Posts by GhostSignals

    They're not doing the same thing, they're changing different axes. Make X rotation 0 and you'll understand. You're dealing with quaternions, not just simple rotations.

    Understood! Thank you for the clarification, makes a lot of sense now.

    Hey Fontaine! I'd like to inform you that something is wrong with the rotation of the Y and Z axis on the High Ready position's advanced settings. I don't seem to be able to get anywhere close to my original position (more akin to Ground Branch), and instead, both sliders seem to now be doing the exact same thing with only a slight amount of variance.


    Maybe the math is simply done differently and what I had set up prior simply isn't possible, but I feel it's worth a look at least.


    If you could look into this and publish a hotfix if something went wrong, I'd be deeply appreciative!

    Sorry about the delay, and I'm responding in this thread given that it isn't something wrong with the scav case itself. Something seems to be wrong in terms of my mods or profile, as a clean run with only SVM for scav case time reduction produced no errors and no infinite loading, and I'm going to test and see just what's freaking out. Thank you for your time and answer, though!

    Something is happening with the hideout on multiple fronts. For starters, at max level, you cannot fill the last two slots on the generator. If I could make an educated guess on why this is happening or what I might've done differently to make it happen, I would list it, but I genuinely did nothing out of the ordinary.


    To reproduce this, do the following:

    Install a new copy of SPT 3.2.0, using files from the BSG launcher and from the appropriate release of SPT.

    Create a new account.

    Sell everything you can.

    Use the Profile Editor on 'Fast Mode' and max everything out.

    Give yourself enough funds to purchase fuel.

    Purchase expeditionary fuel tanks. 8 in total.

    Fill all but the last two generator slots. Note how it doesn't freak out and hang in loading.

    Attempt to fill either of the last two spaces.


    The game seemingly does not care what other conditions exist, the second you attempt to fill the generator on its last two slots, it hangs and loads until the request times out.


    There are similar occurrences on other features in the hideout, namely the scav case and the water purifier, and at the request of whoever might answer, I can provide logs for those as well. I initially thought this was the result of a broken profile from 3.1.1, or some conflicting mod, but it turns out to be an issue that exists without anything being involved beyond the profile editor. If this is an issue with the editor, then I'd be shocked.


    If this is something I've done by accident, I hope a dev can let me know how to avoid this in the future. Otherwise, I hope you guys might become aware of the issue, or know the answer to this issue.


    Thank you!

    I was having this problem and i solved by removing Lua's Spawn Rework.
    Even with changing "disableAllSpawnChanges" to false, which was instructed on Lua's mod page, the problem still happened.

    Now the only thing that feels a problem is how no one at all shoots me when i'm in scav mode.

    Do you mean the no sprinting? If so, I'll have to remove LSR and see.


    EDIT: and yes, it's still a problem. Even on 3.2.0.

    I dunno why, but i dont have a lot of cursed weapons, ofc some of them have 2-3flashlights etc, but not always. Maybe you broke something) Btw most cursed guns will appear only on pmc, because i made mod frequency 2. 1 for scavs and 1.4 for raiders. I think this values have primary effect on tact.devices. For 3.1.1 i used Version 1.24.1a, i cant recommend others, cuz they are for 3.2.0 aki and i had some errors.

    You can try my settings(backup yourFinAi mod folder+i am using advanced spawn config.json instead of usual extra waves into Fait .exe configurator) - https://drive.google.com/file/…lGAeddl4/view?usp=sharing
    https://www.virustotal.com/gui…5e5cf784eb244f9/detection
    dont worry about 2 false-porisitive detection, Acronis Static Ml always detect something into fait and other mods with .exe files.

    I didn't consider the idea that I may have broke something with the weapon generation, but I didn't edit anything that would cause something to fall apart as a result of it. I'll have to do a tiny bit more testing to be sure, but the most egregious thing I've seen without FAIT's weapon generation is the rare second sight on the foregrip of an AK, when it has the slot for it.


    Messing with the game and mod's latest version as I type this, so we'll see.



    GhostSignals - I took note of the Bots not sprinting in FAIT v.1-24-2a but didn't realise it was a bigger issue. With regards to the bots item generation it's totally bwarked, especially the PMC bots who have ridiculous weapon builds and it doesn't seem to change anything when editing the config file. The bots behaviour is so bipolar, one raid they can be stuck in the mud the next they could be aim bot gods, something definitely isn't linked up correctly somewhere. I believe in Fin to fix these issues! <3

    Glad it's not just me who doesn't have bots that run or sprint anymore, lol. THAT I genuinely thought I broke somehow.

    Above spoiler contains the debug hash, using SPT 3.1.1 and appropriate version of FAIT. If I've missed anything, Fin, let me know.


    I have an issue and also some feedback. First thing's first: Bots no longer sprint. I don't know why, I can't think of anything I've done to make this happen, but even when throwing grenades, they refuse to do anything but slow walk. If you can glean something from my debug hash, please let me know, because otherwise I may just update to 3.2.0 and see if that helps.


    And some feedback: I like parts of your gear generation, but others, I really, genuinely don't. For instance, I like the way more weapons are added to bots, and I like the way I can weight certain gear levels. I also like them getting more overall attachments. But not having the ability to use the game's default means of weapon attachment generation really makes me flip the gear tab to disabled, because no matter what I set it to, no matter what settings I change, the cursed weapons happen near-constantly. As many tactical devices as you can stick on one weapon, scopes inside of scopes, etc. Even when I narrow it down to just one bot type, the PMCs, their guns are just off the wall non-stop.


    I understand that this happens in vanilla generation, but it doesn't happen with nearly the frequency or intensity that it does under FAIT. Is this something you can review and check out for issues, or perhaps add a way to turn off and let the game do its original thing with the new selection of attachments? Because I don't remember it being this bad. Back in the day, I'd see one meme-tier weapon out of hundreds, but now it's one in every five.


    Still love and consider this mod required, lol, but these little things have been eating at me.

    GhostSignals added a new version:

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    //sure took my sweet ass time, eh?

    Changed:

    ~Updated package and refactored to TypeScript for 3.0.0

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    GhostSignals added a new version:

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    Added:

    + Convergence, which controls the return to POA on a scale of 1.5 to 5.


    Changed:

    ~ Default config is now much much more light weight then original Tarkov. You may not like this, so feel free to change it.

    GhostSignals added a new version:

    GhostSignals added a new version:

    GhostSignals added a new version:

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    ~ Corrected an ID Path. Kirasa and Highcom Trooper now have their appropriate classes and stats.

    GhostSignals added a new file:

    GhostSignals added a new version:

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    + Added a mask size configuration option for the T-7!


    ~ Changed the default settings to be more video-gamey.