Guiding Light (95%) 0.9.5.4 fix

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.

Y̷o̵u̸ ̴w̵o̶n̸'̴t̶ ̷s̴t̴a̸y̷ ̵d̵e̶a̴d̶,̵ ̵w̷i̵l̵l̷ ̴y̶o̵u̷?̵

You won't stay dead, will you? Fitting, no one here does.





THIS IS A WIP MOD. YOU WILL ENCOUNTER NON-FUNCTIONING TASKS. CHECK COMMENTS FOR BUG LIST AND REPORT NEW ONES

had to get that out of the way.


VCQL MUST BE DOWNLOADED SEPERATELY


(to download, click the folder on the github page, and extract into your root folder like most other mods)


This is a storyline that fundamentally changes the goal of your character in Escape From Tarkov. No longer are you simply trying to escape from this place, although that's certainly a goal in the back of your mind. But after you died for the first time, you knew immediately something was horribly wrong with this place. You just died, yet you are still here. And there's this... sound, something like words echoing in your mind... Is this all just the work of Terragroup? Or has something far worse transpired here?


Well, that's up to you to figure out in this story that I have been working on for almost a year.


So, what really is this?

Guiding Light is a massive trader mod, with just over 200 quests given mostly by the primary trader, only known initially as "Guiding Light". However, you cannot play all 200 quests in one playthrough. This is because this story has multiple endings. Yes, you read that correctly. This trader has multiple endings, some good, some bad, most with their own unique ending questline that can only be experienced by "choosing" that ending. However, you won't know what ending you're gonna get until you get it, so read those quest descriptions and make the right choice! Oh yes, you think there could be multiple endings without choices to be made? There is a second trader after all...


However, this is not the bulk of the quests. 200-so quests is way too long for a story from one entity! No, the bulk of the quests are the Skill Quests, the original intention of Guiding Light before the Lord burdened me to speak something of Him through this creation. Every skill in the game* has a short "questline" involving various tasks and challenges related to that skill, which will reward the player with leveling that skill. The amount of quests, and therefore the amount of levels gained, depends on the skill itself. Generally speaking, skills that tend to level up faster in normal play will have less quests, whereas skills that are still level 12 at the end of the wipe will have up to 5 quests. As this mod wraps up development, I will make sure that more of the quests feel unique and interesting to play through.


*Search is not currently included. This is coming soon, don't worry. I have a fun idea for it.


ADDITIONALLY:

-Multiple unique items as quest rewards (no spoilers on what they are!)

-Quests for the vanilla traders (ENDING SPECIFIC)

-"DLC" quests for Skill extended (COMING AFTER FULL RELEASE)

-Ḯ̷̳̬͔M̶̥̏̔̂P̵͉̙͋̓̃Ȩ̸̞̾͝N̴͔͖͔̎̐͂̃D̵̤͗̈́̏Ì̵̢̢͖͙͗͆̕Ņ̴͋̂G̴͔̻͆ ̴̨̗͖̽̾͗͝D̸̥̪́̂͘͝Ṏ̸̺͇̇Ö̵̟͍̯̱̈̈M̶͉͕̞̔͆

  • Version 0.9.5.4 fix

    I changed the second quest to have a fail condition... and didn't make it restartable. Incredible. Obviously this is now fixed.


    Also, since I forgot to mention it the past 2 uploads... all Mag Drills quests work with MagTape and BlackCore

  • Version 0.9.5.4

    Fixed the folder name

    Originally I would have just edited the previous update, but with 200 downloads already on it, I figure it's best just to push a new version so that everyone sees it.


    I also slightly changed the first couple quests so that it's now based on not killing anything instead of getting a run-through, just makes things easier imo

  • Version 0.9.5.3

    this took so long

    there were so many ids

    I'm sure I got one wrong somewhere, please let me know if any quests don't work


    99% of this is just a 3.10 update for GL, though there are a couple quest changes here and there. Bug fixes, inconsistencies patched, spelling corrections... Again, generally speaking, if you're still on 3.9 you really aren't missing much. Though, since 3.9 cannot be downloaded, I do not plan on updating 3.9 in the future.

