I also had no errors when rebooted the server. Mods: Acog4Life, Amands's Graphics.
Could just be a random SPT/EFT bug
I also had no errors when rebooted the server. Mods: Acog4Life, Amands's Graphics.
Could just be a random SPT/EFT bug
Hi! There is a fail when I pass "tushonka" (can of beef stew) to the Therapist. Tushonka was bought at flea market.
What other mods do you have installed?
I just tested it and had no errors. You shouldn't be able to turn in Tushonka bought on flea, it has to be found in raid. The config option for FIR just makes it so that any item extracted from a raid counts as FIR, whether or not you die or if you brought it into the raid with you. For the next version I'll make it so traders don't require FIR in the first place.
Small bug with configuration program: the option "Recoil, Ballistics and Attachements Overhaul" doesn't stick, meaning if I toggle the button and hit save, it doesn't actually write that setting to the config file
Yeah sorry about that, you can redownload the mod for a fixed config app or manually change it in the config\config.json file.
Yeah I'll probably readd munitions and helicrashes today and test when I get home. I think the bot not spawning issue may just be a server bug. after several plays its happened a couple of times even with no mods at all. Fix seems to be to just start a new session. But so far the issues with Realism itself seem to be solved.
-as usual it's Prop's fault
I'm glad you managed to resolve the issue! I tested Heli mod and didn't have issues.
I'm only running SPT Realism Mod, and i have noticed when i play as a scav, when i run next to PMCs they look at me, i yell scav stuff, they come to me and look at my feet, after some long time they will shoot at me. It happened with increased PMC difficulty checked/unchecked it doesn't matter. They will never talk unless i am not spotted. They will shoot at other Scavs on sight but not me. Raid difficulty is always untouched (As Online) and i have never changed it.
It's the latest version of SPT Aki 3.3.0 with all the hotfixes.
It's a SPT issue, the devs have been discussing it and how to fix it. 3.3.0 introduced a new system of creating PMCs that's a bit buggy. Basically, PMCs can get the 'brain' of different bot types (like from bosses, scavs, raiders, etc.). Some of these 'brains' are buggy, some will work really well if you go into a raid as a PMC, while the same 'brains' might not be properly hostile to you as a P. Scav as you found. Hopefully they're able to find a fix for it for 3.4.0. My mod may make it more or less common because I change the odds of which 'brains' they get. You could disable the 'PMC types' config option to see if it'll be less common.
I think I've narrowed it down to Prop's InRaidModding and SamSwat's HeliCrashes along with Munitions Expert.
Seems Prop's mod was causing the actual error, and through the trouble shooting I noticed The Munitions Expert and Heli Crash mod just seem to make the bots stop spawning without throwing errors.
That must've been a lot of work to track down. Munitions expert by itself works with Realism, I use it myself.
I don't think InRaidModding was in your list, but mod's or config apps that allow in-raid-modding tend to cause a number of issues, looking at the code for Prop's version looks like it has the potential to conflict, my money is on that being the main culprit.
Edit: yeah it's InRaidModding, crashed first time I tried it.
Display MoreYour doubts were correct.
However the other bot mods seem to deal with what those tweaks adjust. Its just confusing as if that's the case, why is it still throwing the error when they're gone?
The other mods don't mess with bot loadout...
SamSWAT Heli Crashes? Maybe?
I don't think Heli crashes would do that. Did you try Realism Mod by itself? Sometimes installs can go wrong, or there might be a specific combination of config options that are causing the issue.
Did you try without SVM or the other mods I listed? The way to find incompatible mods is to remove them one by one till it works, without reinstalling the mods you've removed, so that eventually you just have Realism Mod. But I'd only do that after you've tried just Realism Mod by itself, and to prioritize mods that are likely to be the culprit. Sometimes it can be more than one mod or a combination of specific mods that cause the issue.
Is the RK-1 angled foregrip supposed to have 30 ergonomics, over 3x as much as the next best ones?
Yup, it also has -25 ADS speed. The "only" benefit of that ergo then is that it reduces sway and arm stamina drain. The idea is for it to help with handling heavy/un-balanced guns at the cost of ADS speed. You won't really get any benefit from it on guns that already have high ergo and/or are light. IRL, Zenit markets the angled adapter for the PKM so it seems that's the purpose of it.
Yeah I think it's the extended spawn bot spawn points addon for lua's...
im gonna test with realism enabled and those removed.
