Mod Details

Keys In Loot (KIL)

Keys In Loot (KIL) 1.7.0

Created by  MusicManiac

72.7K Downloads

SPT 3.11.4 Compatible

Makes keys actually findable in-raid

Latest Version 1.7.0
SPT 3.11.4

Updated Jun 28, 1:57 PM

Version Notes

For SPT 3.11.X

Core Changes
-
Release archive is now .zip and has /users/mods folder, making it easy to just drag and drop into root spt folder like most other mods.
- New opt in advanced key weight configuration

enableLocationsConfig
Version 1.7.0 adds a new option to control key spawning in more detail, enabled in the config.jsonc file by setting the enableLocationsConfig property to true. This is false by default.

When enabled the mod will use new per location, per loot container and per rarity configuration that can be found in the locations folder to configure key spawns relative probability in loot containers.

Why would you want this? When using the global values for all keys across all loot contains, maps and rarities you end up with very uneven distribution on maps in SPT 3.11 compared to previous versions. For example the total relative probabilities (all items in container) on Factory (night) a duffle bag have a value of ~6K while the same duffle bag on Streets of Tarkov have a value of ~977K. So if a global value of 500 (per added key) out of 6K on Factory (night) would be very different from 500 (per key) out of 977K on Streets of Tarkov.

Furthermore in the recent versions a lot of keys have been added that should not exist. With the new PVE keys were added a PveRarity of either “notExist”, “common”, “rare” or “superRare”. Debug keys fall in the “notExist” category and by setting their relative probability to 0 instead of the same global value as other keys, we can ensure these keys don’t spawn. This also means we can differentiate between common, rare and super rare keys, so we don’t find super rare keys with same frequency as common keys.

How do I configure the relative probabilities for a location?

Each location (customs, Factory, etc) have its own location file in the locations folder. In it you find settings for each loot container we modify, with subsections for keys, keycards and rarities. The values for each rarity corrosponds to the “keyWeight” and “keycardWeight” minimum weight in the config.jsonc, and higher value still means more likely to spawn.

How are the default settings, do I have to configure each location?
You do not need to configure anything after enabling the locations config. Great care have been done to make sure that the keys are balanced without you having to change anything. The default settings should give uniform results across all maps and you can just enable the new configuration and play for a balanced key spawn chance.

The default values are configured using the base SPT Dorms 114 key spawn chance in jackets. Dorms 114 is a rare key and we calculate the chance of it spawning and applies the same value to all other rare keys. For common we double the number. For super rare we half the number. This is how the current defaults were calculated. Not exist keys are 0 by default, but you can give it a value if you really want to find those random keys too.

Keys don’t spawn enough I want to increase spawn chances!
If you want to increase spawns chances I suggest doubling all numbers in each location file until you are satisfied.

This download is externally hosted.
Always scan for viruses.

Made this small thing in preparation for my 3.8.0 no flea market playthrough to save me from despair of getting quest keys.

  • Affects jackets, duffle bags and dead scavs, doesn’t touch other containers.
    • Only non-special jackets affected. There are a few quest jackets that are not touched.
  • Bumps up weight of keys and adds missing keys and keycards to loot tables (configurable)
  • Changes amount of items spawned in them (configurable)
  • Changes jacket container size to 3x3 (configurable)
  • Makes all keys slightly cheaper to compensate for increased spawn chances (configurable)

Check config file for details

Another 10/10 QOL Key mod: Gilded Key Storage

If you wanna be true homie or say thanks for time I’ve spent modding the game, feel free to send me a coffee on kofi

61e11d5cf697cee7ca5b65d9_Button-p-500.png

I effectively stopped playing SPT in favor of PvE since I can play with friends there (and no I don’t care about coop SPT mods).
I will be keeping this mod up-to-date as best as I can, however I do not follow SPT dev cycle anymore so might take some time for updates since I literally miss new SPT releases. My 3.9.X and 3.10.X updates were put up literally because someone tipped me on ko-fi and it send email to me so I was like “oh, new SPT version is up”

Do not repost updates of my mods without reaching me first on SPT discord.

Version 1.7.0
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

13.3K Downloads

Created Jun 28, 1:57 PM

Updated Jun 28, 1:57 PM

Virus Total Results

For SPT 3.11.X

Core Changes
-
Release archive is now .zip and has /users/mods folder, making it easy to just drag and drop into root spt folder like most other mods.
- New opt in advanced key weight configuration

enableLocationsConfig
Version 1.7.0 adds a new option to control key spawning in more detail, enabled in the config.jsonc file by setting the enableLocationsConfig property to true. This is false by default.

