Backdoor Bandit (BB) 1.8.2

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 1.8.2

    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
  • Version 1.7.0

    Updated for SPT 3.7.0 Version Only

  • Version 1.6.1

    SPT 3.6.1

    • Fixed the breaching rounds not loading into the cartridges.
    • Fixed the order of which it checks for what object its damaging... items that aren't doors apparently have doors in them.. just BSG things
  • Version 1.6.0

    SPT 3.6.1 Version

    • Added support for Kiba Arms Tactical Tomahawk
    • Added option in F12 Bepinex Config for Opening Car Doors/Trunks with Breaching Rounds (takes 2 usually). Don't forget to aim at lock.
    • Added option in F12 Bepinex Config for Opening Safe Locks with Breaching Rounds (takes 2 usually). Don't forget to aim at lock.
    • PlebMode now opens car doors or safe locks as well.


    CRAP i forgot to add the server mod part. Sorry to the 25 people who got this.

    You can extract this to your spt folder and it will install into your user/mods folder and the bepinex/plugins folder

  • Version 1.5.0

    Updated for SPT 3.6.0 and 3.6.1 Only


    You will receive an error if you try to use on version below 3.6.0

  • Version 1.4.1

    Version 3.5.7 or 3.5.8

    This has been an updated zip for the new errors. Please redownload

    No client mod change, only server mod update.

    As per Tron:

    1. New bundles with better shaders and ingame collision.
    2. Added shell compatibility to fit into the MTS revolver shotgun.
    3. Potential fix for the 0/5 ammo in the shell box
  • 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
  • any chance we can get to use the actual melee "door breacher" to open doors??

  • 1 of my most favourite mods to ever come into SPT :love:

  • I figure out why the breaching rounds are broken

    in the file "mod.ts", line 147 and 161, it pushed the"doorbreacher" into the id filter, not the ID of the doorbreacher, I modified the id to "660249a0712c1005a4a3ab41", which is the ID of the "doorbreacher", so it can load it into shotgun now.

    PS: Is there anyway to let the rounds can open metal door as well as wooden door? dont want to use the grenade to open the door, I tried to add the ID of rounds into the granade in the "granadelauncher.json", but it didin't work. thankyou!

    Thumbs Up 1
  • is there a gun for breaching rounds won't work with all the normal shotguns ?

  • sometimes the C4 works and sometimes doesn't, my way of RPing is turning on Pleb mode and blast the door with a shotty after placing the invisible C4 that never blew up

    • is it a certain type of door? And sometimes the model of tnt does not display correctly because i don't know the math to make the placement perfect.

    • it were some doors on Reserve and the ZB-014 on woods, cant remember the exact door on reserve tho, but when it happens, it tends to not work for the entire raid.

  • I beleive the breaching rounds are broken on 3.8.0. Cannot load them into any shotgun. Also the 5 pack of ammo you can buy from mechanic comes with the box alone with 0/5 shells.

  • This was a banger of an update. All of the things you added from this and the last update are amazing for this mod. Thanks a lot for your continued work!

  • on 3.8 I'm not able to load the breaching ammo into any 12g shotguns

  • Any plans to make a version that doesn't add breacher rounds to the game?

    Or is there a way I can remove it myself?

    • Just use the pleb mode?

    • I'm already using pleb mode. I just don't want new items added.

  • Can we get a preset that allows the breaching shells to get through reinforced doors? Or maybe an explosive option? I really don't want to use the cheat-y options, but certain wooden doors are still considered reinforced

  • If updated to 3.8.x can this mod include the RPG 7.

    Also to my other question:
    is there Brach explosive or have i just got the wrong impression?

  • Not sure if this has been reported yet. When I pick up a shotgun with breach shells from a pmc for example, the player model keeps sliding towards the right and it's persistent

  • does this work with current update?

  • I adjusted the health of doors to better fit balance and keep keys relevant and in order to make both breacher rounds and keys relevant this required not only the door health to be adjusted higher but the damage of the rounds to be higher.


    Doing so I noticed that at some point (not sure at what damage value it starts), you and bots will "float"/"slide" around when a weapon with the rounds is loaded and on you/them. When standing still this is a slow slide, when moving forward, left, backwards you slide right. When sprinting you kinda "bounce" left and right while moving forward.


    Dropping the weapon with the breacher rounds loaded instantly stops this from happening. It's hilarious but obviously not good to happen. The only thing I changed was max door health, damage of the breacher rounds (Currently set to 2500), the price of the rounds, and blacklisting the box of rounds. Here is the file, hopefully you can help me as I love the mod. Not sure what could even conflict to cause this issue.

    EDIT: I am also adding a video to better showcase.


    https://drive.google.com/file/…VjONAYxs/view?usp=sharing

  • Seriously, this is one of the best mods ever. Many elegant solutions are simple (simple in terms of the result we get as I'm sure coding it might not having been easy), an this is definitely one.

    This just feels right. Think about how many times we have rolled our eyes because we couldn't just simply shoot the damn door, unless it was scripted.

    I've alywas hated this stupid key mechanic in Tarkov. I understand why, but it's stupid.
    Now, the freedom I have with this mod is amazing. It feels bad ass to be able to shoot it open, especially with that satisfying sound effect the doors make when you shoot it.

    Thanks a bunch, brother.
    Cheers from Brazil!

    Happy 1
  • I used an MP-153 and used 5 breaching rounds on the Tarcone directors door but it never breached, am i doing something wrong?

    • did you shoot the lock?

    • I did yes, I shot the little keyhole between the door handle like in this picture, I even went back with an MP-133, I tried the breaching rounds on doors in the Dorm buildings and it worked perfectly, just seems to be the Directors door in Big Red

    • Hopefully this helps, just took a short video

    • hmm thanks, , i'll look into it

    • I used config to make it so that wooden doors open in 1 shot and metal doors in 3 (if you shoot the lock).

      There are some doors with no discernible lock (at least I can't tell them apart yet), such as the ZB bunker ones at Woods. In these cases, I just spray where I believe the lock would be. It takes quite a few shots, but it opens. Hope this helps.

  • Could you make it so the doors have a higher max health? Somewhere along 2-3k health.

    An option in F12 to disable melee weapons would be great too like the pleb mode, and other F12 options, if possible.

  • Perhaps a config option similar to 'plebmode', but still leaves reinforced doors requiring explosives/breaching rounds?

    Thinking 1
  • There is no config file to configure plebmode as of 12/7/23.

    • I did not know the option to enable plebmode was in the F12 menu. oops

  • love the mod, consider adding more options for breaching metal doors?

    • There were some things i was considering.

      why do you want more options? what is it that you want to change?

    • I personally enjoy the balance of having to spend 10k per wood door, so maybe a special shotgun round thats 25-40k per and will open metal doors? Alternatively just having to shoot the metal door multiple times with the breach round.


      I know you can use HE rounds for metal but I feel that's too limiting, and plebmod feels too easy.


      Enjoying the mod, thanks for making it.


      Edit: I also like the idea of a plebmod where any shotgun round will open any door, then at least you're forced to carry a specific gun if you want to open doors.

      Thumbs Up 1
    • Yeah a pleb-lite mode which just requires you to bring a general use shotgun and shells would be welcome, especially if you're running the Traveler mod.

      Thumbs Up 1
  • works on 3.7.3?

  • bitdefender detect (Gen:Heur.Bodegun.8) for the 3.6.1 version

  • That's a very good idea man, thanks for the mod