
Massive QoL mod that shows all useful information in item descriptions (prices, barters, crafts and profit calculation, quests, hideout, armor stats, etc) and recolors all items based on MMO-like rarity with international support.
Full international support is here
Русский, English, Spanish, Korean, French, Chinese, German and Japanese are fully translated now, other languages just use their proper in-game item and traders names.
Pick your language in config.json or hide the announcement with HideLanguageAlert flag.
Check out my other single-player focused economy overhaul mod - Softcore
Compatible with Realism mod.
Features:
Rarity Recolor
This feature clears and changes background color on EVERY item in the game based on MMO style rarity tier-list with colors that make actual sense. Tiers are based on trader level you can purchase or barter the item. Barters are considered +1 rarity level. If item is unbuyable, calculates rarity based on item in-game per-slot value and uses thresholds set in tiers config. Banned on flea market items are given highest rarity - overpowered. The tier list:
- Common (grey background, bought with level 1 traders OR under 10k per-slot value)
- Rare (blue, level 2 trades for currency and level 1 barters OR under 20k)
- Epic (purple, level 3 and level 2 barters OR under 30k)
- Legendary (dim yellow, level 4 and level 3 barters OR under 40k)
- Uber (bright yellow, level 4 barters only OR under 60k)
- Extraordinary (bright green, super valuable items worth over 60k per slot)
- Overpowered (bright red, banned on flea market)
- Custom (dim red, not used by default).
Can add tier name to Prices Info module. Add custom item rarities in config.
Mark Valuable Items
Marks most valuable items by adding symbols ★ and ☆ to item names and inventory icons based on item per-slot value (configured by thresholds in config) when sold to traders OR fleamarket AVG price.
Defaults:
☆ - good item - item value per slot is more then 10k when sold to vendors, or more then 15k on flea market
★ - best item - item value per slot is more then 20k to vendors, or more then 30k on flea market
Use really high values in config if you want to disable certain type of highlights, eg flea ones.
Option to always mark banned on flea items as best with a ★.
Bullet Stats In Name
Adds bullet stats to bullet name (damage / armor penetration). Calculates total damage for buckshot rounds. VERY usefull in raid, because bullet name is shown when check magazine action is used.
5.45x39mm PP gs (44/36)
Description modules:
Prices Info
Basic module that adds prices information to item description, includes avarage flea price and best trader to sell to. Option to hide flea price and rarity tier display.
Flea price: 61703₽ | Ragman’s valuation: 37386₽
Barter Info
Adds information about how you can buy the item from traders, their levels, price or resources (barter resources short names are used and total sum is based on AVG flea prices)
[T H I C C item case] Bought @ Therapist lv.4 < ★Defibrillator ×15 + ★LEDX ×15 + Ibuprofen ×15 + ★Toothpaste ×15 | Σ ≈ 12877545₽
New feature:
Recursive search in barters!
[HK 416A5 low profile gas block]
Bought @ Mechanic lv.2 < 2,912₽
Bought ∈ HK 416A5 @ Peacekeeper lv.4 < $978 ≈ 111,535₽
Production Info
If item can be crafted, adds information on resources and total crafting sum per item based on flea prices.
[9x19mm AP 6.3] Crafted ×150 @ Workbench lv.2 < ☆Hawk ×2 + ☆Pst ×400 | Σ per item ≈ 1686₽
Crafting Material Info
Shows if item is used in crafts along with other materials and profit delta based on flea prices only (this messes up calculation on some crafts that can be done insanely cheap using trader materials or items obtained from other crafts). This is a guideline for crafting profits, not a rule.
[SSD drive] Part ×1 > Secure Flash drive ×3 @ Intelligence Center lv.2 < … + ★GPX ×1 + ☆GPhone ×1 | Δ ≈ 16234₽
Barter Resource Info
Shows info if an item can be traded for something with traders along with other resources. Calculates total sum of all resourses (based on flea prices) and delta between buying the final item directly on flea or from trader. Positive delta = profit, negative = don’t bother, buy it directly if you can.
