Posts by MusicManiac
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MusicManiac added a new file:
QuoteMade this small thing in preparation for my 3.8.0 no flea market playthrough to save me from despair of getting quest keys.
- Affects jackets, duffle bags and dead scavs, doesn't touch other containers.
- Only non-special jackets affected. There are a few quest jackets that are not touched.
- Bumps up weight of keys and adds missing keys and keycards to loot tables (configurable)
- Changes amount of items spawned in them (configurable)
- Changes jacket container size to 3x3 (configurable)
- Makes all keys slightly cheaper to compensate for increased spawn chances (configurable)
Check config file for details
Another 10/10 QOL Key mod: Gilded Key Storage
If you wanna be true homie or say thanks for time I've spent modding the game, feel free to send me a coffee on kofi
I effectively stopped playing SPT in favor of PvE since I can play with friends there (and no I don't care about coop SPT mods).
I will be keeping this mod up-to-date as best as I can, however I do not follow SPT dev cycle anymore so might take some time for updates since I literally miss new SPT releases. My 3.9.X and 3.10.X updates were put up literally because someone tipped me on ko-fi and it send email to me so I was like "oh, new SPT version is up"Do not repost updates of my mods without reaching me first on SPT discord.
- Affects jackets, duffle bags and dead scavs, doesn't touch other containers.
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MusicManiac added a new version:
FileErika 2.2.0Some typo fixes
Added quests for 5.7x28mm vanilla ammo (somehow missed it)
Added 3 Addons: quests to include Extra Ammo For Everyone or D.U.D.S. or ShAK-12 Kit ammo in quests. Addons are suggested to be ran with Modded Ammo Balancing Patch (MABP)
Dependencies are included
Installation:
1) put all folders **EXCEPT** [ADDON] folders into your user/mods folder.
2) if you use any of the addon mods, drag content of each of them into user/mods/MusicManiac-MusicManiacsAdvancedQuestLoader folder (each of…QuoteSome typo fixes
Added quests for 5.7x28mm vanilla ammo (somehow missed it)
Added 3 Addons: quests to include [Extra Ammo For Everyone](Extra Ammo For Everyone) or [D.U.D.S.](D.U.D.S.) or [ShAK-12 Kit](ShAK-12 Kit) ammo in quests.
Dependencies are included
Installation:
1) put all folders **EXCEPT** [ADDON] folders into your user/mods folder.
2) if you use any of the addon mods, drag content of each of them into user/mods/MusicManiac-MusicManiacsAdvancedQuestLoader folder (each of them have database folder inside, it's supposed to go into user/mods/MusicManiac-MusicManiacsAdvancedQuestLoader)
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MusicManiac added a new file:
QuoteRegarding SPT 3.9.X or higher
If you're a user:
I do not plan on actively playing SPT 3.9.X or higher, therefore I do not plan on updating my less-used mods.If you're a modder:
Do not reupload my old mods, thank you. If you want to fix compatibility, please ping @MusicManiac on SPT discord and I can add you to authors so you can update the mod if it requires an update.This is a patch mod. If you don't use any mods that add new ammo, this will not do anything. If you run other mod (than listed) that adds ammo, you'll have to add config for it.
Are you Extra Ammo For Everyone or D.U.D.S. or ShAK-12 Kit enjoyer? Are you sad how accessible good ammo with those mods? Not happy with just throwing money at traders to easily buy ammo with 69 pen? Me neither.
This mod (everything is configurable and regarding modded ammo):- Adjusts ammo prices to be more reasonable (no more buying 60 pen ammo for 600 rub)
- Removes high-tier ammo from traders
- Adjust ammo prices in traders
- Adds modded ammo to spawn pools
- Bans high-tier ammo from flea
Default config removes a lot of high-tier modded ammo from traders. I recommend
this to be ran with Erika to eventually get access to it. (or just scavenge for it since it can now spawn in loot)
hub.sp-tarkov.com/attachment/7448/
Installation is simple af, just drop the folders into your mods folder.
Config should be readable.
Code
Display More"lyconoxps12sabotid": { "CanRequireOnRagfair": false, "CanSellOnRagfair": false, "RemoveFromTraders": [ "58330581ace78e27b8b10cee" ], "handbookPrice": 2500, "fleaPrice": 4000, "spawnRelativeProbability" : { "5cadf6eeae921500134b2799" : 0.7 } }
The only thing I will explain is what spawnRelativeProbability means. In here you provide id of BASE GAME ammo that modded ammo you want to have shared spawn probability with. Means that base game ammo spawn chance will get split a bit and now will spawn either vanilla ammo or modded ammo.
