Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
- Slowing down the combat by increasing health across the board (Begone days of head-eyes);
- Changing damage spreading, armor damage absorbtion and other mechanics;
- Rebalancing medical, food and other usable items;
And others.
Installation: Extract into SPT folder.
After installing - a new account is required for this mod to work properly.
Changes:
- The health of player and all NPCs was increased 6-10 times, status effects are changed accordingly;
- Armor now absorbs a percentage of incoming damage depending on its class as long as it has any durability, this is counteracted by bullet's penetration;
- Some weapons get a damage boost on shot:
- Bolt-action sniper rifles: +300%
- Marksman rifles: +100%
- Pistols: +80%
- Revolvers: +200% - When damage is dealt to any body part, percentage of this damage also applied to each other body part (Even when hit body part is not dead);
- Healing items are now split into 2 categories:
- In combat healing: standard healing while using
- Out of combat healing: slow health regen for several minutes -
Most food and med items give a long-term buffs (Ranging from 20 minutes to 1 hour);
- Magazine restocking in raid is way faster, ammo stacks can hold more ammo;
- Melee is split into 7 levels, depending on how hard it is to aquire them;
- Recoil is slightly reduced for most weapons;
- Item background colors are changed to reflect its usability;
- Loot is adjusted to be more prevalent;
- And minor QOL changes like in-raid timers, removed construction times for hideout, item restrictions in raid, skill fatigue and so on.
Most of changes are configurable either in config files or F12 menu.
Known issues:
- Stamina regen, damage modifier and max weight buffs do not stack;
- Some similar buffs are not displayed correctly (But they do stack);
- When starting new account "Out-of-raid" healing items which you start with have too many charges on them;
-
Version 1.0.6
- VioletAmbush
- 1k Downloads
SPT 3.9.0 compat update
- Updated recoil changes
(This version should work with 3.9.0 - 3.9.5 versions of SPT)
(Tested only on 3.9.5) -
Version 1.0.5
- VioletAmbush
- 951 Downloads
Compatibility update for SPT 3.8.0
(This version should work with 3.8.0 version of SPT) -
Version 1.0.4
- VioletAmbush
- 1.4k Downloads
Compatibility update for SPT 3.7.1
(This version should work with 3.7.1 - 3.7.6 versions of SPT) -
Version 1.0.3
- VioletAmbush
- 360 Downloads
Compatibility update for SPT 3.7.0
Added single-fire SMGs (Saiga-9 and STM9) to have their own category (+80% damage by default)
(This version should work with 3.7.0 version of SPT) -
Version 1.0.2
- VioletAmbush
- 994 Downloads
Compatibility update for SPT 3.6.0
(This version should work with 3.6.0 - 3.6.1 versions of SPT) -
Version 1.0.1
- VioletAmbush
- 1.3k Downloads
Compatibility fix for SPT 3.5.7
(This version should work with 3.5.7-3.5.8 versions of SPT) -
Version 1.0.0
- VioletAmbush
- 1.2k Downloads
(This version should work with 3.5.6 version of SPT)
Psyhno
Hey there! I'm trying to make everything x2 (health, meds) instead of originals in this mod but don't really understand meaning of several values. Health config has "multipliers" and separate bot values. Do multipliers only affect all stated bots (boss, followers, etc) that are not in the list below?
I'm curious because there're only few bosses and followers in the list. Can I just remove "bots" category and leave multipliers set to "2"? Will multiplier affect bots in the list?
I'm really bored of getting oneshoted, but at the same time putting 50 bullets in someone feels too much
Anyways this mod is awesome, thanks for your time!
VioletAmbush Author
Hi.
If you remove everything from the bots list the global multipliers should start to apply for all the bots at once, values from the bots list just "override" the global values.
Psyhno
Thanks for the help
8BitAsbestos
Is there a way to not make the health pool so high? I still want to have some what realistic features, 2-3 bullets in a head shot with a AR would be nice im not seeing that in the f12 menu. Unless the ARs are under default? The over all health pool is a little excessive imo, love the mod though I really enjoy that im not getting 1 shot in the face anymore on ground zero XD
VioletAmbush Author
Health pool can be changed in the configs server-side. But you'll need to create a new account afterwards.
8BitAsbestos
Thanks
teggs200
Hi just intalled this mod and started a new account as the per the instructions but the health of my Player character has not been changed. I am playing with a custom profile if that changes things.
