Andrudis-QoL-Configurator 2.2.2

Download any EFT version outside of its official way can get you banned.
If we find out that you downloaded EFT on a pirate website you'll be banned without further informations.

You need to own the game to play AKI.
Backup 0.12.10.12893

We are aware that AKI 1.6.0 have a lot of problems. Currently the development is really busy on AKI 2.0.0 for 12.11 and update. We advise you to not use 1.6.0 unless you accept to play with a lot of issues.
We are sorry for the inconvenience.

Have fun!

Some Quality-of-Life options

### All default values are set identical to Live - change what you need in Config to have any affect from this mod.


Install:


1. Unzip and copy Andrudis-QoL-Configurator\ folder in user/mods/

2. Change config options to your liking (default values in mod correspond to defaults of R7)


### Mod Information

* RemoveTraderLoyaltyForUpgrades - all upgrades in Hideout that require specific lvl of standing with Trader now require only lvl 1 standing.

* EnableNakedEdition - if set to 'true' new "Naked and Dangerous" edition will be added in launcher to Wipe options. Using this edition you start absolutely naked with only Alpha container

* RemoveExaminedByDefault - remove ExaminedByDefault flag from all items. In conjunction with EnableNakedEdition you start with absolutely no items examined (except for quest items)

* ExpandRandomStackLimits - when enabled, ammo can spawn using full stack range. E.g.: 9x19 mm Green Tracer stacks at 50 max, but random stack in loot containers spawn in range between 15 and 40. With this option enabled all stackable items spawn in range between 1 and MAX_STACK_SIZE except money, which stack in range between 1 and MAX_STACK_SIZE/200

* ExtendRaidTime - increase raid time in all maps to 12h sharp

* RemoveInRaidLootingRestrictions - when enabled, armbands and melee of AI PMCs will become lootable.

* RemoveInRaidCarryRestrictions - remove restrictions on how many specific items you can carry in you PMC inventory


* ItemsLootExperienceMultiplyer - change xp you get from looting items

* ItemsExamineExperienceMultiplyer - change xp you get from examining items

* ItemsExamineTimeMultiplyer - change how much time you spend during item examination


* PlayerLeftRaidMultiplyer - change end-raid xp on Disconnect

* PlayerMiaMultiplyer - change end-raid xp on MIA (raid time runs out while you are still in raid)

* PlayerSurvivedRaidMultiplyer - change end-raid xp on Survived extract

* PlayerRunThroughMultiplyer - change end-raid xp on RunThrough extract (less than 10 minutes in raid, no kills)

* PlayerKilledMultiplyer - change end-raid xp in case you died in raid


* TimeBeforeDeployLocal - changes countdown time in seconds at GET READY screen after map assets are loaded, set to 0 to remove delay completely

* NumberOfUsagesForUnlimitedKeys - leave at 0 to keep keys as is. Increasing this number will add limit to usages for all keys and keycards that did not have limit before.


* BoughtItemsCountedAsFiR - changes whether bought items from trader will not be FiR or not. Valid values:

null = Default value, will do nothing for compatibility with other mods

true = override settings to explicitly enable FiR for items bought from traders

false = override settings to explicitly disable FiR for items bought from traders

* AllowLootOverlay - when set to 'true' will enable multiple overlaping items to spawn on the same spot. Does nothing otherwise for compatibility with other mods.

* GlobalLootChanceModifier - sets global Loot Chance Modifier to set value if different from 0.23. If equal to 0.23 (default) does nothing for compatibility with other mods.

* LocationsLootChanceModifier - sets maps' Loot Chance Modifier to set value if different from 0.8. If equal to 0.8 (default) does nothing for compatibility with other mods.


* FixBsAmmoPack - when enabled, fixed issue that '120 pack of BS ammo' unloads into BP rounds

* FixNewItemsSpawn - when enabled, enables 'Can of thermite' to spawn in 'Ground caches', 'Ratchet wrench' to spawn in all containers wheew 'Radiator helix' can spawn, "TP-200 TNT brick" will spawn in 'Grenade boxes', 'Technical supply crates', 'Buried barrel caches' - all spawn changes are aproximatly equal to chances spawn 'Radiator helix'.