[Ibuprofen painkillers] Traded ×15 @ Therapist lv.4 > T H I C C item case < … + ★Defibrillator ×15 + ★LEDX ×15 + ★Toothpaste ×15 | Δ ≈ -9777545₽
Quest Info
Adds information if the item needs to be handed in for a quest. Marks find in raid quest condition with a checkmark with an option to add this checkmark to an item name.
[CMS surgical kit] Found (✔) ×2 > Ambulance @ Jaeger
Hideout Info
Shows if item is needed for hideout construction.
[Secure Flash drive] Need ×3 > Intelligence Center lv.2
Armor Info
Adds armor stats for armor level (useful for Realism mod), effective durability calculation, material quality and per repair degradation.
[BNTI Zhuk-6a body armor] Armor class: 6 | Effective durability: 94 (Max: 75 x Ceramic: 1.3) | Repair degradation: 17% - 22%
Container Info
Adds slot efficiency calculation for rigs, backpacks and containers (number of internal slots / item size)
[WARTECH TV-110 plate carrier rig] Slot effeciency: ×1.92 (23/12)
Headset Info
Adds headset actual audio stats with pseudo compression boost calculation. In theory, more compression and lower ambient volume = better (BSG headset rarity tiering supports this theory), but it seems for me, in practice, it’s not always the case in-game. Higher resonance means harsher sound and boost at filter frequency.
[Peltor ComTac 2 headset] Ambient Volume: -5dB | Compressor: Gain 10dB × Treshold -25dB ≈ ×2.5 Boost | Resonance & Filter: 2.47@245Hz | Distortion: 28%
Spawn Info
Shows pseudo spawn info based on BSG handbook data. Mildly useful, not representative to real spawns, can be safely disabled.
How to install
Open zip and copy folder into spt/user/mods
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Awesome SPT - A personal collection/modlist/catalogue for (subjectively) best SPT mods.
9.8K Downloads
- New feature: add armor class and effective durability to plate names.
- New feature: bypass ammo recolor and bypass keys recolor for use with other recoloring mods (e.g, Easy Ammunition and Better Keys NG)
- New feature: advanced ammo info - shows ALL hidden ammo stats, quite excessive, disabled by default
8.4K Downloads
- much better rarity recolor algorithm
- new feature: shows if item is trader unlocked only after a quest, also ups rarity of such items significantly
- new headset description algorithm
- crafting info properly fixed
- ammo stack calculation fix option for Softcore
6.1K Downloads
Update for 3.10
26.5K Downloads
Update for 3.9.2
22.7K Downloads
Compatibility fixes
2.4K Downloads
BSG blacklist hotfix
Details
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GUID
Not Available
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License
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Source Code
For all those who can’t wait for this mod to be updated to version 3.11, I am ready to share a link to the updated version. This is NOT MY MOD. I took it from DrakiaXYZ’s github, and I have no idea why he didn’t upload it himself (he didn’t even build it, and I had to build it manually). No one is responsible for any errors and bugs, you use this at your own risk. However, as far as I have checked, at least Tarkov launches, and the mod functions.
