Posts by IHateChoosing
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IHateChoosing added a new version:
QuoteShould work, same fix as Grom mod.
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IHateChoosing added a new file:
QuoteThis is a fixed version of SamSWAT's CTSFO 1 mod, now patched to 3.8 and using the Plate system.
Stuff now actually appears in Ragman's store.
Don't buy Rig or Helmet in the flea, the default locked armor is missing there. Maybe I'll try fixing that, but for now, just buy it from Ragman.
—CREDITS—
Infinity Ward [Call of Duty: Warzone] — Models, Textures.
SamSWAT — porting everything into tarkov.
Uninstall: (if you bought the outfits from Ragman):
With the mods still installed, go into the game, make sure you are wearing one of the normal outfits.
Shove some stuff around the inventory, buy or sell smth so your profile is saved.
Close the game.
Remove the mods.
Go into your profile (user/profile), and delete the entries in "suits": that are related to these mods.
Those would be:
-JWGROMUPPERBODYSUIT
-JWGROMPANTSSUIT
-PARARESCUEUPPERBODYSUIT
-CTSFO...
Depending on which outfits you bought.
It goes without saying that you should also make sure not to have any of the items in your inventory left before removing (the actual rig/ helmet etc).
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Yup, that did it! Mod works now, and it looks great!
Edit: Seems that the hands and the top aren't in the same suit, though. The upper body's hands are showing the Mechanix gloves.
So
At this point I believe the clothing thing is just bugged.
I tested it out, played with the code a bit.
No matter which of the upper bodies you choose, in a raid it'll always look like this:
Even though when loading into the raid (and in the clothing screen of ragman) it looks like this:
Notice the mechanix gloves in the raid.
And it's not just the gloves, it's the same jacket as well.
In any case, based on this picture
https://codmwstore.com/wp-cont…loads/2020/06/JW-Grom.jpg
And this video
I believe that the mechanix gloves are the ones SamSWAT intended to be worn.
Additionally, this exact same thing also happens with the pararescue mod from Sam.
As such I might actually delete the second "upper body from the mod" since it doesn't work anyways.
Or maybe I'll leave it, as this is the way I took it from Sam.
I'll think about it. -
IHateChoosing added a new file:
QuoteThis is a fixed version of SamSWAT's Pararescue mod, now patched to 3.8 and using the Plate system.
I've added the items to Ragman and increased the backpack size so it feels worthwile playing.
Also added the 3.7 armor type to make use of the skills.Don't buy Rig or Helmet in the flea, the default soft armor is missing there. Maybe I'll try fixing that, but for now, just buy it from Ragman.
Mil-Sim: Pararescue I operator from CoD Warzone in EFT. Features clothing, custom hands and gear. All items are sold on the flea market.
—CREDITS—
Infinity Ward [Call of Duty: Warzone] — Models, Textures.
SamSWAT — porting everything into tarkov.
To uninstall (if you bought the outfits from Ragman):With the mods still installed, go into the game, make sure you are wearing one of the normal outfits.
Shove some stuff around the inventory, buy or sell smth so your profile is saved.
Close the game.
Remove the mods.
Go into your profile (user/profile), and delete the entries in "suits": that are related to these mods.
Those would be:
-JWGROMUPPERBODYSUIT
-JWGROMPANTSSUIT
-PARARESCUEUPPERBODYSUIT
...
Depending on which outfits you bought.
It goes without saying that you should also make sure not to have any of the items in your inventory left before removing (the actual rig/ helmet etc).
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Yup, that did it! Mod works now, and it looks great!
Edit: Seems that the hands and the top aren't in the same suit, though. The upper body's hands are showing the Mechanix gloves.
Yeah that was already a bug in the original mod.
I'll be looking into it, but it's gonna be a bit as I'm doing Sam's Pararescue and CTSFO first -
The mod isn't loading for me. Whenever I open up the SPT-AKI server, it gives me this:
This is also the only mod I have loaded for this iteration, so it's not conflicting with anything else.
