VAI: Rogue-Lite Tarkov Project 1.1.1

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This mod is a Rogue-Lite conversion of the progression system.

1. Death


After death - your stash is wiped. But there are some items that you will get to keep:

1. Money: RUB, USD, EUR, BTC and GP;

2. Items inside equipped secure container;

3. Unsecure containers in stash and items inside them;

4. Armor and Weapon repair kits.



2. Money


Money is finally scarce:

1. Only few rare and/or valuable items are sellable;

2. No money for most default quests;

3. Flea is disabled.


But there are also new and hidden ways of making money.



3. Hideout


All stations had their recipes changed.

- Intel center trades valuable items for cash;

- Workbench upgrades weapons;

- Lavatory crafts containers;

- Med station crafts medical items;

- Rest space crafts magazines for the new weaponry.


Hideout stations also now provide different items on death or survival.

- Workbench, generator - barter items for weapons;

- Lavatory, rest space - barter items for gear;

- Shooting range - barter items for grenades;

- Security, vents and illumination - money on survival.

And so on.



4. Gear


You start at the very bottom of the food chain:


No looting weapons from bodies.

Progressing through quests will unlock new weapons/gear.



Most gear have to be bartered. The premise is simple:

- Fabrics - Armors, rigs, backpacks;

- Blue tape, duct tape - Pistols;

- Wires, Cables - SMGs;

- Lamps - Shotguns;

- Gunpowders - Assault rifles;

- Chainlets, gold chains - DMRs;

- Cigarettes - Sniper rifles.

And so on.



5. Quests


There are over 500 new quests in total.

All new quests are optional and are not required for main questline.

New quests provide money and gear/weapon unlocks.



6. Profiles


There are 15 new profile presets (plus gungame, plus custom) to choose from.

You must create new profile with one of the new presets for this mod to work properly.



While this mod should be playable on its own, it was designed and balanced to be played with our other mod: VAI-NRTP


Most of changes are configurable in config files.


Installation: Extract into SPT folder.


Known issues:

- After selecting face/voice traders might have an empty assortment - just restart the client and it should fix itself.

  • Version 1.1.1

    SPT 3.11.0 compat update


    - Added 12ga M60 mod

    - Rare and/or valuable item selling

    - Fence is now available

    - Custom trader issue rectified

    - TZTH missing pockets fixed


    (This version should work with 3.11.0 version of SPT)

  • Version 1.1.0

    - Added 54 craftable weapon upgrades to workbench
    - Added minor crafts to rest space, med station and lavatory

    (This version should work with 3.10 version of SPT)

  • Version 1.0.5

    - Endless hideout loading fix (Old profiles are corrupted, new profile required)


    (This version should work with 3.10 version of SPT)

  • Version 1.0.4

    SPT 3.10.0 compat update

    - Added new items/weapons to configs
    - Added unique weapon rewards for boss masteries

    (This version should work with 3.10 version of SPT)

  • Version 1.0.3

    Added missing weapons to WeaponsConfig, fixed minor quest weapon selection bug


    (This version should work with 3.9.0 - 3.9.5 versions of SPT)

    (Tested only on 3.9.5)

  • Version 1.0.2

    Preset resolving fix


    (This version should work with 3.9.0 - 3.9.5 versions of SPT)

    (Tested only on 3.9.5)

  • Version 1.0.0

    (This version should work with 3.9.0 - 3.9.5 versions of SPT)

    (Tested only on 3.9.5)

  • I love your mods so much. Thank you XD. <3


    And here is a question I'd like to know. Is there any way to do Ragman's circulate quest in a normal way? I'm just curious since I found most of the backpacks and rigs unsellable. :/

  • I love the direction you go with it but I think the big thing for me would be a chance to get the weapon from them. Do a % chance that's rather low for getting the weapon and a slight bit higher for bosses. Because early game just feels a little too rough and not rewarding enough to kill them.

    • I don't think there is a way to do it. The weapon being blocked in any weapon slot is aleady a massive hack.

      You could always just disable the weapon looting block in configs.
      Or start a gungame profile so you'll receive a weapon after death.
      Or enable gungame for your existing profile.

      Thumbs Up 1
    • Ah I see, it makes sense, I did realize as I got further into the mod that sometimes (rarer than I wish) the pmc's have modded guns in their bags (Not sure if that is intended). but i guess i could just put some d&d dice to use and roll depending on what i think would be fair off the gun and attachments. i will say though its been a blast. and is there an undetected damage increase when hitting the ai with the hp increase mod to go with this? or am i just getting lucky 1 tapping with the sks?