VioletAmbush Author
Does it work with non-custom profile?
teggs200
Okay so I notcied this ocurrs after a raid ends. Like the health resets to non modded values
VioletAmbush Author
Uuuuuuh, any other mods?
teggs200
yea quite alot none of them edit health except SVM but I have made sure your mod loads last
VioletAmbush Author
That might not help, depends how svm works
Skush
Hi, do the weapon damage modifiers apply to weapon types or certain weapons?
Basically what I am asking is how is the compatibility with new weapon mods?
VioletAmbush Author
Hi. Its a few things at once, easier to see in the actual code here:
https://github.com/VioletAmbus…ob/main/Client/Patches.cs
Earzentail
This looks very different and interesting. My ADHD is telling me I should try this.
RoMaXa31
The mod is great, but the grizzly first aid kit is weak, its advantage is that you do not need to carry bandages and splints with you, and this advantage is not here.
Currently, the large volume of the resource is not worth the space it occupies.
Сan add heals for bleeding and fractures while using it, or revert it to the old version.
(I apologize for possible errors The message was recorded using Google Translate)
VioletAmbush Author
Don't really agree with that.
Car med kit, Salewa and Grizzly heals stack and give higher sum regen rate.
While using salewa 3 times in a row will only get you 1 salewa regen rate.
SoapO
Would it be possible to tone down how many grenades everyone spawns with, I got so sick of the constant grenade spam I turned off bots throwing nades in SAIN settings.
Every scav spawns with 1-2 grenades and pmc's have like 3-4.
VioletAmbush Author
This mod does not change the stuff AI spawns with. It only affects loot on the map and in the containers.
SoapO
Ah, alright sorry for the misunderstanding.
EotechGuy
great mod!
zyddtss
Apparently, this mod is very awesome. However there are some flaws. Firstly, users coulden't change the ai's data conveniently(Addjust this by taking a GUI for it.) Secondly, users coulden't divide 'color module', 'medical and foods module' directly.(IN otherword, I don't wanna change blood volume. Only wanna take other modules). I hope to give the author a little advice. Thanks a lot.
VioletAmbush Author
You can disable background color changes in F12 menu, there are also a lot of settings in config files server-side
chino
whats a recommended mod list of what to pair this mod with?
roarbark
been using this mod for a bit and i'm pleasantly surprised by how it changes the game flow! i really dont want to play spt without these changes anymore, so i wanted to ask if anyone knows if this version works with 3.9.0...
VioletAmbush Author
Im gonna update it to 3.9.0 when i get time to do so
roarbark
LETS GOOOOO
SPL17SCR33N
Thank you for the update, this has been one of the main mods I have been waiting for to start a serious 3.8 playthrough.
SoBrodacious
This is genuinely harder than vanilla
Idk if it is just the pmcs and scavs being buffed with more HP also, but I spend half the game reloading mags and trying to resolve 300 instances of heavy bleed only to get drilled from across the map by someone who manages to triple tap my blacked limb
I see the benefits of a mod like this, but I feel it shouldn't buff npcs as much as it does you.
Exeline
Can agree with you. Cant say its a bad thing (i like how the mod had changed the combat feel if anything).
I think that you can resolve the bullet-spongeness by switching from auto to semi-auto guns, or bolt-action.
Auto guns did not get any damage increase to offset the buffed HP of bots.
You can also use magazines with high Magazine restocking speed with auto ( >= 60%), two drum mags should also help.
Speaking of bleeds, yeah, 3-4 bandages for light bleeds and 3-4 bandages for heavy bleeds are must.
SoBrodacious
I've had a poke around the configs
In HealthConfig.json the player and bot limb health values seem to be set manually, but there are a couple of lines that refer to a "commonMultiplier", "bossMultiplier" etc
I'm wondering if these lines are causing a double dip HP boost to certain enemies
Testing out manually adjusting player HP to 4x it's modded value and leaving the adjusted bot values without the multipliers to see if it makes the mod feel any more reasonable
If I can get it to the point were I can consistently survive a close quarters fight without getting dumpstered by the bots in between mag changes I'll post my values
SoBrodacious
Yeah so scaling up your own HP relative to the bot HP does help offset the issue of dying in between magazine swaps. I've found 4x is a bit aggressive so probably somewhere between 2x-3x would be a nice in-between for survivability but also not making medical items pitiful or trivializing the game.
Idk if it is linked to the way that limb splash damage is implemented in this, but even with an overall HP value of near 18,000 with 4x HP, taking damage when a limb is blacked seems to kill you incredibly fast.
The bot HP needs to be toned down across the board to make smaller magazines a bit more viable, especially the bosses. Even if they have 160HP on their head vs. 5000 on their torso, it is still a nightmare actually trying to land enough shots to the head to kill something like that through the armour mitigation.
