Andrudis-QuestManiac 0.4.0 Alpha

If you downloaded the game on any of the following website:

  • - skidrowreloaded
  • - cs.rin.ru
  • - steamunlocked
  • - igg-games
  • - PCGameTorrents
  • Or any other website outside of sp-tarkov.com

Please delete it, and instead download the official game and the official version of SPT-Aki here.

No support will be given for those who downloaded it, and use it.

You may be banned if we find out that you used any of these copies.

EFT progression based only on completing hundreds quest - is it even possible? 1000+ quests, +6 traders

### This mod is being designed with target for SPT-Aki R8, but will be compatible with SPT-Aki R7.* until further notice.


### NOTE: Mod is in Alpha state, until reaching Beta some additional conditions apply:

*** this is mod is still more a proof of concept than final product - many aspects are expected to change later.

*** backward compatibility with future updates is not guarantied: quests number, conditions, trader can be changed any time

*** support is not guarantied: found bugs will be fixed in future versions, but compatibility with other mods and earlier versions of SPT-Aki will not be considered.

*** content of some quests may mismatch R7 items/quests/hideout database, because targeted for Live and R8.


Install:

1. Unzip and copy Andrudis-QuestManiac folder in user/mods/

2. Change config options to your liking

3. Delete unwanted bundles from \Andrudis-QuestManiac\db\QuestBundles\ or replace with alternatives from Andrudis-QuestManiac\_AlternativeBundles\


### Mod options

* AllQuestsAvailableFromStart - does what it says, HIGHLY RECOMMENDED to leave 'false' unless you know what you are doing.

* EnableJaegerFromStart - Jaeger will be unlocked without Introduction quest. Introduction quest will still be available to complete, just not required for unlock.


### Quest Bundles - 1421 quests total

* Ammo Proficiency (267) Chains of complex quests to unlock barter/purchase trades for each ammunition type (except grenades). Introduction quest is started by Fence, 5.45x39 chain will become available right after introduction quest. Rest of chains has pre-requisites for 1-2 weapon proficiency barter quest each.

* Scav Hunt (48) Chains of quests to kill 1, 10, 25, 50, 75, 100, 150, 200 Scavs in each location. Each chain is started by Trader of that location

* Raider Hunt (8) Chain of quests to kill 1, 10, 25, 50, 75, 100, 150, 200 Raiders in The Labs. Chain is started by Lab Rat

* PMC Hunt (56) Chains of quests to kill 1, 5, 10, 20, 35, 50, 75, 100 PMCs in each location. Each chain is started by Trader of that location. Requires 1st quest of Scav Hunt or Raider Hunt to be completed at that location.

* Headless Scav (48) Chains of quests to headshot 1, 5, 10, 20, 35, 50, 75, 100 Scavs in each location. Each chain is started by Trader of that location. Requires 1st quest of Scav Hunt to be completed at that location.

* Headless Raider (8) Chains of quests to headshot 1, 5, 10, 20, 35, 50, 75, 100 Raiders in The Labs. Chain is started by Lab Rat. Requires 1st quest of Raider Hunt to be completed at that location.

* Headless PMC (56) Chains of quests to headshot 1, 2, 5, 10, 15, 20, 33, 50 PMCs in each location. Each chain is started by Trader of that location. Requires 1st quests of PMC Hunt and Headless Scav or Headless Raider to be completed at that location.

* Gunsmith Assistant (16) Assistant quests for Gunsmith series. Turn In non-FiR set of items required to build gun for correspoding Gunsmith quest. All quests available from the start. Fails if correspondong Gunsmith quest is completed earlier, but gives the same rewards. Recommended if you play WITHOUT Flea Market or even with BarterOnly.

* Hideout Assistant (48) Assistant quests for Hideout upgrades started by Elder. Turn In non-FiR set of items required to upgrade each workstation. All quests start at once. Completing quests will get all handed items back to use for Hideout upgrades

* Boss Hunt (8) Chain of quests to kill each boss 1, 2, 3, 4, 5, 7, 9, 12 anywhere. Chain is started by Khokhol

* Boss Follower Hunt (8) Chain of quests to kill each boss follower 1, 3, 5, 7, 9, 12, 15, 20 anywhere. Chain is started by Khokhol

* Cultists Hunt (8) Chain of quests to kill any 1, 2, 5, 10, 15, 20, 27, 35 Cultists anywhere. Chain is started by Khokhol

