MissinginAction added a new version:
QuoteAdds the "Stealth Open" feature. "Open Further" is now work in progress.
To download, put the .dll file in BepInEx/plugins.
MissinginAction added a new version:
QuoteAdds the "Stealth Open" feature. "Open Further" is now work in progress.
To download, put the .dll file in BepInEx/plugins.
MissinginAction added a new version:
QuoteFixed the incompatibility issues between this mod and Open Sesame.
To install, put the .dll file in BepInEx/plugins/
MissinginAction added a new file:
QuoteDisplay MoreThis is my first client mod! Please report any bugs you encounter in the comments.
Expanded Door Interactions
What is it?
This mod adds more options to choose from when interacting with (almost) any door in the game, like peeking.
What features does it come with?
Right now, peeking and stealth opening. Peeking allows you to open a door about 3x less than normal, letting you get a look into the other room without immediately exposing yourself. You can use the gap or the door to throw/bounce grenades into the room while keeping yourself safe.
Stealth opening allows you to open the door slower and at a lower angle, similar to peeking, but you will make little to no noise and the door can be walked through. The animation of your PMC opening the door is also much quicker and much less "in your face" when using this option. This option is good for rats who like to either hide behind doors or people who want to make their enemies have less view into the other room.
Planned Features
- Peek and throw, which will force your character to use a grenade when peeking a door
- Peek and open (AKA "Open Further"), which will let you open peeked doors.
- Quick opening, which will open a door faster, causing it to open at a wider angle with a louder sound.
Known Issues
- The "Open Further" option appears in the config menu, but not in game. (Unintended but semi-intentional behavior. The option shouldn't appear, but the config shouldn't either.)
- Loot containers can be "peeked" (but it most likely won't do anything)
- "Peek" is above "Open", yet it is supposed to be under "Breach" or "Open"
This mod uses modified code from Open Sesame, as I did not know how to write the code myself due to me having no prior experience with client modding.
MissinginAction added a new file:
QuoteDisplay MoreA small map I made to re-familiarize myself with mapping.
(also the first custom map to use fog and Unity terrain tools + add custom AI spawns/patrols)
This is not an accurate 1-1 replica of Parkside. Expect bugs, this map is technically WIP.
A small park, torn apart from the Contract Wars. Remnants of the park and military crates can be found here. Only for true fights.
How to Install
(install gif by DrakiaXYZ)
Bugs
AI:
This map utilizes custom spawn and patrol points for AI. There are also a lot of props. Because there is little to no guidance on mapping or utilizing AI in your maps, they have wallhacks and spawn after ~2-3 minutes. They also love walking into props. What silly little creatures.
Should be mostly fixed in the newest version.
Spawns:
Some spawns are left behind by a previous mapper. I use a custom server mod to help the map load faster and have custom loot crates (wip)
You might spawn outside of the map in the skybox, forever falling until you die or disconnect, or you might hear a couple gunshots from scavs that met the fate you would've
Collision:
Some objects have weird collision, especially trees. This is something I can probably fix later. Also, the terrain doesnt interact with bullets or melee in the usual sense. You just "hit" it, but dont cause any effects or textures to appear.
Textures:
I haven't fully figured out texturing in Unity. Some textures may look too shiny, too reflective, or just weird at times. I tried to get them to look as good as I can.
Remember that there is basically no documentation on mapping, so everything I do in these maps is done without any help, other than some materials provided without guides. AI is especially hard to make, and you can blame BSG for their weird behavior and map usage. This mod also uses a lot of assets (as seen below, and that's just the models folder) which are really hard to find. If you have any guides or tips for mapping, PLEASE tell me. I would greatly appreciate it. I'm still working on this map. Some bugs will probably be squashed out in a bit.
i also added a super cool sign on the side of the extract building :3
Thanks to GrooveyPenguinX for the custom server and tools
Thanks to SSH_ and SamSWAT for the SDK.
Thanks to Unnamed (SilverZeether) for the navmesh guidance.
MissinginAction added a new version:
QuoteFixed the silly copyright mishap and download.
All the original songs are in the music folder, because it would just replace every song with the arena ones.
MissinginAction added a new file:
QuoteDisplay MoreDoes not replace music.
Enhanced versions of the arena trailer songs. Adds clearer sound, more bass, etc.
You might hear the occasional gunshot, grenade, or footsteps. Most of the audio was ripped from the trailers using AI, which doesn't split the guitar or recognize that the gunshots are gunshots. IMO, it adds more intensity.
This adds two new songs to the main menu. One from the first arena trailer, one from the second.
This is a really old mod I just finally decided to put it up.
MissinginAction added a new file:
QuoteDisplay MoreA controller setup for Escape from Tarkov that includes everything you need for SPT.
Recommended sensitivity is 110%.
How to install:
Extract the .rar into C:\Program Files (x86)\Steam\controller_base\templates
Open big picture.
Press the controller icon on the Escape from Tarkov page.
Click templates -> EFT
If you don't see EFT in your templates, go into your community layouts then search EFT. The author is "MissinginAction"
MissinginAction added a new version:
QuoteFixed the extract and a couple other things.
MissinginAction added a new file:
Quote
MissinginAction added a new file:
QuoteDisplay Moresp_flatgrass, a port of gm_flatgrass.
Has an extract in the tunnel, and a huge amount of (flat) grass.
Have fun!
Made entirely out of custom/imported assets.
The grass is made out of concrete. Not much I can do about it.
(yes, gm_construct is next)
MissinginAction added a new file:
QuoteDisplay MoreSPT's first* custom map.
Includes an extract, fences, and a spawn area.
Modified version of SamSWAT's Test Map.
Uses custom assets from the alpha version of the game. Don't worry about installing anything, I packaged them with the map (thats why the file size is a couple MBs)
hub.sp-tarkov.com/attachment/5494/
Have fun!
*if you dont count samswats test map
MissinginAction added a new file:
QuoteLevel Based Maps but you love torturing yourself.
This mod will lock other maps after you've unlocked new ones. Fun! You also are forced to start with labs, lighthouse, or shoreline.
Don't expect a good or easy time with this mod.
ReplayGamezYT added a new version:
Quotethis still works, just a reupload to change the version.
ReplayGamezYT added a new version:
Quoteturn out I'm just an idiot
changed tables.locations.laboratory.AccessKeys to tables.locations.laboratory.base.AccessKeys