Possibly corrupt profile. You can try to backup current profile somewhere and attempt to create a new profile instead. If it will work with new profile - that means you have to check consistency of old one (maybe some invalid characters somewhere)
Posts by Andrudis
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**988 version in not supported by R7, did you run a downgrader before installing SPT-AKI?
Downgrader: https://drive.google.com/file/…h31_0ozvwqaUFCtRbp0m/view
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Andrudis added a new file:
QuoteInstall:
1. Unzip and copy Andrudis-QoL-Configurator\ folder in user/mods/
2. Change options in \Andrudis-QoL-Configurator\src\*_config.json files to your liking (default values will not change anything for compatibility with other mods)
### Collaboration with other mods:
See "Collaboration configuration" section below for details
### Mod Information - main_config.json
* RemoveTraderLoyaltyForUpgrades - all upgrades in Hideout that require specific lvl of standing with Trader now require only lvl 1 standing.
* EnableNakedEdition - if set to 'true' new "Naked and Dangerous" edition will be added in launcher to Wipe options. Using this edition you start absolutely naked with only Alpha container
* RemoveExaminedByDefault - remove ExaminedByDefault flag from all items. In conjunction with EnableNakedEdition you start with absolutely no items examined
* ExpandRandomStackLimits - when enabled, ammo can spawn using full stack range. E.g.: 9x19 mm Green Tracer stacks at 50 max, but random stack in loot containers spawn in range between 15 and 40. With this option enabled all stackable items spawn in range between 1 and MAX_STACK_SIZE except money, which stack in range between 1 and MAX_STACK_SIZE/200
* RemoveInRaidLootingRestrictions - when enabled, armbands and melee of AI PMCs will become lootable.
* RemoveInRaidCarryRestrictions - remove restrictions on how many specific items you can carry in you PMC inventory
* ItemsLootExperienceMultiplier - change XP you get from looting items
* ItemsExamineExperienceMultiplier - change XP you get from examining items
* ItemsExamineTimeMultiplier - change how much time you spend during item examination (0 - instant, for hardcore 3-5 recommended)
* PlayerLeftRaidMultiplier - change end-raid XP on Disconnect
* PlayerMiaMultiplier - change end-raid XP on MIA (raid time runs out while you are still in raid)
* PlayerSurvivedRaidMultiplier - change end-raid XP on Survived extract
* PlayerRunThroughMultiplier - change end-raid XP on RunThrough extract (less than 10 minutes in raid, no kills)
* PlayerKilledMultiplier - change end-raid XP in case you died in raid
* TimeBeforeDeployLocal - changes countdown time in seconds for GET READY screen after map assets are loaded, set to 0 to remove delay completely
* NumberOfUsagesForUnlimitedKeys - leave at 0 to keep keys as is. Increasing this number will add limit to usages for all keys and keycards that did not have limit before.
* BoughtItemsCountedAsFiR - changes whether bought items from trader will not be FiR or not. Valid values:
null = Default value, will do nothing for compatibility with other mods
true = override settings to explicitly enable FiR for items bought from traders
false = override settings to explicitly disable FiR for items bought from traders
* AllowLootOverlay - when set to 'true' will enable multiple overlaping items to spawn on the same spot. Does nothing otherwise for compatibility with other mods.
* GlobalLootChanceModifier - sets global Loot Chance Modifier to set value if different from 0.23. If equal to 0.23 (default) does nothing for compatibility with other mods.
* LocationsLootChanceModifier - sets maps' Loot Chance Modifier to set value if different from 0.8. If equal to 0.8 (default) does nothing for compatibility with other mods.
* GrinchStoleChristmas - when enabled, spawn Roubles instead of decorations in containers.
