After some time invested, I found that interface tweaks somehow conflict with BCE crafting When I disable interface tweaks mod - crafting works as intended. BCE author confirmed. Conflict example: after combine most items durability decreases by only 1% (multitool, crowbar, 100% grass item now you can combine 100times!! and so on) .
BCE is pretty popular mod, can I ask make your mod more compatible with it?
some combine recipes with bad durability calculation (in game names): multitool + crowbar = should remove -2 durability from multitool coca plant + meds mortar = should remove from coca plant -33 durability
other case with possible conflict: when using lockpick, lockpick always loses 1 durability (such opinion from my testing). From in game notification seems in BCE lockpick should lose various durability depending on merc mechanic skill
Please, test the new version (5.21), i hope it works. Take into account, that my combination of items has a chance roll to not lose tool condition at all for high skill values. It will probably work with coca plants too and will be ok or weird, i have no idea, i rarely use any crafting, and cant test it myself, it requires some playing with BCE.
Also, my mod do not mess with lock pickable objects.
Tested changes - items loses durability after use - tried this: multitool + crowbar = removed -2 durability from both tools ! Thanks for fix
BUT found another bug, not sure its ITweaks bug, can be BCE. Used this recipe for testing: multitool + crowbar When you craft item in SAT view - its not appear neither inventory or sector stash (but tools loses durability) When you craft item in Tactical view - its created on ground Very annoying bug/mechanic...
Well, i've tested it. Not the latest BCE, but here is the results: - Multitool looses it's reliability, crowbar stays at 100 percent. Already a difference. A mod conflict most likely. - granite rock appears in merc(s) inventory if there is empty space. If there is none (i had a combat log entry with message that inventory is full) - on global map in sector stash and i couldn't find it on the ground - on local map i had a combat log entry with message that inventory is full
no errors in the error log.
The crowbar stays at 100 on other recipes too, as well as Wirecutters.
PS: combine 2 items is not the main focus of this mod, i guess i should add an option to turn it off completely.
I've changed the mod loading order to make ITweaks the last one. Now the left top corner icons tint is the same with the field icons. Multitool gets into squad bag and also stays at 100 at all times.
PS: here is the deal. With the tool items fitting into squad bag the game wrongly identifies them as items without condition.
just FYI, after some testing seems found solution: when combine 2 tools, 1 tool must be in merc inv. Also that merc must have at least 1 free space in inv. Then after combine both tools lose durab and item appears in merc inv.
All other scenarios in my testing not worked - items not appear or combine function not appear on tools
Yes, i've tested from the merc inventory. Besides, the mod has an option to use skill of the item owner merc (not the best one) to determine the results, and i have it turned "on".
I've uploaded a new version, but haven't tested it with BCE. The changes are: - "tools into squad bag" caused game to ignore the tool durability and screwed bulk crafting - added support (again) for multiple squads crafting ingredients search and use (previously it caused bugs, looks like it works finally)
PS: 1) if BCE is on top it deletes a tool item 2) if ITweaks is on top it works OK
PPS: if BCE is on top it deletes and recreates a tool item, so it bugs out if you combine items in bulk. But it's usable.
"tools into squad bag" caused game to ignore the tool durability and screwed bulk crafting
FYI, last BCE version have combability with tactical gear mod (https://steamcommunity.com/sharedfiles/filedetails/?id=3178380968), so players, who use it - this changes do nothing, because you cant place tools in squad bag. Only in inventory or sector stash
- added support (again) for multiple squads crafting ingredients search and use (previously it caused bugs, looks like it works finally)
not sure I get this change, can you explain use case?
2 squads with 2 squad bags in the same sector. Crafter in squad 2 can use ingredients of squad 1. But for interface to show "combine" option you must have at least 1 in squad 2.
What I would like to see as an added feature, because you almost have me to switch over. Is to use some of the things from bag of tricks. I need the squad and militia sizes, and I need to have a scroll on the squad selection so that I can utilize the screen fully for mercs and militia using the MC. militia mod. Overall, though, I like the mod, and you are doing good work, keep it up.
What is "squad and militia sizes"? Squad size is unlimited right now, and militia squad is just an icon on the map. It's unlimited in that sense too.
scroll on the squad selection - what is that? The list of mercs to the left? You can turn it on.
