Posts by yoshka

    What exactly is the problem? Is endurance not leveling because your always overloaded (the weight number is a yellow color) or is endurance not leveling at all? I don't know what's going on at the moment, because I'm not really active right now.


    If endurance is not leveling at all, then it is most likely bugged and you have to hope that it gets fixed in the next update.

    yoshka added a new version:

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    • Updated to Aki 3.0.0
    • Changed to a standalone Tradermod
    • Old ATF files are still compatible

    Hey,

    Thanks for reporting that. I didn't have time to test everything, especially because of the new repeatable quest that were added.


    If it affects the default traders too, it most likely means that it's a problem with the new AKI 2.2.0 version. I haven't seen a file named InsuranceConfig.js anywhere. My best guess it's something new added to the new version.

    If it works even with warning, I wouldn't pay to much attention to it. If it becomes a problem I will try to fix it.


    I know about Scavcat base.json problem with the insurance, but I can't do much about it, because it's not my mod.

    yoshka added a new version:

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    • updated to AKI 2.2.0
    • repeatable Quest should work for custom Traders

    yoshka added a new file:

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    Most likely not needed anymore since Aki 2.2.1.


    This mod should work for all locales. Uses Prapors responses for the repeatable Quest.


    needs to be loaded after all custom traders are loaded, that's the reason for the zzzz in the filename.

    yoshka added a new version:

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    • Fixed the insurance Issue for custom Traders
    • The Modded Trader Example now has a dialogue.json
    • Prapors dialogue is used as default in case there is no dialogue.json

    yoshka added a new version:

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    • Removed deletion of old avatars in localappdata
    • ATF now throws an error if a Trade ID doesn't match with a barter_scheme and loyal_level ID
    • Traders now get added to the Flea and all their trades should be available on the flea

    yoshka added a new version:

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    • Jaeger had the Mechanic base.json causing problems
    • Renamed the /moddedTrades/ folder to /TradePackages/
    • Removed the old /assort/ folder added the /DefaultTradePackage/ Folder instead
    • the requiredMods.json is now called PackageConfig.json
    • added the ability to enable a Package in the PackageConfig.json
    • renamed the traderConf.json to TraderConfig.json and removed the enableBlacklist option

    yoshka added a new version:

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    Custom avatars can now be loaded.

    moved the Export preset functionality to the utility folder.

    added a mergeTrades functionality to the utility folder.

    added a unpackTrades functionality to the utility folder.

    added a mod requirement check for Trades.

    yoshka added a new file:

    The SearchAction default value is 0.33 that just means you get 0.33 skillspoints in the Searchskill when completing a search. So when you search someone and the size of the backpack becomes visible you should get those 0.33 skill points, but only if you have "SkillProgressRate": 1 in the global modifiers if you have 0.5 "SkillProgressRate" then you should only get half and if you have it set to 2 you get double.

    Most of the values in the config just determine how many skill points you get. There are only a few values that actually edit the skill effects.

    For now I've edited the modpage and commented on a lot of values what they might do. I might add some kind of read me later.

    I am quite sure, that the values with the extension "Action" yield you the amount of skillpoints you specified, when performing the named action.

    For example: The Pistol skills has "WeaponShotAction": 0.1 that means you get 0.1 skillpoints in the Pistol skill when you shoot someone and land a hit. The same is for "WeaponReloadAction": 0.025 in the Pistol skill, you get 0.025 skill points when reloading a pistol. That goes for almost all values containing "Action" in their name.

    I haven't tested it yet because I didn't have the time but I am quite sure that it works like that.

    It might be but I highly doubt it. I am not really sure what it exactly does, but increasing it might yield you more Attention skill points with examine items. I rather think the developer wanted to add some kind mechanic that you need to read some kind of book/manual to examine items faster or something like that but it's not yet implemented. A lot of the skills are work in progress.

    You might get more information by testing it yourself. Just increase the value and examine something like bullets.

    yoshka added a new version:

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    fixed config.json

    -FindActionfalse was supposed to be FindActionTrue in the Attentionskill

    yoshka added a new file: