Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Make sure this loads after any mod that registers quests; otherwise, they will not be processed. For example Virtual's Custom Quest Loader
The rules/overrides stored in the MissingQuestWeapons folder. The mod checks for every folder inside user/mods directory for MissingQuestWeapons folder.
Other mods can also add their overrides by adding a MissingQuestWeapons folder to their root. (Anyone can also create a new folder in user/mods to add/save their custom overrides instead of adding them to this mod's. This way, they won't be overridden when the mod updates.) The mod's config and overrides have comments that explains them.
Example folder:
- user/mods/<yourfolder>/
- MissingQuestWeapons/
- OverriddenWeapons.jsonc
- QuestOverrides.jsonc
- MissingQuestWeapons/
A weapon can:
- be in more than one category (e.g. MP-133 is in shotgun, pump-shotgun and 12ga)
- have other weapons that can be used whenever original exists (e.g. vanilla M4A1 and M4A1s added by mods)
By default, logging is only done to a file inside its directory called "log.log". You can check this file to see how weapons are categorized and quests are updated. In the config, you can set debug to true to increase the details. If there is a problem with the mod, be sure to send this file.
-
Version 1.2.2
- GuiltyMan
- 513 Downloads
Load the mod after all weapon mods for better compatibility.
What's Changed:
- Removed references to Pettan weapons since they're probably not coming back
- Redid Massivesoft IDs and added some missing ones
- Removed carbine type from non-carbines
- Added more WTT weapons
- Added weapons from WTT & Viper.
by Therkelsen
-
Version 1.2.0
- GuiltyMan
- 1.3k Downloads
3.9 support
-
Version 1.1.2
- GuiltyMan
- 118 Downloads
-
Version 1.1.1
- GuiltyMan
- 388 Downloads
Major thanks to Therkelsen for his contribution. Copied from his description:
Adds weapons from the following mods, to their right categories, so they work for quests:
- Pettan weapons (Massivesoft's Guns, Yet Another Miralyn Weapons Port, Toy Gun, Unheard Kukri, APOK Tactical Wasteland Gladius)
- WTT weapons (Ak5C, Intervention, CZ75, HK417, SVD, Wilson Combat, 1911 Prodigy, G3/E11, CZ SCORPION EVO)
- Module-AdditionalWeapons (Might work with the full Raid Overhaul mod, not sure.)
- Choccy Milk weapons (IMI Uzi, Striker 12, 93 Raffica)
- MoxoPixel weapons (Black, Green, Sand, White)
- Atlas Custom Weapons & Equipment
- Epic's Weapon Variations
- Honey Badger
- Desert Eagle
- AR-54
-
Version 1.1.0
- GuiltyMan
- 72 Downloads
New Features:
- Short Name Categorization: Weapons can now be categorized as identical based on their short names. This is achieved by comparing the differences between their names against a specified whitelist and blacklist.
- Configuration Enhancements: Introduced two new fields in OverriddenWeapons.jsonc: CanBeUsedAsShortNameWhitelist and CanBeUsedAsShortNameBlacklist. For instance, adding "FDE" to the whitelist will group weapons like "Five-Seven" and "Five-Seven FDE", "FN SCAR-H" and "FN SCAR-H FDE" as the same weapon for quest conditions.
Fixes and Improvements:
- Refined Logic: Centralized the main logic for creating CanBeUsedAs overrides within the weaponCategorizer module, enhancing the overall process.
- Logic Overhaul:** The methodology for generating CanBeUsedAs overrides has been significantly improved.
- Bug Fixes: Addressed multiple issues related to selecting the correct weapon type for quests, enhancing reliability and accuracy
- Logging Enhancements: Updated and added logs to provide clearer and more informative insights into the categorization process.
-
Version 1.0.1
- GuiltyMan
- 289 Downloads
Erroneous quests have been added to the blacklist until a better solution or handling method is found. Special thanks to Reyson for the report
-
Version 1.0.0
- GuiltyMan
- 57 Downloads
spike001ton
the GitHub link isn't working it says page not found
GuiltyMan Author
my bad forgot to update the link. should be working now
Brawlar
Tried adding the .338 Lapua version of the M700 Long Action Rifle, and it only added it to Tarkov Shooter Part 7. How do I add it to the rest?
Kor_Vaper
Hello! downloaded it like 2 days ago because i found out some mod weapons i downloaded doesn't working with Tarkov Shooter quests and Shooter Born in Heaven quest.
even after i downloaded this mod, it's still not working properly. what i want to use for quest is the WTT-CheyTac. maybe i'm just missing something to make it work.
can you tell me what should i do to make it works?
btw, i added weapon overide folder into cheytac mod folder cuz i thought it might work with it. but nope
neither work
Kaimano
Getting this when starting the mod
Tested it in raid, Guiding light mod didnt register a rifle from ATLAS mod
Mod has been downloaded last, and is set through the mod loader to be the last in the loading queue
Kaimano
GuiltyMan Author
The error is caused by the quest ("Let the slaughter commence (GL_C_START)", etc.) having entries in its condition which are not weapons (DMRList, SGList, etc),. In this case the mod cannot match a weapon type to quest and just skips them. These quests won't be processed but it doesn't affect the rest of the quests.
In hindsight it should have been a warning not an error.
Kaimano
Thank you!
LoveTrain
Hopefully I format this right, but I keep getting this error from the mod, not too sure why
GuiltyMan Author
Probably something is wrong with your installation. I cannot say for sure without more information
LoveTrain
just did a fresh install, and fresh mod download and got the same exact error no idea what I could possibly be doing wrong
Kirosana
The SVD from WTT aren't contributing towards DMR's skills or Lotus/Scorpion Sniper/DMR kills. Is this mod supposed to fix that ?
Same thing with M4A1 from painter ( and Core's mod), where M4A1 aren't contributing to Wet Job Part 1, dispite the guns being added to the list when I look at the logs of the mod.
GuiltyMan Author
This mod does not touch the skills, only quests.
I haven't played the game in release 3.9 but in 3.8.3 I used the guns you mentioned and they were counted towards the quests.
Is there anything about the Wet Job quest in the log?
Kirosana
I'm still on 3.8.3 by the way.
This is the related Wet Job log's line. I'm going to try again with the M4A1 flames this time.
GuiltyMan Author
everything seems correct. make sure the mod is loaded last, otherwise i'm out of ideas
EpicRangeTime
Can't wait to see more of my parts in here, very nice work. I was going to implement the changes via my mod but this might just be a recommendation on my mod page.
ZenosBleed
More weapon mod compatibility means more good!! you are doing God's work.
Therkelsen
Is there a way to modify the "mp series shotgun" requirement for setup?
GuiltyMan Author
yeah, delete it from the BlackListestedQuests from QuestOverrides.jsonc
it should then process that quest and all 12ga shotguns to it
Therkelsen
That's amazing!
SPiRaL
Does this mod modify any files outside of its own directory? I want to add it but I have quite a few mods installed that I spent a lot of time tweaking so am wary of breaking things lol I do have backups but still would rather not lose progress reverting to a backup down the line if I do run into issues. If I needed to uninstall this mod, would deleting it be sufficient to revert its changes?
GuiltyMan Author
Nope, it only reads from other directories if it finds the configs related to this mod.
Any quest changes made are temporarily and does not change anything permanently so deleting it would revert all changes
Rexana
ayo, i wish my Constituents would come here and download this mod.
Good work.
The Techno
Couple of questions.
Does this work for Vanilla quests?
Do I have to add a weapon list to all of the customer quests in order to make this work for custom quests?
Is the answer to the above that I have to add the quest ID's to Quest.Overrides.jsonc?
Is it true that a weapon can be listed as a customer category of M4 without listing it as an assault rifle above in the Overrides section in OverriddenWeapons.jsonc?
The Techno
Additional question, why is setup in the blacklist?
GuiltyMan Author
all quests are processed by default except for blacklisted ones.
overridden quest are those that require special rules to prevent adding wrong weapons.
during early in the development, i blacklisted setup quest because it had very strict conditions
and the logic at that time was not able to process it correctly. currently there are better ways to handle it, but i have not seen any mods that adds mp series shotguns so i just left it as is.
The Techno
Do you think we could chat on discord and work through the logic with my set of mods? Every tweak I make seems to make it worse.
GuiltyMan Author
sure thing im in the spt server and have the same nickname. you can message me and chat when we both have time
Fegeer
Hello! Thank you very much for your mod, I think the idea is great!
Could you kindly provide a quick example, of how to make sure your mod picks up one of the custom weapons? Say I have an "M60 LMG" mod. What should I do step by step?
Thanks a million!
GuiltyMan Author
it should be automatically categorized as a lmg, if the custom weapon's database entry is correcty configured. you can check the log file inside the mod directory to see if a weapon is categorized under which category.
Fegeer
Thanks! What I do not understand fully is how to "activate" the mod for customs weapons. Should I extract this mod folder to every custom weapon mod? Or should I add all custom weapons IDs to this mod config? Please provide an example. Thanks a million!
