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!
Posts by GhostSignals
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Absolutely! Give me 30 mins or so.
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Oh! Thank you for the clarification. So, if I limit the hideout skill to just below max level--49/50?--then everything should work as advertised?
EDIT: Also, if I may ask, what is the deal with the scav case not working? Is it due to the elite hideout skill as well?
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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!
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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.
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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!
Glad it's not just me who doesn't have bots that run or sprint anymore, lol. THAT I genuinely thought I broke somehow.
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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.
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GhostSignals added a new version:
QuoteChanged:
~Minor Update For 3.1.0
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GhostSignals added a new version:
FileYim's Recoil Tweaks 1.0.2Added:
+ Dispersion, which controls the severity of horizontal recoil. This functions off of multipliers, like the other settings in the mod.
Changed:
~ Convergence now works off of a multiplier, rather than setting the number directly, to retain differences in firearms.
~ Default config has been significantly altered once again. Pistols have a more believable feeling when being fired, and shouldn't have 'negative recoil' unless you're timing the shots specifically to make it happen. Weapons should…QuoteAdded:
+ Dispersion, which controls the severity of horizontal recoil. This functions off of multipliers, like the other settings in the mod.
Changed:
~ Convergence now works off of a multiplier, rather than setting the number directly, to retain differences in firearms.
~ Default config has been significantly altered once again. Pistols have a more believable feeling when being fired, and shouldn't have 'negative recoil' unless you're timing the shots specifically to make it happen. Weapons should feel closer to 12.11, but will still have that 12.12 punchiness when firing that I personally like.
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GhostSignals added a new version:
QuoteAdded:
+ 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.
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GhostSignals added a new version:
FileYim's Bullets 'N Body Armor 1.0.3Added:
+ New rounds!
+ Any new armor that may have been added. Automation bless.
+ 12 and 20 gauges are now modified. Buckshot has practically no armor damage or penetration outside of flechette loads, but will still hit hard.
Changed:
~ Armor Damage on ammo has been halved across the board. KMC remains un-updated until the pack itself updates.
~ Minor Armor-Pen changes across ammo. Things should feel better now, and armor should last a liiiittle bit longer.
Packages updated to akiVersion: 2.2.0.QuoteAdded:
+ New rounds!
+ Any new armor that may have been added. Automation bless.
+ 12 and 20 gauges are now modified. Buckshot has practically no armor damage or penetration outside of flechette loads, but will still hit hard.
Changed:
~ Armor Damage on ammo has been halved across the board. KMC remains un-updated until the pack itself updates.
~ Minor Armor-Pen changes across ammo. Things should feel better now, and armor should last a liiiittle bit longer.
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GhostSignals added a new version:
FileYim's Bullets 'N Body Armor 1.0.2Changed:
~ Code behind the scenes, thanks to Kikirio. Armor across present and future mods should now be compatible, so long as both BodyArmor and Bullets are loaded last.
~ Small stat changes for armor, related to the amount of blunt damage taken when a round fails to penetrate.
~ Mod has been split into two parts: 'BodyArmor' and 'Bullets'. This is to retain precise control over ammo, and because faceshields and helmet armor don't have a parent that I can reliably edit through automation/I'm not…QuoteChanged:
~ Code behind the scenes, thanks to Kikirio. Armor across present and future mods should now be compatible, so long as both BodyArmor and Bullets are loaded last.
~ Small stat changes for armor, related to the amount of blunt damage taken when a round fails to penetrate.
~ Mod has been split into two parts: 'BodyArmor' and 'Bullets'. This is to retain precise control over ammo, and because faceshields and helmet armor don't have a parent that I can reliably edit through automation/I'm not smart enough to figure it out.
Added:
+ Mod Compatibility! Ammo is still manually added, but all mod armor should conform to this new system nicely.
+ KMC Ammo! Stats are likely to be changed with feedback, but now you can split people in half with .50 BMG in this new armor and ammo system.
+ Latest gear and ammo! (Thanks for porting it over and making my life easier at the same time, Kobrakon.)
Removed:
- Stats based on appearance of armor. This was really only featured in the Gen 4s, and instead of letting this remain, I reduced the debuffs that Class 3 armor gives you by a little.
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GhostSignals added a new file:
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GhostSignals added a new file:
QuoteDisclaimer: Bullets n' Body Armor is modeled after other hardcore FPS games with a much shorter TTK.
READ THE DESCRIPTION FULLY OR GO IN WITHOUT CLEAR UNDERSTANDING OF HOW THIS MOD WORKS.
BOTH 'BODYARMOR' AND 'BULLETS' MUST BE PLACED INTO THE MODS FOLDER.
WITHOUT ONE, THE OTHER WILL NOT FUNCTION PROPERLY.
YOU DO NOT NEED KMC TO USE THIS, EITHER.