* GrinchStoleChristmas - fixed logic to spawn Roubles instead of decorations when decoration spawn chance proc.


* LootContainerSpawnLootChance - does nothing at default (50), otherwise change % chance to spawn loot in container

* MinRelativeChance - increase relative spawn change of all items below value to be equal to that value. Vanilla values are between 1 and 5000, but can be set higher. At 5000 or higher all items have equal spawn change.


* OverrideTradersDiscounts - enable to set % of item's base cost traders will substract when buying items from you. Disabled by default. Default values are equat to vanilla discounts in Live

* TradersDiscounts - set discount for each trader. This setting is ignored if "OverrideTradersDiscounts" is not se to 'true'


* QuestsConfiguration

** GrenadierCounter" - change to any positive value except 12 to change how many PMCs you have to kill with grenades for "Grenadier" quest. Change to 0 or negative value to insta-complete quest. (credits go to Lone_Simon for initial implementation of insta-complete version)

** TheStylishOneCounter - change to any positive value except 100 to change how many time you have to kill Killa for "The Stylish One" quest. Change to 0 or negative value to insta-complete quest. (credits go to Lone_Simon for initial implementation of insta-complete version)

** AShooterBornInHeavenCounter" - change to any positive value except 100 to change required distance for "A Shooter Born In Heaven" quest. Change to 0 or negative value to insta-complete quest.

(All credits go to kikirio and Lone_Simon for initial implementation, I've just added insta-complete option and support for condition's texts in all locales and not just EN locale )

** "HunterCounter" - change to any positive value except 25 to change how many times you have to kill Shturman. Change to 0 or negative value to insta-complete quest.(NOTE!: this quest is not present in R7.3 and is only available with "BleedingEdgeDatabaseImport" enabled in EXPERIMENTAL section)

** ChangeUsecToAnyPmc - when enabled, "Punisher - Part 6" and "Friend from the West - Part 1" quest will accept any PMS's dogtags/kill instead of USEC ones

** ChangeBearToAnyPmc - when enabled, "Punisher - Part 6" quest will accept any PMS's dogtags instead of BEAR ones


### EXPERIMENTAL:

* HeapPreAllocationEnabled - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* OverrideRamCleanerSettings - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* RamCleanerEnabled - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* DisableReleaseProfiler - 'false' do nothing, 'true' - may have positive effect, but needs confirmation

* AzimuthPanelShowsPlayerOrientation - 'false' do nothing, 'true' - have no idea, please let me know if you find any difference

* MarksmanAccuracy - if calue is different from 1.3 changes global value for Marksman Accuracy. If equal to 1.3 (default) does nothing for compatibility with other mods.

* EnableSkillAtrophy - in theory should enable skills degradation over time like in earlier builds of EFT, not sure if it works

* MaxBotsAliveOnMap - not sure if it is used, needs more testing

* EnableNewSpawnForMaps - in theory should enable new bots spawn algorithm as in Live, but looks like not supported for now. Leaving it here just in case

* ReworkSpawnPointsForMaps - attempt to enable bots spawn at PMCs spawn points. Effect unknown, will remove later unless some usage is found.



* AdjustItemsSpawnInContainers - configuration for adjusting items spawn chance in containers

* ItemsSpawnConfigs - list specific items you need to adjust spawn rate.This setting is ignored if "AdjustItemsSpawnInContainers" is not se to 'true'. Delete records for items you do not need adjusted or add your own. See "Items Spawn Configs" section for details.


### Items Spawn Configs

Only works in "AdjustItemsSpawnInContainers" is set to 'true'. You can add new records or edit existing ones. Each record consist of the following fields:

* Name - for your reference and log only, does not have any effect

* UID - EFt _id value for item you want to edit. Use 'items.json' or 'https://items.sp-tarkov.com/' for reference. If item with this UID does not exist - whole record will just be ignored

* EnableSpawnChanceAdjustment - change to any value except 'true' to disable this record without deleting it.

* RelativeSpawnChance - set relative spawn chance. EFT values usually go between 1 and 5000, but can be set higher. Higher value gives more chances to spawn this item.

