Configurable Keys 2.1.1

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Define how SPT keys & keycards work for you! (Starting with Unlimited uses)

First of all, credits to Toha3673 for the original mod idea kanalove.


HOW IT WORKS:

  • Gives keys & cards unlimited uses alongside removing their weight.
  • Adds custom "Master keys" for every map (Keys that can open any door for that map).

You can enable/disable the custom keys and unlimited uses / no weight using the config file:


EXISTING KEYS:


Currently the only way to get them is from the flea market (The base price for all the keys is 14M).

  • Factory Master Key
  • Reserve Master Key
  • Shoreline Master Key
  • Customs Master Key
  • Woods Master Key
  • Interchange Master Key
  • Lighthouse Master Key
  • Streets Master Key
  • Ground-zero Master Key
  • Labs Master Key


Thanks Dirtbikercj for the help getting the keys working kanalove .


FUTURE ADDITIONS:

  • Add possibility to edit keys/cards attributes individually (From background color and number of uses.. to weight and value).
  • Add possibility to open shturmans stash with the woods master key.


Big thanks to everyone, hope you guys enjoy and remember to report any bug/suggestion in the comments! kanalove

  • Version 2.1.1

    Simple Hotfix

    If you're not bothered by the keys being insurable, this update is totally optional.


    In this release

    • Removed the ability to insure keys (I fixed this problem with keycards but forgot about the keys)


    Big thanks to everyone, hope you guys enjoy and remember to report any bug/suggestion in the comments! kanalove kanalove kanalove

  • Version 2.1.0

    New Update (bug fixes)

    In this release

    • Updated to SPT 3.10
    • Fixed Labs colored keycards not working.
    • Changed the base price of all keys to make it more "balanced".
    • Removed the ability to insure Keycards.


    Big thanks to these folks for reporting the bugs:

    Maru, atrlee, SBEU_San, lucifer3d, Pandas14 kanalove


    I plan on making the woods key open the Shturman's stash as well on a future update. (Thanks WhoLetHimKook for the suggestion)


    Big thanks to everyone, hope you guys enjoy and remember to report any bug/suggestion in the comments! kanalove kanalove kanalove

  • Version 2.0.0

    Added Custom keys for every map (They open all the doors for the given map):

    • Factory Master Key
    • Reserve Master Key
    • Shoreline Master Key
    • Customs Master Key
    • Woods Master Key
    • Interchange Master Key
    • Lighthouse Master Key
    • Streets Master Key
    • Ground-zero Master Key
    • Labs Master Key

    You can enable/disable the custom keys using the config file:

    config/config.jsonc -> "custom_keys": true/false


    Currently the only way to get them is from the flea market.


    Thanks Dirtbikercj for the help getting the keys working! appreciate it! kanalove

  • Version 1.0.1

    Hotfix


    Updated the references for BaseClasses and LogTextColor. Old references were causing some users to have problems when loading the mod.


    Thanks for reporting it TheTripOut  <3

  • Version 1.0.0

  • How do you change the amount of uses? SVM doing this doesnt seem to be working so want to try this to lower the uses keys have

  • I don't know why but the new version is not compatible anymore wit Drakia Loot Radius.

    • uhm, I don't know what that mod does, nor the reason for the incompatibility, is there any error in the console? if so, could you share it with me? animethinking

    • there is no error. The Mod Loot Radius adds an ingame "stash inventory" next to your gear inventory in that "empty space" on the right. So you see the loot which is around you or in front of you and cou can just drag it into your Inventory and you don't have to pick everything.The Mod is also just a dll Plugin. It just doesn't work when this mod is active. I don't know why. I know that this seems to make no sense.

    • uhmm, super strange, I'll install the loot radius mod in my dev env to test and see if I find anything as soon as I have some time.. thanks for reporting it. kanalove

    • Thank you very much for your work! Take your time.

