/17/2025 08:45 EST
-
Version 1.1.0
- Solid-Rhoads
- 498 Downloads
Update Notes
Please see the note at the end of this change log on updating from the previous version.
Fixed:
- Properly extended my "isProprietary" function to also flag items as proprietary as well as slots. This was a core part of my "curse reduction" and half of it was unimplemented in v1.0.0.
- Cursed items should be greatly (AND I MEAN GREATLY) reduced in distribution. This is how version 1.0.0 was supposed to ship, sorry about that one folks
Changed:
- Added a couple new config options and renamed one option (Check the config page in the overview for more details):
- "inheritBaseConflicts" is a boolean to enable or disable propagated mod items inheritance of their base item's conflicts.
- "inheritClonedConflicts" is a boolean to enable or disable propagated mod items inheritance of their modded item's conflicts.
- "excludeFromProptietary" has been renamed to "whitelist" – functionality remains the same.
- Shipped this version with a few stubborn item IDs in the blacklist by default, and one ID in voidConflicts (thanks to Exxtrasneaky for the report).
Known Issues:
- Couple mods still spam the warning about an item already being in a given slot. This remains harmless.
- Still some stubborn items out there that should or shouldn't be propagating. If they bother me enough I may make more refinements, but the best solution for now remains blacklisting or manual adding (may explore a more user friendly manual-add option in the future though).
Updating:
Updating should be done the same as installation and shouldn't require any additional steps, except in two scenarios:
- 1. You were a savage and added several cursed parts to your gun while having version 1.0.0 of this mod installed.
- In this case, updating SHOULDN'T break your profile, but as always back up your profile to be safe.
- What's more likely to happen is that the now-invalid attachments will just disappear. If you are concerned about losing them, remove them in-game before updating, or disassemble the entire weapon to be safe.- 2. You made alterations to your configuration file.
- This is true of any mod with a config: back up your configs if you made changes.
- The formatting is now different, so only copy the relevant entries, not the whole config.json file.
- With the new filtering of proprietary items happening properly, you may not need to blacklist items that you previously did. Update the mod first, then decide if you need to restore your blacklist.
Solid-Rhoads Author
Edit: to save space in comments, I'm just gonna say, see the known issues and support section of the overview for details on support (but also don't be afraid to comment something).
Edit 2: Added a FAQ's section to the overview to answer a couple questions that I've heard several times already.
Vercinaigh
Works brilliant on my Linux box now, thanks!
hellchickens
why? It wasn't even clone parent
and still not added to same caliber AK-50 and it's bundled M82 mag. Ammo from AK-50 mod:
686e90abd63bee9a05dcf5db HP
686e93d861bcbeca0b805201 m33 HP
686e959752397d5b3485ad75 m903 slap
not even processed (really ZERO records in logs), ammo from bmg expansion mod added as well as one ammo object from AK-50 mod (as it was modified in expansion mod) to M107 chamber and all of them are not added to M107 mag
hellchickens
feels like there is some mess, like setting wrong IDs for exact loop cycle, like processed ID updated too late or updated too early xD
Solid-Rhoads Author
That's really weird, because I can't replicate that in my current version. It sounds like the issue that was fixed in version 1.3.0+. I have a clean install for a testing environment set up, only weapon and gear mods (including WTT Armory, AK-50, 50bmg expansion) + autocompatibility, and the MDT AICS style 3.715 inch 5-round magazine only accepts .338LM and .338 Norma as it should, as revealed via linked search. Same goes for the inverse. No 338 ammo showing in the M82 mag for the AK-50, and the ammo from 50bmg expansion is there.
I would totally uninstall the mod, reinstall making sure its the current version, and check your load order.
hellchickens
That logs are after I did reinstall. Clean 1.3.2, mod last in order xD
I too have 0 idea how 3 ammo object were just ignored. Idk, I've sent u in pm barrett mod, try with it, maybe it breaks smth. As I have no free space now to do super-duper-clean spt install to check it.