* SpawnInAnyContainer - if set to 'true' item will be added to loot table of each available container in the game

* MimicItemSpawn - enter another item's '_id' to spawn your item in the same containers where mimiced item can be spawned. NOTE: this setting is ignored if your item already has at least 1 spawn container defined, i.e. only works for items that has no spawns defined yet at all.

* IntendedContainers - coma-separated list if container IDs in which you want to spawn this item. See 'container IDs.txt' for full list

Note: if item can already spawn in a given container, second spawn will not be added - instead existing spawn chance will be altered


### Roadmap

You can track progress and plans for my mods here: https://trello.com/b/12O0q28P/andrudis-aki-mods-roadmap

I can neither provide any ETA nor promise 100% of backlog will be implemented, but tasks that got into ToDo list at least will be attempted,

  • Version 2.2.2

    Changes in 2.2.2 from 2.2.1


    ### hotfix

    * BoughtItemsCountedAsFiR - logic has changed because SPT-AKI now defaults this behavior to false. New valid values:

    null = Default value, will do nothing for compatibility with other mods

    true = override settings to explicitly enable FiR for items bought from traders

    false = override settings to explicitly disable FiR for items bought from traders

  • Version 2.2.1

    Changes in 2.2.1 from 2.2.0


    ### hotfix

    * resolved package.js is missing module.exports.mod = new Mod(); - special thanks to Tq_ for this fix

  • Version 2.2.0

    Changes in 2.2.0 from 2.1.4


    ### Changes

    * Added "ExtendRaidTime" - increase raid time in all maps to 12h sharp

    * Added "OverrideTradersDiscounts" - enable to set % of item's base cost traders will substract when buying items from you. Disabled by default. Default values are equat to vanilla discounts in Live

    * Added "TradersDiscounts" - set discount for each trader. This setting is ignored if "OverrideTradersDiscounts" is not se to 'true'

    * Added "AdjustItemsSpawnInContainers" - configuration for adjusting items spawn chance in containers

    * Added "ItemsSpawnConfigs" - list specific items you need to adjust spawn rate. This setting is ignored if "AdjustItemsSpawnInContainers" is not se to 'true'. Delete records for items you do not need adjusted or add your own. See "Items Spawn Configs" section for details.

    * Removed all "***RelativeSpawnChance" and "Spawn***InAnyContainer" params - they are now replaced with "ItemsSpawnConfigs"


    ### Items Spawn Configs

    Only works in "AdjustItemsSpawnInContainers" is set to 'true'. You can add new records or edit existing ones. Each record consist of the following fields:

    * Name - for your reference and log only, does not have any effect

    * UID - EFT _id value for item you want to edit. Use 'items.json' or 'https://items.sp-tarkov.com/' for reference. If item with this UID does not exist - whole record will just be ignored

    * EnableSpawnChanceAdjustment - change to any value except 'true' to disable this record without deleting it.

    * RelativeSpawnChance - set relative spawn chance. EFT values usually go between 1 and 5000, but can be set higher. Higher value gives more chances to spawn this item.

    * SpawnInAnyContainer - if set to 'true' item will be added to loot table of each available container in the game

    * MimicItemSpawn - enter another item's '_id' to spawn your item in the same containers where mimicked item can be spawned. NOTE: this setting is ignored if your item already has at least 1 spawn container defined, i.e. only works for items that has no spawns defined yet at all.

    * IntendedContainers - coma-separated list if container IDs in which you want to spawn this item. See 'container IDs.txt' for full list

    Note: if item can already spawn in a given container, second spawn will not be added - instead existing spawn chance will be altered

  • Version 2.1.4

    Changes in 2.1.4 from 2.1.3


    ### hotfix

    * TntRelativeSpawnChance, SpawnTntInAnyContainer, ThermiteRelativeSpawnChance, SpawnThermiteInAnyContainer - those 4 params were messed up, now should work correctly


    Special thanks to @CheeseBreather for pointing out this issue!