* Honor Skills (280) Quest chains for progression with each skill at levels 5, 10, 15, 20, 25, 30, 35, 40, 45, 50. Grouped by skill category per trader: Khokohol - Physical, Elder - Mental, Warden - Combat, Bashkir - Practical

* Skills Guru (4) Adds 4 quests for Fence for mastering (lvl 51) all skills grouped by skill category

* Weapon Expert (416) Chain of quests to kill 1, 3, 6, 9, 12, 15, 20, 25 scavs with weapons from each Weapons Group. Chain is started by Colonel

* Weapon Proficiency (106) Chain of complex quests for weapons mastery. Elder = Shootguns, LabRat = Handguns, Colonel = Assault Rifles, Khokhol = SMGs, Bashkir = Marksman Rifles. Each category is split in 4 Tiers: Rookie, Seasoned, Veteran, Elite. Complete Barter quest for each weapon type and category to unlock Proficiency quests for weapons in that category.

* Meds Proficiency (36) Chains of complex quests to unlock barter/purchase trades for meds. All Quests are started by Warden


### Alternative bundles - 64 quests total

* Gunsmith Assistant Strict (16) Same as "Gunsmith Assistant" bundle, but quests are available in chain one after another. Recommended if you play with Flea Market and can buy any mod any time.

* Hideout Assistant Strict (48) Same as "Hideout Assistant" bundle, but quests will have additional trader loyalty requirements that match loyalty requirements of specific hideout upgrade.


### Added 6 new traders:

* Warden - Lighthouse

* Elder - Private Sector

* Сolonel - Reserve Base

* Bashkir - Shoreline

* Khokhol - Suburbs

* Lab Rat - The Lab


### Recommendations

Best experience in conjunction with other mods:

1) Andrudis-QoL-Configurator - for "Naked and Dangerous" mode

2) FIX GUNSMITH QUESTS - for R7 this should make quests in sync with Gunsmith Assistant Bundle

3) Any bots AI overhaul mod

4) BARTER ITEMS ONLY

5) Ereshkigal-AkiConfigurator

6) Ereshkigal-AllinOneMod


### Known issues

* Hideout Assistant - build materials tables taken from Live, may not match R7 correctly. This will remain as is until R8 release.

* Weapon Expert - Weapon Groups names are not user-friendly, for not group ID is used in quest name and description - will be updated later

* Weapon Proficiency - barter quests do not unlock actual barter options with traders. Will be added later.

Images

  • Version 0.4.0 Alpha

    Changes in v0.4.0 Alpha from v0.3.1 Alpha


    * Should be backward-compatible with previous version


    ### Added:

    * Meds Proficiency (36) Chains of complex quests to unlock barter/purchase trades for meds. All Quests are started by Warden

    Images

  • Version 0.3.1 Alpha

    Changes in v0.3.1 Alpha from v0.3.0 Alpha


    * Should be backward-compatible with previous version


    ### Hotfix:

    Weapon Proficiency - removed shrapnel from quest rewards for quest rewarding Caliber9x18PM ammunitions

    Images

  • Version 0.3.0 Alpha

    Changes in v0.3.0 Alpha from v0.2.5 Alpha


    * Should be backward-compatible with previous version


    ### Added:

    Ammo Proficiency (267) Chains of complex quests to unlock barter/purchase trades for each ammunition type (except grenades). Introduction quest is started by Fence, 5.45x39 chain will become available right after introduction quest. Rest of chains has pre-requisites for 1-2 weapon proficiency barter quest each.

    Images

  • Version 0.2.5 Alpha

    Changes in v0.2.5 Alpha from v0.2.4 Alpha


    * Should be backward-compatible with previous version


    ### Minor but important update

    * Weapon Proficiency - now Weapon Proficiency quests for each weapon do unlock ability to buy this weapon from trader with roubles plus reward a copy of that weapon and some ammo for it.


    NOTE:

    - Unfortunately had to change quest traders because I do not want to replace existing barters from vanilla traders and I do not know how to merge trade assortment easily. either will find some solution or will provide Aternative bundles for vanilla traders.

    - Barter quests have no additional rewards yet, I do not like how traders' assortment looks already for Assault Rifles and Marksman Rifles and I'm not sure I want to just double ammount of guns in assortment. Will look for better solution

    - Prices for now are just sum of mod prices bases of default items db, probably will replace with avg prices from https://tarkov-market.com/ before moving mod to Beta.

  • Version 0.2.4 Alpha

    Changes in v0.2.4 Alpha from v0.2.3 Alpha


    * Should be backward-compatible with previous version


    ### Hotfix

    * fixed item rewards for all quests that was broken in the previous update

  • Version 0.2.3 Alpha

    Changes in v0.2.3 Alpha from v0.2.2 Alpha


    * Should be backward-compatible with previous version


    ### Hotfix

    * Weapon Expert- removed unintentional requirement for Reserve Base location, now progress should be counted anywhere


    ### Minor update

    * Weapon Proficiency - conditions to handover ammunition now list caliber in human-friendly manner instead of technical caliber names

  • Version 0.2.2 Alpha

    Changes in v0.2.2 Alpha from v0.2.1 Alpha


    ### Backward-compatibility note:

    * some Weapon Proficiency quests may become hidden until all pre-requisite quests are complete if you haven't accepted them already. If any of Weapon Proficiency were Failed because of bug in previous version, you may have to edit you profile and change those quests from Fail to Success in order to proceed chain without issues.


    ### Hotfix

    * Weapon Proficiency - fixed bug where re-requisite conditions were used as Fail conditions instead causing all 106 quests to be available from the start.


    ### Minor update

    * all new traders not can buy items from you, but with 50% discount - still better than Fence, but other vanilla traders can offer you more.

  • Version 0.2.1 Alpha

    Changes in v0.2.1 Alpha from v0.2.0 Alpha


    * Should be backward-compatible with previous version


    ### Hotfix

    * Weapon Proficiency - fixed bug that prevented conditions which require min 50 weapon durability to be completed. Now you should be able to complete those objectives.

  • Version 0.2.0 Alpha

    Changes in v0.2.0 Alpha from v0.1.3 Alpha


    * Should be backward-compatible with previous version


    ### Added:

    * Weapon Proficiency (106) Chain of complex quests for weapons mastery. Skier = Shootguns, Prapor = Handguns, Mechanic = Assault Rifles, Peacekeeper = SMGs, Jaeger = Marksman Rifles. Each category is split in 4 Tiers: Rookie, Seasoned, Veteran, Elite. Complete Barter quest for each weapon type and category to unlock Proficiency quests for weapons in that category.


    ### Reworked - now should work correctly:

    * Boss Hunt (8) Chain of quests to kill each boss 1, 2, 3, 4, 5, 7, 9, 12 anywhere. Chain is started by Khokhol

    * Boss Follower Hunt (8) Chain of quests to kill each boss follower 1, 3, 5, 7, 9, 12, 15, 20 anywhere. Chain is started by Khokhol

    * Cultists Hunt (8) Chain of quests to kill any 1, 2, 5, 10, 15, 20, 27, 35 Cultists anywhere. Chain is started by Khokhol

  • Version v0.1.3 Alpha

    Changes in v0.1.3 Alpha from v0.1.2 Alpha


    * Should be backward-compatible with previous version


    ### Hotfix for:

    * Hunt and Headless quests at Shoreline, Woods, ReserveBase, Interchange - not they should finally work properly, special thanks for @Vampyrn for reporting this issue

  • dude, i love you! Awesome updates!

    Haha 1
  • I've noticed that once I accept a new quest right after turning one in, my game starts to experience server lag and I have to do a restart. It also happens when I turn one in as well. Any reason on what would cause this?

    • My first suggestion would be simply too many quests and checking all their conditions takes a lot of resources. For Alpha most quest chains are available at one for debug reasons. I'll try to structure them more during beta. For now it would be helpful if you could share your server logs and more details on then this happens. Also you can try to remove some quest bundles like Honor Skills, etc which you are not focused completing right now (you can bring them back later) to check if it helps.

      I'm planning to release new update with Ammo Proficiency quests later today, after that I'll do some testing till the end of the week by playing with all quests available from the start,

    • Ok, I did some testing and looks like I was able to reproduce this issue on my old profile that was created on 7.1 and later migrated to 7.3 - There is some kind of EFT client error when attempting to show popup with quest success comment from trader. Not sure why this is happening, but looks like has something to do with my profile.

      I've tested on newly wiped profile - completing the same quest leads to no issues at all.

      You can check logs at SPT-AKI\Logs\log_<timestamp>\<timestamp> errors.log to see if you have any issues with your profile too.

    • Okay, I'll try to remove some of the quest bundles to see if it helps. If i get an error Ill post it here. Thank you!

