Trap's Path to Tarkov - 3.11 Update 6.1.0

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Trap's Path to Tarkov finally updated for 3.11.

Interactable Exfils API 2.0.0 (or higher) is required!

Huge thanks to Trap for allowing us to update his legendary Path to Tarkov mod.


Works with Fika.

For all info about the mod check out the old page here: Path To Tarkov


Changes with this version:

- Fixed the health, hydration, & energy regen. Now correctly follows selected preset.


- Added functionality for locational flea.

Can be set to locational, everywhere, or disabled.

If set to locational you will need to set it up in the preset that you wish to use.
It's just like setting up a trader but the name for it is "Ragfair"

See default preset for example usage.

Troubleshooting :

Make sure SVM is loaded BEFORE Path to Tarkov.

  • I cannot seem to figure out how (if it's even possible) to make it so traders and/or locations are unchanged but the transits are enabled... i like the concept, but would rather have it be more sandbox and free instead of being locked down to specific locations all the time...

    Before anyone brings up the user config file: nothing in there wanted to work for whatever reason

  • It seems the mod is poorly compatible with Questing Bots. PMCs and "Player" Scav always appear on the map only from the point from which we ourselves respawned.

  • Please let me know if I'm missing something, but half of the extracts on customs don't show up as available for me. I suspect the customs expansion changed/removed them so the mod can't utilize them anymore. Examples are Warehouse 17, Railroad to Port/Tarkov/Military Base, and Sniper Roadblock.

    • Warehouse 17 is inside the new building over there. It’s just inside the door then in a small room to the right. Also, the railroad to military base works for me, but I haven’t checked the other 2. I also don’t think the sniper roadblock is implemented in the default preset.

  • I go to the locations in the merchant's hideout, but I do not have access to the merchant after the raid ends.
    Are there any possible conflicts with Hephaestus and EpicRangeTime-Weapons since it has its own merchant.
    Hephaestus and the merchant from EpicRangeTime-Weapons are available to me from any location.

    • It seems my position is not saved when I exit

    • Did you ever figure out a fix? It seems there are others with this problem and I've reinstalled this mod a couple times trying to see if it conflicts with any mods but it seems like it just isn't saving the position no matter what so idk

    • Make sure the mod is loaded towards the bottom of your mod list, specifically AFTER mods like SVM or raid overhaul.

    • i only have svm and yes your mod is below it

    • I moved it to the very bottom and it worked.

      It looks like one of these mods was in conflict:
      tyfon-uifixes
      valens-markedroomloot
      vinihns-makepl15greatagain
      Virtual's Custom Quest Loader
      WTT-PackNStrap
      zSolarint-SAIN-ServerMod

      Because they were initially lower than PTT


  • where would i access my modded traders?

    • You would need to add them to your selected preset, most likely the default preset. Open the configs folder and take a look at the default preset file to get an idea how to do it. You can also reference the original mod page here: Path To Tarkov

  • Hell yes, this is the number one reason to play SPT. Thanks so much for this! Legends!

    Heart 1
  • I'm having an issue where my position isn't being saved, where would I find the logs to help solve this issue?

    • Bepinex -> logoutput after encountering the problem and before booting SPT again


      User -> logs and grab the latest log file

    • Is there a good place/way to share them? They're having issues sending here, I'm assuming due to how long they are

    • I think pastebin would work.

    • I did a quick raid to get shorter logs since they were still too long, and the user log was still too long, so ill give you the Bepinex log now. Is there anywhere I can trim the user log so it'll fit the 500kb limit on pastebin?

      LogOutput: https://pastebin.com/2er3DY3r

    • Message them to me on Discord. slum_k1ng is my username.

  • 8| Amazing, thanks for you work in updating this core mod.

    Heart 1
  • Do you know how well this fits with Progressive Map Access?

    • I haven’t tested with that mod. I would imagine you’d run into issues but who knows? Give it a shot and report back if you’d like. Try putting progressive map access after PTT in the server.

    • The mods seem to work together unless I'm missing something, but so long as there's transitions between every map in some way, I think the PMA mod will work regardless, but maybe just more or less difficult depending on routes

      Thumbs Up 1
  • Do you believe this would have any compatibility issues with Raid Overhaul or Headless clients?

    • I run PTT on 3.10 with headless, no problems.

    • Yes, it will work with a headless client. My testing setup was on Fika with a headless client most of the time.


      As far as raid overhaul compatibility, it should work? I didn’t test with that mod but I don’t see why it wouldn’t work since as I understand it, raid overhaul doesn’t mess with extracts.

    • Thank you. I wasn’t sure if the raid timer would cause an issue.

    • Is there a way to make the car extracts cost money for each use?

    • I wish there was, but I couldn't get it working correctly in my testing so I left it out for now. I can potentially get another config option in that would enable car extract costs and a base price in a future update.

      Thumbs Up 1
  • Thank you Trap!!!

    This was one of my prior favorite mods, thank you so much for porting to 3.11

    Heart 1