Featured Gilded Key Storage 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.

A balanced progression based approach to convenient all in one key storage!

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  • Version 1.4.0

    This version will only work with SPT 3.9.x

    • Update for SPT 3.9.0
  • Version 1.3.2

    This version will only work with SPT 3.8.0

    • Allow disabling insurance for keys and gilded key containers
    • Resolve issue that caused magazine presets to not function


    Thanks to Estam for the insurance disabling functionality! <3


    Note: The new insurance options require new entries in the config file, so make sure to overwrite the config file when updating

  • Version 1.3.1

    This version will only work with SPT 3.8.0

    • Moved new configs to the top of config.json
    • Remove quest key from key list
    • Add missing streets keys
    • Don't output quest keys in missing keys list
    • Refactor a bunch of code, should work with SVM properly now
  • Version 1.3.0

    This version will only work with SPT 3.8.0


    Update for SPT 3.8.0

    • Add new keys
    • Add functionality that auto-migrates to new layout when updating
    • Add a new finite_keys_list list, enabled via use_finite_keys_list. Thanks @odt1
    • Add a new all_keys_in_secure option, enabled by default. Allows adding the rusted bloody key to secure containers
  • Version 1.2.0 (SPT-3.7.1)

    If you are updating from a previous version of this mod, please read the pinned comment.


    LICENSE:

    • you may consider this explicit permission to do whatever you want with any Gilded Key Storage versions prior to this one. If you are interested in iterating on or otherwise doing something with Gilded Key Storage versions 1.2.0 and forward that is prohibited by the license (redistributing an edited version, using it in a modpack, etc.) please reach out to me first. There's a very high percent chance that I will be okay with it.


    UPDATE:

    • Incorporated Jaxander's reordering of the keys. Thank you for doing that, Jaxander!
    • Added streets expansion keys and ordered them to be somewhat logical with Jaxander's reorder
    • Added some janky over-engineered debug features. If you are an average user of the mod, please ignore them. If you want to know more, see the new Debug Features tab.
  • Version 1.1.2 (SPT-3.6.0)

    Should still work on 3.6.0. Scream at me if it doesn't.


    (no changes were made)

  • Version THE VOICES

    REDOWNLOAD IF YOU REALIZED I AM DUMB AND FORGOR PACKAGE.JSON TY

  • Version 1.1.2

    Small hotfix, fixes issues when used with SAIN causing bots to run out of ammo. Something to do with the Boss Container, idk man it makes no sense lmao but it is fixed.

  • Version 1.1.1

    :!: If you're updating from a previous version, read the update instructions below!:!:


    This update rebalances the golden keychains to hold more logically organized lists of keys. Thank you Drakia for organizing them for me!


    MK. I: Factory, Woods, Customs, Interchange, and Misc keys

    MK. II: Lighthouse and Shoreline keys

    MK. III: Streets, Reserve, and Labs keys

    The keycard case is unchanged.


    To update:

    1. This should be a simple update, but it hasn't been extensively tested, so I recommend backing your profile up before updating.
    2. Remove all keys from any golden keychains that you currently have in your profile.
    3. Overwrite the mod with the updated version in your user/mods folder.
    4. Make any config changes you had previously made, and you should be done.


    If you have any issues, please report them so I can fix ASAP!

  • Version 1.1.0

    Should still work on 3.5.8. Scream at me if it doesn't.

    Should still work on 3.5.7. Scream at me if it doesn't.

    Should still work on 3.5.6. Scream at me if it doesn't.


    This update has a few code and config changes, so if you've made changes to the config you will need to manually make them again in this version.


    This updated fixes the issue where the cases would not show up in the handbook or the flea market.

    • Added config option to individually ban each case on the flea. By default they are banned, but you can still use the flea to search for the traders selling them.
      • This should also stop the cases from showing up on Fence. If you have this update and still see Fence selling them, please let me know!
    • Changed default price of each item to be 1mil +, so if you enable it to be bought from flea it will be pricy (unless you change that too, ofc).
  • Removing keys from the containers is no longer required during upgrades, the keys will be moved to their new location automatically.

    Heart 2 Happy 1
  • Keychain Mark 3 is missing USEC cottage room key

  • Excellent mods my friend. Thank you.

  • Having the mod activated there is no way to add items via profile editor - anyone has a workaround for that issue?

  • I can't find the blue gingy on any of the traders?


    Edit: Nvm the image doesn't load so Its basically invisible on skier

  • Leon's Hideout key from the Ref trader doesn't fit on any of the key rings. Thought you'd like to know :) thanks

    • Here is a list of Keys i've come across so far that don't fit the current (1.4.0) Keychains:

      - Customs - Dorm Overseer Key

      - Interchange - Grumpy's Hideout Key

      - Lighthouse - USEC Cottage Room Key
      - Lighthouse - Leon's Hideout Key
      - Shoreline - Voron's Hideout Key

      - Woods - Shatun's Hideout Key

      Thumbs Up 1
    • You can grab the ID's for each missing key from https://db.sp-tarkov.com/search and simply add them to the config file in your /mods folder.

      The ID's just need to be added to the correct KeyChain.

  • I found a key that don't fit in any Keychain. Just bought it from Ref. Its the Shatun's Hideout Key
    (Woods).

  • This mod is listed as:


    SPT Mods Workshop / Filebase / Server mods

    do that mean with Fika only the server need that mod and clients will have that mod automatic too?
    or do all (server and clients) need that mod?

  • Heya! I'm not sure if this has been asked before but, how can I make this item compatible with the SICC case?

    If it can be done manually, should I make all the sub-items compatible as well?


    Thanks!

  • Hi i really love the mod and play with it since i discovered it.
    i just have 1 suggestion to make about it.
    A setting where you could put the keybox into your special item slots.
    That would be great :)

  • How can i use the debug features ?

    • What is it that you're trying to accomplish?

  • Awwww. The #1 mod i want for 3.8.3 run Im doing now. And it crashes and my server says it wont launch over this one mod.
    NP. I'll wait. LOVE the rack of keys this makes for 3 sets of maps.
    GG, thanks.

    • Are you sure it's not a mod clash? I've just installed it and tested on 2.8.3 and had no issues.

    • Ye, mod works fine on 3.8.3

  • Is it possible to get a toggle to remove this from insurable items? Every once in a while I end up blowing a few million insuring it by accident :P

  • do the keys work while all of them are in the golden case? or do you have to take keychains out?

  • This is the best key mod ever! Thank you so much for making it, Jehree and DrakiaXYZ! 👑

  • Hello I'm not sure if you reply to comments on this mod but I would really appreciate if you could add screenshots of the filled key holders (mk1, mk2, mk3, and keycard) to the documentation of this mod.


    I set the goal for myself to obtain every key and as I get closer I really would like to figure out which ones im missing but comparing my keys to the wiki pages of every map is extremely tedious.


    If you can get around do doing this I'd really appreciate a reply here! Thanks

    Thumbs Up 1
    • I have compiled a list of keys for each keychain in the order of the slots.

      Note: "Primorsky Ave apartment key" is no longer in the game in the current version of EFT that SPT is running.

      Thumbs Up 2 Heart 1
    • Make a test profile, set "give_profile_all_keys" at the bottom of the config to true, load up the game, fill the key cases with all the keys (they should be in your stash). You can take screen shots of them there.


      Make sure you set it back to false before you load up your main profile again.

      Heart 1
    • Thank you this was very helpful!

      Thumbs Up 1
    • Thanks @frackos

      The last key I was missing is Primorsky Ave Apartment Key and it was driving me nuts.

  • Hello, firstly I would like to say this is a really amazing mod. Its so great and while maybe a little overpowered, is totally fine for a singleplayer environment and makes sense in the game. Filling up the keychains is so satisfying.


    I have one question:

    Any idea how I could make the keychains unsaleable? I have mod that allows me to quickly sell items and I'm afraid I'm accidentally going to vendor one of keychains with lots of keys attached. Other containers cant be vendored when they have contents, but I recognize the keychains were implemented differently.


    I tried settings the IsUnsaleable property to true for each of the keychains but it didnt seem to work.


    What I tried:

    dbItems["661cb36922c9e10dc2d9514b"]._props.IsUnsaleable = true;

  • Any idea why my Shturman Stash key that I added to the list of finite keys has 2/2 uses instead of being a 1/1 use like the Labs Access Cards are?

    I am using this mod with the "use_finite_keys_list" and "no_key_use_limit" values set to "true" in the config files and also have the Server Value Modified lower in the load order list modify the global key value to 2.5x (so marked room keys are 25 uses instead of only 10).

    These two settings do not seem to conflict for Labs Access Cards, which are still a 1/1 use as they should be, but the Shturman Stash key that I added to the finite key list has 2/2 uses, which I assume is because of the SVM modifications I made. I thought though because I have Gilded Key Storage load after SVM that this mod would take priorty and set it to be a 1/1 use key, like it does with Labs access cards.

    For clarification, here are screenshots of my settings

    -My load order: https://imgur.com/6YSIp3C

    -My Gilded Key Storage mod config (shturman key ID highlighted): https://imgur.com/5FkJuOp

    -My SVM settings: https://imgur.com/lOHcvaG

    Thanks so much for the awesome mod! :) 8)

  • Great mod! so convenient. Only issue I have is that traders buy these for 500+k, could you perhaps make an option to disable selling?

  • 3.8.1 i get this error:


    TypeError: Cannot read properties of undefined (reading '_type')

    TypeError: Cannot read properties of undefined (reading '_type')

    at E:\05_Giochi\SPTarkov\user\mods\Jehree-GildedKeyStorage\src\mod.ts:176:71

    at Array.filter (<anonymous>)

    at Mod.adjustItemProperties (E:\05_Giochi\SPTarkov\user\mods\Jehree-GildedKeyStorage\src\mod.ts:175:67)

    at Mod.postDBLoad (E:\05_Giochi\SPTarkov\user\mods\Jehree-GildedKeyStorage\src\mod.ts:108:14)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:78:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:31:13)

    at App.load (C:\snapshot\src\utils\App.ts:58:13)

    TypeError: Cannot read properties of undefined (reading '_type')

    TypeError: Cannot read properties of undefined (reading '_type')

    at E:\05_Giochi\SPTarkov\user\mods\Jehree-GildedKeyStorage\src\mod.ts:176:71

    at Array.filter (<anonymous>)

    at Mod.adjustItemProperties (E:\05_Giochi\SPTarkov\user\mods\Jehree-GildedKeyStorage\src\mod.ts:175:67)

    at Mod.postDBLoad (E:\05_Giochi\SPTarkov\user\mods\Jehree-GildedKeyStorage\src\mod.ts:108:14)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:78:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:31:13)

    at App.load (C:\snapshot\src\utils\App.ts:58:13)

  • Hey there!


    This is an absolutely awesome mod, thank you for your hard work. I noticed Shturman's Stash Key ("5d08d21286f774736e7c94c3") isn't in your finite keys list. Not sure if it was intentional or not, but I thought I'd mention it anyway. Thanks again, have a great day!

  • Absolutely love this mod!
    As a small suggestion, I thought it would be pretty cool if we could (optionally) make the containers compatible with the special slots.

    Thanks again for the mod

    • This is doable via some fiddling with Server Value Modifier! I used notepad++ for this.


      Navigate to user/mods/ServerValueModifier/src, open SVM.js

      Ctrl+f 'IDsToFilter'. You will see a series of item IDs in quotation marks, between brackets. Add in the following at the end of the series of IDs (With the quotations):

      "661cb36922c9e10dc2d9514b", "661cb36f5441dc730e28bcb0", "661cb372e5eb56290da76c3e", "661cb3743bf00d3d145518b3", "661cb376b16226f648eb0cdc"


      A couple of lines down is 'CasesToFilter'. (Pockets.SpecSimpleWallet, etc). Add the following entries to the end of that line:

      Pockets.SpecGoldPouch, Pockets.SpecGoldKeycardCase, Pockets.SpecGoldKeychainOne, Pockets.SpecGoldKeychainTwo, Pockets.SpecGoldKeychainThree


      Lastly, in user/mods/ServerValueModifier/Presets. Find and open YourPreset.js and ctrl+f "CSM". Make sure "CustomPocket" is true. Below the section for "Pockets", add the following lines:

      "SpecGoldPouch": true,

      "SpecGoldKeycardCase": true,

      "SpecGoldKeychainOne": true,

      "SpecGoldKeychainTwo": true,

      "SpecGoldKeychainThree": true,


      Save your preset and SVM and then relaunch your server and it should all work! I hope my explanation made sense.

    • This works great. Is there a way to remove them from insurable items as well? Every once and a while I end up paying a few million to insure them by accident :P

  • I seem to be getting this error whenever I load into tarkov and the game doesn't load
    any help would be greatly appreciated.

    TypeError: Cannot read properties of undefined (reading 'resolve')

    TypeError: Cannot read properties of undefined (reading 'resolve')

    at Mod.fixProfile (C:\SPT\user\mods\Jehree-GildedKeyStorage\src\mod.ts:519:47)

    at GameController.gameStart (C:\SPT\user\mods\Jehree-GildedKeyStorage\src\mod.ts:74:26)

    at GameCallbacks.gameStart (C:\snapshot\src\callbacks\GameCallbacks.ts:62:29)

    at RouteAction.action (C:\snapshot\src\routers\static\GameStaticRouter.ts:36:43)

    at GameStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:47:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:79:62)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:44:30)

    at AkiHttpListener.getResponse (C:\snapshot\src\servers\http\AkiHttpListener.ts:150:38)

    at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\AkiHttpListener.ts:75:43)

    at IncomingMessage.emit (node:events:518:28)

    TypeError: Cannot read properties of undefined (reading 'resolve')

    TypeError: Cannot read properties of undefined (reading 'resolve')

    at Mod.fixProfile (C:\SPT\user\mods\Jehree-GildedKeyStorage\src\mod.ts:519:47)

    at GameController.gameStart (C:\SPT\user\mods\Jehree-GildedKeyStorage\src\mod.ts:74:26)

    at GameCallbacks.gameStart (C:\snapshot\src\callbacks\GameCallbacks.ts:62:29)

    at RouteAction.action (C:\snapshot\src\routers\static\GameStaticRouter.ts:36:43)

    at GameStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:47:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:79:62)

    at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:44:30)

    at AkiHttpListener.getResponse (C:\snapshot\src\servers\http\AkiHttpListener.ts:150:38)

    at IncomingMessage.<anonymous> (C:\snapshot\src\servers\http\AkiHttpListener.ts:75:43)

    at IncomingMessage.emit (node:events:518:28)

  • Hello very nice mod ! could you add the possibility of putting a tag to all the items the mod brings? it would make it compatible with Inventory organizing mod and that would be incredible ! thank you keep it up

  • if i want to revert keys to have a finite usage, what config settings do i change?

    (or do i put all keys into finite_keys_list ?

    Great mod

  • I don't know what's causing this. Seems to be an issue with SVM, I loaded gilded key storage and jiblet's ammo pouch above SVM and it worked.


    TypeError: Cannot read properties of undefined (reading '_type')

    TypeError: Cannot read properties of undefined (reading '_type')

    at C:\Games\Escape From Tarkov (SPT)\user\mods\Jehree-GildedKeyStorage\src\mod.ts:159:71

    at Array.filter (<anonymous>)

    at Mod.adjustItemProperties (C:\Games\Escape From Tarkov (SPT)\user\mods\Jehree-GildedKeyStorage\src\mod.ts:158:67)

    at Mod.postDBLoad (C:\Games\Escape From Tarkov (SPT)\user\mods\Jehree-GildedKeyStorage\src\mod.ts:93:14)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:78:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:31:24)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

    TypeError: Cannot read properties of undefined (reading '_type')

    TypeError: Cannot read properties of undefined (reading '_type')

    at C:\Games\Escape From Tarkov (SPT)\user\mods\Jehree-GildedKeyStorage\src\mod.ts:159:71

    at Array.filter (<anonymous>)

    at Mod.adjustItemProperties (C:\Games\Escape From Tarkov (SPT)\user\mods\Jehree-GildedKeyStorage\src\mod.ts:158:67)

    at Mod.postDBLoad (C:\Games\Escape From Tarkov (SPT)\user\mods\Jehree-GildedKeyStorage\src\mod.ts:93:14)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:78:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:31:24)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)


    Mod order:

    "zThunderbags-BiggerBang",

    "ServerValueModifier",

    "ProfileEditorHelper",

    "Virtual's Custom Quest Loader",

    "bluehead-AIOTrader",

    "AAAArtemTrader",

    "aaMFACSHOP",

    "aMoxoPixel-Painter",

    "aaaSariaShop",

    "Hephaestus.1.1.4",

    "RaidOverhaul",

    "ATLAS-GEAR",

    "AArtemEquipment",

    "Guns_MFAC",

    "zMFAC Ammo",

    "Gear_Modular_Juggernaut",

    "Armor_Inserts_MFAC",

    "Guns_Titanfall_2_AT233",

    "yATT_Sights_Laser_Titanfall_2_AT233",

    "Guns_YetAnotherPort_Miralyn",

    "Guns_Massivesoft",

    "EpicRangeTime-Weapons",

    "MoxoPixel-BlackCore",

    "MoxoPixel-MagTape",

    "MoxoPixel-TacticalGearComponent",

    "choccy-rpg7-1.1.1",

    "choccy-hultafors-1.1.4",

    "choccy-striker-1.0.2",

    "choccy-uzi-1.2.2",

    "choccy-93raffica-1.1.3",

    "Carl-QHB",

    "Lyconox-Shak12System-1.4.1",

    "Lyconox-AKExtension-1.4.0",

    "Lyconox-HK416HeavyBarrel-1.1.1",

    "Lyconox-TT33K-4.1.1",

    "AkSplitterMod 2.0.1",

    "WTT-LittleDrummerBoy",

    "WTT-PackNStrap",

    "Gear_MFAC_I_Eyewear",

    "OnyxContainer",

    "Jehree-GildedKeyStorage",

    "Jiblet-LeKaiju-Orbitas-AmmoPouch-1.0.3",

    "HoltzmanShield",

    "Fox-Nootropix-PineappleBlitz",

    "AnyStand",

    "ChooChoo-TraderModding-1.2.0",

    "dirtbikercj-removetimegatefromquests-1.0.1",

    "harmer-configurableinventories-1.4.2",

    "pliniojrm-allinweapon-3.0.3",

    "pliniojrm-trueitems-1.1.0",

    "MusicManiac-LessRestrictingHeadwear",

    "rainbowpc-lotsofloot-2.2.2",

    "zzMusicManiac-KeysInLoot",

    "zSolarint-SAIN-ServerMod",

    "SWAG",

    "DewardianDev-AlgorithmicLevelProgression",

    "BotCallsigns-v1.4",

    "Skwizzy-NoDiscardLimit",

    "SkillsExtended",

    "Thermal & NVG Overhaul - AKI 3.8.0",

    "Fontaine-FOV-Fix",

    "Bloody-Bullet-Wounds",

    "DoorBreacher",

    "RaiRaiTheRaichu-UnrestrictedPlates-1.0.1",

    "WTT-HeadVoiceSelector",

    "Platinum-TwoSlotExtendedMags-1.0.3",

    "revingly-bettermeds-2.3.6",

    "sunglasses-infmeds-1.0.1",

    "SpecialSlots",

    "WeightlessAmmo",

    "odt-iteminfo-4.0.3",

    "IhanaMies-LootValueBackend",

    "MoreCheckmarksBackend",

    "ExpandedTaskText",

    "mattdokn-roublesforall",

    "mattdokn-repmultiplier",

    "mattdokn-fpsunlocker"

  • Hello, I'm once again asking how to disable insurance on Golden key box and keychains.
    I made sure "keys_are_discardable" was false.
    My keys don't show up on insurance, but the Box and chains do.

    Is there something else I have to change?
    Are the keybox and keychains supposed to be insurable by default?

    • This is not currently possible, the next update will have this functionality

      Heart 1
    • Thanks for the info, I appreciate all the work you've put into all these projects <3

    • The new version has the option for disabling insurance on keys and gilded containers

      Heart 1
    • You're the best!
      Very much appreciated.

      Is it disabled by default or do I have to change a setting?
      Edit: I checked the config and found : "insurance_enabled": true, Under each storage container, and then changed it to 'false'

      Thanks again<3

  • Absolutely amazing QoL mod. finally no more swapping docs/sicc cases. Well done :)

  • This mod is absolutely delicious and I want to eat it for lunch.

  • receiving this error when trying to launch the server:


    • Update: changed my load order and the problem seems to no longer persist.