
The same hideout... but different! A change of pace for hideout grinding. Modifies all area requirements and bonuses.
HIDEOUT REDUX by MAGIC ERASER
Hideout Redux is the beginning of a much larger mod that aims to give a new feel to the progression without changing gameplay. These specific changes are intended for players that still enjoy the looting and upgrading the hideout, but are tired of chasing the same exact items/quests/trader from all their previous “wipes”.
- Requirements - All Areas
- No tools requirements. In general, tools needed are required by the Workbench.
- New item requirements. Items are “accurate” to the area, but have been adjusted for a change of pace or to reflect the new area description.
- No Trader requirements. This may come in the future once better implemented, but for now it doesn’t make sense that a trader can dictate whether or not I put lights in my Hideout.
- Fewer and cheaper money requirements. These are typically to cover the “cost” of items that would not be widely available in Tarkov.
- Minimal area pre-requisites. Areas follow a simplified, yet still “realistic” progression. Most only have a single pre-requisite due to the progression.
- Bonuses - ALL Areas
- Spread across all hideout areas. Each area adds bonuses that make sense for its use. For example, a bathroom and heating provide a mental bonus since you’re less stressed in the Hideout**.**
- Better balanced Skill bonuses. ALL skill groups now have fairly even bonuses once at max Hideout.
- Area Specific Changes
- Defective Wall: No more mopping up water BS.
- Security 1 and Lights 1: Required before everything else.
- Scav Case: Modified payments and rewards for a little more “fun”.
- Generator: Stage 1 is a kerosene generator, Stage 2 adds a gasoline generator, Stage 3 is a dual-fuel.
- Global Changes
- Reduced Construction Times. Not instant, but definitely not extremely long, especially for what would take a few hours max IRL.
- Reduced Fuel Consumption and Air Filter Rate. Not a massive increase, but enough to be noticed.
- Slightly Increased Bitcoin Rate. Just a small bump for a little quicker production**.**
- Increased skill and XP gain. Again, not a large increase, but noticeable**.**
I’ve also changed virtually all of the Locale descriptions for the hideout. Some just because I can and I wanted to add another small change to remove some monotony, and some because the new requirements don’t make sense for the default description. No, they won’t all match the in-game visuals with 100% accuracy, sorry.
3.8K Downloads
Re-added the stash bonus change as an option in config.jsonc (Default is true, set to false for the change)
Fixed hideout config values not applying properly.
Apologies for the rapid fire updates. Change requests + ADHD + little sleep lead to bad decisions.
Future updates will be much more organized.
134 Downloads
Removed stash bonus changes. Now the mod doesn’t touch the Stash hideout area bonuses field.
Will remain default unless modified by another mod, such as Softcore
137 Downloads
Added the option to toggle on/off nearly all mod features.
896 Downloads
Fixed missing Container IDs from Place of Fame stages
498 Downloads
Corrected Health, Hydration, and Energy regeneration values to match vanilla SPT.
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First, this got downloaded a lot more than I expected already, so I’m glad some of you like it.
It started as part of a much larger mod currently in progress, but I wanted to put it up here since I thought I was done with it for the time being. I unfortunately did not test much for compatibility beforehand, and it’s been brought to my attention that it is somewhat incompatible with several other popular mods.
So, if you come across a compatibility issue, or would just like the option to disable parts of the mod in favor of another, such as the Scav Case changes, please let me know under this comment and I will work them in as soon as possible. Thank you.
Also, if anyone has experience with client modding and would like to offer their support with an idea regarding hideout construction, it would really speed up my progress
Heya, I’m a big fan of this mod and I was quite sad that it hadn’t been updated to 3.11 yet - so given there hasn’t been any movement here since last September, I took it upon myself to update it through a fork on GitHub page of the mod.
It’s currently pending two changes due to some backend changes (scav case and production recipes were moved) and I did have to make changes to the config JSON since the JSONC module seems to be quite finicky - but once I’m done, I’ll see about making a merge request to the upstream reppo, if you’re still interested in keeping this updated.
As always, thanks for the hard work, this is a great mod and honestly alleviates one of my biggest gripes with Tarkov: nonsensical Hideout build requirements.
Much love, Arisu.
3.10??
Is this mod compatible with SPT Realism?
I was wondering if you would like to include a craft in workbench that would allow for non-eod profiles to craft the gamma container? I wouldn’t mind writing the code for it.
Does this mod conflict with the Hall of Fame Improvments mod? This mod increases the bonus from the hall of fame and nothing more
Will it be okay to update to 1.1.1 if we’re utilizing the increased stash space? Loving the progression so far, I like that a lot of things are locked behind Intel and generator.
love the toggles, only problem is your mod is changing the hideout sizes with softcore. load order doesn’t solve the issue either. apart from that, everything is compatible!
What item can I use to power the level 1 generator? I don’t remember seeing a kerosene item in game.
this is cool , but i have softcore too, but like the generator stages cool idea
can you make that only one an standalone mod or maybe the abilitty to disable/enable all the mod changes ?
best regards