The Double Agent 1.1.5

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A story questline with >30 custom quests

This mod adds a story questline to EFT with 34 custom quests.

Update: Rewrote the mod to work with Virtual's Custom Quest Loader
Let me know if something is buggy

You need Trap's Custom Quests to use this mod


The trade union with Prapor, Therapist, Peacekeeper, Mechanic, Ragman and Jaeger fights

against the SCAVs who work with Fence and Skier.

You play as a double agent and complete quests for both sides until....


The questline consists of 20 parts with a final showdown.


Quest rewards support you a little bit in the early game with quest keys and other stuff.

You know how stupid it is if you can not find the dorms key for the second therapist quest...


Also there are a few major quest rewards at certain points in the questline which include:

  • Alpha armband
  • Secure container Beta
  • Superfors DB 2020 Dead Blow Hammer
  • S I C C organizational pouch
  • T H I C C item case
  • T H I C C Weapon case
  • Secure container Gamma


Feel free leave a comment with your feedback.

The questline is not fully tested yet.

There are still some quests which may need modification or better rewards.


Install: Extract the zip file to your EFT folder, files will be placed in the correct folders for Virtual's Custom Quest Loader.

  • Version 1.1.5

    last versions had the wrong share link

    sorry

  • Version 1.1.4

    Part 19

    changed Melee weapon to SOG Voodoo Hawk tactical tomahawk

    changed vodka id

  • Version 1.1.3

    Fixed the jammer / Wifi camera mix up

  • Version 1.1.2

    fixed 17.1 not counting kills on shoreline or interchange

  • Version 1.1.1

    Fixed some wrong locations and kill targets:


    The kill 2 SCAVs with an Axe quest had wrong locations.

    Some kill PMC quests from Part 19 had SCAVs as targets.

  • Version 1.1.0

    Rewrote all quests to work with Virtual's Custom Quest Loader

  • Version 0.2

    Added rewards to the more difficult quests at the end


    fixed some typos

  • Version 0.1.7

    small adjustments to loyalty rewards

  • Version 0.1.6

    Part 4 - changed 1x "Obdolbos" cocktail injector to 2x Zagustin hemostatic drug injector

    for a smoother progress

  • Version 0.1.5

    Part 7 - removed the survive requirement

  • Quest handover error: condition not found or incorrect value. qid: , condtion :

    When trying to hand over items for a quest

  • any chance these might get update for 3.8.0?

    Crying 1
  • Has anyone else played with this mod on 3.7.6 and seen problems?

    • Used it on 3.7.6 and no issues

  • cool quest line idea but installing this bugs every other trader making prapor repeat his quest messages everytime you start any quest. when failing dailys or weeklys every trader that you failed a quest with will send you a blank message. Im on 3.7.6

  • Love the mod. adds variety to the questline. 1 error however, on double agent part 19 you need kills on certain maps with certain weapons.
    The weapons requirement however doesnt work. Say you need to kill 8 scavs on customs with a ppsh, even if you blast them with a PKM it will count towards the quest.

  • hey! great mod, but i have some commentary


    In one of the quests, you need to find ammo 5.45*39 FMJ. but why these particular ammos? I have never found these ammos even in the online version in a raid, and I have never found them in SPT. this leads to the question: how do I complete this quest?)))

    • Constantly check the loaded AK5*45 cartridges in the Scavs ammunition, FMJ are quite common.

      Thumbs Up 1
  • so for The double Agent part 2, it asks to hand over a vpo - 215, so i get one and i cant hand it over, does it have to be found in raid, or any attachments?

  • So do I need the custom loader for this or not?

  • 99% it works on 3.7.1

    Thumbs Up 1
  • i'm not sure 100% but it works on 3.7.0 without problems

  • Still used WI-FI cameras to mark the fuel depots on reserve instead of jammers :)

    • somehow an older version of the mod was shared via the link.

      should be fixed now

      Heart 1
  • 19 Fence Kills with chiuppa rhyno/grenades- Kills with MP7 counted for some reason. Possibly anything counts

    • Also checked it. These are the allowed ids in the code:


      "61a4c8884f95bc3b2c5dc96f", "5710c24ad2720bc3458b45a3", "58d3db5386f77426186285a0", "5996f6fc86f7745e585b4de3", "5448be9a4bdc2dfd2f8b456a", "5996f6cb86f774678763a6ca", "617fd91e5539a84ec44ce155", "618a431df1eb8e24b8741deb", "5e32f56fcb6d5863cc5e5ee4", "5e340dcdcb6d5863cc5e5efb"


      first one is the revolver, rest are grenades

  • Update*


    19 Skier won't accept found in raid or crafted Vodka


    19 Therapist Axe kills on scav doesn't register on factory

    • I double checked the therapist quest an cant find a bug. Maybe the axe is not registering as the weapon. I switched it to SOG Voodoo Hawk tactical tomahawk


      There are two vodka ids in the database. I also noticed that in game as some vodkas have a different background color.

      I switched the id, so now the crafted ones should work

  • It works really well with a few bugs here and there but it's still good none the less

  • Seems like my 17.1 is hard bugged. The patch didn't change the status of the task, and shoreline/interchange kills still didn't register. It seems to be frozen. I went one further and removed the mod + VCQL, rebooted the server and game. Then rebooted the server again and re-installed the mod + VCQL + complete task mod with the intention to advance it back to 17.1 and continue, but my profile unfortunately remembered my progress, being stuck at 17.1


    I'm stumped at this point i think, but i can offer you a bit of insight on what may have triggered this bug.

