Backdoor Bandit (BB) 1.8.8

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 1.8.8

    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.

  • Version 1.7.1

    Updated for SPT 3.7.1

    • rebuild with debug pdp disabled. maybe help virus warnings
    • fk u rico u entitled prick
  • Any way to configure so that I can use found TP-200's to breach doors, but not enable the breaching rounds / C4? Doing a hardcore playthrough, and would love to have an option to use the TP-200 to offset lack of quest keys, and not allow the shotgun rounds / C4.


    Amazing mod, tons of fun. Switching to a sawed off to blast open a locked door midraid is immediate BDE vibes. :D Thanks!

    • I suppose it would also be viable to remove breaching rounds from vendors, that way you could use them if you found them... newer to SPT, playing with FIKA, so any suggestions here appreciated!

    • well, you could use version 1.8.2 which used to use the tp-200. If you don't want breaching rounds from vendors, you can remove it from the mod.ts file in the src folder of doorbreecher in user/mods. Just comment or delete the assortHelpers blocks


    • My goal is making is so that having the rounds and the C4 available solely in raid supplements keys, so rather than hardcore playthrough making me grind to find a quest key, I can save a few rounds or C4 charges when I get them and use them for the quest doors.


      I bumped the price up on the breaching round to like 400k and removed the barter (I figured out how to edit the TS from your other posts! You rock!). If both rounds and C4 spawn in-world at random, I could even remove them from vendors completely.


      Tons of options here. Loving it. Thanks for the quick response!

  • Hey there, love your mod and I just had an idea that popped into my mind after updating it, I think it would be pretty cool if there was some kind of workbench craft for C4 explosive using 2x TNT + 1x fuse + 1x wire? Or something, just basing it on the C4 explosive model. Cheers!

    Thinking 1 Thumbs Up 1
  • Hello, I have downloaded the most recent version of 1.8.8, but running into a curious problem

    Server log says the version is 1.1.5
    Game client says the version is 1.8.1

    Of which neither are 1.8.8 (The zip file from which I extracted files into specified folders)

    And no C4 on flea and Breaching rounds have appeared, but they do not fit into the shotguns.

    • That means you installed the game dll wrong in the bepinex/plugins folder as it should be 1.8.8 in your bepinex/logoutput file


      server log version is correct.

    • How would one go about fixing that?

  • I am using this mod with project fika and I can breach open a door but my friend can't see the door open. Just reporting in case someone is using it with fika as well.

    • please ask in fika discord and not here. someone else forked my project and is maintaining it for fika

  • Because of the site blowing up every now and then, and for the sake of figuring out what could be the issue I'll share my problem here (for now at least). I noticed that my game crashes whenever I blow up room 306 for Health Care Privacy Part 2. I tested 1.8.7 down to 1.8.5 with the same outcome. Briefly after the detonation, I walk a couple of steps and my game freezes and I have to kill it and restart. In the logs I found the following exception, hopefully sheds some light into this. I've used the c4 charge before once for a quest related door and had no issues. This is my second time trying to use it.


    I have yet to test without any other mod, but maybe someone else can attempt to replicate in the meantime.


    EXCEPTION: System.NullReferenceException

    at (wrapper managed-to-native) UnityEngine.Renderer.set_enabled(UnityEngine.Renderer,bool)

    at Koenigz.PerfectCulling.EFT.PerfectCullingCrossSceneGroup.method_1 () [0x00070] in <448e567fc8c849f8a66327014c6f134c>:0

    at Koenigz.PerfectCulling.EFT.PerfectCullingCrossSceneGroup.UpdateSwitchQueuesMT () [0x0002d] in <448e567fc8c849f8a66327014c6f134c>:0

    at Koenigz.PerfectCulling.EFT.PerfectCullingCrossSceneGroup.Update () [0x00000] in <448e567fc8c849f8a66327014c6f134c>:0

    2024-05-09 07:58:34.456 -03:00|0.14.1.2.29197|Error|Default|NullReferenceException

    Koenigz.PerfectCulling.EFT.PerfectCullingCrossSceneGroup.method_1 () (at <448e567fc8c849f8a66327014c6f134c>:0)

    Koenigz.PerfectCulling.EFT.PerfectCullingCrossSceneGroup.UpdateSwitchQueuesMT () (at <448e567fc8c849f8a66327014c6f134c>:0)

    Koenigz.PerfectCulling.EFT.PerfectCullingCrossSceneGroup.Update () (at <448e567fc8c849f8a66327014c6f134c>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class358:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    Thanks in advance and keep up the good work, love this mod.

