Is there a way to get access to event quests? Like Boss takes hint etc
SVM has no implementations related to event/main quests like that.
Is there a way to get access to event quests? Like Boss takes hint etc
SVM has no implementations related to event/main quests like that.
Is there a way to allow me to sell blacklisted items?
Nope I'm afraid, maybe there is a mod that allows that but I am not aware of it myself.
How does "disable bsg blacklist" for flea market works? Will there be new offers on flea with items from blacklist? Will it allow me to sell items from blacklist?
I still don't have access to flea and profile editor has not full list of items which can be added to stash
It will allow you to buy items of high tier equipment from generated fleamarket offers, it will NOT allow you to sell said items, neither it allow to buy certain items that not intended to be sold by design, like quest or developer items.
Is it possible to auto complete tasks you have accepted? so i dont have to run around and do all of the traders tasks??
https://hub.sp-tarkov.com/files/file/184/
If you just want to solve all the quests - it's easier to do with Profile Editor
i dont know what this means ?? Help please???
Man, this is not even related to svm.
Your server terminal flags special weapons mod by priscilu with an error related to traders assort, I'm not accustomed with this mod to help, contact the original author, if it worked before you installed SVM, include your preset and I'll look what caused it, otherwise - there is not much I can do.
Hi thanks for the amazing work you guys did on this mod.
A question on the bots loadout tab.
If I wanted scavs to have loadouts like PMCs and use any gun or armour would I just copy the values from pmc tab into the scav tab?
Strictly speaking via svm - you can't achieve that.
Speaking in general - you need to copy 'equipment' from the db of one type of AI to another, can't give you full path since I'm on phone right now, but it should be aki_data/db/bots/"type of bot"/base.json
DB file consist of numerous fields from type of visual models and voices to equipment chances and filters of ammunition per gun, because of its complexity - it wasn't implemented in svm
Take a look around
But imo I'd rather use other mods that handle that.
Display MoreHi All,
Thanks for your hard work on all the great community mods.
I worked on a script in python to modify the trader assorts to disable cash trading. Since I really like hardcore, but wanted to use SVM and SPTrealism mods at the same time, and i could not use the other DanW's hardcore mode due to some issues with that one.
So yeah, im not a modder but i wanted to put this somewhere online for people who might be helped by it. Unfortunately reddit doesnt want anyone posting anything related SP for some reason, so i thought maybe here is a good enough place for people to find it when they search on google.
Maybe katto might find it useful if they wanna include that feature later on. I know their mod is mostly geared towards making the game more casual and just tweaking configs but i would love to see integration of the standard hardcore options too.
Not trying to hijack but just share my work and suggestions.
CodeDisplay Moreimport json import os.path #dim the file name for quick editing #you have to specify the file path for each trader and run the script seperately for each one. #I just right click the assort json file and make a shortcut, then copy that path. # After the first one, just copy the folder name filename = 'C:\\Users\\example\\example\\traders\\id#\\assort.json' #open the file, only opens but does not load any data 'r' for read mode file = open(filename, 'r+') #load the data into a new variable called data data = json.load(file) dataorig = data.copy() #close the file, the data remains in the data variable file.close() #find all entries in the assort json that are barters for cash and delete those entries # data structure: file-> barter_scheme -> 'id#' -> key-value pair with the count "count" and item id "_tpl" # basically, for every entry with a key value pair that has currency id as the "_tpl", we need to remove those entries rouble = "5449016a4bdc2d6f028b456f" euro = "569668774bdc2da2298b4568" usd = "5696686a4bdc2da3298b456a" print('data is ' + str(type(data))) barter_scheme = data.get("barter_scheme", []) llitems = data.get("loyal_level_items", []) itemlist = data.get("items", []) barter_scheme_copy = barter_scheme.copy() llitems_copy = llitems.copy() itemlist_copy = itemlist.copy() print('barter_scheme is ' + str(type(barter_scheme)) + ": " + str(len(barter_scheme)) + " items") print(barter_scheme) print('llitems is ' + str(type(llitems)) + ": " + str(len(llitems)) + " items") print(barter_scheme) print('items is ' + str(type(itemlist)) + ": " + str(len(itemlist)) + " items") print(barter_scheme) print('\n\n') #this is crazy. So, the data from the file includes items, barter_schemes, and loyal level items #barter schemes contains an id for each barter scheme, which is a 1d list that includes a 1d list with the dict inside #the dict inside is what contains the key-values to define what the qty and item id that will be accepted is #so we have to access each entry as the barter_scheme[key][0][0].get(whatever key-value we wanna change) #test '63d385bfb3eba6c95d0ef3d6' keys = [] item = 0 for key in barter_scheme_copy.keys(): keys.append(key) for key in keys: item = 0 if barter_scheme[key][0][0].get("_tpl") == (usd): del(barter_scheme[key]) del(llitems[key]) while item < len(itemlist): if itemlist[item]['_id'] == key: del (itemlist[item]) item = item - 1 item = item + 1 elif barter_scheme[key][0][0].get("_tpl") == (rouble): del(barter_scheme[key]) del (llitems[key]) while item < len(itemlist): if itemlist[item]['_id'] == key: del (itemlist[item]) item = item - 1 item = item + 1 elif barter_scheme[key][0][0].get("_tpl") == (euro): del (barter_scheme[key]) del (llitems[key]) while item < len(itemlist): if itemlist[item]['_id'] == key: del (itemlist[item]) item = item - 1 item = item + 1 print('barter_scheme is ' + str(type(barter_scheme)) + ": " + str(len(barter_scheme)) + " items") print(barter_scheme) print('llitems is ' + str(type(llitems)) + ": " + str(len(llitems)) + " items") print(barter_scheme) print('items is ' + str(type(itemlist)) + ": " + str(len(itemlist)) + " items") print(barter_scheme) #open the file again, but in write mode and dump the data into the file, then close file = open(filename, 'w') json.dump(data, file, indent=4) if not os.path.isfile(filename + "_copy.json"): file2 = open(filename + "_copy.json", 'w') json.dump(dataorig, file2, indent=4) else: print("backup not created, there was already a file there or error occurred") file.close()
Man you went such a hard way to pull this off, idk where to even start from.