I doubt the extended spawn points mod would be the culprit, spawnpoints would have no affect on bot gear/loot generation.
I disabled the spawn tweaks and the error went away.. so far on customs and woods. Customs and Factory were the maps I was loading when getting the error.
kinda weird...cuz it seems almost unrelated to the error.
Could be that the spawn changes are conflicting with SWAG or another mod. Could also be that the spawn changes are causing a bot type to spawn which specifically are the ones causing the error, so disabling it has made it less likely.
Having said that I am testing it with SWAG, POOP, LooseContainers, Lua's Custom Spawnpoints and I haven't gotten any errors yet.
Display MoreBeen getting errors with bots loading and i've narrowed down the bot settings in realism to be conflicting with one of the mods I have. Seems to be an issue with bot loadout and inventory.
I've tried removing the following mods I think might have caused the conflict with the bot settings.
POOP, POOP Variety, TrapsAIO, Immersive Raids, SWAG, Loose Loot Containers, and Lua's Spawn Rework.
Error persists without them.
[2022-12-06T18:21:04.516Z] error: TypeError: Cannot read properties of undefined (reading '_max_count')
[2022-12-06T18:21:04.516Z] error: TypeError: Cannot read properties of undefined (reading '_max_count')
at BotWeaponGeneratorHelper.createMagazine (C:\snapshot\project\obj\helpers\BotWeaponGeneratorHelper.js)
at ExternalInventoryMagGen.process (C:\snapshot\project\obj\generators\weapongen\implementations\ExternalInventoryMagGen.js)
at BotWeaponGenerator.addExtraMagazinesToInventory (C:\snapshot\project\obj\generators\BotWeaponGenerator.js)
at BotInventoryGenerator.addWeaponAndMagazinesToInventory (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)
at BotInventoryGenerator.generateAndAddWeaponsToBot (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)
at BotInventoryGenerator.generateInventory (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)
at BotGenerator.generateBot (C:\snapshot\project\obj\generators\BotGenerator.js)
at BotGenerator.generateByCondition (C:\snapshot\project\obj\generators\BotGenerator.js)
at BotController.generate (C:\snapshot\project\obj\controllers\BotController.js)
at BotCallbacks.generateBots (C:\snapshot\project\obj\callbacks\BotCallbacks.js)
I've noticed when this error occurs no bots seem to spawn on the map. Disabling Realism's bot settings seems to fix it but I want the tiered loadouts.
Mod list
Client/Server Mods -
1- AILimit - Limits AI activity outside of specific range - Helps with performance
2- Amand's Graphics
3- Tarky Menu - This is a cheat menu for testing purposes.
4- Realism Mod .
5- Faupi Hideout Architect
6- Faupi Munition's Expert
7- KcY See Item Value
8- Kobrakon ImmersiveRaids
Mods -
1- Trap's AIO
2- SVM - Only have Safe Exit enabled.
3- Clear NVGs
4- K-9 Case Vendor
5- LootinLooseContainers
6- RaiRaiRaichu's All The Clothes
7- SamSWATS- HeliCrash
8- SamSWATS- FireSupport
9- LocalDBWebsite
10- Trap's Path To Tarkov
11- Trap's Progressive Stash
Quest Mods -
1-MegaruIsComing
2- Trap's CustomQuests
3- Virtual's CustomQuests
4- Martinb's Darker World Questline
5- Lavax's The Double Agent Questline
Bot Specific Mods -
1-POOP
2-POOP Variety (Hurt Me Plenty Settings)
3-SWAG
4-Lua's Custom Spawn Points
5-Extended Bot Spawn Points
Anyone got any idea which one might be conflicting? Kinda don't want to go through the tedium of booting it up one by one.
Thanks for the detailed report. Have you tried with just Realism Mod installed to confirm it's working by itself? Also I'd imagine you're using the latest version of Realism Mod and SPT 3.3.0?
The error sounds like either there's a faulty magazine ID (it's trying to find _max_count of a magazine that does not exist) or another mod is changing how weapon generation is handled. Not bots will spawn if a bot generation error occurs.
What map(s) have you had this error on?
The mods that I think could be the culprit would be a lot of the one's you've tried already: POOP, POOP Variety, SWAG, SVM (sometimes these sorts of mods make some changes even without being enabled in the config), Trap's AIO, LootinLooseContainers (looking at code, it messes with magazine loot gen).
Some of those other mods may make some unexpected changes, it's hard to know for certain.