I don't know what is MC, but mod conflicts with GC-militia, screwing the interface. Since i don't personally need a militia mod, and even played without militia at all, i haven't thought about the ways to resolve the conflict.
While I absolutely love what this mod does, it has introduced a plethora of bugs for me. How many are just this mod, how many are due to interactions with other mods? I have no idea. EDIT: Now I do, it was apparently a conflict/interaction with SquadBagItems Expanded.
For one thing looting things and even general inventory management sometimes permanently disappears my squad bag, as in everything in it is no longer visible, and nothing ever will be again, load an earlier save. That's the worst one. Can also happen when you give items between squads, recipient's squad bag disappears permanently sometimes. Happens particularly if you try gifting multiple items, giving a single item, and then taking it out of the squad bag and giving it to a merc, saving, and then going to the next item usually works, but it's a bit tedious.
Also sometimes moving items around makes them disappear, but they usually reappear when you move something else to those slots... usually. Sometimes they just vanish.
And lastly it breaks scrapping from loot before picking it up, just doesn't work. Also scrapping things in squad bag can also be wonky and the item doesn't disappear, and can't be interacted with until I close the inventory and open it again.
Well, it looks like a vanilla bug to me. The squad bag can be full! When you add items one by one they will not run into that bug, there will be an extra slot or line.
I've made a test version fixing it, tell me if it works, i don't know how to test it.
It did improve things, I think, but it's not all fixed. For example if I buy a lootbox from Laalee Leewaylender that contains a weapon, it goes to squad bag and breaks the squad bag. Any way to turn off guns going to loot bag?
then I guess I'll have to go over my mods to figure out what's causing that. I was sure it was this (on account of being last added and I hadn't seen the behavior before).
EDIT: some other mod is causing guns to go to squad bag. Interface tweaks makes that break the squad bag. When I disable interface tweaks they go there and don't break it.
Ah, looks like it might be a mod conflict indeed. Apparently it was SquadBagItems Extended that made guns go to squad bag. The rest of what that mod does, Interface Tweaks also does... removing that mod seems to have fixed the issue.
This has been a long time problem for me. I use a recipe for disassembling ammo like this: PlaceObj('ModItemRecipeDef', { Difficulty = 15, group = "Explosives", ExplosiveRoll = true, id = "BREAK:_44CAL_Basic", Ingredients = { PlaceObj('RecipeIngredient', { 'item', "_44CAL_Basic", 'amount', 24 }), PlaceObj('RecipeIngredient', { 'item', "Wirecutter" }) }, ResultItems = { PlaceObj('RecipeIngredient', { 'item', "Wirecutter" }), PlaceObj('RecipeIngredient', { 'item', "Parts", 'amount', 8 }), PlaceObj('RecipeIngredient', { 'item', "BlackPowder", 'amount', 1 }) } } ),
Whenever I do that, nothing was produced, the Wirecutter and, some of the ammo disappears as well.
I have to rename (effectively remove) these functions to make the above crafting recipe to work... function _Combine2Items function _Combine2ItemsInternal function _Combine2ItemsInternal_outdated
i've made Tools fittable to the squad bag some time ago. And the combine items function was not ready for that. I was testing on wirecutter and pipe bomb, but the powder was never missing, just wirecutters.
after dozen of days having this mod i'm glad to conclude it being the key mod for my playthrough - mod provides several essential boosts to game quality and all of them are highly customizable to keep experience close to vanilla and challenging.
thank you so much for creating this top notch compilation of game improvements.
i'd wish "manual crafter choice" tweak would work in my game, still have to move out mechanic to nearby sector each time crafting so the secondary mechanic would grow.
