Death Trader 1.1.7

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.

New trader with some new weapons and gear

**For Any Version Before 3.3.0,

It is highly recommended to sell all or delete all items from your stash before updating!!!**



new trader with a few new weapons...


includes:

  • vintorez - armalite style 9x39 caliber rifle,
  • 6.5 Creedmoor marksmen rifle,
  • 458 socom armalite rifle,
  • SBR-57, small amralite rifle chambered in 5.7x28.
  • mags for each new rifle,
  • 6.5 ammo.. armor piercing and heavy round,
  • 458 socom rounds, armor piercing and a range round,
  • retextured armor and backpacks (black),
  • a couple of retextured heavy trooper mask with higher armor level to be actually useful,
  • a few of custom handguards (foregrip position has been moved further out)
  • A chance for the daily and/or weekly elimination quest


all credits for ideas and/or older outdated mods are included,
including:


If i missed anyone or if you do not wish for me to include your item just let me know and i'll remove.

  • Version 1.1.7

    Added the chance ability to have the daily or weekly elimination quest to appear on the death trader!

  • Version 1.1.6

    **For Any Version Before 1.1.6

    It is highly recommended, if not necessary, to sell all items in your stash from previous versions before updating**



    Updated for 3.3.0,


    also with huge help from @Katto, updated the bundles for the 458 socom rounds. they look a ton better...



    again thank you @Katto

  • Version 1.1.5

    updated to better balance the Vintorez operatingResource to not burn half durability in a single raid.


    thanks to asdf and Wireman for pointing it out..

  • Version 1.1.4

    fixed a bundle issue with Geissele handguard, brought to my attention by @AzraFox


    thank you Azra

  • Version 1.1.3

    Added M1A Creedmoor, a few more adjusted handguards (foregrip position adjusted), a couple of re-textured armored rigs, and a couple of re-textured backpacks.
    Also adjusted background colors of guns and mags/barrels (if any included) to match to make it easier to tell which mags go with which gun...

    let me know if you have any issues!!

  • Version 1.1.2

    update to fix the error... one day i will learn to proof read my script to make sure everything is correct...

  • Version 1.1.1

  • the 5.7x28 round sticks out the mag.. i know...

    Happy 1
  • Would be great if someone update this to 3.9

  • Does this still work anymore? because If not it should 100% be updated.

  • почему-то не появился продавец, скачал мод, переместил папку мода из архива в папку mods, которая находится рядом с папкой пользователя, но продавца в игре нет, может я что-то делаю неправильно ?

  • Please adaptive to 3.4.*

  • Please we need an update this is such a good mod!

  • Is there any way for me to change the sound for the vint? Like to the VAL or the original VSS

  • Hello, can you update this mod for version 3.4.0

  • update a new 3.4.0 and reinstall all the mods, and i got this error :

    TypeError: Cannot set properties of undefined (setting 'Death')

    TypeError: Cannot set properties of undefined (setting 'Death')

    at DeathTrader.postDBLoad (C:\SPTARKOV\user\mods\life-death\src\DeathTrader.js:36:43)

    at Mod.postDBLoad (C:\SPTARKOV\user\mods\life-death\mod.js:7:27)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)

    at processTicksAndRejections (node:internal/process/task_queues:96:5)

    at process.runNextTicks [as _tickCallback] (node:internal/process/task_queues:65:3)

    at Function.runMain (pkg/prelude/bootstrap.js:1984:13)

    at node:internal/main/run_main_module:17:47

    TypeError: Cannot set properties of undefined (setting 'Death')

    TypeError: Cannot set properties of undefined (setting 'Death')

    at DeathTrader.postDBLoad (C:\SPTARKOV\user\mods\life-death\src\DeathTrader.js:36:43)

    at Mod.postDBLoad (C:\SPTARKOV\user\mods\life-death\mod.js:7:27)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)

    at processTicksAndRejections (node:internal/process/task_queues:96:5)

    at process.runNextTicks [as _tickCallback] (node:internal/process/task_queues:65:3)

    at Function.runMain (pkg/prelude/bootstrap.js:1984:13)

    at node:internal/main/run_main_module:17:47


    is it because the new sp-tarkov patch, or something happened ?

    • Read the patch notes for SPT 3.4.0 .... it says older mods won't work.

