Trenchf00t added a new version:
QuoteFixed a mistake in regards to the containers name and server logging. Now when the mod logs container updates at startup it will use the name set in the config file for easier reading.
Trenchf00t added a new version:
QuoteFixed a mistake in regards to the containers name and server logging. Now when the mod logs container updates at startup it will use the name set in the config file for easier reading.
Trenchf00t added a new file:
QuoteDisplay MoreAdjustable Container Filters
This mod will allow you to adjust all vanilla container filters. Highly configurable, the mod also includes an option to disable all filters for all containers, disable filters on a per container basis, or control what types of items are allowed in a case on a case by case basis.
I made this mod because I couldn't find any mod that did just what I wanted and I wanted to modify various containers to accept different items, largely modded containers and I needed a tool to use to easily configure all that. And after I made this figured I would share it.
Yes, you heard correct, you can change modded containers as well. You just need to add them to the config file following the file structure.
By default the config does not make any changes to the containers filters. You must decide what you would like to change.
Should be placed low in your mod load order, or it might not be able to modify some modded items.
Config
config example.
CodeDisplay More"enableLogging": false, "removeAllFilters": false, "Containers": [ "66bc98a01a47be227a5e956e", "62a09d3bcf4a99369e262447", "59fafd4b86f7745ca07e1232", "5783c43d2459774bbe137486", "60b0f6c058e0b0481a09ad11", "590c60fc86f77412b13fddcf", "5d235bb686f77443f4331278", "619cbf7d23893217ec30b689", "619cbf9e0a7c3a1a2731940a", "5c093e3486f77430cb02e593", "67d3ed3271c17ff82e0a5b0b", "67600929bd0a0549d70993f6", "59fb016586f7746d0d4b423a", "5aafbcd986f7745e590fff23", "59fb042886f7746c5005a7b2", "5aafbde786f774389d0cbc0f", "567143bf4bdc2d1a0f8b4567", "5c127c4486f7745625356c13", "5e2af55f86f7746d4159f07c", "59fb023c86f7746d0d4b423c", "5b6d9ce188a4501afc1b2b25", "5c0a840b86f7742ffa4f2482", "5732ee6a24597719ae0c0281", "544a11ac4bdc2d470e8b456a", "5857a8b324597729ab0a0e7d", "59db794186f77448bc595262", "5857a8bc2459772bad15db29", "665ee77ccf2d642e98220bca", "5c093ca986f7740a1867ab12", "664a55d84a90fc2c8a6305c9", "676008db84e242067d0dc4c9" ], "66bc98a01a47be227a5e956e": { "name": "Streamer item case", "removeFilters": false, "ExcludedFilter": [ ], "Filter": [ ] },
This is a snippet of the config file, I already added all vanilla containers I could think of or find. You will see that list at the top of the config file.
The config is separated into two different parts. At the top is a list of all containers that have been included in the config file. If you do not add the container you are configuring, then the mod will ignore it.
The second part, which I have provided the snippet for the 'Streamer item case' the is the format that must be followed when adding new containers to the config file. The top number is the item number which you can find on SPT Item finder.
"name": This is purely cosmetic and only effects printouts in the console.
"removeFilters": If set to true the mod will ignore any other settings for this item and remove all filters already applied to it.
"ExcludedFilter": Incase you wanted to farther limit what items could go inside of the container, think preventing the placing of money or ammo similar to current live.
"Filter": This is to add specific items or whole categories to be allowed inside of an item. Think you should be able to keep a wallet inside of a docs case or SICC? You can now.
By default all filters are currently blank and will not modify the game yet. You must make your desired changes first.
Known Issues
In my testing of the mod not all items where able to be added for some reason. I couldn't get the special radio item that you get with the unheard of edition to go inside of the desecrated kappa unless I removed all filters from it. Not sure why.
Trenchf00t added a new file:
QuoteDisplay MoreAttention!
If your anything like me, you run your raids in full screen or borderless window. And out of raid in windowed mode so you can do other stuff while everything loads or watch something while messing around in your stash.
And if your anything like me, you have gotten sick of going into Tarkovs menu a million times to switch between the two settings. So this was born. Now you, but mostly me, can easily switch between two different screen states for Tarkov at the press of a button.
Mod includes a bepinex menu to configure the mod as you see fit. I have only tested it in the menu, not actually in raid, but I don't see why it shouldn't work.
Enjoy, or not, but I intend to enjoy this.
