Featured Dynamic Maps 0.3.1.3

Please do not ask when mod authors will update their mods to v3.8.3. Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Replaces the in-game map screen with actually useful maps with dynamic information!

Tired of getting lost? Here's an in-game map viewer with dynamic information overlaid on-top, including extracts, quests, player and teammate markers, corpses, the BTR, player-dropped backpacks, airdrops, and locked doors. More features after the screenshots.


in_raid_map.png

In-game map with player marker


out_of_raid_map.png

All maps accessible outside of raid


dynamic_locks.png

Dynamic Locks


quest_markers.png

Quest Markers

Features

  • Map organized in stacked layers / levels
    • Text map labels supported overlaid on map
    • Automatic selection of layer based on player position (configurable)
    • Manual level control available on left of map screen (as well as shift-scroll and configurable hotkeys)
  • Automatic min/max zoom based on size of map
  • Support for coordinate rotation, since BSG decided to make north different direction on many of the maps
  • Drag-based map pan and mousewheel-based map zoom controls; additional hotkeys for map control available (configurable)
  • Peek at map hotkey (configurable)
  • Icon-based map markers placed both statically and dynamically. Currently:
    • In-raid dynamic player icon
    • In-raid dynamic current extracts for player
    • In-raid dynamic quest icons (loosely based on Prop's GTFO)
    • In-raid dynamic player-dropped backpacks
    • In-raid dynamic BTR icon (with icon by Kuromi, see marker_credits.txt for more info)
    • In-raid dynamic airdrop icons (generated when airdrop lands)
    • In-raid dynamic markers for corpses
    • In-raid dynamic other players/bots icons
      • Friendly players will only show if using another mod that adds multiplayer or adds friendly bots (not sure if that exists)
      • Enemy players, bosses, and scavs off by default, intended for mostly debug
    • Static markers for all extracts for all maps out-of-raid
    • Statically-loaded locked door with dynamic icon and color based on key status
      • Out-of-raid, green with key means player has it in inventory, yellow with key means key in stash, red with lock otherwise
      • In-raid, green with key means player has the key, red with lock means player doesn't have key
    • Static markers for switches and levers

See KNOWN_ISSUES.md for known current issues and FEATURE_WISHLIST.md for a list of things that I would like to work on in the future.


If you're enjoying the mod or have a suggestion, please leave a comment!

Installation

- Drag folder from zip file directly into your SPT-AKI install folder

Configuration

General

  • Replace Map Screen: If the map should replace the BSG default map screen, requires swapping away from modded map to refresh
  • Center on Player Hotkey: Pressed while the map is open, centers the player
  • Move Map * Hotkey: Hotkey to move the map *
  • Move Map Hotkey Speed: How fast the map should move, units are map percent per second
  • Change Map Level * Hotkey: Hotkey to move the map level * (shift-scroll also does this in map screen)
  • Zoom Map * Hotkey: Hotkey to zoom the map * (scroll also does this in map screen)
  • Zoom Map Hotkey Speed: Zoom Map Hotkey Speed
  • Dump Info Hotkey: Pressed while the map is open, dumps json MarkerDefs for extracts, loot, and switches into root of plugin folder (only shows in advanced config mode)

Dynamic Markers

  • Show Player Marker: If the player marker should be shown in raid
  • Show Friendly Player Markers: If friendly player markers should be shown
  • Show Enemy Player Markers: If enemy player markers should be shown (generally for debug)
  • Show Scav Markers: If enemy scav markers should be shown (generally for debug)
  • Show Boss Markers: If enemy boss markers should be shown
  • Show Locked Door Status: If locked door markers should be updated with status based on key acquisition
  • Show Quests In Raid: If quests should be shown in raid
  • Show Extracts In Raid: If extracts should be shown in raid
  • Show Extracts Status In Raid: If extracts should be colored according to their status in raid
  • Show Dropped Backpack In Raid: If the player's dropped backpacks (not anyone elses) should be shown in raid
  • Show BTR In Raid: If the BTR should be shown in raid
  • Show Airdrop In Raid: If airdrops should be shown in raid when they land
  • Show Friendly Corpses In Raid: If friendly corpses should be shown in raid
  • Show Player-killed Corpses In Raid: If corpses killed by the player should be shown in raid, killed bosses will be shown in another color
  • Show Friendly-killed Corpses In Raid: If corpses killed by friendly players should be shown in raid, killed bosses will be shown in another color
  • Show Boss Corpses In Raid: If boss corpses (other than ones killed by the player) should be shown in raid
  • Show Other Corpses In Raid: If corpses (other than friendly ones or ones killed by the player) should be shown in raid

