Mod Details

Progressive Map Access

Progressive Map Access 1.5.0

Created by  Trenchf00t

2.5K Downloads

SPT 3.11.4 Compatible

Quest based map unlocking

Latest Version 1.5.0
SPT 3.11.4

Updated Aug 2, 2:38 AM

Version Notes

Changed how the mod maps out map locations in game. Tested it for about 2 minutes, let me know if it doesn’t work.

Known Issue: The location selection screen still only works while its in English, I need to explore what I would need to do to support other languages.

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Description

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:

10582-lockedmaps-png

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

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

10583-customsunlockedmaps-png

Example of unlock progress with default settings and the player has unlocked the mission Background check.

These requirements are configurable in the config file.

10584-lighthousecamping-png

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

Configuration

The mod is highly configurable:

“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

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 Config

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.

Download

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.

Version 1.5.0
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SPT 3.11.4
Latest Compatible SPT Version

923 Downloads

Created Aug 2, 2:38 AM

Updated Aug 2, 2:38 AM

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Changed how the mod maps out map locations in game. Tested it for about 2 minutes, let me know if it doesn’t work.

Known Issue: The location selection screen still only works while its in English, I need to explore what I would need to do to support other languages.

Version 1.4.0
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Unknown SPT Version
Latest Compatible SPT Version

196 Downloads

Created Jul 30, 4:11 AM

Updated Jul 30, 4:11 AM

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Fixed the client mod. It looks like I broke map unlocking at some point and at least with my fika install was spamming the console logs like crazy. This stuff might have just been on my dev build.

For some reason woods and terminal switch game objects on the map select screen, not sure what causes it. Added a check that should detect that and fix it. Might need to be on the lookout for this happening with other maps. This is not shown in the UI and normally would not be an issue, except for the way I currently handle location mapping and unlocking.

But hopefully it fixes issues of maps not unlocking for people. I tested it across 3 different installs, all created at different times and with different mod configurations.

Can confirm that this works with fika and a headless.

Version 1.3.0
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261 Downloads

Created Jul 26, 4:56 PM

Updated Jul 26, 4:56 PM

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Fixed the unlocking of adjacent locations when using the config options that allow temp unlocking of latest extract and adjacent locations.

EDIT: Whoopsie! I forgot to put the client side of the mode in the release. Redownload if you have any problems. Its fixed now thanks to a friendly ping on discord for letting me know.

If you updated from 1.2.0 then it really shouldn’t be a problem because the client mod didn’t change, it was all server changes.

Version 1.2.0
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Unknown SPT Version
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403 Downloads

Created Jul 21, 3:02 AM

Updated Jul 21, 3:02 AM

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  • 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.

Version 1.1.0
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Unknown SPT Version
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453 Downloads

Created Jul 17, 3:46 AM

Updated Jul 17, 3:46 AM

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  • 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
  • Added a new field to the player profile that the mod saves, this tracks if the player has unlocked all maps via the configs quest requirements and disables check to prevent unnessary function calls.
  • 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

Whoops, forgot to attach the file, it is now attached.

Version 1.0.0
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Unknown SPT Version
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237 Downloads

Created Jul 16, 2:12 AM

Updated Jul 16, 2:12 AM

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Trenchf00t Pinned

My Bad

While working on my mod list for my install I noticed what a few people have reported, mainly that maps don’t unlock. I have hopefully fixed it. Part of the fix may require a more elaborate solution, but I’ll wait and see if people still have problems.

The mod still requires that the UI language of the location selection screen is in english.

I didn’t put a ton of thought into what quests should unlock which maps. I had considered making some maps only unlock once you have completed your first quest on them, like shoreline only unlocking once you’ve finished Fishing Gear, so that it would require you to transit to the map. Would be an interesting hardcore style of change.

But at any rate, I would be interested in knowing what other people set their maps unlock to.

If you want a more ‘Hardcore’ base experience without having to modify the config yourself I now have an optional download that requires you to complete a mission of each map before you actually unlock it for free access.

0 Likes

Sounds like a good idea to me. I’m looking to start over, and maps locked behind specific quests and forced transit for the initial unlock sounds great.

0 Likes

Glad you like the idea. Gives some more depth to progress I think.

I’m working on an update that will track your last successful extract and will unlock that map until you either die or extract from another map.

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You say you didn’t put a lot of thought into it, but that’s probably more than BSG

Fantastic mod! I usually avoid transits, but forcing them a bit early game (non-hardcore version) is a great idea imo. It would introduce the player to the concept of transiting, while offering map access as a sort of reward. I’m on board, sir!

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I can’t help but agree. Until I started making this mod, I don’t think I have actually used a transit in SPT once. But now its actually kind of exciting sense instead of just being this tacked on thing, its actually useful to gain access to maps and quests.

1 Like

that’s a really cool idea, although i gotta say that i would prefer for it to be maybe a config on f12 menu, if possible

i’m playing on a weak cpu, and transits most time force it too much and makes the game crash

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Its entirely optional. I don’t intend to make any of this mandatory. And its part of the reason I made the hardcore config. I’m still deciding if I want to add a mode that only considers your last map played instead of progression, as per a request lower down in the comments.

But that will always be mandatory.

