Open Sesame 2.4.1

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 tool for developers (and cheaters) to open locked doors, safes, etc. without requiring the key

This mod will add a new action called "Open Sesame" to context menus to allow you to open things without requiring the key:

7178-lockeddoor-png

7176-cashregister-png


It also adds a "Turn On Power" action to doors that require the map's power switch to be turned on before they can be unlocked:

7177-doorwithoutpower-png


To prevent you from accidentally unlocking things, a "Do Nothing" action is added first (so it's the default action). This can be disabled in the Configuration Manager.


You can also enable options in the Configuration Manager to write debug messages when the context menu opens or when you select the "Open Sesame" or "Turn on Power" actions. Enabling these will allow you to see the door ID (when the context menu opens), key ID (when you unlock a door via the "Open Sesame" action), or switch ID (when you turn on the power switch):

7175-configurationoptions-jpg


You can also prevent this mod from adding actions to context menus via a Configuration Manager option.


I wrote this to be agnostic of the SPT/EFT version, so you should rarely (if ever) have to update it.


Translations for the new context-menu actions exist for:

  • English
  • Chinese
  • French
  • German
  • Portuguese
  • Russian
  • Spanish


If you would like to help me include other languages, please post a comment with the locale ID in Aki_Data\Server\database\locales\global and translations for:

  • "Do Nothing"
  • "Open Sesame"
  • "Turn On Power"


Known Issues:

  • Cannot directly open the saferoom door in Interchange. You can only open it via the keypad in the Burger Spot restroom.

Images

  • Version 2.4.1

    • Reorganized F12 menu options into two sets of flags
    • Separated "Unlock Door" and "Turn On Power" actions into separate options that can be enabled in the F12 menu
  • Version 2.4.0

    Updated for SPT-AKI 3.9.0

  • Version 2.3.0

    Updated for SPT-AKI 3.8.0

  • Version 2.2.1

    Added Korean translations (thanks to doraemi123)

  • Version 2.2.0

    • Improved code for falling back to the default locale (English) if translations don't exist for the selected one
    • Added Spanish and Portuguese translations


    Thanks to NaNZinho and Skabio for the translations!

  • Version 2.1.1

    • Added French, German, and Russian translations
    • Fixed incorrect Chinese translation


    Thanks to Djanbolt, EVILSET, HDJohnny, and F4R0 for the translations!

  • Version 2.1.0

    • Added localization support
    • Added English and Chinese translations
    • Lots of refactoring


    If you would like to help me include other languages, please post a comment with the locale ID in Aki_Data\Server\database\locales\global and translations for:

    • "Do Nothing"
    • "Open Sesame"
    • "Turn On Power"
  • Version 2.0.0

    • Rewrote patches to make it easier to add more actions in the future
    • All interactive objects can now be unlocked including keycard doors, safes, cash registers, and trunks
    • Added a "Do Nothing" action so you're less likely to accidentally unlock things. This can be disabled in the Configuration Manager.
    • Added a Configuration Manager option to prevent any actions from being added to menus (effectively disabling this mod)
    • Lots of refactoring
  • Version 1.1.0

    Added ability to remotely turn on the power switch for doors that require power to be unlocked.

  • Version 1.0.0

  • Thank you for the mode!

  • Hi,


    would it be possible to seperate "turn on power" and '"open sesame" in the configuration menu so that you can enable them as separate options, i.e. have only "enable power" as a context menu option?

    • Sure, I can do that.

      Thumbs Up 1
    • Sorry for the long wait. I just implemented this change in the 2.4.1 release.

  • I'm Chinese, why is the context menu still in English? Am I not doing it right? :/

    • Please send me your LogOutput.log file.

    • There is Chinese on it because I used other client mods in the Chinese region, help me see why the context menu options are still in English instead of Chinese, so I am too uncomfortable to play ;(

    • Your log indicates that your locale is English. What language are you selecting in the game?


      EDIT: Where did you download this mod?

    • The in-game language is Chinese Simplified, I don't understand why the translation doesn't work in the context menu for my area, I checked the DLL file of the mod and I also tried to translate it myself, but it still didn't work, sorry to let you see this terrible error, if you can help me ...

    • Could you please post the file version and last-modified date of the DLL you're using? I'd like to make sure it's the correct version.


      Also, could you please try a fresh SPT install? It looks like some of its configuration settings may have been changed.

  • Is there a way to get this to work with locked safe and cash registers?

    • It should work for those right now.

    • Hmm, some aren't working. Like the Ground Zero map I found locked safe and there's no interaction I can do with it, doors work fine.

    • I don't think the safes on Ground Zero are meant to be unlocked. There's no key for them.

    • The safes in Ground zero have no loot in them theyre just decoration. I had another mod called back door bandit where you could shoot the safes open and it never had anything inside them.

  • will there be an update?

  • for some reason bepinex skips loading the mod because "never version is available" (i have the most recent one)

    • If you were trying version 2.2.1 with SPT-AKI 3.8.0, it wasn't compatible. I just released version 2.3.0 that is compatible.

      Heart 1
  • For some reason this mod doesn't work for me. I'm not sure if it conflicts with any other mod. Only one I could think is I got a mod that lets me use items on the ground using the context menu. The mod shows up in the F12 menu, though, but not on doors.

    • Please turn on all logging options in the F12 menu for this mod and then send a link to your LogOutput.log file in BepInEx\ right after you open the context menu for a door that doesn't have the additional options this mod should be adding.