In-Raid

  • Auto Select Level: If the level should be automatically selected based on the players position in raid
  • Auto Center On Player Marker: If the player marker should be centered when showing the map in raid
  • Reset Zoom On Center: If the zoom level should be reset each time that the map is opened while in raid
  • Centering On Player Zoom Level: What zoom level should be used as while centering on the player (0 is fully zoomed out, and 1 is fully zoomed in)
  • Peek at Map Shortcut: The keyboard shortcut to peek at the map
  • Hold for Peek: If the shortcut should be held to keep it open. If disabled, button toggles

Recommended Other UI Mods

- Tyfon's UI Fixes

- DrakiaXYZ's Equip from Weapon Rack, Quick Move to Containers, Quest Tracker, Task List Fixes

- ChooChoo's Trader Modding and Improved Weapon Building

- CJ's Stash Search, which I have contributed to

- My other mods Quick Weapon Rack Access, Player Encumbrance Bar, and Simple Crosshair

  • Version 0.3.1.3

    For SPT 3.8.* Only

    Changelog

    • FIX: Optional quest markers are now removed when they are completed
    • FIX: Resolve issue that could arise if invalid LootItem was registered, which sometimes happened with airdrops
    • MINOR: EFT version is now checked before loading mod, as currently this is tied to specific version of EFT

    SHA-256: d1c198f81cceb9c1a8c309dd93bd2a31c448962b41319605c82fc0aba9d1867f

    VirusTotal Results

  • Version 0.3.1.2

    For SPT 3.8.*

    Changelog

    • FIX: Boss markers should now be properly enabled if it the only other player marker enabled (i.e. you disabled Friendly Player Markers)
    • FIX: Boss corpse markers should now be enabled by its config instead being tied to "Other Corpses"
    • TWEAK: Add some additional bosses to tracked bosses (Cultist Priest, Blood Hounds)

    You should still consider this mod unstable: please report all issues!


    SHA-256: db50e3bb16babe9cd61f661c259d29a712a8d44a9156b056da06afa0ef3b7d54

    VirusTotal Results

  • Version 0.3.1.1

    For SPT 3.8.*


    Hotfix: Fixes potential 0.3.1 NRE log spam probably: if you see any exceptions in your BepInEx log from DynamicMaps, PLEASE let me know.

    0.3.1 Changelog

    - FEATURE: Add BTR marker (Thanks Kuromi for the custom icon!)

    - FEATURE: Add player-dropped backpack marker

    - FEATURE: Add friendly-killed corpse markers option

    - FEATURE: Add boss corpse marker option

    - FIX: Markers for PMCs/Scavs on mounted guns should now properly be removed (probably tied to BSG bug)

    - FIX: Quests that must be completed in one raid should now properly display markers for conditions that were reset (Thanks Utjan for the digging!)

    - TWEAK: Add unique color for boss corpses (Thanks GavinRay97)

    - TWEAK: Changed friendly player markers to a lighter blue

    - TWEAK: Changed "Other Corpses" to be white instead of yellow


    You should still consider this mod unstable: please report all issues!


    SHA-256: 25ee9fe33c221e0bb74aff43c1fa9cb91b2b679b9c32d25b305f540d0205ab1a
    VirusTotal Result


    Known issue: Show Boss Corpses is bugged, use Show Other Corpses to see both boss corpses and other corpses.

  • Version 0.3.1

    For SPT 3.8.*


    KNOWN ISSUE: NRE log spam on player marker, doesn't seem to affect gameplay, but will affect performance. Will fix ASAP.

