Door Randomizer 1.4.0

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Getting tired of doors always being in the same state at raid start? Randomize them instead!

Super simple client mod that will randomize the open state of every non-locked door on raid start.


At the start of every raid, for each compatible door on the map, there is a 50% chance it will be swapped to its non-initial state.


Install Instructions

1) Open the downloaded zip file in 7-zip

2) Select the folders in the zip file in 7-zip

3) Drag the selected folders from 7-zip into your SPT folder


Demonstration Video (Yes, it's SAIN, but the same concept applies to all of my mods, I'm not making mod-specific extraction example videos):

vKRw58b.gif




If you enjoy my work, you can feed my caffeine addiction



NOTE: Any requests for assistance MUST be accompanied by the "BepInEx/LogOutput.log" file. Any support request without this file provided will be met with a request for this file, then ignored. Log content can be uploaded to: https://pastebin.com/

  • NOTE: There is a false positive on the VirusTotal results from the antivirus "Lumu", this appears to be showing up for most client mods hosted on GitHub if the link itself is scanned. This can be ignored


    NOTE: Any requests for assistance MUST be accompanied by the "BepInEx/LogOutput.log" file. Any support request without this file provided will be met with a request for this file, then ignored. Log content can be uploaded to: https://pastebin.com/

    Thumbs Up 1
  • Greatly enhances my feeling of unease when I run across the interchange

    10/10

    Heart 1
  • Hello! Love the mod and have found a bug I believe. When exiting D2 on Reserve some of the doors down there leading to EXFIL don't have the "Open" prompt.

    • This mod doesn't change the open menu at all, are you sure these doors are openable in base Tarkov/SPT?

    • I see. Yeah they have to be otherwise D2 would be blocked from the main HQ area. Will reinstall and attempt to recreate.

    • It's this one. Only sometimes.

  • Cool Idea. sadly This mod doesn't sync when multiplayer with a friend, so my friend just walks through the closed door. :)

  • Does this conflict with Raid Overhauls Door Events?

    • I'm not sure, I don't run Raid Overhaul or know how it implements door events

  • Sumtimes Door is open, sumtimes Door is closed.. 10/10 Alyonkas

    Thumbs Up 1
  • Hello!

    Thanks for this nice mod, but i have an question, can the percentage be changed from 50% to 30% for example?
    If yes, how?

    Thanks.

  • I noticed that when using this mod and that some doors flicker when you get near them

    • That shouldn't be caused by this mod, there are some doors (Especially noticeable on Factory) that have terrible culling distance, and go invisible if you get near them

  • Is this mod incompatible with the backdoor bandit mod?

    • I don't personally run Backdoor Bandit, but I don't see why it wouldn't be compatible with it. They should be fine to run together

    • I thought that as well, but I played multiple raids, and every locked door didn't change. The only other mod to my understanding that changes doors is backdoor bandit. I'll do some more testing around and let you know.

    • Door Randomizer will not toggle locked doors, only doors the player can normally open with the interact menu without an item requirement.

      Thumbs Up 1
  • dOES THIS WOKR FRO VARSON 3.5.3?

  • Sorry I am a dumdum but what exactly does this do? I don't understand at all sorry :(

    • Basically, it makes each door on a map (not-locked by a key) either opened or closed, so whenever you load a map it can be in a different state. No more repetitiveness

    • Yeah, what Sprout said, it just makes doors have a randomized open/closed state to better simulate an online environment where people have walked around the map opening doors.

    • oh so if the door is closed will there be loot still or no? if its closed can you still open the door?

    • It doesn't affect anything except door open state, it's just a simple mod to make things more dynamic. It will only toggle interactable doors, so yes, you can still open/close doors it has changed.

    • okay thank you <3

  • This is the blocked door to the media room at one of the cottages in Lighthouse. It was from the first 3.5.5 release; not the one you released today. It has some out-of-boundary geometry glitches if you walk up to it.


    p.png

    • It should be fixed by the latest release, only interactable doors should be considered for toggling now

  • This one door has issues it's by the Sewer River Exit on Streets. I'm not sure it's supposed to be closeable. If you spawn here with it closed as a PMC you get stuck.

    Txl7R7u.jpeg?2

    • Thanks for the report, I'll have to look into this, as it appears that while this door isn't interactable, it's not flagged as such in the same way as other doors.

    • This should be fixed in 1.0.1 :)

      Thumbs Up 1
  • As with your Task List Fixes mod, the 3.5.5 version is the raw .dll download only. Without being zipped or any folder structure. For new people, that could be a problem to find the right folder to install it.

    BepInEx/plugins

    Heart 1
    • Right, thanks for the heads up! Threw these updates up in a hurry yesterday, I'll get that fixed

      Heart 1
    • The version for both plugins should now link to a zip with the correct folder structure :)

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  • When the door is closed on Customs to old Gas Station i can not open the Door.

    • Make sure you are running 0.0.2, that door should not be closed by the mod if you're running the correct version

      Thumbs Up 1
  • Lmao for some reason the tightly closed door at the factory turned out to be open :kekw:

    • Make sure you're running 0.0.2, this was a bug that happened in the first release :)

  • Hahaha brilliant! These little ideas that make the game play so much better this community generates is astounding. Seriously this one changes things so perfectly for running repeat routes. +100

    Heart 1
  • This just awesome! Any chance you could add a config switch for locked doors?

    • I'm not planning on adding any functionality beyond what's here already, sorry.

    • Bummer, as that was something I was looking forward to.

      It would have simulated a player getting there before me.

    • The main problem with expanding functionality on a simple mod like this is the requests tend to never end. First you add locked doors, then people want configurable % for locked vs unlocked, then people want a different % for Doors A, B and C compared to X, Y and Z.


      I released this because it's simple, was quick to write, and filled a request I saw mentioned a few times.

      Thumbs Up 1 Heart 1
  • Does it also changes locked doors?

    • It does not affect locked doors, no

  • Hello Drakia, Street Scav's Extraction Point. Cemetery's door Unable to operate.

  • had this with DanW's Late To the Party mod, made my scav playthrough genuine.

    Heart 1
  • just wondering, does it work with 3.5.0?

    • It was made for Aki 3.5.2-3.5.4, 3.5.0 was a different client version so probably not, you can always try :)

      Thumbs Up 1
    • While I don't touch any of the unnamed classes, I can't make any promises on whether this will work with 3.5.0, since it was a different EFT version.

  • This is so amazing, thanks man, I have been wanting this for ages! It's simple but brings a fresh element to each new raid and makes you question if the door was or wasn't opened by a bot...

    Heart 1
  • god i love randomizer mods

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