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Version 1.0.2
- DewardianDev
- 1.1k Downloads
Load order UPDATE!
- Uses IPostDBLoadMod which should fix load order not taking affect.
PUT CUSTOM TRADERS AND CUSTOM QUESTS AFTER AQP in load order!!
THIS SHOULD FIX CUSTOM TRADER/QUESTS!That's all for now!
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Version 1.0.1
- DewardianDev
- 26 Downloads
Small update
- Changes Skiers unlock quest to Closer to the People (should be easier)- Moves Pharmacist a bit later (as it requires a key unlock).
That's all for now. -
Version 1.0.0
- DewardianDev
- 869 Downloads
Initial version
DewardianDev Author
Version 1.0.2
Load order UPDATE!
- Uses IPostDBLoadMod which should fix load order not taking affect.
PUT CUSTOM TRADERS AND CUSTOM QUESTS AFTER AQP in load order!!
THIS SHOULD FIX CUSTOM TRADER/QUESTS!
That's all for now!
Nenechi
Chad update! Done a few raids with custom traders and quests.
So far everything works like a charm
Hakad
So I was using default value, and I don't get a new quest upon quest completion unless I complete both quest that was given, for example I got Debut and Background Check from prapor, I complete debut but there's no new quest unless I complete Background Check, is this intended behavior? I would like new quest that kinda "slip" into the trader quest quota, is that possible?
ZeroArcSnow
Question. Haven't played SPT since 3.11 was released. Wasn't this the "What grind my gears" mod?
DewardianDev Author
It's the same, just with an added module. With quest overhaul changes turned off that functionality is still here.
Hedwin
Hi ! Cool mod !
Small question, what if I want 3 or 4 quests per trader at the same time, but when I finish a quest, I directly get a new one ?
Is that possible ?
If not, would be so cool to add that !
Thanks a lot
DewardianDev Author
https://github.com/Andrewgdewa…/questAdjustments.json#L2
Infinitrix
Hello, I have some problem with the gunsmith quest in the version 3.11. I can't do the quest, even with the right weapon. I tried with the usp .45, it did not work, so I used skipper for it. I tried the second quest, with the op-sks and it did not work either. I will try to do the one with an akms, without mods this time, but it feel like it have some kind of problem. That might be a me problem, but please let me know if anyone got that problem and if anyone have a solution too.
mcapozzi
Same issue here.
DewardianDev Author
are you using other quest mods? I was able to complete both without issue.
Infinitrix
I was, so I guess that is why it happen, I also guess the update should fix things out too!
DewardianDev Author
It should yes.
Pope_Shizzle
I also can't get the Gunsmith quests to work. All custom traders loaded after this one. If you use quest skipper, you can get around the bug by just going on the honor system.
Nenechi
I know it says its not good with custom quests but has anyone get this to work with Lotus/AES traders?
They wont offer me any quests when I activate this mod regardless of the loadorder.
I realy like the progression for quests from this one but I need my custom traders
mcapozzi
I also have the same issue.
DewardianDev Author
See latest update, load custom quests/traders after my mod
Pope_Shizzle
Same issue using 1.02. Painter works. Lotus does not. Weird bug. Love the mod though. It adds a nice change to the usual.
stonecold913
have you heard any conflicts with VCQL or mods like Scorpion?
mcapozzi
This mod definitely disables the quests of custom traders.
DewardianDev Author
Latest update should fix this.
DewardianDev Author
Going to release a config change soon here to make peacekeeper unlock a bit easier.
necipeci
awesome sauce!
Blight
this normal? its the first mod loading
MrTouchy
i had this error msg too
got rid off it by removing acidphantasm-refsptfriendlyquests cause it modifies the quests with REF which this mod dosnt like at all
its says on the main paige under compatibility
Compatibility:
Load before custom traders in the load order.json
Good with all things except modded quests?
it should work normal after removing refsptfriendlyquests mod
DewardianDev Author
Indeed.
Acid phantasm is amazing though so I may look at compatibility in the future.
DewardianDev Author
3.11 released - MOD HAS BEEN REWRITTEN with much of the same old code.
zerotool
DewardianDev Author
I have a release candidate for 3.11, pending any bugs, this will release soon.
zerotool
zerotool
work on 3.11?
tehguy101
How does the "killQuestCountModifier" value work? The numbers don't make sense to me.
