Posts by Agent772

    Thats a bunch of things added by 3.9 that I didnt expect. I will take a look at this when I have time. It will at least be fixed for 3.10.

    The blacklist wont generate barters for trades that include blacklisted items. But from the looks of that, I will have to make a list of blacklisted items that can't be added as trades. Thanks.

    EDIT: just checked the code. The blacklist should work. looking into it further

    I did some more digging with the dogtag problem and it doesn't seam like its a problem witht he id but more how the mod creates barters with them.
    All predefined barters include a min level for the dogtag.
    The Output of your mod and the code i digged into suggest that doesn't happen when the mod creates barters with dogtags.


    I'll have a look if i can fix that and make a PR when i suceeded.

    BTW, thanks for the awsome mod :)

    so im having an issue wear i cant change clothing after i put on the clothing from painter, i cant switch back to ragman or anything else.

    Got the same problem with Artem and Painter, sounds more like a Tarkov / SPT problem.
    I can work around it with right clicking an item not bought from the same trader as the one i bought and want to equip. After that you can equip the bought one with a right click again.

    Does anyone know how does serverconfig work? What is "progression"?

    "EnableProgression": true,

    controlls the Skill Progression Reward System. (The system that sends you a rewards for each skill level up you get)

    I modified skill progress multiplier and leveling effeciency using SVM. But I earn every skill point from level 1 to 51, I didn't change the skill level directly. No profile editor.


    New clue: the speed value changes to 0.7% after I get any firstaid skill point, then 1.4% 2.1% (value of level 1/2/3), like it was treated me as level 0 and upgraded to level 1 2 3 etc. Looks like the skill level won't sync.. :/

    interresting, i had a similar expirience with the mag drills skill (not related to skill extended) and i use easy skill option as a client mod now where i set the leveling speed and i dont encounter any strange behaviors anymore now. Maybe give it a try.

    I don't think so..
    I tried power on and off, same result. My firstaid speed buff changed from 50% to 0.7% after I used CMS kit or other firstaid kit once. It was fast at first, then slow as I'ma level 1 guy...

    Did you use the Profile Editor to set the Skill level to Max or a mod? This could be a good hint on where to look.

    I am using latest version of SkillsExtended, when I was in my hideout, the number of my first aid speed is 50 which is normal, but once I'm in raid(solorun), they go into random number. I've seen 0.7, 1.4 and 2.4. It seems won't go normal after the extraction. And it actually change the speed of using meds to 0.7....

    Does the air filter or so maybe impact that boost? Did you turn your power on/off in the hideout?

    Ah interesting, so it sounds like for one, you switched off of ALP. The other thing you did was increase the number of spawns for for PMCs?

    Only because i wanted more PMC.
    Just to ensure i worded that correctly:
    I understood that boss spawn compete with pmc spawn for bot slots and not with scavs.

    Yes i switched from alp to realism or apbs (i like apbs more as i dont want to hit max tier bots with lv 40 and it hast more tiers then realism)

    And for the other i ensured that the max number of bots in the swag config is:

    donuts scenarion: max pmc + max svac + bosses i want on the map (shoreline as example: 1 sanitar, 3 goons, 5 bloodhounds so +9) and i even set that higher.



    here are my configs:


    i left out the boss spawn chances but they are all around 50%.

    Had some additional learning by now. It seams there can be a problem where Boss, Raider or rouges compete with pmcs for the spawn get their spawn slot.

    I switched from Alp to apbs and that inproved Raider and rouge spawn for me.

    In Addition I edidet the Donuts scenario config for the config I use and increased the numbers like I want. Afterwards I increased the bot Limits in the swag config way above that (i think it's around 35, for me per map. I also spawn 12 pmc and 15 scavs. I like busy raids)

    Found the issue, you're targeting the wrong blacklist. I have made it more obvious in the next update. As for anyone who runs into the issue, here's the config you want to adjust.


    Thank you works awsome now :)

    First of all, thank for your mods, Currently using your extended skills mods, but didnt find an answer to my issue,
    Is there any way to increase the difficulty of lockpicking minigame or is it hardcoded
    ?
    Is there any way to remove some craft in the hideout
    , the Flipper zero one for example (Hardcoded in dll ?)

    Thanks for your time

    You can increase the dificulty by decreasing the value of


    "SWEET_SPOT_RANGE": 7, // Angle in degrees that will allow movement of the cylinder

    "SWEET_SPOT_RANGE_PER_LEVEL": 0.005, // Bonus per level in percent to the sweet spot angle to allow movement of the cylinder



    in the SkillsExtenden (ServerMod) config: SkillsConfig.json5


    (Theoreticly there are the crafting reciepes located too, but i would't touch them)

    PS: here is the link to the code snipet that generates the sweet spot angle: https://github.com/CJ-SPT/Skills-Extended/blob/master/Plugin/LockPicking/LpLockPicking.cs#L356

    Does anyone have a clue what the "Flipper Zero" does?

    There seems to be 0 documentation on what that is or even that this mod adds it.

    This is mentioned in the lockpicking skill description. When you hit lv 25 with it you can use the flipper zero to open "keycard" doors

    ok i got the info it is disabled currently

    Unfortunately, this didn't work for me.

    But quick question, do you know what the "TotalBossesPerMap" setting in the bossConfig does?

    Also, I've read the pinned comment about boss problems in the original mod, and I'll try those solutions when I can.

    It limits how many boses can spawn on a map. - 1 Is game default and everything else is the Limit.

    As far as I cunderstand, when you set it to 1 and sanitar spawns, goons or bloodhounds cant spawn anymore. (as an example)

    I could use some help on how to configure that awsome looking mod.
    I wanted to use it but a bunch of barters for items you cant optain like alle the arena crates.
    I tried adding them to the

    "tradeItemBlacklist":


    in the config file, but thos barters are still generated.

    Did i missunderstand how that config should work? I Understand that it wont override them but it should prevent the creation of barters for that item correct?

    I also got barters for dogtags and i cant exchange them (i got like every variant in my stash)

    Thanks in advance


    Add it to the config. take the door id from the message, and place it where sandbox_high is (if it doesnt exist add it) and give it a level.

    Im no longer working on mods for the time being so you're kind of on your own.

    Alrighty, sounds good. I'm happy to take a crack at it from my side, I just needed to know it was accessible from the user-end.

    I hope you're doing alright and that the sabbatical from modding is helping you have an easier time of life.

    Edit: Gave it a go, but ultimately couldn't get it working. All of the config files look like they use plain-name (i.e. Ground Zero instead of Sandbox) for their organization, which makes me think it's being parsed somewhere else in the mod that I can't find or don't have access to.
    Alas, I'll just have to get the keys like a normal person.

    i took a look and i think i found the source.
    the map Sandbox_high doesnt get added to LocationDoorIdLevels Dictonary.

    This should be fixed with adding the row:
    {"Sandbox_high", Plugin.SkillData.LockPicking.DoorPickLevels.GroundZero},

    to private static readonly Dictionary<string, Dictionary<string, int>> LocationDoorIdLevels = new()


    in the file:

    Skills Extended/LockPicking/LpHelpers.cs



    I have 0 knowledge on how to rebuild that .dll and couldn't get it done to test this solution.

    Maybe someone else does, or i'll find the time to learn that :)