Google Drive
Just wanna say, this mod has been absolutely incredible and I truly appreciate your work, fingers crossed for a hasty update! Big love
TypeError: Cannot read properties of undefined (reading ‘Price’)
TypeError: Cannot read properties of undefined (reading ‘Price’)
at ItemInfo.getItemBestTrader (F:\EFT3.9.8EFT3.9.8\EFT3.9.8\user\mods\odt-iteminfo\src\mod.ts:1160:31)
at ItemInfoMain (F:\EFT3.9.8EFT3.9.8\EFT3.9.8\user\mods\odt-iteminfo\src\mod.ts:691:25)
at Timeout._onTimeout (F:\EFT3.9.8EFT3.9.8\EFT3.9.8\user\mods\odt-iteminfo\src\mod.ts:540:10)
at listOnTimeout (node:internal/timers:573:17)
at processTimers (node:internal/timers:514:7)
TypeError: Cannot read properties of undefined (reading ‘Price’)
TypeError: Cannot read properties of undefined (reading ‘Price’)
at ItemInfo.getItemBestTrader (F:\EFT3.9.8EFT3.9.8\EFT3.9.8\user\mods\odt-iteminfo\src\mod.ts:1160:31)
at ItemInfoMain (F:\EFT3.9.8EFT3.9.8\EFT3.9.8\user\mods\odt-iteminfo\src\mod.ts:691:25)
at Timeout._onTimeout (F:\EFT3.9.8EFT3.9.8\EFT3.9.8\user\mods\odt-iteminfo\src\mod.ts:540:10)
at listOnTimeout (node:internal/timers:573:17)
at processTimers (node:internal/timers:514:7)
I am noticing that a lot of my rigs (commando and csa for example) are described as “extraordinary” tier in the item description. I found out by looking in the translations file that this is translating from the “unobtanium” category and are showing up tracerRed because of this, but those items are well below the fallback value for this category. I would expect these items to fall in or near the “common” category due to their sell value. Does anyone know of a fix for this?
ODT, thank you for all your amazing mods; been using probably all of them. Can someone explain to me why ODT’s mods are not highlighted / featured!?
ODT. I love you. that plate value in the name. absolutely goated.
Is there any way to feed this mod barter info from custom traders so that it will display in the extended info of the item?
I think this may be preventing Better Keys NG from coloring key icons based on map they’re for. I tried changing the load order so that mod loads after, but that didn’t fix the issue.
if i want to have all items (exept ammo) colored based on flea market prices PER SLOT ONLY ,what do i do?
I disabled ammo stats and color from config.json and installed Munitions Expert (Reboot) and that works perfect.
All i want is to loot by color not by searching each item’s price.I did search it a lot before posting but cant find a way.
In the photo you can see that this grenade is worth 27k and in prapor 3.6k which means it should be categorized as common with trader price or rare with flea price.but instead its epic .Is there a way to make it my way?
Hey, using Item info rarity color feature and Easy Ammunition’s color feature for ammo, would they work together?
I would like to use Easy Ammunitions custom colors for my game with a Items info colors for other items in the game. Maybe mods load order?
Firstly, thanks for the mod, really love it.
Secondly, I added a fallback for the bartersResolver where if a mod causes a bug it just adds a random rubles/dollars/euro as the barter resources.
Its obviously not necessary, just a personal preference that i wanted to share.
Not tested it too much but i don’t have errors anymore.
in mods.ts replace the const barters and add the extra code above
const currency = [ {id:‘5449016a4bdc2d6f028b456f’, name: ‘rubles’}, {id:‘569668774bdc2da2298b4568’, name: ‘euro’}, {id:‘5696686a4bdc2da3298b456a’, name: ‘dollars’} ] const numberOfTrades = Math.floor(Math.random() * (15 - 5 + 1)) + 5; const trades = [] for(let i = 0; i <= numberOfTrades; i++) { trades.push({ _tpl: currency[Math.floor(Math.random() * (Math.floor(2) - Math.ceil(0) + 1))].id, count: Math.floor(Math.random() * (Math.floor(50000) - Math.ceil(0) + 1)) }) } const barters = traderBarters .map((barter) => recursion(barter)) // find and get list of “parent items” for a passed component .map((barter) => ({ // reset parentItem for actual parent items because of recursion function. // can be done in a more elegant way, but i’m too tired after a night of debugging. who cares anyway, it works. parentItem: barter.originalItemID ? (barter.originalItemID == itemID ? null : barter.originalItemID) : null, barterResources: typeof trader.assort.barter_scheme[barter._id] === ‘object’ ? trader.assort.barter_scheme[barter._id][0] : trades, barterLoyaltyLevel: trader.assort.loyal_level_items[barter._id], traderID: trader.base._id, barterID: barter._id, }))