  • I have another idea, have you thought about making a mod which allows you to craft more stuff in the hideout? That be really cool und would fit with your mod!

    • I saw attempt to add crafting to hideout in Ereshkigal-TerragroupSpecialist - it did not work. Also you cannot lock hideout blueprints behind quests, only station upgrade as a whole. I'll revisit this after R8 is released, but will not work in R7.

  • Hey, ive thought a little about the problem that you dont like have so much weapons on one trader. Maybe you could split the weapons into different types. Western Guns, Easter/russian Guns and give them to the appropiate trader?

    • Thanks I will think about it! For now I see 2 major issues:

      1) I do not know how to merge trader assortments, and I do not want neither override vanilla traders completely, nor add even more traders.

      2) I see no easy way to automatically split guns by country origin. Too much manual work to create and support in future required spreadsheets. Maybe will end up doing it in Beta phase, but for Alpha I want to focus more on automating everything what can be automated.


      What can be done: split by already existing tiers(Rookie, Seasoned, Veteran, Elite).

      Also Marksman Rifles can automatically be split in Assault Carabines, Designated Marksman Rifles (DMRs) and Sniper Rifles.

  • Cool new update, any idea on when you will release the barter trades? :D

    • No ETA, maybe 1-2 weeks, maybe less. Do no know how much time will have to code. Also I do not like how fully unlocked traders for Marksman Rifles and Assault Rifles look already - it takes almost full 2 screens to scroll and just adding 1 barter for each weapon will double this.... not to mention I need to fit in ammunition, mods, gear etc... I still do not know how to merge my trading slots with vanilla ones dynamically, so I will not override default trading slots available or configured by other mods. I am not sure what to do, so cannot estimate how much time will it take to actually implement solution I will decide to implement. Maybe I will do Proficiency quests for Ammo, Gear, armor, meds etc first to see what will become with traders and then will decide what to do...

    • Overall I feel like we are about 50% through Alpha toward Beta. What is still remained to do in Alpha:

      1) Going to double total amount of quests

      2) Proficiency quests for Ammo, Gear, Armor, Melee - after finishing trades for Weapon Proficiency quests those should be much easier and faster to make.

      3) Quests to unlock trades of mission-critical items like Keys/Lab Access Cards, so you can progress without Flea Market event if you were not lucky with required keys spawns

      4) Survival quests - survive N time on each map - templates are ready. just need to make quest chains

      5) Trickster quests - kill enemies N time in specific body part - templates are ready. just need to make quest chains

      6) End-game quests like kill each boss at least 1 time without dying

      7) All trader barters for all barter quests

      8. Fetch item prices for tarkov-market.com

      9) Rebalance stacks for barter goods: I.e. AK 30 bullets magazine takes 2 inventory slots, but Cricket lighter takes 1 slot. In real like it you compare volume of AK magazine and Cricket lighter - it would be ~ 1:12 meaning 1 inventory slots should fit 6 Cricket lighters to be realistic (also it will make tiny barter look to valuable to carry if you can loot whole stack )

      10) maybe some quests with health effects - not sure I will do them as I have no vision for any good ones and do not want to make annoying ones like Jaeger quests in vanilla.


      If you have any good idea for quests please let me know

    • Alright sounds good already. To be honest, i dont mind scrolling and i think its kinda part of tarkov, that the inventory management is a little fiddly with all that stuff, so i wouldnt worry that much about the look of the trader windows. Maybe let people test it and see what they say. Everyone can filter Traders with the small icons, so that only Assault Rifles are shown or ammo, etc. So dont worry.


      I kinda like the idea of the quests you're talking about. There is one thing i wouldnt like which is like kill x amout of enemys in one raid, x meaning an absurdly high number, which isnt possible for everyone because the game sometimes runs like shit with a high amout of AI.

      overall everything is looking fine i think and if i have any ideas, ill let you know. I cant wait to play the mod with the naked start und working my way up to all guns and stuff :D

    • "kill x amout of enemys in one raid" - the problem with that you cannot put different enemy types on the same counter. There will be no error, but counter will not work - I've already tested that concept. And if I do this for Scavs only - that will depend on how lucky you are with spawning Scavs instead of PMCs/Raiders. Not sure I want to do luck-dependent quest. What I most likely can do - quest to kill N Scavs, M PMCs and/or 1 each boss but without letting you health drop below 200-300 HP total or quest will fail and you'll have to restart it (you have 440 total when at 100% health). Or without receiving any form of bleeding - you may have to use a lot of Zagustin stims which prevents bleeding while it lasts. I want quests for the last few levels to be hard even for experiences players, but less luck-dependent

    • Totally agree, i also dont like luck depended quests. Looking forward the new update!

