Progressive Map Access 1.5.0

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Quest based map unlocking

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  • Version 1.5.0

    Changed how the mod maps out map locations in game. Tested it for about 2 minutes, let me know if it doesn't work.


    Known Issue: The location selection screen still only works while its in English, I need to explore what I would need to do to support other languages.

  • Version 1.4.0

    Fixed the client mod. It looks like I broke map unlocking at some point and at least with my fika install was spamming the console logs like crazy. This stuff might have just been on my dev build.


    For some reason woods and terminal switch game objects on the map select screen, not sure what causes it. Added a check that should detect that and fix it. Might need to be on the lookout for this happening with other maps. This is not shown in the UI and normally would not be an issue, except for the way I currently handle location mapping and unlocking.


    But hopefully it fixes issues of maps not unlocking for people. I tested it across 3 different installs, all created at different times and with different mod configurations.


    Can confirm that this works with fika and a headless.

  • Version 1.3.0

    Fixed the unlocking of adjacent locations when using the config options that allow temp unlocking of latest extract and adjacent locations.


    EDIT: Whoopsie! I forgot to put the client side of the mode in the release. Redownload if you have any problems. Its fixed now thanks to a friendly ping on discord for letting me know.


    If you updated from 1.2.0 then it really shouldn't be a problem because the client mod didn't change, it was all server changes.

  • Version 1.2.0

    • Moved unlock logic to the client, unlocking maps is much more responsive now and should not have any delay
    • Fixed the incompatibility with the bot spawning mod MOAR

    Note: The config file has not changed.

  • Version 1.1.0

    • Code rework to at least look better
    • Addition of a new map opening type 'Camping'
    • 'Camping' remembers the last map the player successfully extracted from, the player may continue to select said map until they have either died, or extracted from another map
    • 'Extended Camping' is a feature of that temporarily unlocks maps adjacent to the saved 'Camping' spot
    • New config file, for anybody who has already adjusted there config, the additions is only three lines. Might just copy and paste so not to lose any changes you have made
    • new way of saving player data, now the mod creates a folder with the players id and creates a file inside, the same file as already exists, please let the mod create the file and don't transfer over your already created ones. The mod will figure out what you have unlocked
    • Added a new field to the player profile that the mod saves, this tracks if the player has unlocked all maps via the configs quest requirements and disables check to prevent unnessary function calls.
    • new file that tracks player location from successful extracts, this file gets created once you have completed a raid. The file gets placed inside of the new folder in the db folder. This is responsible for the change in player profile location


    Whoops, forgot to attach the file, it is now attached.

  • Version 1.0.0

  • My Bad


    While working on my mod list for my install I noticed what a few people have reported, mainly that maps don't unlock. I have hopefully fixed it. Part of the fix may require a more elaborate solution, but I'll wait and see if people still have problems.


    The mod still requires that the UI language of the location selection screen is in english.


    I didn't put a ton of thought into what quests should unlock which maps. I had considered making some maps only unlock once you have completed your first quest on them, like shoreline only unlocking once you've finished Fishing Gear, so that it would require you to transit to the map. Would be an interesting hardcore style of change.


    But at any rate, I would be interested in knowing what other people set their maps unlock to.


    If you want a more 'Hardcore' base experience without having to modify the config yourself I now have an optional download that requires you to complete a mission of each map before you actually unlock it for free access.

    • Sounds like a good idea to me. I'm looking to start over, and maps locked behind specific quests and forced transit for the initial unlock sounds great.

    • Glad you like the idea. Gives some more depth to progress I think.


      I'm working on an update that will track your last successful extract and will unlock that map until you either die or extract from another map.

    • You say you didn't put a lot of thought into it, but that's probably more than BSG :)


      Fantastic mod! I usually avoid transits, but forcing them a bit early game (non-hardcore version) is a great idea imo. It would introduce the player to the concept of transiting, while offering map access as a sort of reward. I'm on board, sir!

    • I can't help but agree. Until I started making this mod, I don't think I have actually used a transit in SPT once. But now its actually kind of exciting sense instead of just being this tacked on thing, its actually useful to gain access to maps and quests.

      Heart 1
    • that's a really cool idea, although i gotta say that i would prefer for it to be maybe a config on f12 menu, if possible


      i'm playing on a weak cpu, and transits most time force it too much and makes the game crash ;( ;(

  • I just noticed theres been an update for path to tarkov for 3.11 which got me thinking.

    Is there a chance you could add an option in the config to lock traders behind specific locations? Or better still (but I doubt it) this be used alongside PTT?