Please download again and let me know if it works now. -
The mod isn't loading for me. Whenever I open up the SPT-AKI server, it gives me this:
This is also the only mod I have loaded for this iteration, so it's not conflicting with anything else.
Thanks, forgot to upload the last patch to git before release.
I'll fix it in a few minutes -
IHateChoosing added a new file:
QuoteThis is a fixed version of SamSWAT's GROM mod, now patched to 3.8 and using the Plate system.
Also fixed the inability to wear the balaclava along with the gas mask and the stuff now actually appears in Ragman's store.
Changed the Rig layout from TV-110 to CPC MOD.1, as I think it fits the pouches better.
Don't buy Rig or Helmet in the flea, the default locked armor is missing there. Maybe I'll try fixing that, but for now, just buy it from Ragman.Mil-Sim: JW GROM operator from CoD Warzone in EFT. Features clothing, custom hands and gear. All items are sold by Ragman and also duplicated on the flea market.
—CREDITS—
Infinity Ward [Call of Duty: Warzone] — Models, Textures.
SamSWAT — porting everything into tarkov.
To uninstall (if you bought the outfits from Ragman):
With the mods still installed, go into the game, make sure you are wearing one of the normal outfits.
Shove some stuff around the inventory, buy or sell smth so your profile is saved.
Close the game.
Remove the mods.
Go into your profile (user/profile), and delete the entries in "suits": that are related to these mods.
Those would be:
-JWGROMUPPERBODYSUIT
-JWGROMPANTSSUIT
-PARARESCUEUPPERBODYSUIT
...
Depending on which outfits you bought.
It goes without saying that you should also make sure not to have any of the items in your inventory left before removing (the actual rig/ helmet etc).
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I installed this mod (3.4.0) by dropping it into the mods folder but I don't see it in SPT launcher or my debug menu. I'm new to SPT so I'm sure I'm just missing a step but the other mods are visible. Anyone know what I'm doing wrong?
Is your path like this : spt/user/mods/odt-iteminfo-3.4.0 ?
Is something showing in your server window? It should say something like this:I'm not sure what debug menu you're referring to, but as this is not a bepinex mod, it does not have an ingame config like this:
You'll see if it works by checking your ammo, if it says something in the end like here (58/47) then it works -
Hey man, I'm getting spammed with this error in console whenever i toggle on the x300 flashlight :
[Exception] : NullReferenceException: Object reference not set to an instance of an object
MultiFlare.method_4 () (at <f7f3726f1deb4e1fabfff17fea715bfa>:0)
MultiFlare.LateUpdate () (at <f7f3726f1deb4e1fabfff17fea715bfa>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class327:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
All the other new additions seem to work fine. -
I have this problem with Razor HD added by this mod, only on 1x setting:
I think it might be related to conflict with mod Fontaine's FOV fix & variable optics, since base Razor HD works fine.
I have the same issue
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That and GoblinKings Hotfix fixed it for me.
Thanks man -
Getting this error
SyntaxError: Unexpected token u in JSON at position 0
SyntaxError: Unexpected token u in JSON at position 0
at JSON.parse (<anonymous>)
at JsonUtil.clone (C:\snapshot\project\obj\utils\JsonUtil.js)
at CustomItemService.createItemFromClone (C:\snapshot\project\obj\services\mod\CustomItemService.js)
at Mod.postDBLoad (C:\spt\aki 3.61\user\mods\PunisherGear\src\mod.js:100:24)
at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)
at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)
at App.load (C:\snapshot\project\obj\utils\App.js)
SyntaxError: Unexpected token u in JSON at position 0
SyntaxError: Unexpected token u in JSON at position 0
at JSON.parse (<anonymous>)
at JsonUtil.clone (C:\snapshot\project\obj\utils\JsonUtil.js)
at CustomItemService.createItemFromClone (C:\snapshot\project\obj\services\mod\CustomItemService.js)
at Mod.postDBLoad (C:\spt\aki 3.61\user\mods\PunisherGear\src\mod.js:100:24)
at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)
at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)
at App.load (C:\snapshot\project\obj\utils\App.js)
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Should be fixed now, let me know if you run into issues
tested it, works for me.
