Bronzeman Mode

  • KcY added a new file:

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    Tarkov Bronzeman mode

    Inspired by Gudi's OSRS gamemode of the same name, Bronzeman mode is a gamemode that requires players to have "earned" an item through normal means before being able to purchase it.


    Upon installing this mod you'll notice that the traders are no longer willing to sell you anything. Once you've successfully completed a raid you will "unlock" all of the items you've extracted with, and will now be able to purchase them from traders.

    Configuration Options

    • `unlocks.raidRunThrough`, if true allows you to unlock items even if the raid was a "Run Through".
    • `unlocks.raidDeath`, if true allows you to unlock items even if you died/were MIA.
    • `unlocks.inventory`, if true will unlock any items already in your player inventory.
    • `unlocks.quests`, if true unlocks any items receieved as quest rewards.
    • `unlocks.foundInRaidOnly`, if true will only unlock "Found in raid" items. Affects both raids and inventory unlocks.
    • `hideItems`, if true will remove locked items from trader inventories, if false will set their stock to 0 instead.
    • `allTraders`, if true all traders (including those from mods) are affected, to configure only specific traders use the next option.
    • `traders`, a list of trader IDs to restrict. (Default traders can be found in Aki_DataServerdatabase raders)
    • `includeRagfair`, if true will also restrict the flea market/ragfair.
    • `ignoreItems`, items that can be purchased without being unlocked, useful for quest items i.e. the MS200 marker.
    • `requireUnlockComponents`, if true you'll have to have unlocked every item on a weapon, in a bag, etc. in order to purchase it.
    • `debug`, if true will display additional debug information in the AKI Server window and in `user/logs`
  • KcY added a new version:

    KcY
  • KcY added a new version:

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    Bugfix:

    • No longer crash when loading trades/offers if the account hasn't yet completed a raid.
  • KcY added a new version:

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    Features:

    • Add unlockFromInventory to automatically unlock any items in a players stash on startup/profile load.
    • Add hideItems to allow you to either hide locked items or set their trader stock to 0.
      • I've tried a few ways to also have "out of stock" trades on flea market/ragfair but it seems AKI stops generating new trades if the stock is set to 0.


  • KcY added a new version:

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    Bugfix:


    - Fixed an issue trying to unlock items from a profile without any.

  • KcY added a new version:

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    Features:

    • Rewrite of the unlock config items, they're now held under `unlocks` for a bit of clarity. Docs have been updated to reflect this.
    • Add `unlocks.quests` to allow unlocking of items recieved as quest rewards
    • Add `unlocks.foundInRaidOnly` to restrict unlocking of items to those found in raid.
      • Note: `unlocks.raidRunThrough` is superseded by this, as any items from a runthrough are marked as not found in raid (unless changed by another mod)
    • Minor rewrites and logging changes.
  • KcY added a new version:

    KcY
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    Features:

    • Update to SPT AKI 3.8!
    • Complete rewrite from scratch to reflect the new standard for modding
    • Added `debug` option to print verbose logging, Please use this when reporting issues, issue template TBC
    • Flea market offers are now disabled instead of removed when the player hasn't unlocked them yet
  • KcY added a new version:

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    Features:

    - Introduce new `ignoreCategories` list of settings that make whole catagories of items available without being unlocked.

  • KcY added a new version:

    KcY
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    Features:

    • Fixes an issue where the mod would attempt to unlock items from the inventory of a newly created profile before it was fully created
  • KcY added a new version:

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    Fixes:

    • Set the amount of items in player made flea market offers to 0 for locked items
      • These offers can be filtered conveniently by setting Filters -> Quantity From to 1 or more in the flea market
    • Fixes as issue that where the mod would fail when handling the rewards from repeatable (daily/weekly) quests (thanks to frugyman)
    • Actually use the unlocks.inventory setting that was missed when porting to 1.0.0

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