      Heart 1
  • Just a quick update, I'm working on fixing most of the stuff people reported in version 2.0.0, the mod is almost ready.

    things that I'm working on so far:

    - Being able to insure keycards (No longer a thing) [Thanks @Maru kanalove ]
    - Labs keycards not working (Fixed) [Thanks @atrlee  @SBEU_San  @lucifer3d  @Pandas14 kanalove ]
    - Not being able to open shturmans stash on woods (I'll take a look at it as soon as labs stuff is working) [Thanks @WhoLetHimKook kanalove ]

  • I found something strange that i couldnt use any card to unlock doors in the lab, even if i used the right card(e.g. black card for stimu room), the door is still locked and i couldnt get in. i wonder what caused this and how should i fix this? im not native english speaker so feel free to ask further if anything is confusing, thx

    • Hi, some people notified me about this, I was waiting for SPT to update to 3.10 before I did any fixes, I'll be taking a look at it and hopefully fixing it in the upcoming days

  • Question, so I had this initially installed and I wanted to take it out. The keys still show as no weight and unlimited uses. I have removed the mod and the bepinex plugin. I even cleared cache and attempted on a new character and it still is showing the keys with no weight and unlimited uses.


    Is this something rom your mod or from the SPT itself that is allowing for keys to be unlimited?

    • Ignore this. The Gilded Key storage mod also has the same options in its config...

  • Hello, i have problem with colored cards in labs. Doesn't work him. You can help? :S

    • Hi, some people notified me about this, I was waiting for SPT to update to 3.10 before I did any fixes, I'll be taking a look at it and hopefully fixing it in the upcoming days

  • Hello, great mod, only issue i have is, ability to insure keys/cards can you please disable this ability to insure?

  • Cannot find the keys in the flea

  • the mod is preventing the colored labs keycards from working is there a way to fix it ?

  • I may have found a conflict with Gilded Key Storage. I was trying to enable the blacklist for unlimited keys in the config and it wouldn't apply but when I got rid of Gilded Key Storage it now works fine.

    • As soon as SPT updates to 3.10 I'll be fixing most of the bugs people found, I'm just waiting on SPT to update cause I dont know if anything will change in the code base.

  • I couldnt find a thread on discord to send this to so I'm sending it here, I have the woods master key and I could not open shturmans stash so I think you may have forgotten to implement that to the key

    • Uhmmm, shturmans stash is not a "door" so it might behave differently and isn't handled by the function I use to open the doors, I'll see if I can get it working in a future version. Thanks for letting me know!

    • Yeah, but i thought using the master key would automatically open anything and everything that needs a key that's why, I think it would still be a good thing to either put/not put it but its completely up to you, because just like you said, its not really a door

  • Is there anychance this mod could be preventing the coloured labs keycards from working on their doors?

    • Just did some testing, it does.

    • I'll look into it as soon as I have some time!, thanks for letting me know.

  • ok so i cant find the keys in the flea market i dont know if i have a conflict or what

  • so i am curious how do you get the master keys what trader?

    • The only way to get them right now is by buying them on the flea market, I plan on adding it to traders later.

  • @TheTripOut  @Wazumba  @xm855n  @Whymsikal


    The feature you guys asked for is done. I haven't tested every single map and every single door yet but its already published if you wanna give it a try.


    Tell me if anything goes wrong!

    Heart 1 Thumbs Up 1
    • I've tried both the reserve and customs key, and both seem to work so far. tried both regular doors and marked rooms and no issue.

      thanks for making this Super, it's pretty awesome!

  • When I try to run this I get an error about


    models/enums/BaseClasses not being found. Looking at the source you are trying to reference from a directory that doesn't exist? Or is it just me

    • It works fine for me and for every friend that tested it with/for me, can you tell me the names of the mods you're using? Then I can take a look at it and see if it's some incompatibility

    • I'll do some testing moving the references/files and I'll let you know

    • @TheTripOut I updated the references for baseClass and LogTextColors, this might solve your problem. I'll update the mod as soon as I finish testing!

    • Sorry for the late reply but yes it was the LogTextColors and baseClass and I can confirm it's working! Thank you.

  • Would be great to be able to edit what key can open which door. Like creating a Master Health Resort Key that open every single door inside resort on shoreline.

    • Whymsikal mentioned something similar, will add to the TODO list,

    • yes 100%. or even a per-map key. i get the idea of keys in tarkov, but after playing through the game a few times (to me) i find buying a $50,000 + key to use 1 time for 1 quest is just really annoying. if we were able to buy 1 (expensive) key and be able open all the doors on a map, or at least open all the doors for quests on that map, that would be awesome.

      @Super- if that is something you are able to add that would be sweet.

      thanks for this mod

  • Will this mod have a feature to make a single key usable on multiple different key doors?

    • I don't plan on making this type of thing possible right now but I can add it to my list of possible features in the future. Thanks for the idea!