First: There is dedicated SPT reddit channel - https://www.reddit.com/r/SPTarkov/
Second: Katto doesn't have any development relation to SVM, he's only a publisher.
Third: since you know Python, might as well check how mods in AKI works, you could've just create a simple 3 cycle func to just clear the trades off the server load, with no need to override the files, this way you could always revert the changes without using backup files.
I've wrote it up real quick, sorting ain't perfect but it works.
const DB = container.resolve("DatabaseServer").getTables();
const traders = DB.traders;
for (let CurTrader in traders)
{
if (CurTrader !== "ragfair" && CurTrader !== "638f541a29ffd1183d187f57" && CurTrader !== "579dc571d53a0658a154fbec") //avoid ragfair, peacekeeper and fence
{
for(let assortment in traders[CurTrader].assort.barter_scheme)
{
if( traders[CurTrader].assort.barter_scheme[assortment][0][0]._tpl == "5449016a4bdc2d6f028b456f")
//That's for roubles, add more currency if needed
{
for(let DeletElem in traders[CurTrader].assort.items)
{
if(traders[CurTrader].assort.items[DeletElem]._id == assortment )
{
traders[CurTrader].assort.items.splice(DeletElem,1) //splice instead of delete is important - you can't have blank space in array or it will cause exception with ragfair generation
break;//generally inefficient way of search, break makes it less painful since we know there's only 1 element possible.
}
}
for(let DeletLoyal in traders[CurTrader].loyal_level_items)
{
if(traders[CurTrader].assort.loyal_level_items.DeletLoyal == assortment )
{
delete traders[CurTrader].assort.loyal_level_items.DeletLoyal
break;
}
}
delete traders[CurTrader].assort.barter_scheme[assortment] //delete is fine here though
}
}
}
}
You can insert that straight into traders section in SVM if you ignore first 2 lines, otherwise you can check quick tutorials (or search for blank mod presets) to just insert that and it will work.
(Might as well add this thing inside experimental, since I wrote it anyway)
The only thing I've missed is more currency (i made a comment about it) and catcher of trades that has roubles as not a first requested item (aka if there is an item and only then roubles - it won't be caught on) because there is no barter like that
gotta say one of the best ui modifier. No need to crawl thru all the server files to modify stats.
a bit of a safety check btw. When you add something to manual field like in the flea market blacklist, can you add a checker for that. something like it will make sure everything is listed as "item", "item", "item" - to make it check for quotas and commas are correctly placed or left out.
Also - a note would be in order for the case space manager. If you add columns to your pockets, or exceed 15x25 container size, it will be over-sized for your inventory screen.
I might need to add a function inside app to check for that indeed, sadly I can't do that on server side hence it would throw wrong syntax error BEFORE it loads my mod.Speaking of container size - I was asked to increase this since IIRC the `container size` is not bound to your resolution, therefore if you have bigger screen - you can see more cells at once.
Ah, pockets, well, you can scroll those vertically, it's not intended to be abused too much horizontally...So...User discretion is advised
Tried uninstalling Realism Mod and this mod. Redownload and put the downloaded ZIP files directly into the correct folder and the mod menu opens and lets me change things but upon loading the server it says its in the wrong folder it needs to be in the Bepinex under plugins folder so when I launch the game none of the values I created work.
I can't really say about current state of realism, but SVM should be in mods folder only.
Check for nested folder.
You won't see any SVM settings via plugin menu [F12], you use 3rd app inside mod folder called GFVE for that.
Does this mod not work with other mods? Just downloaded SPT and this mod with the Realism Mod and neither mod works. This mod will pop up after launching the server that the file is in the wrong folder to move it to a different folder, then when I move it to the folder the server launcher says, the mod does nothing still. So I close game and mod menu, try to launch the mod menu and it says it's in the wrong folder. So it's either the server launcher is saying it's in the wrong folder and it's not or the mod is moved to the right folder and the mod thinks it's in the wrong folder. Never played with mods on any games before so it's weird I tried putting the files in both folders and neither option worked.