  • Version 0.9.5.2

    Korean translation by Rising_Star! Thank you so much!


    There are no other changes, if you are not using the KR translation, you do not need to redownload. I am aware of multiple bugs and will fix them over the weekend. Currently prioritizing video editing and a different mod for a different game.


    This is a re-upload of the same version from last night, but with the KR locale files in the correct position. My bad ^^

  • Version 0.9.5.1

    Aiming for weekly-ish updates until release.

    As always, you must download VCQL separately

    0.9.5 Update 1


    -Completely changed Light Vests 2. Please read the task in game.

    -Changed all 24 hour time gates to 16 hour time gates. I wanted the quests to be "come back the next day", but 24 hours meant the quests weren't unlocking until the end of the play session rather than the beginning. There were 8 quests affected by this.

    -Fixed "While They're away" (I think, let me know)

    -Changed "Damage Report" to VisitPlace instead of LeaveItemAtLocation (You no longer need a shotgun shell to "mark" the quest spot)

    -Reduced Light Vests 4 from three repair kits to two

    -Increased the amount of kills needed for Light Vests 3 (20->25)

    -Reduced the amount of kills needed for SR1 (10->5)

    -Slightly adjusted Strength 3 (you must now survive the raid after completing the challenge)

    -MIGHT HAVE FIXED IMMUNITY 5 BUT I DIDN'T TEST IT

    -possibly other things I forgot, I don't actually track these very well


    Please continue reporting bugs, I really appreciate it! <3

  • Version 0.9.5

    IF YOU ARE UPDATING FROM A PREVIOUS VERSION, YOU MUST DELETE BOTH GUIDING LIGHT FOLDERS BEFORE INSTALLING THIS.

    Virtual's Custom Quest Loader must be downloaded separately (and, preferably, first)


    Guiding Light is nearing completion. There will be multiple small updates after this, however, this is the last "large version" until full release.


    There are too many changes to list, both because of how much has been added, changed, or removed, and because I have been working on this on and off and have simply forgotten every small thing. THE IMPORTANT ONES ARE THE FOLLOWING:

    -Added three new endings to the storyline, as well as added quest rewards for the first ending and the fourth ending. I will look at the other two and decide what their reward will be.

    -Roughly 50 new quests have been added

    -A significant amount of the original skill quests have been fixed, and some have been changed.

    -Multiple custom items have been added, exclusively as quest rewards.

    -A large number of the quests have been given images. This is also why the file size has jumped massively.


    Again, please. Delete both guiding light folders before updating.

    Enjoy <3

  • Version 0.9.2.9

    Multiple bug fixes and quest changes. Troubleshooting 4 is still broken :rambottrollface:


    VCQL MUST BE DOWNLOADED SEPERATELY


    There should be no issues with other mods now, specifically Questing Bots and Add Missing Weapons to Requirements

  • Version 0.9.2.8

    READ. OPEN YOUR EYES AND READ.

    This mod was updated and released at 4:25 am. I opened the server and got to the main menu without errors but did not run a raid and playtest to that extent. I have a fairly large mod list and they are running nicely. However, I do not use Questing Bots because I need the performance.

    IF YOU USE QUESTING BOTS, READ THE FOLLOWING:

    Questing bots has had issues with the previous attempts to update this mod. If you use questing bots and do NOT understand how to report a bug or do NOT want to deal with mod issues, do not download this quite yet. If you have QB and are willing to test this mod, please, please do that. DM me on discord or leave a mod comment.

    Additionally, those with "ADD MISSING QUEST WEAPON REQUIREMENTS" may experience errors. However, I have tried to fix this. Please let me know if I succeeded, as again, I do not use this mod.


    WITH ALL OF THAT SAID, THE NORMAL PATCH NOTES:

    -Updated to 3.9.3 (does this even matter?)