mod's best features:
pop up dialog asking if you wish to share squad bag items when moving units between squads (i wonder how testing of such a superb game allowed hardcoded splitting still to be in the game after so many great updates, got the mod because of this in the first place)
move all suitable loot to squad bag (hotkey B during looting screen)
ammo stacks, reloading options, free moves are colored (similar to Audakira's UI mod, which adds few more useful UI conveniences)
show chance to hit (just saying it's here since it's a must have for me, less contextual alternative is adding Descriptive CtH mod, compatible)
merc list scroll "off" + merc list scaledown "default" = game automatically scales portrait sizes to fit within your squad area on the screen (mod unlocks max number of squad members, still respecting max hired AIM mercs of 15, having 10+ mercs in squad i also enable portraits "2 rows" setting)
sort sector stash (automatically moves sector's stash items closer to each other after you refresh stash view)
remove map desaturation (i think it's working during sat view, making the map still full of colors during the pause which is the most of my time looking on the map which is more appealing)
change portrait backgrounds (removes gray stones behind the portraits on the overall gameplay screen revealing more gaming area which is very much appreciated)
change camera zoom (has no settings available but it's tuned perfectly for me, tried 2 other camera mods and this one is the best)
colored lines of fire (you get approx. evaluation of the aiming range to the enemy before deciding to change tactical position, perfect)
+ compatible extra mods for JA3 play of a lifetime:
Smart overwatch
Field experience unchained (default settings are ok)
Thx 4 reply. Did you test it? Set the language to german and you will see that there is no sector K9 stash anymore and you can't access the loot in this stash. If you can't reproduce it, than maybe it only happened to me because of a running game. But interesting is if I only set the language again to english the sector stash on plate K9 at the port cacao docks exists again and all my loot in this stash reappears. In this sector stash I have normally 381 items, it's my main stash. May the number of items is the problem.
Nice mod btw. I really like that you collapsed the mod listing. I would really like to use your mod with german language.
Well, yes, i've tested it with a 3 items stash, it works.
Is there any error in the log file? \Users\<you user name>\AppData\Roaming\Jagged Alliance 3\logs Looks like it produces a bug when shows a particular item in german.
Is there any non standard (added by mods) item classes or weird (screwed, missed, weird symbols) item names in the list?
PS: I've found a small bug with mixed melee and fire weapons in the list, but besides that - i have no idea, need more information or smth to test it on myself
And please don't put burst and auto fire together, I use the mod damage control, burst 100% and auto 50% personal best liking. Your mod overwrite the auto to 100% at selection full.
My best guess was like this: JA3_CommonLib changes class property, that is used in sorting. But in my tests on standard items it still a string and works ok. I checked 1 mod that listed this lib as a requirement - Rato's Explosive Overhaul 2.0, tried to make some items - and it still works. So, i'm out of ideas, i'll send you a test version of the mod in PM.
The class property in the Entity class is now a list of choices instead of a text field.
Btw. [mod] Loaded mod def Rato's Explosive Overhaul 2.0 (id RATONADE, v2.11-3670) unpacked from appdata is/was disabled. I downloaded it only for a new game I had overseen it to delete it from the list, sry.
Just wanted to say this mod rocks. A ton of great QoL functionality. And not sure when it was added, but it now fixes one of my biggest annoyances of splitting the entire squad bag when breaking off new squads. Might be time for another playthru.
347 comments
When I disable interface tweaks mod - crafting works as intended. BCE author confirmed.
Conflict example:
after combine most items durability decreases by only 1% (multitool, crowbar, 100% grass item now you can combine 100times!! and so on) .
BCE is pretty popular mod, can I ask make your mod more compatible with it?
multitool + crowbar = should remove -2 durability from multitool
coca plant + meds mortar = should remove from coca plant -33 durability
other case with possible conflict:
when using lockpick, lockpick always loses 1 durability (such opinion from my testing). From in game notification seems in BCE lockpick should lose various durability depending on merc mechanic skill
Also, my mod do not mess with lock pickable objects.
BUT found another bug, not sure its ITweaks bug, can be BCE. Used this recipe for testing: multitool + crowbar
When you craft item in SAT view - its not appear neither inventory or sector stash (but tools loses durability)
When you craft item in Tactical view - its created on ground
Very annoying bug/mechanic...
- Multitool looses it's reliability, crowbar stays at 100 percent. Already a difference. A mod conflict most likely.
- granite rock appears in merc(s) inventory if there is empty space. If there is none (i had a combat log entry with message that inventory is full)
- on global map in sector stash and i couldn't find it on the ground
- on local map i had a combat log entry with message that inventory is full
no errors in the error log.
The crowbar stays at 100 on other recipes too, as well as Wirecutters.
PS: combine 2 items is not the main focus of this mod, i guess i should add an option to turn it off completely.
PS: here is the deal. With the tool items fitting into squad bag the game wrongly identifies them as items without condition.
when combine 2 tools, 1 tool must be in merc inv. Also that merc must have at least 1 free space in inv. Then after combine both tools lose durab and item appears in merc inv.