  • Version 2.1.3

    Changes in 2.1.3 from 2.1.2


    ### hotfix


    * GrinchStoleChristmas - fixed: "Red decoration ball" could still be found, because script was looking for "Radiator helix" instead. Special thanks to @racomaizer for reporting this

  • Version 2.1.2

    Changes in 2.1.2 from 2.1.1


    ### Added

    * TourniquetCatRelativeSpawnChance 500 - adds spawn to containers where 'Aseptic bandage' can spawn with the same chance

    * SpawnTourniquetCatInAnyContainer

    * AFAKRelativeSpawnChance 300 - adds spawn to containers where 'IFAK' can spawn with the same chance

    * SpawnAFAKInAnyContainer

    * WaterRationRelativeSpawnChance 500 - adds spawn to containers where '0.6L Water' can spawn with the same chance

    * SpawnWaterRationInAnyContainer

    * NewAmmoRelativeSpawnChance 700 - adds spawn to containers where 'Igolnik' can spawn with the same chance

    * SpawnNewAmmoInAnyContainer

    * OpsmenEarmorRelativeSpawnChance 700 - adds spawn to containers where other headsets can spawn with the same chance

    * SpawnOpsmenEarmorInAnyContainer

    * NewGearRelativeSpawnChance 400 - adds spawn to containers where 'Scav Vest' can spawn with the same chance

    * SpawnNewGearInAnyContainer

  • Version 2.1.1 fixed

    Changes in 2.1.1 from 2.1.0


    ## Removed

    * MinCumulativeChance - replaced with 'MinRelativeChance' and fixed logic.


    ### Added


    * FixNewItemsSpawn - when enabled, enables 'Can of thermite' to spawn in 'Ground caches', 'Ratchet wrench' to spawn in all containers where 'Radiator helix' can spawn, "TP-200 TNT brick" will spawn in 'Grenade boxes', 'Technical supply crates', 'Buried barrel caches' - all spawn changes are approximately equal to chances spawn 'Radiator helix'.

    * GrinchStoleChristmas - fixed logic to spawn Roubles instead of decorations when decoration spawn chance proc.


    * LootContainerSpawnLootChance - does nothing at default (50), otherwise change % chance to spawn loot in container

    * TntRelativeSpawnChance - changes relative spawn chance of TNT, default 500 is equal to 'Radiator helix'. Vanilla values are between 1 and 5000, but can be set higher.

    * SpawnTntInAnyContainer - enable to spawn TNT in any loot container, by default (false) spawn is only possible in 'Grenade box', 'Buried barrel cache' and 'Technical supply crate' as on Live

    * ThermiteRelativeSpawnChance - changes relative spawn chance of TNT, default 500 is equal to 'Radiator helix'. Vanilla values are between 1 and 5000, but can be set higher.

    * SwawnThermiteInAnyContainer - enable to spawn TNT in any loot container, by default (false) spawn is only possible in 'Ground cache' as on Live

    * RatchetWrenchRelativeSpawnChance - changes relative spawn chance of TNT, default 500 is equal to 'Radiator helix'. Vanilla values are between 1 and 5000, but can be set higher.

    * SwawnRatchetWrenchInAnyContainer - enable to spawn TNT in any loot container, by default (false) spawn is only possible where 'Radiator helix' can spawn

    * MinRelativeChance - increase relative spawn change of all items below value to be equal to that value. Vanilla values are between 1 and 5000, but can be set higher. At 5000 or higher all items have equal spawn change.

  • Version 2.0.0 for B1(A8.11+)

    Changes in 2.0.0 from 1.5.3


    ### Сhanges

    * updated for B1 (A8.11+), removed options that does not make sense for R8 or did not work correctly as intended.

    For R7 use versions below 2.0.0

  • Version 1.5.2

    Changes in 1.5.2 from 1.5.1


    ### EXPERIMENTAL changes

    * BleedingEdgeDatabaseImport_Globals - was missing in configs, now added

    * BleedingEdgeDatabaseImport_Fence - now on separate config parameter from all other traders

    * BleedingEdgeDatabaseImport_LocationsAndLoot - removed, split into 'BleedingEdgeDatabaseImport_LocationsBase' and 'BleedingEdgeDatabaseImport_LocationsAndLooseLoot'

    * BleedingEdgeDatabaseImport_LocationsBase - import only base.json for locations

    * BleedingEdgeDatabaseImport_LocationsAndLooseLoot - import only loot.json for locations and loot/statics.json