Fontaine added a new version:
QuoteDisplay MoreSPT Realism Mod w/ Recoil and Attachment Overhaul for SPT AKI 3.3.0
NOT compatible with earlier version of SPT, will not be compatible with 3.4.0.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/z5w9…0.6.2-SPT-v3.3.0.rar?dl=0
First ballistics overhaul for Realism Mod with a few new features, fixes and tweaks.
Fixes:
- Fixed weapons having really high rate of fire, and other issues, if the 'Realism' config option was disabled (now called 'Realistic Ballistics') while using the 'Recoil and Attachment Overhaul'. Note: the overhaul is balanced around the changes to ballistics, it is not recommended to use it without it.
- Fixed Rogues and USEC not spawning and crashing server due to a cursed weapon mod.
- Fixed OpenZones config option not taking effect.
- Fixed bugs related to blacked arms not changing ADS and reload speed properly.
- Fixed stock chases contributing to rear balance. They will either be neutral or contribute to forward balance (like EBR).
- Removed player weight factor from aim sway, drag and ADS speed due to too many BSG bugs related to this feature.
- Fixed barrels not displaying MOA correctly.
- Fixed Mastering having many duplicate weapons and not applying XP properly.
- Optimized player level checking, making start-up and end-of-raid loading faster and prevents it from causing server request timeouts.
- Fixed Knight's and Glorious-E mask having level 11 armor if 'Buff Helmets' is enabled, and giving masks and clothing items an armor level.
- Added a check for negative HP values at the end of a raid, that corrects the health to 15 HP if this occurs.
Changes:
- Configuration: the 'Realism' config option has been split so that player's can disable health changes to the player if they want to use another mod to raise their health to make the game easier (note: default EFT health is lower than what Realism Mod raises it to). Split bot difficulty config option from changes to PMC types.
- Muzzle Velocity Factor: The total muzzle velocity of a weapon will change the starting damage, penetration, fragmentation, and ballistic coefficient of rounds fired. So the same ammo from a short barrel will do less damage, penetration etc. than that out of a longer barrel. The amount of velocity gained/lost at different barrel lengths is different for each calibre based on real-world data or best possible match in the case of more obscure calibres. The damage and velocity stats for ammo has been rebalanced with these changes in mind. The 'Recoil, Ballistics and Attachment Overhaul' config option *must* be enabled for this to take effect and the 'Realistic Ballistics' option enabled for it to be balanced. Added the 'standard' barrel length for each calibre to the ammo's description. This is the barrel length that the ammo stats are set to.
- Boss Spawn Tweaks: Added config option that increases boss spawn chances, makes them able to spawn in more parts of maps, and different maps. Raiders and Rogues can spawn on most maps in many different areas, with about the same chance as bosses. Raider trigger spawns (Labs exfils, D2 switch, etc.) are set to 100% chance. Rogues are much more likely to spawn on Lighthouse. Raiders are much more likely to spawn on Reserve. Cultists are slightly more common and can be found in more parts of the maps they usually spawn on.
- Airdrops: increased airdrop % chance on all maps, and increased the min and max amount of loot.
- Attachment and Weapon Balancing: redid the balance of a few weapons due to changes in some stock's contribution to balance. Nerfed pistol accuracy significantly. Buffed 7.62x39 AK recoil. Various stat tweaks to different stocks and other attachments.
- FIR Option: added config option that makes all items extracted from a raid count as FIR.
- Player: tweaked player speed, fall damage and weight limits slightly. Increased chest health by 5 to 120 to allow for a wider gap in Shots-To-Kill between different rounds.
- Ammo Firerate Stat: added in-game stat for ammo firerate modifier. Reduced the firerate gain from ammo to 25% of the recoil stat.
- Strength Skill: strength skill now reduces the effect of weight on aim sway and aim inertia.
- Weight, Balance, Ergo: tweaked the contribution of these factors to ADS speed, inertia, sway and arm stamina drain. The effect of weight has been lowered, while the effect of ergo and balance has been raised.
- Recoil: tweaked recoil gain per shot so that the first 10 shots have slightly more recoil, and that recoil gain continues for longer.
- Reload: tweaked reload speeds, added chamber speed stats to pistol slides. Now different slides will have different cocking/recocking/malfunction clearing speeds.