* EnableChristmas - when enabled, activates Christmas event
* EnableHalloween - when enabled, activates Halloween event
* ForceAllLooseLootSpawn - when enabled, all loose loot of all maps will always spawn (may be affected by max number of loose loot allowed)
* LootContainerSpawnLootChance - does nothing at default (50), otherwise change % chance to spawn loot in container
* MinRelativeChance - increase relative spawn change of all items below value to be equal to that value. Vanilla values are between 1 and 5000, but can be set higher. At 5000 or higher all items have equal spawn change.
* AdjustItemsSpawnInContainers - when enabled, imports custom loot spawn configs from 'loot_spawn_configs' folder, See "Adjust Items Spawn Configuration" section of README for details.
### Mod Information - bots_config.json
* UsecChance - set to value between 0 and 100 to change chance PMC will be USEC. BEAR chance will be (100-UsecChance)%
* SameFactionIsHostileChance - set to value between 0 and 100 to change chance PMCs of same faction are hostile
* MaxPMCLootTotalRoubles - default SPT-AKI value is 150000, leave 'null' to keep that
* ShowBotTypeInNickname - if enabled, bot role will be added to the end of NPC Nickname
* MaxBackpackLootTotalRub - enter value in Roubles for max PMC loot worth on backpacks. Default value is 'null' which will leave default SPT-AKI value '150'000' unchanged
* MaxPocketLootTotalRub - enter value in Roubles for max PMC loot worth on pockets. Default value is 'null' which will leave default SPT-AKI value '50'000' unchanged
* MaxVestLootTotalRub - enter value in Roubles for max PMC loot worth on chest rigs (vests). Default value is 'null' which will leave default SPT-AKI value '50'000' unchanged
* OverridePMCCartridgeBlacklist - when set to 'true', overrides ammo restrictions for PMC. Does nothing if set to 'false'
* PMCCartridgeBlacklist - contains list of ammo restricted for AI PMC. used when 'OverridePMCCartridgeBlacklist' is set to 'true'
### Mod Information - bots_durability.config
* EnableDurabilityOverride - when set to 'true', overrides bot's armor and weapon durability configuration with values from 'Durability' section
* Durability - holds configuration for bot's armor and weapon durability, does nothing if 'EnableDurabilityOverride' is not enabled.
### Mod Information - trader_config.json
* OverrideTradersDiscounts - enable to set % of item's base cost traders will substract when buying items from you. Disabled by default.
* TradersDiscounts - set discount for each trader. This setting is ignored if "OverrideTradersDiscounts" is not se to 'true'
### Mod Information - quests_helpers_config.json
* ChangeUsecToAnyPmc - when enabled, "Punisher - Part 6" and "Friend from the West - Part 1" quest will accept any PMS's dogtags/kill instead of USEC ones
* ChangeBearToAnyPmc - when enabled, "Punisher - Part 6" quest will accept any PMS's dogtags instead of BEAR ones
* GrenadierCounter" - change to any positive value except 12 to change how many PMCs you have to kill with grenades for "Grenadier" quest. Change to 0 or negative value to insta-complete quest. (credits go to Lone_Simon for initial implementation of insta-complete version)
* TheStylishOneCounter - change to any positive value except 100 to change how many time you have to kill Killa for "The Stylish One" quest. Change to 0 or negative value to insta-complete quest. (credits go to Lone_Simon for initial implementation of insta-complete version)
* AShooterBornInHeavenCounter" - change to any positive value except 100 to change required distance for "A Shooter Born In Heaven" quest. Change to 0 or negative value to insta-complete quest.
(All credits go to kikirio and Lone_Simon for initial implementation, I've just added insta-complete option and support for condition's texts in all locales and not just EN locale )
* "HunterCounter" - change to any positive value except 25 to change how many times you have to kill Shturman. Change to 0 or negative value to insta-complete quest.
* ForceMarkedOphthalmoscopeSpawn - when enabled, force "Marked Ophthalmoscope" for quest "Colleagues - Part 2" spawn with 100% chance
### Mod Information - quests_helpers_config.json
* ChangeInsuranceAvailability - change for which maps insurance will be available or ignored.