  • Version 1.5.1

    Changes in 1.5.1 from 1.5.0


    ### EXPERIMENTAL - "BleedingEdgeDatabaseImport" option is replaced with 6 new options for more accurate import tuning:

    * BleedingEdgeDatabaseImport_BotPresets

    * BleedingEdgeDatabaseImport_Hideout

    * BleedingEdgeDatabaseImport_LocationsAndLoot

    * BleedingEdgeDatabaseImport_Traders

    * BleedingEdgeDatabaseImport_QuestsAndItems

    * BleedingEdgeDatabaseImport_Globals


    ### Hotfix:

    * HunterCounter - now this setting is ignored if "BleedingEdgeDatabaseImport_QuestsAndItems" is not enabled. Removes error if changing this value without enabling "BleedingEdgeDatabaseImport_QuestsAndItems".

  • hey quick question,

    Would mods like MoreVariety/advance pmv and such would be compatible or would their be "conflict" from them. Thanks in advance ^^

    • Should have mention, if you have any modrecommendation to work alongside your QoL
      and Ereshkigal-AllinOneMod. (Just realised I posted this on ur QoL and not QuestManiac)
      I am very sorry about that.

    • QuestManiac may conflict with TerragroupSpecialist and other mods that alter XP progression curve, but you can just avoid enabling progression overhaul in AQM and then there should be no conflict.

      In general I try to build mods in such way that they do not change anything critical unless you explicitly specify that you want to enable that change in config. If there is another mod that changes the same thing - there may be a conflict, but you can always just leave corresponding setting in my mod at default value to avoid that.

      Only enable params that you cannot change by other mods you are using and you should be fine.

      If you run into any conflicts that cannot be resolved - let me know and I'll try to come up with compatibility patch, but so far I've received no such reports and always try to set default configuration so it will not conflict with anything else.

    • Thanks alot for the quick reply, I'll be testing out some mods with it. I'll just make sure there nothing that could conflict with the xp curves and such! thanks!

  • ### Roadmap

    You can track progress and plans for my mods here: https://trello.com/b/12O0q28P/andrudis-aki-mods-roadmap

    I can neither provide any ETA nor promise 100% of backlog will be implemented, but tasks that got into ToDo list at least will be attempted,

  • The Config ExtendRaidTime does nothing, when I set it to true.

    Thanks 1
    • Thank you for letting me know!

      There is a spelling error in config file: param is spelled "ExpandRaidTime", but should be spelled "ExtendRaidTime" as in description.

      If you rename param in config file to "ExtendRaidTime" - it will work, I'll fix this in the next update

  • I dont know if its just me but... when I edit EnableNakedEdition to True and make a new "account". Im not starting naked ^^

    • You need to switch to "Naked and Dangerous" edition in the launcher. Vanilla editions are not affected

  • package.js is missing module.exports.mod = new Mod(); :kappa:

    Thanks 1
    • Thanks a lot, hotfix is deployed

  • Thermite does not seem to spawn so I checked the code and it looks like its all jumbled up...


    There is a mixing of thermite and tnt..... and Config.TntRelativeSpawnChance is used to test for thermite

    • Thanks a lot for finding this! Updated version is deployed

    • Thanks for the fix. Is there still an issue if you just want to add thermite in the default location and not in any container? Does it get triggered? (same with wrench) I was thinking something like this for thermite:


    • Yeah, I don't know if it's an AKI 1.2.0 thing, or an issue with the mod, but it looks like there's still some sort of issue with thermite spawns even with the most recent version of this mod (2.1.4).

      I don't see thermite at all unless I massively increase the spawn chance (I see reasonable amounts of TNT and ratchet wrenches at the default values), and when I do that I start seeing thermite and ratchet wrenches spawning as a pair (if one spawns in a container, the other does too).

    • I did a search in the AKI source and thermite is definitely being added to the the following places:

      5914944186f774189e5e76c2//Jacket

      578f87a3245977356274f2cb//Duffle bag

      5d6fd45b86f774317075ed43//Technical supply crate

      5909e4b686f7747f5b744fa4//Dead Scav

      5d6d2b5486f774785c2ba8ea//Ground cache

      5d6d2bb386f774785b07a77a//Buried barrel cache

      It must be a really low chance because I spent hours looking for a single instance doing a hardcore run where you can't buy the stuff!

