Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
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 3.2.2
- LightoftheWorld
- 146 Downloads
INTO THE OUTER DARKNESS WITH THAT GLITCH
THERE WILL BE WEEPING AND GNASHING OF TEETH. IT WILL SUFFER.
Ahem.
-Fixed QE's contribution to the issue where bots could become unlootable / freeze / glitch after death.
THIS HAS BEEN TESTED. THE BUG HAS BEEN REPORTED WITHOUT THE PRESCENCE OF QE AND EVEN IN LIVE TARKOV. IT IS NO LONGER QE'S FAULT.
A massive thank you to TheGoldenaxe001 (TheGoldenAxe001 / Raptor) for testing this with me, providing logs, and just generally being helpful. He will remember this.
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Version 3.2.1 (You are a tester now)
- LightoftheWorld
- 86 Downloads
Blacklisted all Achievement conditions. Because BSG uses the exact same method for both Quests and Achievements. Thanks, BSG.
Also removed null guards on a method and wrapped it in a try/catch to better expose the error. That means that I fully expect this to break. But all the other versions break, so why not try this one? At least when that stupid, worthless error happens, I'll catch it. It'll show me what's wrong. And I will finally rid it from this repository.
It doesn't happen on my end or Id've fixed it already btw
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Version 3.2.1
- LightoftheWorld
- 44 Downloads
This is an attempt to fix the commonly reported issue with bots freezing upon dying. Long story short, there are some invisible "debug" quests in game that QE was picking up, I have prevented this. If the issue still persists, please send me the BepInEx LogOutput; I might need to blacklist more things.
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Version 3.2.0
- LightoftheWorld
- 794 Downloads
-Fixed many issues related to Quests Extended in the main menu. Particularly, QE was struggling if the player completed multiple "multiple choice quests" between raids, this has been fixed.
-Added some additional null guards to hopefully end the bots freezing in place and being unlootable
-Added a new EnemyTypes modifier, applicable to all of the Combat quests. You can put Bear, Usec, or Savage ("Scav" works as well). Thanks to austib on Discord for the idea!
I know I haven't been updating this mod's page with all of the quest types. I sincerely apologize. I am out of town this weekend, but I will do my best to get it done as soon as I can next week. Continue using the version notes for now.
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Version 3.1.0
- LightoftheWorld
- 855 Downloads
-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
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Version 3.0.0
- LightoftheWorld
- 254 Downloads
"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)
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!
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Version 2.0.2
- LightoftheWorld
- 828 Downloads
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)
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Version 2.0.1
- LightoftheWorld
- 190 Downloads
Critical bug fixes related to the end of raids, especially for hideout instances
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Version 2.0.0
- LightoftheWorld
- 176 Downloads
^^^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!
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-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.
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Version 1.7.5
- LightoftheWorld
- 341 Downloads
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.
Vercinaigh
Good job much obliged for the hard work!
TheGoldenaxe001
Testing the newest version, and unfortunetly I have ran into the same issue, with and without bosses enabled. Here is the LogOutput, and it unfortunetly doesnt show my kill just as before
LightoftheWorld Author
It's picking up achievements... I see. Let me try to fix that.
LightoftheWorld Author
Could I get you to DM me in discord, by chance? Same username as here.
hellchickens
lol, it reminds me BSG bug 2024 end, after zombie event was finished. There was literally same bug when last killed for achievement unit stuck lagging
TheGoldenaxe001
This is still causing issues with AI freezing on death. I can send logs if needed. It seems to be a degrading issue where more and more bots are affected the more you play
LightoftheWorld Author
The odds of me coming back to the database the same minute you post a comment... funny. Anyways yes, please send logs. Really it'll just let me know what method is causing it (I probably know it), but it's something
TheGoldenaxe001
Just my luck lol. Faster the better
What logs do you need? I'll run a raid for you
LightoftheWorld Author
BepInEx->LogOutput, please!
TheGoldenaxe001
I was able to get it quick into this raid on a PMC I killed. Questing Bots is only showing I killed a scav before, though they died correctly
LightoftheWorld Author
...Sooooo... there's not a single error from Quests Extended in this log. I don't know what the incompatibility is, but it's not this mod by itself. In other words, the combination of this mod and another mod is causing issues. I've already tried quite a few mods and they play fine together, and I don't run into this issue myself... Can you try removing Questing Bots and seeing if the error still happens?
Vercinaigh
Still a few issues with bots becoming unlootable and animation stuck mostly with bosses but happens in general sometimes, but not always as it was before.
LightoftheWorld Author
Rippppppppp.... ugh. Can you provide any logs for me when this happens? I can see what method is throwing it (I have a clue but still good to see) and I can see what I can do
Vercinaigh
Sorry had to remove it so others could actually play, run a dedicated server for a group so it's not installed right now.
LightoftheWorld Author
Fair. No worries
Vercinaigh
Sorry can't be of more help, really want this working for another mod that thus can't work without it.
Vercinaigh
I can test new versions if you have any ideas. I just can't leave this up long term, eager to have it working.
Darezi
Why change the file name from QuestsExtended to GuidingLight?
It's confusing when looking for this mod in the folder, as it's named differently.
LightoftheWorld Author
What??? Did I set the wrong name?
LightoftheWorld Author
Oh my gosh. I did. My bad!!!!!
quesonuke
Heads up, I ran into conflicts with this mod and FIKA that cause bots to freeze on death repeating their last action.
LightoftheWorld Author
Hoping this will be fixed in an update that is coded and in the testing phase
quesonuke
Thanks for your work, I'll definitely be checking it out!
Vercinaigh
Update dropped, any confirmation on it being resolved?
quesonuke
I most likely won't be installing, it's too much trouble maintaining a working headless as is
Paslore
start a game in the streats, just had Kollontay and Kaban freezing on death....
hellchickens
Sup bro, after I've installed QE and passed first week i have now issues with weekly tasks. Suppose there is something wrong with generation. Here is the part of the log:
hellchickens
works in 3.2.0, thanks
drippin jimmy
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
John Tarkov
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.
drippin jimmy
true but the bug i'm encountering is consistent across every bot I kill while bsg's bug happens much less often
JayBeee
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.
LightoftheWorld Author
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.
hellchickens
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
black_rose
are there any mods that utilize this yet?
LightoftheWorld Author
I am actively working on updating Guiding Light to utilize most of these conditions.
LightoftheWorld Author
I will link any mods that use this btw
LightoftheWorld Author
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!
spicymanp
Thank you!!
selyue
is this as the same as two day before ?
LightoftheWorld Author
Yes. CJ has asked me to make my own mod page for it as I am now completely in control of the mod