Also tried with caching disabled, still the same
Solid-Rhoads Author
I haven't looked in game, but I don't think that mod is correctly reassigning the caliber for the ammo. On the cloned ammo is says: "ammoCaliber": "Caliber127x99" should be "Caliber": "Caliber127x99" for ammo. Its trying to overwrite a prop that doesn't exist on the original. So in game the round is probably still a .338 lapua magnum round, in terms of caliber.
hellchickens
hmmm, gonna take a look into, thanks
hellchickens
ps, bro, looks like things went missing, so repeat here once more:
Can u please add option to write log output to dedicated file, not into whole server output? That log auto archive function of server makes me mad af when I do testing xD
Solid-Rhoads Author
Oh, I must've missed when you requested the log split, yeah I can do that. What do you mean by "things went missing" though?
hellchickens
literally about log split request))))))))))))))) looks like I've wrote it somewhere deep inside long messages
How mod itself works I'm testing right now, so have nothing to blame for now
Solid-Rhoads Author
OHHHHHH, you scared me lol. I thought maybe I accidentally packed the wrong build in that little Linux update and broke everything. Yeah, I'll make a note and look at making that adjustment to logging at some point in the near future.
Vercinaigh
This mod prevent server start up on my Linux machine. It might be due to the special character but am unsure, can send a error print out if needed.
Solid-Rhoads Author
I anticipated that Linux might have an issue with that. Think I mentioned it in the installation tab. But yeah, try changing the name of the folder first (change the special character to an “a”) and see if that fixes it. If so, then just create an order.json file so it loads last.
If that doesn’t fix it then it may be an issue with pathing related to caching, but at that point I’d say just create a GitHub issue and send me your logs.
Unfortunately the only Linux machine I have access to test on right now is a Raspberry Pi, but I did have an SPT server instance running inside a docker container at one point, and I may still have it. I’ll let you know if I can test and resolve it on my own.
Vercinaigh
Will give it a go tonight, if not I'll throw the error up on github for you. I am pretty sure the later is more the issue the more i think about it as I've had this mod for awhile, since it's always been that way I do think it's worked before.
Solid-Rhoads Author
Yeah, let me know. I looked at the paths and they should be cross-compatible with linux. It could be a case sensitive thing too... I had to tweak a few mods ts files when I was hosting on linux. I'm assuming you're using a docker container too. Oh, another thing to check, if it is related to the caching function, is to make sure your spt.server executable has write privileges to the directories in question, since its being commanded by a script to create a directory and a file.
eVu
Ran into the same issue as @Vercinaigh.
Look to have been a filename casing issue.
In errors when trying to import a resource within the following file:
..user\mods\Ωutocompatframework\src\mod.ts
It's trying to find:
"./references/vanillaitems.json";
File it tries to find on linux:
..user\mods\Ωutocompatframework\src\references\vanillaitems.json
File that actually exists
..user\mods\Ωutocompatframework\src\references\vanillaItems.json
Changing the case fixed the issue and allowed the server to load. Left the main mod folder name untouched, special character isn't causing an issue for me on Linux Via Docker.
Hope this helps anyone else who may be running into the issue.
Solid-Rhoads Author
Yeah case sensitivity is one of the things I suspected. I'll make a note of it so in the next update that file name is consistent and won't cause an issue on Linux for other folks. Thanks for the find.
Edit: yeah I found it. The actual code itself is consistent with the existing file name being "vanillaItems.json" the discrepancy is just in my import statement in mod.ts where I wrote import vanillaItems from "./references/vanillaitems.json";, instead of import vanillaItems from "./references/vanillaItems.json"; ... So in the next update it will all be "vanillaItems" with the uppercase I. But for now changing the file name to lower case will fix it and bring it in line with the import.
DemonHunter58
Dumb question but, which one is the cache folder in SRC?
Solid-Rhoads Author
The one called "cache"
lol
It generates on first run with file parsing enabled, so if you disabled modFileParsing in the config, or you haven't run version 1.3.0 or 1.3.1 at all yet, then it wouldn't be there.
DemonHunter58
Didn't run it then, I remember downloading but I think my buddy called me to play DayZ.
Solid-Rhoads Author
Understandable. You know how hard I been fighting the urge to drop everything and just spend a week setting up a new Deer Isle server?… lmao
DemonHunter58
Lol, I personally am not a fan of deers isle.
Solid-Rhoads Author
See I started setting up a server for it, configuring tons of mods, and then DayZ updated, it broke all the maps and John McLane (the dev for deer isle) decided to take the map down until it was fixed. So I never got to try it in earnest... That was like, idk, a year ago, maybe more. Anyway... lol
vihu05
Why cant I use any single mag from Olympus in any single WTT- Armory gun??? Like, literally any single mag.