    • Ok, looks like something was changed with loot spawns. Originally my mod was meant to add new items missing in AKI db, but now as those items are added to db I'll probably have to manage them differently. At a moment relative chance to spawn Thermite is 300 which is almost twice less that chance to spawn Radiator Helix. I'll probably have to re-write and re-test all logic with those items. Sorry for inconvenience

  • Thanks again for this mod, much appreciated :)

  • Is anyone else reporting that all purchased items are being marked found in raid? I have the setting in your config.json to false.


    I am using your latest version posted.

    • False alarm. Senko's AIO mod was set to true.

  • If I may requst a much needed QoL feature. I just realized that trader buy back prices are WAY off from Live. For example, Therapist buys bitcoin at 1.3m instead of 400k. It is controlled by the handbook.json file and it would be great if that could be updated to match Live. Tarkov-market api will give you the trader and trader buy back price, I just don't have any coding skills to get it merged with handbook.json.

    • Hi! I take it into account but cannot promise to give a quick solution. Tarkov-market require a key only patrons can get to fetch data via API - I have this key to export data but it will not allow live updates. In any case integration with Tarkov-market require time I do not currently have. As a quick alternative I can add parameters to override trader's discount % for each trader if that is of any use.

    • Understood. Maybe a one-time update of prices from Tarkov-market? That way we will at least be up to date until next change by BSG. It doesn't update as frequently as the flea so I don't think it is necessary for real time updates.


      I don't think changing the discount of each trader will fix the issue b/c for example:


      Therapist in Live will buy back an SSD at 40k but in AKI will buy back at 80k so that would be a 50% discount.


      Therapist in Live will buy back bitcoin at 400k but AKI will buy back at 1.3m so that is much greater than 50%


      Just a suggestion.

  • Whenever I edit the remove trader loyalty from upgrades I get this error and it makes it unable for me to log in to my account. Any suggestions?


    [ERROR] Trace:

    SyntaxError: Unexpected token T in JSON at position 39

    at JSON.parse (<anonymous>)

    at Function.deserialize (A:\Games\SPT-AKI\obj\utils\JsonUtil.js:15:17)

    at Mod.load (A:\Games\SPT-AKI\user\mods\Andrudis-QoL-Configurator\src\mod.js:18:33)

    at Function.executeMods (A:\Games\SPT-AKI\obj\utils\ModLoader.js:52:28)

    at Function.load (A:\Games\SPT-AKI\obj\utils\ModLoader.js:8:15)

    at Object.load [as aki-mods] (A:\Games\SPT-AKI\obj\callbacks\ModCallbacks.js:7:15)

    at Function.load (A:\Games\SPT-AKI\obj\utils\App.js:15:27)

    at Function.main (A:\Games\SPT-AKI\obj\Program.js:19:9)

    at Object.<anonymous> (A:\Games\SPT-AKI\obj\Program.js:24:9)

    at Module._compile (internal/modules/cjs/loader.js:1138:30)

    • Just a suggestion: probably you set value to "True" while should be "true"?

    • ahhh, yep that was it, thanks

  • @NugentGL reported that it was possible that red decoration ball still spawns in safes, I looked into the code and found that the first condition is comparing to radiator helix.

    • Thanks a lot, deployed hotfix

  • I am struggling to get loose loot to spawn like Live in Customs. Currently I have tried values of 2, 5 and 10 for LootLocationsChanceModifier and the result is exactly the same on Customs. Server reports anywhere from 30-50 loose items spawning and the two locations I have been checking on Customs have either 1 item or no loose loot at all. I check crack house by the river and usec room building on the other side.


    I tried Senko's AIO mod and changed LootChance from 100 to 1000, 500, 200, 110 and 101 and each value always spawned nearly 1000 loose items. I am just looking to get loose loot near Live.

    • It may be cached somewhere, but I do not know where

    • yea, Senko's doesn't work b/c I have to remove his mod and start server for it to "re-cache". Anything above 100 is overpowered for loose loot.