  • i'm amazed by the mod. I've always wanted to do something like this, mixing mods, and you've done all the work in one. Thank you so much!


    I'm just a little worried about missions that need important keys. They're very hard to find and on top of that you can lose them in the stash when you die. it's frustrating to get stuck and not be able to continue for lack of a key


    Maybe a function to create important keys in the hideout?


    Another question. Did you create this full auto makarov from the hideout or did it already exist in the game? It looks excellent.


    Organized mod, forces you to use so many cool items that we don't use in standard because there are always better options or they're useless anyway.


    the grind feeling is very addictive too! What used to be rummaging through trash turns into real loot for useful things


    Incredible! Congratulations on your work and thanks again! I've just started but I'll be playing a lot more for sure!

    • Hello. We're glad you're enjoying it!

      Most of quest keys will be unlocked for purchase as you progress through Therapist quests.

      Full Auto makarov wasn't in the game, its a modified config of a regular makarov.

    • Congratulations again! beautiful work!

  • Fucking hell this is really a rouge like. Spawned by usec camp, escaped goons, went to sawmill, heard sturman and then go to old sawmill only to run into partisan. Such a shame i couldnt take his gun from his cold dead hands but damn that was rough

    • Does seem like there is a few bugs though that i have encountered.


      A few runs ive had to restart fully due to losing my secure container on death randomly. No idea why. Only mods i have installed are this and the other one that was recommended.


      several times i've noticed that despite having hideout upgrades, they dont give out their contents on survival.


      Losing all 3 posters that skier gives you for easy money part 1 before stashing one causes a softlock as you cant progress in skier any more due to not being able to buy more.

  • I am not sure if it's a bug or not. But when I am playing on a true zero to hero profile the car exfil seems to just not work and I have tested other profiles, it seems to work. And another issue is scavs are not dying properly, still unsure why that is the case.

    • After doing some testing it seems like the "clearAllItems": set to true is causing the exfil to bug out

    • Can confirm that the removal of pockets from the code bugs the car exfil

  • Looks like assembling a custom auto fire mod gun with a stock, breaks the game with realism installed.

    • whenever encountering a gun realism doesn't have a patch for, it will brick the running game, only way to continue with that profile is treating it like the cheese touch. Guns with modded parts should be fine but entirely "new" guns will shit the bed. It's just a realism thing

      Happy 1
  • when does fence get unlocked?

  • Does this work with FIKA?

    Asking for a friend

    • Just tried to setup a server with a friend.

      While it technically works, whoever is hosting cannot see the scav models, and can only see their equipment. It also breaks their AI/loadout so they have no gun and will stand there unresponsive.

    • I have a different info. Atm, at least 1 person says that both this and NRTP work with FIKA. Sadly, can't confirm myself.

  • So I only want the feature where if you die you lose everything that's not in a container, I went in and disabled everything apart from death and wipe configs, but I still don't lose stuff when I die.

    • Does it not work with one of the new profiles?

      Mod only wipes profiles GameVersion of which starts with "VAI Rogue-lite", this was added as a failsafe so ppl would not accidentally wipe their profiles

    • So I figured out how to make it work but traders don't sell guns and there are some weird bugs too like some spots on the stash are unusable, you can't move anything there even tho it's empty and traders are buggy.


      Also there is an error on the server if I don't enable presetsconfig.


      Can you tell me which config to turn on and the rest off ? to just get the stash wipe on death feature.

    • It should be just DeathConfig and WipeConfig on, and the rest off.
      And your profile's GameVersion starting with "VAI Rogue-lite".

      Heart 1
    • Yeah I figured out what I was doing wrong, first you launch the game with presets and profiles on you chose the profile you create the character and all that, then you exit turn off both presets and profile and launch and that's it.

  • This is wild !!! Can we add custom traders ("no sell") ?

    Edit: For anyone wanting to have custom traders like say "QUEST MANIAC" lol (new version has a reward multiplier so you can go really low or high) just go in the traders/db folder and base.json, remove the buy category ids and you wont be ablae to sell shit !!!!!! Combine it with path to tarkov and you got a hell of an adventure that pvp players can't even imagine !

