sgtlaggy's Quest Tweaks 2.1.0

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.

Some QoL and challenge changes to quests.

No options are enabled by default, edit config/config.json to enable them.

Reveal All Quest Objectives

This may lead to completing objectives out of order, Survive and Extract can be completed before the normally prerequisite objectives.

This mod will reveal all objectives that are hidden by default and only show up after completing other objectives.

One example is Broadcast - Part 1, the objective to place the Signal Jammer doesn't appear until you've entered the room.

Remove Time Gates

This is the same feature provided by Remove Time Gate From Quests

Remove waiting periods after some quests like Gunsmith.

Add Missing Setup Shotguns

The Setup quest requires an MP-series shotgun but this does not include the MP-43 sawed-off double barrel or MP-18 by default.

Rant: The MP-18 is classified as a shotgun in-game due to Russian law classifying all smooth-bore rifles as such. By that logic, the .366 rifles (VPO-209 and VPO-215) should also be classified as shotguns but they are not.

Only Require Level to start Lightkeeper

This is the same feature provided by Lightkeeper Questline Patch

This option will remove all the prerequisite quests to start Network Provider - Part 1 and will only require a specific level. A value of 0 will disable this feature and leave the prerequisites in place.


Only Require Level to start Collector

This is the same as the level setting in Start Collector Early but none of its other features.

This option will remove all prerequisite quests to start Collector and only require a specific level. A value of 0 will disable this and leave the prerequisites in place.

Gunsmith Challenge

Inspired by SheefGG's hardcore gunsmith challenge.

This adds an Elimination objective for each weapon in the Gunsmith questline.

These requirements are rather relaxed and don't exactly match the builds.

As a result, ammo weight and stat differences from mods like Realism shouldn't affect viability.

More specifically, it only checks for the correct weapon and any explicitly requested mods. It will not check for presence or absence of a magazine (unless explicitly required) or whether the weapon is folded.

The number and type of target can be changed in the config. Set number to 0 (default) to disable.

Valid target types are any, pmc, usec, bear, scav, raider, rogue, cultist, and boss.

  • i did "revealAllQuestObjectives": true, to test it.
    then i turned it to false since i did not like it. now still all the quest objectives are revealed which leads to some errors in gunsmith quests. instead of only killing you need to modify the gun AND kil with any (not modded) gun. any fixes?

    • or is the gunsmith quest change that you have to do both, Kills AND modify?
      Cause on a new profile its the same but not all objectives are revealed. Have i missunderstood how this works then? I was looking for no modify but only kills change.
      CoB5Cr0.png

    • For revealing quest objectives, I guess all "seen" objectives are stored in the profile. I believe this occurs in live with hidden "survive and extract" objectives when you die before extracting. If it's disabled then it shouldn't affect any tasks accepted going forward.

      The gunsmith challenge requires both kills and turn-in. Without the turn-in, it would be difficult to know whether you have the correct attachments.

    • oh i see the problem, i just wanted a replace for gunsmith quest where u can just kill with the weapon no matter the attachments. without the turn in part.
      will see how i workaround that, either with gunsmith trader or smth different. but ty for clearify that.

  • I did "revealAllQuestObjectives": true, I didn't notice any changes in the description of the quests.

    • There are no description changes. It will just show quest objectives as soon as you get a quest instead of requiring them to be triggered.

      For example, Broadcast - Part 1 only tells you to place a signal jammer after you enter the room. So if you didn't read the quest text and only looked at the objectives, you'd go into raid, open the door, then find out you need to place a jammer, so you have to come back with one.

      Another is Anesthesia, it doesn't tell you to extract until you place all 3 markers.

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