      Does any of your settings increase loose loot?

    • GlobalLootChance and LocationsLootChance - location loot chance affect how likely loose loot to spawn for each specific spawn point on the map, while global loot chance affect how many attempts is made to spawn loot in each specific spawn point. If GlobalLootChance is more that 1.0 you may end up seeing multiple items spawned one inside another on the same spot.

      I'm still playing with values, but 5 for both made more comfortable for me

    • Thank you sir! I have both set at 3 and I am happy. It is about right with Live, maybe a little less but that is ok since I am not fighting other players for the loot.

  • Can you explain in more detail what 'lootchance modifier' does, exactly? And what the relationship is between global and location?

    Thanks for making mods, I'm super grateful we can all benefit from your hard work :)

    • I do not know exact formula, I've just took existing params and put them into config.

      As far as I can tell from testing, location loot chance affect how likely loose loot to spawn for each specific spawn point on the map, while global loot chance affect how many attempts is made to spawn loot in each specific spawn point. If GlobalLootChance is more that 1.0 you may end up seeing multiple items spawned one inside another on the same spot.

    • Thank you! I'm fiddling with numbers now, and it's working as I wanted.

  • I am having a hard time understanding the setting below:


    "MinRelativeChance" : 1


    Can you give me an example of what it is supposed to do? For example, if the chance for a Powerbank to spawn in a ground cache is 1% in Live. If I change the value to 10 how does that change the spawn chance?


    I used powerbank as an example and I have no idea the real spawn chance of a powerbank.

    • This one is tricky, because you do not set flat spawn change % here.


      For example, lets say you have a loot container "BOX" which can spawn 11 different items, and first 10 items have RelativeChance = 5 while the last 11th item has RelativeChance = 50

      TotalCumulativeChance = 5*10+50*1 = 100

      Then for each item: ChanceToSpawn= RelativeChance / TotalCulumativeChance

      Which for first 10 items would be = 5/100 = 0.05 = 5% per each item and 50 / 100 = 0.5 = 50% for 11th item.


      Now if you increase MinRelativeChance to 20 it will increase RelativeChance for each of the first 10 items to 20, but this will also increase TotalCumulativeChance= 20*10+50*1 = 250

      Which leads to ChanceToSpawn for the first 10 items would be = 20/250 = 0.08 = 8% (instead of earlier 5%) and for the last 11th item ChanceToSpawn = 50/250 = 0.2 = 20% (instead of earlier 50%)


      By default each loot container have different set of items it can spawn and each item is assigned RelativeChance between 1 and 5000. For example in "Ground Cache" LEDX has RelativeChance = 20 to spawn when TotalCumulativeChance of all items is 336752 which leads to chance to spawn LEDX = 20 / 336752 ~ 0.0006 = 0.06%, at the same time Malboro Cigarettes will have ChanceToSpawn = 5000 / 336752 ~ 0.015 = 1.5%


      This is how it was implemented by BSG, Hope this helps

  • IMPORTANT!

    If you downloaded versions 'v2.1.0' or 'v2.1.1' before please update them to 'v2.1.1 fixed' because earlier versions had bug that messed loot spawn chances in containers

  • So with the new update, you changed the logic for containers for the new MinCumulativeChance. Would setting that to 1 essentially make containers as they are normally?

    • Yes, changing to 1 will leave all spawn chances unchanged

    • Is it possible to remove this particular setting? I tried changing it to one but I'm still seeing abnormal amounts of things like Hand Drills/Military Cables in Toolboxes and lots of Vases and GP Coins and such in duffle bags, etc. I love all the other features but I prefer the containers to be normal spawns

    • Just to clarify:

      1) "MinCumulativeChance" - was removed in the latest version 2.1.1 because it worked incorrectly and caused all items to have equal spawn chance. If you use earlier version - update to the latest one.

      2) "MinRelativeChance" - new option added in the latest version that works correctly as intended, but if you want to disable it completely simple change value in config to 1 or 0 and this option will be ignored leaving default spawn chances

    • Oh that's strange. I just downloaded 2.1.1 a few minutes ago and the config still has MinCumulativeChance in the config. I do not see the new line in the config, which is why I downloaded the new version to test it. It also isn't showing the new items (thermite, ratchet, TNT) configs in the config either.