    • same problem here with any shoreline door (didnt check any other map yet)
      edit: just made a raid with 1.8.3 and it seems fine

    • you want version 1.8.7 which is the latest. The perfectculling issue probably because the door is destroyed

    • @Ness773 please test again with 1.8.7. i have updated the zip for that release in which i think i fixed this error

    • Will do now and edit this comment with the results. Cheers


      UPDATE: I'm glad to report that the issue appears to be fixed. I was able to breach, grab the folder and extract without the game freezing. I appreciate the swiftness in resolving it and the work that you do. I'm looking forward to get into modding because of mods like this one that add to the experience and immersion. I'll be on the lookout if some other issue appears and keep you posted :thumbup:

    • yes the error is now fixed, but now there is a new one.
      all doors are invisible after blowing one up

  • when shooting far away from a door the hand animation pops if you've shot the same door a few times.

  • Hello, i have problem. When i try to put Breacher round in to shotgun it say wrong ammo.

    • You probably did not install the server mod part of this correctly

  • Hello! Have you already added sound "BEEP" С4 to version 1.8.6?

    • Adding sound is more complex since every can set a different length for the explosive timer, so no, not yet.

    • It's a pity. The signal sound is exactly what your mod is missing!

  • I can't open red keycard door in the labs with C4, nothing happens when I press "plant explosive". But I still can breach violet keycard door without any problems

    • I have just fixed this.. again. please redownload 1.8.6 as i just updated the zip

  • Can you help me? I don't have C4 in flea (or from the mod.ts file) was wondering if this was a new update to remove this? I would love to know what the C4 can do.. I do however, have the breaching rounds, I haven't used them yet however. I am running 3.8.0 SPT

    • Sounds like you updated this incorrectly and didn't unzip the doorbreecher in the user/mods folder with the updated version

    • I just re-downloaded the file, Going to un-zip into spt file and replace all. (I will update with any changes). thank you :)

  • How do you use melee weapons to breach doors? I've tried to use a crash axe to open several wooden and doors like the ones in dorms and the locked door in factory down the hall from office.

    • make sure the weapon is added to the melee weapons list in bepinex/plugins/dvize.BackdoorBandit/meleeweapons.json file. You can find the item id
      here: https://db.sp-tarkov.com/search/

      Also, yoiu have to hit at wierd angle sometimes and it may take a lot of hits depending on the hp of the door.

  • Hey, is it possible to turn off the hand animation when blowing up a door? I noticed that when i place TNT on a door it plays the animation as if I opened the door.

    Thumbs Up 1
  • Hello! Please add this sound file to your mod so that it plays when a C4 charge is placed on the door. I think it will be very cool !

    Activated C4 10SEC (Mono22).wav

    Thumbs Up 2
  • How can I increase the price for c4 at a flea market?

    • You can go into user/mods/doorbreacher/src folder and then edit the mod.ts file with a text editor. Just change the 25000 value and handbook value to whatever:

      Code
        //add new custom item
        const C4Explosive: NewItemDetails = {
          newItem: itemsjson.C4Explosive,
          fleaPriceRoubles: 25000,
          handbookPriceRoubles: 30000,
          handbookParentId: "5b47574386f77428ca22b2f2",
          locales: C4ExplosiveLocale,
        };
      Heart 1
    • It worked. Thanks for the help :thumbup:

  • Hello, i download your modification unzip it into my spt directory but when i in game press f12 i see only BeplnEx settings ( https://imgur.com/om0qnSk ) where is my mistake?

    • Did you install the mod into the bepinex/plugins folder? if not, please send server logs.

  • Can you make sure that when you shoot, the doors open only in the direction in which you are shooting?

    (if you are in a room and the doors open in your direction, then when you shoot they open towards you)

    • I can't change the direction the doors open.

    • if you do not change the direction of door opening. namely from which side you need to shoot in order to open, as happens with a kick when knocking down a door

  • so,where to take c4? i see it on flea,offers from players,no offers from traders. L3 workbench?

    • Meant to be either picked up or bought from flea. It is not sold at traders.

    • ok

  • Is there a way to synchronize the breaching between MPT host/clients? Currently everyone has to breach the doors :)

  • Cant seems to work on my side. I play SIT for coop game and im hosting the server on another pc than the one i use to play. Everything on the server is working perfectly. Sain, Pathway, Bigbrain. however, backdoor dont show up in debug menu. i can buy breach shells at the vendor but even when i fire 100's round on the lock, nothing seems to work. I tried saiga, 870 and mp-133 with no success. Even the tnt block cant seems to work since i dont get any new promp when im in front of a door. Maybe its just uncompatible with SIT?!? I even tried the modified version you put in comments section without the need of the debug menu but with no success either.

  • i love the explosive feature. If you need a C4 tarkov model to use in the mod, just tell me. I love doing tarkov assets.

    • If you could actually make something that looked like a c4 det charge, that would be awesome. I'll add it in and replace the tnt instead thats being used now.

    • oh, I'm so on it. You will probably get it on saturday. I make sure it looks great in-game.