0 Likes
SimplyKitten

For anyone who experiences issues with this patch from the most recent (1.5) update of this mod, such as selecting a map. Do a clean install. I had this issue and doing this fixed it.

0 Likes
TheGoldenaxe001

Would it be possible to add a setting to enable the extract timer? Makes it more planned and risky like before to extract and fixes extracting during the Raid Overhaul blackout event. Could do a transition timer setting too

0 Likes

I’m not sure what your asking for. Are you asking for me to add a setting that allows modifying the extract timer? And is there an issue with compatibility with raid overhauls blackout event? I use both mods together with that event active and I’ve never had an issue.

0 Likes

When using this mod, the extracts activate instantly and dont start the timer. I just press confirm and extract with no wait. I’ve also found that I guess bypasses the blackout event blocking the exfils

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I don’t make any adjustments to extracts at all. And I use this mod with raid overhaul so I can confirm this as well. Its going to have to be another mod you have active that is making those changes.

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I’m very dumb lol. It’s Trap’s Path to Tarkov that removed the extract timer

0 Likes

Glad you figured it out.

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ThreeJackdaws

I just noticed theres been an update for path to tarkov for 3.11 which got me thinking.

Is there a chance you could add an option in the config to lock traders behind specific locations? Or better still (but I doubt it) this be used alongside PTT?

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I saw someone ask over there if they could be used together. And the reply they got was probably, I think. I don’t really know much about path to tarkov so I’m not really sure of the benefit of using them together.

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This was the comment I mentioned.

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Ojax

Thanks for the update, adjacent extracts working nicely now.

A suggestion - making car extracts unlock the whole map for the next raid. Would be a nice relief for hardcore type playthroughs, if it is at all within the scope of this mod….

0 Likes

Thats an interesting idea.

1 Like
Angry Noob

This mod only works when the player’s language is set to ‘English’. If ‘Simplified Chinese’ is selected, it will cause an error and fail to unlock the map correctly

0 Likes

Thanks for letting me know. I’ll put something in the description about it currently only working with English version of the game.

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Here’s a quick fix: When choosing the map, switch the language to English first. After hitting “Next,” just switch it back and it’ll work fine

0 Likes

Thats a good suggestion. Thanks for the tip.

0 Likes
fingerinthecave

My locations are not unlocking when meeting reqs until i reboot the server. i initially had a problem with ground zero being locked but fixed it the same way. idk if this is something you’ve had to fix before

0 Likes

Did you install the client mod? Because it sounds like you didn’t install the client mod.

Edit: Just realized it could be due to not using the English localizations of the game UI. If that is the case it would case that behavior as well.

0 Likes

yeah i have both the bepinex plugin and user mod installs, i’m not sure about the whole localization thing. i should be using the english locales

0 Likes

Are you on the latest version of the mod?

Also if you would, check the server console while navigating between the main menu and the location selection screen and see if you see any instances of

/ProgressiveMapAccess/CheckQuestProgress/
/ProgressiveMapAccess/UserProfile/

/ProgressiveMapAccess/UserRaidStatus/

Let me know.

0 Likes

i downloaded this like 2 days ago so I should be up to date. i do see lines saying ‘sending users quest progress’ and then my user profile code after each of those lines you listed

0 Likes

What other mods are you running? It would also be easier to possibly troubleshoot this if you came to my thread in the spt discord when you had a chance.

0 Likes
ThreeJackdaws

Just updated to the latest version and all maps are locked.

EDIT:

Rolled back to 1.1 and Ground Zero is accessible again. Anyone else had this?

0 Likes

Yes, they are all locked by default now. The maps are unlocked via how your config is setup and your quest progress. The default config has ground zero unlocked.

0 Likes

Is there any way you could send me your profile from the latest version. The client portion handles unlocks on the latest and I would like to see it.

0 Likes

I know all are locked by default, which is fine. But what I mean is, even Ground Zero was locked. Literally all maps locked to can’t enter any raids at all.

This is on a fresh profile, fika headless setup

0 Likes

That helps a lot. I had not tested it in the setup. I’ll do some testing on my headless.

Thank you

0 Likes

FYI in the most up to date version unlocking is handled by the client so it might need to be on both the headless and the client.

Funny I was thinking about this setup earlier today when messing with mine.

0 Likes

Okay, can confirm installing on the client as well unlocks GZ as intended.

0 Likes

Awesome. Sounds good. Let me know if the headless has any issues connecting to raids. Because I haven’t added any logic to not lock maps for headless clients.

If it does. A work around should be to just set all maps unlocked in the headless profile the mod probably will create

0 Likes
ghost.recone

‎‏‎ …‎‏‎ …Hello, good time. Don’t be tired. I have a question??! Is it possible to open the map terminal?

0 Likes

Possibly, I haven’t mapped it out in the mod and I don’t know if spt even has assets for that map in its files.

So I don’t know.

Edit: Just looked at the base file in the spt server files and it doesn’t even link to a bsg scene in the assembly. So I’m going with no for the time being.

0 Likes
zzb

I deleted the module, but my Merchant is still not unlocked, and the newly added tasks are not deleted. What should I do?

0 Likes

Yeah, I don’t lock any merchants and I don’t add any tasks, so you will have to look at your other mods.

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