    Changelog

    • FEATURE: Add BTR marker (Thanks Kuromi for the custom icon!)
    • FEATURE: Add player-dropped backpack marker (note: shows for all backpacks dropped by p)
    • FEATURE: Add friendly-killed corpse markers option
    • FEATURE: Add boss corpse marker option
    • FIX: Markers for PMCs/Scavs on mounted guns should now properly be removed (probably tied to BSG bug)
    • FIX: Quests that must be completed in one raid should now properly display markers for conditions that were reset (Thanks Utjan for the digging!)
    • TWEAK: Add unique color for boss corpses (Thanks GavinRay97)
    • TWEAK: Changed friendly player markers to a lighter blue
    • TWEAK: Changed "Other Corpses" to be white instead of yellow

    You should still consider this mod unstable: please report all issues!


    SHA-256: 268bebd7567aaf3dbceb073ab36edb1eedb7912f822a30187a09b7ba9f6ced1f

    VirusTotal Results

  • Version 0.3.0

    For SPT 3.8.* only

    Changelog

    • MAJOR: Added "Peek at Map" feature, which will allow you to glance at the map without opening the inventory, configurable
    • FEATURE: Added separate boss marker option, which will use a different star icon
    • FEATURE: Added hotkeys for map manipulation, available to use both during peek and in map screen
    • FEATURE: Added dynamic markers for corpses, separated into friendly, killed-by-player, and other
    • CHANGE: Renamed "Enabled" config option to "Replace Map Screen"
    • CHANGE: Map layer images are cached during initial load of game, which was the majority of map load times
    • CHANGE: Defaults for map centering on player in-raid changed to be less annoying. notably disabled by default
    • FIXED: Nicknames for player icons are now transliterated if needed

    This is a big update, so likely there are bugs! Please report all issues!


    SHA-256: 2a81de1bb421eb06bb1a9e5fe0f3ddd0f6a3909b1152192c46bb110cec02b2d0

  • Version 0.2.1

    For SPT 3.8.*

    Changelog

    • FEATURE: Add airdrop dynamic markers
    • FEATURE: Add "Center on Player" hotkey config
    • FIX: Some dynamic markers, particularly markers for other players, may fail to have text initialize properly yielding MEGA text without outline. Now should retry each time the user mouses over marker or hides/shows
    • FIX: Only get extract information once during raid instead of each time the map was opened and get it slightly differently, may resolve some issues with extracts that I could not reproduce
    • FIX: Shoreline utility room had malformed key id
    • FIX: Customs Dorms third floor boundary for auto level detection
    • FIX: Slightly adjust factory bounds

    PROBABLY STILL UNSTABLE: PLEASE REPORT ALL ISSUES!

  • Version 0.2.0

    For SPT 3.8.*

    Changelog

    • FEATURE: Added basic config
    • FEATURE: Showing map in raid will center on player and have the zoom reset to slightly zoomed in, configurable
    • FEATURE: Show friendly players on map, configurable
    • FEATURE: For debug or just because: show enemy PMCs and scavs on map, configurable, default off
    • FIX: Scav raids extracts were somehow being randomized by inspecting them (Why BSG!?)
    • FIX: Resolve creating duplicate quest markers in some instances
    • COMPAT: Custom quest flare zones should be more compatible

    PROBABLY STILL UNSTABLE: PLEASE REPORT ALL ISSUES!

  • Version 0.1.3

    For SPT 3.8.*


    Sorry for the version spam!

    Changelog

    • FIX: Resolve regression with attempted Fika fix
    • FIX: Don't allow map filter if nothing matches that filter

    PROBABLY STILL BUGGY -- REPORT ALL BUGS PLEASE!

  • Version 0.1.2

    For SPT 3.8.*

    Changelog

    • FIX: Disable zooming with scroll-wheel if the map select dropdown is down (which also uses the scroll wheel)
    • COMPAT: Try to resolve Fika incompatibility that borked the in-raid detection, causing the lack of a player marker and quest markers
    • COMPAT: Attempt to better support custom quests

    PROBABLY STILL BUGGY -- REPORT ALL BUGS PLEASE!