  • I have a quick question. I have deleted all items, ammo, and weapons from the mod. But, I am having serious errors trying to play now with the mod uninstalled. Any ideas on how to fix this issue? I have reinstalled spt several times with no luck. I'm assuming there's an issue regarding my profile. Anything helps thanks.

    • I can't start raids, craft hideout items, or really do anything in the game now. I looked around to see if there were any instructions on how to uninstall the mod and I wasn't able to find anything.

    • You probably have an item from the mod still in the inventory, maybe in a mag or a case or somewhere you missed, maybe use profile editor to remove things in stash and boot the game and see if it works

    • I checked all items and weapons in the stash. I haven't been able to find the item. I just went into the profile and edited it and searched for times found them and removed them. Booted the game back up and got the same error. After I went into the core spt loot files I found that the ammo from the mod was in the loot pool and after I removed it, It fixed the issue.

  • Awesome mod however, the game is very limited in number of bipods (do bipods actually work/function?) and the 6.5 Creedmoor marksmen rifle really could do with one. Its very long and I did try a foregrip but my characters arm was fully extended.

    • bipods dont work in tarkov... and foregrips still work as normal no matter how far they are out there


      having the arm fully stretched actually gives you better recoil control than having it close to your body..

      Thumbs Up 1
  • Great mod!!!

    Would it be possible to add Carl's Honey Badger?

    I love that gun. It's been severely outdated forever and I don't think he (or the last person to work on it) coming back to update it.

    • These would be awesome additions also ...

      Steyr AUG

      CZ 805 BREN

      Beretta ARX160/200





      Thumbs Up 1
    • Yeah. No more stacking 17 different mods so we can get all the pew pew shooty shoots. ^^

      Thumbs Up 1
    • would need permission, although it would be easy to do.. honey-badger anyways..
      same with the other 3 mentioned... would need permission, from original mod authors

      Thumbs Up 1
    • Hopefully you can get permissions, as I hate the in-game 300blk rifle. Can't really mod it much. Also, looks like crap. :D

      Thumbs Up 1
    • Don't know anything about modding (I'm a nurse by profession), I am interested in weapons systems etc, big shout out to the modder's and the work you do, much appreciated. An interesting addition would be the Chinese QCW-05 bullpup which uses the 5.28 x 21mm sub-sonic round.

  • Love the mod, in future if you plan on adding new calibers, 50 beowulf would be a great addition.

    Thumbs Up 1
  • Can I change the prices myself if I want?

    • yes the files are included, prices.json and handbook.json for flea, or assort.json for trader

    • Oh, thank you!

  • Why do alot of weapon mods appear as a Square doge and some models are invisible..>>?

    • ?? installed wrong?

    • don't you just drag it into the users/mods folder....? Ive done it twice now but I still get the doge error.

    • no idea as i cant see your install... if you followed the instructions for spt-AKI install and installed mod correctly, there shouldnt be any issues with doge icons... coomingsasquatch and you are the only 2 reports of doge placeholders, which leads me to think its installer error..



      im sorry i cant be more help, but i need more info if im to help...

      the only way i would be able to replicate doge icons, is to remove the bundles from the mod folder... which would be incorrect install..

  • It's possible to have some shorter barrell for the 6.5 rifles, and an automatic firemode too for them?

    • the files are in the mod, can add "fullauto" to the weapFireRate section of the creedmoor..


      image.png



      as for shorter barrels, i will look into it

      Thumbs Up 1
    • Oh, thank you!

  • It gives me an error that says: Mod life-death package . json main property points to non-existing file

  • Please help me! I installed the mod, but it says in the launcher that the mod does not fit the SPT version, and I have version 3.2.5 on which the mod should work.

    • unknown.pngmake sure its not inside another folder...

  • I have a problem where all I see is a doggo placeholder for receivers and backpacks. Huge square doge images.

    • ?? going to need more info

  • Hey, the Vintorez has an insane durability burn rate. 30 rounds of SPP, no silencer and you loose 7 durability. I don´t think that this is reasonable. Do you know how i can change that?

    • Yeah same I noticed its less than half durability from one raid from starting fully repaired

    • thats mostly due to ammo i believe.. which i dont touch in my mod.. i will look into it to make sure tho

    • updated to fix the issue.. hopefully. went a full raid full auto 6 pmc kills and a few scavs only burned 5% durability...

