BALANCED MEDS 3.2.1

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.

All the meds item are changed. Increased uses and better healing.

# BALANCED MEDS

Inspired from "Revingly's Better Meds Revised" mod.


UPDATED the External Link LATEST Version v3.0.0..

Thanks to aleves for upgrading the mod to v3.0.0


As I am not getting enough time to further support the mod. Any developer please feel free to work on this and support it. You can also publish this as your own mod. Let me know the new link (hub.sp-tarkov page mod link) for the new mod, I will update the new links here. Thank you.


*installation*

copy the "zDeadW0lf-BalancedMeds" folder into your "SP-TARKOV-FOLDERusermods"


*Updated meds max resource amount and usability without making it too OP*


Changes:

- All the meds found in Tarkov wiki Tarkov Wiki Medical Items is changed.

- Increased painkillers/morphine max uses and durations

- Increased Health Items' max resource value.

- CMS and Survival kits have more uses and CMS can heal damaged limbs more than 50%

- Each Med Item properties can be modified in the ./config/ folder, Drugs.json, Medicals.json, Medkits.json and Stimulators.json

- Original Default values can be found in ./config/Original/*.json

  • Version 3.2.1

    No changes specific for SPT-AKI 3.2.1


    • All configs should be fully configurable now. The readme doesn't explain everything right now though, so up to the user to figure some of it out.
    • Personalized configs from 3.2.0 should be compatible with this release.


    Please report back if you get any issues with this release!


    Feel free to provide feedback/suggestions as well, but do note that I ( aleves ) will most likely only focus on maintaining DeadW0Lf's mods while they're on hiatus.

  • Version 3.2.0

    Updated for SPT-AKI 3.2.*


    • Some stuff has been changed, e.g. configs are now structured differently. Again... :S
    • All Injectors/Stimulators should be modifiable now, ./config/Stimulators.json. I haven't touched those, so all values are vanilla for now.


    Please report back if you get any issues with this release!


    Feel free to provide feedback/suggestions as well, but do note that I ( aleves ) will most likely only focus on maintaining DeadW0lf's mods while they're on hiatus.

  • Version 3.1.0

    Updated for SPT-AKI 3.1.*


    Some stuff has been changed, e.g. configs are now structured differently.


    Please report back if you get any issues with this release!


    Feel free to provide feedback/suggestions as well, but do note that I ( aleves ) will most likely only focus on maintaining DeadW0lf's mods while they're on hiatus.

  • Version 3.0.0

    Thanks to aleves for upgrading the mod to v3.0.0

  • Version 1.1.1

    experimental version upgrade..
    not fully tested.

  • Version 1.0.0

  • If you get this message while starting the server,

    Code
    Stacktrace: 
    Error: Cannot find module '../../../../node_modules/tsyringe'

    then please try the following,
    remove/rename this folder, "X:\ \SPT-folder\user\cache", and try again.

    Feel free to report back if this doesn't help though!

    Heart 1
  • Adding new stuff to DeadW0Lf mods won't be a priority of mine as I'm focusing on keeping their mods alive till they might come back someday and take control over the reins again.

    That said, I'm still going to take suggestions in consideration whether I'm willing to fulfill those or not. It will all depend on my mood/motivation/time.

    Cheers! <3
    @aleves

  • someone update this gorgeous mod on SPT 3.9.4

  • Hi, when update to 3.9.x ?
    Thanks in advance for your work !! :)

  • You need to change package.json to "akiVersion": "3.8.0", but it loads fine and changes made to meds seem to work fine. At first glance looks like this still works in 3.8 :)

  • Update when?

    • Does not seem to need one, works fine for me in 3.7.1

  • can we get an update for this?

  • Howdy. Can someone help to figure it out ? https://prnt.sc/Sq2A4mr_APRT

    • Read the log. All usefull info is there. Just be patient.

      for short - there is something creating errros from Food and Drinks mod

  • It says its imcompatible with the current aki version when i execute the server (willpost this on a few other mods dont mark as spam. just letting you know)

  • I cannot run this and useful food and drink:



    The application had a critical error and failed to run

    Exception produced: Error: Cannot find module '../../../../node_modules/tsyringe'

    Require stack:

    - C:\Games\EscapeFromTarkov - Copia\user\mods\zDeadW0lf-BalancedMeds\src\mod.js

    - C:\snapshot\project\obj\loaders\PreAkiModLoader.js

    - C:\snapshot\project\obj\loaders\PostAkiModLoader.js

    - C:\snapshot\project\obj\callbacks\ModCallbacks.js

    - C:\snapshot\project\obj\di\Container.js

    - C:\snapshot\project\obj\Program.js

    - C:\snapshot\project\obj\ide\ReleaseEntry.js

    1) If you want to compile the package/file into executable, please pay attention to compilation warnings and specify a literal in 'require' call. 2) If you don't want to compile the package/file into executable and want to 'require' it from filesystem (likely plugin), specify an absolute path in 'require' call using process.cwd() or process.execPath.


