Server Value Modifier [SVM]

  • I have a problem when I activate any event, the bosses stop appearing (by default, I set their spawn chance to 100%), but even when I remove all events, the bosses do not appear, only reinstalling the mod helps. In earlier versions of this mod, I could set all the events to spawn bosses on shore, reserve and customs at once, spawn goons at the factory, etc. and everything worked fine.

  • I have a problem when I activate any event, the bosses stop appearing (by default, I set their spawn chance to 100%), but even when I remove all events, the bosses do not appear, only reinstalling the mod helps. In earlier versions of this mod, I could set all the events to spawn bosses on shore, reserve and customs at once, spawn goons at the factory, etc. and everything worked fine.

    You don't need to repost it, i saw it in comments, but i can't either comprehend or reproduce the issue, those functions do not contradict or mess with each other, Event options do not create any lingering effects that would cause bosses to not appear later on so the fact 'reinstalling works' gives me no idea what is the cause whatsoever. Be sure you're not using any other mods that would conflict with SVM, such as MOAR or SWAG, if you do - use those instead of SVM.

    <This guy made this mod, check it out

  • So my question goes, how can I make same faction AI friendly, instead of hostile like before?

    In AI PMC there is fields that allows you to alter hostilities of the faction you belong to AND the opposite.
    The stupid catch is - i did put those functions in SVM in a wrong field, you have to enable AI Convert for it to work.
    It will be fixed in upcoming release.

    <This guy made this mod, check it out

  • GhostFenixx added a new version:

    <This guy made this mod, check it out

  • GhostFenixx added a new version:

    <This guy made this mod, check it out

  • Crashes while "importing sever", only crashes when SVM is installed. crashes when launching through SVM, straight from SPT, admin or not. anyone have any advice?

  • SVM 1.11.0 for SPT 3.11 deletes the BTR from spawning on Woods (Both when I activate the BTR tab or leave it off). I have confirmed this by removing the mod and accessing the BTR with no-Mods SPT 3.11.

    Uhhh...Fun fact, i don't have BTR with mod completely disabled.
    Either this is SPT itself or one of my client mods also causing this, i tried to use Dynamic maps to see if i can reproduce it and i couldn't see it either.(on the map that is)
    I'll look for it. very unlikely it's SVM specific however.

    UPD: Mystery solved, BTR is akin to Reserve Train now, it has % to appear + time intervals when it can spawn. Not related to SVM, however i may add new fields to accommodate such change for those who can't live with that change : D

    <This guy made this mod, check it out

    Edited once, last by GhostFenixx ().

  • Thank you. Big fan of your work. I had complete faith that you would figure it out if someone brought the BTR change to your attention.

    The SPT guys are still looking at a separate problem: Christmas tree is completely removed from the code when not Christmas. So even if SVM turns on Christmas, there's no hideout tree. idk why BSG would do that to their code... SPT guys will hopefully fix it in 3.11.1 patch.

  • Thank you. Big fan of your work. I had complete faith that you would figure it out if someone brought the BTR change to your attention.

    The SPT guys are still looking at a separate problem: Christmas tree is completely removed from the code when not Christmas. So even if SVM turns on Christmas, there's no hideout tree. idk why BSG would do that to their code... SPT guys will hopefully fix it in 3.11.1 patch.

    Yeah, i'm aware, i told it to one of devs as well, whole `area 21` is missing from database.

    <This guy made this mod, check it out

  • I don't know if I screwed up or there is an issue with the mod, but under the PMC tab I can't get the health values to carry over to in game. I haven't had an issue before with past versions, so I don't know if I did something wrong.

    Edited once, last by Feirgeist: I reloaded and it fixed itself. Sorry for the bother. ().

  • I don't know if I screwed up or there is an issue with the mod, but under the PMC tab I can't get the health values to carry over to in game. I haven't had an issue before with past versions, so I don't know if I did something wrong.

    Probably a new profile, restart the game.

    <This guy made this mod, check it out

  • You were correct. Confirmation bias fault on my part... The so called "Probabilities" are not truly reflected in my experience... I finally did find BTR on Woods with SVM running. It just is a very low probability roll sadly...

  • Talvkes what are you trying to do specifically? If there is something that is making your raids unenjoyable, the community may be able to propose many possible solutions.

    The Reason I ask is that a lot of the in-raid use times are tied to animations and requires completion before you do anything else, otherwise you risk "Hands Busy" error. Modifying those times may increase crashes or Red-line crash your server and hard-stop SPT.

  • @GhostFenixx

    Suggestion:

    When the BTR first came out, BTR had it's own .json file. I modified several values in that file to make the BTR better:

    1) Increased drive speed (makes the BTR arrive at accessible locations sooner and spends less time wandering)
    2) Increased wait time from 2 mins to 10 mins (BTR only makes a certain number of loops, then it leaves the map regardless of how much longer SVM adds time to the raid).
    3) Increased the number of PKMT busts (The BTR actually kills everything if you purchase the service instead of maybe one or two)

    Now the BTR does not seem to have a file anymore. I am guessing the code is buried with the other vendors or map data? It would be a cool addition to future SVM editions to allow those changes in addition to making BTR spawn 100% instead of the random probability it is now.

    EFT/SPT probabilities are not reliable. I close the server and restart the entire client if I don't get my spawn, because once it rolls "No-Spawn" then the Client tends to re-roll No-Spawn for rest of the session (which is annoying). 100% or 0% are a GREAT feature of SVM for quality of life in raids.

  • Talvkes what are you trying to do specifically? If there is something that is making your raids unenjoyable, the community may be able to propose many possible solutions.

    The Reason I ask is that a lot of the in-raid use times are tied to animations and requires completion before you do anything else, otherwise you risk "Hands Busy" error. Modifying those times may increase crashes or Red-line crash your server and hard-stop SPT.

    I want to lower the use time of some meds like the Surv12 field surgical kit

    There is a mod called Medical Attention which I used previously to lower the use time, but it's not updated for 3.11 (yet)


    OK, that sounds rather unfortunate :c

  • I want to lower the use time of some meds like the Surv12 field surgical kit

    There is a mod called Medical Attention which I used previously to lower the use time, but it's not updated for 3.11 (yet)


    OK, that sounds rather unfortunate :c

    Constructive help:

    There are two ways to solve that issue:

    1) Wait for your mod to update to 3.11.1

    2) Alter your raid strategy. Put Surv12/CMS in your pack and 2x injector cases in your Secure. What injectors you take into raid is a personal preference and I could write you a book on that topic... Summarizing: If you get blacked out, hit the hotkeyed Painkiller you can afford, sprint to safety (lots of maps have dead-end hidden areas by design), then do your repair/heal/hydration/energy recovery there, and return to your raiding.

    Youtube Tarkov injector strategies (Prop, Adren, PNB, Perf, eTG-c, and SJ12 are all insanely powerful w/ 2 sec use time). Your survival rate will go way up. Bonus points for MULE/Prop/Trimadol combo to get Military Bats and other heavy loot sprinting to extract that you will need for hideout/quests.

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