    -Fixed the following quests (and this is just the ones I remember!):

    -HV5

    -SP5

    -GL_12M (maybe? Was it ever broken?)

    Changed the following quests:

    -E1 and E2 have been swapped, with the new E2 becoming more difficult to compensate. The new E1 stays the same. A testament to how bad I was at balancing quests back then.

    -E3 has been completely changed. Enjoy the challenge.

    -WM4 has been completely changed. This one isn't a challenge, you just aren't completing it quickly. It's ok, WM is useless because enchantments don't work :S

    Probably other things I forgor it's 4:43 am why am I still up

  • Version 0.9.2.5

    -Updated to 3.9

    -All the update I made while playing my solo profile (pinned comment bugs still exist but are high priority)


    DO NOT USE WITH QUESTING BOTS YET

  • Version 0.9.2.1

    A vast majority of the technical bugs should be fixed at this point, I am probably about 75% through the quests on my playthrough so I know for a fact that a lot of the quests work correctly (or I would not have been able to complete them). Continue reporting the rest. New content will be developed eventually.


    Also I accidentally deleted my user folder 5 minutes after uploading this, so, the testing is probably done for me XD

  • If something is still broken I might jump out the window (it's an 8ft drop don't worry)

    • Hahaha I'm sure we'll find something :P
      But don't be too hard on yourself, its actually awesome that you've made such a well thought out unique questline, so I reckon we can forgive the minor oversights :D

  • Seems that the initial quest to leave factory without killing anyone still requires a run through to complete. Just wanted to let you know

    • Also I'm stuck on "Task Failed" for the task "Suspicion" with no option to restart after killing someone in a night factory raid.

    • ohhhhhhhhhhh dear, I didn't make it restartable... that's embarrasing.

  • Of course I got the folders name wrong, aaaahhhhhh

  • OH... This is interesting.

  • Looks like the VCQL folder in this mod is named "VirtualsCustomQuestLoader" instead of "Virtual's Custom Quest Loader" so the contents aren't copying over to VCQL.

    Until Light fixes it, if you want to install it, rename the folder as above after extracting but before installing it to your SPT folder.

    If you've already installed it, then copy the contents of ../user/mods/VirtualsCustomQuestLoader into ../user/mods/Virtual's Custom Quest Loader and then delete the VirtualsCustomQuestLoader folder and you should be good to go.

    Aside from that, thank you so much for taking the time to update it all for 3.10, cant wait to check it out :D

  • Thanks for the update, been waiting, wohooo ^^

    And btw: The folder for VCQL is named different from the original one.

  • Updating is in progress. This is taking multiple DAYS because of how many ids I have to change, and being forced to look at every single line of code again is revealing a lot of small bugs and inconsistencies.


    I am hoping to have this updated within the next 7 days.


    That is not a promise.

  • should correct
    Begin de customs raid, and immedietely extract back into your hideout twice.
    to
    Begin de customs raid, and immediately extract back into your hideout twice.
    >> Nice mod, just wanna help ;)

  • Hello "LightoftheWorld",

    I've been thoroughly enjoying this mod but I've gotten a little stuck on the "Parkour" quest! Specifically the "Jump of the 4th Fuel Tank in the construction yard on Customs". I've figured out exactly which one it is using the Dynamic Maps quest markers, however, try as I might, I cannot seem to find a way up there.

    I'm using the realism mod, however I had no issues with the other spots, and made my attempts on this particular one while at less then 6.0 kg and over 30 Strenght... to no avail.

    I've tried both the little barrel "stack" next to the fuel tank, as well as trying to find a way to get on top of the northern most one in an attempt to leap across all four to the designated spot, but I can't seem to find anything.

    Any tips on how we are actually supposed to complete this task?