### Mod Information - maps_config.json
* ExtendRaidTime - enable for changes in RaidTimeByMapInMinutes to take effect
* RaidTimeByMapInMinutes - define raid time in minutes per map. Does nothing if ExtendRaidTime is not enabled
* DisabledForScav - change scav raids availability for maps
* RestrictMapsByPlayerLevel - then enabled, maps will become locked by player level accorting to 'MapsRestrictionsByLevel' settings (special thanks to @Shirito#4361 and @Wind Le T-Rex#1487 ​for idea and initial implementation)
* MapsRestrictionsByLevel - set for each map min player level to access this map. Does nothing if 'RestrictMapsByPlayerLevel' is not enabled
### Mod Information - weapon_maintenance_config.json
Note: all setting in this section only affect weapons
* MaxDurability - sets max durability for all weapons (NOTE: weapons will always show 100%, does not affect weapons already in inventory)
* DurabilityBurnRatio - multiplier for weapon durability burn each shot. Set to 0 to disable durability degradation
* DurabilitySpawnMin - set min durability % for Scavs weapons
* DurabilitySpawnMax - set max durability % for Scavs weapons
* MinRepairDegradation - set min weapon durability degradation during repair
* MaxRepairDegradation - set max weapon durability degradation during repair
* BaseMalfunctionChance - set base malfunction chance for weapons (for most weapons default is 0.13-0.17)
* AllowMisfire - change to enable/disable Misfire malfunction for all weapons
* AllowJam - change to enable/disable Jam malfunction for all weapons
* AllowFeed - change to enable/disable Feed malfunction for all weapons
* AllowSlide - change to enable/disable Slide malfunction for all weapons
* AllowOverheat - change to enable/disable Overheat malfunction for all weapons
* HeatFactorGun - affects head buildup, most guns have values between 0.85 and 1.05
* CoolFactorGun - affects head dispersion, most guns have values between 0.75 and 5.76
* CoolFactorGunMods - affects head dispersion, most guns have values between 0.9 and 1.5
* HeatFactorByShot - affects head buildup, most guns have values between 1.2 and 11.7
### EXPERIMENTAL:
* HeapPreAllocationEnabled - 'false' do nothing, 'true' - may have positive effect, but needs confirmation
* OverrideRamCleanerSettings - 'false' do nothing, 'true' - may have positive effect, but needs confirmation
* RamCleanerEnabled - 'false' do nothing, 'true' - may have positive effect, but needs confirmation
* DisableReleaseProfiler - 'false' do nothing, 'true' - may have positive effect, but needs confirmation
* EnableNewSpawnForMaps - in theory should enable new bots spawn algorithm as in Live, but looks like not supported for now. Leaving it here just in case
###Collaboration configuration - collaboration_config.json
[WARNING]: Temporary DISABLED as KMC mods are not yet updated for 2.2.0 and even when they will be updated - wait for QoL Configurator update!
See '\scr\collaboration_config.json' where you can enable/disable collaboration with other supported mods:
* KMC_Gear - when enabled, adds gears from mod to loot containers loot pool according to configuration in '\src\collaboration\KMC_Gear\kmc_gear.json'.
* KMC_Weapons - when enabled, adds mods and ammo from mod to loot containers loot pool according to configuration in '\src\collaboration\KMC_Weapons\kmc_mods_and_ammo.json'.
Note: Collaboration options should be disabled if target mod is not installed or removed!
### Adjust Items Spawn Configuration
Only works in "AdjustItemsSpawnInContainers" is set to 'true' in main config file.
There are multiple items (barrels, foregrips, ammo, ironsights etc.) which are not added to loot containers spawn tables and so never spawn inside any containers.
In folder \src\loot_spawn_configs\ - there are a number of files with configurations to add missing item spawns to loot containers.
You are free to remove, edit or add your own spawn configurations as you like - just put them in 'loot_spawn_configs' folder.