    KNOWN ISSUES:

    • There is something wrong with the fika fix with this version. Will fix as soon as I can.
  • Version 0.1.1

    For SPT 3.8.*

    Changelog

    • ENHANCEMENT: Added shift-scroll shortcut to move up and down levels
    • FIX: Resolve Woods out-of-raid static extracts showing in-raid
    • FIX: Remove unused shortcut configuration -- I will be revisiting this in the future, it was more complicated than I expected

    PROBABLY BUGGY -- REPORT ALL BUGS PLEASE!

    Known Issues: Incompatible with Fika; next version will fix.

  • Known Issues

    • You cannot configure colors/image paths for markers
    • Fika airdrops do not show up

    Longer Term Known Issues:

    • Maps are relatively low resolution due to long load times and concerns about GPU memory usage

    • Maps and map labels could be better aligned

    • Out of raid maps do not contain any quest markers

    • Car doors do not use the correct icon

    • Included Interchange map does not contain a lot of detail

    • Included Labs map is different overall style

    • Many of the included maps do not contain every building's multiple floors

    Heart 3
    • I understand that the current known issue is a limited config, but I must be some kind of moron as I'm struggling to see where the config is at all? I'm not finding it in my F12, don't see a clear config file in the BepInEx files, and don't seem to see any config button while in the map tab?

      Am I blind?

      Thanks for your time. Amazing mod overall.

    • If you are on 0.2.0 or above, there should be an entry in the F12 BepInEx menu.


      EDIT: Removed image

      Heart 1
    • omg , my version was way outdated. Didn't even pay attention to that. So sorry for the wasted time. Thanks so much. Amazing mod hands down.

      Heart 1
    • Quote

      omg , my version was way outdated. Didn't even pay attention to that. So sorry for the wasted time. Thanks so much. Amazing mod hands down.


      Yeah, super easy to fall behind right now as the mod is under pretty active development, though things will slow down as I get the majority of the need-to-haves and frequently requested features out of the way.

    • Zero complaints at that buddy, you're doing a shit ton of work and I am super appreciative.

      Testing out the latest (0.3.0) and will do my best to note and share bugs :thumbup:

  • Please do not use the support thread. Either file an issue on GitHub, leave a comment in the comments section here, or ping me ( @mpstark) in the official SPT Discord.


    Just like any other client mod: if you're running into a problem, make sure that you check if an exception has happened, those will most likely show up in the ~-console. If you see one there, be sure to grab both the BepinEx log (located at spt-dir/BepinEx/LogOutput.log) and the client log (located at spt-dir/Logs/log<date><version>/<date>_<version> traces.log). These logs contain much more information that I can use to narrow down the issue.

    Heart 1 Thumbs Up 3
  • Really need more information on this MAP to know all the maps better. E.G. high value item spawn point ,weapon box, attachment box, some kind of those I mean. Really an Amazing MOD. Thanks.

    • I would like to include high value loot and containers in a future update, but need to get a filter panel in to quickly toggle visibility so that the map doesn't become unreadable underneath too many icons.

  • Hi! Love this mod so much- airdrops never seem to pop up on the map regardless of option being enabled, disabled, mod updated, etc...Playing with FIKA, does that break the functionality?

    • Yes, it does appear that Fika breaks the airdrop support, likely because it has its own airdrop system separate from the SPT one.

  • WOW! One of those "You can't play SPT without it"-mods of all time. Being able to see all available extracts, quests, doors, BTR, and more is just...amazing. Also, for Fika, being able to see your teammates movement in 0.0001 second response time is sweet!


    Thanks for making this mod! :love:


    Definitely not a necessity, but I wouldn't mind an option to be able to open the interactive map by a keybind.

  • Hi mpstark and thank you for your great mod. When I play alone, everything works great.


    However, there seems to be a sync problem under FIKA?


    It often happens that my mate (host) and I (client) see the same symbol of an opponent we killed. If a PMC, my mate is then on the dog tag.


    Is it possible that the mod recognizes my hits, but as soon as the opponent is dead (by my mate) it doesn't recognize it and therefore shows me the symbol?


    Otherwise everything else seems fine with FIKA.


    Thanks!

