Keys In Loot (KIL) 1.4.1

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.

Makes keys actually findable in-raid

Made this small thing in preparation for my 3.8.0 no flea market playthrough to save me from despair of getting quest keys.


  • Affects jackets, duffle bags and dead scavs, doesn't touch other containers.
    • Only non-special jackets affected. There are a few quest jackets that are not touched.
  • Bumps up weight of keys and adds missing keys and keycards to loot tables (configurable)
  • Changes amount of items spawned in them (configurable)
  • Changes jacket container size to 3x3 (configurable)
  • Makes all keys slightly cheaper to compensate for increased spawn chances (configurable)

Check config file for details

Another 10/10 QOL Key mod: Gilded Key Storage



If you wanna be true homie or say thanks for time I've spent modding the game, feel free to send me a coffee on kofi

61e11d5cf697cee7ca5b65d9_Button-p-500.png


I effectively stopped playing SPT in favor of PvE since I can play with friends there (and no I don't care about coop SPT mods).
I will be keeping this mod up-to-date as best as I could, however I do not follow SPT dev cycle anymore so might take some time for updates since I literally miss new SPT releases. My 3.9.X and 3.10.X updates were put up literally because someone tipped me on ko-fi and it send email to me so I was like "oh, new SPT version is up" :kekw:

  • Version 1.4.1

    SPT 3.10.X


    (Allegedly) Fixed keycards having same rarity as keys


    Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

  • Version 1.4.0

    SPT 3.10.X

    (should work xd)


    Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

  • Version v.1.3.0

    SPT-3.9.X


    Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

    I wasn't even planning to update these in some time but someone was nice to me on ko-fi so here ya go pog

  • Version 1.2.0

    3.8.0 update


    Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

  • Version 1.1.0

    Added some price balancing since finding more expensive keys is now easier. Optional, can be disabled in config.


    Installation: drop folder into your user/mods folder.


    If you had previous version on the mod, delete it (folder name got changed so it loads after [AllTheLoot](AllTheLoot))

  • Version 1.0.0

    Installation: drop folder into your user/mods folder.

  • Hi, tell me how to reduce the chance of lab cards appearing? Almost every time I find either purple or red

    Thumbs Up 1
    • Oh ye keycards are not setup correctly. Set in config keycardWeight to 0 for now

      Thumbs Up 1
    • Should be fixed in 141

      Thumbs Up 2
  • When i using this mod, the loot in containers decreases, especially in the drawer. It doesn’t matter whether I change the loot through the SPT config or through SVM, the amount of loot still becomes the same as in vanilla

    • That's literally impossible as I do not touch drawers at all.

    • Sory, it was random. When I installed the mod I didn’t come across any loot, but after five or six checks it turned out that this was just a coincidence

      Thinking 1
  • Not sure why, but I'm having a weird problem where for some reason, no matter how I adjust anything in the configs, once the server is up and gets to where it says kil has loaded, it says 6777 keys distributed every time.....which is like INSANE. When I used to run this mod on 3.8.0 it would normally distrubute about 4-500 total which was normal but now, I have no idea what the issue is lol

    • I think it's because tarkov changed its loot for containers to be on a per map basis instead of global. It's why this mod was incompatible with the loot update preview mod for 3.8.

    • What he said. It's now per-map instead of being global.

    • Gotcha, so im guessing thats why this isnt working on 3.92 then, cause like I said when I go onto my 3.8 save with the 3.8 version of this file it works fine. But with the 3.9 version on my 3.9 save its acting haywire lol. I guess I should mention Im also running fika, but either way I was running fika on my 3.8 save as well and It worked fine for my friends and I. Not a big deal though I was just wondering what was up lol but appreciate the feedback fellas I'll keep an eye out for whenever this would get fixed or adjusted or anything of the sort

  • Hi, I'm having a strange issue where I install the mod and it works for a raid or two but then my jackets only spawn one item. The grid is still 3x3 and I'm not sure what the issue is.

    • Some other mod interfering I guess, idk

    • Is it compatible with FIKA? I've managed to narrow it down a bit more. The issue specifically occurs when I close the game but not the server. Once I restart the game the loot goes back to 1 item per jacket. Server mods below.


      "order": [

      "fika-server",

      "MoreCheckmarksBackend",

      "BRNVG_N-15Adapter",

      "Fontaine-FOV-Fix",

      "Skwizzy-NoDiscardLimit",

      "ServerValueModifier",

      "SPT-Realism",

      "SWAG",

      "zSolarint-SAIN-ServerMod",

      "DanW-SPTQuestingBots",

      "zzBlackMamba-AllTheLoot-1.0.6",

      "zzMusicManiac-KeysInLoot",

      "BotCallsigns",

      "FinsEerieSilence-1.5.0",

    • I run all of those except
      fika
      n15
      realism
      questingbots
      botcallsigns

      my guess its fika or realism

    • Also getting this. From those I'm also using Realism and Questing Bots.

