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QuoteDisplay Morehub.sp-tarkov.com/attachment/10425/In-Raid Traders
Installation
You will need SPT version 3.11.x installed. Unzip and drag the mod into the root of your SPT install, where the EXE is located.
The mod should be under the path SPTLocation/BepInEx/plugins/In-RaidTraders.dll.
Trader Locations
- Prapor: Woods new area, accessible by BTR driver.
- Jaeger: 3 locations around woods, 33% chance between the three, find him!
- Therapist: Streets, in between sewer river and factory marked room, past the fence gate you need to breach.
- Ragman: Interchange, on the main road in a inflatable tent.
- Mechanic: Factory, Camera Bunker Door.
- Skier: Shoreline, Watchtower near the minefields in the southeast wall.
- Peacekeeper: Shoreline, UN bunker near Climber's Trail.
- Ref: No location currently, will be adding ASAP.
- Fence: Scattered across all maps but Customs, Labs, Lighthouse, and Ground Zero, will be added to the rest ASAP. Typically under arches and in dark places.
Reporting Issues and Bugs
You can report bugs and crashes by opening an issue on our Issue Tracker.
Building with Rider
In-RaidTraders uses a typical C# project structure and can be built by simply running the default Debug or Release task.
After Rider finishes building the project, you can find the built mod in bin/Debug or bin/Release. Feel free to open a pull request!
Adding your trader as an In-Raid Trader:
To add your trader to IRT as a custom trader in game currently is simple.
- Add a localization JSON to the InRaidTraders-Server/data/Locales/en/, an example exists under en that shows where to place your JSON and how to format it.
- Add a Config JSON to the InRaidTraders-Core/Configs/, It contains options for the trader mongo ID, name which is used in localization, whether you can access them anywhere using a UnityEngine.KeyCode integer keybind, the location of the interactable cube in the world, rotation, and scale, and the map. Included is a debug option that renders the cube, recommended to see for average user.
Currently only 1 map is supported, next update should fix this.
Development
If you are going to help develop the mod (which I highly recommend!) I only ask that you pull request your feature!