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.
Just a simple config for the skills, so you won't have to modify the globals.json.
Still untested but it should work. At least I hope so.
Does nothing unless you enable different parts of the config.
To enable certain parts of the config set the enable parameter to true.
Remember to back to up your Profile. Most of the options shouldn't harm your profile, if any but just to be safe.
Okay let me try to explain, what I think most of these options do. I'm not really sure what most of these options really do, but I am making a educated guess for most of these. retardadothinking
- "GlobalModifiers":
- "SkillProgressRate": 0.4, // Increases the amount of skill exp for all skills (I think this does not include weapon skills)
- "WeaponSkillProgressRate": 1, // Increases the amount of skill exp for all weapon skills
- "SkillAtrophy": false, // Activates Skill Atrophy (Rollback of skills). I'm not sure if this actually works.
- "SkillEnduranceWeightThreshold": 0.65, // I think this is the Threshold when you start leveling Strength. (Equipload number on Charater turns yellow)
- "SkillExpPerLevel": 100,
- "SkillFatiguePerPoint": 0.6, // determines how fast the skill fatigue kicks in
- "SkillFatigueReset": 200, // determines how long you have to wait until the skill fatigue is over. Setting it to 0 basically removes skill fatigue
- "SkillFreshEffectiveness": 1.3,
- "SkillFreshPoints": 1,
- "SkillMinEffectiveness": 0.0001,
- "SkillPointsBeforeFatigue": 1 // determines how many skill points you can get before skill fatigue
- "Assault", "DMR", "Pistol", "Sniper", "Shotgun":
- "WeaponChamberAction": 0.1, // determines how many skill points you get for chambering a round
- "WeaponFixAction": 0.1, // determines how many skill points you get for fixing a malfunction
- "WeaponReloadAction": 0.025, // determines how many skill points you get for reloading
- "WeaponShotAction": 0.1 // determines how many skill points you get for shooting an hitting a target
- "AimDrills":
- "WeaponShotAction": 0.2 // determines how many skill points you get for shooting an hitting a target
- "Attention":
- "ExamineWithInstruction": 3,
- "FindActionFalse": 0.334,
- "FindActionTrue": 0.167
- "Charisma":
- "SkillProgressAtn": 0.5, // determines how many Charisma skill points you get for getting Attention skill
- "SkillProgressInt": 0.5, // determines how many Charisma skill points you get for getting Intellect skill
- "SkillProgressPer": 0.5 // determines how many Charisma skill points you get for getting Perception skill
- "CovertMovement":
- "MovementAction": 0.025 // determines how many skill points you get for slowly moving around
- "Crafting":
- "CraftTimeReductionPerLevel": 0.75, // craft time reduction based of crafting level
- "CraftingCycleHours": 8,
- "CraftingPointsToInteligence": 15,
- "EliteExtraProductions": 1, // how many multiple craft you can do at the same station with the elite skill
- "PointsPerCraftingCycle": 1, // determines how many skill points you get for crafting
- "PointsPerUniqueCraftCycle": 2.5, // determines how many skill points you get for crafting something unique (basically the first time)
- "ProductionTimeReductionPerLevel": 0.75, // determines the Production time per level (I think this includes the bitcoin farm and water collector)
- "UniqueCraftsPerCycle": 1 // determines how many times a craft counts a unique
- "Endurance":
- "GainPerFatigueStack": 0.05, // determines how many skill points you get per endurance fatigue stack (not per skill fatigue)
- "MovementAction": 0.005, // determines how many skill points you get for walking
- "SprintAction": 0.04 // determines how many skill points you get for sprinting
- "Health":
- "SkillProgress": 0.5 // determines how fast you level the health skill
- "HideoutManagement":
- "ConsumptionReductionPerLevel": 0.5, // determines how fast the hideout consumes resources per level (example Fuel consumption)