    • I am also getting this. Same as Jewels when it comes to common mods.

  • Should I load this after AlltheLoot and LootFuckery?

    • No idea about LF but used with ATL in 376 and it worked. Load after those mods, if too many keys, dial down numbers in config. My mod is very non-invasive, if other mods modify tables before me, I don't mess that up, I just add to it or adjust chances.


      Tldr: coder is smart, load after, should work.

    • I appreciate your response I know you've already helped me enough by just responding but this is my current load order for loot mods.


      Loot ReLooted

      PityLoot

      SVM

      LootFuckery

      AlltheLoot

      KeysinLoot


      Is this a good order or should I change it? Yours being last and then Loot ReLooted being in the beginning are the only ones I'm confident on lol

    • I used to run SVM ATL and KIL in 376, dunno about rest. Also I think PL is better loaded closer to end cuz it adjust chances of existing tables. I'd load SVM ATL KIL PL

    • From mods description I'd run

      LRL LF ATL KIL PT and disable any SVM changes to loot

      Heart 1
    • Thank you will try this out! But are you sure I should disable SVM? Loot Fuckery and Loot Relooted says SVM should be used in tandem for the loose loot.

  • Compatible with lots of loot mod?

  • You're a life saver. I'm doing a no flea playthrough with 3.8 myself! <3

    • same, this shit is mandatory since nikita hates loose key spawns

  • The config is a bit confusing.



    How does the weighting work?


    Does:

    Code
        /* Change number of items that can spawn in jackets. Default is
            {
                "count": 1,
                "relativeProbability": 502124
            },
            {
                "count": 0,
                "relativeProbability": 198
            }
        */

    Mean that there is an overwhelming chance that a key spawns in a jacket?



    Also, is this the default for SPT Vanilla or the mod?



    On top of this, how does the "count" work?


    I don't want a bunch of keys. I just want to be able to find some (they actually exist in containers)

    • no that's the item amount in container

    • Okay, I understand. So "count": 0 is the chance that the jacket or container is empty. That makes sense.



      Another dumb question: Do keycards include all keycards or just labs access cards?

  • A good addition to the usual Mod's down loads that make this SPT fun and playable.

  • Possible bug: While using this mod, I just found a quest "key" for Spa Tour Part 5 in a jacket. That key is only supposed to spawn in one specific spot on shoreline, and only if you have that quest active.

    It might be a good idea to add a blacklist for "5a0448bc86f774736f14efa8".

  • How do i set this up im new to spt tarkov and dont really know how to work this stuff.

  • "adds missing keys to loot tables"

    Out of curiosity, which keys were missing?

    • No clue. Keys have like 5 weight in 100k+ weight container distributions, might as well be marked as missing from loot tables

    • E.g. if you take default SPT 3.7.6 it's 27 keys that don't spawn in drawers and 4 keys in jackets.

      Drawers go up to a max. relative probability of 118775 (which is bolts) and jackets are up to 62433 (which is roubles), keys are mostly in the 2 or 3-digit range - the crazy rare ones 1-digit.

      btw, without any mod you cannot loot the "Car dealership closed section key" as it's not in the loot table :)

  • Thanks for the mod!
    I've had a hard time finding useful keys in 3.7.6, so I'll be installing this one for sure!

  • Hey, I have a question I was hoping you might be able to help me with!


    So I'm also planning for a hardcore playthrough as well, and I was hoping you could give me some advice.


    What mods would you recommend in order to support a hardcore playthough, which would still give me reliable access to being able to find/loot all the items within the game? I plan to do barter trades only with the traders, but I don't just want to be straight up locked out of certain items/attachments/etc just because I literally simply cannot FIND them in raid.. that's lame.

  • Do this mod let keys spawn as loose loot where they are supposed to spawn? Or does it just affect containers?

  • Letting you know that there is a typo for the config file extension. It reads "jsonc".

  • 3.7.6 keys are rare. thx for the mod

  • How's the work if at all with AllTheLoot ? Any chance of conflict since they both touch loot?

    • Your best bet would be loading this after All The Loot. I don't just straight up fully override loot tables, it's made in a smart way of finding needed entry and adjusting it's weight. If it's missing, I add it to loot table. Idk how All The Loot works, and after opening code and seeing 3k lines I decided I don't wanna browse it. I assume it also works in a smart way and doesnt fully replace tables.

      TLDR: load this after All The Loot, should work.

    • It will also tell you in server log if it added any entries/changed weights. Try loading after ATL and checking if it does anything.

    • Thanks for the reply, I appreciate it :)

    • Also, if you look in the config file for AllTheLoot, it lets you disable it's changes on a base container basis. If you turn off the changes that mod makes to jackets, dead scavs, and duffel bags, they probably won't conflict.

  • Thanks for making this mod, I'm preparing for my 3.8.0 playthrough and this is going on my list :thumbup: