Hideout Redux 1.1.2

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The same hideout... but different! A change of pace for hideout grinding. Modifies all area requirements and bonuses.

HIDEOUT REDUX by MAGIC ERASER


Hideout Redux is the beginning of a much larger mod that aims to give a new feel to the progression without changing gameplay. These specific changes are intended for players that still enjoy the looting and upgrading the hideout, but are tired of chasing the same exact items/quests/trader from all their previous "wipes".


  1. Requirements - All Areas
    • No tools requirements. In general, tools needed are required by the Workbench.
    • New item requirements. Items are "accurate" to the area, but have been adjusted for a change of pace or to reflect the new area description.
    • No Trader requirements. This may come in the future once better implemented, but for now it doesn't make sense that a trader can dictate whether or not I put lights in my Hideout.
    • Fewer and cheaper money requirements. These are typically to cover the "cost" of items that would not be widely available in Tarkov.
    • Minimal area pre-requisites. Areas follow a simplified, yet still "realistic" progression. Most only have a single pre-requisite due to the progression.
  2. Bonuses - ALL Areas
    • Spread across all hideout areas. Each area adds bonuses that make sense for its use. For example, a bathroom and heating provide a mental bonus since you're less stressed in the Hideout.
    • Better balanced Skill bonuses. ALL skill groups now have fairly even bonuses once at max Hideout.
  3. Area Specific Changes
    • Defective Wall: No more mopping up water BS.
    • Security 1 and Lights 1: Required before everything else.
    • Scav Case: Modified payments and rewards for a little more "fun".
    • Generator: Stage 1 is a kerosene generator, Stage 2 adds a gasoline generator, Stage 3 is a dual-fuel.
  4. Global Changes
    • Reduced Construction Times. Not instant, but definitely not extremely long, especially for what would take a few hours max IRL.
    • Reduced Fuel Consumption and Air Filter Rate. Not a massive increase, but enough to be noticed.
    • Slightly Increased Bitcoin Rate. Just a small bump for a little quicker production.
    • Increased skill and XP gain. Again, not a large increase, but noticeable.


I've also changed virtually all of the Locale descriptions for the hideout. Some just because I can and I wanted to add another small change to remove some monotony, and some because the new requirements don't make sense for the default description. No, they won't all match the in-game visuals with 100% accuracy, sorry.

  • Version 1.1.2

    Re-added the stash bonus change as an option in config.jsonc (Default is true, set to false for the change)
    Fixed hideout config values not applying properly.


    Apologies for the rapid fire updates. Change requests + ADHD + little sleep lead to bad decisions.
    Future updates will be much more organized.

  • Version 1.1.1

    Removed stash bonus changes. Now the mod doesn't touch the Stash hideout area bonuses field.
    Will remain default unless modified by another mod, such as Softcore

  • Version 1.1.0

    Added the option to toggle on/off nearly all mod features.

  • Version 1.0.2

    Fixed missing Container IDs from Place of Fame stages

  • Version 1.0.1

    Corrected Health, Hydration, and Energy regeneration values to match vanilla SPT.

  • Version 1.0.0

  • First, this got downloaded a lot more than I expected already, so I'm glad some of you like it.


    It started as part of a much larger mod currently in progress, but I wanted to put it up here since I thought I was done with it for the time being. I unfortunately did not test much for compatibility beforehand, and it's been brought to my attention that it is somewhat incompatible with several other popular mods.


    So, if you come across a compatibility issue, or would just like the option to disable parts of the mod in favor of another, such as the Scav Case changes, please let me know under this comment and I will work them in as soon as possible. Thank you.

    Also, if anyone has experience with client modding and would like to offer their support with an idea regarding hideout construction, it would really speed up my progress :)

  • Is this mod compatible with SPT Realism?

    • did you ever test it with realism? I would assume there is no conflicts. I am going to try it tonight.

  • I was wondering if you would like to include a craft in workbench that would allow for non-eod profiles to craft the gamma container? I wouldn't mind writing the code for it.

    • For Mr. Boss Notifier? Of course haha

      I'm slowly working on tinkering with all the crafts while working on another mod, but if you want to add it in there for now, I've got no objection.

      Heart 1
  • Does this mod conflict with the Hall of Fame Improvments mod? This mod increases the bonus from the hall of fame and nothing more

    • I haven't tested with that, but it should be fine as long as you load HoF Improvements after this one

  • Will it be okay to update to 1.1.1 if we're utilizing the increased stash space? Loving the progression so far, I like that a lot of things are locked behind Intel and generator.

    • That's the only change to 1.1.1 so I wouldn't for now.
      It wasn't an intentional add, so I removed it after it was pointed out.

      That being said, I can add it as an option in the config for those who want it and aren't running another mod that changes it.

    • Thank you!

  • love the toggles, only problem is your mod is changing the hideout sizes with softcore. load order doesn't solve the issue either. apart from that, everything is compatible!

    • Ah, thanks for catching that. I'll get it fixed asap.
      In the meantime, turn off bonuses in config.jsonc

    • I assumed you mean the stash sizes granted by the Stash hideout area. Those should have never been in this mod as the accompanying changes aren't included. Thanks for bringing it to my attention, even if it turns out you had a different issue. ^^

      I've omitted the Stash hideout area from the bonus pushes now.

    • you're brilliant, thank you so much!

