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I accidentally poofed the old version from Dropbox. I had a WIP conversion that I believe I've hammered back into working order. It should have the same features the last upload had, plus some streamlining I'd been working on.
This mod converts all armors in trader inventories, bot inventories, or spawned ingame to use a new plate-based system.
- Plates can cover the chest, stomach, arms, or legs
- Plates are generated based on the armor they were originally a part of
- They will inherit the armor's material
- They will inherit a portion of the armor's weight, ergo, move speed, and turn speed penalties, such that when the entire set of plates from a given piece of armor are present, you suffer the same encumbrance, ergo, and movement penalties as you would using the vanilla armor
- They will inherit a certain amount of durability based on the original armor's durability, and the plate's location
- Chest and stomach plates have 100% of the original armor's durability
- Arm plates have 60% of the original armor's durability
- Leg plates have 70% of the original armor's durability
- Plates inherit the appearance of the original armor, but will be 2x2 in size, with a name that indicates what part of the body they protect
- This is to aid in quickly identifying a plate's level and material
- Plates cannot be swapped during a raid. They can only be swapped when you're back in the hideout
- A plate carrier without a full set of plates will appear red in the inventory, but is still equippable
- This decision was made for balance reasons, moreso than technical or realism ones
- Plates for a given area cannot be swapped to protect another area. IE: A stomach plate cannot be placed in the chest plate slot
- This was done for both technical reasons and balance reasons
- Similarly, for technical reasons it wasn't practical to make armored plates that only protect one arm or leg at a time
- This is because right/left plates would be incompatible with eachother, which conceptually made no sense, and in testing was just annoying
- All plate carriers will spawn with plates already inside of them
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Version 1.1.0y
- Fin
- 690 Downloads
Known issue: When trying to use both this mod and my armor upgrades mod, this mod's folder must be renamed to "Fin-armorPlates" in order for them to work together.
I'm aware that I could simply rename the folder inside the download, but I want to make sure that anyone downloading this version while having the previous version installed won't accidentally wind up with two copies of the mod, which would almost definitely cause errors.
WolfSharpS
think we can get a version where we can adjust the durability of arm and leg armor slots? Think 70% and 60% is rather high when using certain mods that buff armor durability (like SPT realism).
S_gamez
So will current mod version work on latest Aki (3.2.3) ?
DeadLeaves
Been running with this for a few days and I've repeatedly had it break. Might be some mod incompatibility I guess, but im not exactly running any other gear mods. I do continuous backups of my profile, but every third raid or so I get my profile corrupted.
Im dropping it for now, but if's in any way helpful here's the errors im getting.
Server console:
And when I try to load the profile afterwards I get an error about a corrupted profile and
mod_equipment_010 having been already defined before. Looking in the save file, that seems tied to your mod too.
Anyway, I love this mod, but for me it's too much of a headache. If my small modlist is of any interest just reply here or DM me.
Running 1.1.0y and 3.2.1 of AKI
EDIT: after more testing, it might be related to Limited Inventories. (Because well the error says so, and I got the same issue but worse after removing armor plates)
I originally thought it was armor plates mod because all the items that had armor plates disappeared after the error.
Fin Author
I appreciate you dropping the full error message here. -I'll need to take a bit of a closer look, but that may turn out to be a Limited Inventories bug, as you said. It appears (Assuming your mod.js is the same as mine, which I believe it ought to be) that the error is coming about because of some unusual formatting in AKI's trade response message.
If you'd like, you can try out my (extremely preliminary) fix yourself, by opening up the Limited Inventories mod.ts file and replacing this line:
let toAdd = outData[sessionId].items.new.find(i => i._tpl == trade._tpl)}
With this:
let toAdd = outData?.[sessionId]?.items?.new.find(i => i._tpl == trade._tpl)
There's already code in there to handle undefined values in one context, and this should broaden that context to include your particular situation. I think. You can also just wait, and I'll get an update out to fix this ASAP.
