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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. By default, these will also apply to repeatable quests. Only settings marked with 🔃 apply to repeatable quests.
- Elimination target (PMC, scav, boss, etc) 🔃
- Weapon (specific weapon or category) 🔃
- Weapon mods/attachments
- 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 🔃
The exemptQuests setting lets you specify a list of quests conditions will *not* be removed from. This should be a list of quest IDs, which can be found by searching the quest name in SPT_Data/Server/database/locales/global/en.json and looking for a matching line starting with "<QUEST ID> name". For example, the ID of the dehydration quest "The Survivalist Path - Zhivchik" is 5d25bfd086f77442734d3007. This can be added to the list like ["5d25bfd086f77442734d3007"]. To add multiple quests, add a comma between ids like ["...", "..."].
Modded quests can also be added. Their quest IDs can be found in some file in their own mod folder in user/mods or, if they use VCQL, user/mods/Virtual's Custom Quest Loader/database/locales/en/THAT_MOD.json.
Set Number of Eliminations or Items to Hand Over
Set a universal number of kills or items required across all quests, respected by the list of exempt quests.
The item setting does not apply to keys (usually optional objectives anyway) or quest-specific items like the Bronze Pocket Watch for Background Check.
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.
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Version 4.3.0
- sgtlaggy
- 330 Downloads
Add options handoverItemCount and eliminationCount to set a universal number of kills/items required for quests, respected by exemptQuests.
Set them to -1 (default) to leave them at original values.
The item setting does not apply to keys or quest items like the Bronze Pocket Watch for Background Check.
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Version 4.2.0
- sgtlaggy
- 252 Downloads
Added new setting exemptQuests. Any quest with its ID added to this list will not be affected by your removeConditions settings.
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Version 4.1.1
- sgtlaggy
- 374 Downloads
Fixed some issues when converting Zone conditions to Map conditions, mostly relating to Factory and Ground Zero.
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Version 4.1.0
- sgtlaggy
- 355 Downloads
Added option to apply some removeConditions settings to repeatable quests. Only the following are applied to repeatable quests:
- target
- weapon
- bodyPart
- distance
- map
- findInRaid
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Version 4.0.0
- sgtlaggy
- 877 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
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Version 3.5.0
- sgtlaggy
- 497 Downloads
Split the config for removing weapon and weapon mod conditions
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Version 3.4.0
- sgtlaggy
- 150 Downloads
Add option to add grenade launchers to Grenadier
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Version 3.3.0
- sgtlaggy
- 321 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
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Version 3.2.1
- sgtlaggy
- 583 Downloads
Add additional conditions to be removed:
- Body parts
- Distance
- Time
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Version 3.2.0
- sgtlaggy
- 178 Downloads
Add options similar to kiki-RemoveTediousQuestConditions to remove some quest conditions. See overview for more details.
sunliang0901
你好可以添加个选项使任务需要的物品减少至1么,
sgtlaggy Author
发布了添加此内容的更新。(谷歌翻译)
> Hi, can you add an option to reduce the number of items required for the task to 1?
> Posted an update. (Google Translated)
Wannabe Kitsune
I would like to make a request, certain tasks such as Hunstman path and stray dogs, as well as the larger ones I would like to still have to hunt bosses and not just some random scav, I dont see an option to do that within the current mod options, am I able to change that within the current mod or would a change need to be made?
sgtlaggy Author
Updated to support this, added a new config option that takes a list of quest IDs to exempt from the condition settings.
Wannabe Kitsune
You are an absolute legend, I'll give it a run tysm!
QDkivish
Hi, about the remove zone enabled while remove map disabled, or replacing zone with location so to say.
I was using lotus with this mod, some of the custom quests on gz is using location id of gzlow, which caused these quest to be not completeable on gzhigh with the logic this mod implmented, I didn't check the vanilla gz quests tho, would be nice if an exception is made of gz quests just to be sure.
This gzhigh/low bs pulled by bsg is confusing as always...
sgtlaggy Author
Updated, should be fixed.
TheSaladGuy
Does this work for repeatable quests?
sgtlaggy Author
It doesn't currently but I can look into it.
TheSaladGuy
Thanks for the effort!
sgtlaggy Author
Updated
TheSaladGuy
Great! Main reason for this is to reduce the amounts of mods i have to use, there are ways to solve conflicts but this is much cleaner.
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.