Should be compatible with other mods that add new items to the game as long as they are loaded before this mod - you can create your own config files for those items and add them to loot pool of containers you want
Each file starts with 'AdjustAlreadyExistingItems' param
* AdjustAlreadyExistingItems - if set to 'true' will override spawn chances for existing items, default is 'false' which will only add items that do not yet exists in containers' loot tables and ignore already existing ones. This setting has affect only for one specific configuration file - each file is handled separately.
* ItemsSpawnConfigs - contains list of items to be added/edited for containers' loot tables
Each record consists of the following fields:
* Name - for your reference and log only, does not have any effect
* UID - EFT '_id' value for item you want to edit. Use 'items.json' or 'https://items.sp-tarkov.com/' for reference. If item with this UID does not exist - whole record will just be ignored
* EnableSpawnChanceAdjustment - change to any value except 'true' to disable this record without deleting it.
* RelativeSpawnChance - set relative spawn chance. EFT values usually go between 1 and 5000, but can be set higher. Higher value gives more chances to spawn this item.
* SpawnInAnyContainer - if set to 'true' item will be added to loot table of each available container in the game
* MimicItemSpawn - enter another item's '_id' to spawn your item in the same containers where mimicked item can be spawned. NOTE: this setting is ignored if your item already has at least 1 spawn container defined, i.e. only works for items that has no spawns defined yet at all.
* IntendedContainers - coma-separated list if container IDs in which you want to spawn this item. See 'container IDs.txt' for full list
Note: if item can already spawn in a given container, second spawn will not be added - instead existing spawn chance will be altered
### Roadmap
You can track progress and plans for my mods here: Roadmap
I can neither provide any ETA nor promise 100% of backlog will be implemented, but tasks that got into TODO list at least will be attempted,
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Andrudis added a new file:
QuoteInstall:
1. Unzip and copy Andrudis-QuestManiac folder in user/mods/
2. Change config options to your liking (\Andrudis-QuestManiac\src\config.json)
3. Delete unwanted bundles from \Andrudis-QuestManiac\db\QuestBundles\ or replace with alternatives from Andrudis-QuestManiac\_AlternativeBundles\
!!! IMPORTANT !!! Normally all new traders will start with blank inventory and all assortment is intended to be unlocked with corresponding quests. If you want all trades to be available from the start - check config options.
### Core Quest Bundles - 4553 quests total
* Ammo Proficiency (283) - [requires "Weapon Proficiency" bundle] Chains of quests to unlock barter/purchase trades for each ammunition type (except grenades) and better magazines. Introduction quest is started by Warden, and 5.45x39 chain will become available right after introduction quest. Rest of chains will become available once you unlock barters for weapons of that caliber in "Weapon Proficiency" bundle.
* Boss Follower Hunt (10) - Chain of quests to kill each boss follower 1, 3, 5, 7, 9, 12, 15, 20, 50, 100 anywhere. Chain is started by Khokhol
* Boss Hunt (10) - Chain of quests to kill each boss 1, 2, 3, 4, 5, 7, 9, 12, 20, 50 anywhere. Chain is started by Khokhol
* Cultists Hunt (10) - Chain of quests to kill any 1, 2, 5, 10, 15, 20, 27, 35, 50, 75 Cultists anywhere. Chain is started by Khokhol
* Deep Pockets (70) - Chains of complex quests to unlock barter/purchase trades for Chest Rigs. All Quests are started by Elder.
* Deep Pockets Legend (274) - Chains of quests to kill specific target while wearing specific gear. Each quest in chain target only 1 type of enemies and 1 gear piece.
* Errand Boy (920) - bundle with 4 chains of quests to handover specific items on request. All chains are started by Fence on behalf of his customers. Each chain additionally rewards 1 container (ranged from Grenade Case to THICC Item Case) when each 25% of quests in chain are completed.
