Fin's Armor Upgrader 1.0.1b

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Upgrade armor levels

Adds a trader to the game that can upgrade the level of your armor. -Yes, now you too can stroll around in a Class 10 PACA.


The cost of an upgrade is equal to the armor's class times 16000, times the sum of all its zone values:


"Top": 0.33

"Nape": 0.33

"Ears": 0.33

"Eyes": 1.5

"Jaws": 0.5

"Chest": 1.5

"Stomach": 1.3

"LeftArm": 0.5

"RightArm": 0.5

"LeftLeg": 0.5

"RightLeg": 0.5


So a piece of armor that covers the chest and stomach, being upgraded from level 4 to level 5, will cost:


16000 * 4 * (1.5 + 1.3)

= 179200


Note: If you upgrade an item that has attachments on it, those attachments are lost. This is the same as using an item with fancy mods on it for a hideout craft: Take your attachments off first. Caveat emptor is the order of the day.

The background colours of armor items have also been modified to reflect their class. The closer you get to the purple end of the spectrum, the higher the armor's class.


  • At the moment this is clunkier than I wanted it to be, and the upgrades are done via the regular purchase UI. Hopefully this will change in the future.
  • There may still be bugs around, but this mod is compatible with my Armor Plates mod.
  • This currently fully repairs any armor you upgrade. I hope to remove this, eventually, so upgraded armors will retain their degraded durability.
  • Upgraded armors are *not* useable for quests that require a certain type of armor.
  • Version 1.0.1b

    • Upgraded armor should no longer appear in PMC backpacks
  • Version 1.0.1a

    Version 1.0.1a for AKI 3.2.x


    (I made a small typo right before releasing 1.0.1. Prices did not scale upwards with level. -Sorry to the, like.. Six people who downloaded that. It's fixed now.)

    • Significant pricing rebalance
      • Price of upgrades is now based on which slots a piece of armor protects
      • TL;DR: Body armor is now more expensive. Small armor pieces like ear or jaw protection are much cheaper


    The cost of an upgrade is now equal to the armor's class times 16000, times the sum of all its zone values:


    Note: If you upgrade an item that has attachments on it, those attachments are lost. This is the same as using an item with fancy mods on it for a hideout craft: Take your attachments off first. Caveat emptor is the order of the day.

  • Version 1.0.0a

    Version 1.0.0a for AKI 3.2.x


    (For the seven of you who downloaded this in the first half-hour: I've updated the download to remove some unnecessary debug functions that will fill up your server log. They're not harmful, but they are probably annoying.)

    • Upgraded armor attachments should now be compatible with upgraded armor items

    Note: If you upgrade an item that has attachments on it, those attachments are lost. This is the same as using an item with fancy mods on it for a hideout craft: Take your attachments off first. Caveat emptor is the order of the day.

  • Version 1.0.0

  • Any chance this could still work?

  • Doesn't work on 3.5.6

  • Does somebody know if this will ever be updated for 3.5.0 or if there is anything similar? That's basically exactly what I'mlooking for. :O

    Thumbs Up 1
  • Latest Fin's activity today. Let's hope the update is coming.

  • So bugs fixed looks like a mod i would love a lot

  • Great mod

  • Hi;

    I tested it on the new version 3.2.3. I tried with the transfer from profile 3.2.2 and the upgraded items that came with the profile. I'm getting this error.


    ReferenceError: x is not defined

    ReferenceError: x is not defined

    at Function.removeUpgradedArmorsFromBotInventories (G:\EFT 19428\user\mods\Fin-ArmorUpgrades\src\mod.js:89:25)

    at Function.onRaidStart (G:\EFT 19428\user\mods\Fin-ArmorUpgrades\src\mod.js:548:13)

    at Object.action (G:\EFT 19428\user\mods\Fin-ArmorUpgrades\src\mod.js:671:25)

    at $119ecd4b40ba2d32$export$a51de8b78aab8e52.handleDynamic (G:\EFT 19428\obj\bundle.js:15215:59)

    at Proxy.handleRoute (G:\EFT 19428\obj\bundle.js:15518:49)

    at Proxy.getResponse (G:\EFT 19428\obj\bundle.js:15510:28)

    at HttpServer.sendResponse (G:\EFT 19428\obj\bundle.js:17198:38)

    at Inflate.cb (G:\EFT 19428\obj\bundle.js:17224:22)

    at Inflate.zlibBufferOnEnd (zlib.js:153:10)

    at Inflate.emit (events.js:315:20)

    • I am getting the same problem as well. Ran a good raid, depo-ed, was about to click into another, then received the error.

    • It cannot be fixed without resetting the Serve. Luckily, it doesn't happen in every raid.

    • Delete from file \user\mods\Fin-ArmorUpgrades\src\mod.js

      line 88 and line 89

      Thumbs Up 1
  • Is there a way to change armors' destructability stat/material?

