LightoftheWorld added a new version:
Quote-Fixed all the mag drills quests
LightoftheWorld added a new version:
Quote-Fixed all the mag drills quests
LightoftheWorld added a new version:
QuoteDisplay MoreThe presence grows stronger... (50%!)
-Added the "START" quest for Combat
-Added the Mag Drills quests (One of the more useful skills, if I may say so)
-Added the first three Surgery quests (give me ideas for the last two!)
-Changed wording in Patrolling the Woods to reflect the fact that you no longer need to do it one raid (I might have to think of a new quest, because now it's too easy...)
-Fixed "Spectre" and "A shadow in the daylight" allowing you to complete the tasks over multiple raids, assuming you avoided damage (you now have to do it in one)
-The folder name is "fixed", you can install into your root folder again unless I messed something up again
Version made while very tired, and without the usual pre-release testing. There were so. many. magazines to add. There's a good chance I missed one somewhere. Almost missed the most classic mag in the game which was funny. As always, give feedback and report bugs
LightoftheWorld added a new version:
Quote-Fixed Charisma quest 4 (the locale and tasks were desynced, GL was supposed to be at the bottom but it was at the top, messing up the visuals)
-Covert Movement 4 and 5 are now restartable if you fail them (they were supposed to be restartable, sorry about that)
LightoftheWorld added a new version:
QuoteThe presence grows stronger...
-Added almost all the mental skill tasks
-Lost my IRL mental skills (this is a joke)
-I think there's a couple new practical skills but I don't remember :3
Virtual's Custom Quests has 40 quests... so it's likely that the two quest loaders (the one you already had, and then the one from my mod) didn't merge properly, and that's why Guiding Light has no quests
Hi! I have no tasks from the trader after installing the mod. I added the mod mid-game; I'm level 29. Do they only show up after doing something specific? I have done a raid and they are still not there.
That's concerning. When you launch the server, does the custom quest loader say that it's loaded X amount of quests? I can't see anything wrong on my end..... The first quest should unlock as soon as you're level 5. Let me know if the custom quest loader says it loaded properly; if so, I'll look into it more
LightoftheWorld added a new version:
QuoteDisplay MoreThe presence grows stronger... (25%)
-Changed Strength skill line so that it is completable
-Fixed all typos (hopefully)
-Fixed being unable to progress past the third quest???
^Main objective of this patch, however as a bonus, you get all the quests I've been working on for the next skill set, Practical:
-Added Practical skill set start quest
-Added Covert Movement skill line (5)
-Added Hideout Management skill line (3)
-Added the first Weapon Maintenance quest (THERE IS NO DESCRIPTION, ACCEPT, OR SUCCESS MESSAGE YET)
I have no clue why that is happening... I'll see what I can do
Wait, what? The fourth quest just doesn't show up? that's not good
This is an incomplete mod, you will not be able to reach reputation level 3 or 4 yet
LightoftheWorld added a new file:
QuoteDisplay MoreYou won't stay dead, will you? Fitting, no one here does.
THIS IS A WIP MOD. YOU WILL ENCOUNTER NON-FUNCTIONING TASKS. CHECK COMMENTS FOR BUG LIST AND REPORT NEW ONES
had to get that out of the way.
VCQL MUST BE DOWNLOADED SEPERATELY
(to download, click the folder on the github page, and extract into your root folder like most other mods)
This is a storyline that fundamentally changes the goal of your character in Escape From Tarkov. No longer are you simply trying to escape from this place, although that's certainly a goal in the back of your mind. But after you died for the first time, you knew immediately something was horribly wrong with this place. You just died, yet you are still here. And there's this... sound, something like words echoing in your mind... Is this all just the work of Terragroup? Or has something far worse transpired here?
Well, that's up to you to figure out in this story that I have been working on for almost a year.
So, what really is this?
Guiding Light is a massive trader mod, with just over 200 quests given mostly by the primary trader, only known initially as "Guiding Light". However, you cannot play all 200 quests in one playthrough. This is because this story has multiple endings. Yes, you read that correctly. This trader has multiple endings, some good, some bad, most with their own unique ending questline that can only be experienced by "choosing" that ending. However, you won't know what ending you're gonna get until you get it, so read those quest descriptions and make the right choice! Oh yes, you think there could be multiple endings without choices to be made? There is a second trader after all...
However, this is not the bulk of the quests. 200-so quests is way too long for a story from one entity! No, the bulk of the quests are the Skill Quests, the original intention of Guiding Light before the Lord burdened me to speak something of Him through this creation. Every skill in the game* has a short "questline" involving various tasks and challenges related to that skill, which will reward the player with leveling that skill. The amount of quests, and therefore the amount of levels gained, depends on the skill itself. Generally speaking, skills that tend to level up faster in normal play will have less quests, whereas skills that are still level 12 at the end of the wipe will have up to 5 quests. As this mod wraps up development, I will make sure that more of the quests feel unique and interesting to play through.
*Search is not currently included. This is coming soon, don't worry. I have a fun idea for it.
ADDITIONALLY:
-Multiple unique items as quest rewards (no spoilers on what they are!)
-Quests for the vanilla traders (ENDING SPECIFIC)
-"DLC" quests for Skill extended (COMING AFTER FULL RELEASE)
-Ḯ̷̳̬͔M̶̥̏̔̂P̵͉̙͋̓̃Ȩ̸̞̾͝N̴͔͖͔̎̐͂̃D̵̤͗̈́̏Ì̵̢̢͖͙͗͆̕Ņ̴͋̂G̴͔̻͆ ̴̨̗͖̽̾͗͝D̸̥̪́̂͘͝Ṏ̸̺͇̇Ö̵̟͍̯̱̈̈M̶͉͕̞̔͆
This mod does NOT have a discord server. However, there is a section in one of my other discord servers that, if needed, you can use: https://discord.gg/5a2qyspDxF
LightoftheWorld added a new version:
Quoteproper link to mod
LightoftheWorld added a new file:
QuoteDisplay MoreThis mod was originally created by Drewgamer, but has not been updated since 3.5.0. With the help of Refringe (especially!), Dirtbikerjc, JustNU, and Anthal, I have restored this mod and added functionality to bloodhounds as well.
Please go into Aki_Data>Server>Configs>pmc.json, search "Chance", and change "chanceSameSideIsHostilePercent" to 0! One day, this mod will do that for you...... one day
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This mod makes it so that all USECs, BEARs, Scavs, etc. will wear the same armband per faction, which is configurable by you. Current options include white, yellow, red, blue, green, and purple (twitch2020).
This mod is great for those who make pmc's of their faction friendly, as you will hopefully have a much easier time identifying who is BEAR, USEC, and SCAV (I doubt you need the purple armband to tell it's Tagilla, but who knows).
THIS MOD IS INCOMPATIBLE WITH ALGORITHMIC LEVEL PROGRESSION, and any mods that change bot loadouts without load-order dependency. I am hoping that the author of ALP will make this mod compatible with theirs, I quite like their mod but sadly it overrides this mod no matter what I've tried.
If you use ALP anyways, you have to change ALP's armband chance in their AdvancedConfig to 100%. This will still cause inconsistent / wrong armbands, but will be better compared to not changing it. I still highly recommend picking one or the other based on what you want to do.
IF YOU FIND OTHER INCOMPATABILITIES PLEASE LET ME KNOW!!!
...y'know, maybe one day I'll actually fix it being broken with half the featured mods... oh well
So upon doing some more raids it seems that chambers are actually getting loaded with different rounds than mags for all guns. I picked up a UMP from a pmc and the chamber was RIP but the mags were lasermatch
Very minor thing, but the chamber of saiga shotguns is different from the magazines loaded in with (scav runs and AI). In the screenshot, there's a CSP slug loaded into the chamber but the mags are Grizzly 40