Realism generally doesn't go well with SVM since both changing a lot of in game values - if you really need to change something via SVM while having Realism you should have SVM loaded into the game first, loading order is in alphabetical of mod folder names.
Be aware that Realism will override certain values that mod works on.
Other than that - read commend above if you installed those correctly to begin with.
Display MoreHey, sorry, I typed a lot of shit and none of it made sense.
I can't for sure determine if it's 100% related to the mod or not - What I'm trying to say is that raiders are in fact spawning, but they spawn while I'm looking at them or in the same room as them, instead of just spawning somewhere out of sight in the bunker and patrolling.
It happened several times, I pull the power, a raider spawns in the bunker control room, right in front / next to me.
Edit: Unrelated, but just tested this out a little further. I went into a raid, both as PMC and scav, whenever there's raiders around I can constantly hear them say "Scav over there" (regardless of me being PMC or scav), and I'm getting instantly nailed as soon as I leave cover, they actively seek me out.
PS: Sorry if this has nothing to do with the mod, I wasn't sure where to post it.
PSS: Thanks for the swift reply and help!
Yeah no, my mod doesn't alter their spawn locations and behavior, although they are intended to spawn very near you, that's how they made by bsg design.
Hey there!
I noticed I was getting no raiders in Reserve especially when I pulled the lever for any sort of power (bunker/depot doors), so I decided to enable the bots menu on SVM and cranked the spawn chance up to 70. I pulled the lever and one raider spawned, I killed it, and while looting, I kept seeing raiders spawn in the corridor and a total of 6 raiders spawned. Could this be some sort of bug or is it intentional?
Not really sure what exact thing you call a bug here.
There is default chance of 35% for 2 to 3 Raiders to spawn, then there is another roll for another 2-3 raiders with 25%.
Those values can also be multiplied by bot amount setting in pre-raid menu, yet it's hard for me to tell what are those exact values.
SVM alters both default values to what you've set, that's why the spawn chance override menu marked orange + raiders fields are highlighted.
Reserve by default has 4 waves of Raiders AI, 2 of them related to Train zone, other 2 to command zone, their chance are 35, 40, 35, 25.
You can see the values and what's causing them yourself in:
Aki_Data\Server\database\locations\rezervbase\base.json
I have the same problem
its happening when i check the "loot CheckBox Eneble"
Comment section, my respond to WoBra.
not sure what this error is trying to point me to
Read comments, that's what you get for pioneering 3.5.4
I can't get the "load last loaded preset on launch" option to work on the top bar "options" drop down.
Every time I open the value editor I have to manually select my preset and that option goes back to being unchecked even though I checked it the last time I opened the editor.
Check the option, then load the preset, should work.
Does anyone know if they are working on making this available for 3.5.3?
It is available for 3.5.3
To be clearer - there is no changes between 3.5.1 - 3.5.3 that would affect SVM at any way.
Most mods aren't affected by those if you care to look for AKI changelogs.
Display MoreHi,
thx for the reply.
I got your Point.
A option to Add, lets say +15 to every standard raid time, as a single Option.
Would still have the problem that every map has to be edited from you script in the back?
So probably also inconvenient
It's not the problem of the back-end, but rather making even more clutter in the front-end.
Adding +Time as a separate option for each location is doable, I'll look into it
Display MoreHi,
first of all, I love your Mod and it is one of my Mandatory installs.
Now My Questions:
Raid Options
is it possible to change the "Extended Raids" time, to a editable custom value?
I would like to have a little bit more Time, but still have the the Time pressure.
Bots
I also Use "zFin-AITweaks" Mod.
But i want a slightly Higher Boss chance.
Right now i have a Mod Load Order where SVM starts bevor FAIT, and it seems to have no Problem.
Is it possible make the Boss/Raider/Cultist to be enabled without the Requirements of enabling the Bots in general?
Custom time for every map is obviously doable, it's just the question of rationale - to have one button to just not care about time and 10 different fields to adjust timer for each map - it's just inconvenient.
Someday I'll implement it, but not looking for it right now.
Speaking of FAIT, I'm not accustomed how he handles AI, you can always enable any section in SVM if FAIT is loading after, since SVM won't cause the issues with FAIT this way.
Hello is anyone having same issue as me, i ain't got any scav snipers? I change pmc to scav snipers chance but instead of scav snipers i have a PMC on customs roof. On Woods or interchange doesn't change a thing.
I think you misunderstood the converter AI.
It turns SCAVs, Snipers SCAVs or Raiders into PMC on selected percentage when AI unit is about to generate, not vice versa.
Furthermore there is no Snipers SCAVs in Interchange.
i think something is wrong with the download link. i tried to download and when i unzipped into the user/mods, there was no GFVE folder or anything at all but a notepad file. anyone know wtf i might be doing wrong?
Sounds like you went big brain and tried to open 7z archive with a notepad before and it has it by default now.
Download 7zip> https://www.7-zip.org/ > Install it> Right click on the file you got from Gdrive > Open with > 7 Zip File Manager
Alternatively, it should show in Right click menu - 7Zip > Open archive, or unpack right away, up to you.