    • There is a separate config for each trader, and technically it should be possible to add configs to support non-default traders

      Thinking 1
    • I tried, with Lotus and Priscilu, but didn't work. I could still sell

      Added them as config files and the trader (based on fence) and changed some stuff inside.

      Since the vanilla don't use IDs you're right it should work, just not sure what I'm missing.

    • I think youll need to add the new cofig file and then add its name into TradersConfig

    • Nevermind. Bc i use trader acronyms instead of actual ids youll need to edit code for this to work. I should rectify this in the next update.

      Heart 1
  • Love the mod was havin so much fun but have tried to do 3 different runs of this and everytime once i unlock the intel center all i get for my hard work is not being able to play i get timed out if i try to goto a raid after or if i leave then try to launch again i get held up with an errorzclY3EG.png

    don't have many other mods that would mess with this at all that i know of as heres what comes up when i start loading up the server
    Q3lvXlH.png

    if i could get some help as to whats wrong so i could pick it back up that would be awesome bc i love the gamemode

    • its happened on profiles from 3.9 and 3.10 and always after i unlock the intel center

    • First error also happens to me if i don't launch my profile for some time. Restarting seems to fix it for me.

      As for endless hideout loading - there was a fix, but old profiles are corrupted, so youll need to create new one (Or there is a manual fix here in comments)

      Also i think SVM might conflict with RLTP/NRTP.
      Also HealthPerLevel most likely conflicts with NRTP.

    • the latest profile was on the latest version and as long as i change the default hp in the settings for healthperlevel it seemed to work just fine and the only things i've changed with svm is co op extracts and keys i'll try turning off svm but idk if it'll help also another thing i forgot to mention is that i have the setting to pre load the hideout as well might be why i can't load tarkov at all

    • after turning off all options in svm it has seemed to load into the game so looks like turning off svm has fixed it thanks for all the help

  • Love the mod thus far, I'm not too far into it, but confused on how to complete 'Supplier.' The mp-133 requirement for debut was removed, so i am wondering how to get my hands on a found in raid toz.

    • TOZ-106 and Golden TT are the only weapons you are allowed to loot from bots

  • Anyone know if there is a way to disable the experience popups? Or a mod? Particularly with the gradual healing, I find the constant repetitive popup noise both annoying and hindering as it covers footstep audio.

  • For whatever reason my trader weapons are completely stripped and non-functional because of that..
    is that expected? i would assume not as in the screenshots provided in the description the weapons are with attachments (though basic)

    • No, that is not expected. I'd assume smth is conflicting if other mods are installed.

    • ah hmk, most likely some setting in svm i feel like

    • i had some wtt mods and the painter trader, after removing them it started working fine:^

  • Love this. How do I set it so I don't lose my markers, etc. in my SPECIAL slots upon death?

    • I believe you can't, its just how the wipe system works. I considered it an oversight at first, but its pretty inline with what mod tries to do, so i decided to leave it in.

    • I understand. Money is such a huge hurdle for me, losing 16k a pop if I wipe with a marker is devastating. But thanks for making this.

  • Do the new weaponry spawn in raid? as i want to combo this with eventual Bronzeman Mode

    • No. Its only craftable

    • oh neat, atleast i can actually acquire them! cause the traders will have everything locked until i both extract with the item + also unlock them from your quests.

      ALSO question: could it be possible to config some of the weapon requirements on tasks?
      as like (Kill this enemy 20 times with a toz) is like one of the lamest things. like lame as in not very interesting at all.

  • Question: Why is T2 weapon mastery quests are locked behind killing Reshala 20 times?

    Seems like a very odd choice for a core progression quest?

    • This is just how i decided to separate tier progression, seems natural to all other mastery quests. There are 4 tiers, each has a boss mastery

    • I would say some of the weapon progression quests do not seems to make much sense.

      I recognized that some of these quests are just memes, such as killing cultists with TOZ.

      But weapons like MP5, PP-19, AKS-74U, or just semi-auto shotguns are locked behind mutiple layers of extremely grindy quests, while tarkov core quests or royalty can be done way before the modded ones to unlock both better and affordable weapons.

      For example, T2 Assault Mastery unlocks the AKS-74U STD, which is a quest locked behind another quest that needs 20 Reshala kills, while both RPK-16 and AK-74 Contractor versions can be unlocked through Polikhim Hobo for a few dogtags, and AKS-74U Contractor is another barter can be unlocked through Luxurious Life.

      Another example is T2 Shotgun mastery unlocks the MP-133 STD, while MP-133 Contractor already exists after Luxurious Life.

