Valens added a new version:
QuoteCompatibility towards v3.7.6 for SPT and trader assortment updates.
Valens added a new version:
QuoteCompatibility towards v3.7.6 for SPT and trader assortment updates.
Valens added a new version:
QuoteSPT-AKI 3.5.5
Valens added a new version:
QuoteSPT-AKI v3.5.5
Valens added a new version:
QuoteSPT-AKI v3.5.5
Logs are indicating an issue with Item Id 0f4c5e3de2af119c039c60ff which is the Red flare cartridge.
If you have one check your profile.json and see if you can remove it.
Additionally you have an issue with like you've said no weapons model indicated by
EXCEPTION: System.Exception: assets/content/weapons/additional_hands/item_compass.bundle is not loaded. You should load it first.
at GClass1390.GetAsset[T] (IEasyAssets easyAssets, System.String key, System.String assetName) [0x00065] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass1390.InstantiateAsset[T] (IEasyAssets easyAssets, EFT.ResourceKey key, UnityEngine.Transform parent) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.smethod_0 (IEasyAssets easyAssets, EFT.ResourceKey resourceKey, GStruct97 resourceType) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.smethod_1 (IEasyAssets easyAssets, GClass1175 itemTemplates, EFT.ResourceKey resourceKey) [0x0000d] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager+Class1112.PopOrCreate (EFT.ResourceKey resourceKey, System.Boolean canInitializeAssetPool) [0x000c2] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.method_2 (EFT.ResourceKey resourceKey, PoolManager+PoolsCategory poolCategory) [0x0000b] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.CreateFromPool[T] (EFT.ResourceKey resourceKey) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player.CreateCompass () [0x0001a] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+ItemHandsController.CompassStateHandler (System.Boolean isActive) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass2907`1[T].Bind (System.Action`1[T] handler) [0x00007] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass784.BindState[T] (Diz.Binding.IBindable`1[T] state, System.Action`1[T] handler) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+ItemHandsController.SetupProp () [0x0002c] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+EmptyHandsController+Class914.WeaponAppeared () [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+EmptyHandsController+Class914.FastForward () [0x00009] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+EmptyHandsController.FastForwardCurrentState () [0x00006] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player.FastForwardCurrentOperations () [0x0001b] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.HideoutPlayer+Struct360.MoveNext () [0x00089] in <d3009f6e81094cf5b1dbab57108c9a07>:0
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Runtime.CompilerServices.TaskAwaiter.GetResult () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at EFT.HideoutPlayerOwner+Struct365.MoveNext () [0x000e3] in <d3009f6e81094cf5b1dbab57108c9a07>:0
+++
2023-03-23 16:38:23.490 +13:00|0.13.0.2.21734|Error|Default|
EXCEPTION: System.Exception: assets/content/weapons/additional_hands/item_compass.bundle is not loaded. You should load it first.
at GClass1390.GetAsset[T] (IEasyAssets easyAssets, System.String key, System.String assetName) [0x00065] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass1390.InstantiateAsset[T] (IEasyAssets easyAssets, EFT.ResourceKey key, UnityEngine.Transform parent) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.smethod_0 (IEasyAssets easyAssets, EFT.ResourceKey resourceKey, GStruct97 resourceType) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.smethod_1 (IEasyAssets easyAssets, GClass1175 itemTemplates, EFT.ResourceKey resourceKey) [0x0000d] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager+Class1112.PopOrCreate (EFT.ResourceKey resourceKey, System.Boolean canInitializeAssetPool) [0x000c2] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.method_2 (EFT.ResourceKey resourceKey, PoolManager+PoolsCategory poolCategory) [0x0000b] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at PoolManager.CreateFromPool[T] (EFT.ResourceKey resourceKey) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player.CreateCompass () [0x0001a] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+ItemHandsController.CompassStateHandler (System.Boolean isActive) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass2907`1[T].Bind (System.Action`1[T] handler) [0x00007] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass784.BindState[T] (Diz.Binding.IBindable`1[T] state, System.Action`1[T] handler) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+ItemHandsController.SetupProp () [0x0002c] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+EmptyHandsController+Class914.WeaponAppeared () [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+EmptyHandsController.method_1 () [0x00006] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+EmptyHandsController.IEventsConsumerOnWeapIn () [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+AbstractHandsController.GInterface19.OnWeapIn () [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass681.smethod_37 (System.Collections.Generic.List`1[T] eventsConsumers, AnimationEventSystem.AnimationEventParameter parameter) [0x00012] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass681.AnimatorEventHandler (System.Collections.Generic.List`1[T] eventsConsumers, System.Int32 functionNameHash, AnimationEventSystem.AnimationEventParameter parameter) [0x00011] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at ObjectInHandsAnimator.AnimatorEventHandler (System.Int32 functionNameHash, AnimationEventSystem.AnimationEventParameter parameter) [0x00000] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass1214.method_2 (System.String functionName, System.Int32 functionNameHash, AnimationEventSystem.AnimationEventParameter parameter, System.Int32 stateShortNameHash) [0x00017] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass1214.method_3 (AnimationEventSystem.AnimationEvent event, IAnimator animator, AnimatorStateInfoWrapper& stateInfo, System.Single normalizedTime) [0x00029] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at GClass1214.EmitEvents () [0x00046] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player+ItemHandsController.EmitEvents () [0x00006] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player.method_64 (System.Single deltaTime) [0x0000e] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player.ComplexLateUpdate (EFT.EUpdateQueue queue, System.Single deltaTime) [0x00011] in <d3009f6e81094cf5b1dbab57108c9a07>:0
at EFT.Player.LateUpdate () [0x001d5] in <d3009f6e81094cf5b1dbab57108c9a07>:0
Display More
Try an entirely new profile as a temporary measure to see if it is your entire SPT install or just your profile.
