Posts by Fontaine

    Hey Fontaine,

    I can confirm the issue was 100% FAIT. I switched back to FAIL just to check it out and it immediately solved the issue :P

    Yeah I've seen people claim FAIT is compatible, but I don't think they know/understand what features this mod has to realise it's missing/not working ^^ *maybe* there is a specific way you can set them up to be compatible, but probably not.

    I recently switched from FAIL to FAIT, on some advice from people on Twitter. While I'm aware that it says on the page that these aren't compatible, people were very optimist that FAIL would work if I only enabled the AI changes and disabled everything else.

    I looked at my logs, besides the usual "couldnt generate ammo" errors, I don't see anything else.

    Well the thing to do would be to try it with and without FAIT to see what's causing it. "Couldn't generate ammo" errors shouldn't be happening anymore, could a side-effect of FAIT.

    That's very strange. Can you check if you're getting any errors when starting the game, when starting a raid or finishing a raid?


    Only thing I can think of is that somehow it's failing to check your profile, and resetting to tier 1 as the default.


    Did you install any other mods recently?


    The weight system isn't as simple as that, there's more nuance to it. The yellow box doesn't mean much by itself. 20 health for head is that the mod sets it to. SVM should only conflict in the sense that, depending on load order, either mod will over-write the other. SVM is relatively unobtrusive in how it handles changes, so it shouldn't necessarily break anything. However, I can't offer any support if any issues arise when using the two together because there's no way I can account for all the potential conflicts overlapping changes.

    I just realized my dude is getting into the "yellow" on encumbrance status at like 15.1kg: is that normal for the mod?

    Only SVM and No-ESP installed and brand new profile.


    At first I thought it had something to do with turning off the med changes, but turning off server, turning on meds in config, and then starting a brand new profile and the dude still gets weighted down at about 15.1kg instead of about 21.1 or so in the past.

    Yeah it's normal

    Fontaine added a new version:

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    CRITICAL HOTFIX!


    Fixed server crashes happening with tier 2, bots causing no bots to spawn.


    For some reason, the PP-9 Klin was causing Bears to crash the server. This seems specific to SPT 3.2.0, no way I could have foreseen. Apologies for the inconvenience!

    Fontaine added a new version:

    hello first of all very good mod, I don't play tarkov without this mod since it's not very fun to see how the vests absorb 7.62x51 and x54r bullets in the base game, one question I have is if the .357 magnum cartridge has been implemented the penetration and damage system of your mod or is it like in the base game?

    Hi, thanks for the feedback! Yeah, .357 is implemented, but it feels a bit weak ATM with how BSG handles blunt damage. The game takes into account penetration stat when calculating blunt damage, to the point that lvl 10 armor will receive barely any damage from shotgun slugs.


    I'm currently overhauling ballistics to correct this and many other issues, so pretty much all the ammo and armor stats are going to have to be redone from scratch anyway. It will take a long time, but hopefully it'll be worth it!

    Hi again :P

    Is there a way to avoid almost the error with bastion dust cover? (red font)

    I'd have to know that level you are, what config options you're using, what version of my mod and what version of SPT, what other mods you're using, what map, what bot it was etc. The issue is that the dustcover requires a scope, but whichever bot that was, does not have any scopes listed for that dustcover in their loadout file. My PMC and Scav files do not use bastion, so it's some other bot out there. Not something I can fix until I end up redoing all the bot loadout files which isn't a priority ATM. It's not a big deal anyway, all it means is that bot will use a preset from traders.

    no, was 100/2, I was trying to use it but never heal me
    remember only scav
    and yes, I close the server in every mod update

    The only way it's possible to get 100/2 is if you go from the med changes being disabled, to being enabled, if a P. Scav was available prior to you disabling the med changes. It only effects the first P. Scav you use after med changes are enabled/disabled.


    Either way, I just made a config option that will restore all your meds to default values, and your P. Scav will also have their meds corrected now. I will put it in a future update.

    Was it actually 2/100? Your first scav will have the current HP resource as the old max, subsequent scavs should have the correct HP resource for meds.

    I have disabled the med changes in the configuration

    If I play as scav for some reason that change is active and at same time not, like AI-2 100/2

    Did you close the server before making changes to the config? I'll look into it anyway

    Fontaine added a new version:

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    SPT Realism Mod for AKI 3.1.1


    I forgot to add the new armors :S

    Fontaine added a new version:

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    Inspectionless Malfs Updated for AKI 3.1.0

    Just an update to v 3.1.0. Let me know if there are any issues:thumbup:

    Fontaine added a new version:

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    SPT Realism Mod TEST VERSION for AKI 3.1.0

    Just an update to v 3.1.0. Let me know if there are any issues:thumbup:

    Not sure why FAIL wouldn't work anymore, unless Fin decided to rewrite it significantly. Path To Tarkov is a very intricate mod so that could make things unstable with certain combinations of mods. I'll look into FAIL in the future but unfortunately I don't have the time to dive deep into mod compatibility at this stage.

    Fontaine added a new version:

    I am the author, I sourced all the names myself, if you take a look at the files I attached, all it is are the naming entries made to replace the default ones in "\Aki_Data\Server\database\bots\types\(bear.json|usec.json)"


    Anyone here could add or replace the names themselves.

    Oh apologies, I misunderstood. There's an old mod on this site that changes all the names to real names so I thought that was what you were talking about. I'd be more than happy to implement this into my mod, with credit of course. Thank you!

    I am only level 6 with my new profile and since installing the new version of the mod I haven't had any issues with weapons missing components however AI spawns are still an issue. What I mean by this is Scavs don't seem to be spawning that much or at all, I fight PMC's, Bosses and Raiders & Rogues but hardly any Scavs. On some mods that I have worked on in the past the gear and spawn placements and/or timings for the AI always seem to have problems working properly whether something is conflicting somewhere or something isn't setup correctly or it could just be an AKI thing not the mod authors fault. This is your mod and you work on it so you know more about it than I do I could be talking out of my arse lmao but I just want to help.


    Strange that it's fixed now, I didn't change anything related to that at all with the new version. Oh well, I'm glad it's fixed at least. I've not noticed any issues with scavs spawning on Factory or Customs so far, haven't had time to test other maps. Nothing about bot loadouts, loot or weapon generation will have any impact on the amount of bots or ratio of bot types. My mod does increase the ratio of PMCs to scavs, I can tone that down, but worst-case-scenario 50% of scavs get replaced by PMCs. I'll lower it a bit for future versions.


    I do appreciate the help! A mod like this has a lot going on so it's hard for me to test everything.


    I've tested with a fresh install with only this mod 0.4.3, I don't have any ai missing weapon part or invincible now, seems to be a problem from other mod I've installed.

    From my test, a scav does spawn normally, tested on custom&factory at level 15 and custom at 43 (Yes I've edited my profile) and

    I think a jump from the fence close to a dorm dumpster with 17.6 kg shouldn't take like 10 damage to each leg (test with max skill).

    Yeah other mods that change bot loadouts will cause these sorts of issues. Mods that let you modify all weapon parts in raid will mess up bot weapons.


    The idea of raising the fall damage was to discourage that sort of play we see in live where people jump or fall on to stuff like that, and to encourage more tactical play and force players to choose between taking damage and going back the way you came. You can reduce fall damage if you drop your bag or gear down first, and crouch before falling.