Backdoor Bandit (BB) 1.9.0

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Thought breaching a locked door was impossible? Now you can shoot it open and you don't need the key. This will break game balance but i don't care.

I made this because i hated that there was a breach option and it never worked. All you did was stub your toe on 90% of doors.


Installation.

1. Unzip it into your spt directory. it should install the pieces in the right place.


Usage.

  1. Added PlebMode toggle in Bepinex Config. Turn on PlebMode if you want all weapons to affect door breaching.
  2. Added weapon restriction and ammo restrictions when PlebMode is off:

On non-metal doors:

  • You can only use shotguns with slugs
  • or melee weapons that are : DeadBlowHammer, FierceBlowSledgeHammer(if you guys can make it equippable), Crash Axe, Crowbar
  • I think regular hand grenades work

On metal doors.

  • You can only use grenade launchers with HE rounds


Thanks DrakiaXYZ for the door code.. I used his as a base and built on it.


If you guys enjoy my work and feel like buying me caffeine, here's my kofi.

  • Version 1.9.0

    Update for SPT 3.9.0

    • Fix for the MTs-255-12ga cylinder to take breach rounds

    unzip to your spt install directory and it will install into the correct places for bepinex plugins and user/mods.

  • Version 1.8.8

    SPT 3.8.0 - 3.8.1

    1. Fix issue with deleting game doors on shoreline and causing y our game to freeze. I had a superficial patch on the last one. This one should work cleanly. Thanks to Nick! He's really good at breaking stuff.
  • Version 1.8.7

    SPT 3.8.0 - 3.8.1

    1. Fixed the hand animations playing when using explosives even though you've stepped away from the door. (Thanks to RaiRaiTheRaichu!)
    2. Added explosive timer sounds that gradually get faster until the final tone (depends how long you set c4 timer for). Its also spatial audio so it will get quieter if you walk distance from it.

    For 312 before who downloaded, i updated zip so it has the check again that you can pickup the c4 and it still explodes and it fixes an error caused with perfect culling that crashed the game.

  • Version 1.8.6

    SPT 3.8.0 - 3.8.1

    1. Fixed not being able to plant C4 with Keypad Lock doors (Labs). Apparently these doors do not have 'locks'. (Thanks Nick!)
    2. Added more null ref checks for people who plant more than one C4 on a door.. highly regarded (Thanks Nick!)


    I have updated this zip with a fix so everyone before 199 downloads, please download again.

  • Version 1.8.5

    SPT 3.8.0 - 3.8.1

    1. Fixed explosive placement to be based on vector from player to lock because bsg has shit standards for door placement. If you look at door at wierd angle and place explosive, it will place it angled. best i could do.
    2. Explosions now destroy the door because fk doors.
    3. Added ability for explosives to cause damage (configurable radius and damage in Bepinex Config. Disabled by default). If you take cover behind an object like a wall, you will not take damage even if you are in radius of explosion.
  • Version 1.8.3

    SPT 3.8.0

    1. Replaced using the TNT explosive with the C4 Charge modeled by Moxopixel. It looks so good now. Thanks Moxo!
    2. Tried to redo logic for placement of explosive so its always on the side facing the player.
    3. C4 takes up 2x1 space so you can't carry crazy amounts of it
  • Version 1.8.2

    SPT 3.8.0

    1. Fixed picking up a shotgun with ammo causing the player to slide
    2. Added ability to customize fuse timer on tnt explosive.
    3. re-enabled breeching boxes as items that can be picked up or bought on flea. Did not add to trader assort because it doesn't seem to work.
  • Version 1.8.1

    SPT 3.8.0

    • Added ability to use breaching rounds on metal doors as an option
    • Added more configuration jsons in the folder so you can use your own custom weapons (and not just melee weapons or grenade launcher item ids)
    • Disabled the assort for the Breach Rounds Box since i can't be bothered to figure out why it sells with 0/5 rounds. now you can only buy individual rounds.
    • Refactor.

