Posts by MrBlu1911

    You need to extract the file presented when you click download, NOT copy/paste the zip file.

    1) Click on the version of the mod you want (sometimes a previous version has different features you like)
    2) Click "Go To Link" on the pop up
    3) Click download in top left
    4) Open with your zip software (7zip is the best one to use do to fewest problems IIRC)
    5) Extract the folder into the user/mods folder in your SPT file

    How do we disable the lootspawner in core?

    I'm looking for an "enable": true/false setting and I can't find one, other than the debug setting.

    A possibility might be KMC-Gear, as it's not coded to work with AKI 2.0.X yet. It doesn't always matter when installing a mod (I have a few mods that haven't been updated for a while but are marked "compatible" for AKI 2.0.X), as it depends on the code involved, but it's something to keep in mind when you see a mod you like.

    Here is how I've been able to fix SOME problems when I have an "outdated" mod installed.

    1) Back up your profile save

    2) Load the game (if you can) and delete ALL items associated with the mod in your hideout and on your PMC, including presets.
    3) Exit the game and uninstall the mod

    4) Start server and look for the same errors

    This may not be the right solution here, or even work, but it has worked for me relatively well in the past when a mod adds items/weapons/objects/traders to the game.

    Getting an infinite "loading profile data" screen.

    This occurred right after updating this, Lua's, and FIn's relative mods.

    Bringing this up in case it's a multilayered problem that requires several things to happen at once to make the bug occur.

    EDIT : I derped on the description and missed the part where you say your thing is for a previous version of Lua's mod.

    Getting an infinite "loading profile data" screen.

    This happened after updating this mod, Fin's AI Tweaks, and zincoman's config/pattern changes both.

    Bringing this up in case it's a multilayered problem that requires several things to happen at once to make the bug occur.

    Getting an infinite "profile data loading" screen.

    It might be due to a combination of mods, including Lua's SpawnRework - Reborn and zincoman's config/pattern changes for both of your mods.

    I will inform them as well, since this could be a multi-layered problem where it requires several things to be happening at once.

    They may not have the FIR marker in the raid, but they are FIR. Just "survive" the raid with something from a PMC AI and you will see.

    It's a "bug" of sorts, but the gear/weapons/items you find on ANY AI in a raid (PMC, raider, or scav) will have the FIR marker when you extract....unless you die with it in your container or get a "run through" raid.

    1) It's always the simplest of things that screw us up. :)

    2) Awesome. I just wanted to make sure, due to how confusing some of the setting descriptions can be.

    3) Yes. The 2x, 3, 4x, etc. means the AI is more likely to spawn with that armor when compared to the default. With the example you gave as to what armor classes you want your scavs top spwn with, under the conclusion that you understand the min/max armor class setting, then your scavs have a 2x chance to spawn with class 1, 3x chance to spawn with class 2, and a 1x chance to spawn with class 3. The remainder settings are moot, given the min/max class settings you entered.

    And I agree. Class 1-3 is the preferred range for me. I would like for them to get SOME class 4 armors, as some are pretty low tier stuff and "easy to find", but that would require some special settings involving actually naming (with the relevant item ID number) what armors the scavs could/couldn't use. Such as filtering out TV-110's, as they're a bit OP for scavs, but allowing them to have 6B3TM-01M's or the 6B5-15 Uley class 4 armored rigs, but I'm a bit lazy for that. It would be cool if there was some sort of box to check for specific armors you want the AI to spawn with, but I can't imagine what the coding for something like that would be. It could be easy, but I have zero clue.

    Good luck on finding out what that weapon durability problem is. :)

    1) That's weird because I'm finding weapons in the durability settings I have. Do you have other mods that affect weapons? Is the "change gear for this group" setting -false-? (I've done that. Tweaked setting after setting, looking for a bug or thinking I didn't understand the setting itself, only to find out I forgot to "turn it on") :D

    2) The "Min/Max Armor Class Value" setting is pretty self explanatory. The 1st number is the minimum/lowest armor class you want them to have, while the 2nd number is the maximum/highest armor class you want them to have. Be it for scavs, raiders, or PMCs.

    3) The weight system is a bit confusing, but here is how I think it works. Using the previous setting as a guide (which armor classes you want the AI to have), choose a number between 1 - 6 (using the old name and example as a guide) to determine how each class is weighed. It's a weird term, I know. It's described as giving that class of armor X chance to be spawned on an AI. Just think of it as a form of "priority". The lower the number, the lower the priority when it comes to the game handing out gear when the AI is spawned.

    The number itself, within the algorithm, means that AI (scav/raider/PMC) has that level of chance or is "X times more likely" to be given that class of armor when compared to others. 2 = 2x likely, 3 = 3x likely, and so on. There are 6 slots, each according to the armor class from 1 - 6 in order. FYI - When numbering them, you don't have to choose which one is priority 4 and which is priority 2. If the min/max class range is 1-3, you can "weigh" class 2 above the others by giving it a higher number, such as 2, 4, 2. And using that example, having class 1 and class 3 at the same priority or weight means the AI has equal chance to spawn with either, but less than class 2.

    For my own sanity and ease of understanding how each class in the range given is able to spawn, I simply gave each class it's own number in its chance to spawn on an AI. Class 2 has 2x chance, class 4 has 4x chance, and so on. How you choose to it is up to you. You could have scavs more likely to spawn in with class 2 than class 4, if both of those classes are within the min/max range setting.

    And as the description says, you can't "weigh" an armor class that isn't within the min/max class setting above it. It's been "removed" from the spawn list.


    FIN - If I'm wrong in my explanation, I apologize. This is simply how I understand it and it seems to give me the results I want in the game.

    Here is a screen cap of the files in the Aki_Data\Server\database\bots\types folder.

    As for the other bug, I'll just write it off as an incompatibility issue and not use it. Eresh's AIO does the same thing. I just wanted to see what the differences were, such as the trader name change,. We're kind of getting close to whatever is ailing my game with regards to your mod.