When enabled the mod will use new per location, per loot container and per rarity configuration that can be found in the locations folder to configure key spawns relative probability in loot containers.

Why would you want this? When using the global values for all keys across all loot contains, maps and rarities you end up with very uneven distribution on maps in SPT 3.11 compared to previous versions. For example the total relative probabilities (all items in container) on Factory (night) a duffle bag have a value of ~6K while the same duffle bag on Streets of Tarkov have a value of ~977K. So if a global value of 500 (per added key) out of 6K on Factory (night) would be very different from 500 (per key) out of 977K on Streets of Tarkov.

Furthermore in the recent versions a lot of keys have been added that should not exist. With the new PVE keys were added a PveRarity of either “notExist”, “common”, “rare” or “superRare”. Debug keys fall in the “notExist” category and by setting their relative probability to 0 instead of the same global value as other keys, we can ensure these keys don’t spawn. This also means we can differentiate between common, rare and super rare keys, so we don’t find super rare keys with same frequency as common keys.

How do I configure the relative probabilities for a location?

Each location (customs, Factory, etc) have its own location file in the locations folder. In it you find settings for each loot container we modify, with subsections for keys, keycards and rarities. The values for each rarity corrosponds to the “keyWeight” and “keycardWeight” minimum weight in the config.jsonc, and higher value still means more likely to spawn.

How are the default settings, do I have to configure each location?
You do not need to configure anything after enabling the locations config. Great care have been done to make sure that the keys are balanced without you having to change anything. The default settings should give uniform results across all maps and you can just enable the new configuration and play for a balanced key spawn chance.

The default values are configured using the base SPT Dorms 114 key spawn chance in jackets. Dorms 114 is a rare key and we calculate the chance of it spawning and applies the same value to all other rare keys. For common we double the number. For super rare we half the number. This is how the current defaults were calculated. Not exist keys are 0 by default, but you can give it a value if you really want to find those random keys too.

Keys don’t spawn enough I want to increase spawn chances!
If you want to increase spawns chances I suggest doubling all numbers in each location file until you are satisfied.

Version 1.5.1
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

11.5K Downloads

Created Apr 5, 3:37 PM

Updated Apr 5, 3:37 PM

Virus Total Results

SPT 3.11.X

added new option to config + explanation how weights work

While I also have you here, be a homie and rate this up:

https://tarkov.community/posts/2612/point-based-prestige-rewards

You don’t need an account, you log in through discord.

Download *mod_name.rar* and extract it into /user/mods

Version 1.5.0
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

2.1K Downloads

Created Mar 27, 6:30 PM

Updated Mar 27, 6:30 PM

Virus Total Results

SPT 3.11.X

Download *mod_name.rar* and extract it into /user/mods

please do me a favor and rate up this if you like it and have a second:

You don’t need an account, you log in through discord.

https://tarkov.community/posts/2612/point-based-prestige-rewards

Version 1.4.1
Download Mod Version
SPT 3.10.5
Latest Compatible SPT Version

12.7K Downloads

Created Dec 9, 2024 at 8:37 AM

Updated Dec 9, 2024 at 8:37 AM

Virus Total Results

SPT 3.10.X

(Allegedly) Fixed keycards having same rarity as keys

Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

Version 1.4.0
Download Mod Version
SPT 3.10.5
Latest Compatible SPT Version

1.3K Downloads

Created Dec 6, 2024 at 11:00 PM

Updated Dec 6, 2024 at 11:00 PM

Virus Total Results

SPT 3.10.X

(should work xd)

Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

Version 1.3.0
Download Mod Version
SPT 3.9.8
Latest Compatible SPT Version

14.1K Downloads

Created Jul 12, 2024 at 10:07 PM

Updated Jul 12, 2024 at 10:07 PM

Virus Total Results

SPT-3.9.X

Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods

I wasn’t even planning to update these in some time but someone was nice to me on ko-fi so here ya go

DirtyDel

does this need a patch to work with spt?

0 Likes
FallegaHQ

hey

I have released this mod
Mod Configurator

If you want to support my mod, please let me know and I will help you with the setup if you need/want

0 Likes
mil4me

is that mod safe to uninstall ? sorry new to all this

ty

0 Likes

Yes dont worry about it, it doesnt alter profiles nor add new items

0 Likes
adambianchi

I’m assuming this mod is compatible with mods that add new items to the same containers in which the keys can spawn, so jackets, duffle bags and dead scavs? Mainly wondering as I am also running More Energy Drinks, and saw that the item spawn chances are being changed in your config.json. Otherwise, loving the mod so far

0 Likes
GRAPTIK

This mod makes keys that are supposed to be unobtainable spawn in containers. Will there be a fix for this?