* Headless PMC (70) - Chains of quests to headshot 1, 2, 5, 10, 15, 20, 33, 50, 100, 200 PMCs in each location. Each chain is started by Trader of that location. Round N quests will become available only after all round N-2 quests are completed (except for Labs)
* Headless Raider (10) - Chains of quests to headshot 1, 2, 3, 4, 5, 7, 9, 12, 20, 50 Raiders. Chain is started by Lab Rat.
* Headless Rogue (10) - Chain of quests to headshot 1, 2, 3, 4, 5, 7, 9, 12, 20, 50 Rogues (ex-USECs). Chain started by Fence. Quests are NOT limited to Lighthouse in cause you have mods to spawn Rogues on other maps.
* Headless Scav (60) - Chains of quests to headshot 1, 5, 10, 20, 35, 50, 75, 100, 250, 500 Scavs in each location. Each chain is started by Trader of that location. Round N quests will become available only after all round N-2 quests are completed (except for Labs)
* Iron Head (62) - Chains of complex quests to unlock barter/purchase trades for Helmets. All Quests are started by Khokhol.
* Iron Head Legend (229) - Chains of quests to kill specific target while wearing specific gear. Each quest in chain target only 1 type of enemies and 1 gear piece.
* Juggernaut (50) - Chains of complex quests to unlock barter/purchase trades for Armor. All Quests are started by Warden.
* Juggernaut Legend (200) - Chains of quests to kill specific target while wearing specific gear. Each quest in chain target only 1 type of enemies and have multiple conditions for several different gear pieces.
* Keys Proficiency (27) - Chain of quests started by Fence and continued by local Map Traders to find keys and unlock rewards
* Meds Proficiency (40) - Chains of complex quests to unlock barter/purchase trades for meds. All Quests are started by Warden
* PMC Hunt (70) - Chains of quests to kill 1, 5, 10, 20, 35, 50, 75, 100, 250, 500 PMCs in each location. Each chain is started by Trader of that location. Round N quests will become available only after all round N-2 quests are completed (except for Labs)
* Raider Hunt (10) - Chain of quests to kill 1, 3, 5, 7, 9, 12, 15, 20, 50, 100 Raiders in The Labs. Chain is started by Lab Rat
* Rogue Hunt (10) - Chain of quests to kill 1, 3, 5, 7, 9, 12, 15, 20, 50, 100 Rogues (ex-USECs). Chain started by Fence. Quests are NOT limited to Lighthouse in cause you have mods to spawn Rogues on other maps.
* Scav Hunt (60) - Chains of quests to kill 1, 10, 25, 50, 75, 100, 150, 200, 500, 1000 Scavs in each location. Each chain is started by Trader of that location. Round N quests will become available only after all round N-2 quests are completed (except for Labs)
* Sniper Life (90) - 4 quest chains to kill(headshot) a Scav(PMC) from the distance with min distance requirement increasing by 10m with each next quest in chain. All chains are started by Fence.
* Stims Proficiency (16) - Chains of complex quests to unlock barter/purchase trades for Stims. All Quests are started by LabRat
* Survivalist (40) - Chains of 5 quests for each location started by location Trader (+free of location chain started by Fence). You now has to be at least lvl 5 to start these quests. First 3 quests require to just survive 2,5 10 times, no fail conditions. Next 2 quests in chain require to survive 5,10 raids and exit with 'Survived' status, otherwise you'll have to restart (NOTE: 'Run Through' status neither fail nor advance those quests)
* Tarkov Mule (40) - Chains of complex quests to unlock barter/purchase trades for Backpacks. All Quests are started by Bashkir.
* Ultrasound (16) - Chains of complex quests to unlock barter/purchase trades for Headphones. All Quests are started by Lab Rat.
* Ultrasound Legend (72) - Chains of quests to kill specific target while wearing specific gear. Each quest in chain target only 1 type of enemies. Each quests chain will become available when Ultrasound Trade quest for corresponding headset is completed.
* Weapon Proficiency (92) - Chain of complex quests for weapons mastery. Elder = Shotguns, LabRat = Handguns, Colonel = Assault Rifles, Khokhol = SMGs, Bashkir = Marksman Rifles. Each category is split in 4 Tiers: Rookie, Seasoned, Veteran, Elite. Complete Barter quest for each weapon type and category to unlock Proficiency quests for weapons in that category.
* Weapon Mastery (1702) - Series of quests started by Fence and location traders for eliminations with specific weapons. Each chain is started by Fence.
### Special bundles - 334quests total
* Barter Only (334) - quests that can be enabled by separate config param. They will require to complete barter for item as handover quest before that barter will become available permanently
### Alternative bundles - 931quests total
* Gunsmith Assistant (16) - Assistant quests for Gunsmith series. Turn In non-FiR set of items required to build gun for corresponding Gunsmith quest. All quests available from the start. Fails if corresponding Gunsmith quest is completed earlier, but gives the same rewards. Recommended if you play WITHOUT Flea Market or even with BarterOnly.
* Gunsmith Assistant Lite (16) - Same as "Gunsmith Assistant" bundle, but quests do not auto-fail if corresponding Mechanic's quest is completed.
* Gunsmith Assistant Strict (16) - Same as "Gunsmith Assistant" bundle, but quests are available in chain one after another.
* Gunsmith Assistant Strict Lite (16) - Same as "Gunsmith Assistant" bundle, but quests are available in chain one after another AND quests do not auto-fail if corresponding Mechanic's quest is completed.
* Hideout Assistant (48) - Assistant quests for Hideout upgrades started by Elder. Turn In non-FiR set of items required to upgrade each workstation. All quests start at once. Completing quests will get all handed items back to use for Hideout upgrades. No trader loyalty requirements included in conditions. See alternative bundles.
* Hideout Assistant Lite (48) - similar to Hideout Assistant, but trader loyalty requirements are included as completion conditions.
* Hideout Assistant Strict (48) - no trader loyalty requirements and you see only few quests for which all pre-requisite quests are completed. I.e. you will not see Generator 3 until you have completed Generator 1, Generator 2 and quests for all other stations required before Generator 3. If you commit to complete quests of this bundle before building corresponding station, than you will see only quests for stations that can be constructed/updated next.
* Hideout Assistant Strict Lite (48) - same as Hideout Assistant Lite but with trader loyalty requirements in place.
* Killboard (1) - alternative bundle with 1 quests started by Fence to track number of kill for each enemy type made during gameplay. Kills made before activation of this quest are not counted. This quest is not intended to be completed ever and does not provide any reward.
* Killboard By Weapons (5) - alternative bundle with 5 quests (1 for each weapon category) to track number of kill for each emeny type made during gameplay with gund from specific weapons category. Kills made before activation of this quest are not counted. This quest is not intended to be completed ever and does not provide any reward.
* "Ammo Proficiency Barter" (142) and "Ammo Proficiency Trade" (141) - contain only Barter or Trade quests correspondingly from "Ammo Proficiency".
* "Deep Pockets Barter"(35) and "Deep Pockets Trade"(35) - contain only Barter or Trade quests correspondingly from "Deep Pockets".
* "Iron Head Barter"(31) and "Iron Head Trade"(31) - contain only Barter or Trade quests correspondingly from "Iron Head".
* "Juggernaut Barter"(25) and "Juggernaut Trade"(25) - contain only Barter or Trade quests correspondingly from "Juggernaut".
* "Meds Proficiency Barter"(20) and "Meds Proficiency Trade"(20) - contain only Barter or Trade quests correspondingly from "Meds Proficiency".
* "Stims Proficiency Barter"(1) and "Stims Proficiency Trade"(15) - contain only Barter or Trade quests correspondingly from "Stims Proficiency".
