Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
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.
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.
Reveal Unknown Quest Rewards
Replace "Unknown Reward" quest rewards with the actual reward.
Remove Time Gates
This is the same feature provided by Remove Time Gate From Quests
Remove waiting periods after some quests like Gunsmith.
Remove Quest Conditions
This is similar to kiki-RemoveTediousQuestConditions.
Removing conditions will not modify objective/quest text, objectives will still say to kill PMCs but killing scavs will give progress.
Remove some conditions from tasks.
- Elimination target (PMC, scav, boss, etc)
- Weapon and mods
- Equipment
- Health/status effects (stun, dehydration)
- Body parts to hit/kill
- Distance
- Time
- Map/location
- Zone (Removing zone but not map conditions will expand it to the map.)
- Item found-in-raid status
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.
Add Sako TRG M10 to Tarkov Shooter 1-6
BSG only added it to 7 and 8, this option makes it work for 1-6 as well.
-
Version 4.0.0
- sgtlaggy
- 569 Downloads
Updated to 3.11
- Removed Claustrophobia AA12 option
- Removed Grenadier option, as I didn't read the quest text. I was just running off memory (and unimplemented launchers being in the data), pretty sure at some point it didn't specify "hand grenades."
- Added option for adding the new Sako TRG M10 to Tarkov Shooter 1-6
-
Version 3.5.0
- sgtlaggy
- 436 Downloads
Split the config for removing weapon and weapon mod conditions
-
Version 3.4.0
- sgtlaggy
- 140 Downloads
Add option to add grenade launchers to Grenadier
-
Version 3.3.0
- sgtlaggy
- 307 Downloads
- Added option to make AA12s count toward Claustrophobia
- Removed option to add MP18 and MP43 Sawed-off to Setup, it was already done in SPT 3.10
-
Version 3.2.1
- sgtlaggy
- 567 Downloads
Add additional conditions to be removed:
- Body parts
- Distance
- Time
-
Version 3.2.0
- sgtlaggy
- 158 Downloads
Add options similar to kiki-RemoveTediousQuestConditions to remove some quest conditions. See overview for more details.
-
Version 3.1.0
- sgtlaggy
- 625 Downloads
Added the option to replace "Unknown Reward" quest rewards with the actual reward.
-
Version 3.0.0
- sgtlaggy
- 200 Downloads
Update to SPT 3.10
The Gunsmith Challenge setting has been removed because of some technical changes in 3.10. Anyone who wants to pick it up is more than welcome to.The Collector level setting has been removed, use Start Collector Early instead.
-
Version 2.1.0
- sgtlaggy
- 367 Downloads
Add option to start Collector with only a level requirement.
-
Version 2.0.0
- sgtlaggy
- 764 Downloads
Zarif
glad to see this idea continued, BSG doesn't know how to write fun quests
NxstyKxng
Are you able to seperate weapon mods from the weapons in the "weapon" option? I like using the actual weapons that are needed but i dont like need for specific attachments to be used when doing elimination tasks
sgtlaggy Author
Updated
NxstyKxng
thanks alot
SkebbZ
What is the enemyGear variable for?
sgtlaggy Author
It's for removing requirement of gear the enemy is wearing. If I remember right, it's only used for The Invisible Hand, where you need to kill enemies who are wearing a 20+ slot backpack.
Foreiinas
Hello, first time approaching your mod, can this have a F12 configuration menu in the future? Asking because, so you could change mod's features on a fly, rather than closing game and server, go to config file and make changes and start server, game again.
At least I'm assuming that's how it works since its a user mod not a BepInEx mod.
If it's just a to much work to do so, or simply cannot be done, all good.
Anyway very nice alternative to a "Kiki-RemoveTediousQuestConditions" mod.
sgtlaggy Author
Even with a plugin it would likely require restarting the game or playing through a raid before the client would get updated quest information.
Slothgang
Am I right in assuming that removing quests conditions does it behind the scenes? For example if a condition was to kill pmcs with an svds it would still say that in the quest objective but functionally you could kill them with anything?
The reason I ask is because I've added it to a large modlist for now so am unsure if that's the correct behaviour.
sgtlaggy Author
Yeah, I may have forgotten to add that to the mod description. Task and objective text are not modified to reflect the changed requirements.
Slothgang
No worries, thanks for the clarification.
UncleFrank
Sweet, i can finally play with infected only
UncleFrank
So if i remove elimination quest condition? Does it mean i can kill any target or i don't even have the elimination part? What should i use to remove the limb hits etc?
sgtlaggy Author
New update has an option for body parts.
Islarf
I'd love to see something like this, but it just moves all the Streets Quests and put them onto other maps. Maybe even refunctions a room to act like the Red Room
sgtlaggy Author
I don't think that's gonna be within scope of this mod, sorry. I'm trying to keep it generalized with settings applying to most/all quests and a few small simple individual changes.
MoxoPixel
I like this mod a lot and I just want to leave a request. Ability to skip certain quest conditions like killing bots in a very specific zone, elimination quests where you have to use certain gear and weapons, or quests where you have to have a status effect. Basically many things from remove tedious quest condition mod but it's not updated.
sgtlaggy Author
Updated! 👍
MoxoPixel
Awesome! Thank you for your work
DizzilyHQ
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?
DizzilyHQ
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.
sgtlaggy Author
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.
DizzilyHQ
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.
Praxideke
I did "revealAllQuestObjectives": true, I didn't notice any changes in the description of the quests.
sgtlaggy Author
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.