    • you might wanna double check cause the stash bonus is still applying

      Crying 1
    • FYI, I'm adding it back as a config option in 1.1.2. It's the only change, and the default config setting is set to false, so if you do upgrade the mod in the future, you will not have to change anything.

      Heart 1
  • What item can I use to power the level 1 generator? I don't remember seeing a kerosene item in game.

    • The Expeditionary Fuel Tanks are kerosone

    • Thank you, I had one of the gray fuel cans and couldn't use it. Ended up finding a blue one so I can finally start using my hideout

  • this is cool , but i have softcore too, but like the generator stages cool idea

    can you make that only one an standalone mod or maybe the abilitty to disable/enable all the mod changes ?

    best regards

    • You're looking for just the generator fuel changes? I can add that in while I'm doing to rest of the enable/disable options

      Heart 1
    • pleease do that, i will love to try that generator changes ... thanks bro :) :thumbup:

    • It's in the latest update now, but currently only level 1 is restricted. I believe its how EFT handles the hideout so I'll have to look into client modding to fix that.

      Heart 1
    • Thanks bro, im gonna test it now ..👍🏻

  • Nice is it possible to make Hideout upgrades only use FIR items?
    That would be insane and thats on my wishlist for a long long time.
    Since when you unlock Flea your hideout is like done!

    • I'll look into that for a future update for sure

    • Wow that would be so insane!
      I asked a few modder about it and they were never interested.
      I love the idea to find your hideout but i cant control myself to do so or use non FIR items by accident!
      Thanks for looking into it!

    • So it looks like it's going to require a client mod for that. I have basically zero experience with it, so while it's on my radar, don't hold your breath. Sorry

    • Thats right, thats because i deactivated my flea..only have the pacifist fence from softcore, so i have to loot ..every loot counts ..kkkk is more fun this way for me

  • Hi, is it possible to modify the craft time for items? I looked around in config.json and construction.json but couldn't figure out where to change that.

    • I don't have any crafting changes in this version. You'll need another mod to adjust that for now. It will be in a future update though.

    • Ok, thank you!

  • First of all this mod looks really cool and I LOVE the ideas you implemented. My only request is if you could add a menu to disable or enable each feature so I can truly customise my experience. Unless this is already in the mod in which case I apologise!

    • There's not right now, but I can definitely add them (back) in with the next update :thumbup:

      Heart 1
    • Should be able to disable any options now.

  • I would like to know more. Does this mod REQUIRE a fresh save? will it affect my already upgraded hideout? Can I 3d print statues of anime girls with this mod?

    • I love the idea of the mod please lmk how I can more easily use it I just don't want to brick my profile. I will backup and try it anyway........ peace

    • It shouldn't require a fresh start, just don't be upgrading hideout areas when you install it. Will not affect the upgraded hideout, but it won't really serve much of a purpose if its already maxed out.

  • For some reason this breaks my Hall of Fame. I'm not able to transfer any items.

    Crying 1
    • Ah shit... the container is missing from the stages.


      Edit: v1.0.2 has the containers added back. Apologies.

      Heart 1
    • Wow - what a fast fix! I'll test it out! Thanks!!!


      Edit: It worked! Thank you!

      Heart 1
  • Would this be compatible w mods that add recipes? for example "The Crafter"? or would it cause issues?

    • It seems to be. Also my Svm reduced craft times are working in both building areas and production.


      Haven't checked the HoF yet as I haven't built it, but I am also using HoF improvement mod

    • It should be compatible. I haven't touched crafting in this one.

      Thumbs Up 1
    • I use MoreHideoutCrafts and dont have any issue...so far 😂😂

  • Does this mod conflict with the Hall of Fame Improvments mod? This mod overrides the bonus from the hall of fame and nothing more

  • Are the bonuses a buff or a nerf in comparison to vanilla ones?

    • I cant recall the exact vanilla values, but here's the list of total bonuses in this mod.
      Mostly small buffs, and then the addition of the mental skill buffs.

      -
      Armor Repair: +10
      - Weapon Repair: +10
      - Debuff End Delay: -30
      - Practical Skill: +50
      - Physical Skill: +60
      - Mental Skill: +65
      - Combat Skill: +20 plus default Hall of Fame increase
      - Quest Money: +20
      - Insurance Return: -20
      - Experience Gain: +30

      Thumbs Up 1 Heart 1
    • Thanks, I am new to Tarkov so not sure what the normal bonuses net you haha

  • Nice mod idea, I'll give it a try.

    Suggestion in case you want to put some time into cosmetics: ability to change the photos on the walls, the videos on the screens, some colors, etc :)

    Thinking 1
    • That's part of the plan... but waaaay off in the future

  • is this safe to add to an already started save?

    • I didn't have any problems while testing, but I would not upgrade a save that currently has any hideout upgrades in progress.

  • How much different is that mod compared to Softcore's Hideout changes? I mean in terms of recipes, construction requirements etc.

    • I don't believe Softcore makes any changes to the actual requirements of hideout construction, but I'll check that to be sure.


      Currently this does not touch any production recipes outside of Scav Case.

      This also completely removes Trader Loyalty as a requirement for everything, and makes a lot of changes to the area pre-reqs. It also doesn't have nearly as much of a change to things like bitcoin prod rate and fuel consumption.


      I've also spread out the bonuses, like skill leveling boosts, across basically all of the areas.

    • Sofcore basically lowers down price of construction (for example lvl 2 storage from 2,5M to 250k) as well as speeds up both construction and crafting, but at the price of increased fuel consumption to keep it balanced.