  • This mod has so many quests that when I accept all the ones available to me it takes 30 seconds to load the "Tasks" UI lol

    • has nothing to do with the mod actually. even if you're enabling allquestsavailable from the AIO or AKIconfigurator mod, the same happens.

    • Yep, I'm aware of that. Hideout gets real slow once everything is upgraded too.

    • If you use Flea Market, you can remove Hideout Assistant and remove Gunsmith Assistant or replace it with Gunsmith Assistant Strict from Alternative Bundles to reduce number if quest available at once. Also Skill quests do not provide much at a moment so you can delete Honor Skill bundle and will not lose much. I will notify explicitly when those quests will have meaningful reward and will become important for progression

    • Oh, that sounds great.

  • I am really enjoying the kill quests but if I could make a suggestion around the barter and hideout quests.


    1. Can you change the barter requirements to FIR and reduce the number of requirements? 54 magazines is too much or at least too much for the small reward given. Maybe change the barter quests to more interesting items instead of 10 assault weapons, 54 magazines and 60 rounds of ammo. Maybe one quest is all the parts to build a PC. Or ingredients for a food recipe.


    2. Is there a way to construct a hideout location automatically once all items are turned in. For example, I turn in spark plug and 10k and then your mod constructs the hideout generator level 1.

    • Thanks a lot for providing feedback, I really appreciate this!


      Let me start with Hideout:

      2) No, cannot do. Quests' conditions are not connected to Hideout. There is not way to connect Fail or Success conditions to status of Hideout stations, that is why, unlike Gunsmith Assistance where I can close Gunsmith Assistance N quest and give reward at once if you choose to complete Gunsmith N quest first, for Hideout I cannot do that nor can I do anything except sending reward by email. Actually sending rewards in email is the only thing I can do at all on quest Start/Success/Fail, nothing more.


      As for Barter Quests:

      1)

      a) Ignore rewards for now as they are placeholders mostly. Final goal is that Barter quests will unlock barters blueprints for corresponding trader so you will be able to get guns in exchange for barter goods like smokes, lighters, bulbs ets... also barter quest will open higher tier barter quest and proficiency quests. Proficiency quests will have as reward unlocks to buy corresponding weapon from trader with money. Final goal is to lock Flea Market till the far end-game and allow to unlock trades for all items to buy them from traders but for each item there will be some kind of quest you need to complete to unlock ability to buy it with roubles.

      b) Current formula for magazines is following: (Total number of guns in category) * TierMultiplier, where TierMultiplier = 1,2,3,4 for each Rookie/Seasoned/Veteran/Elite. Probably I'll need to add another "PlayerMultiplayer" and allow that multiplier to be set in config so anyone can adjust grind difficulty for personal preferences. I'll do this some time later after I'll finish current task I am working on, maybe with the next major update.

      c) Balancing and quest order restructuring is planned for later, when I reach Beta phase. for Alpha I am focused more on developing tools and templates for different quest/rewards types.

      So yes, rewards will be updated to a more appropriate ones, some quest will even reward containers like Ammo Box, THICC case, med case etc...but no ETA for now, sorry

      Like 1
    • ah ok, then that sounds great!

    • Ok, adding multiplier appeared no so easy and fast to do task. I'll look inti this later or will create several Alternative versions with different amount of grind in quests

  • So right now there's an issue where all of the quest rewards is "factory cellar key" and as well it crashes the server when a quest is turned in

  • Andrudis - this mod really extends the life of SPT as I have no motivation once I grind kappa.


    Quick question. I started on a fresh wipe with your mod and none of my M4 kills are counting towards the Colornel's quest. Ideas?

    • Thanks for letting me know! I've done a lot of refactoring to my tools I use to build those quests and looks like I've accidently added location restriction to ReserveBase for this quest chain. This was not intended, I'll publish update soon

      Like 1
    • Ah yes, I was on Customs.

    • fix is out

  • So just downloaded the mod because it seems awesome, wiped my profile to start doing a new run with this. Somehow however I have the same issue as StealtH has, all quests are available from the start even though the config param: "AllQuestsAvailableFromStart" is set to false.