All other scenarios in my testing not worked - items not appear or combine function not appear on tools
I've uploaded a new version, but haven't tested it with BCE. The changes are:
- "tools into squad bag" caused game to ignore the tool durability and screwed bulk crafting
- added support (again) for multiple squads crafting ingredients search and use (previously it caused bugs, looks like it works finally)
PS:
1) if BCE is on top it deletes a tool item
2) if ITweaks is on top it works OK
PPS:
if BCE is on top it deletes and recreates a tool item, so it bugs out if you combine items in bulk. But it's usable.
FYI, last BCE version have combability with tactical gear mod (https://steamcommunity.com/sharedfiles/filedetails/?id=3178380968), so players, who use it - this changes do nothing, because you cant place tools in squad bag. Only in inventory or sector stash
not sure I get this change, can you explain use case?
Crafter in squad 2 can use ingredients of squad 1.
But for interface to show "combine" option you must have at least 1 in squad 2.
And you definitely a lifesaver, thank you! They should pay for you.
EDIT: Sadly that loses the main fix of the new version. Working full automatic weapon damage.
scroll on the squad selection - what is that? The list of mercs to the left? You can turn it on.
I don't know what is MC, but mod conflicts with GC-militia, screwing the interface. Since i don't personally need a militia mod, and even played without militia at all, i haven't thought about the ways to resolve the conflict.
For one thing looting things and even general inventory management sometimes permanently disappears my squad bag, as in everything in it is no longer visible, and nothing ever will be again, load an earlier save. That's the worst one. Can also happen when you give items between squads, recipient's squad bag disappears permanently sometimes. Happens particularly if you try gifting multiple items, giving a single item, and then taking it out of the squad bag and giving it to a merc, saving, and then going to the next item usually works, but it's a bit tedious.
Also sometimes moving items around makes them disappear, but they usually reappear when you move something else to those slots... usually. Sometimes they just vanish.
And lastly it breaks scrapping from loot before picking it up, just doesn't work. Also scrapping things in squad bag can also be wonky and the item doesn't disappear, and can't be interacted with until I close the inventory and open it again.
EDIT: logs in reply, looooong.
Notice
This comment is too large to display.display the commentI've made a test version fixing it, tell me if it works, i don't know how to test it.
For example if I buy a lootbox from Laalee Leewaylender that contains a weapon, it goes to squad bag and breaks the squad bag.
Any way to turn off guns going to loot bag?
EDIT: some other mod is causing guns to go to squad bag. Interface tweaks makes that break the squad bag. When I disable interface tweaks they go there and don't break it.
[LUA ERROR] HGE::lua_PointPack: Expected point
C:\users\steamuser\AppData\Roaming\Jagged Alliance 3\mods\Interface_tweaks\Code\SquadBag.lua(269): method SetSquadId
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\Lua\SquadBag.lua(214): global GetSquadBagInventory
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\Lua\XTemplates\Inventory.lua(2063): field __context
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(268): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(566): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(460): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(460): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XDialog.lua(487): method RespawnContent
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XDialog.lua(473): method OnDialogModeChange
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XDialog.lua(343): upvalue callOnModeChange
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XDialog.lua(340): upval
self | object SquadBag
squad_id | number 59
items | table 0x00000001512B5CB0 #88
slot_items | object InventorySlot
Lua 0:16:11:434
(for generator) | function 0x000000014007E880
(for state) | table 0x00000001512B5CB0 #88
(for control) | number 71
idx | number 71
Lua 0:16:11:435
item | object MP5K
left | nil
top | nil
Lua 0:16:11:620
[LUA ERROR] Mod/ITweaks/Code/SquadBag.lua:190: attempt to index a nil value (field '?')