DeadLeaves
After changing that line all issues have gone away. I also updated to 3.2.2 and have no issues. Well issues of the above kind anyway. I still have a problem that no vendor will buy any of the armors or rigs in the game, even those without possible armor plates.
I have also noted that the kill while wearing x armor quests seem like they can't be completed with this mod. but more testing is required.
DeadLeaves
I dont know if its a bug or intended, but I cannot sell armors or armor plates to any vender at all. Even at full durability. Can't even sell to fence.
Running 1.1.0y and 3.2.1 of AKI
I guess it might be a mod incompatibility with another mod, but I dont really have any *other* mods that adjust traders or items.
PixelatedBrad
Installed this mod with both a 3.0.0 profile and a new 3.2.1 and im getting a EFT specific error message before the game autocloses itself
(Photo removed)
Tried with and without various things and it seems this mod is giving me issues.
Can post mod list if required. Thanks! Loving all your other work though.
Fin Author
I think I see where this problem might be coming from, though I have no idea how it could cause that without another mod's help.
However, that isn't relevant to the fix, I think (I should be able to fix it by just forcing a default value for the speed penalty if there's nothing on the parent armor), and I should have something ready to go.. Soon.
PixelatedBrad
To be fair it could be a plugin mod not a user mod.
Hope I helped.
Maldun88
I don't get the decision of making the plates not swappable during a raid for "balance reasons". Editing the code to fix that doesn't work anymore while it did on the previous version, I get the feeling it's because of the "eval" that's in onGameStart since that wasn't a thing before.
Maybe someone with more modding knowledge can find a solution, until then I'll stick with the old version.
Fin Author
Because it is massively unbalanced. If you want what's essentially infinite armor, there are multiple mods that do something similar already that might better suit your tastes.
I'm unsure what edits you made, but barring altering the loading order of a couple functions (Something a few people did, and the reason for a lot of the restructured code) any changes you could make before should still work now, and I'm currently working on restoring some of the previous version's flexibility.
Maldun88
With the way I've got FAIT configured, having them be swappable in raid makes sense for the amount of challenge the AI poses.
In the old version, editing "onGameStart" "onRaidStart" and "onRaidEnd" by changing "slot._required = true" to "slot._required = false" and "newCarrier._props.RaidModdable = true" in "makeArmorPlates" made it so they were swappable in raid. In this version the mod just doesn't load once the game is started if those changes are made, every armor still works as in the base game.
I dont know JS and Csharp
I found a bug, fence sells armor without plates
Fin Author
Oops. That should not be happening. I'll see if I can't fix that, though any armors you buy from him will become plate carriers with plates on a server restart.
Fenah35
Hey ty for mod. Does it work with Armor upgrader?
Fenah35
I tried, two modes are active without any problem, but I cannot upgrade because there is no vanilla armor required for upgrade. Any chance of solving it?
Fin Author
I'm not sure what might be causing that, but I'll put it on the list of things to look into.
Fenah35
I think I explained it wrong, I'm a victim of my English, I'm sorry.
For example, the first version of Paca is level 2 armor. There is a chest and a stomach part. However, when I want to upgrade for level 3 armor, I can't upgrade because vanilla Paca wants it. The armors that will be upgraded to the higher level that appear in the trader have parts.
To summarize, the vanilla armors that Armor Upgrader mod requires for first level upgrades should also contain armor parts. Any chance to release an update to armor upgrader for this? If you turn it on and off with Config, it will be healthy for those who don't use armor parts.
Fin Author
Ah! Okay, I think I get what you mean. -Can you try something for me?
Rename the mod folder from zFin-armorPlates to just Fin-armorPlates
That should fix the issue for the moment, and I'll look into making a more solid fix soon!
Fenah35
I couldn't look any further yesterday, I had to go to bed. I had the chance to try it today.
The solution worked. They even work very well together. Each part can be upgraded separately. I tried it on Paca. It can be used as level 2 armor without chest upgrade and stomach as level 3 armor with single upgrade. It gives us the chance to upgrade the part we want.
hub.sp-tarkov.com/gallery/image/409/