Coolest DevTac Ronin with thermal vision. 1.0.6

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.

This mod adds two new textures, on the DevTac Ronin and Slick. Makes it possible to install night and thermal vision modules on DevTac, as well as two dynamic electromagnetic protection modules for helmet and vest.

Items available for purchase from a merchant (Mechanic):

Ronin, Ronin Headset - 1lvl

Ronin Armor, Night Vision - 2lvl

Thermal Vision, Slick, Slick Armor - 4lvl

Mod installation:
Place Ronin.rar in /user/mods and unpack


Best with Atlas wear.

Images

  • hello, I either have a bug or not, but I can’t put the armor module on slick and I have double sound when I insert the sound module into the helmet

    • maybe bug, i am no longer interested in developing mods, so if you find a bug and fix it, you can post it as your mod

    • nice , i just ported it to SPT 3.9

  • Great mod, but NVGs seem to be too dim due to sintax error in RoninMod.js[128]: item._props.Intetnsity = 3;

  • I cant seem to get the thermal to work no matter what, anyone else having that issue?

    • Do you have TarkyMenu? That breaks the thermal goggles in the main game, too, you just have to bind thermal to a key in the TarkyMenu settings.

  • anyway to toggle between thermal and nvg using a key?

    • it is possible to do this, but you will have to write a bepinex plugin to do it

  • Hi, I have a problem here. When repairing the "Slick armor module", the game freezes, and the server console looks like this:


    TypeError: Cannot read properties of undefined (reading 'MinRepairDegradation')

    TypeError: Cannot read properties of undefined (reading 'MinRepairDegradation')

    at RepairHelper.getRandomisedArmorRepairDegradationValue (C:\snapshot\project\obj\helpers\RepairHelper.js)

    at RepairHelper.updateItemDurability (C:\snapshot\project\obj\helpers\RepairHelper.js)

    at RepairService.repairItemByTrader (C:\snapshot\project\obj\services\RepairService.js)

    at RepairController.traderRepair (C:\snapshot\project\obj\controllers\RepairController.js)

    at RepairCallbacks.traderRepair (C:\snapshot\project\obj\callbacks\RepairCallbacks.js)

    at RepairItemEventRouter.handleItemEvent (C:\snapshot\project\obj\routers\item_events\RepairItemEventRouter.js)

    at ItemEventRouter.handleEvents (C:\snapshot\project\obj\routers\ItemEventRouter.js)

    at ItemEventCallbacks.handleEvents (C:\snapshot\project\obj\callbacks\ItemEventCallbacks.js)

    at RouteAction.action (C:\snapshot\project\obj\routers\static\ItemEventStaticRouter.js)

    at ItemEventStaticRouter.handleStatic (C:\snapshot\project\obj\di\Router.js)

    TypeError: Cannot read properties of undefined (reading 'MinRepairDegradation')

    TypeError: Cannot read properties of undefined (reading 'MinRepairDegradation')

    at RepairHelper.getRandomisedArmorRepairDegradationValue (C:\snapshot\project\obj\helpers\RepairHelper.js)

    at RepairHelper.updateItemDurability (C:\snapshot\project\obj\helpers\RepairHelper.js)

    at RepairService.repairItemByTrader (C:\snapshot\project\obj\services\RepairService.js)

    at RepairController.traderRepair (C:\snapshot\project\obj\controllers\RepairController.js)

    at RepairCallbacks.traderRepair (C:\snapshot\project\obj\callbacks\RepairCallbacks.js)

    at RepairItemEventRouter.handleItemEvent (C:\snapshot\project\obj\routers\item_events\RepairItemEventRouter.js)

    at ItemEventRouter.handleEvents (C:\snapshot\project\obj\routers\ItemEventRouter.js)

    at ItemEventCallbacks.handleEvents (C:\snapshot\project\obj\callbacks\ItemEventCallbacks.js)

    at RouteAction.action (C:\snapshot\project\obj\routers\static\ItemEventStaticRouter.js)

    at ItemEventStaticRouter.handleStatic (C:\snapshot\project\obj\di\Router.js)

    • it's pretty weird, I've repaired all of the items this mod adds and none of them have had this problem

      I assume that some other mod interferes with the repair

    • Can a change in strength and material lead to an error?

    • If it does not create any new materials for which the MinRepairDegradation property is not written, then no

    • And can it lead to an error: a merchant with the possibility of repair or a mod to reduce the weight of items?

    • Well, the only way to find out is to disable one mod after another

  • The helmet can't be thrown away in a raid? Is it intended that way or is it a bug

    • game prohibits ? with a message that the item will be destroyed

    • 8013w1s.png

    • it seems to be forbidden by the game itself, so it is designed that way

  • Mechanic doesn't have the modules. help haha

  • Thermal Vision I can't see my sight with it on. is there a way to be able to see my sight?

    • good morninng, with thermal sight no one sight wodnt work correctly

  • Would it be possible to add a config file for the weight of the helmet and vest as well as making facecovers compatible with the helmet?

  • I was asked by one guy, I delivered.
    Vector is also updated.
    https://drive.google.com/file/…XYbMpILV/view?usp=sharing
    Updated for AKI 3.2.3, there were drastic changes on how code is written, i've left a notice on Vector mod.
    Bundles are untouched, everything works.

    For any issues, post below.
    UPD:Fixed link, forgot to share.

    • 8) :thumbup:

    • Why don 't you post it as a new mod ?

    • Eh, No much of a point of it? I may not be available or willing to update next time - after all, i have my mod to maintain - so it could possibly make another outdated mod on the website.
      Feel free to download and post it as your own, or use this link above for distribution, I'll keep it on GDrive if required.
      Btw since update is up, it seems like it's working alright on 3.2.4.
      And yeah, feel free to do any changes, that's your mod after all.

    • To be honest, I never had time to master 3.X.X, and it is unlikely to be found in the foreseeable future, so I definitely won't be able to support it or make changes.

      So if you don't mind, I'll just update it with an indication of your GDrive.

      Many thanks for the work done.

    • No problem.
      I recommend to take a look into code anyway, the code is still on JS so it's not like much changed.

  • Will there be a version of the mod under SPT-AKI 3.0.0?

  • Just out of curiosity, why does linked search on the helmet lead to Rechargable batteries and green batteries?

    • They are supposed to be a power source and can be mounted on the helmet.

  • Everything worked, thanks. It was necessary to create a folder called "Ronin" and put it in the mod folder, and also change the version in the package.json file. Thanks to the author of the mod for the help!

  • Will this mod work on version 2.3.0?

  • The mod is very cool. You did your best!

    But there are some flaws:

    1) The presence or absence of batteries in the helmet does not affect anything;

    2) It is not possible to switch between the modes of thermal signatures and night vision (you can switch if you swap the modules, it is possible and conceive, but this is not convenient).

    What is missing modification:

    There is no way to install headphones, despite the fact that the helmet itself muffles the sounds. I would like that headphones could be installed together with the mask, or it would be possible to put modules in the mask that worked as headphones "GSSh-01 active headset", "Peltor ComTac 2 headset".

    Thank you for taking the time to read my comment.

    P.S

    Sorry for grammatical errors in the text. (I don't know English well)

    • The batteries are added for the sake of realism, they really do not affect anything, as soon as the spt aki will be added a repair kit, I will try to make a charger based on it, and then, maybe, the batteries will make sense.

      I also thought about headphones, this case is easy enough, today I will try to add.

  • How to install this mod and where?

    • Place the archive in the /user/mods and unpack.