Quests Extended 3.1.0

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For when Jaeger isn't interesting enough

Quests Extended is a client mod, originally authored by CJ, that expands the list of conditions that can be used within quests, with the goal of allowing for more unique / interesting quest designs. There are currently 32 additional conditions, including things like activating power switches, restoring health, and searching containers.


Please install this mod before installing a trader that utilizes this mod.

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  • Version 3.1.0

    -Quests Extended no longer throws infinite errors upon the first raid of a profile.

    -Quests Extended (should) now properly start quests in the main menu

  • Version 3.0.0

    "Completed the mod, only small updates from now on!" Pfft, yeah. Sure, past Light. Sure.


    Welcome to the overhaul, buckos. Errors? Haven't heard of them. Works in main menu? Absolutely. Overly complicated code? Exclusively. Hotel? Trivago.


    ...Alright, actual patch notes now:

    -Quests extended should no longer throw any errors, especially those related to bots freezing in place after death. If you find an error, report it to me immediately so I can terminate it.

    -Quests extended now functions properly in the main menu. Alongside this, there are now conditions for various things in the hideout as well as trading. See the respective tabs for more information (IF YOU ARE SEEING THIS IT IS NOT YET WRITTEN)

    -General conditions:
    -Added a "MoveDistanceWhileRunning" condition (I now realize I didn't test this one :kekw:)


    Added THREE new categories of quest conditions: "Hideout", "Trading", and "Misc"

    Hideout:

    The following conditions have been added:

    -CraftItem

    -CraftCyclicItem (Water collector, booze generator, bitcoin farm)

    -CollectScavCase

    -CollectCultistOffering

    -CompleteWorkout

    Both the CraftItem and CraftCyclicItem can be specified with the optional Workstations[] field in the .json file, simply enter the name of the workstation(s) you wish to require. I.E., if I want a quest where you craft two items at the workbench or the medstation, I could do Workstations["Workbench", "Medstation"]. These conditions are incremented when you COLLECT the item, not when you start crafting them!!!


    Trading:

    The following conditions have been added:

    -CompleteAnyTransaction

    -SpendMoneyOnTransaction (Purchase items from a trader)

    -EarnMoneyOnTransaction (Sell items to a trader)

    All three of these conditions can be specified with two optional fields: TraderIds[], and CurrencyTypes[]. If you wish for specific traders to be used, simply paste their id into TraderIds (You can find the trader ids somewhere, I believe in you!). For CurrencyTypes, please type "RUB", "EUR", and / or "USD" for roubles, euros, and dollars, respectively. Both fields can be used at the same time, you can create a quest where you spend Euros at Mechanic specifically, so you'd want TraderIds["5a7c2eca46aef81a7ca2145d"], CurrencyTypes["EUR"].

    -If you do not specify a CurrencyType, it will be assumed that you are wanting a total sum of money, so euros and dollars will be converted to the equivalent rouble amount in terms of quest progression (1 Euro = 153 Roubles, 1 Dollar = 139 Roubles. Both values are what you purchase them for at traders).

    (P.S. This works with custom traders as well! You can use your own trader's ID for these conditions)


    Misc:

    The following conditions have been added:

    -FixAnyMalfunction

    -FixARMalfunction

    -FixDMRMalfunction

    -FixLMGMalfunction

    -FixPistolMalfunction

    -FixShotgunMalfunction

    -FixSMGMalfunction

    -FixSniperMalfunction

    I will probably consider consolidating these into one function, and having an optional field similar to TraderIds and Workstations, but at the moment they are separate. These probably increment when you fix a weapon malfunction. I'll be completely honest, I spent so much time working on hideout and trading that I never tested these. Have fun!

  • Version 2.0.2

    This is an incredibly small QOL update for quest creators. You do not need this version unless you are using this mod to create quests and want the single thing it adds.


    -Added "QuestName" as a field for the .json files (It isn't used by anything, it's merely there for ease of looking at larger files)

  • Version 2.0.1

    Critical bug fixes related to the end of raids, especially for hideout instances

  • Version 2.0.0

    ^^^Please download 2.0.1


    This mod is officially completed in my eyes. I will still maintain it, make some new conditions here and there, fix bugs, but as far as massive changes go, this is it. I want to give a massive thanks to:

    Cj -Original creator of this mod, and put up with me as I worked on it, as well as assisting me on rare occasion. This mod would not even be here if he did not allow me to maintain. Thank you, CJ.


    DrakiaXYZ, Apex Predator (Jehree), AcidPhantasm -All three of them helped me time and time again as I suffered through learning server modding, learning about BSG's... interesting quest code. I truly do not think this mod would be in this state (at least this soon) if even one of you weren't there for me. Thank you Drakia, Jehree, and Acid!

    ----------------------------------------------------------------------------------------------

    -Added "Multiple Choice Quests". You may now create quests with any number of conditions that each start any amount of quests when you complete them, creating true branching paths. See the "Multiple choice quests" tab for more information.

  • Version 1.7.5

    Penultimate update that I have planned for QuestsExtended. That does NOT mean I am just dropping QE off a cliff after the next massive update, it simply means that my vision for this mod will be "complete" and update will become smaller and less frequent.


    -Added 'CompleteOptionals' condition (see the "Quests with optional objectives" tab). This means that, in short, you can create quests in which the player only has to complete a certain number of conditions on that quest, instead of needing to complete ALL conditions on that task.

    The above is a standalone feature, but is also a framework for the "last" update, which is to add multiple choice quests. I do not know how long this will take to implement, I have some framework stuff already.

  • Version 1.5.0

    Added the following quest conditions:


    DestroyEnemyBodyParts

    KillsWhileADS

    KillsWhileCrouched

    KillsWhileProne

    KillsWhileMounted

    KillsWhileSilent

    KillsWhileBlindFiring

    MountedKillsWithLMG

    DestroyLegsWithSMG

    RevolverKillsWithoutADS

  • Version 1.4.1

    One fix and one addition:


    -Fixed "DamageToArmour" incorrectly calculating the amount of damage dealt. It now properly detects how much damage was dealt to the armour itself, aka durability lost.

    -Added "DamageToArmourWithShotguns" as a quest condition

  • Version 1.4.0

  • Comments here are welcome, however it is preferrable if you instead send a message in the "Light's Mods" thread in #mods-development in the SPT hub. You will receive replies much quicker, and conversation is much easier on discord compared to a comments thread. Thanks!

  • Hello, i'm having a bug where after I kill a bot, they stand still completely but are still able to track me up and down, just not side to side. They don't move at all, and this behavior can be observed in live EFT. please take a look into this if you can, thank you

    • Not sure why you think this mod author for a mod unrelated to AI would be responsible for "looking into" an issue that exists on live. Seems like you may want to contact BSG about this.

    • true but the bug i'm encountering is consistent across every bot I kill while bsg's bug happens much less often

    • I get a similar bug, I kill a bot and they just stand around. If they're close to a door or something they can still open it, but it's not fully dead and won't count for quest progression and I can't loot them.

    • Possibly a mod conflict. I have yet to experience these bugs myself. If I find them, I will try to fix them. Please post error logs in the discord for me to look at.

    • install SAIN, all the problem in BSG bots logic. So SAIN + looting bots + questing bots will override logic layers and bots will be much more entertaining

  • are there any mods that utilize this yet?

    • I am actively working on updating Guiding Light to utilize most of these conditions.

    • I will link any mods that use this btw

  • Thank you!!

    Heart 1
  • is this as the same as two day before ?

    • Yes. CJ has asked me to make my own mod page for it as I am now completely in control of the mod

      Heart 2