    • I saw someone ask over there if they could be used together. And the reply they got was probably, I think. I don't really know much about path to tarkov so I'm not really sure of the benefit of using them together.

    • This was the comment I mentioned.

  • Thanks for the update, adjacent extracts working nicely now.


    A suggestion - making car extracts unlock the whole map for the next raid. Would be a nice relief for hardcore type playthroughs, if it is at all within the scope of this mod....

  • This mod only works when the player's language is set to 'English'. If 'Simplified Chinese' is selected, it will cause an error and fail to unlock the map correctly

    • Thanks for letting me know. I'll put something in the description about it currently only working with English version of the game.

    • Here's a quick fix: When choosing the map, switch the language to English first. After hitting "Next," just switch it back and it'll work fine

    • Thats a good suggestion. Thanks for the tip.

  • My locations are not unlocking when meeting reqs until i reboot the server. i initially had a problem with ground zero being locked but fixed it the same way. idk if this is something you've had to fix before

    • Did you install the client mod? Because it sounds like you didn't install the client mod.


      Edit: Just realized it could be due to not using the English localizations of the game UI. If that is the case it would case that behavior as well.

    • yeah i have both the bepinex plugin and user mod installs, i'm not sure about the whole localization thing. i should be using the english locales

    • Are you on the latest version of the mod?


      Also if you would, check the server console while navigating between the main menu and the location selection screen and see if you see any instances of

      /ProgressiveMapAccess/CheckQuestProgress/
      /ProgressiveMapAccess/UserProfile/

      /ProgressiveMapAccess/UserRaidStatus/


      Let me know.

    • i downloaded this like 2 days ago so I should be up to date. i do see lines saying 'sending users quest progress' and then my user profile code after each of those lines you listed

    • What other mods are you running? It would also be easier to possibly troubleshoot this if you came to my thread in the spt discord when you had a chance.

  • Just updated to the latest version and all maps are locked.


    EDIT:


    Rolled back to 1.1 and Ground Zero is accessible again. Anyone else had this?

    • Yes, they are all locked by default now. The maps are unlocked via how your config is setup and your quest progress. The default config has ground zero unlocked.

    • Is there any way you could send me your profile from the latest version. The client portion handles unlocks on the latest and I would like to see it.

    • I know all are locked by default, which is fine. But what I mean is, even Ground Zero was locked. Literally all maps locked to can't enter any raids at all.


      This is on a fresh profile, fika headless setup

    • That helps a lot. I had not tested it in the setup. I'll do some testing on my headless.


      Thank you

    • FYI in the most up to date version unlocking is handled by the client so it might need to be on both the headless and the client.


      Funny I was thinking about this setup earlier today when messing with mine.

  • ‎‏‎ ...‎‏‎ ...Hello, good time. Don't be tired. I have a question??! Is it possible to open the map terminal?

    • Possibly, I haven't mapped it out in the mod and I don't know if spt even has assets for that map in its files.


      So I don't know.


      Edit: Just looked at the base file in the spt server files and it doesn't even link to a bsg scene in the assembly. So I'm going with no for the time being.

  • I deleted the module, but my Merchant is still not unlocked, and the newly added tasks are not deleted. What should I do?

    • Yeah, I don't lock any merchants and I don't add any tasks, so you will have to look at your other mods.

  • thx man, i was just gonna report the problem of the maps not unlocking, and you just released a update


    you're the boss man

    • No problem, I've been working on this update off and on this weekend because it was originally reported on Friday to me. For me, the mod was much more responsive for me with the new update.


      Let me know if anything comes up.

  • Only reason i haven't used this mod yet is that i am too comfortable with "Algorithmic Quest Progression" mod which moves some quests around and i am not sure if it would work with it or if i should spend some time adjusting the quest Ids to match the mods.

    Do you know if they work together well?

    • You would need to spend some time adjusting which quests were required for which maps.


      Also. You could just have a few maps unlocked and use transits to access adjacent maps


      It would be up to you

      Thumbs Up 1
  • The problem is that there's nothing specific about the maps. They contain practically the same loot...

    • I'm not sure exactly what your getting at? This mod doesn't touch loot.

    • I"m talk about the game, not specially your mod ^^

    • Ah fair.

  • Labs is available although it is set to be locked in the config file. Any idea about why that might happen? (Locked by default is on and quest requirements are also checked to be one that I haven't reached yet.)

    • What was the last map you extracted from?

    • I believe it was ground zeros but then I checked and I had MOAR running so that might've conflicted with it too. Right now I'm waiting for the major update so the incompatibility hopefully would be gone. Thanks for responding and this amazing mod!