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\Lua\Inventory.lua(827): method ForEachItemInSlot
C:\users\steamuser\AppData\Roaming\Jagged Alliance 3\mods\Interface_tweaks\Code\SquadBag.lua(184): method FindEmptyPosition
C:\users\steamuser\AppData\Roaming\Jagged Alliance 3\mods\Interface_tweaks\Code\SquadBag.lua(268): method SetSquadId
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\Lua\SquadBag.lua(214): global GetSquadBagInventory
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\Lua\XTemplates\Inventory.lua(2063): field __context
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(268): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(566): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(460): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(460): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): <>
[C](-1): upvalue procall
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XTemplate.lua(199): method EvalChildren
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XDialog.lua(487): method RespawnContent
Z:\home\deck\.local\share\Steam\steamapps\common\Jagged Alliance 3\
self | object SquadBag
slot_name | string Inventory
Lua 0:16:11:621
base_class | function 0x000000015882ED50
fn | function 0x000000015882ED50
items | object InventorySlot
arg1 | table 0x0000000150EE6290 #4
(for index) | number 142
(for limit) | number 1
(for step) | number -2
i | number 142
left | number 0
top | number 0
Lua 0:16:25:719
PlaceObj('ModItemRecipeDef',
{
Difficulty = 15,
group = "Explosives",
ExplosiveRoll = true,
id = "BREAK:_44CAL_Basic",
Ingredients =
{
PlaceObj('RecipeIngredient', { 'item', "_44CAL_Basic", 'amount', 24 }),
PlaceObj('RecipeIngredient', { 'item', "Wirecutter" })
},
ResultItems =
{
PlaceObj('RecipeIngredient', { 'item', "Wirecutter" }),
PlaceObj('RecipeIngredient', { 'item', "Parts", 'amount', 8 }),
PlaceObj('RecipeIngredient', { 'item', "BlackPowder", 'amount', 1 })
}
}
),
Whenever I do that, nothing was produced, the Wirecutter and, some of the ammo disappears as well.
I have to rename (effectively remove) these functions to make the above crafting recipe to work...
function _Combine2Items
function _Combine2ItemsInternal
function _Combine2ItemsInternal_outdated
Thanks.
after dozen of days having this mod i'm glad to conclude it being the key mod for my playthrough - mod provides several essential boosts to game quality and all of them are highly customizable to keep experience close to vanilla and challenging.
thank you so much for creating this top notch compilation of game improvements.
i'd wish "manual crafter choice" tweak would work in my game, still have to move out mechanic to nearby sector each time crafting so the secondary mechanic would grow.
mod's best features:
+ compatible extra mods for JA3 play of a lifetime:
In this sector stash I have normally 381 items, it's my main stash. May the number of items is the problem.
Nice mod btw. I really like that you collapsed the mod listing. I would really like to use your mod with german language.
Here is a screenshot:
Is there any error in the log file? \Users\<you user name>\AppData\Roaming\Jagged Alliance 3\logs
Looks like it produces a bug when shows a particular item in german.
Locals:
self | object SectorStash
sector_id | string K9
filter | nil
forced | nil
sector_id | string K9
vcontainer | table 0x000002F337CDD948 #3
containers | table 0x000002F337CDD880 #14
items2 | object InventorySlot
items | table 0x000002F338B07548 #346
Lua 0:09:10:372
Error calling Lua function "MouseEvent" from C: Mod/ITweaks/Code/Inventory_mod.lua:918: invalid order function for sorting
Lua 0:09:13:284
[LUA ERROR] Mod/ITweaks/Code/Inventory_mod.lua:918: invalid order function for sorting
C:\Users\Frank\AppData\Roaming\Jagged Alliance 3\Mods\Interface_tweaks\Code\Inventory_mod.lua(918): method SetSectorId
C:\My Programme\Steam\steamapps\common\Jagged Alliance 3\Lua\UI\InventoryUI.lua(2887): global GetSectorInventory
C:\My Programme\Steam\steamapps\common\Jagged Alliance 3\Lua\UI\InventoryUI.lua(2964): global OpenInventory
C:\My Programme\Steam\steamapps\common\Jagged Alliance 3\Lua\XTemplates\GameShortcuts.lua(1377): method OnAction
C:\My Programme\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XActions.lua(600): method OnAction
C:\My Programme\Steam\steamapps\common\Jagged Alliance 3\CommonLua\X\XActions.lua(729): <>
C:\My Programme\Steam\steamapps\common\Jagged Alliance 3\CommonLua\Core\terminal.lua(102): <>
--- end of stack
Locals:
self | object SectorStash
sector_id | string K9
filter | nil
I tested another really old savegame there it worked with english and german languge.
Edit: The problem is "sot sector stash" mod option when I disable this option ingame the K9 stash reapears in english and german.