Finally, the reload speed rework might be better as just a flat or very lightly scaled buff across the board, rather than something that scales with magazine size. I've just now found the 95rd AK magazine, which feels like it takes the same time to reload as a basic 30rd one which is a bit silly. As it is, there is no reason to run basic magazines over a large capacity one. Chances are it'll take you most if not all of a magazine to kill an enemy, and at the end of it, unless you are running the super juiced MLG packing speed focused 20-30rd magazines, you are better off running high capacity magazines since they take about the same time to reload and you get the wiggle room to drill the guy behind if two people rush you at once.
Exeline
Is there a way to reduce raid times in the mod, at least to 1 hour?
Like everything in mod otherwise.
VioletAmbush Author
Yes.
/Server/config/GlobalsConfig.json
raidTimeMultiplier
Set to 1 to get default times
Exeline
Thanks very much for reply!
LogHar
Hello! Can you please explain what armor damage multiplier means? For example if class 5 armor damage multiplier is set to -0.5 does it mean that all incoming damage will be decreased by 50%? Or does it mean that all incoming damage will be increased by 50%?
VioletAmbush Author
Hi.
1. Armor modifier: -0.5
Damage: 100
Bullet pen: 30
100 * (-0.5 + 0.3) = -20
But all damage below 0 is cutoff so you will get 0 damage.
2. Armor modifier: 0.5
Damage: 100
Bullet pen: 30
100 * (0.5 + 0.3) = 80
3. Armor modifier: 1.5
Damage: 100
Bullet pen: 30
100 * (1.5 + 0.3) = 180
But all damage above bullet's damange is cutoff so you will get 100 damage.
LogHar
Thank you!
nAgIBaToR_TTV-V
привет разраб можеж зделать версию мода 3.8.0 ото чтото не работает твой моД на 3.8.0
Weavo
Hey. Cool mod. I just have one question: Is there a way to have a single heal item heal across all body parts with a single heal? It is a little tedious to have to use a heal item 5 times.
SpectralVoid
I'm not sure if it's this mod or another one (i don't have other mods changing meds but i might not be aware of the full effects of some of them) but Obdolbos injector has among the debuffs, 25% chance to give -600 health regen aka instakill in like 2 seconds, even if you have Propital+Grizzly+Salewa+Car Medikit, you still reach at most +45 health regen vs -600 of the injector, not sure if it's on purpose or if it's one digit too much by mistake. For comparison M.U.L.E only has -30 health regen.
I don't want to sound like an "actchually" guy in case it's another mod, feel free to send me a FU if it's the case tho XD.
Either way love the mod and wish you the best.
MisterVD
It's the standart version of Obdolbos, does the same in online Tarkov
Rabisu
Seems like there's a logical bug in the StimulatorsManager golden star contusion removal. It just removes all effects_damage props, because the "for x in y" loop only grabs keys as x, not the whole object, then writes just those keys back into the props instead of the key:value pairs.
You probably want something like this:
I made this change locally and it seems to work perfectly.
GameCrasher
if i have the realism mod installed and have two profiles, one with this mod and the other with realism, it will work switching between profiles?
ArcticOwl
looked neat but you pretty much killed all the bolt action rifles because they don't have the rate of fire to overcome not being able to one shot except for the AXMC
Enint
Hello!
I have an issue with airdrops - they are gone while using VAI (everything else works fine).
I'm using SVM for changing airdrops chance and it works in vanilla.
How I can fix this?
Thank you!
VioletAmbush Author
Hi. Any errors in the console-s?
Enint
Hello! None of them...
VioletAmbush Author
Try disabling all client changes in F12 menu and/or different modules server-side, see if that helps.
FilthEBYY
Hello!
Can I get in touch with you? I would like to discuss how you managed to make weapons have different damage. In my opinion, it's cool, and it can finally bring balance to the weapons
VioletAmbush Author
Hi. Mod is open source, just look up the code in repo
FilthEBYY
Yes, I understand. But in the code, I didn't find how you added weapon damage. Can you tell me?
VioletAmbush Author
Client/Patches.cs line 24 and down
I just added a HarmonyPrefix to a method that creates a shot and change bullet's damage value depending on a gun's id/type/fireModes
FilthEBYY
Thank you
CheekiBreeki2
this just feels kinda meh, not fun at all when you have a bolt action quest and they take about 40 shots to die by a biiiig caliber
VioletAmbush Author
Bolt-actions should one-shot to head or two-shot to chest.