There's also a weird bug with some calibers, for example I cant load 9x19PARA from UH-ME: META AMMO (for example) into the IWI Tavor x95 (from WTT- Armory) which uses 9x19PARA, but its kinda crazy because it only happens in a certain mag for that specific weapon, the deafult mag (which is non vanilla) allows the ammo to be loaded, but then the gun doesnt allow that ammo to be loaded.
Solid-Rhoads Author
I have a pretty good idea why both those instances aren’t creating compats. I’ll probably get a chance to look into it tomorrow though.
Solid-Rhoads Author
RE Olympus: So I'm putting together a patch that should make the Olympus stuff compatible; There was an oversight on my part for modded items that use vanilla assets (models).
RE MetaAmmo: BUT the Meta Ammo instance with the 9mm IWI Tavor is so friggin weird... Why the meta ammo for 9x19PARA is being excluded from the filters of the chamber of that Tavor makes no sense to me. There's something not matching up and I haven't found it yet.
If you look, all the other meta ammo is being correctly added to chambers of other modded weapons even from the WTT mod. But there is some sorta disconnect with that 9mm Tavor... and we can't even force it with manualAdd because I looked at the script for Meta Ammo and they have it generating a new id at runtime for each ammo
This works great for their mod because it can dynamically generate its meta ammo, but it makes the methods of my mod kind of ineffective for remedying that bug.
TLDR: Patch coming for Olympus. However, RE: MetaAmmo, I have a better solution for you anyway: Use Load Order Editor to have UHSpartan-MetaAmmo-3.11 load AFTER WTT Armory and any other weapon/ammo mods you have. This will not only fix the bug with the Tavor, but will allow the script for MetaAmmo to generate meta ammos for the caliber's added by other mods, including those added by WTT like .300 winmag and .338 norma, etc (a process handled by MetaAmmo, and entirely outside the scope of my mod anyway). Just keep in mind once you use load order editor, any new mods you add will end up at the end of your load order (regardless of their name) until you adjust again with LOE.
Solid-Rhoads Author
Okay, 1.3.1 adds support for the lions share of Olympus mags. Seems to be a few outliers that I can look at later. Check the 1.3.1 change log as there are a couple parts that pertain to mods like Olympus; chiefly that parsing 200ish magazines takes while lol, but it will cache their data after the first parse. Just be sure to delete your existing cache folder before you run the updated mod.
vihu05
Pretty nice ty so much, working like a charm
Solid-Rhoads Author
Glad to hear it
NCHPANTHER
This is incredible. It works really well with the mods I have. I'm blown away.
Kojimbo0_0
Great mod, but has some problems with other mods. It caused the 'An attempt was made to transition a task to a final state when it had already been completed' causing the game to brick itself.
Solid-Rhoads Author
Its VERY unlikely this mod is the source of that. It only affects item filters and nothing else. That type of error would be the result of messing with your profile, adding or removing a patcher/pre-patcher, or another type of mod having its own conflict, like a custom trader, mod with custom bosses or enemies, task randomization, quest progression, etc.
Finnley Kepler
Where's the stock in the wages of sin M4 screenshot from? I downloaded Epic's AIO and TGC, etc, can't find where that stock is.
Solid-Rhoads Author
Actually I'm 99% sure that's also from WTT Armory
apache1334
When manually adding items do I need to specify the item slot the attachment is supposed to go in (Scope, Front Sight, etc) or will the mod figure that out on it's own? I know you said you don't want to touch vanilla items but I'm trying to Add the TA51 to the Corvus rail for the AUG. I own an AUG and the Corvus rail is actually pre drilled for direct fitment of the ACOG but I don't want to worry about clipping issues so here I am.Edit: I'm smarter than that apologies. Added the lines and saved but it appears nothing has changed through a server and game restart.
Solid-Rhoads Author
Hey, the new update should fix most issues with the manualAdd function and it now supports targeting vanilla items (as long as the target has the appropriate slot, it should work). Just double check your formatting and make sure your ID’s are correct.
Otto_Reed
Okay, I tried adding it manually, but it didn't always work, compatibility between mods is easy, like this one.
{"attachmentId": "6862b3757fa915587fb36148", "targetItemId": "618428466ef05c2ce828f21d"}
(6l50 with grau762 from massivesoft guns)
When I tried to make the mod's items compatible with the vanilla items, it didn't work.