    • Any mods that alter the base armor's durability or destructability will be passed into the upgraded armors. This mod itself doesn't have a way to do that, though, I'm afraid.

  • received a ragfair error when trying to flea market an armor as no traders buy them. It was a salessum value or something forgot to take note of actual error but going into profile and deleting the listing fixed it

    • also just saw the update that removes it from npc backpacks and will update to no longer find them in raid

  • i know its not the purpose of the mod but is it possible to edit the config to remove the previous tier armour requirement to buy armour? i.e. buy any level armour with just money?

    • I'm afraid it isn't, no, you'd have to edit the mod.ts file to restructure all the trader's trades to not include the armor component.

    • oh well dang. thanks for the replay!

  • (node:1212) UnhandledPromiseRejectionWarning: TypeError [ERR_INVALID_ARG_TYPE]: The "data" argument must be of type string or an instance of Buffer, TypedArray, or DataView. Received undefined

    at Object.writeFile (fs.js:1436:5)

    at Function.saveToFile (F:\EFTSPT\user\mods\Fin-ArmorUpgrades\src\mod.js:612:12)

    at Function.createAssort (F:\EFTSPT\user\mods\Fin-ArmorUpgrades\src\mod.js:216:13)

    at FAU.main (F:\EFTSPT\user\mods\Fin-ArmorUpgrades\src\mod.js:68:45)

    at FAU.postAkiLoad (F:\EFTSPT\user\mods\Fin-ArmorUpgrades\src\mod.js:51:14)

    at PostAkiModLoader.executeMods (F:\EFTSPT\obj\bundle.js:12637:46)

    at PostAkiModLoader.load (F:\EFTSPT\obj\bundle.js:12626:14)

    at ModCallbacks.onLoad (F:\EFTSPT\obj\bundle.js:1856:31)

    at App.load (F:\EFTSPT\obj\bundle.js:16705:59)

    at F:\EFTSPT\obj\bundle.js:18392:47

    (Use `Aki.Server --trace-warnings ...` to show where the warning was created)

    (node:1212) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). To terminate the node process on unhandled promise rejection, use the CLI flag `--unhandled-rejections=strict` (see https://nodejs.org/api/cli.htm…unhandled_rejections_mode). (rejection id: 1)

    (node:1212) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
    What is it?
    1.0.1b

    • That's odd. -What version of SPT are you using?

    • 3.1.1

    • Still looking into this one, but I did a quick unannounced patch to the 1.0.1b file that might solve the issue.

  • Hi, Not sure if I'm doing something wrong, but my Hephaestus trader doesn't offer trades to upgrade gear. I believe it may be a conflict with SPT Realism Mod, but I did disable the armor and ammo tweaks so I am not sure.

    • its not SPT Realism, as i have the same issue without it. i did discover however that upon making a new profile the trades appear, but entering a raid or resetting server removes all trades. i would try to sell something to see if that would refresh the inventory but cant find anything he'll buy

    • Have either of you tried running with only this mod installed, to verify whether or not it's a mod conflict?


      Edit: Also, as mentioned in the mod description, this trader doesn't offer anything for sale until you hit level 9. At the moment it seems it also requires a server restart, which I'll try and fix.

    • What Goyle said, I did manage to get the trades to appear briefly, but I didn't take note of what made them disappear. I have not tried with only this mod, but I will.

  • im not sure how this works tbh so if anyone could help me or tell me i found an upgraded armor on a enemy but idk how you upgrade it i checked all the service tabs in all the traders and none of them had anything to do with armor upgrading so idk

    • There should be a new trader named "Hephaestus" added. -If he's not present, try removing all your other mods and see if he appears. If he does, then you're experiencing a mod conflict.


      You should also never be seeing bots spawning with upgraded armor items, so I'll try and take a look at that.

    • i dont have a mod that should conflict with it most my mods are from FIN and TRAP so idk what could me conflicting with it but idk also yeah i found a lvl 7 6B armor on an ai and a LVL 5 Untar armor on another

  • Noticed a bug seems some upgraded things cant be combined, for example you cant use an upgraded trooper mask on an upgraded fast MT. Neat mod tho

    • Oops! Good catch, I'll fix that in just a minute here. The fix will be retroactive, so it shouldn't require you to delete any items or restart anything.


      Edit: Fix is up!

    • Nice thanks for all the hard work you do on all these mods!

  • But… Why?

    • why... not? :)

    • This type of mods is perfect for modpack makers who want to leverage new gameplay elements in their work. I think level 10 armor is overkill, but this could be changed ;)


      For example you can imagine specific bot loadouts with certains armors for every maps (different difficulty by map) and then be able to independently upgrade your armor (so it's not mandatory to farm a difficult map to get a good armor)

    • As a money sink, and as an "In-between" option between playing regular EFT and shoving on a dev balaclava, or using one of the various OP-items mods that make OP items easily affordable.