    I handed in the dog tags and completed 17.2 before I completed 17.1, as i already had a lot in my stash.

    • you can search your profile file at /user/profiles/*id*.json for "double_agent_17_1"

      and edit the current completion state or remove everything and accept the quest again.


      if you add "Kill the PMCs on Interchange or Shoreline" to "completedConditions" it should be marked as done

    • Thanks for this ! I edited the value in the Json for the 3rd objective to 6 and it completed for me :)


      I'll continue to report as I progress.


      18.1/18.2 were ready to hand in with no issues.

      19 scav kills worked fine on lighthouse

  • Thanks for the patches on the bugs I reported. Sorry again I came across as frustrated, but that was my feeling at the time after hitting wall after wall with progression. I'll install the new patches and continue to report my findings for you.

  • Hey i really really really like new Quests in general and i always look out for new ones.
    Always curious what other ppl bring into the Pool :)
    Only have one request or question about it:
    Is there a possibility to change the Quest reward for Beta/Gamma Container?
    It would destroy my Progression i prefer.

    • In the doubleagentVCQL.json search for:

      "5857a8b324597729ab0a0e7d" - this is the beta container

      "5857a8bc2459772bad15db29" - this is the gamma container


      and replace the Ids with whatever you want to get instead

      Heart 1
    • Thank you for this quick guide.
      Changed it to T H I C C Item Case and Red Keycard! <3

  • Part 17.1 (kill PMC on shoreline or lighthouse) does not register. I tried to kill scavs too. I tried night time killing PMC and Scavs. No luck. I tried PMC and scav kills on every map. No luck. I tried the complete all tasks mod to advance it to the next task. No luck. That task is the only on that didn't progress. I'm officially done with this mod and cannot recommend it to anyone. Half the quests are carbon copies of vanilla tasks (why would we want to do them again, and re-obtain shitty early game keys that we sold/discarded??). This was very tedious. Most tasks are not even proof read. Ones say kill PMC when you need to kill scavs. Ones say use a marker when it means use a camera. Hand in "X items" except it really means a different item. Finally it broke all together on the kill PMC on optional map quests.


    Dude there is no easy way to say this, but I wasted weeks with this mod.


    Not playtesting it at least once to make sure it works yourself is a huge mistake. Not proofreading it was an even bigger mistake. I was excited to play this, but it just feels lazy and tedious at every turn.

    • Dude, if you do not like it, do not play it.
      Try to make a mod yourself and see how much work it is before demanding gold level release standards


      But thanks for the 17.1 report, found the bug

    • Apologies if I came across as harsh, you're probably right, I bet it is difficult.


      Still, having said that, If you do not play test it yourself before you release it, how do you know if it even works ? Or if it's going to break saves or currupt files? This is not a practice used by anyone else in the modding community of any game. If it's not ready don't rush it. If you need testers, ask for them.

    • It's you as the user's job to test. Play testing stuff like this can take lots of time, and uploading it online for people to use brings many people, like yourself, with bug reports.


      Making mods takes lots of work and you're getting it for free. The least you can do is forgive a few mistakes, and be respectful in your report of the bugs you've found so the mod author can fix them.

      Thumbs Up 1
  • Hi man, i'v got a problem with the part 9, i have to find a Flat Screwdriver in raid and Hand over it, but it's signed like not found. i have both find in raid, the flat and the normal one, but the quest don't recognize it

    • It should be: Flat screwdriver (Long)

  • Very nice quests, but theres issues with the ones that require you to kill PMC's, Scavs on certain maps with certain weapons, because most of them dont work, are they bugged or is there more to it like mod conflicts?

    • I did not test every quest. Which one is not counting?

    • All quests which needed multiple weapons on multiple maps, the one from therapist at the end where you need to kill 2 scavs with the axe on factory or shoreline, didnt work on both maps.

      Also one that required pmc kills on factory didnt work.

    • Thank you!

      I found the bug for the axe quest and some PMC kill quests had SCAVs as targets.

      It should be fixed now.

      Let me know if there is more.

      :thumbup:

    • nice thanks

  • does it delete the normal quest or JUST add quests

    • just add

    • yeah allready guessed that was pretty sleep deprived when i wrote that question XDD

  • How do i start the quest? is this mod not compatible with preexisting profile? (i installed it with a pmc thats lv 21 already)

    • the first quest should always be at therapist.

      No errors in the console?

    • restarted my game and it showed up, weird.. seems to be working, completed therapist part 1 now i see jaeger for part 2

  • is there anyway to dig around the files to know where the quest actually wants me to go/find/which area? or are the description quite detailed enough? i was reading a few comments here and seemed like the way the author gave hints/details was too vague so they had to ask here for the answer lol

  • Hi so i did what was said in the description and got the "missing package.json" prompt so i did what was said to do in the comments and still got the "missing pachage.json" prompt

  • Are the quests only in English?

  • LEGEND! Any chance we can get Anduris QuestManiac or Baba Yaga converted as well? Either way, big ups for the work you keep putting in. You do what I cannot and it is much appreciated. Cheers!

    Thumbs Up 2
  • works on 3.5?

  • Where is the chalet area in lighthouse? The one with a basketball court?

  • Hey there! just here to say Custom Quests 3.0.2 is out and it works with spt-aki 3.3.0 ;)


    Have fun :*


    Edit: And btw @Lavax the link of Custom Quests is broken in the description

  • Hey!

    when can we expect an update?