
Quest patches for vanilla and external mods having "Eliminate with XXX" condition to start processing weapons from mods
AMQWR version 1.6.0 or higher is a HARD requirement, this mod is just bunch of configs for AMQWR. If version is lower - things won’t work in proper way!
You have dozens of new guns for your SPT setup? New hundreds of quests? And still you have to use the very same vanilla guns for quest progression? Here we are, presenting precise configs to match your new shiny guns with quests!
Main goal of that mod is to precisely match weapons from mods with quests having “Eliminate with xxx” conditions without adding extra weapons that are not matching. And ONLY that type of condition. Any other quest conditions like “find”, “stash” and etc currently are not supported by AMQWR logic.
Currently 100% covered next quest mods:
- Vanilla EFT quests
- Lotus quests 1.6.2
- Ref - SPT Friendly Quests 1.3.0
- WTT-Armory
- AES 0.6.0
- Flea Market Quests 1.2.3
Next weapons and weapon packs included:
- Massivesoft guns
- WA 2000
- AK-50
- WTT-Armory 1.2.0
- Rexana weapons: ARX160, Barrett M107, CheyTac M200 and others
- Epic’s All in One
- ECOT - Eukyre’s Consortium of Things
- Sig Sauer MCX VIRTUS multi carlibre rifle
- Echoes of Tarkov - Requisitions
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- some other that had valid IDs and were in original config
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- some overrides for vanilla weapons (like adding to another weapon group)
Weapons that may not load properly:
- Usenko TR-76 Geist Assualt Rifle
- Superi 46 4.6x30 SMG Can be fixed by moving that weapons to the very beginning of the load order. No other known methods to fix.
Weapon mods are not hard requirement: if you don’t have some of them - things will still work!
Please do notice: if you have more weapon mods than in the list - you may need to manually add weapon IDs into Override section of zz_guiltyman-addmissingquestweaponrequirements/MissingQuestWeapons/OverriddenWeapons.jsonc . In some cases it also may be needed to edit or add new weapon groups. About logic and configs of AMQWR please refer to it’s repository README
- Install AMQWR if you don’t have it
- Unpack archive with patches into SPT root directory, confirm overwrite.
If you are using Load Order Editor - please check that AMQWR is loaded AFTER all weapons and quest/trader mods. Best if it will be the last in load order
IF YOU DON’T HAVE ANY OF QUEST MODS FROM THE LIST - YOU WILL RECEIVE “Mod: (XXX) is missing a package.json”. IT’S TOTALLY FINE, YOU HAVE NOTHING TO DO WITH IT, ONLY TO DELETE THAT MISSING MOD FOLDER FROM YOUR MODS
Some quests are added into processing blacklist. It’s not a bug, it’s by quest design and/or AMQWR logic and/or available weapon mods.
For example: “eliminate with M60 machine gun”. For now I have no known working mods that add M60 for SPT >=3.11, so I won’t even bother myself doing unnecessary job with creating “empty” weapon groups. Same for quests that have very tight conditions like “eliminate with SVT-40”. If there are (alive) mods that add THE SAME gun - I try to process things as accurate as possible. At least quests for AK, M4, M700, MCX and SR-25 allow you to use any caliber version of it regarding how it’s named. If quest logic allows - I add maximum of suitable guns and avoid adding extra guns that are our of quest conditions/scope/logic. If quest about kills only with one short versions of AK - there will be only that short version of AK. The only “extra” thing I allowed to myself is to add AK-15 and AK-19 to AK-12 group, as to be clear it’s literally the same gun but with different caliber. One day Russian military will learn how to name things in a proper way but now we can only eat what we have.
If you notice any issues or have requests about adding new quest mods and weapons - write in comments section. Though, please suggest mods that are not abandoned and regularly updated. Any requests without attached links won’t be considered as valid request.
For assistance about issues (like not counting gun XXX into progression of quest YYY) please do next:
- first of all carefully read conditions, in some cases kills won’t count towards progression because of wrong weapon modules. Ultra reminder: silencers, scopes, grips and etc are expected to be VANILLA ones, not those you’ve added with mods. This mod can do nothing with weapon modules requirements.
- one more reminder: If you are using translations for quest mods - please ensure that translation is accurate. I’ve found issues with Lotus Russian translation for few quests.
- in folder zz_guiltyman-addmissingquestweaponrequirements/config edit file config.jsonc - change “debug”: false to “debug”: true
- restart SPT server
- send me log.log file from zz_guiltyman-addmissingquestweaponrequirements folder and describe which weapon (better if you know ID) not counted into which quest (full quest name, full condition text)
Please never tell me about cursed mods like Definitive Weapon Variants or any similar!!! Manual processing of each quest mod takes dozens of hours and adding there 500+ literally same guns but with diff caliber and non consistent naming will make me crazy. You may use it, it will somehow work, but only if you add all that hundreds of IDs to Overrides. I won’t do it. Never. Though, if someone will share working config - I will add it into release.
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Dependencies:
- Added AES quest mod compatibility
- Added Flea Market Quests quest mod compatibility
- Fixed Lotus: RUAF Infiltrator - Part 6 wrong quest ID
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Where I can get them? I don’t see them on the hub
Please never tell me about cursed mods like Definitive Weapon Variants or any similar!!! Manual processing of each quest mod takes dozens of hours and adding there 500+ literally same guns but with diff caliber will make me crazy. You may use it, it will somehow work, but only if you add all that hundreds of IDs to Overrides. I won’t do it. Never. Though, if someone will share working config - I will add it into release.
Definitive Weapon Variants is already adding variant weapons to all kill quests. But thank you for remembering my mod. Cheers!