For example, Punisher Part 1 required kills at the following values:
Default = 15
0.95 = 7
0.9 = 7
0.8 = 6
0.5 = blank (one kill?)
Can it only change the number of kills to be halved or lower? For example at 0.8 I would expect it to become 12 kills.
QDkivish
Hi, I am using lotus which contains some 'gunsmith' quests, since the mod only checks quest type and quest number before converting these quests, different weapon assembly quests got same quest id hence the same progress and wrong description. I checked quest name and changed questlist index correspondingly to mend this but it's kinda 'dumb' cuz this is mod specific instead of a universal fix. I wonder if you bother to look into this and make an official update.
Anyway, finally can enjoy doing gunsmith with this mod, cheers.
DewardianDev Author
There is a small bug with the local id not being stored correctly, I may go fix that soon, for now if you restart your server and the gunsmith description is a bunch of numbers, that is why,
This doesn't effect the funtionality of the mod.
MadBrother
Hi, great mod !
What do these configs do ?
baseQuantity and countMultiplier
Thanks for you mod !
DewardianDev Author
baseQuantity = number of base gunsmith kills
count multiplier = number that is multiplied with gunsmith number.
You can turn on debug to see the effect, but an example
baseQuantity 4
countMultiplier 1
gunsmith 5
4 + (1*5) = 9
9 Total kills for gunsmith 5
mwha ha ha ha ha
(Drac ref)
MadBrother
great thx, maybe you can add gunsmith in the config property names
watsy
wow a great idea. I might do some quests now lol
Murders_Inc828
Do you have to complete the givin amount of kills in 1 raid to complete the Gunsmith quest?
DewardianDev Author
You shouldn't. You may get that behaviour if there is a mod conflict though. Try changing the load order if you do see this
MadBrother
i don't know if Murders_Inc828 is having the exact same issue but on my part, the progress saves between raids but seemed overridden on server start.
Murders_Inc828
Yes, it's my error. It does not reset on every raid or death but it resets after everytime I restart the server. I just disabled it for now.
MadBrother
I tried moving around this mod in the mod order. I put it first, last, middle and other places but I couldn't get it to not get overridden on server start.
MadBrother
for a workaround you can use Skipper mod to skip it when you know you killed enough.
Islarf
Can I use this to just change requirements? Like kill quests to different specific weapons or weapon types? (I've wanted to do a Pistols Only run for a while)
DewardianDev Author
No. This mod doesn't do that.
Islarf
ah darn! i've been looking everywhere for a way to modify quest requirements to do this. This seemed so close! thanks for the reply though!
2pxrple
im getting this error
https://imgur.com/a/VgdDep7
2pxrple
its also breaking my flee market, not letting me sell any items
DewardianDev Author
Likely related to a bad config change
DizzilyHQ
Getting the exact same error on my end
DewardianDev Author
You have VCQL installed, and custom quests.
Make sure to put this before any other quest mods in the load order.
Purple
same error here, even with putting this mod at the top of the load order
i believe it's the Viper mod in my case, uninstalling all files relating to it has ceased the errors
DewardianDev Author
There is some debug code in this release, reuploading shortly
Fegeer
Thank you so much for the update! This one is essential!
DewardianDev Author
Working on updating most of my mods now.
DizzilyHQ
This mod is one of my essentials.
10/10
This mod handles what 5 mods does now for me!
Cant wait for the update!
Fegeer
Amazing mod, thank you so much!
Zubzub
For "itemRewardModifier" how does it work with single item rewards and unlock rewards?
If I set it to 0.25, and the reward is 100 bullets, ok I get 25 bullets instead, makes sense.
What if the reward is an Item Box? Do I get an item worth 25% of an item box, or do I get a dice roll to have a 25% chance at getting the item box?
If I set "itemRewardModifier" to 0, will it still unlock items for sale if the reward is an item unlock, or will those be disabled as well?
Sorry for asking weird questions
DewardianDev Author
The item reward multiplier effects items, not unlocks. The lowest denomination is 1. It won't eliminate or reduce below that.
Zubzub
Makes sense, thanks!
Fegeer
In the config which is vanilla STP value? 0.7 or 1? Thanks
DewardianDev Author
1 is unchanged, ie vanilla.
Dezzy_fb
This is perfect, I've always wanted to reduce quest XP to make raids feel more impactful on leveling. Awesome!!
Spritzer-Drive
I was sold the second I saw the thumbnail