    I do have the erishkigal AIO mod, but the same param is set to false as well.

    • Could you please clarify if you have:

      A) All quests from the same chain available at once, i.e. Boss Hunt chain has all 8 quests available at one (to kill 1, 2, 3, 4, 5, 7, 9, 12 of each boss)

      or

      B) First quests for each chain is available from the start, but not consequent quests?

    • Ok, I think I've found a bug with Weapon Proficiency bundle that causes all quests from that bundle to be shown at once. I'll provide hotfix later today, Please let me know if any other bundles are also affected

    • So yeah, after checking it a bit more it's most likely just an issue of a lot of quests opening up straight away instead of having every quest available. I only have the first quest in boss hunt etc etc available. Sorry for the confusion but everything does seem to work.

    • I've rolled out fix so Weapon Proficiency quests now will proceed as intended:

      You need to complete <WeaponType> Barter Rookie to open Barter Seasoned and Proficiency quests only associated with Rookie tier will become available. You will need to complete all Barter Rookie/Seasoned/Veteran/Elite quests for each weapon category in order to open all Proficiency quests from that bundle.


      As for too many chains available from the start - this is downside of mod still in Alpha. Once I will get to Beta, I plan to re-arrange quests so fewer will be available from the start and they will have meaningful rewards and affect you progression.

  • Quick question, how do I get it so quest act as official, I don't really like that all the quests show up, is there any way to change it?

    • If you have all quests from the chain to show up at once, you can turn it off with "AllQuestsAvailableFromStart" : false param in config (affect only quests from this mod). Also you can remove bundles you do not want from \Andrudis-QuestManiac\db\QuestBundles\ folder

      For "Gunsmith Assistant" you can replace it with "Gunsmith Assistant Strict" from Andrudis-QuestManiac\_AlternativeBundles\ to have only one available at a time that will match current Gunsmith quest from Mechanic.

      If you have all official quests available from the start - there are options in some other mods that affect this.

  • Cool new update, everything seems to be working as of right now, except i cannot hand in guns needed for the new quests. Do they require something specific?

    • Please let me know which quest and which gun? There are different conditions: some require guns to have 50 durability at least, other require only Found in Raid guns. Barter quest should accept all guns from category, but proficiency for specific guns should require only specific model of a gun. Usually quest description should list all compatible models. Also each tier Rookie-> Seasoned->Veteran->Elite has progressively increasing difficulty of requirements to fulfill.


    • This one here, tried it with a new bought one and a found in raid one. Durability was full.

      Like 1
    • Thanks! Looks like I have to explicitly specify MaxDurability also if I specify MinDurability > 0, I will update and rollout fix in a few hours

      Like 1
    • Maybe you have to check the other quests aswell, I just test this one, but will eventually test the others as well! :)

    • Hotfix is out. I do not update 1000+ quests manually - I'm developing a tool that generate quest's json based on configurable conditions, so if 1 part has some kind of bug - all similar part will have. On the bright side I need to fix only 1 bug in 1 place and run too to re-create all quests to fix this bug in all affected quests.

      Like 1
  • The get kills with specific weapon group quests seem to not to work, doesnt matter with what gun i kill Scavs, it counts as all, like killing with an AK-74U also counts as FN 5.7 kill and vice versa. :D

    Like 1
    • Thank you for letting me know, hotfix is uploaded that should fix this issue. Now Weapon Expert quests should work as intended. Sorry for inconvenience, will large number of quests in development too difficult to test everything properly.

    • dude, dont apologize, you're creating extra content without getting paid. I'll test it tomorrow. But there is something else I am thinking about which might be a problem for later. The addition of the traders. If you have a lot of trader mods, like terragroup specialist, lockpick, uxpro, crabtrader etc + your traders there will be some left out. Like you cant click them because there are not in view on the trader selection screen, have you thought about a future solution to that? Right now its not that important, just wanted to mention it somewhere. Looking foward to your future content :)

    • Thanks for letting me know. Traders are not a problem - they are added mostly to split quests and make it easier to navigate them, because there is no any quest grouping and for Alpha I need most quest chains available at once to be able to test them easily. It is not difficult to move all quests to vanilla 8 traders and remove extra ones completely. Bashkir, Khokhol and Warden - are traders planned by BSG to be in original game at some point. In any case I'll consider mod version without extra traders. thanks for letting me know of a possible issue now so I can take it into account during developing of quest generation tool right now.

