I think "Removes backpack restriction" doesn't work. It's already tagged on, and I can't put restricted cases in the backpack.
Cases CAN be put in backpack, the thing that blocks you is in-raid restrictions.
I think "Removes backpack restriction" doesn't work. It's already tagged on, and I can't put restricted cases in the backpack.
Cases CAN be put in backpack, the thing that blocks you is in-raid restrictions.
我的電腦遇到了這個問題,能解決嗎?
號
Ask Volcano in oddba, I'm not speaking Chinese.
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.
Weekly quests are broken in 3.11.2 and 3.11.3 with SVM. Modifying them makes the quest unable to be accepted.
Interesting, will look into it.
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.
Display MoreI could be wrong if Ghost wants to correct me...
But my understanding is there are 5 bot difficulty settings. The 4 controllable settings and then Special behaviors for special dudes (I have tested the Goons on Shoreline and they aggro at least 300m if they have LOS and pursue 800-1000m before they turn back).
Each bot can independently roll, which influences their danger combined with what they randomly roll as gear. If you get a bot that rolls a Hardest w/ a full auto w/ good ammo, you are gonna die if they aggro you first. That's just Tarkov.
A pro streamer watched me play on Discord and gave me the same advice I will give you: If you set the difficulty so low that your death to extract ratio is below 30%, where's the enjoyment?
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.
I don't know if I screwed up or there is an issue with the mod, but under the PMC tab I can't get the health values to carry over to in game. I haven't had an issue before with past versions, so I don't know if I did something wrong.
Probably a new profile, restart the game.
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
GhostFenixx added a new version:
QuoteDisplay More1.11.1 For SPT 3.11
Added:
Ref in traders section
Remove FIR requirements for materials in Hideout
Behold, smallest update in history, even hotfixes usually had more lines, i like the amount of `1` in version numbers though, almost Skyrim release date.
NEW PRESETS ARE HIGHLY RECOMMENDED, at least Save-Load existing one and adjust to the new fields.
GhostFenixx added a new version:
QuoteDisplay More1.11.0 For SPT 3.11
List of changes is ain't big, hopefully i did not fuck up anywhere, not a fan of early-hour releases.
Added:
Repeatable Quests > Free rerolls for each type.
New fields in Keys section
Armor Plates case in CSM
Changed:
Switched Greed's .Net 6 to .Net 9.
Fixed:
Scav Transits.
Cultist Circle times.
Repeatable Quest rep to zero
Removed:
AI PMC > Convert AI to PMC
So my question goes, how can I make same faction AI friendly, instead of hostile like before?
In AI PMC there is fields that allows you to alter hostilities of the faction you belong to AND the opposite.
The stupid catch is - i did put those functions in SVM in a wrong field, you have to enable AI Convert for it to work.
It will be fixed in upcoming release.
I have a problem when I activate any event, the bosses stop appearing (by default, I set their spawn chance to 100%), but even when I remove all events, the bosses do not appear, only reinstalling the mod helps. In earlier versions of this mod, I could set all the events to spawn bosses on shore, reserve and customs at once, spawn goons at the factory, etc. and everything worked fine.
You don't need to repost it, i saw it in comments, but i can't either comprehend or reproduce the issue, those functions do not contradict or mess with each other, Event options do not create any lingering effects that would cause bosses to not appear later on so the fact 'reinstalling works' gives me no idea what is the cause whatsoever. Be sure you're not using any other mods that would conflict with SVM, such as MOAR or SWAG, if you do - use those instead of SVM.
Display MoreIm getting these two errors since reinstalling SPT yesterday. Fresh, no other mods on it as of right now besides SVM.
SPT ver: 3.10.5
I never touched the settings for Cultist Circle in (Hideout)
I never touched the settings for zombies or the event side (Raid Settings)
Are you really sure you're on 3.10.x? Both marked fields are enabled as soon as their sections are, and usually they send default values, but the fact they throw 'undefined' most likely points to either heavily modified SPT files (Or outdated) OR you're using old preset, which you really shouldn't, if the latter, save-load the preset should do the trick.
GhostFenixx added a new version:
QuoteDisplay MoreSVM 1.10.1 FOR SPT 3.10.0-3.10.5
I need to take a break...At least previous release issues are no more, i hope
Added:
Stamina Expansion
Streamer case in CSM section
Cultist circle fields in hideout section
Partisan on Customs.
Cultists bosses event.
Field to enable event quests (non season ones)
Removal of Halloween's AI ceasefire
AI Hostility (little) expansion ( if only you knew how much time i wasted fixing it for new version)
Changed:
IIC (and price changer) now supports blank spaces, `#` and `//` comments - request by SGZ-Creations.
AI converted has new field to accomodate the fact factory has own override for it.
Quest Redeem time being split between editions. - reported by sgtlaggy
Partisan can be forced without it's trigger.
Adjusted Hideout Stash sizes (To accomodate live changes, 28>30, 38>40, 48>50)
Additional checkers for quest rewards (to avoid NaNs)
Limits to numerous fields.
PMC Ratio switched to blue - I really tried, but i couldn't make it be 100% one type of AI spawn, i don't know what scenario causes such behavior, it still does take an effect, including Scav to PMC conversion.
Fixes:
Infinite keys fix
Fix for newly made scav and his stats (When SCAV dies - he doesn't retain changed pockets/health/stats if killed)
Fix for quest types (once again) - pointed by SGZ-Creations
Fixes pointed by sgtlaggy - thanks to him btw - Fixes for Hideout, weight and examine 'if' statements
Clothes unlock now includes removing requirements for achievements (only affects Adik for now) - requested by Kikere
Seasonal quests weren't appearing with events enabled.
Scav Quests - fixed reputational default value - thanks to Slothgang for spotting it.
Loose Loot - Customs were set to a Streets value - whoops, thanks to Vinnie.
Removed:
MIA at the end of the raid - got deprecated in 3.10, i missed that, thanks CrocodileJonesy
NEW PRESETS ARE HIGHLY RECOMMENDED, albeit not strictly mandatory, just be sure to adjust to new fields and fix repeatable quest field if that section is used.