0 Likes
D9NN7

Will there be a compatibility issue if I use this mod with SVM (increased value for loot in containers), also it says certain features are configurable but I don’t see anything in f12 menu?

0 Likes

Configuration is not in f12 menu, it’s in json in mod folder, regarding SVM idk

0 Likes

regarding svm- whatever you load first/last, as the changes will be overwritten by the load order

0 Likes
redlaser42

Thank you for this mod. It’s been great. I appreciate the work you put into the balancing.
If possible, I think a really cool feature would be an option to weight keys per map based on which map the key is for. e.g Reserve keys likely to spawn at Reserve and unlikely to spawn elsewhere. Thanks again!

0 Likes

Unfortunately there is no meta-data in the game that tells which location (map) a key is for, so we would have to maintain our own list. Config wise the simplest would probably have a boost multiplier for keys on their own map. For example 1.5 times the weight, default being 1 for no change. And a “nerf” multiplier for keys outside their own map. For example 0.5 times the weight, default being 1 for no change. The time consuming part would be creating and maintaining the list of what keys belong to what location by id.

I like the idea. That said, it will not be something we look into anytime soon, if at all. Version 1.7 will be the final version before SPT 4.0.

1 Like
SpectralVoid

Hey, amazing mod. I have a question tho, i keep finding these debug keys that i assume are part of the removed keys you talk about in the mod description, which also don’t fit in gilded key storage. From the config file it says, unless i misunderstood that i need to set the keyweight (first setting) to 0, does that only remove the debug keys or does it set all keys drop to 0? If so, is there a way to remove from the loot pool just the debug keys? (while it’s not gamebreaking, it bothers me seeing keys that don’t fit in GKS)
If it’s not your mod adding those then i’m sorry for the bother.

0 Likes

The “keyWeight” and “KeyCardWeight” was applied regardless of what type of key/keycard it is.

We have just released a new version (1.7.0) where you can enable a more advanced configuration that by default doesn’t increase the spawn rate of keys with the “notExists” rarity.

2 Likes

I read the latest notes but not sure: Does this latest version prevent spawning of Shturman, Grumpy, etc. keys? I’m finally updating my server to 3.11 and updating all my mods.

Update:

To answer my own question, the answer is yes. I looked at the code (WOW you made some changes!!!) and gave up trying to reimplement the itemID denylist I made for the 3.10 version. Most of the “bad keys” keys shouldn’t spawn like Shturman/Grumpy based on your “notExists” comment which is excellent! I expect to see Rusty Bloody and other keys in random locations, which is fine. Thanks again for this awesome mod.

0 Likes

Tyvm, will do another run with new profile.

0 Likes

Well, i don’t have any mods that change loot spawn and i’m still getting the dev keys from.

0 Likes

It only removes NotExist keys if you enable the new setting (“enableLocationsConfig”), to make sure it doesn’t break it for anyone that doesn’t want the new changes. Hope this helps.

0 Likes

Oh, i see now… I didn’t get it, my bad. Tyvm for the patience and amazing work as always.

0 Likes
typhoontech

i really enjoy this mod, thanks for all the hard work. I would like to tone it down a little bit though… opened up a duffle bag with three purple keys.

in order to make the probability of keys occurring in loot more than the base game, but less than the current mod settings, what should i change in the config?

do i raise or lower the individual probabilities or do i raise or lower the default key weight?

0 Likes

Okay so this link kinda explains weights for anyone interested. (i am unfamiliar with coding)

I changed base key weight to 250 from 500. this resulted in less keys.

in 6 jackets i found about 4 keys total. and i found way more junk now.

the relative probability is the probability that a container spawns with that number of items, not the probability of a key IF that container has that many items.

0 Likes

added explanation inside config, since it’s like 3rd time ppl come here with weight-related questions

1 Like

In more recent versions of SPT the loot weights can vary a lot from location to location and even from container to container. Therefore a global weight in one location + container combination may yield way more keys than a different location + container combination. An extreme example of this are Factory (night) and Ground Zero (High level) which had very low weights compared to Streets of Tarkov that had very High weights.

In version 1.7.0 we have introduced a more advanced configuration you can opt into that has balanced key weights per location.

1 Like
Andrah

I’ve found keys in raid, does this mean that I already have a mod that handles this?

0 Likes

No, keys can be found by default, but
1) Not all of them
2) With abysmal chances

0 Likes

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