    • Oh man, I wonder if realism changes movement speed or jumping at all??? But, what I was doing is jumping from the metal shack near the wall onto another concrete structure before jumping on the tanks. I can't upload files for some stupid reason, so if you need a video demonstration, please let me know

  • Hey, brief update on why I went from "I want to do weekly updates" to being almost MIA for a month. In short, there are 3 reason:

    1: I now have 2 jobs on top of my last semester of college on top of socializing more.

    2: I spent a lot of time working on my other "big" mod for a different game. If you don't know, I own the Dome Shield mod for From The Depths, and I have been neglecting that for way too long. I did a lot with it and am very happy with it.

    3 (MAIN REASON:( Of the 5% of the mod I claim to have left (it's gonna feel like a lot more, haha), roughly 2% of that is making custom models and custom items. I've never done that before. So, in the gaps of time that I have, and when I get the motivation, I have been learning Blender so as to create said items and item models. I'm not very far into it but it's slowly happening.


    The next update I do, I would like to complete Ragman's quests and actually revive the "Extreme quest" idea I previously had. There is a small chance I do a quick patch of a few bugs in the meantime, but don't count on it.

    Thumbs Up 2
  • i made all default traders quests in the plot and nothing was given after... what should i do? (im using mod which skips delays before quest and it was working so im should no wait)

    • The mod is not quite finished yet. If you are completing quests from the default traders then you on the path of an ending I have not finished yet. I want to finish this mod before the end of the year, though!

    • oh, okay, good luck dude, completed 110 tasks with huge fun. and the plot with different endings got me to actually read the lore of quests and it was interesting) thanks!
      also im noticed the bug when you start use medical items and then stop using them by left click it counts in quest (quests like use surv12 or smth else N times)
      good job tho! i see a lot of effort and interesting ideas in your quests!

  • I have another buggy quest. Its about "not a trace". You have to kill 20 Enemies at night with a suppressor, nvg or tactical devices.


    My Quest ist stuck at 16/20 and I dont know whats the issue here. I dont have any tactical devices on my guns, nor do I have any flashlight or nvg on.


    Are there maps, which arent working for this quest? I tried different guns and different maps, I seem to be stuck right now

    • Okay, seems like Ground Zero (high) didnt work at all, I could complete the quest on reserve

    • Ohhh, man, I didn't think about that. I might have to check all my quests to make sure I include GZ, some quests were written before GZ was added. Thank you

  • BRO THANKS YOU! cool mod, completing quest with huge fun, best wishes to you

    Heart 1
  • Firstly i want to say INCREDIBLE work my friend, this mod is fantastic. However i since moved to loving realism mod and i had to choose that over this as of an error on realisms side. I dont wish for you to look into it as im sure you have better things to do but if just happen to know off the top of your head DIY methods for me to play the two please let me know. The error appears to be simple but i dont understand this modding scene

    [2024-10-05T10:35:41.217Z] warn: Realism Mod: Unable to randomize stock for: 66326bfd46817c660d015155, has no _parent / item does not exist in db

    [2024-10-05T10:35:41.218Z] error: Scheduled event: 'spt-traders' failed to run successfully.

    [2024-10-05T10:35:41.218Z] error: Cannot read properties of undefined (reading '_parent')

    [2024-10-05T10:35:41.221Z] error: TypeError: Cannot read properties of undefined (reading '_parent')

    at RandomizeTraderAssort.adjustPriceByCategory (K:\Windows-Games\SPT\user\mods\SPT-Realism\src\traders\traders.ts:834:38)

    at RandomizeTraderAssort.setAndRandomizeCost (K:\Windows-Games\SPT\user\mods\SPT-Realism\src\traders\traders.ts:817:22)

    at TraderRefresh.randomizePricesAtRefresh (K:\Windows-Games\SPT\user\mods\SPT-Realism\src\traders\traders.ts:962:25)

    at TraderRefresh.modifyTraderAssorts (K:\Windows-Games\SPT\user\mods\SPT-Realism\src\traders\traders.ts:954:26)

    at TraderRefresh.myResetExpiredTrader (K:\Windows-Games\SPT\user\mods\SPT-Realism\src\traders\traders.ts:908:40)

    at TraderAssortHelper.resetExpiredTrader (K:\Windows-Games\SPT\user\mods\SPT-Realism\src\mod.ts:202:38)

    at TraderController.update (C:\snapshot\src\controllers\TraderController.ts:103:41)

    at TraderCallbacks.onUpdate (C:\snapshot\src\callbacks\TraderCallbacks.ts:22:38)

    at App.update (C:\snapshot\src\utils\App.ts:71:44)

    have a great day!