  • Is there any way to turn on plebmode without using the F12 bepinex menu? For certain reasons I am unable to change settings ingame, yet the mod works perfectly fine. There doesn't seem to be a config inside the mod files - would I need to change some things and recompile?

    • You would need to recompile then. you can use this for now as i have set plebmode by default to true.

      https://github.com/dvize/Backd…it.1.8.2-SpecialBuild.zip

    • :OOO
      You are such a godsend. I would've started working on it ASAP but ik gathering references would've taken me ages. Thank you so so much, your mod helps make this game playable and so much more enjoyable for me.

      Cheers and thank you again kind sir <3

  • I can't shoot or change weapon whenever I shot the breacher round, I'm just stuck with the shotgun that I used to shoot the round, is it some compatibility issue? plebmode is working fine

    • Could depend on the mods you are using or maybe you installed this mod wrong?

      What shotgun is it btw?


      Can you try with just backdoor bandit and the doorbreecher mod thats a part of it and tell me if you still have the issue? if so, you need to send me your logs (bepinex and the ones in log folder)

    • same problem, the shotgun i used is the Remington 870 with 325mm barrel raptor grip, optic rail and trijicon red-dot, plebmode works fine with 7mm buckshot, with the doorbreacher round, plebmode or not, it just shots the first round, then you can't do anything, it doesn't let you move stuff in the equipment window, it doesn't let you swap or drop weapons and it doesn't fire anymore. it's not the first time i install this mod but in previous versions i always used plebmode right away. it does the same bug either in game or in the hideout, so i guess it may be something in the round itself. hope this helps a bit, keep up the good work ;)

    • I installed spt and every mod I had in another folder and transferred my profile now it works fine, still don't know what caused it tho

  • where do I put the file and do I need any other mods to get this working?

    • put this in the bepinex/plugins folder. it should not need any other mods.

    • thx bro got it working

  • Would it be possible to incorporate a setting that, when enabled, would make it where the door isn't opened immediately upon shooting? Like you shoot the door, it unlocks but does not open, and then you could walk up and use the "breach" option to kick the door? Its a small detail but I feel like it would make it just a little more realistic since doors don't fly open when you shoot them in real life. Either way this mod is still great. Thanks for making it!

  • I cannot find "plebmode" in bepindex. How to solve it?

  • Just had an encounter with a random PMC carrying a shotgun with breaching rounds, and upon picking up the shotgun, my character had a force that forced him to move to the right at all times until I unloaded the shotgun of all rounds.

    • hmm. i'll look into this since you aren't the first person to say this.

      its not every time though huh?

    • So... You can make it always happen.


      Step 1: get an M3 Super 90

      Step 2: Have breaching rounds in your inventory (not loaded into the shotgun yet)

      Step 3: Load even a single breaching round, and put it on your back (can even have two shotguns with loaded breaching rounds if you want)



      I'll edit these to which shotguns also made me slide:

      MP-153 (loaded with even one round on sling or on back with another gun)

      MP-133 (if you have it on your back with another primary gun on the sling)

      M870

      Sawed-off

      MP-43-1C

      M590A1 (sling)


      Here's a funny that happened to me while I was testing the shotguns:

      4HC7G9C.jpeg

    • To confirm this happened to me as well, I thought it was caused by another mod but if this guy is saying this is happening then its probably this mod as well.

    • Can you try replacing the door breacher folder in your user/mods with this version?
      https://github.com/dvize/Backd…ps-doorbreacher-1.1.3.zip


      See if the issue still occurs

    • Still happens, the breaching round has its physics enabled while loading the round, and having it active in the shotgun

  • Remington 870 doesn't work even with breaching rounds loaded in.


    Edit: I managed to "fix" it by adding this value "5a7828548dc32e5a9c28b516" at the end in ShotgunWeapons.json.


    P.S. I use this website to find the weapon id https://db.sp-tarkov.com/search/5a7828548dc32e5a9c28b516

    Thumbs Up 1
  • Hi, great mod, works good, however for some reason breaching rounds in short double-barrel shogun don't work? Is it possible to fix it since i like the idea of just carrying a small secondary shottie as a door breacher.

    • Fixed, you can redownload version 1.8.1 or in the future edit the json files inside of the backdoor bandit folder in sptfolder/bepinex/dvize.BackdoorBandit.

    • Thanks, sorry didnt know theres an update!

  • Just got your mod today and I'm really liking how it feels so far. Quick thing to note, my movement seemed to have broken trying to breach one of the doors in Labs just to try it out, which resulted in my character just sliding around. I looked in the comment section and saw someone else had a similar issue back in January. Any idea why that may be happening?

    Thinking 1
  • Is there any way to reduce the time for tnt to breach?

    • i hardcoded the time, maybe next version i make it configurable.

      Thumbs Up 1