    Heart 1
    • It looks like Fika does not currently synchronize Player.LastAggressor, so there will be some desync between who killed what, sorry about that. Lacyway appears to know about it and it doesn't break functionality other than attribution of kills, between teammate-killed corpses and player-killed corpses, you should be able to see most kills, even if the color is wrong. This would affect attribution of the end-of-raid kills as well, unless they synchronize that separately.


      I would consider this a Fika issue rather than a DynamicMaps issue. I may look into it at some point, but I wouldn't hold your breath, likely it'll get fixed in Fika at some point.

      Heart 1
    • I asked in the Fika Discord, Lacyway says LastAgressor is synced and I should ask you to contact him if you wish to solve it.


      I understand that you said you might look into it at some point. But maybe this will help ;)


      Keep up the great work!

  • i love this mod, i just have one bit of feedback. can we please get different colour markers for raiders and rogues? i use the markers on scav runs when I don't have headphones and running into a pack of raiders who've wandered to the knight buildings on reserve is terrifying

    Heart 1
    • When I add configurable icons and colors, I will try to include this as an option. When I included the options for bots, I was not prepared for the number of people that would use them.

    • sometimes i just like to sit in a corner and watch the bots do stupid stuff, like spin around on the spot for 30 seconds for some reason

  • Bruh, I just want to thank you for this mod. This ish is TOP NOTCH & in my limited testing so far it seems to work amazingly well for how many features the map has! The most massive of thanks to you! 8)

    Heart 1
  • @mpstark, great mod, loving it. I tried to test every toggle option in [F12], and the only one that is not working for me (or I don't understand) is [Reset Zoom On Center]. Whether Enabled or Disabled it does the same thing. Every time you press [M] for the map, whatever the "zoomed-in" view is at stays the same. As well, whatever the "zoom level" (i.e. the [, . ] keys - level -1, 0, 1, 2, 3) for the map at, it ALWAYS goes back to the default level 0. So not only is toggling it from enabled/disabled not doing anything differently, I'm not positive if the feature this should be effecting is the map "zoomed-in view" or the actually "zoom level". Either way the toggle is not working for me. It is a clean SPT 3.8.3 and any 3.x.x version of the mod, and no there mods. Thanks in advance,

    • "Reset Zoom On Center" only works if "Auto Center On Player Marker" is enabled and resets the zoom (i.e. what is controlled by the mousewheel or -/= keys by default) when the map is opened. The idea is that you can enable the map "resetting" to center on player as well as map zoom level.


      Selecting the level (i.e. ,/. keys or shift-mousewheel) is separate the map zoom level (mousewheel or -/= keys). Sorry for the overload of terms here. Let me know if there is a better way of changing the tooltip to be more clear or if the feature doesn't work as I've described for you.

    • @mpstark, wow then I was way off with what I thought it was doing :) Thanks for the clarification. So no, the "Auto Center On Player Marker" is NOT working as you described. So if you take how it starts (map zoomed out and centered on the screen) and move the map over to say the right, then if you enable "Auto Center On Player Marker", it centers on the player marker, BUT THE MAP ZOOMS IN (because the default option "Reset Zoom On Center" is enabled). If the "Reset Zoom On Center" is disabled when the "Auto Center On Player Marker" is enabled, then it centers on the player marker and leaves the zoomed level where it was (as I'd expect it to). So it's not doing as you stated it should "the map "resetting" to center on player as well as map zoom level".


      It's pretty easy to see it. Just load the mod with the defaults (i.e. "Auto Center On Player Marker" - DISABLED and "Reset Zoom On Center" - ENABLED), bring up the map (i.e. hold M), use the right arrow to move the map to the right, and release M. Then pressing M over and over brings the map up exactly where it was (zoomed out but over to the right). Then if you ENABLE "Auto Center On Player Marker" and press M, it does center the map on the player marker, BUT is zooms in the map.