    • I'll try to look into it. I have not been modding SPT recently as I have been modding FTD instead as well as learning Blender (so that I can finish modding SPT lol). I'll add this to the list of things to do when I come back

      Heart 1
    • Hi, i sorted it out a while ago, it was a strange incompatibility with another mod is all

    • Ah, good to know

      Thumbs Up 1
  • Funny Quest Bug:


    Shot of the Century (Headshot an enemy over 150m away with iron sights


    I just completet it, after shooting and wounding a guy with a SR-2M (maybe non lethal headshot or thorax?) and running away (probably far more than 150m). He bled out and I completed the task.


    Dont know what caused this, probably a bleeding/blacked out thorax or Headshot wound. Dont know if you really need to fix this, as this is probably also a shot in a century on its own

    • Haha! That's amazing. I don't think I could fix that if I wanted to. You have my full permission to count that XD

  • I had the KR locale files in the wrong place, I deleted that version. Will fix as soon as I'm home!!! ~4 hours from when this comment is posted.

  • Sup light, KR translator here. Just finished hand-translating all 'Guiding Light''s 177 quests. (Not the ??? one and the other traders) If you leave your discord, I can add you and send the json locale files. Thanks!

    • That's amazing! add lightoftheworld@6089 and message me with something like "Hey, I'm the KR translator"

  • "Triple the fun" (killig with 3x-4x Scopes) is also not working and has a wrong description


    Discription says killing 30 enemies over 40 Meters with 3-4x Scopes but is counting 0/40


    Also neither the HAMR 4x Scope (dedicated 4x Scope) count, nor the SpecterDR (yes, all kills were in 4x mode). Will try the ACOG TA01NSN next

    • The Acog didnt count too

    • Light as a feather isnt working or the description is too vague I guess? It says to wear light armor < 7kg - do plate carrier count as the hexgrid count? With plates, it weights around 6 Kg, but the quest doesnt recognize it. Will test the hicom now

    • 1: I'll double check Triple the Fun, thank you. Interesting that the HAMR isn't working, that might've been because of the red dot possibility but I should add it to the list regardless.


      2: There's a chance that the acog was added after I originally coded the quest and therefore isn't counting. I'll look at it.


      3: This is a tricky quest, you need to read it carefully. The vest itself, without any plates, must be <7kg. Then, you have to be wearing plates that are each <2 kg. So, most likely tier 3 / 4 plates made of lighter materials. Try with the hexgrid again, making sure that you only have plates that weight <2kg. If it weighs around 6kg as you're wearing it, I'm pretty sure one of your plates is above 2.

    • Interesting . Worked with the Hicom and some "light" Level 5 or 6 plates, I think they were 0,9kg each. I think you just should change the description, didnt see any <2kg per plate remark (or maybe im blind)

    • @Triple the fun


      Bravo4 is also not working

  • So the bots might be spawning with some things they shouldn't...

    Thinking 1
  • Complete Knowledge of firearms seems somewhat broken. More Checkmarks says my weaponparts are quest Items, but Guiding Light is not accepting them. Shucks.

    • interesting. I still need to reach this quest and test it myself

    • The only item that worked was the m203 grenadelauncher. Neither other found in raid or looted from scav/pmc weapon parts or disassembled guns work.

    • That's very strange. I will look at it

    • I noticed that check mark as well XD

    • Got same problem

  • hi I'm on the While They're Away quest and I am unable to place the jammer in the required place what should I do

    • Uh-oh. I'll take a look at it, I plan on updating the mod tonight and I will make sure this is fixed. Thank you for letting me know!