- Bots: tweaked PMC loot and weapon loadouts, improved weapons for PMC LO3 and made loot slightly better for LO4. Added loot pools to Rogues. Made it so Bear only speaks English at tiers 3-4. Tweaks to generation chances for armor, bags, ammo and weapons. Reduced chances for cracked AI types when 'PMC Types' changes is enabled.
- Fleamarket: improved sell chances and reduced prices slightly for the 'Hardcore Flea Config' option.
- Armor: added note in the description of faceshields that cannot allow ADS.
- Medical Items: reduced the skill and stamina debuff from most medical items, especially the endurance skill.
- Ammo: nerfed damage and fragmentation chance for most pistol calibres. The reasoning behind this is that IRL these rounds are anaemic, they aren't supposed to be on par with rifle rounds. They will feel weak vs. armor, and if you don't have good shot placement. Adjusted the recoil and accuracy stats of some rounds. Reduced the ballistic coefficient of buckshot, this means that they will do less damage over distance and have more drop.
I've tested a lot of the shotguns now and it happens with all the ones I have tried including MP133/155 and magazine based ones like TOZ and Saiga. The only shotgun it didn't happen with was the MP-18 single shot.
You are right - enabling "realism" option makes this bug go away. The bug only happens when "realism" is turned off.
I've made some changes to the config options for the next version so hopefully that fixes this bug if 'Realism' is disabled.
Here is my SPT-Realism\config\config.json:
I can't think of why these config options would freeze a reload. Do you remember which shotgun it was? Maybe try it with the "realism" option enabled.
Here's my RealismMod.cfg, is there anything else I could show?
Code: RealismMod.cfgDisplay More## Settings file was created by plugin RealismMod v1.0.0 ## Plugin GUID: RealismMod [Misc. Settigns] ## Requires Restart. Enables integration of the Extended Stock Slots mod. This option currently accomdates multiple buffer tube stock slots, witch each position modifiying stock stats differently. # Setting type: Boolean # Default value: false Enable Extended Stock Slots Compatibility = false ## Faceshields block ADS unless the specfic Stock/Weapon/Faceshield allows it. # Setting type: Boolean # Default value: true Enable Faceshield Patch = false ## Requires Restart. You don't need to inspect a Malfunction in order to clear it. # Setting type: Boolean # Default value: true Enable Malfuction Patch = false ## Requires Restart. Shotguns will get set to base lvl 2 mastery for reload animations, giving them better pump animations. ADS while reloading is unaffected. # Setting type: Boolean # Default value: true Enable Increased Shotgun Mastery = false [Recoil Settings] ## Sensitivity Lower Limit While Firing. Lower Means More Sensitivity Reduction. # Setting type: Single # Default value: 0.5 # Acceptable value range: From 0 to 1 Sensitivity Limit = 0.5 ## Rate At Which Sensitivity Recovers After Firing. Higher Means Faster Rate. # Setting type: Single # Default value: 1.2 # Acceptable value range: From 1.01 to 2 Senisitivity Reset Rate = 1.2 ## Rate At Which Sensitivity Is Reduced While Firing. Lower Means Faster Rate. # Setting type: Single # Default value: 0.82 # Acceptable value range: From 0.1 to 1 Sensitivity Change Rate = 0.82 [Weapon Stat Settings] ## Requiures Restart. Warning: showing too many stats on weapons with lots of slots makes the inspect menu UI difficult to use. # Setting type: Boolean # Default value: true Show Balance Stat = true ## Requiures Restart. Warning: showing too many stats on weapons with lots of slots makes the inspect menu UI difficult to use. # Setting type: Boolean # Default value: false Show Camera Recoil Stat = false ## Requiures Restart. Warning: showing too many stats on weapons with lots of slots makes the inspect menu UI difficult to use. # Setting type: Boolean # Default value: false Show Dispersion Stat = false ## Requiures Restart. Warning: showing too many stats on weapons with lots of slots makes the inspect menu UI difficult to use. # Setting type: Boolean # Default value: true Show Recoil Angle Stat = true ## Requiures Restart. Warning: showing too many stats on weapons with lots of slots makes the inspect menu UI difficult to use. # Setting type: Boolean # Default value: true Show Semi Auto ROF Stat = true
My modlist is nothing too special:
Sorry could you also send me the config options from the config app? It's located in the SPT-Realism\config folder
has anyone found a fix for between this mod and lua spawn rework with big pipe spawning all the time. I use this mod over lua's but i sure miss it
Unfortunately Spawn Rework is quite out of date at this point. I spoke to Lua about this bug but he's unsure about exactly is causing it, and it doesn't seem like he's going to update his mod any time soon. Best I can do till he fixes/updates it is try and offer more config options to hopefully figure out what exactly is causing the conflict.