    Update

    • added MP-43 12ga sawed-off double-barrel shotgun that i forgot to shotgunweapons.json so stubby should now work with breaching rounds.
  • Version 1.8.0

    Updated for SPT 3.8.0

    • Added ability to use TNT-2000 as explosive charges to open any type of material door. Just select plant explosive from your action menu on a door. There is a 10 second delay and no the explosion will not damage you.
  • Version 1.7.2

    Updated for SPT 3.7.4


    New Features:

    Semi-Plebmode

    If you enable this, you can use any weapon on regular doors, but thin and thick metal doors still need grenade launcher


    Define the random hit points assigned to doors

    You can customize the door hit point range. This determines how many shots it takes to blast open a door. This is randomly assigned between the min and max values you set.


    Set your own weapons you want for grenade and melee

    You can now define what is a valid grenade launcher or melee weapon using the hash id by editing the json files in the folder with it.

  • I miss the C4 so much bugcatrainbow

  • guys i need some help mod is not working and every time i use c4 or other thing give me this error

    [Exception] : TypeLoadException: Could not resolve type with token 01000041 (from typeref, class/assembly GStruct414`1, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)

    BackdoorBandit.ExplosiveBreachComponent.StartExplosiveBreach (EFT.Interactive.Door door, EFT.Player player) (at <ecc7d253aac4433c97a56cce15559baa>:0)

    BackdoorBandit.Patches.ActionMenuDoorPatch+<>c__DisplayClass1_0.<Postfix>b__0 () (at <ecc7d253aac4433c97a56cce15559baa>:0)

    EFT.UI.ActionPanel.TranslateCommand (EFT.InputSystem.ECommand command) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNode.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNodeAbstract.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNode.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNodeAbstract.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNode.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNodeAbstract.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNode.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputNodeAbstract.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputManager.method_3 (System.Collections.Generic.List`1[T] commandsList, System.Single[] axesList) (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputManager.method_2 () (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    EFT.InputSystem.InputManager.Update () (at <735d61ab943c477ebbd838f10cd9b5b1>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class362:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

  • I know were not supposed to ask to update but this mod is to dam gooooooood XDD

    Thumbs Up 4 Heart 3
  • please update

    Heart 11 Thumbs Up 1
  • How do I get C4? Cant find it anywhere.

    Thumbs Up 1
    • you can find it in raid and buy from flea

  • "PlebMode toggle in Bepinex Config." WHERE?

    we cant find this

    • did you press f12?

    • Yes, nothing showed up..

      using the last version of the game and the mode..

  • not sure if this is an incompatibility with something, but installing this mod causes raid creation to fail and force me to reinstall SPT

  • Trying to find the toggle for pleb mode (yes I am said pleb) but I cant find it. Any tips on getting that working?

  • Download file is formatted wrong. Everything in BepInEx was extracted directly into my spt folder. I had to manually create the plugin folder and move/rename the files. User and Mods folder was capitalized, which should not be the case.

  • question. on metal doors, wouldn't the breaching slug work?

  • Hey can we please get an installation guide? I doing this manually and nothing auto sorted to anything, I've tried looking everywhere to just figure out what files go where and how they go there

    • nevermind turns out my brain is very massive and very wrinkled. (thanks anyway)

    • What did you do? I can't figure out how to make the mod work

  • good evening sorry I am new in the world of modded tarkov and I play with a friend and we have a small problem the mod in 1.8.8 does not appear in the f12 while our version of games is 3.8.3, does anyone have a solution?

  • So I tried using the crowbar to open a wooden door on shoreline (The one with the cabin next to sanitar's table) and it didn't work. I aimed for the lock (Does it make wood or metal? Because each time I hit the lock it pinged like a gunshot). Stood there for awhile wacking it but nothing happened.

  • well, it does not work for me. im using shotgun with slugs and i cant open door on ground zero for the first quest. I installed it how u tell me to do but it just wont work. some help?

    • if you don't set the correct option, by default you need to use the breacher rounds. if you want to use slugs, use the semi-pleb mode in the F12 options. Also, you need to aim for the door lock

    • yeah, apparently im a little dumb i didn't saw that breaching rounds and was using just slugs. Everything works good

      Thumbs Up 1
    • Same thing happened to me, even after reading the description.

      Total brain fart.

      Happy 1
  • Hey, maybe this is a dumb question, is crafting C4 available in 1.9.0?

  • hello author!
    how can players obtain lockpicks set?
    previously lockpicks set can be crafted on 1st level workbench, but how to get it now? (bad english, excuse me)

    • Wrong mod. you are looking for CJ's mod

    • i am idiot
      excuse me please...