* "Tarkov Mule Barter"(20) and "Tarkov Mule Trade"(20) - contain only Barter or Trade quests correspondingly from "Tarkov Mule".
* "Ultrasound Barter"(8) and "Ultrasound Trade"(8) - contain only Barter or Trade quests correspondingly from "Ultrasound".
* "Weapon Proficiency Barter"(20) and "Weapon Proficiency Trade"(72) - contain only Barter or Trade quests correspondingly from "Weapon Proficiency".
NOTE: "### Trade" and "### Barter" bundles can be used together, but will lack internal dependencies between Barter and Trade quests present in original full bundles
WARNING: do not use "### Trade" or "### Barter" bundles along with original full bundle. You will have to wipe if you switch from Barter/Trade bundles to original full bundle or back!
### Legacy bundles - 811 quests total
* Gear Mastery (99) - series of quests started by Peacekeeper, Mechanic, Ragman, Jaeger to do series of eliminations with specific gear. This is alternative version for ###Legend quests, still can be used alongside with new version, but basically do the same.
* Honor Skills (280) - Quest chains for progression with each skill at levels 5, 10, 15, 20, 25, 30, 35, 40, 45, 50. Grouped by skill category per trader: Khokhol - Physical, Elder - Mental, Warden - Combat, Bashkir - Practical
* Skills Guru (16) - 4 Chans of 4 quests each from Fence for mastering all skills grouped by skill category
* Weapon Expert (416) - Chain of quests to kill 1, 3, 6, 9, 12, 15, 20, 25 Scavs with weapons from each Weapons Group. Chain is started by Colonel
### Added 6 new traders:
* Warden - Lighthouse, specializes in Armor, Meds.
* Elder - Private Sector, specializes in Shotguns, Chest Rigs
* Сolonel - Reserve Base, specializes in Assault Rifles, Reserve Base quests
* Bashkir - Shoreline, specializes in Marksman Rifles, Backpacks, Shoreline quests
* Khokhol - Suburbs, specializes in SMGs, Cultists and Bosses, Helmets
* Lab Rat - The Lab, specializes in Handguns, Stims, Headphones, The Lab quests
### Mod options
* AllQuestsAvailableFromStart - FOR DEBUG! Make all mod's quests available from the start, leave 'false' unless you know what you are doing. Does not affect vanilla quests.
* AllTradesAvailableFromStart - when enabled, will remove quest completion requirements for all trades added by this mod (does not affect vanilla quests and trades).
* EnableJaegerFromStart - Jaeger will be unlocked without Introduction quest. Introduction quest will still be available to complete, just not required for unlock.
* ProgressionOverhaul - when enabled, changes XP progression up to lvl 100 and locks flea Market till lvl 50. Will also change Fence inventory size to 3 items per refresh. This can be overridden with new "FenceInventorySize" settings to whatever value you like. Read "Recommended configuration" for best use.
WARNING: some mods like 'Ereshkigal-TerragroupSpecialist' may override XP progression. If you use such mods, make sure only one of them overhaul XP progression.
* FenceInventorySize - changes number of items Fence sells per refresh. Default is 'null' which will not change anything. Valid values are between 0 and 200. If set to integer value - will also override changes made by "ProgressionOverhaul".
* EnableBarterOnly - when enabled, will override all vanilla trader's assortment and remove all money trades leaving only barter trades.
WARNING: will conflict with any other mod that overrides vanilla trader's assorts.
* EnableBarterOnlyQuests - when enabled, will lock barters for Vanilla traders behind quests which will literally require you to complete first barter trade for each item as quest before that item will be unlocked for good.
NOTE: EnableBarterOnlyQuests - does nothing if EnableBarterOnly is not enabled.
