MusicManiac added a new file:
QuoteDisplay MoreI'll look into updating my mods when website stops fking dying
This is a patch mod. If you don't use any mods that add new ammo, this will not do anything. If you run other mod (than listed) that adds ammo, you'll have to add config for it.
Are you Extra Ammo For Everyone or D.U.D.S. or ShAK-12 Kit enjoyer? Are you sad how accessible good ammo with those mods? Not happy with just throwing money at traders to easily buy ammo with 69 pen? Me neither.
This mod (everything is configurable and regarding modded ammo):
- Adjusts ammo prices to be more reasonable (no more buying 60 pen ammo for 600 rub)
- Removes high-tier ammo from traders
- Adjust ammo prices in traders
- Adds modded ammo to spawn pools
- Bans high-tier ammo from flea
Default config removes a lot of high-tier modded ammo from traders. I recommend
this to be ran with Erika to eventually get access to it. (or just scavenge for it since it can now spawn in loot)
hub.sp-tarkov.com/attachment/7448/
Installation is simple af, just drop the folders into your mods folder.
Config should be readable.
CodeDisplay More"lyconoxps12sabotid": { "CanRequireOnRagfair": false, "CanSellOnRagfair": false, "RemoveFromTraders": [ "58330581ace78e27b8b10cee" ], "handbookPrice": 2500, "fleaPrice": 4000, "spawnRelativeProbability" : { "5cadf6eeae921500134b2799" : 0.7 } }
The only thing I will explain is what spawnRelativeProbability means. In here you provide id of BASE GAME ammo that modded ammo you want to have shared spawn probability with. Means that base game ammo spawn chance will get split a bit and now will spawn either vanilla ammo or modded ammo.
Each field is optional, look through config to notice that different ammos have different fields.
Then mod does following:
- Combines all config entries to see total weigh of modded ammos that use same base id as spawn template
- Example: modAmmo1 and modAmmo2 have same "5cadf6eeae921500134b2799" relative probability parent
- modAmmo1 has relative 0.6, modAmmo2 has relative 1.2
- Calculates new relative probability for all ammos with same relative probability parent
- base ammo = 1, modAmmo1 = 0.6, modAmmo = 1.2, sum is 2.8
- New relative probability for new ammos would be base ammo = 1/sum = 0.35, modAmmo1 = 0.6/2.8 = 0.21, modAmmo2 = 0.42
- Which means that wherever parent ammo would spawn now instead of it there's 35% that it spawn original ammo, 21% that it spawns modAmmo1 and 42% that it spawns modAmmo2.
- Since spawn pool becomes a little bit more diluted I also increase spawn chance by 10% of original value.
- So if before spawn point had 12 weight to spawn original ammo (12 from whole loot pool of for example 450 weight), it doesn't become 12*0.35=4.2 original, 12*0.21=2.52 modAmmo1 and 12*0.42=5.04 modAmmo2. It adds flat 12*0.1=1.2 to weight
- Finds spawn points of original ammo and splits it into multiple parts with 1 part being original and others being new ammo.
Q: Do I have to run Extra Ammo For Everyone and D.U.D.S. and ShAK-12 Kit at same time?
A: No. even though mod comes with pre-packed config for all 3, you can run 1 or 2 or 3 of them. If you don't run any then there's no point in using this mod.
Q: I run <some other mod that adds ammo> can I make it work with this?
A: Yes, look through config on how to add ammos. Make sure this loads after ANY mod that adds ammo.
Q: Can it work to adjust spawn chance of vanilla ammo without adding new ammo to spawn pools?
A: I'm not sure but you are welcome to try.
Q: How do I know if I installed the mod correctly?
A: It says in console when loading server.
Big thanks to RainbowPC and his Lots of Loot as I directly took their function that digs inside map-specific loot tables. Made my life much easier by saving me a good hour of figuring out how to dig through them. Rest of the code is by me.