Trenchf00t added a new version:
Quote
- Moved unlock logic to the client, unlocking maps is much more responsive now and should not have any delay
- Fixed the incompatibility with the bot spawning mod MOAR
Note: The config file has not changed.
Quest extended is what broke it for me, and its been reported a few times. I just mentioned fence flea because the OP mentioned it and it normally requires quests extended.
This is also a known bug of quests extended. I had to remove it from my load order because of it, and it has been reported several times on the SPT discord.
I also use flea market quest and had to adjust it to not require quests extended.
Trenchf00t added a new version:
QuoteDisplay More- Code rework to at least look better
- Addition of a new map opening type 'Camping'
- 'Camping' remembers the last map the player successfully extracted from, the player may continue to select said map until they have either died, or extracted from another map
- 'Extended Camping' is a feature of that temporarily unlocks maps adjacent to the saved 'Camping' spot
- New config file, for anybody who has already adjusted there config, the additions is only three lines. Might just copy and paste so not to lose any changes you have made
- new way of saving player data, now the mod creates a folder with the players id and creates a file inside, the same file as already exists, please let the mod create the file and don't transfer over your already created ones. The mod will figure out what you have unlocked
- new file that tracks player location from successful extracts, this file gets created once you have completed a raid. The file gets placed inside of the new folder in the db folder. This is responsible for the change in player profile location
Trenchf00t added a new file:
QuoteDisplay More
Progressive Map Access
Progressive Map Access locks map access behind a configurable quest progression wall. Each map can be dynamically unlocked based on completed or accepted quests. While a map is locked it will be inaccessible from the menu. You would need to use the in map transits to move to locked maps.
I got the inspiration from some posts I saw on discord about how the new 'hardcore' wipe could have handled map access. This is what I came up with. With default settings of the mod the starting map looks like this:
The default progression should be quite forgiving, unlocking most maps by level 10ish. By default ground zero is open, its the only open map at first.
- Customs by accepting Background Check
- Woods by accepting Introduction
- Factory by completing Stirrup
- Interchange by accepting Make Ultra Great Again
- Streets by completing Friend from the west part 1
- Shoreline by accepting Fishing Gear
- Lighthouse by accepting Broadcast Part 1
- Reserve by completing The Punisher Part 1
- Labs by completing Fishing Place
This is easily configurable in the mods config file.
As of version 1.1.0 the mod introduces a new mechanic that I am currently calling 'Camping'. The mod saves the players last successful extract location and unlocks that map until the player either dies or extracts from another map. If the player dies, the 'Camping' trip ends and the player loses access to the extra map and reverts to the maps the player has unlocked via quest/config.
The camping mechanic also has a separate option that is just called campingAdjacent in the config that unlocks maps adjacent to the players saved location. These follow the same rules as the main camping rule and the player will lose access to these if they die or extract from a different map.
Currently the player scav is also limited by the unlocked maps, but with one exception. The mod does not track scav activity, so if you unlock maps temporarily via the location system, your scav can use those maps without worry of dieing and losing access to those maps. But it goes both ways and if you extract with your scav it will not update your pmc's location in Tarkov.
This is primarily a server mod, but it includes a client mod portion that is used to actually allow the lock status to update dynamically without having to restart the client. The client mod also fixes the exploit that was present on live at the start of the current wipe that allowed players to bypass the map locks by removing the next button from the map screen.
The mod should be safe to add/remove mid playthrough as all changes the mod makes are saved in the mod itself and not added the players spt server profile.
The mod tracks each user individually, so this MIGHT work with fika, haven't tested it yet. But each accounts map access is tracked individually by the mod.
If you use fika, the transit/location system will really only work if you use a headless setup. Transits do not function in vanilla fika from my understanding. The quest unlock progression should work still though.
Map Unlocking
The mod has two primary ways of unlocking maps enabled by default, the quest method, which tracks the players quest progression and unlocks maps based on the quest settings in the mods config file.
- Customs by accepting Background Check
- Woods by accepting Introduction
- Factory by completing Stirrup
- Interchange by accepting Make Ultra Great Again
- Streets by completing Friend from the west part 1
- Shoreline by accepting Fishing Gear
- Lighthouse by accepting Broadcast Part 1
- Reserve by completing The Punisher Part 1
- Labs by completing Fishing Place
Example of unlock progress with default settings and the player has unlocked the mission Background check.
These requirements are configurable in the config file.
An example of the mod saving the players location, in this example the player last extracted from Lighthouse. Observe how the bordering maps have also been temporarily unlocked.