  • As a concept, I would love a version of this mod that permanently blocks map selection, forcing you always to use transits. And the only map available for selection would be the one you died in or extracted from.

    • Well you could pretty much get that by setting the quest that unlocks any map to be a very late game one. Say completing collector. Then the maps would remain locked pretty much the whole time. That would just require you setting it in the config.


      As for the the maps available being the one you extracted from that is an option already, but right now when you die the mod resets that.


      So its pretty close already to what you are asking for.


      Edit:

      I am tempted to create an option to only allow you to reenter the last map you were on, death or no. Could be an extreme hardcore option.

      Heart 1
    • That would be neat! Thanks!

  • new version just only Source code? ?(

    • I got it fixed, probably just after you downloaded it. Thanks for the heads up, though.

    • THX! you do the good job! :爱: <3

  • Question: Can I install it after the wipe has started or do I need to reset the wipe to 0?

    • It shouldn't be a problem to install it mid playthrough. The mod will create the necessary files for itself when you load the game. But without customizing the map unlock requirements it might not do much.

      Thumbs Up 1
  • Thank you very much for your mod! I was able to make myself a challenge, only one available location is Customs. Oh, I think I'm going to be very tired...

  • Honestly, this is a great idea! Especially love the hardcore config because it adds that extra challenge and tension, plus the reward actually feels like you're making significant progress. I've never used transits in SPT and I don't even know if they function correctly, but if they do then I'd love to try this mod next time I start over. Good work!


    By the way are the maps locked for scavving as well?

    • I'm not sure. Probably, sense I set the map lock status before you actually pick between your scav or pmc. So until I check I'm going to say yes. Might look into a way to open maps for scavs, or maybe a random collection of them. But that might not be doable with the current implementation of the mod.

  • I was looking for a mod just like this, well done. This might be outside the scope of this mod, but would there be a way to temporarily unlock a map, specifically if you just extracted from it?


    For example, I only have the first 3 maps unlocked but I transit all the way to Shoreline, then extract. I'd like to be able to redeploy to Shoreline on the next raid after extracting, without unlocking the map permanently

    • I might look into that. When I started the project I didn't see an easy way to track which maps the player has extracted from.


      I might put some time into that.

    • Taking a look at this now and it looks possible. I might be able to have something out later tonight with this feature.

    • I have now added this feature to the mod. It works just like the rest of the location unlocking and the the player will have access to the saved location until they either die or extract from another map.

    • wow awesome, so fast too! you're a great mod author 👍

      Happy 1
    • ok it seems it doesnt actually work, at least in my brief test after extracting from woods it remained unavailable

  • I think it won't work with FIKA because the transits are disabled by default even if it is enabled in fika.jsonc. I mean for me the transits don't work.

    • I think transits might work if you have a headless. Im not sure. But the locking of map access should still work, just wouldn't want to rely on transits to complete quests on locked maps.


      Edit: I just checked the fika discord and yes, transits only work if you use a headless. But like I stated the locking of maps should still work either way, just need to keep that in mind when configuring how maps are unlocked.

      Thumbs Up 1
  • spt continues to outdo nikita buyanov in the big 25

    Heart 2 Thumbs Up 3
    • I like how it took the modding community a full two days to make a better 'hardcore' map access then what they had at the start of the wipe. If I could figure out how to track player extracts with the server I would make it more dynamic with only unlocking maps next to recently extracted maps. Or at least add the option.

    • its been way longer than that. Trap released Path to Tarkov years ago and thats the best map access implementation yet.

    • I've never used Path to Tarkov. I've heard of it.

  • First of all thanks for making this mod, great idea. I really like the idea of a Hardcore preset where you have to transit to complete the first quest of each map before unlock. Of course users can make their own custom config but unless you already have the quests memorized obviously some time in the wiki would be necessary and lets be real, we already spend too much time either modding or in the stash rather than in raids.
    If you get round to it, it would be a must have for any hardcore playthrough!

    • I could look into creating a config that by default requires the player to complete a quest on the map prior to it unlocking. Could be fun.


      Edit: Just looking at the map if all maps unlocked in that fashion you would have to transit from Ground zero, into streets, then interchange, just to get to customs, which is where most of the early game quests take place. Would be a heck of a run. But in the spirit of hardcore, I'll create an optional file that is setup in that way.

    • Alright Mossy, I just added a hardcore config optional download. Hope you enjoy.

    • Bro crazy stuff, thanks so much, lets see how it goes!

  • When I saw the "Hardcore Wipe" map system, I was excited for someone talented to create this mod! Thanks tons, Trench!

    • No problem. Enjoy it and let me know if there are any major issues.