      I have to say that i do love the idea of this mod, but I can't see why i need to complete The Stylish One multiple times to unlock barely better weapons.

    • I mean, mod is definitely on the grindier side, it was made to be a very long experience which only a few would complete. It was also made to kinda force you to play with garbage weapons, but im also not a sadist, so thats why contractor barters exist.

      As for your examples - Contractor/Info barter/BTC barter and other non-default barters for weapons are there to give you some spice, but they do not usually net you any kind of quest progression, as these usually require specific weapons to complete. Plus, there is on average 5 variants for each weapon, so completing masteries for specific weapons will net much better guns right out of the box.

  • In Custom profile is it possible get back my Unheard pockets?

  • Hello! After death, my items in the alpha container disappear. Is it a bug?

    • In your equipped alpha?

    • no, in a stash

    • Secured containers in stash do not retain items, its not a bug

    • Sorry, the translator didn't translate the mod description correctly

  • Are the weapons you barter for at the beginning supposed to be at 30% durability because its incredibly frustrating to have a weapon malfunction every engagement.

    • They are.

      But there is an option to set all durability to 100% in presetsconfig

    • ok thanks

  • Loving this so far - would just love more info... is there a guide somewhere? Or even a wiki? Just things like, what I am getting, specifically, from each Hideout option, for example. Kinda tough to gauge what I should be going for...ect ect.

    • I dont believe someone made a wiki as this mod is basically just got released.
      But heres a cutout of my ideas file:


      0: Vents - Dollars

      1: Security - Roubles

      2: Lavatory - Gear (Cloth)

      4: Generator - Bolt-actions/shotguns (Lamps, Cigs)

      5: Heating - Mags (Hoses)

      6: Water collector - Alcohol

      7: Med station - Meds

      8: Food station - Foods

      9: Rest space - GM count (Headphones), Gas An (NVGs)

      10: Workbench - ARs/SMGs/DMRs (GPs, Wires, Chainlets)

      11: Intel center - Valuable item crafts into money, access cards on death

      12: Shooting range - Grenades

      15: Illumination - Euros

      18: Solar power - Barters for grenade launchers

      19: Booze gen - Moonshine on death

      Everything else, for now, same as default tarkov

      Thumbs Up 1
  • Thanks for so much work done. Still a bi of tweaking needed: It's possible to fully disable player-scav raids and insurance, too. Still, thank you very much for this mod. Be well!

  • I'm not seeing any barters within my hideout, do I have to get lvl 2 upgrades for them to populate?

    • Love the mod so far!

    • The only crafts in the hideout atm - are in intel center. I want to add in crafts for all the stations, but prob in later update, which who knows when will happen

    • I see so there are no barters for cash like its listed in the description?


      Hideout stations now provide different items on death or survival.

      - Workbench, generator - barter items for weapons;

      - Lavatory, rest space - barter items for gear;

      - Shooting range - barter items for grenades;

      - Security, vents and illumination - money on survival.

    • It says in description "On death or survival"

  • Hideout showing no barters on newest version even after restarting & re-downloading. new bug after fixing infinite hideout load? or is it just me

  • @VioletAmbush


    Flea Market should be opened because I use "Required by" a lot when searching for what I can buy.


    You can make it in the configs to disable player offers even with the flea enabled though this would make us able to search for the items to buy from traders without the players offers, I knwo there are ingame filters but it helps :D

  • The Lab starter profile is so OP with the new Labs area. Get rig and backpack from barter then go to the new area to get guns nad ammo, you are goldden xD

  • @VioletAmbush Can confirm, closing the health "effect' parts did the trick.

    Thumbs Up 1
  • @VioletAmbush Might I know what you changed in the profile creation to fix the hideout problem? I want to manually fix it because I made a lot of progress yesterday xD

    • In profile.Health.BodyParts[] on death i used to set part.Effects to null, now it sets to empty object {}

      Plus i no longer clear the damage history

      Not really sure what actually helped

    • Thank you, I will try it and see if that helped.

    • Can confirm that this worked for me and let me continue with my pre-patch save.

  • Can confirm that hideout locks in infinite loop.


    I am hooked after 4 hours :D Would be appreciated if the hideout is fixed xD

  • Played it for 1 hour so far, Loving it, please continue developing this mod I am sure i nthe longrun many SPT players will love to experience EFT.


    I will continue playing it for while and progress through my new profile :D