Each field is optional, look through config to notice that different ammos have different fields.
Then mod does following:
- Combines all config entries to see total weigh of modded ammos that use same base id as spawn template
- Example: modAmmo1 and modAmmo2 have same "5cadf6eeae921500134b2799" relative probability parent
- modAmmo1 has relative 0.6, modAmmo2 has relative 1.2
- Calculates new relative probability for all ammos with same relative probability parent
- base ammo = 1, modAmmo1 = 0.6, modAmmo = 1.2, sum is 2.8
- New relative probability for new ammos would be base ammo = 1/sum = 0.35, modAmmo1 = 0.6/2.8 = 0.21, modAmmo2 = 0.42
- Which means that wherever parent ammo would spawn now instead of it there's 35% that it spawn original ammo, 21% that it spawns modAmmo1 and 42% that it spawns modAmmo2.
- Since spawn pool becomes a little bit more diluted I also increase spawn chance by 10% of original value.
- So if before spawn point had 12 weight to spawn original ammo (12 from whole loot pool of for example 450 weight), it doesn't become 12*0.35=4.2 original, 12*0.21=2.52 modAmmo1 and 12*0.42=5.04 modAmmo2. It adds flat 12*0.1=1.2 to weight
- Finds spawn points of original ammo and splits it into multiple parts with 1 part being original and others being new ammo.
Q: Do I have to run Extra Ammo For Everyone and D.U.D.S. and ShAK-12 Kit at same time?
A: No. even though mod comes with pre-packed config for all 3, you can run 1 or 2 or 3 of them. If you don't run any then there's no point in using this mod.Q: I run <some other mod that adds ammo> can I make it work with this?
A: Yes, look through config on how to add ammos. Make sure this loads after ANY mod that adds ammo.Q: Can it work to adjust spawn chance of vanilla ammo without adding new ammo to spawn pools?
A: I'm not sure but you are welcome to try.
Q: How do I know if I installed the mod correctly?
A: It says in console when loading server.
Big thanks to RainbowPC and his Lots of Loot as I directly took their function that digs inside map-specific loot tables. Made my life much easier by saving me a good hour of figuring out how to dig through them. Rest of the code is by me.
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MusicManiac added a new version:
QuoteSome typo fixes
Maybe fixed a bug along the way, idk
Reduced boss kills requirement in all quests by half, was a bit too high.
Dependencies are included
Installation: put folders into your user/mods folder.
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MusicManiac added a new version:
QuoteMore debug shenanigans, no functional changes
Dependencies are included
Installation: put folders into your user/mods folder.
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MusicManiac added a new version:
FileNegative Effects Chance 1.3.0Removed OG meldonin and OG Obdolbos, now they can be found in Stims Galore
Skill limits array now has all skills in it.
Added innate support for Stims Galore
Download zMusicManiac-NegativeEffectsChance.rar and extract it into /user/mods.
Delete old version of the mod if you had it.QuoteRemoved OG meldonin and OG Obdolbos, now they can be found in Stims Galore
Skill limits array now has all skills in it.
Added innate support for Stims Galore
Download zMusicManiac-NegativeEffectsChance.rar and extract it into /user/mods.
Delete old version of the mod if you had it.
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MusicManiac added a new file:
QuoteThis has content. This can be used as dependency.
Welcome to Consumables Galore. Easy way to add stims and foods into your games. Even you can create a stim/food/drink now! And Stims Galore has following functions:
- Newly created items are properly added to flea
- (Optional) Added to trader of your choosing
- (Optional) Added to all quests that require similar stims to be found/turned in
- (Optional) You can even make crafts for them.
- (Optional) Added to spawnpoints so they can spawn on maps
- All items are on on-need basis. Don't want items to be in the game? Just delete it's file.
Comes prepacked with
- Old Meldonin (called "Meldonin v13.5 Injector")
- Old Odbolbos (called "Obdolbos v13 Injector")
- Elephant, a stim that combines Mule + SR3D-E.H.E.T.S. (which allows you to have your carry weight be boosted to big boy values, since you can't stack carry weight multipliers in base game so you gotta combine 2 stims into one to benefit from carry weight modifiers from both)
- Couple of stims from More Stim Injectors
- Adrenaline+, Propital+, and SJ6+ injector
- Another like 4 stims and 4 pills
- Couple of drinks and foods.