Thanks so much! You rock!
The variable zoom just feels incredible, made sniping WAY more fun
And holy shit, I never noticed the tac devices indicators actually correctly change according to the selected mode
That really blew my mind -
What's up!
With the new version of the FOV Fix mod, scopes that have 1x magnification have this strange bug when aiming. I tried with the SR-25 and the Remington 700 and they have the same problem when using the scopes. I am using version 3.5.8 with the Realism mod and the EFT Scope and Red Dot Sight Overhaul by Geff Hannigan.
As you can see in the photos, the scopes show the inside of the silencer when aiming with the 1x (the photo on the right is with a VUDU, while the photo on the left is with a SpecterDR).
I have the same issue.
It doesn't just show inside of the silencer, but inside of the barrel in general (no muzzle device attached here)
and even through devices like this:
In comparison the red dot: -
I get this issue when using with AK-12 & AK-15 - Version 1.0.3 (Current):
[ItemInfo] bartersResolver failed because of another mod. Send bug report. Continue safely.
TypeError: Cannot read properties of undefined (reading '0')
at C:\spt\aki3.5.7\user\mods\ODT-ItemInfo-3.2.0\src\mod.js:837:77
at Array.map (<anonymous>)
at C:\spt\aki3.5.7\user\mods\ODT-ItemInfo-3.2.0\src\mod.js:833:22
at Array.forEach (<anonymous>)
at ItemInfo.bartersResolver (C:\spt\aki3.5.7\user\mods\ODT-ItemInfo-3.2.0\src\mod.js:828:29)
at ItemInfoMain (C:\spt\aki3.5.7\user\mods\ODT-ItemInfo-3.2.0\src\mod.js:329:42)
at Timeout._onTimeout (C:\spt\aki3.5.7\user\mods\ODT-ItemInfo-3.2.0\src\mod.js:240:22)
at listOnTimeout (node:internal/timers:559:17)
at processTimers (node:internal/timers:502:7)
[Item Info] Finished processing items, enjoy!
I will also post this over there.
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I'm getting this error when trying to play on any map (tested on streets and factory), and no bots spawnRangeError: Maximum call stack size exceeded
RangeError: Maximum call stack size exceeded
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
RangeError: Maximum call stack size exceeded
RangeError: Maximum call stack size exceeded
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)
I have these mods installed:"aBoopsQuestZoneAPI_v1.0.0.0",
"Jiblet-LeKaiju-Orbitas-AmmoPouch-1.0.2",
"BetterLasers",
"GoblinKing",
"Nightingale-brokertrader-1.3.1",
"Mass_type64smg",
"SamSWAT-CoDMW_JWGROM",
"SBNV",
"ClearThermals",
"LordNoodal-hydramounts-1.0.1",
"ServerValueModifier",
"MedicalAttention",
"CWX-MasterKey 1.4.3",
"SpecialSlots",
"Tracer",
"TingleSlayerParkov-LessOverdamage-1.0.1",
"Valens-RecoilReduction_v1.1.0",
"ODT-ItemInfo-3.1.6",
"zzDrakiaXYZ-Waypoints",
"Virtual's Custom Quest Loader"
Any ideas what the issue might be? I'm not changing anything about bots in svmNevermind, I found the issue. This, together with an edit I made to mount ironsights on the ncstar 45degree mount, seems to have allowed an infinite loop. -
So anybody know how to actually install/apply this?
I dont know how to install this as well.
You take this folder: pasted-from-clipboard.png
And put it into sptInstallPath/user/mods: pasted-from-clipboard.png
Then, in case you don't play in english, you open the config/config.json file and change UserLocale to whatever your language code is.