Additional Gear - Vanilla Extension 1.0.0

Adds 12 retextured items (using already existing BSG textures) and 26 mesh (model) edits of existing in-game gear.

THIS (AND MY OTHER MODS) WILL NOT GET UPDATED ANYMORE ON ACCOUNT ME (JustNU) LEAVING THE SPT-AKI COMMUNITY

ALL OF MY MODS ARE UNLICENCE AKA PUBLIC DOMAIN, SO ANYONE WHO WISHES TO UPDATE/IMPROVE/TAKE OVER THE DEVELOPMENT IS FREE TO DO SO

I HAVE ALSO UPDATED SOURCE ENTRY FOR EVERY MOD OF MINE, IN CASE YOU WANT THE GITHUB REPOS


Features:

- Adds 38 items in total.

- New items should be semi-balanced for mods that change armor stats (Realism mod for example)

- Config option to disable/enable each item (MAKE SURE YOU DO NOT HAVE THE ITEM YOU WANT TO DSIABLE IN YOUR INVENTORY).

- Add to traders (optional, true by default).

- Add to bots (optional, true by default).
- Adjusted following quests (optional, true by default):

1) The survivalist path. Unprotected, but dangerous.

2) Swift one



Imgur album of every item in this pack.

  • I really hope that someone will take responsibility so as not to let his work sink into oblivion

  • which trader sells the mobility version of nfm thor? ragman ll4 doesn't sell it after the blood of war 3

  • some of gear isn't visible on flea market (in my case ex. 6B43 light). anyone know how to fix this?

    • because it not sellable on flea, get yourself a mod that disables flea blacklist

  • Yo, this showed up today? Was working fine last night, haven't made any changes or modified anything since finishing up yesterday. Removal of this mod clears it? I see below someone had a similar load failure citing "conditions", where it was conflicting with a quest.

    What's going on here?


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

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

    at JustNUCore.copyBotItemWeighting (D:\SPT\user\mods\JustNUCore\src\JustNUCore.js:219:67)

    at JustNUCore.addItemRetexture (D:\SPT\user\mods\JustNUCore\src\JustNUCore.js:152:18)

    at Mod.postDBLoad (D:\SPT\user\mods\zAdditionalGear-VanillaExtended\src\mod.js:96:11)

    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)

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

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

    at JustNUCore.copyBotItemWeighting (D:\SPT\user\mods\JustNUCore\src\JustNUCore.js:219:67)

    at JustNUCore.addItemRetexture (D:\SPT\user\mods\JustNUCore\src\JustNUCore.js:152:18)

    at Mod.postDBLoad (D:\SPT\user\mods\zAdditionalGear-VanillaExtended\src\mod.js:96:11)

    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)

    • disable the bot part of the mod in the config

  • WOULD LOVE A REALISM PATCH FOR YOUR MODS SO THEY ACTUALLY WORK AS ARMOR

    Thumbs Up 1
    • They are so fucking good espiscally the mesh edits, just so sad i cant really use them as im a avid realism player.


      for example 6b43

      one of most deployed by nr body armors in the modern world right now

      yet 99 procent of them dont use the extra things that are on the 6b43 like the shoulder pads, groin protector and neck pad, these are mainly to stop spalling from the plates on the chest but are usually removed by more experienced russian groups since spall never goes where you want it to go anyways, and the extras are heavy enough to affect your weight, movement and energy but not heavy enough to stop a 82mm mortar, 120mm or 155m howitzer from turning you into red mist, nor is it good enough in real life to stop any rifle caliber weapons except if shot at from very far away.

      my point is thank you so much for these mesh edits

      idk why bsg never made these things, extra add-on items, like uh the armored plate you can put on the top of some helmets for example.


      Speaking of, can we get retextured plates and other helmet equipment? this is one thing that has been overlooked long time by modders. Slaap can for example be put on MSA ACH-TC 2002 and 2001 which are green, or the ops core (black)

      but we can only get slaap in coyote tan.

      sad.

      <3 thanks for the mod even if you dont want to help my requests, i cant force you and i dont feel bad if you dont have time energy or want to do any of these two things. I appreciate you already alot for the mesh edits you have done.

    • i wont be adding any sorts of new retextures to this mod

      but ill think on the realism patch, maybe after im done with all the mesh edits i want (which may be a few versions away)

      Thumbs Up 1
    • they already work ,although armor zones are wack

    • only partly, even on your screenshot you can notice that some stats are not correct

    • most of them say "unclassified"

  • Newest Version doesnt show textures anymore, prior version worked flawlessly, no idea what is causing the issue

    • doesnt show textures on what items?

      issue was resolved on user end by reinstalling the mod

  • not showing textures it just has the doge

    • bv4uxTG.png

    • 0fZ5BHA.png

    • that's mega strange I have this issue with all custom guns, attachments, armor whatever item is a doge its really weird ?(

    • then i doubt its my mod's issue, i can recommend going to support forums

  • Is there any way to put the exact numbers instead of percentages in the armor durability section?

    Like a different script.

    • uhh, sure? i just did it this way to make sure it semi works with mods that drastically changed armor balance (like realism mod for example)
      just do blahblah.Durability = number; and blahblah.MaxDurability = number;

      Heart 1
    • The problem I was having is that I didn't know if the percentages are based on an absolute percentage (representing the total amount) or additive (which subtracts amount of armor).

      Sorry for my confusion and thanks for your time and for the mod.

    • ohhhh
      yeah, its the latter

  • *3.5.0 releases*
    Me: ''Pfft, no way I'm playing SPT with them garbage fashion choices''
    *JustNU updates mod packs*
    Me: ''Allrite streets... here I come!''

    Heart 1
  • Can you make a black version pleaseeeeeee

  • Do you think you could add an urban tan fast mt, its like the default one and imo looks the nicest https://cdn11.bigcommerce.com/…_83418.1671646798.jpg?c=2


    And something to consider: ULACH with rails and NVG mount https://www.highcomarmor.com/w…-Black-TQ-scaled.jpg.webp

  • Do you think it would be possible to see a version of the mod configured to use the armor classes and balance from SPT Realism?


    Love all the equipment, fills some missing niches in the existing armor 'ecosystem'. Great mod!

    • it should be doing that automatically, is it not doing that for you?

    • The items are appearing and are functional, but aren't inheriting the changed armor classes from SPT Realism. For instance, the original Bagariy rig with the BEAR tag is re-classed to Class 10 armor, while the three versions added in your mod (rig without tag, vest with and without tag) are Class 5.

      Are they supposed to switch? Another example would be the Trooper vest; the original item with the USEC tag does seem to have received both the SPT Realism stat changes (Class 7) and the title change from your mod, while the new item with the tag has distinct stats (Class 4).

    • They are supposed to switch, hmm

    • Just checked latest version of realism with my mod and it works just fine, are you sure you don't have some other mod that changes stats?
      can you show your mod folder? just upload it on imgur or something and link it
      can you also provide the pic of bagariy having wrong armor class?

    • The nature of the problem occurred to me laying in bed late last night, but I wasn't able to get around to fixing it until just now. I had SPT Realism loading *after* your mod - I'd added a couple Zs to the folder name to get it to load after SVM. Changing things around so that your mod loads after SPT Realism (which I'm sure is why you added the Z to your mod's folder in the first place) has completely solved the problem.


      Sorry to bother you about it - completely an end-user error. Again, great mod! Love the equipment.

  • TypeError: Cannot read properties of undefined (reading 'conditions')

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

    at Mod.postDBLoad (C:\GAMES\Escape From Tarkov\GAME\Client.0.12.12.32.20765\user\mods\zAdditionalGear-VanillaExtended\src\mod.js:115:143)

    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 read properties of undefined (reading 'conditions')

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

    • disable quest changes in the config files, as some other mod overwrote them