    • Thank you so much. Do you have any idea what the problem was?

    • the operating resource in the json was too low..


      unknown.png

  • hi, i want to play with those guns but the bullets are a little overpriced (for me), so is there any way to change the price in the files ? (like just for me), awesome job btw !

    • yeah, the handbook.json and prices.json are included in the files...

      Thumbs Up 1
  • It's not letting me download, its saying 0% complete and the download size doesn't change

    • i have no issues downloading.. downloaded in seconds for me..

    • never mind my computer is just stupid lol

      Thumbs Up 1
  • The file download seems to be messed up a little, is it normally different?

    • There's no percentage it just keeps going?

    • Not uncommon for some downloads to do this. Just let it finish. File size is about 84 Mb.

      Thumbs Up 1
    • i just downloaded again to double check.. works fine

      Thumbs Up 1
  • I can't mount the quads on the heavy trooper mask for some reason?

    • hmm shouldnt be any different than a normal trooper, i'll look into it

    • quads.png

    • assuming this is what you meant by quads... works fine for me with no other mods installed..


      both mask have the same filters for slots, which match the default trooper mask.

      unknown.png

  • I still get stuck on deploying with 0000s across the timer. Any idea how to fix?

    • fixed it

      Thumbs Up 1
    • What did you do to fix it?

    • I have the Server Value mod and just started turning stuff off and it worked

    • any errors in server consol when stuck at 0000?

  • hey wanted to say so far i really like the mod i have used the socom thus far have not yet tried the 6.5 creed. I was curious about the bullet specs of the ammo socom and creedmore like pin and damage just for the spec nerd in me to geek out.....never mind it worked 2 times then stopped

    • in the mod folder, in database, is a items.json that has all the stats for everything included.


      ap creedmoor:

      • 70 damage,
      • 64 penetration,
      • 83 armor damage

      heavy creedmoor:

      • 85 damage,
      • 40 penetration,
      • 55 armro damage

      458 socom AP:

      • 58 damage,
      • 55 penetration,
      • 63 armor damage

      458 socom range round:

      • 85 damage,
      • 25 penetration,
      • 15 armor damage
    • open to suggestions though..


      so if you feel like its to low or to high, let me know..

    • hey 458 i feel is spot on its a great round and seems added in well i dont run the creedmore as much because i like different rifles in that type of role but the recoil is nice and i should just try and use it more. only thing for me that would be cool is a m1a chambered in that round. Great mod now works flawless and enjoy the blacked out gear too.

    • m1a in 458 or creedmoor?

    • sorry the m1a was also offered in the creedmore round from Springfield

      Thumbs Up 1
  • Hi, having issues with the mod, the local game wont start when i have the mod isntalled and i get the following error message on the server,


    '

    [Client Request] /client/location/getLocalloot

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    at ItemHelper.drawAmmoTpl (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at ItemHelper.createRandomMagCartridges (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at LocationGenerator.createItem (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationGenerator.generateContainerLoot (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationController.generate (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationController.get (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationCallbacks.getLocation (C:\snapshot\project\obj\callbacks\LocationCallbacks.js)

    at RouteAction.action (C:\snapshot\project\obj\routers\dynamic\LocationDynamicRouter.js)

    at LocationDynamicRouter.handleDynamic (C:\snapshot\project\obj\di\Router.js)

    at Proxy.handleRoute (C:\snapshot\project\obj\routers\HttpRouter.js)

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    at ItemHelper.drawAmmoTpl (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at ItemHelper.createRandomMagCartridges (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at LocationGenerator.createItem (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationGenerator.generateContainerLoot (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationController.generate (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationController.get (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationCallbacks.getLocation (C:\snapshot\project\obj\callbacks\LocationCallbacks.js)

    at RouteAction.action (C:\snapshot\project\obj\routers\dynamic\LocationDynamicRouter.js)

    at LocationDynamicRouter.handleDynamic (C:\snapshot\project\obj\di\Router.js)

    at Proxy.handleRoute (C:\snapshot\project\obj\routers\HttpRouter.js)

    [Client Request] /launcher/profile/info'


    I've tried a new account to make sure its not that but the error still happened. Hope can be sorted as looking forward to trying the creedmore again :D