CheekiBreeki2
last round of factory i played it took about 8 frag rounds from the mfac mod to take down 1 dude
CheekiBreeki2
and another dude took 1 whole mag of 45 acp and still needed some dual sabot slugs
CheekiBreeki2
yeah no im uninstalling this, dumped a whole scar mag into someone at close range and they didnt die, this is pissing me off
SpectralVoid
I've played this mod the whole 3.5.8 and while at start felt weird, now it's a must have for me tbh. Just get the right rounds and weapons, a smg probably won't do much tbh, usually playing with snipers/vpo 209/stuff running 7.62x51 and later on AXMC.
Smaller caliber can still kill but enemies are sort of sponges unless you're at start, then you can easily kill anyone tbh, vpo 209 probably best gun early start.
_Ahrnair
So I disabled the health changes and the damage modifiers, but for some reason the damage percentage applied to other parts of the body is still enabled, making that my character just instantly dies to shot on the arm, where can I find this configuration?
VioletAmbush Author
Should be configurable in F12 menu in game, its a client-side change.
Edit:
Disable armor changes or set MassDamageModifier to 0
_Ahrnair
Oh aight, thanks!
SpectralVoid
Are the Stims changed in some way? or do they have some issue witht the hp?
Asking cuz i used a Mule and i basically lost all 4k hp in a matter of seconds.
Might be a compatibility issue with other mods but i don't have anything else changing how hp/meds work.
Edit:Tried another mule for the sake of it, losing 30 hp/sec, dead in less than 2 minutes.
VioletAmbush Author
Buffs and drawbacks of (almost) all stims are changed. You can counter negative health regen with out-of-combat healing.
FrostyTips713
Come across a curious issue, when in raid and trying to reload a mag with any weapon and ammo type for that weapon the mags won't load; it just becomes an infinite loading circle, and then I can't reload or unload the magazine again. Is anyone having these issues?
FrostyTips713
After some more digging, I found that the MagazinesConfig file is killing the reload. Anyone able to assist with this?
VioletAmbush Author
It can happen if load/unload modifier on a magazine is set too high. Which exact mag are you talking about?
FrostyTips713
5.56x45 The Magpul PMAG D-60 STANAG 60-round magazine is the magazine I was using in the raid when it happened. I also used the 30-round mag for the VSS and couldn’t reload on that either.
VioletAmbush Author
We're gonna have to look into that, in testing they worked ok.
Thanks
bphaphon
My PMC health will not change, however it seems like every other NPC's health changed. I changed it so that the NPCs available for configuration have less health and it definitely feels like it. Don't have to mag dump on unarmoured scavs anymore. Not sure why the PMC health stays the same. I do have a number of other mods available, but I feel like none of them should affect player health if NPC health changed.
VioletAmbush Author
Your PMC health is set separately from NPCs and is set to pmc template.
Your PMC is created with that template at the moment you create your account, so mod should be installed at this moment.
There is a way to apply health changes to any existing account, but that leads to problems when you try to uninstall the mod. I guess its still better to make it that way and provide instructions for uninstalling.
bphaphon
So you're saying that if I want to change NPC health and my own, the changes have to be made right when I start a fresh account? Like right before I launch it for the first time and select USEC/BEAR?
bphaphon
And is there a way to edit Tagilla's health and other bosses? They have way too much health for my liking. I think I put 3 whole mags of M855 into his chest at close range and he didn't die. Ik it's M855 at the end of the day but still.
Shinobuwu
I think he means in the "health" config file, changing the "player" values doesn't actually change anything in the game. I'm having the same problem, I can adjust the health of the bots but I have 4400 total HP no matter what I change in the config file.
ehtacs
Player health is located in your user file. It's set when you create the profile. If the mod and config weren't there at the time, it's using the Tarkov defaults.
Open \user\profiles\yourprofile.json and search for "Health" or "BodyParts". The node lives in two places: pmc.Health.BodyParts and scav.Health.BodyParts (your player PMC and your player scav, respectively). Make sure you're on the right toon and start tweaking:
You'll see each part as well as a max and current. Both values affect your character only. If your character is wounded, you'll see that the current is less than the max. A totally healthy toon has the same value for both.
eriic
would be cool see numbers of damage you dealt in a text overlay like cyberpunk or the division 2
archon0ne
Well lucky for you, that already exists!
Amands's Hitmarker
It has floating damage numbers
Brzonki
For some reason my pmc's health stays the same (The deafult tarkov hp) even after instaling the mod. I dont have any med mods.
VioletAmbush Author
Does it work if only this mod installed?