Posts by Majinojinn

    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".

    I 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?

    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.

    I have successful gotten Cultist Boss kill Quest (The Graven Image) completed using SVM

    Set 100% cultist spawn and be aware that EFT/SPT rolls factions and global population caps that may NOT allow capacity for ANY Cultists to spawn... You just have to dice roll until you get lucky.

    I did rapid repeats of Factory Night around Exit 3, Exit 0, and Office floor 3. Oni/Harbinger/Ghost look almost the same, just different gear.

    I want to lower the use time of some meds like the Surv12 field surgical kit

    There is a mod called Medical Attention which I used previously to lower the use time, but it's not updated for 3.11 (yet)


    OK, that sounds rather unfortunate :c

    Constructive help:

    There are two ways to solve that issue:

    1) Wait for your mod to update to 3.11.1

    2) Alter your raid strategy. Put Surv12/CMS in your pack and 2x injector cases in your Secure. What injectors you take into raid is a personal preference and I could write you a book on that topic... Summarizing: If you get blacked out, hit the hotkeyed Painkiller you can afford, sprint to safety (lots of maps have dead-end hidden areas by design), then do your repair/heal/hydration/energy recovery there, and return to your raiding.

    Youtube Tarkov injector strategies (Prop, Adren, PNB, Perf, eTG-c, and SJ12 are all insanely powerful w/ 2 sec use time). Your survival rate will go way up. Bonus points for MULE/Prop/Trimadol combo to get Military Bats and other heavy loot sprinting to extract that you will need for hideout/quests.

    @GhostFenixx

    Suggestion:

    When the BTR first came out, BTR had it's own .json file. I modified several values in that file to make the BTR better:

    1) Increased drive speed (makes the BTR arrive at accessible locations sooner and spends less time wandering)
    2) Increased wait time from 2 mins to 10 mins (BTR only makes a certain number of loops, then it leaves the map regardless of how much longer SVM adds time to the raid).
    3) Increased the number of PKMT busts (The BTR actually kills everything if you purchase the service instead of maybe one or two)

    Now the BTR does not seem to have a file anymore. I am guessing the code is buried with the other vendors or map data? It would be a cool addition to future SVM editions to allow those changes in addition to making BTR spawn 100% instead of the random probability it is now.

    EFT/SPT probabilities are not reliable. I close the server and restart the entire client if I don't get my spawn, because once it rolls "No-Spawn" then the Client tends to re-roll No-Spawn for rest of the session (which is annoying). 100% or 0% are a GREAT feature of SVM for quality of life in raids.

    Talvkes what are you trying to do specifically? If there is something that is making your raids unenjoyable, the community may be able to propose many possible solutions.

    The Reason I ask is that a lot of the in-raid use times are tied to animations and requires completion before you do anything else, otherwise you risk "Hands Busy" error. Modifying those times may increase crashes or Red-line crash your server and hard-stop SPT.

    You were correct. Confirmation bias fault on my part... The so called "Probabilities" are not truly reflected in my experience... I finally did find BTR on Woods with SVM running. It just is a very low probability roll sadly...

    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.

    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.