    • Please let me know if I fixed this in the most recent update! I'm pushing the update right now

    • I'm not able to place the jammer, the quest does in fact reference the same radar dish as the one on the roof for signal part 1 right?

    • It... should. I need to test it more, I'm sorry. I've been hella busy with school recently

  • enjoying the mod! great update light :D

  • hey, could you give some extra clarification for the light as a feather task? i've been running a hexgrid with 2 GAC 3s15m plates (which the game classes as light plates), and the weight comes out to ~2.6kg iirc, but my kills still won't count for the task. not sure what i'm doing wrong

    • Uh-oh. I will take a look at it. As a matter of fact, I need to change some of the armor quests entirely. I'm gonna guess that it's because way back before armor plates, back in 3.7 when that quest was written, the hexgrid was heavier than the quest limit.

  • Hello, the holy guiding light, I'm really enjoying the mod. Thanks for making it.


    I'm writing this comment to ask you for the permission to do a translation (eng to kor) of the quests and distribute the translation on hub or anywhere else. I'll be sure to link this original link of course.


    I'm looking forward to receiving your reply. Thank you in advance.

    • Hello! I believe someone else is already translating this mod into Korean, however I do not know who this person is and I haven't heard about any updates on that in a month. If you can ask around and see who was working on it, maybe they already have some of it done and it would save you some time?


      Yes, though, you have my full permission to write a translation of this mod. I appreciate you having such an interest in this mod, that you would do that for the mod! Thank you!

    • I couldn't find the translator who was already working on it. I'm in a Korean community specifically for SPT, I couldn't find anyone who's translating the Light. It would be great to find him and somehow share some work though.


      Yeah, thank you for the permission, I'll leave a comment here when the translation is finished. (It's already 50% done :p)


      Thanks!

    • Sounds good! Looking forwards to it ^^


      ...hopefully a big update doesn't discourage you, hehe. Plenty of new quests, as well as items. Best of luck

  • Hey man, don't know if this is a known issue or if I just haven't realized something, but on 'Armoured Titan', the quest for getting 5 kills with specified heavy armors, the 'Redut-T5' number won't go up no matter what I do to troubleshoot it.

    • Yep, had the wrong ID. There's a massive update coming soon-ish, and this is fixed in that update. Sorry about that!

  • Exelent and interesting mod!
    Will be glad to help you with RU translation if you are interested

    • Oh wow, that would be amazing! If that's really something you want to do, I won't stop you at all. First Korean, now Russian, I can't believe this mod has reached an international audience like this. Thank you!!!

  • Is there a way to disable the Guiding Light “trader” from buying all items or paying so well?


    In my realism play through I am constantly low on troubles due to the balancing changes in realism and the Guiding Light trader buys all items for 1.5x the price of other rebalanced traders. Just wondering if there is an easy Boolean change i could make in a file somewhere to disable the selling option or change a modifier somewhere to reduce the great deals I’m getting. ITS TOO TEMPTING!!


    Love your work ❤️

    • I keep forgetting about that!!! Ironically, selling to GL is the worst option without realism, and I've never played realism so I don't remember the prices. What I actually need to do is remove the ability to sell things to the trader entirely. How can you sell to an angel???


      Thank you for reminding me about this. I'm out of the country for a few more days but I will add this to the list of things to do.

      Heart 1
  • So I figured out why this mod was not working for me. The download does not include the files needed for VCQL that go into the BepInEx folder. I don't think any instructions for this exist. I recommend downloading VCQL separately to get all files.

    • Yes, you need to download VCQL separately. I will make this clearer in the mod description, thank you

  • can i use the older versions with questing bots?

  • Hey there LightoftheWorld! I just downloaded the latest version, and it's saying that GuidingLight and GuidingLightAddtional package.json contains an invalid version string!


    https://imgur.com/a/wvvoD1r <- link to posted image

    Thinking 1