The second optional method involves using the transit system. If the player successfully extracts from a map, the mod will track that as the players saved location. This is just used for unlocking the map the player just extracted from. The map location will only stay unlocked until either the player dies, or extracts from another map.
The system has an optional extension that unlocks all maps adjacent to the players saved location. These maps follow the same rule as stated above and will lock once the players position changes. Using the example above, if the player next extracted from the Woods map, the map Shoreline would become locked and Factory would then become unlocked as it borders Woods.
If the player dies, the unlocked maps will revert to whatever the player has unlocked via the configured quest progression.
Configuration
The mod is highly configurable:
CodeDisplay More"enabled": true, "campingTrip": true, "campingAdjacent": true, "enableLogging": false, "ExampleMapConfiguration": { "lockedByDefault": true, "questID": "657315df034d76585f032e01", "requireQuestStartedOnlyPickOne": false, "requipreQuestCompletedOnlyPickOne": true }, "GroundZero": { "lockedByDefault": false, "questID": "657315df034d76585f032e01", "requireQuestStarted": true, "requireQuestCompleted": false }, "Customs": { "lockedByDefault": true, "questID": "5936da9e86f7742d65037edf", "requireQuestStarted": true, "requireQuestCompleted": false }
Above is a code snippet from the config, you can enable or disable the mod from the config. Each map can be individually configured.
- campingTrip: This value toggles the mods setting that unlockes the last map the player successfully extracted from. This map will remain unlocked until either the player dies, or extracts from another map.
- campingAdjacent: This value toggles the unlocking of maps adjacent to the map marked as your location. These maps follow the same rule as the main camping value and will remain active until you either die, or extract from another map.
- lockedByDefault: states whether or not the location is locked by default
- questID: is the quest that needs to be either accepted or completed to access the location from the menu
- requireQuestStarted: pick one of these as the requirement for access the location, requires accepting the quest
- requireQuestCompleted: pick one of these as the requirement for access the location, requires completing the quest
The full config includes all current maps available in Tarkov.
Known Issues
- Mod currently only really works if you use English localization for your UI. I might look into fixing this.
There appears to be an incompatibility with the MOAR spawning mod, the mod when present blocks the unlocking of maps. Will look into fixing this incompatibility.This should now be fixed.Occasionally the map access doesn't unlock as expected on first loading of the location selection screen. The current fix is to back out to the side selection screen and that should make it update.This should also be fixed.If for whatever reason the player deletes there profile in the mod folder but keeps using the mod the correct map access won't immediately update. I built in a work around for those lucky few by clicking the survey tab on the main menu. Now that button has a reason.This should no longer be necessary.
Hardcore Alt Config
At the request of @MOSSY, I created an alternate config that by default requires the player to complete a quest on each map before it unlocks. Just need to unzip and drag onto your SPT install.
Alternate config for Progressive Map Access.
This config requires the player to complete a specific mission on each map, other than ground zero before it unlocks.
The missions I picked I picked either because they would require the player to extract at least once or if I couldn't find a mission that required that, would require the player to do a fair amount of work. I also wanted to pick a mission that unlocked relatively early on a map if possible.
Customs: Background Check
Factory: Scout
Woods: Search Mission
Interchange: Big Sale
Streets: Cease Fire!
Shoreline: Fishing Gear
Lighthouse: Long Road
Reserve: Disease History
Labs: Beneath The Streets
Unlocking Customs and Woods could be difficult as whichever one you start with would require the player to start at Ground Zero, transit to Streets, then to Interchange, then to Customs. If you picked to unlock Woods first would further require transiting to Factory then to Woods itself.
Aside from the hand picked missions selected, the config differs from the regular setup as having the campingAdjacent value switched off, the user can turn it back on. The hardcore config, still has the campingTrip value switched on, meaning the player could transit to a map of their choosing, and as long as they extract successfully from it, the map will remain unlocked for them until they either die, or extract from another map.
For those who want a hardcore experience without having to comb a wiki, here it is.
Trenchf00t added a new version:
QuoteAdded support for users who have mods that allow scavs to have armbands. Thats it.
Trenchf00t added a new file:
QuoteI noticed while working on my belt slot mod that scavs couldn't have armbands, and saw that there was just one small code snippet removing them from scavs. So I removed BSGs code removing armbands from scavs, I figured why not.
Trenchf00t added a new version:
Quote1.0.0 release
Complete code rewrite. The new implementation fixes all known issues the mod had previously and will work without any configuration or setup from the player. I must thank discord user Searge, which this rewrite is based on his code that he shared with me.