{"attachmentId": "6657be3d8876d16a5866f413", "targetItemId": "6410733d5dd49d77bd078481"}
{"attachmentId": "6862b3757fa915587fb36148", "targetItemId": "606587252535c57a13424d00"}
(svd 25 magazine from wtt with avt40 / 6l50 with mk47)
Solid-Rhoads Author
Hey, so you can see the above comment to apache for details on the new update and manualAdd. I actually tested your exact implementation. It works now, but a couple of your ID's weren't correct. Last version of manual add was a little broken so it probably wouldn't have worked anyway. But here's what you'd want with the new updates formatting:
The first entry adds the 6l50 to both the GRAU and the MK47, then the second entry adds the 25 round SVD mag to the AVT40. Fair warning though, SVD 25 Round mag with the AVT40 is cursed lol. Sorta floats just below the magwell.
Otto_Reed
OOPs, I thought it should be the magazine slot, but it should be the gun itself.
Anyway, the location wrong is easy to fix, thanks for Tyfon
hellchickens
Well, I'd better start new thread here. So, We have AK-50 mod, it has 4 ammo types in caliber:
686e90abd63bee9a05dcf5db HP
686e926498b323bfbbe1fc7c m21 tracer
686e93d861bcbeca0b805201 m33 HP
686e959752397d5b3485ad75 m903 slap
also we do have 6 additional ammo types of same caliber from epics bmg expansion mod:
687daf1f7353335188000001 m1 incendiary
687daf1f7353335188000002 m2 ap
687daf1f7353335188000003 m8 api
687daf1f7353335188000004 m20 apit
687daf1f7353335188000005 m48 tracer
687daf1f7353335188000006 mk211 raufoss
and we have Barrett M107 mod with SAME caliber, i've cleaned it to only 1 ammo object (as in original mod there also was mk211 raufoss)
66c01f72d8e7493c154a39c5 M1022 LRSA
in result what do we have
686e90abd63bee9a05dcf5db HP - added to nowhere
686e926498b323bfbbe1fc7c m21 tracer - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
686e93d861bcbeca0b805201 m33 HP - added to nowhere
686e959752397d5b3485ad75 m903 slap - added to nowhere
687daf1f7353335188000001 m1 incendiary - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
687daf1f7353335188000002 m2 ap - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
687daf1f7353335188000003 m8 api - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
687daf1f7353335188000004 m20 apit - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
687daf1f7353335188000005 m48 tracer - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
687daf1f7353335188000006 mk211 raufoss - added to AXMC (mags, chambers, all barrels), m107 chambers BUT missing m107 mag
66c01f72d8e7493c154a39c5 M1022 LRSA - added to nowhere
686e926498b323bfbbe1fc7c m21 tracer is touched in epic edits, changed bundle, mass and penetration
so I have wery big number of questions, like how it was added to .338 and why it ignores m107 mag. Mags are also not cross compatible.
That makes me sick af. Whitelisting also does literally nothing
hellchickens
also super win xD it added Caliber86x63 to Caliber86x70 gun and mags.
???????????????????????? even have no idea why does it touch shrapnel and adds it to dozens of guns
suppose has to be in default blacklist
hellchickens
Caliber6.5x48 to Caliber762x51, literally added to every 762x51 gun
Creedmoore is from Echoes Of Tarkov, it is all cloned from 7.62x51 M61 ammo
hellchickens
Caliber86x43 to Caliber86x70 and to tons of Caliber762x51 guns
8.6 Blackout is from Echoes Of Tarkov, cloned from .338 LM Tac-X and used in SR-25 clone
hellchickens
So in sum ammo logic is kinda broken now
hellchickens
Suppose the logic for ammo shall be somewhat like the next:
1) Pick all unique existing caliber records from "ammoCaliber" props
2) foreach caliber create array of ammo objects
3) foreach chambers extract existing caliber(s) from already present objects, compare array with same caliber(s) array from step 2, add missing
4) foreach mag extract existing caliber(s) from already present cartridge(s), fill with arrays of present caliber(s) from step 2
5) check barrel and receiver conflicts, if there are present ammo objects - define which caliber and fill with other objects of same caliber array from step 2 ( because mod author LOVE that game around 556NATO and .300 BLK barrels and receivers...)
for fixing equal calibers with different names add in config new option like "ammoConsiderEqual": [ {"Caliber762x67B":"Caliber762x67mmB"}]
Also I suggest just even not to try "guessing" compatible calibers, if it has literally different record. If somebody needs it - they have to add it manually in that field just to avoid any wrong "guessing" by algo.
To be clear, I see that hard porno around ammo and really blame BSG because they didn't do any kind of framework here and continue maintaining that json spaghetti of props and conflicts, when things could be solved in convenient ways.
God bless me that I didn't went to work in BSG when they invited me as there would appear dead bodies.. A lot of them...
Seems it's time for me to start digging js...
Anyways, fk it, time for Stardew Valley
ALADEEN2004
I like to report a Bug Report. Because i don't know if this happens to everyone or it's just me. I think i'm stuck in Handbook in EFT since i can't move to Trader i tried everything but didn't work, still stuck in Handbook probably a bug or something. But i'm still trying to find the Problem. Sorry my Grammar is bad English isn't my first language.
hellchickens
Well, carefully check other mods, as that one doing literally nothing with handbook, trader screen and flea.
Ur problem is common when mod(s) are broken and have missing/incorrect props. Look carefully on server log, in 99% of cases there shall be error like TypeError: Cannot read properties of undefined (reading '_props')
Solid-Rhoads Author
Pretty much what hellchickens said; This mod doesn't touch handbook id's. But getting stuck in the handbook is common for outdated mods or mods that have broken _props or mismatched id's. So check your modlist, especially mods that add items (make sure they are current to SPT 3.11, and so on).
Otto_Reed
It's nice to see such a creative mod, but in any case, there is nothing perfect, and it's time for us to talk about it.
1: 7.62*39 caliber, WTT added a 7.62 magazine to the acr rifle, which can be recognized normally and compatible with all AK series—— even they should not be compatible.
But the 6L50 (also from WTT),and the 7.62*39 PMAG D-60 magazine(from Echoes of Tarkov) is not compatible with anything new, you know, the MK47 really needs a 50-round magazine
2: I noticed that the M16 12-inch handguard added by Echoes of Tarkov is no longer compatible with the M4A1 gas block, which seems to be a situation mentioned in other reviews and can be fixed, but worth mentioning.
3: It's not a bug, but if you have some plans for ammunition caliber next, how about WTT's Barrett and Eukyre's AK-50 backport?
Otto_Reed
Oops, when I upgraded from 1.1 to 1.2, the M16 is finally compatible with the M4A1 gas block , but other gas blocks from Echoes of Tarkov, such as FSB series and c7 was still don't work.
Solid-Rhoads Author
To address each point:
1. Yeah that WTT ACR Magazine is cloned from an AK P-Mag, even though it is an AR style mag. Mod authors sometimes do this because the caliber/cartridges are already correct for their new mag. But sometimes this gets weighted a little too heavily when this mod is computing compatibility, and it ends up being pushed to places it shouldn't. For now we can blacklist it so it doesn't get pushed to any new slots/filters. Just add "67a01e4ea2b82626b73d10a5" to the blacklist in the config. In the future I'm going to refine the way the mod handles references to the original items from which modded items were cloned.
2. This is because of the inheritance of conflicts. To reduce cursed builds the mod has items inherit certain conflicts, but this can be disabled or individual items can be voided from inheriting conflicts. If you're seeing a lot of incompatible items go into the config and set "inheritBaseConflicts" and "inheritCloneConflicts" both to false. If you are only seeing a few items that are incompatible and you know how to find their ID's add their ID's to
"VoidConflicts": [] . In your follow up comment you mentioned the M16 handguard became compatible again, that's actually because I have "inheritBaseConflicts" set to false by default as of v1.2.0. I plan to refine this function to be more discerning in the future, or potentially supplant it with something else... maybe even just outright remove it, because it seems to be causing more people confusion than actually preventing cursed guns from showing up.
3. Eukyre is part of the WTT team and if they do release the Barrett again, it should have compatibility out of the box even without this mod. That said, their caliber naming should be consistent, so any potentially missing compats should be filled in by this mod.
hellchickens
Lol, Barrett was done by Rexana and it has same caliber naming as AK-50... So if u managed to manually update Barrett (in correct way ofc) to 3.11 it shall start working with ammo from AK-50 backport and expansion from 1.2.0 of that mod.
