Can't spot any error in neither of logs that could be related to saving the profile.
I'll look into it later.
Posts by GhostFenixx
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The biggest thing you overlook is to drop an actual error of the server, you could also link your preset instead on screenshots so I could enable it myself and replicate the experience.
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Got this error after installing 3.2.1
I was warned it "wasn't compatible" by the server, but the error says something else is going on.Have you tried to read that red text?
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If SVM loaded first - should be no problem.
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Why do you people ask in multiple places, I already responded, - 1, this is multiplier, if you multiply by 1 - nothing happens.
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Did SVM add a "instant reload and unload cartridges in magazines" kind of thing in the 3.2 update.
Twice now, after I've done a fresh install of SPT 3.2 (for other reasons not because of this issue or SVM), and then installed SVM when I played I had instant mag loading and unloading on a brand new character with zero mag drills skill.
Might it be a setting I've used in my preset?
ADDIT: I just realized that on the "Stash and Item" tab the "Round Load/Unload Time: was at zero. That was the cause of it. I guess at some point that toggle got bumped *shrug* What is default value "1?"
The "rounds load/unload speed" default is 0, meaning no buff/nerf.
Positive numbers (like 15 or 35) equals a buff or increase in reload speed, where as a negative one (such as -10) would be a nerf or decrease in speed. If it's instantaneous, it's either a bug or another mod. MuchNeeded has an "Instant Mag Packing In-Raid" feature.
Do you have that mod installed?I see you both haven't read the versions description or changelog.
The default is 1. hence the multiplier of 1 doesn't do anything. -
I might be missing something obvious, but does anyone know what this setting does?
Totally nothing, a placeholder for future work.
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My game also crashed with one of the preinstalled presets. When i made my own, the game would not crash anymore.
Unrelated, and I don't think current presets could cause such issue, but i can say for sure it is possible on previous versions, like 1.4.9
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I just installed SVM for the first time. To verify everything would work I just used the included preset and hit apply. I had a few other mods installed at first and when I started the server it would crash. I removed all other mods other than SVM to eliminate conflicts and I am now getting this error on server start.
CodeModLoader: loading mods... Mod ServerValueModifier1.5.4 is missing package.json Invalid mod (ServerValueModifier1.5.4) encountered Server: executing startup callbacks...
I do see a package.json file inside the main folder for SVM.
Any assistance would be appreciated.
Nested folder, you have unpacked mod wrong, Feel free to read FAQ.
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Hmm, no clue how that happened, IIRC by default it should be either 16 or 24 hours without SVM.
And insurance values works via hours.
Be advised it won't affect insurance time if you didn't have SVM in time of dying. but it WILL work on future ones (At least should)
And no, you need to apply once, close the application and you may forget for it unless you need to do changes, then you can load a preset or start from scratch. -
I can only recommend throwing all mods off and try again.
If it happens with mods, look into mods, if not, well, wait for another respond clarifying such issue, although most cases like that is bad installation or windows writing permissions, or some huge user issue. -
I use mod that alters spawn behavior but I don't think it's the problem, that's what I hear.
SVM doesn't change any behavior related to AI spawns, only the values that exist in game already.
You can disable bots and raid section and try to run the game again if you think it's exactly svm that does it.
For sanity check I can only recommend loading SVM first, and then Lua's mod, the mod load order is on alphabetical order of mods folders.
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Well, as expected - User issue, or better say Modders Issue.
So in short: For all modders who might encounter this - transfer all Response/Controller/Routes away from PostDBLoad.
Even though it would still work - it causes really weird bugs.
List of bugs that's 100% being caused by it:
1. Most Barters will cost 1P2. Prices will not be sorted right, making USD/EUR/RUB to be calculated equally.
3. Finalised Prices will not be calculated properly on buying gear via preset modding if you have something that has price in USD.List of Not fully tested prohibited calls in PostDBLoad:
StaticRouterModService = container.resolve("StaticRouterModService");
DynamicRouterModService = container.resolve("DynamicRouterModService")BotController = container.resolve("BotController");
InraidController = container.resolve("InraidController");At least this is the one I had to move away.
You can't put them into preload (maybe not obvious for everyone) so you'll have to havepostAkiLoadMod()for such tasks like rerouting server calls or editing profile.
EDIT 14:00 GMT+2: To preakiLoad()
Maybe it's just my bad code, but i didn't manage to run postAkiLoad even a logger, instead i went to pre aki with defining Controllers inside routes, because if you try to resolve a controller in pre aki - it will throw an error.
As of final words: SVM is fixed, won't happen in 1.5.3
Feel free to close the thread. -
ah, I thought it was written `reinstalled`, my bad.
In that case i'd try these.
1) I try a new profile, maybe the set IDs for suits is that is set doesn't exist
2) Be sure you're not playing with VPN/Proxy active, they may stagger server performance even though it's localhost.
Since it's loading issue - maybe it can't resolve the request to load it.
It would also hinder performance with selling buying items, so if you also have that - it may help.
3) Missing models, it can't load your character because it's missing game assets, in that case - reinstall. -
What about without mods?
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I think the issue is linked to the SVM mod on the insurance modifier if we put the multiplier price too low the game can't calculate the final price
If it is - then it's AKI issue, since the values I alter is stored in their config. (Yes, i do run from responsibilities <3)
Other than that - there was a person having a same issue without SVM so I don't think it's the exact case. -
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Ok, I narrowed it down
When you callconst DynamicRouterModService = container.resolve("DynamicRouterModService");
in postDBLoad(container) - it does cause the issue above.
3 possible outcomes.
1) I need to switch all functions that is related to that variable into PreAki load or PostAki load (If applicable and possible - if not, look at point 3)2) I need to be called skill issue that I used postDB inappropriately and move back to PostAki(Or pre Aki) load like it was in 3.0.0 (before PostDBLoad was made) (to clarify, 1st outcome is only function, and 2nd is whole block)
3) This is an actual bug and should be fixed, like no way just resolving something like that should break EFTs sorting system, idk.
Be advised, I haven't checked every single resolve variable in SVM, i just stumbled into this one and went straight reporting it.
So in the end - i'll wait till someone confirm that is a bug or skill issue before i'll start doing any changes. -
I might need someone from devs to actually test all of this.
With all changes disabled (Aka SVM default preset) It still makes flea finicky.
If everything is disabled, only variables filling happening in SVM.So i may assume IF it's SVM error - it would be hidden here.(And i threw thic pic here because i don't see one)
I'll try to make a blank mod that will use postDBLoad() and see how it will behave. -