* ShouldAddGammaContainer - Enable to Add Gamma secure container as reward for one of the quests
* QuestIdForGammaContainer - UID of quest which will get Gamma secure container as additional reward. Default is "Wet Job Part 4"
* RemoveAllMapsRestrictions - when enabled, remove map restriction from all mod's quests enabling them to be completed in any location. Does not affect vanilla quests
* RemoveAllGearRestrictions - when enabled, remove gear restriction from all mod's quests enabling them to be completed with any gear equipped. Does not affect vanilla quests
* ReplaceKillCounterForRaidersWithPMCs - If set to 'true' will count PMCs instead of Raiders for all conditions that require Raiders kills. Quest description, name and counter will still list Raiders.
* TraderAvatars - select which avatars to use for mod's traders. Valid values between 0 and 4, any other value is counted as 0. Old avatars from Beta have id = 1. You can preview all avatars at "<mod folder>\res\traders\". DO NOT FORGET to clear cache after each change at: %LOCALAPPDATA%\Temp\Battlestate Games\EscapeFromTarkov\files\trader\avatar
### Localizations Supported:
* English
* German (special thanks to Khadafi)
* Japanese (special thanks to @higashi_35)
* Russian
* French (special thanks to @BarThi_Game)
For all other locales English version will be used instead.
Note: Folder '\Locales\' is now added to root of mod and that folder contains templates for each possible localization. If anyone wants to add another localization - translate values in corresponding locale .json (skip technical placeholders in angle brackets <LIKE_THIS>) and send this .json to me by attaching to comment or via private message - I'll merge and release updated version of the mod.
### Recommended configuration
Best (intended) experience in conjunction with other mods and settings:
0) Andrudis-QuestManiac:
0.a) "ProgressionOverhaul" : true - expand XP ladder to lvl 100 and locks FM at lvl 50. Goal is to reach lvl 100 by gaining XP only through completing quests.
0.b) "EnableBarterOnly" : true - remove money trades from vanilla traders assorts
1) Andrudis-QoL-Configurator:
1.a) "EnableNakedEdition" : true - start with nothing at all
1.b) "RemoveExaminedByDefault" : true - start with no already examined items
1.c) "ItemsExamineExperienceMultiplyer" : 0 - no XP for items examination
1.d) "ItemsLootExperienceMultiplyer" : 0 - no XP for looting
1.e) "PlayerMiaMultiplyer" : 0 - remove XP from MIA raids
1.f) "PlayerSurvivedRaidMultiplyer" : 0 - remove XP from Survived raids
1.g) "PlayerRunThroughMultiplyer" : 0 - remove XP from Run Through raids
1.h) "PlayerKilledMultiplyer" : 0 - remove XP raids when killed
1.i) "AdjustItemsSpawnInContainers" : true - add to loot container pools all barrels, handguards, ammo, etc. items missing from loot pool in vanilla EFT
2) Any bots AI overhaul mod - get difficulty as high as you enjoy
3) Any mod to adjust loot spawn to your liking
### Known issues:
Issue:
Infinite loading circle after completing/accepting any quest forcing you to restart after each ACCEPT/COMPLETE action with quests.
Possible cause:
This is a know BSG issue that happens in Live also: https://forum.escapefromtarkov…o-restart-my-game/page/2/ It is caused by one of active Started quests being in invalid state. Supposedly this may occur when you have 2 or more quests getting completed at the same time, for example if you are trying to complete quests "Colleagues - Part 1", "Anesthesia" and "Rigged game" during the same raid it may (not 100% guarantied) bug out one of these quests. Obviously, the more quests you have, the more likely you may encounter this issue.
Workaround:
You need to edit your profile, go to "characters"->"pmc"->"Quests" and delete records for quests where "status": "Started" - that unfortunately will cause you to lose some progress on these quests, but should resolve this issue. Leave quests with other statuses as is, especially where "status": "Success". Be sure to backup your profile before editing!
### Roadmap
You can track progress and plans for my mods here: https://trello.com/b/12O0q28P/andrudis-aki-mods-roadmap
I can neither provide any ETA nor promise 100% of backlog will be implemented, but tasks that got into ToDo list at least will be attempted,