Guiding Light (95%) 0.9.5.5 fix

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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 0.9.5.5 fix

    I have no words.


    Thank you X-Static.

  • Version 0.9.5.5

    A few fixes.


    I know it's been a while, friends. Do not worry.

  • 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

  • this looks like a very interesting mod. but im not sure if i got it right... so does this add a new trader and permanently change the way i normally play the game? or can i stop the guiding light story for a bit and do other traders' quests?

    • It doesn't change the way you play the game in the sense of "You have to fundamentally change how you play Escape From Tarkov in order to experience this mod." It's meant to be a new story, as well as a way to fast-track your soft-skill levels by completing challenges related to each skill. You can absolutely stop the guiding light story and work on vanilla quests, there's no negative interaction between them. In the future, I do plan on having quests that temporarily give a "time limit" / raid limit, but there would be a warning before you get into that situation.


      TL;DR: you can stop the guiding light story at any point and play as if the mod didn't exist.


      Thank you for asking!

  • I also forgot to mention in the patch notes that Russian translation is in. Thank you so much to

    @S3NN0M0

  • Not sure if this was meant to be here but these are showing up in the storage container section and they seem like testing item not something that should be showing up minus Mark of the Beast

    F81mEIR

  • I FORGOT TO CHANCE THE DAMN FOLDER NAME AGAIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAA

    Happy 1
    • change* but we understand. I mean you are the Light Of The World

      Happy 1
  • Is 0.9.5.5 compatible with questing bots?

    • Should be! Please try it for me, I don't use questing bots.


      also please wait like 2 minutes I'm updating the mod

    • Love your work, if this is ready to go then I'll be updating my fika server with 62 mods later today to include SWAG and questing bots so with guiding light updated this will be the icing on the cake :) Thanks for your work.

      BTW i found i didn't need to "place" the 7mm shell i just needed to have it in my inventory, dunno if that's a bug or intended, didn't affect me, but just thought id mention it. I think I was placing something else in the same spot for another quest so that might have confused it.

    • New update seems to be working well with questing bots and everything else. Thanks!

  • Hi, I just installed the mod, but no quests are showing up, I'm level 5 rn. Is this normal ?
    I have other traders mod, VCQL, realism, questing/ looting bots, plus other minor things.
    Just to be sure I didn't messed up the install : )

    Thank you !

    • I know that questing bots is a little bugged with the mod because of a single quest error on my end (hurray x-x). If that's not the reason, then idk. I'll be updating the mod sometime next week, God willing.

      Thumbs Up 1
  • What is a 7mm shot which should be put somewhere in quests?

  • I'm like, 99% sure that the "Adding a little something" task is failing to work because the "Cutting them off" task allows me to place the jammer, but when I remove the jammer from my inventory and replace it with a marker, I do not get the prompt to place.

    I could also be completely wrong and dont know how to use my brain, but I thought that commenting might help someone in the future with this problem too (Absolutely love the mod so far btw!) <3

  • Hey all! I apologize for disappearing for so long.


    In short, I have been learning how to code at a professional level. As of later tonight (Lord willing), I have completed the Junior Programmer pathway on the Unity page!!!


    I have a church conference that I will be attending this weekend, but when I get back on Monday, this and a mod for another game are tied for my #1 "I want to do this next" spot.


    TL;DR: I will be back very soon and I will fix the things!

    Heart 3 Thumbs Up 1
    • As someone who literally just downloaded this mod a few hours ago today I am happy to hear this! I made an account just to come and say that I was shown SPT by a friend and this mod was one of the first that I grabbed. Looking forward to future updates, keep up the great work!

    • Loved the riddle quests in guiding light. Hopefully you can fix compatibility with Questing Bots in the next update :)

    • short update I got hella sick after the conference and am still recovering x-x


      *BUT updating next week unless I'm still incapacitated or updating takes way longer than I expect it to (It has been, 2 full months since I've even looked at tarkov modding...)

    • Congratulations on the qualification! And don't feel like you need to apologize (referring to the Github release notes), I'm glad to hear you're hopefully recovered and glad to see this awesome mod updated!

  • Any chance of getting compatibility with questing bots? Love your mod man enjoying the quest progression and excited to see where this mod goes!

    • Same here :)Keep up the good work and hope the both will be compatible

    • Looked into it, sometimes questing bots gave a good hint in the server logs.

      But it all boils down to a circular dependency on a quest.


      Go to \user\mods\Virtual's Custom Quest Loader\database\quests\SkillQuests


      Open Start_quests.json


      Go to line 622

      change 675e458cdb219e98dda39bc9 to what I assume should have been

      675e44ef86f0af6fce9195a4


      Save the file, (re)start the server, and you should be fine

      Heart 1
    • Fixed. Thanks for sharing this! And good job @Melchoor for figuring that out :D

      Heart 1
  • Hey man great mod but I got to quest 53 or something and now I just have no more quests. Are they locked behind a timegate? But I have remove timegate mod installed? I also might have skipped a couple quests with terkoiz skipper - would this cause any problems? All my other traders and mods seem to work... :/

  • Added a furry picture of your trader in my mod ^^

  • questing bot has been crashed with GL's combat skill quests. I think if a AMC had killing quest likes tarkov shooter or SBH(questlines must kill with some spec weapons), questing bot can't read GL's combat quests or there recoments. I had delet all GL's combat skill quest, and they can play with questing bot plugin has activate. only wants for your help, TA out.

  • Can't use Questing Bots because I'm so far into GL and removing custom traders is a no go. GL is straight up incompatible with the newest version of Questing Bots

  • Picked up this mod kind of on a whim as I was hankering for more quests
    And I absolutely fell in love with it!
    I love the perfect blend of humor and seriousness and how you able to weave some of the game's abstractions into real, diegetic elements of the universe!
    I also really appreciate the encouraging the player to try out new gear that they might not have used before to see if they like it!
    overall, I'm looking forward to future expansions on the story!

  • Is there a way to remove the time restrictions from quests ?

  • when will it be compatible with raid overhaul

  • so 0.9.5.2 is for 3.9?

  • cant wait for the full release :>

  • So really RPG experience has come.

  • 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

    • Please stay with us =O


      Oh and also... :D

      For the Quest "Acquiring Capital" the first condition shows an ID instead of text. So it reads like this:

      675f7d97c95a980dee2d7ffd [progess bar] 0/1000000

      Still works though :)

      Edit:
      Ok fixed it.

      Open file "GLMentalLocale.json" under:
      VCQL > database > locales > en

      original line 82 looks like this:
      "675f7d83ee2ed3915390aaae": "Acquire 1000000 roubles",

      corrected line should be:
      "675f7d97c95a980dee2d7ffd": "Acquire 1000000 roubles",

    • Appreciate the fast update and fix. You're doing a great job with this mod.

  • 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