
Makes keys actually findable in-raid
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
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.
10.5K Downloads
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.
11.5K Downloads
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
2.1K Downloads
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
12.6K Downloads
SPT 3.10.X
(Allegedly) Fixed keycards having same rarity as keys
Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods
1.3K Downloads
SPT 3.10.X
(should work xd)
Download zzMusicManiac-KeysInLoot.rar and extract it into /user/mods
14.1K Downloads
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
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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
is that mod safe to uninstall ? sorry new to all this
ty
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
This mod makes keys that are supposed to be unobtainable spawn in containers. Will there be a fix for this?
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?
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!
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.
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?
♥
I’ve found keys in raid, does this mean that I already have a mod that handles this?
This mod is a life saver for Hardcore runs. TY!