Posts by Jehree

    Jehree added a new version:

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    This version will only work with SPT 3.9.x

    • Fix issue where labs access keycards would stack in a single slot
    • Attempt to fix any previously stacked keycards


    There is no need to remove keys from your containers before updating, the mod handles automatically moving keys to their new slots on login if necessary.


    However if you have overloaded the labs access keycards in your Keycard Case, you may need to remove all keycards then restart your client to resolve any stacked keycards due to a bug in the previous release

    Jehree added a new version:

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    • Add missing keys (Thanks CJ and TetrisDev!)
    • Add Ref keys + Rusted to finite list (Thanks CJ!)
    • Fix automatic key correction for new key offsets
    • Fix issue where cases couldn't be added to all slots of Theta secure container
    • Refactor some code to be more consistent and always cover all grids not just the first
    • Update version


    There is no need to remove keys from your containers before updating, the mod handles automatically moving keys to their new slots on login if necessary

    Jehree added a new version:

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    Fixed some functionality by sacrificing readability, this is temporary though.
    Loose grenades, flares, and UGLs should now spawn as well.
    Weightings should apply properly now, hopefully fixing the bullet overload problems from previously.
    If not, you can manually add "disabled": true to the various boxes in ammoboxes.json. I'm also working on a way to make that process simpler.

    Jehree added a new version:

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    Fixed a dumb mistake I made when merging my work into Jehree's original repo, causing crashes. Thanks to CJ for catching it before I even had a chance to look at the code.

    Jehree added a new version:

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    Raychadbury's taking up some maintenance and updating work to keep this lovely mod going forward!

    Updated all ID's to mongoID, and added boxes for 6.8mm FMJ+Hybrid (Which don't have boxes in vanilla!)
    Since this lets all the old boxes spawn again, on top of the newer vanilla ones, it might result in overwhelming amounts of bullets - please report if you have any issues or the numbers seem ridiculous!

    Jehree added a new version:

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    Code cleanup and refactor.

    End user experience is largely unchanged, but I did add this:

    • Added option to display a disabled interaction prompt that says "Extract Unavailable" when in an exfil that is not available to the player (including exfils that will never be available, like scav extracts when you're on a PMC run). The setting is defaulted to false, enable it in F12 menu if desired.

    API stuff:

    • API now properly utilizes itself to add the interactions it adds, instead of hardcoding them in weird places.
    • CustomExfilTrigger is now passed into the event so that it's methods can be used if desired.
    • Player Side is no longer passed through event, fetch it via Singleton<GameWorld>.Instance.MainPlayer.Side if you need it.
    • Interactions are fetched every single time the interaction menu is refreshed (entering the zone for the first time, when looking at something else and looking back, etc.). This means they can be modified mid raid, and are generally just more powerful.
    • API users can no longer disable the extract toggle. Having that option in felt weird and out of scope, so I removed it. If another mod wants to make an extract unavailable, it should do so via requirements or other methods.

    Jehree added a new version:

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    Fixed issue with labs extracts (sewer and the elevators) not allowing exfil zone to be enabled

    • the "Extract" prompt no longer is gray / disabled when the extract has unmet requirements (power, switch, etc.). Now, it will play an error sound and give you a notification pop up indicating what the incomplete requirements are.
    • All car extracts as well as the elevators on Labs do not have a toggleable timer. Once you begin extracting, you cannot stop it. All additional exfil interactions added by other mods using this API will show on the car / the button inside the elevator.
    • Fixed debug prompt not showing up on car extracts.

    Let me know if any other extracts are broken!

    Jehree added a new file:

    Jehree added a new version:

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    Sorry it took so long to update! Should be version agnostic for 3.9.X+

    Jehree added a new version:

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    This version will only work with SPT 3.9.x

    • Update for SPT 3.9.0

    Jehree added a new version:

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    Updated package.json to ~3.8.


    No changes were made to the mod itself for 3.8.3. I have been playing with it without issue.

    Jehree added a new file:

    Jehree added a new version:

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    This version will only work with SPT 3.8.0

    • Allow disabling insurance for keys and gilded key containers
    • Resolve issue that caused magazine presets to not function


    Note: The new insurance options require new entries in the config file, so make sure to overwrite the config file when updating

    Jehree added a new version:

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    This version will only work with SPT 3.8.0

    • Moved new configs to the top of config.json
    • Remove quest key from key list
    • Add missing streets keys
    • Don't output quest keys in missing keys list
    • Refactor a bunch of code, should work with SVM properly now

    Jehree added a new version:

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    This version will only work with SPT 3.8.0


    Update for SPT 3.8.0

    • Add new keys
    • Add functionality that auto-migrates to new layout when updating
    • Add a new finite_keys_list list, enabled via use_finite_keys_list. Thanks @odt1
    • Add a new all_keys_in_secure option, enabled by default. Allows adding the rusted bloody key to secure containers

    Jehree added a new version:

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    Fixed bug that caused error upon raid load when Realism compatibility setting enabled. Thank you <3  monarrez95 for pointing it out and finding the fix!

    Jehree added a new version:

    Jehree added a new version:

    Jehree added a new version:

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    This update adds ammos added with Streets expansion, does a LOT of backend code cleanup, and adds a blacklisted item type feature.


    Any spawn points containing one or more items with parent ids present in the config.json spawnpoint_item_type_blacklist array will be skipped when loose loot is edited. This is to hopefully keep the mod from overwriting spawn points like Customs giving tree, various marked rooms, etc. that can spawn many item types and not JUST ammo.


    If you find any spots that were previously spawning high value loot but now only spawn ammo boxes, please let me know so I can try and blacklist those spawn points.

    Jehree added a new version:

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    I borked the directories on the 1.1.0 update, this fixes that. You may have to delete some mod guts from your user/mods folder... sorry guys :/