Installation is very simple, just drop the folder into your user/mods category.
Config is done on per-item basis. Each item is a json file located in items folder. In there you can edit a whole lot of things. If you need help figuring the config, just check next tab.
If you don't like the item, just delete the item file from items folder. Make sure that you don't have them in your inventory/stashMod loads all items that it finds in items folder. 1 item per file.
USE PROVIDED ITEMS AS REFERENCE POINTS FOR YOUR OWN ITEMS
If you come up with cool items, comment with your item file and I maybe can add it.
Now towards json itself, lets have a look at prepackaged Elephant stim:Code: Elephant.json
Display More{ "cloneOrigin": "5ed51652f6c34d2cc26336a1", "id": "683288cde5644e24a54ccd03", "fleaPrice": 190000, "handBookPrice": 200000, "includeInSameQuestsAsOrigin": true, "addSpawnsInSamePlacesAsOrigin": true, "spawnWeightComparedToOrigin": 0.5, "Buffs": [ ... }
"cloneOrigin" - the base game item that we gonna use as baseline for our stim. This means we'll use it's model, animation, sound, properties, etc. To find id you wanna use, use https://db.sp-tarkov.com/search/ . You're interested in "_id" which can be found at very top.
"id" - id of our new items. Gotta be unique, and use MongoIDs
"fleaPrice" - flea price of our item. Accepted values: "asOriginal", value between 0-10, value above 10. "asOriginal" uses same flea price as stim we copying from. Useful for variations of existing drugs (check Meldonin v13.5 or Obdolbos v.13 files), value between 0 and 10 is treated as multiplier. So if you set it to 1.6 price will be 1.6 times of original price. Anything above 10 is treated as flat value in roubles.
"handBookPrice" - absolutely same system.
"includeInSameQuestsAsOrigin" - if set to true, this adds new item to all quests where you need to find/hand in as our original is. For example, if you make new item that's based on vanilla one but with better/worse/slightly different effects you can set it so quests that require original also accept this stim."addSpawnsInSamePlacesAsOrigin" - adds stim into same spawn locations as origin item.
spawnWeightComparedToOrigin - weight multiplier relative to original item spawn weight. <1 means your item is more rare. >1 means your item is more common.
Code: Elephant.json - continuation
Display More"Buffs": [ { "BuffType": "StaminaRate", "Chance": 1, "Delay": 1, "Duration": 1800, "Value": 0.5, "AbsoluteValue": true, "SkillName": "" }, { "BuffType": "SkillRate", "Chance": 1, "Delay": 1, "Duration": 1800, "Value": 10, "AbsoluteValue": true, "SkillName": "Endurance" }, ... ],
"Buffs": - very simple, it's an array of buffs/debuffs that your item gives. To find a reference, go to Aki_Data/Server/database/globals.json and ctrl+f for "Buffs": { it will get you to the very top of list of buffs used by game, including stims. Just browse that. Buffs in item json must be in same format as Buffs in globals. Use provided items as reference point.
Code: Elephant.json - continuation
Display More"locales": { "en": { "name": "Elephant Injector", "shortName": "Elephant", "description": "A crazy mix of M.U.L.E. stimulant injector and SR3D-E.H.E.T.S. Injector, which effectively combines effects of 2 stims together." } }, "trader": { "traderId": "54cb57776803fa99248b456e", "loyaltyReq": 4, "price": 195000, "amountForSale": 10 },
"locales" - understandable.
"trader" - (OPTIONAL) here you can add 1 trader that will sell your stim. In all provided files traderId is therapist. If you wanna use someone else - gotta provide their id. Rest of fields are self-explaining.