PS: I've found a small bug with mixed melee and fire weapons in the list, but besides that - i have no idea, need more information or smth to test it on myself
Pls, give me the list of your mods and i'll try to test it myself.
[mod] Loaded mod def Start Hidden Mod (id StartHiddenMod, v1.00-001) packed from steam
[mod] Loaded mod def OneClickSell (id MVHnKwP, v2.05-204) packed from steam
[mod] Loaded mod def GC Tourism - with weather forecast (id qHuQNWg, v0.03-390) packed from steam
[mod] Loaded mod def Darker Nights - NightOps (id obzeuEx, v2.05-106) packed from steam
[mod] Loaded mod def Grenades - Overhaul by BCE Guns (id Te6Q3N4, v1.04-070) packed from steam
[mod] Loaded mod def Baby Don't You Lie to Me! (id LzdRCFw, v1.00-019) packed from steam
[mod] Loaded mod def evermine (mines never run out) (id apdXsPz, v1.00-043) packed from steam
[mod] Loaded mod def Vanilla+ Reduce Rain Condition Loss (id HTUHpcE, v1.00-014) packed from steam
[mod] Loaded mod def Time is Money Friend (id EFfonak, v1.40-084) unpacked from appdata
[mod] Loaded mod def Fanning Shot (id KtjdrUJ, v0.00-008) unpacked from appdata
[mod] Loaded mod def Reduce Repetitive Voice Response (1.5.1 Update) (id audaReduceVoice, v1.00-004) packed from steam
[mod] Loaded mod def Zulib Weapons Core (id Tc3ajdY, v1.07-548) packed from steam
[mod] Loaded mod def Less Intrusive Healthbars (id hkoUg7t, v0.00-011) packed from steam
[mod] Loaded mod def Stealth UI Improvements (id hDunLJF, v2.00-285) packed from steam
[mod] Loaded mod def Pinned Down (id ANKmKG, v5.01-1282) packed from steam
[mod] Loaded mod def Damage Control (id VGDytqp, v1.03-042) packed from steam
[mod] Loaded mod def Custom Advanced Settings (id LDAADS, v1.00-031) packed from steam
[mod] Loaded mod def MaxStacks Tweaks (id XgNpKdk, v1.02-006) packed from steam
[mod] Loaded mod def Custom Difficulty Settings (id LDCDS, v1.03-013) packed from steam
[mod] Loaded mod def Trustworthy Gunsmith (id LDGunsmith, v1.02-093) packed from steam
[mod] Loaded mod def Better Zoom Mod (id BetterZoomMod, v1.00-004) packed from steam
[mod] Loaded mod def Lore-Friendly Mercenaries Project (id DMdNLvD, v2.04-439) packed from steam
[mod] Loaded mod def Interface tweaks (id ITweaks, v5.24-002) unpacked from appdata
[mod] Loaded mod def Pause for mines (id QbvEzFC, v1.00-010) packed from steam
[mod] Loaded mod def JA3_CommonLib (id JA3_CommonLib, v1.04-531) packed from steam
[mod] Loaded mod def Sir Ni's Hat of Tricks (id BagOfTricks, v1.01-264) packed from steam
[mod] Loaded mod def OctoSquad (id mJqHPtC, v1.01-009) packed from steam
[mod] Loaded mod def Auto Renew Contracts (id qnTPTbx, v1.04-077) packed from steam
[mod] Loaded mod def Audaki’s UI Enhancements (1.5.1 Compatible) (id LDaudaUi, v1.05-173) packed from steam
[mod] Loaded mod def Rato's Explosive Overhaul 2.0 (id RATONADE, v2.11-3670) unpacked from appdata
[mod] Loaded mod def Descriptive Chance to hit (id N6rmtjQ, v1.15-140) packed from steam
[mod] Loaded mod def Custom Settings (id hxmY4nT, v1.03-039) unpacked from appdata
[mod] Loaded mod def Inventory Size Rebalance 1.5 Reupload (id QHdsEjg, v1.05-008) packed from steam
I mean no mod adds any additional item. Only renaming them.
Btw. [mod] Loaded mod def Rato's Explosive Overhaul 2.0 (id RATONADE, v2.11-3670) unpacked from appdata is/was disabled. I downloaded it only for a new game I had overseen it to delete it from the list, sry.
Thank you!