Known Issue:
- You must still pick between having either a belt or an armband, you can't have both....yet
Trenchf00t added a new version:
QuoteThis release adds the belt slot to the vanilla container priority system. The belt slot now functions identical to the vest slot when it comes to looting and comes second if you have a vest equipped.
The previous issue involving automatic window priority and the soft incompatibility with quick move to containers mod still exist. Basic instructions for setting up the mod are identical and this new system will only work if you have changed Tarkovs window priority system off of automatic and onto anything else.
Trenchf00t added a new version:
Quote
- Code clean up and optimizations. Thank you WTT discord users for advice and help.
- Addition of a BepInEx settings menu with several options to configure the mod
- Adjustable location for the belt slot, now you can choose between above the pockets slot, or below it. Updates dynamically
- Creation of a very basic window priority system in the hopes that it will work at least as well as BSGs vanilla implementation, must be enabled in the settings menu and also supports a hotkey to enable/disable live
- Addition of a toggle hotkey to open and close the belt slot. Done in an attempt to increase compatibility with inventory sorting mods.
Enabling and disabling the belt slot while looting a dead body can cause the slot to not update right away. You have been warned.
Trenchf00t added a new file:
QuoteDisplay More
Belt Slot
This mod by itself adds in a new inventory item called 'BELT'. To be able to actually use this new slot, you must have a mod that adds in belts or containers that fit into the armband slot.
Requires a mod that adds containers to the armband slot to actually do anything:
Works both in and out of raid. All maps have had limited testing.
Once the mod is installed you will have a new slot, The belt slot which will accept either belts or armbands, yes, its still an armband slot, and it shares its equipment with the vanilla armband slot. So you will still need to choose between the two which one you want.
hub.sp-tarkov.com/attachment/10579/
This example is of using a belt from the mod Pack n Strap. You can hotkey items for quick access as per the configuration that mod has made. This mod works both out of raid and in raid. Both the player and the corpses you will be looting will have this new slot. Only pmc's though as scavs are hard coded in eft to not have armband slots, might look into that in the future.
Configuration
BepInEx config menu.
Right now there is only one option in the config menu, an option to pick the location of the belt slot. Right now either right above the pockets or right below the pockets. Must restart to apply changes.
Known Issues
- Playing in languages other than English my have odd issues and cause the inventory to bug out as per this post.
The ToolMaster belt from pack n' strap is too long and part of its inventory ends up cut off by the inventory scroll bar.- You must pick between either equipping a belt or an armband, nothing new if your used to using pack n' strap. The new slot is still linked to the vanilla armband slot.
Ok, I can't recreate the issue. It very well could be another UI mod. The only one I've done extensive testing with it has been stash search. Not sure how it will interact with UI fixes, I don't think it should have any problems but I don't know. FYI, you an tap the hotkey to close the current window as well like a toggle.
Hey no problem, not being able to navigate the menu with hotkeys was killing me. I'll look closer at the trader screen. Does this happen every time, or after you've done something like turnin or accept quests maybe?
I could use some more information. Those keys won't respond if you have a text field focused, I assume you haven't changed the config menu, so they are supposed to open the inventory, traders and so on. You could try pressing escape as that is supposed to remove all focus from text inputs if it gets stuck. Also, if your on the SPT discord I have a thread under mod-development.
I'll take a look at it.
Trenchf00t added a new file:
QuoteDisplay MoreAre you tired of having to use your mouse to navigate all of Tarkovs menus? Do you miss the old inventory tabbing mod? Well this may be for your!
Menu Hot Keys began as an update to the 3.9 KZTarkov Change Tabs Mod but has been extended considerably. Various menus can now be accessed with hotkeys from the main menu, the tabbing feature has been expanded and refined. In the player inventory it includes all current tabs and has end wrapping. This feature has also been expanded to work on the trader screen for selecting which trader you want to interact with as well as a separate key to select which service you want to use from said trader. Menu Hot Keys includes hotkeys to access various screens from the main menu including the Player screen, the Trader screen, the Flea market screen and the Hideout screen.
Outside of the main menu hotkeys and the inventory/trader tabbing, there is basic menu items navigation. By default you use the W/S keys to navigate the menu with select being the spacebar. The screens that support this feature include: Main menu, Scav/PMC select menu, Raid location menu, Offline raid menu, Insurance menu.
The keys can be configured in the F12 menu.
Trenchf00t added a new version:
Quote
- Now the mod should respect the enableSeason config option in respects to setting the weather. Apparently even though I created the option I didn't create a check in the mod. Thank you Sinful Monsoon from discord for pointing it out to me.