  • Just a heads up this seems to conflict with the WTT Auto-5. If you fire, it locks your gun and hands up so you can't fire, switch weapons, or use items.

    • Did you add this to the list of custom weapons in the dvize.BackdoorBandit folder? needs to match the type of weapon in which json you put the tpl id in

    • I did. I have forgot to put BBB higher on my list than Realism so now it fires with no issue but now after trying to breach my first door I realized that I can't breach any doors either. Using breaching rounds didn't work and setting it to allow all weapons didn't work.

    • If the rounds don't work, maybe its detecting wrong type of weapon. what kind of weapon is it actually classified as? BBB does distinguish between types of weapon so what json file you put that tpl id in matters

    • I think shotgun from the ID's I found in it's JSON.

    • I don't think it's cause of this mod. I have the same issue with the auto-5 except I don't use or ever used this mod.

  • Hey there, i love this mod!


    But i'm a bit of a noob. How do i know which rounds are breaching rounds and how do i open locked doors like that, apart from C4?

    • the rounds say breach on them. you can also buy on flea

    • Thank you!

    • Maybe I'm blind but when I click on a round, I don't see anything that says "Breach" on them anywhere in the description or anywhere else.


      Where should this breach on the round be exactly?

  • Hello, I love your mod. Is there a way to implement that only basic doors can be opened and that those that require a key cannot be opened?

  • Weirdly enough I went into the items.jsonc to change the pricing of the breacher rounds, breacher box, and c4 but the pricing has not changed even with a new profile. Do you happen to know how to address this? Thank you :)

    • c4 can be bought? from who?

    • No it can't be from what I am aware of, there is pricing for it in there though so I just changed it :shrug:

  • is there a way to add modded shotguns to this mod? I have the striker revolver shotgun and even with the door breacher rounds it does not open doors

    • there is a shotguns file that you need to add your custom mods tpl id to use inside of there.

      Heart 1
  • Could you enable option for melee only breaching? As in disabled breaching for all bullets/explosives. And is there any chance to get the normal breaching option to work on any door?

  • how about kicking like in Ready or Not? requires one or multiple kicks and can't kick with blacked out legs

  • Hey does the mod work with fika, because my friend cant breach doors only i can, and when i do he is still unable to enter because the door is still closed for him

    • He will also need to download the mod so that he can breach. If you close the door he should be able to open it. There is a Fika version available on the discord but it's just now getting updated.

  • Hi quick and maybe dumb question but do the doors in dorms with the metal grating count as metal doors or are they regular doors?

    • i believe they are still regular doors.

  • So, I know monopixel mentioned making the C4 craftable, but I haven't found his version of that, I don't think he's done it yet. I think you should just add the craft to the base mod when you get the chance.
    I think a good craft would be:
    Workbench Level 2
    Elite pliers and a Toolset as auxiliary tools.
    2 TNT bricks, 2 grenade fuses, 2 AA batteries, 2 wires, 1 PCB, 1 duct tape.
    3 hour crafting time.

    What do you think about that?

    Thinking 1 Heart 1
  • using HULTAFORS DEAD BLOW HAMMER and tried to knock down a door but it didn't work tried several doors with all levels of config switched on and off. just reporting as the mod description states it as a feature thanks

    • You have to aim for the lock on the door with melee weapons

  • Is it intentional that C4 isn't sold at any trader?

    • It is intentional. If anything i would have made it so you could create it but i think moxopixel said he was going to make a mod of this for that.

  • How would one go about uninstalling this? Just remove the files?

    • yes from the bepinex/plugins folder and the /user/mods folder (doorbreecher)

    • Thanks. I actually realised afterwards that I could've removed it. I got error messages but it was related to something else. Great mod!

  • Would be cool if the shotgun shells have only a % chance (15?) to open a door and c4 has a 100% chance.
    Same goes for doors maybe you can not use the shotgun shells on any door and c4 works on those (kiba, marked rooms, f.e.) that would be so sick
    Also a added craft for the hideout would be nice.

    otherwise 8/10 would install

    • You can change the health of doors in the f12 menu. Breaching rounds do around 190-200 damage, so just change the minimum and maximum door health to something else

    • ohhh thats a neat workaround. tyvm