Posts by excursus

    That's working as intended. The first time it runs it reduces maximum durability, the second time it runs it reduces current durability, and is why there are two durability settings in the gear tab.



    Ok, I understand what you're trying to do now, and the problem seems to be the default values have a very low minimum value, especially in the case of scavs. The way your logic works is that final durability can be very low:

    The problem is even worse when progressive gear is enabled - almost everyone ends up with weapons in single digit durabilities. So I guess this goes back to the default configuration isn't great.

    I've been using your mod and the behaviour changes are quite good, but I think the default configuration provided isn't that great for most people. For example, the default config I had did not seem to spawn PMCs at all until set "Automatically add PMCs" to true in the Spawns section of the configuration. This also seems to cause PMCs to replace scav spawns (like sniper scavs). Also, for some reason the "All PMCs are BEARs" option was set to True by default - is this intentional? Regardless, this is not a huge problem, but a default configuration that spawns scavs and PMCs much like you would expect in the live version would be preferable (i.e. scavs as live, with the appropriate number of PMCs spawning at map start all over the map).


    For reference, I downloaded and am using v1.19.4b of the mod with SPT-AKI v2.1.0.


    The main problem I have with the mod is that enabling gear changes destroys the durability of all equipment used by scavs and PMCs. I did some basic debugging and it seems that the durability reduction function is called twice for each piece of equipment.

    In the pmcScavAlliance static function, in the for loop that iterates across all bot instances, I can see this sort of thing:

    Code
    //Lowering weapon durability. First one reduces max durability, second one reduces current
    AITweaks.reduceDurability(primaryWep, config.AIgearChanges[AIGearCategory].weaponMaxDurabilityMin_Max[0], config.AIgearChanges[AIGearCategory].weaponMaxDurabilityMin_Max[1], true)
    AITweaks.reduceDurability(primaryWep, config.AIgearChanges[AIGearCategory].weaponDurabilityMin_Max[0], config.AIgearChanges[AIGearCategory].weaponDurabilityMin_Max[1], false)

    Removing the second (redundant) call, for all weapon categories, provides the expected behaviour.

    Greetings,


    As the title states, when I handed in the quest to Skier, the Therapist's make-up ("Trust Regain") quest is started but not Prapors ("No offence"). I looked up some documents online and with the quest ID I tried putting the following directly in my JSON profile file, in the Quests field:

    Code
                    {
                        "qid": "59ca1a6286f774509a270942",
                        "startTime": 1632643774,
                        "status": "Started",
                        "completedConditions": []
                    },

    I then started up the server but the quest was not visible. I briefly checked the quests.json file and the trigger's appear to be identical to those of the therapist's make-up quest. I also tried adding a backend counter for the quest item (the grenades):

    Code
                    "59ca1b4f86f774509a270943": {
                        "id": "59ca1b4f86f774509a270943",
                        "qid": "59ca1a6286f774509a270942",
                        "value": 0
                    }

    Unfortunately neither resulted in the quest showing up in the client.


    I've attached my profile with Chemical Pt.4 "available for finish". I tried it again just in case, and it is reproducible for me. The attached server.log should be basically just logging in, completing Chemical Pt.4 and the therapist's make-up quest, so hopefully it provides some useful information about why Prapor's quest isn't triggering.