MoreCheckmarks v1.5.15 for 3.10.0 - 33420

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.

A mod that adds checkmarks and more detailed tooltips to items to indicate if it is needed for hideout upgrades, quests, or if it is on your wishlist

More Checkmarks


A mod for SPT-AKI that shows a colored checkmark on items needed to upgrade hideout modules and items that are on the player's wish list.

Also shows a tooltip with the list of modules the item is needed for when cursor hovers over the checkmark.

If the item is also needed for a quest or is found in raid (so should already have a checkmark) it will have the different color but will still show found in raid or the quest in the tooltip.


  • A RED checkmark means the item is needed in hideout but more is needed to fulfill the requirement of at least one of the modules you need it for.
  • A GREEN checkmark means the item is needed in hideout and fulfills the required amount of all the modules that need it. Note that this does not mean you have enough to upgrade all of the modules that need it. Say if you need 2 wires to upgrade a module and 3 wires to upgrade another, and you have 3 wires in total inside your stash, the checkmark will be blue but if you upgrade one of the modules, you wont have enough to upgrade the other and the checkmark will go back to red. This though, can now be changed in the config using the fulfilledAnyCanBeUpgraded setting. See config section below.
  • A BLUE checkmark means the item is on the wish list.
  • A MAGENTA checkmark means the item is needed for a trade/barter.
  • A CYAN checkmark means the item is needed for a crafting recipe.
  • The tooltip will first show "found in raid count"/"total count in stash"
  • The tooltip will show individual color for each module, green, red, or blue, depending on whether you have enough of the item for the specific module or if it's on the wish list.
  • The tooltip will also show the counts: (current count of the item in the stash / total count needed by all modules)
  • If the "Take" option is available when trying to pick up loose loot, it will be color coded as well.
  • The colors can be changed in the config. The ones above are default.


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Installation


1. Download

2. Extract zip file into the game folder (Inside you game folder you should end up with /BepinEx/plugins/MoreCheckmarks and /user/mods/MoreCheckmarksBackend)


Config


There are some settings available in the provided config file described below:


- fulfilledAnyCanBeUpgraded: This setting will decide when to display a fulfilled checkmark for a hideout required item.

true means to display fulfilled when AT LEAST ONE of the hideout modules requiring this item can be upgraded with the amount of the item there is in stash

false means to display fulfilled when ALL of the hideout modules requiring this item can be upgraded


- questPrioriry, hideoutPriority, wishlistPriority, barterPriority and craftPriority: These settings will decide which checkmark to give priority to. If the item is needed for a quest, needed for a hideout module, and is on the wishlist, the one with the highest priority will be displayed. These are integers, and the greater the number, the higher the priority.


- showFutureModulesLevels: This setting will decide whether to show requirements for future hideout module levels instead of only the next one.


- showBarter: This setting will decide whether to show checkmark and tooltip for barter/trades this item is needed for.


- showCraft: This setting will decide whether to show checkmark and tooltip for crafting recipes this item is needed for.


- showFutureCraft: This setting will decide whether to show checkmark and tooltip for crafting recipes this item is needed for on hideout areas of higher level than they are now.


- needMoreColor, fulfilledColor, wishlistColor, barterColor and craftColor: These settings are used to changed the colors of the different checkmarks. needMoreColor is a light red by default, appears when you still need more of that item. fulfilledColor is a light green by default, appears when you fulfilled the requirements of all modules that require it depending on fulfilledAnyCanBeUpgraded setting. The format is [ red,green,blue ]. The values should always be in RGB in range [0 - 1]


- includeFutureQuests: This setting will decide whether to consider future quests when checking which quests an item is required for. If false, will just be as vanilla.