There are currently 2 spawns for Factory Emergency Exit Key, at a relativeProbability of 1.
Additionally I've provided all the keys worried about with their probability, and relativeProbability inside of that probability.
This is all checking the looseLoot file for Customs, only. These keys do exist.
They are RARE. Please use a mod to tune your loot values as you would enjoy it but this isn't an issue within SPT. Perhaps over time as we gather more dumps this will change but for now; this is the data we have.
And yes, of course, it's only natural that "live" offline raids simply have less loot because they don't tailor loot like they do live raids.
As for why Interchange keys are more common? Likely because there's just way more of them.
Factory Emergency Exit Key
"probability": 0.6122957629465523,
{
"_id": "-1593699744",
"_tpl": "5448ba0b4bdc2d02308b456c"
},
{
"composedKey": {
"key": "-1593699744"
},
"relativeProbability": 1
},
Dorm Room 203
{
"locationId": "(175.6227, 3.7771, 185.6564)",
"probability": 0.00027693159789531985,
"template": {
"Id": "loot_key2031135818",
"IsStatic": false,
"useGravity": false,
"randomRotation": false,
"Position": {
"x": 175.6227,
"y": 3.7771,
"z": 185.6564
},
"Rotation": {
"x": 326.411957,
"y": 21.3856144,
"z": 88.049675
},
"IsGroupPosition": false,
"GroupPositions": [],
"IsAlwaysSpawn": false,
"Root": "63facb4c37b1f2134f0e7be4",
"Items": [
{
"_id": "-586809678",
"_tpl": "5938504186f7740991483f30"
}
]
},
"itemDistribution": [
{
"composedKey": {
"key": "-586809678"
},
"relativeProbability": 1
}
]
},
Dorm Room 204 Key
"probability": 0.5990030462475768,
{
"composedKey": {
"key": "-19682337"
},
"relativeProbability": 1
},
Dorm Room 114 Key
"probability": 0.5990030462475768,
{
"composedKey": {
"key": "888977436"
},
"relativeProbability": 2
},
Dorm Room 110
"probability": 0.5990030462475768,
{
"composedKey": {
"key": "1177759052"
},
"relativeProbability": 2
},
Military Checkpoint
{
"locationId": "(573.3935, 1.8855, -112.1142)",
"probability": 0.00027693159789531985,
"template": {
"Id": "Loot 40 (5)1140438",
"IsStatic": false,
"useGravity": true,
"randomRotation": false,
"Position": {
"x": 573.3935,
"y": 1.8855,
"z": -112.1142
},
"Rotation": {
"x": 0,
"y": 211.721725,
"z": 0
},
"IsGroupPosition": false,
"GroupPositions": [],
"IsAlwaysSpawn": false,
"Root": "63c0e7c3dfa2abceb20cfa0d",
"Items": [
{
"_id": "-1687818478",
"_tpl": "5913915886f774123603c392"
}
]
},
"itemDistribution": [
{
"composedKey": {
"key": "-1687818478"
},
"relativeProbability": 1
}
]
},
Display More
Also how come the Flea is open at level 1?
You have a mod that does this.
Valens added a new version:
QuoteCompatible with AKI 3.5.2
Valens added a new file:
QuoteDisplay MoreValens now brings his Ammo Overhaul modification.
With it you can now customize the flesh damage, armor damage, and penetration power properties of all ammos in the game broken down by caliber. The setting is a multiplier so 1 is 100% of the original value, 2 is 200%, 1.5 is 150%, etc.
Install by unzipping to SPT/user/mods/Valens-AmmoOverhaul_v*.*.*
ALL SUPPORT IS DONE ON THE GITHUB FOR THE REPOSITORY/PROJECT YOU'RE HAVING THE ISSUE WITH.
Valens added a new version:
QuoteCompatible with SPT AKI 3.5.2
Valens added a new version:
QuoteCompatible with AKI 3.5.2
Valens added a new version:
QuoteCompatible with AKI 3.5.2
Valens added a new file:
QuoteInstall to SPT/user/mods via unzipping the folder
Your directory should then read SPT/user/mods/Valens-RecoilReduction_v*.*.*
ALL SUPPORT IS DONE ON THE GITHUB FOR THE REPOSITORY/PROJECT YOU'RE HAVING THE ISSUE WITH.
Valens added a new version:
QuoteFull Changelog // Compatible with SPT AKI 3.5.2
* Re-enabled Containers In Marked Room after reworking it to integrate with the new loot overhaul from 3.5.1
* Reworked functions to be more compatible with other mods // thanks ODT.
Valens added a new version:
QuoteDisplay More* Added config\pmc.json
- botRelativeDelta will set the amount (higher/lower) that bots can spawn outside of your level. So 1 will be your level +/-1
-levelRange / loyalty# / min, max will set the levels for each loyalty level according to what the bots should spawn with.
* Package.json updated to v1.4.1
* Src/Pmc.ts updated to include config options