Kiki-RemoveTediousQuestConditions 2.3.3

This mod gives you a config file which enables you to remove certain requirements from quests. (full explanation In description, All option are disabled by default!)

# Mod RemoveTediousQuestConditions


This is based on Toasty remove tedious quests, but uses non of their code.


#toDo
Add more conditions ie. time, map number of kills required..
Add options for other annoying quests ie. kill killa 100 times.
Further work on Locales probably.


***This probably won't work with mods that add quests, you can try adding some aa's in front of the folder name so it runs first***

***Detailed config explanation with lists of effected quests (at time of writing)***


For each option, set to true to enable, false to disable.


setPMC = There is one quest which requires you to kill USEC

(this can be an issue if you are playing USEC with all AI PMC set to Bear)

If true this will allow any PMC kills to count.


Friend from the West Part 1


debug = will show in the console the condition affected, and all the quests impacted by this.



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  • Version 2.3.3

    Updated package.

  • Version 2.3.2

    updated for 3.6.

  • Version 2.3.0

    Updated for AKI 3.4.0.

    Refactor of code.

    Added options VisitPlace and HealthEffect.

  • Version 2.2.4

    Fixed typo of InZone in config, which caused the inZone setting to not work.
    Big love to Artur90il for finding the error <3

  • Version 2.2.3

    Added missing InZone option from config, shoutout to TarkovRat for spotting that it was missing <3

  • Version 2.2.2

    Updated for AKI 3.3.0.

  • Version 2.2.1

    Added
    InZone = removes requirement to get kills within a specific map zone.

    Huntsman path Secured perimeter

    Huntsman path Evil watchman

    No place for renegades

    Back door

    Safe corridor

    Pest control

    Capturing Outposts

    Long Line

    Easy Job Part 2

    Overpopulation

    Long Road

  • Version 2.2.0

    Updated for .ts and AKI 3.2.4.
    Locales changer needs a complete rewrite, so is removed for now.

  • Version 2.1.0

    Added Location option to config. If true, removes requirement for actions to be completed on a specific map. (to do, clear up locales to reflect this too)
    Added debug option to config, if true, will display the condition name, and every quest affected, in the console log.

  • Version 2.0.1

    Updated to AKI 2.3.0 ++.

  • It looks like that due to the change in quest.json in 3.8.0 some quest conditions in this mod no longer works, here's a temporary 'fix' to make this work in 3.8.0.

    First change the "akiVersion" in package.json to "3.8.*";

    Then go to RemoveTediousQuestConditions.ts and remove every "_props" you can find, replace every "_parent" with "conditionType".

    Should be fine now.

    Heart 1
    • To be clear for the props removal, line 30 goes from:

      quests['5a27c99a86f7747d2c6bdd8e'].conditions.AvailableForFinish[0]._props.counter.conditions[0]._props.target = 'AnyPmc'

      to

      quests['5a27c99a86f7747d2c6bdd8e'].conditions.AvailableForFinish[0].counter.conditions[0].target = 'AnyPmc'

      ...and line 110 goes from:

      let thisCondition = input._props.counter.conditions

      to

      let thisCondition = input.counter.conditions


      Then for parent, line 94 goes from:

      if(quests[eachQuest].conditions.AvailableForFinish[eachCondition]._parent === 'CounterCreator')

      to

      if(quests[eachQuest].conditions.AvailableForFinish[eachCondition].conditionType === 'CounterCreator')

      and line 111 goes from:

      thisCondition.filter((finalCondition :any) => finalCondition._parent === target)

      to

      thisCondition.filter((finalCondition :any) => finalCondition.conditionType === target)


      Would that be correct?

    • That is correct. Enable debug and check server log to see if all the conditions enabled are listed there with quests affected. Working fine for me so far.

    • How do I edit a .ts file?

    • Anything that can read a text file. I use atom but something like notepad should be fine. Right click on it and select a program to open it, if you're having problems.


      Don't forget to change the config file too to actually turn it on... (note: this may be something I did and couldn't work out why it wasn't working)

    • tnx

  • help me from quest jesus

  • I can't live without your mod. Please update 3.8.0....

    Thumbs Up 3
    • me too.....😭😭😭

    • Just change the akiVersion in package.json to 3.8.* and it works for me.

    • I'll try it right now

    • Can confirm, just changing the version worked for me. It's possible that it doesn't work on some quests/conditions, but I haven't encountered anything like that yet

    • If you're copying from your 3.7.x folder you might run into an error like I did. The easiest thing to do is download a fresh copy and change the package.json version like Artaud114 suggested.


      Alternatively you can be stubborn like me, I still had an error that it couldn't load so I had to load RemoveTediousQuestConditions.ts in VSCode and comment out row 30 as below and now mine loads.


      /**quests['5a27c99a86f7747d2c6bdd8e'].conditions.AvailableForFinish[0]._props.counter.conditions[0]._props.target = 'AnyPmc'**/


      Error


      TypeError: Cannot read properties of undefined (reading 'counter')

      at RemoveTediousQuestConditions.postDBLoad (G:\EFT\AKI_3.8.0\user\mods\Kiki-RemoveTediousQuestConditions\src\RemoveTediousQuestConditions.ts:30:88)


      But, the new copy with the edit to the json worked right away. That line I commented out is default in the code.


      ETA, I didn't run the game with my commented out line, so I don't know what the result would have been. There were two additional files in the src folder compared to the fresh download.


  • For those people who also have the traveler mod, you might get TypeError on server startup.
    For me at least, loading this mod after the traveler mod seems to mitigate this error.
    I haven't gotten far down the quest line to ensure all quests are functional though.

  • Option to remove the timer for Gunsmith quest as waiting is just tedious.
    image.png?ex=655931fa&is=6546bcfa&hm=5dbe81e13bb5e18984a581b9b7ee3369f0ddf785006e798d7a5e20f6f678f612&

    image.png?ex=65593207&is=6546bd07&hm=fc7c05a60126d004e0533b5035182d7ff2cfa728228d27147ac7332bc108a6f1& Have to wait for 24h IRL to me that's just shitty

    want to mentioned there is more than one had on at 8 and now after was/is completed 13

    • Test Drive part 2 is also not on the list.

  • Do I need a new save file for this?

    • Nope, always a good idea to make backups though.

  • When setting "weapon" to true, kills in punisher 4 and spa tour 1 doesn't count no matter what weapon is used including 12g. It's just me or is anyone else having this problem.

  • the "InZone" bug still seem to exist. I guess it's not enough to just remove the "InZone" condition, but also have to add new "Location" condition?

    It's quite tricky, plz save us, master kiki!

    • Ahh I forgot to look into that, woops. My guess is, that due to a zone being in a location by necessity, it doesn't have a seperate location condition, so when the inZone is blanked, it must not matter the map you do it on.
      Hmm may be able to write a condition check to add the map condition in, I will have a think.

      Heart 1
    • I am working on a solution as we speak, so fingers crossed.
      Been a tricky bit of mental gymnastics so far ^^

      Happy 1
    • Is this still an issue? Was looking into installin this mod specifically for the InZone requirements. Can't for the life of me get scavs to spawn barracks or OG Bunker on reserve lol

      Edit- Just tried it, setting InZone to true worked for both quests! <3

      Heart 1
  • yaaaaaay another kiki mod updated i absolutly suggest to use :)

  • Absolutely amazing QOL mod - especially for avoiding the tedious Jäger grind and some punisher quests.

    Cant wait for a 3.7 update. Thanks for taking over the port <3

    • Out of pure desperation I decided to backup my profile and try to throw in the mod regardless of version differences, as I read on the page of "Algorithmic Quest Randomizer" that their mod should be compatible with every SPT version.


      Given that your mod adresses the same things - being quests - it actually still works perfectly in 3.7.0 I just noticed

      Heart 3
    • Lovely, I was hoping it would, just haven't had the time to do some proper testing.

    • Thank the lord lol. I cannot stomach iron sights on these bloody bolt actions

  • Thanks my man, my life quality master, you always the best <3

    Heart 1
  • Hi kikirio, thank you for the grate mod. I wanted to ask Does it work on 3.6.1? Will it ever be updated?


  • https://cdn.discordapp.com/att…641094753013870/image.png

    This quest is not exclude on the equipment side of things

    • Equipment is what you are / aren't wearing. It is just flavour text. It says in the brackets you need to kill Reshala's guards,

      Thumbs Up 1
    • u need to wear police gear and i mean i killed his guards with the quest active but no progress and yes the setting is to exclude the equipment.

    • No, as I said above, it is Reshala's guards. There is no police uniform for the player to wear? what are you talking about?
      Wiki Link.

    • nvm

  • Any update for 3.6.0?

  • Just a heads up debug shows that this doesn't work for Health Care Privacy Part 1. Just my luck that's the bugged quest I need to skip :(

  • Hey, I have a mod conflict with this mod and SPT Realism. I've done extensive testing to isolate the config options that cause the bug with SPT Realism (all tests and results are below). I really like this mod and the specific config options that cause the errors are some of the most important to me. Those will be listed below. I did preliminary testing to ensure that only this mod and no others caused the issue with SPT Realism.

    In short, VisitPlace always causes an error with SPT Realism, Location and HealthEffect cause errors when both are enabled at the same time.


    Testing (it is a lot so I put it in a spoiler to not clog the comment section)

    • Compatibility with other mods can never be guaranteed.

      The error appears to be, with realism editing a quest to add items, after the condition has been removed.
      Only thing I can suggest ios to run this last in the load order (add some zzz's to the start of the mods folder name)

    • This worked, thanks!

      Heart 1
  • im on 3.5.7 and it wont work for tarkov shooter part 1

    • There are 3 options that relate to this quest. weaponModsExclusive, Weapon and Distance.
      which options do you have enabled?

  • Sorry im new to this, does this go into plugins under BepInEx or user/mods?

  • Truly I'd rather be able to skip gunsmith more than anything else

  • Awesome mod!


    A bug I guess I encountered, I was running around Shoreline killing scavs, having enabled the inzone thingie, and I got notified I had completed Long Road, which asks for scav kills on Lighthouse - no big deal, just thought I'd let ya know.

    • Do you have locations : true, as well?

    • Nope, have distance and healtheffect set to true along with inzone.

      Thumbs Up 1
    • I thought this might be because Shoreline and Lighthouse are "connected", so maybe somewhere in the game's code, it considers them the same map. But I was just playing, freshly downloaded and installed this mod, had inzone set to true so I could do Secured Perimeter, so I was on Factory, and getting scav kills there also counted towards Long Road, so I'm not sure. Hope this helps.

  • Just to report after some testing:

    I've had bots freezing when the die. I Can't lot them or anything.


    The kills count, though. Any fixes for this?

    • this mod won't be causing the freezing, so I cannot help I am afraid.

  • I'm a little confused:

    "weaponModsInclusive": true,

    "weaponModsExclusive": false,

    "weapon": false,

    "equipmentInclusive": true,

    "equipmentExclusive": false,

    "distance": true,

    "bodyPart": true,

    "Location" : true,


    If I 'true' the first option, does that mean I enabled any weapon mods to count or the opposite?

    If I turn on the 'distance' to true, does that mean I enable killing from any distance or should I leave this option on 'false' to disable the distance criterion?


    Sorry if the question sounds dumb, but I'm really confusaed here.

    BTW, thanks for this great mod! It's essential, in my opinion :)

    • OK so setting to true enables the removal of the condition. So for example setting  "weaponModsInclusive": true, would make it so that for The Punisher - Part 2 you would no longer need to use a suppressor for the scav kills to count.

      Happy 1
    • Thanks for the explanation, bro!


      So, (again forgive my ignorance lol), what does the 'weaponexclusion' and 'equipment exclusive' do? The inclusive ones are clear now, but should I leave the exclusive ones false so that I don't have the restrictions?


      And for the quick responde too.


      Again: thanks for the great mod and I'll leave review upon testing.


      Cheers from Brazil :)

      Thumbs Up 1
    • Check the tabs on the bottom of the description, it says what each option does, and all the quests it effects (may be slightly out of date)

  • I've been using this on 3.5 with no issues I've noticed for anyone interested.

    Heart 1
  • Just wanted to give a huge thanks for this mod.

    It makes theese PvP only quests more doable with AI, so it quickly became a must have mod for me.


    Just quests like killing PMC's in office area of Factory, were near impossible to get done normally.


    Looking forward to the update. Keep up the good work. :thumbup:

  • Can anyone help with where I should look in the files to find stuff related to quests since the mod is not on 3.5.0?

  • Having an issue with the InZone function. Turning it on in the config also seems to (effectively) turn on Location as well. I turned only InZone on, and was completing tasks for maps I wasn't in.


    My example:
    I was in Reserve, trying to kill raiders for "No Place For Renegades". By killing PMCs in Reserve, "Capturing Outposts" also completed.


    Other quest tasks have also been filling up, I'm just using these two as an example.

    Edit: I'm still on SPT 3.4.1.

    • Oh no. well thanks for letting me know, I will aim to fix that when I update.

      Thumbs Up 1
  • Is this mod comming to 3.5.0? It'd like it!

    Thumbs Up 3
  • What tweak option do i use on tarkov shooter part 2 , distance , location or weapon ? . btw i loved your mod.

  • i have a question because i don't want to remove the quest a shooter born in heaven is there a way to add headshot kills of 125 meters to the map lighthouse ?

  • 3.4?

    Crying 4