The .dll breaks the game when using shotguns: when you reload a shotgun nothing happens, and your character gets stuck in some kind of state where almost all interaction and inputs are disabled and really the only thing you can do is run around. I've tried enabling/disabling the shotgun mastery setting but it doesn't seem to do anything. Only fix is to remove RealismMod.dll
Hi could you show me what config options you have enabled/disabled?
Display MoreIf I inspect the ops core side armor on the flea it's tagged with blahblahblah, has some very odd stats like 17/2 hp and then freezes my game (not crashing but can't leave the inspect screen.) It's not that big of a problem for me since I never use the side armor but thought you'd want to know.
Player level: 12
my other mods are:
Optic rework
BetterBackpacks
SeeItemValue
SVM
Amands graphics
GamePanelHUD (disabled in bepinex config)
Helmet lights
FOV
immersive raids
Bushwacka
One of those mods is doing something funky and strange, or maybe somehow it's leftover from a mod you previously had installed?
Display MoreOh don't worry about my change, I'm just a fan of the mod and like tinkering.
With those 3 now installed, my play through is amazing.
I think I have found my pillars for spt.
Cheers for the help and responses to random questions.
As for the random logic I probably didn't understand the helper function behind that. Will revert all changes locally other than the ammo configs.
That's good to hear! It's a great feeling when you get the mods you want to use working together. I've been using POOP today for a few test runs and I've been enjoying the extra challenge of it.
No problem at all on the question, glad I could help.
I'll be honest, my code isn't the best, I've basically been teaching myself to code using this mod project, so I don't blame anyone if they're confused by my code
Display MoreI'll try adding it again, I think the original issue I may have been having was maybe not related.
So if I understand this correctly:
1. Poop will just allow me to change the AI's aggression (IE with Zpoops' configs)
2. Your bot adjustments are for loadouts specifically (I have changed the ammo loadouts a bit, and added a random factor to scav loadout spawning so that tier 1/2/3/4 doesn't always mean loadout 1,2,2,3).
3. Lua's Custom Spawn points changes where bots spawn > but I'm not 100% this doesn't carry conflicts with the above two.
Does that make sense?
From what I can see and tell, POOP just changes AI behaviours. My mod has an option to change PMC and Boss difficulty. Boss difficulty just puts them on "Hard", and PMC difficulty puts them on Hard or Insane (or whatever it is), and changes their behaviour types. Poop runs after my mod, so it should just override any changes I make that it also makes, nothing should break in this case (or you could just disable my mod's difficulty changes in the config to be safe). I personally use Lua's Custom Spawn Points with my own playthrough and I haven't had any issues so far.
As to your second point I'm not sure what you mean. The way the tiers work is that there's a probabilistic chance for each tier to spawn at a given player level range. The higher your player level, the higher the odds are that the bots will be of a higher tier. Sounds like you may be adding a random factor to something that's based on chance already? Anyway, whether or not any changes you make to this mod may cause issues, I've no way of knowing really.
yes i believe the face shield attached to the fast helmet btw thanks for the fast responce other than a always sunny dll no other mods
Check out this mods overview page for the full list of features. You can only ADS with certain faceshields, it will say in their description if it's allowed. You can disable this feature with the in-game config (F12).
Cheers for all the responses.
I've just started tinkering with a fresh version of your mod (without gutting it as you mention the mods may need external dependencies).
I did notice this variable in the config doesn't match up to the code that uses it."openZonesFix" => "open_zones_fix"
Is there a compiler I'm missing or is this a small bug?
That's what we call a whoopsie thanks for finding that, it'll be fixed. I think SPT 3.4.0 will be adding these zones and more as default. BTW, what issues have you had with POOP + Realism Mod? I just did a quick test with it and it seems to work so far. The reason why I thought it wouldn't is because FAIT had changes to bot loadouts, but it seems like POOP doesn't.
hey i ran into an issue with the mod for a little while everything works as intended then the aim button on the mouse quits responding i started removing the mods on by one till i removed your mod then it gave me the aim down sighs again. would love to continue to use the mod. fyi no errors are coming up on the console that i can see as errors
Were you using a faceshield at the time? If not, what other mods were you using?