    • Here's the log file text: https://justpaste.it/emufx

    • Based on your log file, I've confirmed the following:

      • This mod is loading without any errors
      • This mod is detecting when you're interacting with doors

      Could you please double-check that "Add new actions to menus" is checked in the F12 menu? If it is, the only reasons this mod wouldn't work are:

      • The door isn't locked
      • There is no key defined for the door (i.e. if you can't normally interact with it)
      • Another mod is completely rebuilding the context menu (unlikely but possible)
    • To the last point, could it be these mods? With this mod I have they require a plugin for custom context menu to work:


      hub.sp-tarkov.com/files/file/1278/


      hub.sp-tarkov.com/files/file/1283/
    • I didn't see anything in the source code for those mods that obviously conflicts with this one, but there's only one way to find out!

  • Question. On interchange i do not get the turn on power option for kiba, the burger spot bathroom, or the room next to texho. what am i doing wrong?

    • There are only two reasons this would happen:

      1. The power is already on
      2. The mod didn't load properly. If this is the case, you should see exceptions in the game console. If so, please send me a link to your LogOutput.log file in BepInEx\ right after you reproduce the problem and close the game.
    • Thanks for the reply. I was able to figure out the issue and it is now working as intended

      Thumbs Up 1
    • Thank you for your mod


      I have same problem, i can't turn on KIBA power or buger spot

      but i used well for a time. it happend suddenly


      Maybe it's because of the newly installed mod. But I don't know what it is.


      this is error massage. in game console


      [Exception] : NullReferenceException: Object reference not set to an instance of an object

      SPTOpenSesame.Helpers.InteractionHelpers.CanToggle (EFT.Interactive.WorldInteractiveObject interactiveObject) (at <616686bc34384100b197e0a9859ade56>:0)

      SPTOpenSesame.Helpers.InteractionHelpers.AddTurnOnPowerToActionList (EFT.Interactive.WorldInteractiveObject interactiveObject, System.Object actionListObject) (at <616686bc34384100b197e0a9859ade56>:0)

      SPTOpenSesame.Patches.NoPowerTipInteractionPatch.PatchPostfix (System.Object& __result, EFT.Interactive.NoPowerTip noPowerTip) (at <616686bc34384100b197e0a9859ade56>:0)

      (wrapper dynamic-method) GClass1726.DMD<GClass1726::smethod_13>(EFT.Interactive.NoPowerTip)

      GClass1726.GetAvailableActions (EFT.GamePlayerOwner owner, GInterface88 interactive) (at <f7f3726f1deb4e1fabfff17fea715bfa>:0)

      EFT.GamePlayerOwner.InteractionsChangedHandler () (at <f7f3726f1deb4e1fabfff17fea715bfa>:0)

      EFT.Player.InteractionRaycast () (at <f7f3726f1deb4e1fabfff17fea715bfa>:0)

      EFT.GamePlayerOwner.LateUpdate () (at <f7f3726f1deb4e1fabfff17fea715bfa>:0)

      UnityEngine.DebugLogHandler:LogException(Exception, Object)

      Class327:UnityEngine.ILogHandler.LogException(Exception, Object)

      UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    • This would only happen if the mod was unable to find the power switch in the map. Please send me a link to your LogOutput.log file in BepInEx\ right after you reproduce the problem and close the game.


      SgtDingleberry - What was your solution for this?

  • Clicking "open sesame" does nothing? (i am 100% sure im not clicking do nothing)

    • It should unlock whatever created the context menu. If that's not happening, something is wrong. In that case, please turn on all logging options in the F12 menu for this mod and then send a link to your LogOutput.log file in BepInEx\ right after you reproduce the problem and close the game. Please also tell me what door, safe, etc. you were trying to unlock so I can try reproducing it too.



  • Code
    how is it installed?
    • Just unzip it into your SPT install directory.

    • Thanks!

  • Korean ♡ and good mods thx


    * "Do nothing" → "아무것도 하지 않기"

    * "Open Sesame" → "열려라 참깨"

    * "Turn on power" → "전원 켜기"

    Thumbs Up 1
    • Thank you! I'll include this in the next release.

  • Swedish! Don't know if you need it, but here you go.


    • "Do nothing" -> "Gör ingenting"
    • "Open Sesame" -> "Öppna sesam"
    • "Turn on power" -> "Aktivera strömmen"
    • Thank you! I'm not sure either, but I'll include it if possible.

    • I didn't see Swedish as a language option in EFT, but thanks anyway!

      Thumbs Up 1
    • ESP (Español)
    • "Do nothing" - No hacer nada
    • "Open Sesame" - Abrete sesamo
    • "Turn on power" - Encender energia
    Happy 1
  • PT-BR(po)


    • "Do nothing" - Fazer nada
    • "Open Sesame" - Abre-te Sésamo
    • "Turn on power" - Ligar energia
    • Thank you! I'll include this in the next release.

  • FRA


    • "Do nothing" - Ne rien faire
    • "Open Sesame" - Sesame ouvre toi
    • "Turn on power" - Mettre sous tension
  • GER


    • "Do nothing" - Nichts tun
    • "Open Sesame" - Sesam öffne dich
    • "Turn on power" - Strom anschalten
  • Ru translation for actions


    • "Do Nothing" - Ничего не делать
    • "Open Sesame" - Сезам, откройся
    • "Turn On Power" - Включить питание
    • Thank you! I'll include this in the next release.

      Thumbs Up 1
  • nice thx,can u add quick grenade option too pls ?

    • Sorry, that's outside the scope of this mod. This is meant more as a tool for developers; it's not intended to add features to the game.


      Like all mods, this is open-source, so you're welcome to look at the code to get ideas.

    • @Shturman my mod Easy Skill Options has a quick throw grenade option

  • Nice work bro. Thank you👍🏻