Code: Elephant.json - continuation
Display More"craft": { "_id": "68328f662e75163b48102359", "areaType": 7, "requirements": [ { "areaType": 7, "requiredLevel": 3, "type": "Area" }, { "templateId": "5ed51652f6c34d2cc26336a1", "count": 1, "isFunctional": false, "isEncoded": false, "type": "Item" }, { "templateId": "ehets_stim", "count": 1, "isFunctional": false, "isEncoded": false, "type": "Item" }, { "templateId": "5d1b3a5d86f774252167ba22", "count": 2, "isFunctional": false, "isEncoded": false, "type": "Item" } ], "productionTime": 10400, "needFuelForAllProductionTime": false, "locked": false, "endProduct": "683288cde5644e24a54ccd03", "continuous": false, "count": 1, "productionLimitCount": 0, "isEncoded": false }
"craft": - (OPTIONAL) this is where you can add 1 craft recipe for your new item. Take a note that id must be unique, area type 7 is medstation. In requirement you can put what is required for craft. Area level, items, tools. "templateId" is items consumed. "endProduct" must be your item id. Rest is self-explanatory. You can browse base game crafts in Aki_Data/Server/database/hideout/production.json.
Use https://db.sp-tarkov.com/search/ for ID finding.
Adrenaline Plus has some extra stuff to look at.Code: AdrenalinePlus.json
Display More"MaxResource": 2, "BackgroundColor": "red", "effects_health": { "Energy": { "value": -10 } }, "effects_damage": { "Contusion": { "delay": 0, "duration": 110, "fadeOut": 20 }, "Pain": { "delay": 0, "duration": 30, "fadeOut": 20 } },
The effects_health and effects_damage are there for ppl also to use, check https://db.sp-tarkov.com/search/ for different stims to see what they do.
Wanna add stims/food/drinks to your mod but don't wanna bother with figuring it out or just want to save coding time? Use this as dependency. When shipping your mod, just include in it empty folder MusicManiac-ConsumablesGalore/items/ with your items inside and link to this as dependency.
Big thanks to RainbowPC and his Lots of Loot as I directly took their function that digs inside loot tables. Made my life much easier by saving me a good hour of figuring out how to dig through them.
Another thanks to papershredder432 and his More Stim Injectors as I took some stims from there.Also thanks to Riisn for providing a good amount of 15 items for the mod
If you wanna be true homie or say thanks for time I've spent modding the game, feel free to send me a coffee on kofi -
MusicManiac added a new version:
QuoteAdditional debug option,
More errors handling (now warns if array that's not supposed to be empty is empty)
Dependencies are included
Installation: put folders into your user/mods folder.
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MusicManiac added a new version:
QuoteJust dependencies update, no changes whatsoever.
Dependencies are included
Installation: delete old loader (MusicManiac-MusicManiacsCustomQuestLoader), then put folders into your user/mods folder.
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MusicManiac added a new version:
QuoteCode refracture, no functional changes
Also mod name change due to request.
Dependencies are included
Installation: put folders into your user/mods folder. Delete old version of the loader
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MusicManiac added a new version:
QuoteCode refracture, no functional changes
Also mod name change due to request.
Dependencies are included
Installation: put folders into your user/mods folder. Delete old version of the loader
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MusicManiac added a new version:
QuoteRemoved NGV task requirement to get kills on labs
Extended NVG time requirement to from 22:00-06:00 to 21:00-06:00
Fixed stim prices.
Dependencies update
Probably fixed something else along the way.
Dependencies are included
Installation: put folders into your user/mods folder.
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MusicManiac added a new version:
QuoteRemoved debug console spam.
No changes in functional part of the loader.
Dependencies are included
Installation: put folders into your user/mods folder.
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MusicManiac added a new version:
QuoteRemoved debug console spam.
No changes in functional part of the loader.
Dependencies are included
Installation: put folders into your user/mods folder.
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MusicManiac added a new file:
QuoteRegarding SPT 3.9.X or higher
If you're a user:
I do not plan on actively playing SPT 3.9.X or higher, therefore I do not plan on updating my less-used mods.If you're a modder:
Do not reupload my old mods, thank you. If you want to fix compatibility, please ping @MusicManiac on SPT discord and I can add you to authors so you can update the mod if it requires an update.50round mag for 9x39mm
If someone wanna make custom bundle for it hit me up, currently it's cloned from existing item.
Can be bought of flea or mechanic LL2.Recommended to be ran with Two Slot Extended Mags
Drum mag can be found here: Tron's The Little Drummer Boy (Fixed)To use good pistol grips for VAL:andre1337's Expansion PackIf you wanna be true homie or say thanks for time I've spent modding the game, feel free to send me a coffee on kofi
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MusicManiac added a new version:
QuoteAdded goons and zryachi to list of bosses that can count of kill bosses quests
Added quest for stims
All dependencies are included
Installation: put folders into your user/mods folder. Preferably delete old version of MusicManiac-Erika folder.