Posts by GhostFenixx


    This is probably something to do with the game itself, as when I have just started SPT some years ago, there's a mod that can change my health values, and for the lulz I set it to 99999. I noticed I never got any ailment.

    Same deal with when I used SVM for the first time, though only set up to 9999 HP, and the same thing happened.

    Most likely.
    I don't think i can mitigate that however, since ailment % chance increase/decrease will affect everyone else as well.
    You may end up causing multiple bleeds to AI just for you to get one for example.
    I guess my only suggestion to not set yourself values over 10x of it's default value? I think if you really want to go terminator - I'd suggest utilizing Dad Gamer Mode instead which has damage reduction in %.
    It's fun thing to know that issue exist ngl.

    Hello, and thank you for your work on the SVM mod!

    I’ve noticed something that might either be a bug or an engine/mod limitation. When I increase the player’s health to a very high value — for example, setting over 1000 HP per body part — I stop receiving any debuffs in-game, such as bleeding, fractures, etc. It’s like the player becomes immune to them.

    However, if I keep the health values close to default or only slightly increase them (2x–3x), the debuffs still work as expected.

    Is this an intentional limitation, or is there perhaps a hidden setting that allows debuffs to still be applied when using high health values?

    Thanks in advance for any clarification!

    First time i hear about it really, never heard a correlation between health amount and ailments either, because mostly those are related to health skill and bullet stats, SVM doesn't touch either of them.

    Hello Sir!! I read somewhere there was an option in the raid settings that is called midcore that lets you keep the initial gear and loose all found in raid items. I cannot find the option but I would really like to have the feature. Has it been removed?

    Mid-core was a thing before but it didn't function as listed and was removed as well.
    No plans for such approach however.


    Hello, I tried to modify my money but it's not saving in-game, whereas everything else is working. How can i fix this ? I'm also getting an "Error 0" when looking up some items on the flea like the golden egg

    I'm not even sure what are you talking about, wdym you tried to modify your 'money'? This is not Profile Editor to get yourself roubles.


    The Scav status will refresh every time, for example, if the moisture level is set to 500 but only 100 after entering the game, how can this be solved?

    Transits are not fixed for SCAV in current SVM release, there was a plan to update it but was scrapped because i switched to work on 4.0. I presume the thing you're talking about is related to it.

    I had "Remove in-raid restriction" turned on as well, even made a new preset profile just in case.

    Even tried with just SVM as the mod, still can't get cases in backpack working either.

    Since i was browsing code i came up with the thought - you probably trying to put an item not on primary cell, like if you tried to put in smaller cells of mechanism or into theta slots, code didn't age well - SVM only supports primary, will be fixed in SPT 4.0 however.

    I'm having an odd issue with the Halloween event. Whenever I get infected I get 20 health regen and can't die. Currently on the newest version. No edits to PMC health/stats.

    Once again, SVM just enables events that exist within SPT, it doesn't alter how they behave, all of this is controlled by SPT.

    Previous versions of SVM used to have a field for % of SCAV to AI PMC conversion. Was that feature removed because the base code changed in the waves? It was a great feature to SVM to complete quests by making the entire raid PMCs or SCAVs. Is that field coming back or just impossible with the changes in 3.11.3 base code to EFT?

    It was a feature made by SPT, it got deprecated on their side and therefore was removed from SVM as well.
    I might try to come up with some kind of substitute to it, maybe will use something similar i did with 'all the raiders' system.

    Hello


    Having a problem with rogues and Goons weapons and armour durability not applying when changing it in Greed. I have tested on scav runs (only with rogues) that they seem to have the normal durability around 50~ or so. Any way to fix this?

    Was reported before but i couldn't reproduce it.

    sorry to bother you Ghost fenixx , you are so great that gave me and my friends very nice experience ! but it seems go into wrong way when i choose to make the halloween zryachiy to get to the map , we cant see him in the dynamic map , i wonder if it is the spt's fault or the mods' ,i have tried to use other function, they all goes well except the pmc health , it also can't really change please answer me if you have time

    Events are all being messed up due to a new update, can't do much about it.

    PMC health should work, it won't take an effect on a newly created profile, reatart the game and you'll see it changed, same with energy/hydration and pockets.

    Everything's close but not exactly.
    First - every type of AI has own set of behavior for each difficulty (Easy,Normal,Hard,Impossible).
    You can check that yourself by looking into SPT_Data\Server\database\bots\types
    Difficulty is not being set randomly with `as online` settings, rather after certain amount of time bots will spawn with higher difficulty. At least used to before they changed wave system, so this info might be outdated.

    PMC is a little bit different in terms of difficulty, since they can inherit the behavior of different AI, most notably - bosses, and that can end up being hard since bosses doesn't have a different (if any) margin between difficulties.

    PMC is only ones that has truly random gear, albeit it's being balanced around your PMC's level, so they rarely have strong combinations early on.
    The rest even tho are also random - follow the variety close to live EFT's bots presets so it's hard to see the distinctive difference.

    I know who made this mod, but I only have 1 mod and it's an SVM, after removing it, my bots return to their previous state.

    I know him as well and i know the code behind it, i don't know why this happens to you.
    If anything Pre-raid settings doesn't even work within 3.11.0/1, which would be my only guess that would affect Amount/Difficulty, even tho those are still controlled from SPT side.

    I only use the SVM mod and for some reason the bots have become much more complex, in the sense that they have started killing with one bullet and it's always "head, jaw". The AI had not touched the complexity configuration before and the problem persisted, after that I lowered the complexity to "easy" and the problem persisted. And I'm not talking about boss, there's a lot of trouble with them.

    The whole problem starts with the wild ones, they are almost always "head, jaw".

    SVM doesn't alter their behavior/mind.

    I turned on the cultist bosses (oni,Harbinger,Ghost) and they turned out to be regular cultist. Is that suppose to happen or am I running into a bug? Also is the Christmas tree still bugged too? if I remember correctly they weren't in the files or something of the like.

    Both were mentioned in comment section - Christmas tree is known SPT bug and will be fixed in next update.
    Speaking of Cultist bosses - they do indeed have just 'Sektant' name, but it is using their respective loadouts and they should count to the quest, other than that - SVM doesn't handle neither names or their loadouts, those are made by SPT, it just adds the boss wave with them.

    Thank you. Big fan of your work. I had complete faith that you would figure it out if someone brought the BTR change to your attention.

    The SPT guys are still looking at a separate problem: Christmas tree is completely removed from the code when not Christmas. So even if SVM turns on Christmas, there's no hideout tree. idk why BSG would do that to their code... SPT guys will hopefully fix it in 3.11.1 patch.

    Yeah, i'm aware, i told it to one of devs as well, whole `area 21` is missing from database.

    SVM 1.11.0 for SPT 3.11 deletes the BTR from spawning on Woods (Both when I activate the BTR tab or leave it off). I have confirmed this by removing the mod and accessing the BTR with no-Mods SPT 3.11.

    Uhhh...Fun fact, i don't have BTR with mod completely disabled.
    Either this is SPT itself or one of my client mods also causing this, i tried to use Dynamic maps to see if i can reproduce it and i couldn't see it either.(on the map that is)
    I'll look for it. very unlikely it's SVM specific however.

    UPD: Mystery solved, BTR is akin to Reserve Train now, it has % to appear + time intervals when it can spawn. Not related to SVM, however i may add new fields to accommodate such change for those who can't live with that change : D