IF YOU DON'T HAVE KMC, THE ITEMS SIMPLY DON'T EXIST, AND WON'T BE CHANGED.
Armor is no longer an impenetrable wall of tankiness; it's meant to save your life when you get shot. This results in a game that is both easier, AND harder. As in, you can kill enemies easier, just like they can kill you easier. If this isn't something you find appealing, I'd strongly suggest waiting until the config is done or possibly staying with the vanilla sandbox, as the changes in this are numerous and jarring.
Bullets 'n Body Armor uses a three-class system for armor, vest or rig. These classes are as follows, and their buffs/debuffs are shown accordingly:
Light Armor: Class 1, no move speed or ergonomics debuff. The bare minimum, will defend against buckshot and low-caliber, low penetration rounds fairly competently. Incoming damage that fails to penetrate will still transfer 50% of its damage, so be careful.
Medium Armor: Class 2, no move speed debuffs, -5 ergo. This is the 'standard', protecting from multiple low caliber rounds and a few non-AP rifle rounds. Incoming damage that fails to penetrate will transfer 40% of the original damage value.
Heavy Armor: Class 3, -7% move speed, -8 ergo. Extremely reliable, offering protection from all but the hottest of rounds. Incoming damage that fails to penetrate will transfer 30% of the original damage value.
Titan Armor (KMC): Class 4, -10% move speed, -10 ergo. Top-tier, will absorb multiple rounds of anything short of AP fired from a seriously beefy weapon system. Incoming damage that fails to penetrate will transfer 30% of the original damage value, same as Class 3, as a means of balance.
This system applies to a lesser degree on helmets as well. Deaf strength is entirely gone due to the single-player nature of this game. Getting shot in the head sucks, though, and our skulls are relatively fragile compared to a speeding bullet, so even with a helmet, try not to get hit.
Visors and helmet/face armor have also been altered significantly: ideally, these should be used to defend against low penetration ammo like HP rounds and buckshot, or in reality, shrapnel, loose debris, and one, maybe two pistol rounds if you're lucky. However, in the vanilla game, these things are almost critical to your survival, and turn your one weak zone into another armored wall of hate. Now, you gotta use them tactically and with thought, or be brave enough to carry spare face shields, as they have low durability and--usually--a low armor class to accompany, meaning that they will not stand up to multiple rounds of 5.45 any longer.
However, additional armor like a SLAAP plate or the diamond age's front armor piece will still be considered a heavy armor upgrade, and will function as such, just with less durability than a whole helmet would have.
On top of all this, the ammo has been rescaled. On a scale of 1-30 (40 for KMC users) for penetration power, things are much more useable, but may be potentially unbalanced as a result. Worry less about using PS and FMJ rounds, and more about the juicy loot that'll lead to you buying some AP ammo.
One Last Thing: You can approach the game similar to how you did before, but keep in mind; armor isn't as durable anymore, and the class scaling is much more linear. Some things have also been changed to be more effective, compared to their vanilla versions. For instance, 9x19 Pst gzh now has a penetration value of 15. This means that it defeats light armor, can deal with medium armor respectably--but not too quickly, hopefully--and struggles against heavy armor. I am always looking for feedback on how this mod performs across multiple users, however, so do not be scared to leave a comment saying 'x round in y caliber feels too weak/too strong'. Ideally, I want this mod to make the game more lethal, yet tolerable at the exact same time. So you think 'ah man, I only died because they had level 6 and a face shield' less and more 'they just had better tactics in play'
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The mod says its working in the server but after a few raids it stopped working even though i havent changed anything any ideas as to why?
Without knowing your modlist, what's going on in the server, and config, I wouldn't have the faintest of ideas. All I can do is guess:
Update Fin's Ai Tweaks if you use it.
Update Advanced Bot Loadout if you use it.
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GhostSignals added a new file:
QuoteGO CHECK OUT THE ORIGINAL MOD BY JC980 AND GIVE THANKS TO HIM FOR DOING THE MAJORITY OF THE WORK!
ALL I'VE DONE IS MAKE IT CONFIGURABLE AND TWEAK THE DEFAULT SETTINGS A BIT.
This mod is now fully compatible with Fin's AI Tweaks and other mods!
Taken from the original description:
"MOONS OUT GOONS OUT
Sick and tired of using vanilla NVGs and the T-7?
Want something more useful at night? (or day?)
Well this mod is for you!
Makes every NVG more Clearer and Wider FOV and even makes the T-7 more deadlier than vanilla!
Now go out there and kill some Cultists, Operators!"
Enjoy! :blue_heart:
WHEN ENCOUNTERING ERRORS, TELL ME WHAT MODS YOU'RE USING AND WHAT POSTFX SETTINGS YOU'RE USING, IF ANY!
AND REMEMBER, ALWAYS READ THE README BEFORE MESSING WITH THE CONFIG!