    • You're welcome, i kinda like the idea of a nice and well done quest mod with additional traders which might have new stuff to offer and such. :)

  • hi, after installing this mod I got error that I cannot sell or buy items from therapist, peacekeeper, and fence.. I deleted the mod but the error still persisted.. Any advice how to solve this? thanks!

    • This mod does not affect trading with original traders in any way - it just adds several new traders that sell and buy nothing.

      Do you have any errors in Server's log?

      Do you have any other mods that affect traders installed?


      Information about traders behavior is not persisted in profile. What you can do is to backup your SPT-AKI\user\ folder (where profile and mods are located) to a safe location, make clean reinstall of SPT-AKI and copy SPT-AKI\user\ folder back - that should resolve you issue if it was really caused by this mod.

    • yes mate, i sent you a screenshot of the server log error in the conversation.. this error happened after installing your mod.. I did not have this issue before..

    • Looks like trader cannot calculate price for something in your inventory because cannot find item with that Id in items db. I've sent instructions how to mitigate this, please let me know if that helps

    • Ok, I've found reports of the same issue from 1-2 weeks ago, far before AQM was released, so I believe it is a common issue when you got something listed in your PMC's inventory that does not exists in items db any more.


      This can be caused by updating SPT-AKI version without profile wipe. Or by uninstalling mods that added new items. Workaround below should fix an issue without wipe, but problematic item will have a static base price 10000 roubles instead.


      As far as I can see, there is a problem in

      \Aki_Data\Server\eft-traders\src\controller.js


      in short you can replace line 284


      Code

      Code
      let tempPrice = (database_f.server.tables.templates.items[childItem._tpl]._props.CreditsPrice >= 1) ? database_f.server.tables.templates.items[childItem._tpl]._props.CreditsPrice : 1;


      with those lines:


      Code

      Code
      let tempPrice = 10000;                try{                   let tempPrice = (database_f.server.tables.templates.items[childItem._tpl]._props.CreditsPrice >= 1) ? database_f.server.tables.templates.items[childItem._tpl]._props.CreditsPrice : 1;                }                catch(error){}    

      It looks like game cannot calculate price for something in your inventory because game cannot find that item in server's items list.

    • Thank you so much mate! will let you know if this works out.. God bless you!

  • Scav Hunts for Shoreline, Interchange, Woods and Reserve are bugged but I found the bug, Location names in the quest jsons are case sensitive changing the capitalization fixed at least the first quest for each, probably needs the same for the rest. Location names should be Shoreline, Interchange, Woods and RezervBase exactly as shown.

    Like 1
    • Thank you very much for finding this! I've tested mostly Customs and Factory and for those locations should be on lower-case only. Fixed and updated all location-dependent quests. Please let me know if you find any more issue or have any suggestions

    • I think you accidentally didn't include the updated files, both released updates don't have the fix for the issue. Also I found that the same issue effects not only Scav Hunts but Headless Scav, PMC Hunt and Headless PMC as well.

    • Sorry for that, I somehow managed to copy new versions to test them, but probably forgot to copy to release folder before packing mod. Now should be fixed. Thanks for letting me know

  • after i completed a raid with pmc it gains this error : https://ibb.co/p2vwcYq

    • It is strange, this mod does not add nor edit any inventory items yet. Could you please let me know:

      1) What quest was completed during raid?

      2) Was it the first raid you've completed after installing AQM?

      3) Have you completed any other quests from AQM before?

      4) Do you have any mods that affect items, loadouts, inventory?

    • 1) nothing

      2)factory pmc

      3)no

      4) my mods is: mostdifficultyyet, reider123advanced pmc, fin's ai tweaks, nootropix price adjust, chomp-more hideout loot

    • In your profile look for tags by searching the "Tag" keyword:

      Code
      "Tag": {
         "Color": 0,
          "Name": "M93A"
      }

      delete tags section or at least edit Name values to contain only alpha-numeric characters.

      That should help.

    • wonderful it works! thanks mate you saved my savegame!

  • Sorry guys, but looks like "Boss Hunt", "Boss Follower Hunt", "Cultists Hunt" do not count progression as intended, through there is no server or client errors. Looks like idea to merge kills of several different target types in the same counter is not supported. I will try to find solution if one exists, otherwise I will have to remake these bundles to have separate quest counters for each target type.

  • AWESOME! please continue your work! thanks.

  • i will try it now! it's safe to unistall ?

  • why does the virus total say its detected for Phishing