- "EliteSlots": // determines the extra slots at each station with the elite skill (untested! Backup Profile when messing with this)
- "AirFilteringUnit":
- "Container": 0,
- "Slots": 2
- "BitcoinFarm":
- "Container": 2,
- "Slots": 0
- "Generator":
- "Container": 0,
- "Slots": 2
- "WaterCollector":
- "Container": 0,
- "Slots": 2
- "AirFilteringUnit":
- "SkillBoostPercent": 1, // determines how the skillboost you get from the library and airfiltering unit
- "SkillPointsPerAreaUpgrade": 20, // determines how many skillpoints you get for upgrading the hideout
- "SkillPointsPerCraft": 1, // determines how many skillpoints you get for crafting
- "SkillPointsRate": // determines how many skillpoints you get for each station and how much resources you have to spent to get skill points
- "AirFilteringUnit":
- "PointsGained": 1,
- "ResourceSpent": 10
- "Generator":
- "PointsGained": 1,
- "ResourceSpent": 10
- "SolarPower":
- "PointsGained": 2,
- "ResourceSpent": 50
- "WaterCollector":
- "PointsGained": 1,
- "ResourceSpent": 10
- "AirFilteringUnit":
- "Immunity":
- "HealthNegativeEffect": 0.5,
- "ImmunityMiscEffects": 1,
- "ImmunityPainKiller": 1,
- "ImmunityPoisonBuff": 1,
- "StimulatorNegativeBuff": 0.011
- "Intellect":
- "ExamineAction": 20, // determines how many skillpoints you get for examine items
- "RepairAction": 0.005, // determines how many skillpoints you get for repairing items
- "SkillProgress": 0.5 // determines how many Intellect skillpoints you get
- "MagDrills":
- "MagazineCheckAction": 0.05, // determines how many skillpoints you get for checking the magazine
- "RaidLoadedAmmoAction": 0.02, // determines how many skillpoints you get for loading a mag in raid
- "RaidUnloadedAmmoAction": 0.01 // determines how many skillpoints you get for unloading a mag in raid
- "Memory":
- "AnySkillUp": 5, // determines how many Memory skillpoints you get for getting a level in other skills
- "SkillProgress": 0.4 // determines how many skillpoints you get for in the Memory skill
- "Metabolism":
- "DecreaseNegativeEffectDurationRate": 1,
- "DecreasePoisonDurationRate": 1,
- "EnergyRecoveryRate": 20,
- "HydrationRecoveryRate": 20,
- "IncreasePositiveEffectDurationRate": 1
- "Perception":
- "OnlineAction": 2.5,
- "UniqueLoot": 0.334
- "RecoilControl":
- "RecoilAction": 0.0002 // determines how many skillpoints you get for shooting
- "Search":
- "FindAction": 0.166, // determines how many skillpoints you get for finding items in containers
- "SearchAction": 0.33 // determines how many skillpoints you get for searching containers
- "Strength":
- "FistfightAction": 0.2, // determines how many skillpoints you get for melee
- "MovementActionMax": 0.015, // determines how many skillpoints you get for moving super overweight
- "MovementActionMin": 0.005, // determines how many skillpoints you get for moving slightly overweight (weight number just turned yellow)
- "PushUpMax": 0.1,
- "PushUpMin": 0.033,
- "SprintActionMax": 0.12, // determines how many skillpoints you get for sprinting super overweight
- "SprintActionMin": 0.04, // determines how many skillpoints you get for moving slightly overweight
- "ThrowAction": 0.2 // determines how many skillpoints you get for throwing nades
- "StressResistance":
- "HealthNegativeEffect": 0.33, // determines how many skillpoints you get for either losing hp or gaining a debuff like fracture/bleed. I'm not sure
- "LowHPDuration": 0.033
- "Surgery":
- "SkillProgress": 0.5, // determines how many skillpoints you get for overall for surgery
- "SurgeryAction": 3 // determines how many skillpoints you get for each surgery action, like using the CMS kit
- "Throwing":
- "ThrowAction": 0.25 // determines how many skillpoints you get for throwing nades
- "TroubleShooting":
- "EliteAmmoChanceReduceMult": 0.3,
- "EliteDurabilityChanceReduceMult": 0.3, // determines the chance to loose durability with the elite skill