      So basically with "Auto Center On Player Marker" ENABLED and

      - "Reset Zoom On Center" ENABLED - then the map centers and ZOOMS in to some level

      or

      - "Reset Zoom On Center" DISABLED - then the map centers and leaves the zoom where it was

    • The map zoom that it goes to on center when "Reset Zoom On Center" is activated is the option below it under "Centering On Player Zoom Level", this is the map zoom, where 0 is fully zoomed out and 100% is fully zoomed in that it will zoom to. The default level is 15%, or 15% zoomed in. It sounds like this is the zoomed in behavior that you are seeing but not expecting. Sorry for not including this important clarification.

    • @mpstark, I feel like a fool for not seeing that.

  • Got a question. Is it possible to color code the different PMC factions (USEC vs BEARS)? On the Minimaps mod the different factions are color coded. Was wondering if the same can be done here. My reason is because when using the Friendly PMC mod you can't tell who your friendly PMC teammates are because all PMCs are red. At least with factions having their own colors would make it easy to know who's a USEC and those likely to be a friendly PMC.


    And if possible maybe color coordinate with Minimaps. Those of used to that mod are used to bosses being red, PMCs being orange and blue and scavs being green. Just a thought. Thank you for your consideration.

    • Quote

      My reason is because when using the Friendly PMC mod you can't tell who your friendly PMC teammates are because all PMCs are red

      If the Friendly PMC mod properly sets the group ID for allied bots, this should not happen and they would show up as friendly PMCs (i.e. light blue arrow). I'm guessing that it does not but I'm unsure exactly how that mod works.


      I do plan on adding configurable colors and icons at some point and will separate BEAR/USEC colors and icons at that time.

    • Hmm, will have to look into that because I have to assume that's how it should work for Fika. TY

  • Just one word about this mod: PERFECT. It is strongly recommended for beginners, but experienced pmc-operators like me also can use mod. For example, I use it for BTR detection, airdrop landing spot, corpses position and some quest markers.

    Heart 1
  • I’m loving this mod atm!


    Just wondering if you’re planning on adding a way for players to place markers on the map for certain destinations that they want to explore? It would also be cool if you’re able to see it once you close the map so you can easily navigate where it is that you want to go.

    Heart 1
    • Definitely something that I want to do.

      Heart 1
  • Three words, and I mean them from the bottom of my heart.

    Your mod RULES!!!!


    Thank you so much! Amazing work! A must feature either you are advanced or beginner in this game.
    Keep it up!

    Heart 1 Thumbs Up 1
  • I love the new updates and I have a suggestion,
    Is it possible to have a delay like in Tech's minimap? where the map delays by how many ms to make it more "realistic"

    • I am not likely to add this: there is a lot of information that would need to be stored and then played back depending on what you have enabled for markers.


      I'm glad that you're enjoying the mod though.

  • Does the map account for what floor you're on in, say, Labs/Interchange/Reserve? Like if you're on Reserve and you go into the bunker, does it show your icon in the bunker or does it show you as being at wherever you would be on the ground level?

    • It should automatically account for the floor, yes. The included maps are from TarkovDev and TarkovData and if there is a layer in those datasets, DynamicMaps will use it. There are a couple maps that do not have any layers (Woods and Lighthouse). Some maps, like Reserve, only have two layers, underground and up-top, so there is some lack of detail in the chess buildings.


      The auto-detection works well for the most part, though obviously it can always be refined. If you find a place where it fails, let me know and I can adjust the bounds.

    • ok, will do. even being able to show you being in the bunker instead of on the surface would be a game changer. I've been using the web minimap mod and while Interchange works *beautifully* with different levels of the mall, that doesn't happen on Reserve.

  • Any plans to add hidden cache locations?

    • Yes, I want to add hidden stashes (and other high value lootable containers), but I would like to get a non-F12-based filter panel in before that, so it's a bit off into the future. It is possible to add markers yourself by editing the map json data (for Customs that's at, \DynamicMaps\Maps\Customs_TarkovDev\Customs_TarkovDev.jsonc), if you would like to do that.


      I'm also concerned about performance with many markers on the map. Unity ScrollRects are notorious for bogging down with many children.

  • It would also be cool to display hiding places for the forest map!

