Featured Gilded Key Storage 1.4.1

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 1.4.1

    This version will only work with SPT 3.9.x

    • Add missing keys (Thanks CJ and TetrisDev!)
    • Add Ref keys + Rusted to finite list (Thanks CJ!)
    • Fix automatic key correction for new key offsets
    • Fix issue where cases couldn't be added to all slots of Theta secure container
    • Refactor some code to be more consistent and always cover all grids not just the first
    • Fix error caused by badly implemented mods adding invalid item IDs to secure container filters
    • Update version


    There is no need to remove keys from your containers before updating, the mod handles automatically moving keys to their new slots on login if necessary

  • 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!

  • Removing keys from the containers is no longer required during upgrades, the keys will be moved to their new location automatically.

    Heart 3 Happy 1
  • Hey, since version 1.4.1 I'm losing x8 Labs access cards leaving only one in the holder after a game restart. The holder is inside an Epsilon container if that helps.


    Edit: Rolled back to 1.4.0 and can confirm this doesn't happen.

    • Hmm, the key re-location code may not be properly taking into account that some items should be allowed in multiple times. I will look into that this evening and see about releasing an update


      Edit: Sorry, had some things to deal with. Will look into this as soon as I have time though!

      Heart 1
  • Hi Jehree, DrakiaXYZ. Thanks for this great mod :)
    I've found an issue with "Thetta" secure container given by Ref. It has multiple grids, on the contrary to all other secure containers, so the code that uses Grids[0] doesn't apply filters to the whole container. I can see there's already a loop used for gridKey in one place, so probably needs to be copied over to other places.

    • This is fixed in the new version I just pushed :) Thanks for the heads up

      Thumbs Up 1
  • Is really cool this mod because I love try to use every key, but I think is going to far all the keys unlimited, please If it possible put the option to change that is nice use the keys a lot of times and buy another time or find another one. If only all the keys are unlimited this part of the game just desappear. .

    I find the way to use the keys normally changuing config.json for quit unlimited.

    Thanks

  • This mod is really cool I enjoy a lot with the keys trying to opening all the doors.

    Maybe is going to far all the keys unlimited but everything else is cool.

    thanks

  • Getting this error no matter if i put this mod before or after SVM

    Crying 2
    • Getting the exact same thing, i don't understand where it's from, started appearing after a regular session...

    • I moved it forward in the load order and it seems to have fixed it somehow.

    • Should be resolved in 1.4.1, this is caused by mods adding invalid item IDs to secure container filters

  • New Keys not added to any chains
    Leon's, MVD Academy entrance hall guard room key, Shatun's hideout, Voron's hideout, Grumpy's hideout,

    USEC Cottage Room.

    are unsure about the USEC cottage one.

    • These should be included no in the 1.4.1 release

      Thumbs Up 1
  • Moini would it be possible to have a config that we can use the key storage in special slots?
    Would be cool cause i have no idea how to do it myself :D
    Otherwise i cant life without this mod anymore! 10/10

  • Using this mod in Fika I bought the red keychain, but now my friend cannot buy one. It says it is out of stock. Am I missing something somewhere in a config setting to enable more than one item to be available for sale?

    • Never mind please disregard. Once the trader timer restocks their inventory a new red keychain appeared.
      This is a fantastic mod! Thank you!

  • USEC cottage room key is missing from the mkII keychain idk if thats intended or not

    EDIT: might i recommend added a 5th slot in the keybox for lockpick storage?

    • You can add it yourself via the config

    • The USEC cottage key is now included as of 1.4.1

  • Is there a way to allow storing these in the special slots?

    Heart 3
  • Here's my config updated with the new keys for you all to use until the mod Authors update the mod.

    Make sure to check the top of the config is correct for you, I have them all on true.


    - 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


    These have been added to their respective Keychains, once you update the config, take all your keys out and then back in the keychains so the keys update to the correct positions.


    I've also added the Lega medal trade keys to the finite_keys_list, I don't know if the Dorm Overseer key should be in there too, I've not got that key yet.


    Thumbs Up 1 Heart 3
    • Thanks

    • worked like a charm, appreciate the share, thank you

    • Awesome, thanks! <3

    • what is the last key in the bottom right of the Mk. I keychain? its the only key im missing and ive filled up 2 sets and am missing THAT ONE KEY ON BOTH :( any idea what it is? (i have this updated key list any help is appreciated TY)


      EDIT: i think its the Primorsky Ave apartment key. i have this key and it wont go in the keychain, nor will it go into the others. the item id is already there so idk what is up with it. any ideas on how to fix?

  • 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?

    • yes, put any custom items in a container or in your player inventory and it will allow you to add items via the profile editor. it should tell you adding money/items is disabled while you have a custom item in your inventory


      a bit late but i hope this helped!

  • 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?