Welp, the only thing needs to be checked if mags become cross compatible (as all .50 bmg Barrett mags are cross compatible between gun models)
hellchickens
ah I was incorrect as in original Rexana archive there is caliber set as 50BMG so it won't be picked up authomatically without manual edits
mil4me
Hello
when i am updating i got this error
Pass 1: ManualAdd targetItemId 6787c587daf18caae2c47bda not found in database
Pass 1: ManualAdd targetItemId 6787c587daf18caae2c47bda not found in database
Pass 1: ManualAdd targetItemId 6787c587daf18caae2c47bda not found in database
Pass 1: ManualAdd targetItemId 6787c58e17cf7aa9a28cfaca not found in database
Pass 1: ManualAdd targetItemId 6787c58e17cf7aa9a28cfaca not found in database
Pass 1: ManualAdd targetItemId 6787c58e17cf7aa9a28cfaca not found in database
Pass 1: ManualAdd targetItemId 6794f4e3a671046f746df8f5 not found in database
Pass 1: ManualAdd targetItemId 6794f4e3a671046f746df8f5 not found in database
Pass 1: ManualAdd targetItemId 6794f4e3a671046f746df8f5 not found in database
Pass 1: ManualAdd targetItemId 6794f4eaa532303999ea952c not found in database
Pass 1: ManualAdd targetItemId 6794f4eaa532303999ea952c not found in database
Pass 1: ManualAdd targetItemId 6794f4eaa532303999ea952c not found in database
Pass 1: ManualAdd attachmentId 6787af9b370beb59900b84da not found in database
Pass 1: ManualAdd attachmentId 6798b890fa41a7cc25a09157 not found in database
Pass 1: ManualAdd attachmentId 6798b895f3d82ede6df718d2 not found in database
Pass 1: ManualAdd attachmentId 6798b89bdf2a24b0c315daac not found in database
Pass 1: ManualAdd attachmentId 6787af9b370beb59900b84da not found in database
Pass 1: ManualAdd attachmentId 6798b890fa41a7cc25a09157 not found in database
Pass 1: ManualAdd attachmentId 6798b895f3d82ede6df718d2 not found in database
Pass 1: ManualAdd attachmentId 6798b89bdf2a24b0c315daac not found in database
Pass 1: ManualAdd attachmentId 6787af9b370beb59900b84da not found in database
Pass 1: ManualAdd attachmentId 6798b890fa41a7cc25a09157 not found in database
Pass 1: ManualAdd attachmentId 6798b895f3d82ede6df718d2 not found in database
Pass 1: ManualAdd attachmentId 6798b89bdf2a24b0c315daac not found in database
Pass 1: ManualAdd attachmentId 6787af9b370beb59900b84da not found in database
Pass 1: ManualAdd attachmentId 6798b890fa41a7cc25a09157 not found in database
Pass 1: ManualAdd attachmentId 6798b895f3d82ede6df718d2 not found in database
Pass 1: ManualAdd attachmentId 6798b89bdf2a24b0c315daac not found in database
Pass 1: ManualAdd attachmentId 6787af9b370beb59900b84da not found in database
Pass 1: ManualAdd attachmentId 6798b890fa41a7cc25a09157 not found in database
Pass 1: ManualAdd attachmentId 6798b895f3d82ede6df718d2 not found in database
Pass 1: ManualAdd attachmentId 6798b89bdf2a24b0c315daac not found in database
Do u know what is that? ty
Solid-Rhoads Author
Oh, I may have left manualAdd warnings outside of verbose logging. I was using them for debugging. But it’s just because you don’t have one of the mods that I included in the default manualAdd config. It’s not a problem. I’ll adjust that in a hot fix as soon as I can so it doesn’t spam the logs/terminal for people who don’t have one or both of those mods.
Edit: fixed in v1.2.1
mil4me
wow
thank you so much for a fast reply
i was not sure what i did wrong lol
new to all this mods
ty again and God bless
hellchickens
sup once more, also wanna notice a thing, that AK Custom Guns CG101 AR-type pistol grip adapter (648ae3e356c6310a830fc291) is missing tons of AR pistol grips and I really idk how to fix it without manual adding that whole bunch of shit
Fo CG101 I have 14 new grips, though for any AR-15 there are 39....
The only idea I have that modders were not accurate enough to pick as clone parent those grips that are present in CG101 compat list
Solid-Rhoads Author
Yeah, that CG101 is a vanilla item. This mod is only really intended to create compatibilities between modded items without touching vanilla ones, because theoretically the mod authors already have their new items being added to the filters of vanilla items (the entire vanilla database loads first, then all other mods that use postDBLoad, then this mod (assuming load order is correct)); So its odd that they aren't there to begin with. This mod should never be removing ID's from filters, especially on vanilla items, only adding them to modded items.
hellchickens
maybe u can start handling arrays for targetItemId?
feels like it will be much cleaner than to write down same attachmentID for dozens times
Solid-Rhoads Author
lol, manualAdd in general was meant to handle a few edge cases that needed extra attention, so its already exceeded the expectation for the number of entries. I'm gonna work on refining the actual compatibility processing first and then only if its still necessary (which hopefully it wont be), I'll alter the manualAdd method to handle arrays.
hellchickens
mmmhm, I suppose u've been too strict with isProprietary, now ammo of same caliber group isn't shared in that caliber group. U have weapon X and Y same caliber, both from different mods and X can't use ammo from Y and vice versa. So chambers and mags props are not updated and adding those 2 weapons IDs with chambers, mags and ammo IDs into whitelist doing literally nothing, those IDs stay glued to proprietary
Solid-Rhoads Author
Can you give me an example with two weapon mods, their guns, and ammo(s) in question? I'll definitely take a look into it at some point.
Solid-Rhoads Author
Whoops, nope, nothing to do with isProprietary. I immediately saw some mistakes in my code on scrutinizing that section; At some point I messed up some naming for some props like "ammoCartridge" instead of just "Cartridge" for magazine filters. It shouldn't be too hard for me to go in and fix that section, just might be a minute before I can swing back around to it.
So its not that they're being flagged as proprietary, its that modded ammo's aren't being propagated to modded mags properly right now at all (that's why whitelist did nothing). Thanks for the report. Should be fixed in the next update.
hellchickens
just for proper checks get Walther WA 2000 Sniper Rifle (though it's needed to fix "Caliber762x67mmB" to "Caliber762x67B") and MSR from WTT-armory. As it's same caliber it should work.
Thanks for attention, just don't forget also to push new props for "patron_in_weapon"
Solid-Rhoads Author
Oh, yeah, in an instance like that, where the mod authors have created the same ammo but named it differently, I'm gonna need to either manual add or create some sort of workaround, because as far as the game logic is concerned, those are two separate caliber's, even though our human brains know they are the same.
I sort of anticipated this sort of issue, but hadn't created a contingency for it yet. I may just have to include a literal compatibility patch for those handful of instances.
hellchickens
hah, let's leave it on mods author karma xD I suppose really that's not the job of ur mod to "guess" which caliber is same to other one. If it will pick literally same calibers and work with it in proper way - that's enough, I guess
greer0
An instant must-have mod. Amazing work
Exxtrasneaky
Hey! I know there's a way to manually whitelist items so I'll do that myself, just wanted to bring something to your attention. I was using Echoes of Tarkov - Requisitions and Painter, and I noticed that after installing this mod, I couldn't use Canted Aim from EoT with any of Painter's painted LPVO's. I need to test and I'm reasonably sure that I was able to before, but would it be possible for this mod to look at things and go "hey, that's not supposed to be there" and then blacklist them?
Solid-Rhoads Author
So this mod should never be taking things out of filters, only adding them. What I think probably happened is that its pulling a conflict id from the base item, maybe. That canted aim is cloned from the Walther MRS sight for some reason; And that implementation for canted aiming is a bit jank as the author themselves states, so it seems to be just be a weird instance of inheriting a conflicting item.
I just tested it and the best fix in this case is actually to just add the canted aim's ID "686a5a6247c881f613196f91" to the "VoidConflicts": field in the config.
So: "VoidConflicts": ["686a5a6247c881f613196f91"]
That should fix it.
Edit: the optics were showing up red and the game dialogue was telling you there is a conflict correct? Because if they're not appearing AT ALL that something else entirely.
Exxtrasneaky
Yes they were just showing as red and the game was saying there is a conflict. I'll add that. You're awesome!
KERAUNOS
YOURE AMAZING I LOVE YOU PLEASE DONT CUT YOUR NAILS TOMORROW

Halo1625
Awesome!!! Needed this.
Trenchf00t
I legit had a dream about a mod like this last night. Glad to see someone putting one out.
VictimOfSptStaff
I was just talking about wanting a mod like this, you must've read my mind!
Good stuff!
Solid-Rhoads Author
Thanks! The idea has been mulling around in my head since the SPT 3.8 days honestly; Just couldn't think of how to execute on it until now.