  • This mod is so awesome. Finally there is some purpose for the map tab :)

    Heart 2
  • Wonderful mod. Thanks. :)

    Heart 1
  • oh my dude, literally last night i was thinking about a backpack dropped feature, very next day its there, the fix on the quest objective reset on death is great too, awesome as mod <3

    Heart 1
  • sorry, im new to spt and im really confused as to what my spt-aki install folder is.

    • spt-aki is the name of the singeplayer mod.
      Thats just the folder you have installed spt. Just open up the zip from the download and just drag and drop it into that folder.
      here is an imgur link for more clarification.
      https://imgur.com/FvFJQJC

      Thumbs Up 1
    • ur the goat man, thank you so much

  • Hello. First of all thank you for this incredible mod.

    I have a question:

    Is there any chance to tie functions "show markers for enemy pmc/scav" to in-game item ?

    Can be a new item like - "UAV call" (only can be crafted at 2-3rd level intelligence center) or even existing "flare for airdrop" (with plane arrival, but without actual airdrop)?

    Limited usage - 1 per raid and show marks only for couple of minutes(~5-7)?


    Maybe for balance purpose make it tag and curse you for the next bots wave (if it's technically possible).

    • While it's an interesting idea, I'm unlikely to want to add something like this, at least for now. Right now I'm focusing on core functionality and usability. If someone wanted to pursue this or something like it as a companion mod, I would be willing to add the APIs to do so. I do have a set of "immersion" features in the feature wishlist.


      I'm glad that you're enjoying the mod!

      Heart 1
  • Just wanted to say that this mod is such an outstanding implementation of this idea - gives use to a screen that has been languishing in the game for many years, automatically handles things like Reserve bunker and Labs levels, the Peek that was added recently is unintrusive and elegant, the recent corpse markers are another really nice touch; all in all an 11/10 mod. Thank you so much for your work.

    Heart 1
  • Great mod, it so pleasant to not open a map on the second monitor.

    One question, I don't know if it is only happening to me but lets say you are doing the quest Big Sale, you locate AVOKADO, KOSTIN and then die. Those marks will be gone from the map for the next raid even though the quest failed and reseted. Is there a way to reset the map to show again all the marks?

    Thank you so much for your work!

    Heart 1
    • Yes, this is a known flaw in GTFO's approach, which this is based off off. Someone clued me into a way to get true status of a condition and I'm hoping it's inclusion in the next version will fix this issue.


      EDIT: The recently released 0.3.1 included this fix.

    • Dude, you are a chad, thank you

      Heart 1
  • Amazing stuff. Thank you for your hard work. This just looks awesome!

    Heart 1
  • Suggestion: Could it possibly be added of icons showing items you dropped? Like backpack, rigs, armor, mags?


    Keep up the great work!

    Heart 1
    • I'm planning on adding just backpacks for now, as I don't want to introduce too much marker clutter without a way to filter it outside of F12 menu.


      EDIT: The recently released 0.3.1 included dropped backpack markers.

      Heart 1
    • I thought of another one as well yesterday... Shturman's box on woods.


      Again, amazing work, keep it up!

  • I love this so much good job ive been waiting on something like this for a while thank you so much! I thought too for an idea maybe if you dropped your backpack it could show up on the map if possible? Really love this a lot I appreciate this thank you!!

    Thumbs Up 1
    • A backpack icon is definitely an interesting idea, I'll see what I can do.

    • Thank you I appreciate it!!

    • Dropped backpacks should now be shown as markers (configurable) in 0.3.1

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    • Awesome man thank you so much!!

  • It would be cool If you add an option to minimize the map to a small square in the corner of the screen, it will like a radar mod like in Call of duty or battlefield

    • Definitely something that I've thought about, but unlikely to happen in the near future, as it's not something that I would personally use.

    • @DeadJokerZ, in case you were not aware, "Accurate Circular Radar" will do that for you.


      hub.sp-tarkov.com/files/file/1522/
    • @RogueTech67, i know that mod. Just thought this could be a better version of that mod cruz it has background and customizable markers

  • Finally! A dynamic ingame map. Sooo useful.

    Thank you

    Heart 1
  • at some point will we be able to get a hotkey to enable the map after death I would like to be able to tell my friend where he needs to go as playing co op and after death you don't really have an option to pull up the map after :)