Traveler Map Config Edit 1.0.0

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 new open-world layout configuration using Traveler by Jehree

If you don't understand what this page is for right away I suggest you go to this page

Traveler

and thoroughly learn about this mod first before interacting with this page any further.

In order to get this working you need to download the files and place all three in the

user>mods>Traveler>config file location to replace 3 files with the same name.

I am hoping how the map works can be intuitively understood by looking at the accompanying map image.
Green lines between extracts are two-way extracts
Yellow lines are one-way extracts following the arrow.
The black lines are simply there to hide routes found in the default configuration.

Important notes

All the cars require money and the car on lighthouse takes you to customs dorms v-extract instead of the home base warehouse 17

The car cost values can be changed in the config but they are set

"car_currency": "roubles",

"customs": 150000,

"interchange": 75000,

"lighthouse": 150000,

"streets": 45000,

"woods": 10000


The numbers on the map represent the bunkers with their respective number and general location

ZB-1011 is not on the map image but it is an exfil to another base separate from the main base and is used much like ZB-1013 in the default configuration.

Another location not shown on the map is the cellar exit in the factory which will take you to Scav Bunker Woods Jaegar.
You must have the Factory emergency exit key in order to access the factory from gate 0, the med tent gate, and the cellar.
You will be able to access the map itself but you will spawn before the locked door
So if you don't have the key you will have to leave through the extract you came in.

If you spawn at ZB-1013 (fortress basement in customs) and you don't have the Factory Emergency Exit Key you will be locked in the fortress basement until power is miraculously turned on or death.

I personally haven't seen the train extracts working in this configuration.
If I figure out how to get them working or it happens to work I'll take this note away.
The coding for the trains and the off-raid position is in the Jsons for anyone interested.

  • i have a question, there is any chance to adjust some options to keep money in every hideout/stash, for not needing to bring them with me from one location to another??? Thx for answer

    • It's been a while since I went over the code but there should be settings or changes that could be made in the config file that allows you to assign a permanent stash space on any off-raid location. From what I understand you would have to go to the config file and change the quality of any off-raid location to have a stash or in the config file there might be a list of locations that have the quality of having a permanent stash and you would need to add off-raid positions to that list. Yeah, by default the stashes between maps were not made as a place to store your items but a place to store items while you are there so you can unload them from your character to sell them to Fence or on the flea. Hope this helps you understand what changes need to be made. I'm pretty sure the part of the code you would need to change is near the beginning where the traders are set to their locations.

      Edit* Oh I didn't understand the question at first. I don't know how to do that. As far as I know, you need to bring the money you would want to use at another trader with you. I don't know how one could make it so you can access all your money from any stash despite not being at the stash where it's located. It seems like it would be possible but the knowledge to do it is beyond my ken. I like having to carry money around, it adds a bit more realism and gives more of a use to getting and using a money case. I never considered not having to carry it around so I never learned how. You might be able to use that server editor mod, I'm not sure but it might have a setting that allows you to enable accessing your money from anywhere.

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    • i finde solution, remove BSG restriction and stashing money in dogtag case! still thx for answering!

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  • Will this mod work with custom traders?

    • I'm not entirely sure but it seems very possible. If you were using or wanted to use custom traders you would have to edit the config file to assign the custom trader to an off-raid location and assign the entrances (exfils) to that off-raid position(s) to make the custom trader(s) accessible. I have never used custom trader mods so I am not familiar with how they work but I imagine after learning how this mod works and how it changes accessibility to the map and traders you could do it easily.

    • Thank you for responding, you're greatly appreciated !

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  • The one way to Scav CP, is it from lighthouse or woods? I tried to extract from lighthouse and only had woods available. Other than that this is a really good improvement on a few pathing issues i had with the original. Thanks for the hard work!

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    • Ah, I'll fix it right now. Both Northern Checkpoint and Outskirts are supposed to be one way to Scav cp. Thanks!


      Should be good now.

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  • Cool one!

    I'm also working on my custom config for traveler.

    Now map looks like this: https://ibb.co/Ws7GKhK

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    • Nice. I don't think I would personally play this map but I think it's cool that the bunkers are more connected and that people are making their own maps.

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    • @nektoNick I actually had something similar in mind, I was experimenting with Skier being between shoreline and customs, as he is supposed to be at terminal according to lore. I also like the idea of other traders being between connections to maps .In general maps looks more lore friendly as a whole as well. I also found out that if traders are in close proximity to boss high traffic areas(I am using SWAG+Donuts) that makes the bosses and pmcs not spawn(e.g. when you infill from Admin basement in Shoreline) so that to loot dangerous areas easily. Also if trader exfills are close to high danger areas it makes kinda too hardcore to fight bosses/loads of pmc's to just go shop/turn in quest. I say this with Realism mod and SAIN in mind.

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    • Hey @nektoNick, have you been working on your 'Traveler Map Config'? That looks very interesting. i just started creating a lore-friendly and geographically sensible config. Would u mind sharing your work?

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  • do you think this would work with custom maps

    • It will absolutely not as is. I'm not sure if you can make off-raid positions that can go to custom maps but it sounds possible.

  • Does this make traveler more easier to navigate?

    • Personally, I think it does. For me it makes the map feel like it makes sense as a whole which for me makes it easier to navigate. Although I did take into account how I like how the game looks and I wanted some of the questing to be a bit scenic.

  • Haha legend, not sure if you read my post on Traveller comments but I wanted to do something like this but also implement some sort of secret tunnel system or something but failed, I might have another crack at it using your mod. Got a feeling you solved a roadblock for me. in the least I can compare both mods and learn stuff too. Thanks for the share. :thumbup:

    • I may have seen your comment, but I don't remember. I hope people like it or it inspires them to learn to make map layouts of their own. Thanks.

  • small typo on line 137 of exfil tooltips


    Code
    "UN Roadblock": "UN Roadblock (to Steets, Evacuation Zone)",
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