- "EliteMagChanceReduceMult": 0.3,
- "MalfRepairSpeedBonusPerLevel": 0.005,
- "SkillPointsPerMalfFix": 3.2 // determines how many skillpoints you get for clearing a malfunction
- "Vitality":
- "DamageTakenAction": 0.005, // determines how many skillpoints you get for taking damage
- "HealthNegativeEffect": 0.5
- "WeaponTreatment":
- "DurLossReducePerLevel": 0.005, // determines how much durability you lose per level
- "Filter": ["5422acb9af1c889c16000029"], // absolute no clue what this does, better not to touch it
- "SkillPointsPerRepair": 7, // determines how many skillpoints you get for repairing
- "WearChanceReducePerLevel": 0.01
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Version 1.1.1
- yoshka
- 1.7k Downloads
- Updated to AKI 3.1.1
-
Version 1.1.0
- yoshka
- 494 Downloads
- Updated to 3.0.0
-
Version 1.0.1
- yoshka
- 1.2k Downloads
fixed config.json
-FindActionfalse was supposed to be FindActionTrue in the Attentionskill
Beuler
Anyway to change the Strength back to 50 % Movespeed instead of lame 20 % ?
ZackZeed
I have the same question.
Clayd5182
This Mod works perfectly in 3.3.0 however there are some issues with the base elite slots and the weapons maintenance skill adjustments no matter what you set the value to it still only upgrades like .7 per repair...
I'm no coder by any means but I hope this is helpful to the creator.
Premises187
Thanks for this. I was just going to edit my new save file to have the same stats as my old save but instead I'm going to use this and double the rates. It's good to feel the progression but at the same time not have it take a laborious amount of time
killerstarkiller
I am sorry if I dont undestand it correctly, I really read everything you wrote. I see that one can change XP for the skills but:
- is it possible to moddify the Attention skill to make searching containers quicker? Like instant quick? I dont want to waste my time searching containers in a video game XD
yoshka Author
This sadly not possible, the best you can do is set the attention skill to max to get the elite perk to have the instant search chance. If you spam the search button you should get the instant search kind of quickly. That's the best option for now.
killerstarkiller
Thank you for your answer.
Yes that is what I am doing for months now
I just wish there was a mod that does that and I hoped that I found it here.
But if it is not possible its understandable that noone else did the mod already.
Nemesir
I have a problem. Without mod, my hiding place and production skills do not increase experience. No matter what I make or which modules I upgrade, these two skills are not upgraded. I checked the global file and haven't changed it. Why is this situation? Using this mod will make the experience in the hiding place generate code normally?
yoshka Author
No, the hideout management and crafting skill is currently bugged and doesn't level at all. This seems to be a known issue. No one has gotten around to fixing it, probably because of other and more important priorities.
My mod doesn't fix the problem.
Nemesir
If manually adjust the skill level, will the corresponding effect take effect?
yoshka Author
Probably, but I don't really know. You can just try it and see if it works. I haven't tested it. Remember to back up your profile.
Nemesir
thank you very much, Very useful mod can let anybody make them selfplaystyle instand touch globle file~thank you ~
Bankbar
So, @Nemesir, what's the verdict?No, it doesn't.
BalgaDeez
Best character customization mod on the website! Works wonderfully with ServerValueModifier for those extra awesome "Play at your own pace" style mods!
Fenah35
Ty for mod. Can you make for version 2.0.1 ?
yoshka Author
I just tried it on 2.0.1 server, the 2.1.0 version should work with 2.0.1. The server seems to have no problem loading it, but i haven't tested it ingame yet.
Fenah35
Hımm Ty, I can try.
Fenah35
Tryed and worked for 2.0.1.