Huge thank you to Jiro for making this mod!
This mod is not mine, I have only refactored the code & fixed some of the largest issues!
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Features
- All Headsets, Tactical devices, Sights & Thermal/NVGs now require batteries and have a slot reserved for them. Batteries are drained over time when the item is equipped and in use.
- Without batteries Sights lose their reticle (you can still see through them!) and NVDs & tactical devices won't work.
- Bots have batteries in their gear & backpacks. Lower level enemies generally have more drained batteries.
- Several crafts in the hideout make it possible to recharge & make batteries.
- Device description lets you know which battery type is required, but generally headphones always take AAs, Sights take either AAs or CR2032s, Holographic sights (like EOTECHs) and flashlights take CR123s.
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Replaces Existing items:
D Size Batteries => CR2032 Batteries
Rechargable Batteries => CR123 Batteries
Installation
- Install like normal: Drop the extracted user/ and BepInEx/ folders into your SPT installation folder.
- Refresh Item Icons: After starting the Server, in Launcher click Settings > Clean Temp files.
Compability
BatterySystem conflicts with any mod that modifies D Size Battery or Rechargable Battery.
Any mod that alters hearing (such as a deafening effect) won't probably work well with unpowered headsets. I recommend disabling BatterySystem for headsets in the F12-menu.
Adding compatibility for custom electronics such as collimators:
- Open up order.json in your SPT-AKI/user/mods/order.json
- Add the folder names of your mods that add electronics. Add Jiro-BatterySystem after them:
JSON: order.json
{
"order": [
"CustomSightModFolderName",
"AnotherCustomSightFolderName",
"Jiro-BatterySystem"
]
}
Custom electronics default to using CR2032 batteries.
Written permission from Jiro to publish this updated version:
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