  • Hi mate awesome mod in 3.10 I have this issue


    2024-12-05 10:17:47.804 -03:00|0.15.5.1.33420|Error|Default|

    EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object

    at MoreCheckmarks.MoreCheckmarksMod.LoadData () [0x00168] in <6fc15a37da6d403fac4e63ef9a241f74>:0

    at MoreCheckmarks.MoreCheckmarksMod.Init () [0x00039] in <6fc15a37da6d403fac4e63ef9a241f74>:0

    at MoreCheckmarks.MoreCheckmarksMod.Start () [0x00016] in <6fc15a37da6d403fac4e63ef9a241f74>:0

    2024-12-05 10:17:47.804 -03:00|0.15.5.1.33420|Error|Default|NullReferenceException: Object reference not set to an instance of an object

    MoreCheckmarks.MoreCheckmarksMod.LoadData () (at <6fc15a37da6d403fac4e63ef9a241f74>:0)

    MoreCheckmarks.MoreCheckmarksMod.Init () (at <6fc15a37da6d403fac4e63ef9a241f74>:0)

    MoreCheckmarks.MoreCheckmarksMod.Start () (at <6fc15a37da6d403fac4e63ef9a241f74>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class410:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)


    Just want to know if I have to do manually something with the profile editior to make it work or is a incompatibility issue with other mod , in a clean installation the mod works ok


    Thanks

  • This has been reported before, but incompletely.


    Epic's All In One disables this mod entirely when both are installed (Epic AIO still works tho), not just the "Badger" trader. With both installed not a single checkmark will work regardless of color/category and the game acts as if the mod wasn't installed at all.

    Thinking 1
    • How to solve

    • wdym how to solve?

      the mods are completely incompatible, which is why I reported it on both pages

    • It is the same problem Hardiel had with another mod:


      Quote from Hardiel

      The problem is fixed, quest's .json didn't have a "name" field, only "QuestName" so your mod couldn't find a string to display

      The file to change is \user\mods\EpicRangeTime-Weapons\db\Quests\bd3a8b28356d9c6509966546\BadgerQuests.json


      Only the 1st of the three quest in the file has the "name" Field, adding the other 2 fixed the problem for me.

      ? 2
    • Don't quite get what you mean, i didn't see anything wrong or different in the json file.

      Thumbs Up 1
    • The BadgerQuests.Json file has 3 Quests:


        "ff2c2fd5d1e216e8aa91f992": {
          "QuestName": "Who Are You?",

      ...

      }

        "be3c5ff9d7033690c03b761b": {
          "QuestName": "Groceries",

      ...

      }

        "67296afd6e3127842d3a2e42": {
          "QuestName": "Counter Raiding",

      ...

      }


      The first one "Who Are You?" already has the "name" field:

      ...

          "location": "5714dc692459777137212e12",
          "name": "ff2c2fd5d1e216e8aa91f992 name",
          "note": "ff2c2fd5d1e216e8aa91f992 note",

      ...


      so to fix the other two you just need to do something like this:


        "ff2c2fd5d1e216e8aa91f992": {

          "QuestName": "Who Are You?",

      ...

      },

        "be3c5ff9d7033690c03b761b": {
          "name": "be3c5ff9d7033690c03b761b name",
          "QuestName": "Groceries",

      ...

      },

        "67296afd6e3127842d3a2e42": {
          "name": "67296afd6e3127842d3a2e42 name",
          "QuestName": "Counter Raiding",

      ...

      }


      Either way, the mod author already acknowledged the error and its going to fix it

  • Love the mod so far! Only thing that would make it better is better barter configuration.

    My preference would be "show barter if said barter trade is wishlisted".

    • OR "Show only barters that available according to traders level"

    • Github repo is public, implement it and make a pull request

  • same than below, not working, just checked the config file and all, and got the right version (3.9 for me)

  • do you know if this is incompatible with any mod? doesnt seem to work on mine despite not seeing an error

  • Im getting this error while using morecheckmarks and epics all in one


    2024-11-29 16:47:45.138 +02:00|0.15.5.1.33420|Error|Default|

    EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object

    at MoreCheckmarks.MoreCheckmarksMod.LoadData () [0x00168] in <6fc15a37da6d403fac4e63ef9a241f74>:0

    at MoreCheckmarks.MoreCheckmarksMod.Init () [0x00039] in <6fc15a37da6d403fac4e63ef9a241f74>:0

    at MoreCheckmarks.MoreCheckmarksMod.Start () [0x00016] in <6fc15a37da6d403fac4e63ef9a241f74>:0

    2024-11-29 16:47:45.138 +02:00|0.15.5.1.33420|Error|Default|NullReferenceException: Object reference not set to an instance of an object

    MoreCheckmarks.MoreCheckmarksMod.LoadData () (at <6fc15a37da6d403fac4e63ef9a241f74>:0)

    MoreCheckmarks.MoreCheckmarksMod.Init () (at <6fc15a37da6d403fac4e63ef9a241f74>:0)

    MoreCheckmarks.MoreCheckmarksMod.Start () (at <6fc15a37da6d403fac4e63ef9a241f74>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class410:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    • Damn, maybe dont use epics all in one

    • I'm getting the exact same error and I do not use epics all in one

    • Do you use other mods? If so which ones?

    • Nevermind, I am using epics all in one. It was just labeled as EpicRangeTime-Weapons. Sucks they aren't compatible, but I'll choose this over that I guess.

    • Same error here, seems it does not support the trader added with epic

  • Is this being updated to 3.10?? I really hope so!

  • I'm having incompatibilities with trader mod Haven Industries - Chloe

    I want to ask you because my log says



    I suspect that maybe something wrong with formatting of quests in that trader mod. Can you please help to investigate/fix the problem?

    • The problem is fixed, quest's .json didn't have a "name" field, only "QuestName" so your mod couldn't find a string to display

    • have the same issue could you fixed ? I will check the json as you reply , ty

    • If you use Haven mod, then try new version, it should be fixed

    • how do you see the log?

    • in the game folder EscapeFromTarkov\Logs

  • Is there a way to only show barter check marks that available to me according to my traders level? For example, all Prapor barters L2 and higher should not been seen before I lvl up him to that lvl.

  • For some reason, amounts are not being correctly calculated on my game. I have collected 13 hdds and while I only need 4 for hideout upgrades, it remains red. Similar issue with duct tape. Pretty weird.


    I have future modules on, but disabled craft and barter, don't know if that makes any difference. (turning it back on broke everything lol)

  • Hey there! Im having a problem changing the colors of the checkmarks. I've changed the values in the config following RGB 0-1 format, but the colors are not changing at all. Tested by changing all colors to [ 1, 1, 1 ] but they remain the default colors. The config file is being read correctly as changing other values from false to true does change their tooltip in game. Any tips?

  • Thank you for your mod, may i ask does the mod works with Item Sell Price by IcyClawz? Thanks so much

    • Yes they work together <3

  • Is it at all possible for this mod to dissalow logging of stashes added from secondary stash mods like path from tarkov? This mod is a must have for any playthrough but anytime a new stash is visited, values are drawn from there rather than the main stash. Just a question for curiosity.

  • Would it be possible to add (Trader Name) after the quest?

    I.E.

    Samples (Peacekeeper)

    • Possible yes, feel free to implement it and make a pull request

  • Because of this mod my game crashes for some reason.

  • Mod might need an update. I have found in raid marks but no coloured ones

    • Agreed. I thought maybe it was load order but it wasn't. Just have to make sure if it works by itself or not.

    • I think the mod is working. Server says it's loaded but like the comment below says something has changed within SPT itself

    • Send logs

    • Which ones?


      There is no crash so no crash logs an nothing appears in the console.

      All I get from the server is


      Mod: MoreCheckmarksBackend version: 1.5.14 by: VIP loaded


      MoreCheckmarks making quest data request

      Got quests


      No errors of any kind

    • Okay I got it working again after removing some unused quests from VCQL

  • Since SPT changed found in raid rules, some items don't have a found in raid checkmark therefore no checkmark to indicate if I need it for anything else. i know it doesn't work because I have an identical item that is found in raid and it indicates that I need it for a quest. is this a bug or intended behaviour? also on the item I can see how many items I have and need it doesn't count the not found in raid item, even though I per SVM traders and hideout accept items without FIR checkmark.

    • Send logs

    • 20ghl2z.png


      Injectors because they werent found in raid are not counted as needed to complete quests, even though in SVM I marked that No "Found in Raid" requirements quests option.

    • Well those injectors are actually required to be FIR by the actual quest itself, so the non-FIR stims shouldn't be showing up as usable for that quest anyways...I would think... Does it occur for you on items for quests that do NOT need to be found in raid?


      EDIT: for example, the quest "Trust Regain" asks you to obtain a Dorm room 303 key, it does not need to have the FIR status, as opposed to the stims for the "Samples" quest which asks for the items to be FIR specifically.

  • Is this can cause bug like when looting USB can't handover the trader cause the markcheck changed ? when I was in raid it was yellow mark on the USB but when extracted its turn to purple on my loby and can't handover to skier

  • can you add traders lvl required for use item for barter?
    Example:

    RAID ---> Therapist LL1: Salewa
    and then add an option to show only current traders lvl so the mod filters out every barter that you cant use at the moment ty!

    • Add it in, make a pull request, github repo is linked on the mod page

    • im not a programmer i dont know what to add, is there a way to leave a suggestion in a simple way on github? I never did a pull request and i saw a video on yt doesnt seem so easy to me

    • I don't take suggestions, good opportunity to learn

  • It would be great if i could turn off it showing for quests that are x amount of levels above my current level.

    • Add it in, make a pull request, github repo is linked on the mod page

  • hi, if i want to add an item list from another mod and make a different color for it, is it possible for a beginner or really hard? The mod in question is bronzeman mode. In the beginning all items are marked and after i get an item in a succesfull raid or quest it removes from the item pool for checkmarks.

    https://hub.sp-tarkov.com/file…-bronzeman-mode/#comments

    • Which checkmarks exist and what they imply is very dependent on the code, it wouldn't be easy, no

    • i can do it with wishlist too but it would be better to wishlist all items and uncheck it after i get it, is there a way to mark all items? If not i will be seeing blue after a while with all the wishlisted items i acquired.

  • wondering if possible to make hide out crafts show if its usesd for a quest, for example Gunpower Eagle "the green one" in the stash the checkmark says the barter, if its used for a quest etc, but in the hide out it doesn't show its for a quest at all.

  • :thumbup: <3

  • Seems to be dumping on module init.


    SPT - 3.9.2 - 63420f

    EFT - 0.14.9.30626


  • Is there any way to set it so that if I have enough items for all future quests it changes the checkmart to green?

    The way it does for hideout upgrades, but so that it also behaves that way for quests?

    At the moment, I have 4 tapes, but according to the checkmark I need only one for a future quest Key to the tower, but the checkmark is still yellow.

    Any ideas? Any help will be highly appriciated! Thank you!

  • This is such a good mod. Thank you for creating this!

  • Absolutely bizarre bug encountered just now. When installing, seems to work fine and like expected in game. However, trying to load the Hideout simply sends you to a blank main menu screen, unable to leave the screen and forcing you to force close the game. When trying to play as SCAV the menu for choosing a map is blank, with only the back button. Removing the mod files fixes the problem. Bizzare.

  • Can't play without this mod. I have like 30 mods and this works flawlessly with them, thank you so much!

    Heart 2
  • im having an issue and i dont know why, I installed the mod and all fine, even on the laucher shows that the mod is intalles but when im on the game it doesn work, the checkmarks never appeard, I dont know why:(

  • Great mod! But I've met trouble!
    I installed lots of mods includes swag+donuts, traders and so on. And I found when I pick loose loot up, the model won't vanish, I still can take item into my backpack.

    And it's the same when I drop my backpack and pick up again, there's a backpack model on the ground.

    I uninstall this mod and everything works fine. I will try to install it again, just to let you know