    • ok, looks like I've re-uploaded 2.1.0 instead of 2.1.1 Sorry for that, I'll fix this in a few minutes. Thanks for letting me know

  • yo mod is great, unfortunately peacekeeper is still lvl 1 trader

    • This mod does not change vanilla traders, only allow to remove loyalty level requirements for hideout buildings

    • It changed the loyalty tho HAHAHAH and i thought it was a feature lmao

  • A couple of things I have noticed on B3.


    1. Setting the Grinch to true doesn't stop me from getting the red ornaments. I have yet to see the other ornaments but I have found 6 red ornaments in safes.


    2. COntainer loot seems over powered right now with your default setting of 200. If I want to nerf container loot a little, how much do I reduce 200 to see a difference?


    3. Loose loot is very empty on all maps. Your default is 0.8 and I changed it to 1.0 but still not seeing loose loot. How high should I go?

    • 1) Thanks for letting me know, I'll check and maybe try different fix

      2) It would be 32 for 'Portable defibrillator' and 52 for 'LEDX', if you set it lower it shoud change nothing at all

      3) I've trued 2.0 for both globallootchance and locationlootchance - some loot appeared but still less than in 7.3, maybe will try 5 next time - probably will be too much, but needs testing

    • Ok, for 2) looks like I've made a mistake which led to all items have equal probabilities to spawn. That is maybe also why you see decorations in safes. I'll re-test and deploy fix later today

    • Awesome! I have found so much high tier items in containers that I am overflowing with money and just level 11.

    • Update is out

    • Sorry, last update by mistake contained bugged previous version. Updated to correct version now, please re-download

  • Hi, I was wondering about changing requirements for Trader availability and level, it's in db/R8 Folder, I'm using R7, is there a way to implement those changes into my R7 version? Or do I Have to wait for R8? Thanks!

    • Hi! Not sure I understand what is the issue here. db/R8 Folder contains copy of db from SPT-AKI R8.8 BE and contains trades for live 12.9. R8. Trader's data for R8 is imported if 'BleedingEdgeDatabaseImport_Traders' is set to true in EXPERIMENTAL section - that will override default R7.3 traders and add missing assorts. R8 databases from R8.9+ BE are not compatible with R7 so R8.8 BE is the only one that can be used.

      Please let me know is that helped or is you need something else

    • Yes thank you! I'll try setting that to true, I was just confused as to whether I was supposed to do anything extra to get the R8 Traders to my R7. Thank you for the advice, I'm very excited to get this mod working and I appreciate your hard work!

    • There is already Aki-B1 version released, it supports the latest version of Live 12.10.1661 and have the most recent update to traders. Both my mods have compatible versions already (R8 version). there may be a few bugs in SPA-AKI still, but mostly it is playable, so you can give it a try

    • Thanks! It's working now!

  • small idea, since the name of the mod starts with A it has very low priority in load order, which means when using AI mods lik Fins or ReidersPMC wont make all AI hostile i think. Like the mods overwriting your "AvoidAllPMC" option, can it be?

    • I doubt that is a problem, it may be an implementation of this param in SPT-AKI. It feels like it some maps ignore this setting. Need more testing for this

    • Okay, ive tested a bit around. Some functions stopped working completely after i updated FinsAI to the most recent version and the mods of ereshkigal Aki configurator + AIO. I changed all configs to be the same. The only thing that changed, is the load order from the AIO mod, which is now last. The functions which stopped working are "AvoidAllPMC". and the "maxbotspermap". Before updating the map i mentioned before, every PMC was hostile, USEC and BEAR. Now only Bear is hostile. The max bots per map option worked as well before, because now i recognize worse performance, because more Bots are spawned and your mod usually stopped them at a specific amount. So i hope you can understand what i am talking about :) if you have questions and if you want me to test stuff, just text me :)

    • Thanks for info. Not sure when I'll have time to dig into it, I do not use FinsAI, I prefer Reider123-AdvancedPMC instead and have not issues with that. Cannot give any ETA for now, but I'll keep you information in mind