GuiltyMan Author
You dont have to do anything. only make sure this mod loads after them. and processes them using default logic.
the configs/overrides are for when you want different categorization than the default.
example for "Override" section
the default way weapons are categorized is by looking their parent id.
for example MTs-255-12 12ga shotgun revolver (60db29ce99594040e04c4a27)'s parent is Revolver (5422acb9af1c889c16000029). So normally it would be counted as revolver in my default logic. But I wanted it to be count as both shotgun and revolver, so I added it to the config as
"60db29ce99594040e04c4a27": "Shotgun,Revolver", // MTs-255-12 12ga shotgun
the "CanBeUsedAs" section is for when you want a weapon to be counted as same weapons.
so i wanted the WTT-Armory's SVDs to counted as the game's SSVDS 7.62x54R sniper rifle (5c46fbd72e2216398b5a8c9c) :
"5c46fbd72e2216398b5a8c9c": [ // SVDS 7.62x54R sniper rifle from the vanilla game
"6657bc8faeddd6b0a9b40224", <-- from WTT
"6657bd4d3a4d6e7c33fd2fdc" <-- from WTT
],
This way when a quest ask you to use SVD rifle, all three of them will be counted as valid.
the "CustomCategories" sections creates additions custom categories that quests can use. It uses mainly uses regex for matching. For example:
{
"name": "AKM", // Identifier
"ids": [], // if a weapon is in this list, it will be considered as this category no matter what
"whiteListedKeywords": ["\\b(AKM|AK-1|VPO)\\w*"], // these will be searched in the weapon name and description
"blackListedKeywords": [], // weapons with name/description containing these will be removed
"allowedCalibres": ["Caliber762x39"], // weapons with only these will be added,
"alsoCheckDescription": false // if true, the description will also be checked
}
"The Punisher - Part 1" quests exclusively accept kills made with an AKM series weapon.if this custom category did not exist, my mod would default to categorizing the condition as "AssaultRifle," since all AKMs fall under the AssaultRifle category. CustomCategories serve to create more specific weapon categories for such situations
let me know if it's not clear enough
Fegeer
Thanks! So, to sum up, all I have to do is install the mod (in the mod folder) and make sure it loads last. No other steps needed?
GuiltyMan Author
exactly
BraveStarTG
I am not sure I entirely understand what this mod does. I'll have to take a look it it closely.
Kuruk
my understanding might be a bit off cause some of the wording is a bit confusing to me. But it seems like lets say you have a mod that adds a weapon. If you use that weapon for a quest and it doesn't count even though it matches the requirements (similar to punisher part 2 where some suppressors dont count because they were new and bsg didn't update the quest). So you add those weapons to the mods .jsonc file and it will then automatically compile everything together and override the quests original weapon requirement list with an updated one that also includes the modded weapons.
so tl;dr modded weapon doesn't work for quest? add to this mods .jsonc and it will fix the quest requirement so it does work.
could be slightly wrong though since it sounds a bit confusing to me
GuiltyMan Author
Sorry for the confusion. I often find it challenging to explain things clearly.
Currently, the mod does not support attachments, but I am planning to implement this feature and maybe a few more.
For example, consider the peacekeeping mission that only counts kills made with an M4A1. If I have mods that add new variants of the M4A1, these new weapons are not recognized by the mission and their kills don't count. This mod attempts to address that issue by categorizing weapons based on their patterns and types (or just by using their ids), and then updating the quests accordingly.
Quest: Peacekeeping Mission (5c0d4c12d09282029f539173)
Colt M4A1 5.56x45 assault rifle (5447a9cd4bdc2dbd208b4567)
+++ Colt M4A1 5.56x45 assault rifle (Topographic) (0101_BLACK_LINES_M4A1)
+++ Colt M4A1 5.56x45 assault rifle (Flames) (0106_FLAMING_M4A1)
+++ Colt M4A1 5.56x45 assault rifle (Pristine) (0107_PRISTINE_M4A1)
The +++ ones are added by the mod dynamically. It can also remove weapons the same way.
Reyson
its so so cool
Reyson
hmm what is it)?
Reyson
I found out if, under the conditions of the task, it is worth surrendering or killing from a certain cartridge - everything breaks
GuiltyMan Author
it is more of a warning then error. just skips processing that quest.
this is a modded quest right? do you know which mod
Reyson
it is required to exclude the addition of packs of ammo and granade M67 Shrapnel (5996f6fc86f7745e585b4de3)
GuiltyMan Author
yeah it should check if the condition is actually a weapon. currently it just assumes every id in weapon array of a condition is a weapon. does it break anything