    Stacktrace:

    Error: Cannot find module '../../../../node_modules/tsyringe'

    Require stack:

    - C:\Games\EscapeFromTarkov - Copia\user\mods\zDeadW0lf-BalancedMeds\src\mod.js

    - C:\snapshot\project\obj\loaders\PreAkiModLoader.js

    - C:\snapshot\project\obj\loaders\PostAkiModLoader.js

    - C:\snapshot\project\obj\callbacks\ModCallbacks.js

    - C:\snapshot\project\obj\di\Container.js

    - C:\snapshot\project\obj\Program.js

    - C:\snapshot\project\obj\ide\ReleaseEntry.js

    1) If you want to compile the package/file into executable, please pay attention to compilation warnings and specify a literal in 'require' call. 2) If you don't want to compile the package/file into executable and want to 'require' it from filesystem (likely plugin), specify an absolute path in 'require' call using process.cwd() or process.execPath.

    at Function.Module._resolveFilename (node:internal/modules/cjs/loader:933:15)

    at Function._resolveFilename (pkg/prelude/bootstrap.js:1955:46)

    at Function.Module._load (node:internal/modules/cjs/loader:778:27)

    at Module.require (node:internal/modules/cjs/loader:1005:19)

    at Module.require (pkg/prelude/bootstrap.js:1855:31)

    at require (node:internal/modules/cjs/helpers:102:18)

    at Object.<anonymous> (C:\Games\EscapeFromTarkov - Copia\user\mods\zDeadW0lf-BalancedMeds\src\mod.js:3:20)

    at Module._compile (node:internal/modules/cjs/loader:1105:14)

    at Module._compile (pkg/prelude/bootstrap.js:1894:32)

    at Object.Module._extensions..js (node:internal/modules/cjs/loader:1159:10)

    • Yeah, it can happen if you've upgraded to 3.2.4 from an older version and overwritten the old files.


      Please remove/rename this folder and try again,
      "X:\ \SPT-folder\user\cache"


      Cheers! <3

      Heart 1
    • It worked! Thank you <3:!:

      Heart 1
  • Changed the use time of the grizzly to 3 seconds, but it still takes the default 5 seconds to use. Just a heads up.

    • Hmm, no clue. It could be the animation when the character opens up the bag which takes 1-2 seconds before the "real" healing begins. My guess is that 'medUseTime' only affects the time when the healing actually begins with disregard to the animations before and after, but don't quote me on that.


      I've tried lowering it to 1 second and it takes 2-4 seconds to heal, so it seems to do something, albeit not reliably perhaps.

  • Am i able to take use this to modify other injectors assuming so, just not sure how id go about findiing the specific changes they make, would like to just make say an sj6 last 30 mins with no downside or something.

    • no a lot of the injectors have a hard coded lines, can't mess with them just yet i believe

    • No, not currently anyways (unless you have the know-how to add those manually yourself). No idea if DeadW0Lf planned on adding all the other injectors as well, but for the time being you could use a mod like Medical Attention, if and when it gets updated for 3.1.* that is.


      No promises though, but I might try to look into adding those myself if I find the motivation/time to do so later.

  • "hpResourceRate" is how much it heals at a time per use?

    • Hm, mayhaps :/


      I haven't really had the time to try everything beside making sure that the mod works. I might take a look at it some time later, but feel free to experiment with it yourself as well and report back with what your findings were (if want you to).


      Cheers! <3

      Like 1
    • time to make all body parts have 100k health and mess with it :D

      Like 1
    • i do believe that that line does work, was healing over 1k each use

      Thanks 1
    • Interesting! I will add this to the readme with the next release. I guess you set it to 1k then?


      Thank you! <3

    • yeah i did set it to 1k each use when i had my body parts health pretty high

      Like 1
  • Hi, I'm trying to remove the health penalty from CMS and Surv12 in your config.json. Should I put -1 in healthPenaltyMin and healthPenaltyMax?

    • try to put 0 may be.. I forgot actually. ^^
      may be its %age based... then you need to use 100, as it will recover 100% health of the limb.

    • I've put 0 previously and my limbs had only 1/1 HP. I'll try putting 100 later and report back

    • 100 works

      Like 1
  • Hey there, the mod works but only half so? All the meds have their boosted values but only meds found as loose loot or in containers have their full resource amount. Any meds found on bots do not have their full modded resource even if the bot didn't use it.

    For example Salewas are supposed to have 600 resource with this mod but the one's found on Bots will have 400(the vanilla value)/600.

    I was just wondering if that was an install error on my part or something hard codded cause it kinda circumvents the mod as a whole... Thanks in advance for any help.

    • No I don't think its an install error. May be those instances of meds are initialized differently in the runtime.

    • I got it too. The meds looted from enemies will have original value instead of max modded value (Salewas will be 400/600)

    • But that kinda fine I guess, think of it as the enemies used a little bit of those med, thats why it's not full

  • If you add the line of code "akiVersion": "2.1.2" to the bottom of the package.json you can get both of DeadW0Lf's mods Balanced Meds and Useful Foods to work in 2.1.2 from the little bit of testing I have done. That server message to my limited experience is just a version error thrown message. Foods and Meds have their updated totals, items already in your inventory in general are/have the value they were currently at, but some updated to the new values.

    • Doing so produces an error that that json is faulty.

    • try this. replace everything in package.json file.


      {

      "name": "BalancedMeds",

      "author": "DeadW0Lf",

      "version": "1.0.1",

      "license": "NCSA",

      "main": "package.js",

      "akiVersion": "2.1.2"

      }

      Like 1
  • This mod does not load in SPT-AKI 2.1.2

    Server Log:

    [INFO] Importing database...

    ModLoader: loading mods...

    [ERROR] Mod DeadW0Lf-BalancedMeds is out of date and incompatible with the current version of AKI. Please download an updated mod version or contact the mod author

  • The mod loader says your mod is out of date and won't load. Idk how to upload pics here.

  • works in 2.0.0 aki?

    • sorry for late response.. not tested it with 2.0.0 yet. But I believe it should work. ;)