Posts by GhostFenixx

    There is Discord for more direct support listed in GFVE options.
    Other than that - Haven't seen this error before, neither I think it's caused by SVM since it doesn't have any changes related rewards from Scav case.
    What version of SVM and AKI do you use? Do you have any other mods?

    It might be stupid but, what does "save gear status" settings in Raids options tab do? Does it make my gear to come back after I got killed?

    Not exactly, the thing you refer called 'softcore'.

    "save gear status" completely disables any changes related to your equipment after raid, take it as 'live offline', you won't have any changes or loot after raid.

    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.

    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.

    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 :D

    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.

    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 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.

    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