VAI: Non-Realistic Tarkov Project 1.0.5

This mod aims to make EFT more fun experience by sacrificing its realistic nature.



This is done by:

  • 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:

  1. The health of player and all NPCs was increased 6-10 times, status effects are changed accordingly;
  2. 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;
  3. Some weapons get a damage boost on shot:
    - Bolt-action sniper rifles: +300%
    - Marksman rifles: +100%
    - Pistols: +80%
    - Revolvers: +200%
  4. 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);
  5. 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
  6. Most food and med items give a long-term buffs (Ranging from 20 minutes to 1 hour);
  7. Magazine restocking in raid is way faster, ammo stacks can hold more ammo;
  8. Melee is split into 7 levels, depending on how hard it is to aquire them;
  9. Recoil is drastically reduced for most weapons;
  10. Item background colors are changed to reflect its usability;
  11. Loot is adjusted to be more prevalent;
  12. 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 1.0.5

    Compatibility update for SPT 3.8.0

    (This version should work with 3.8.0 version of SPT)

  • Version 1.0.4

    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

    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

    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

    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

    (This version should work with 3.5.6 version of SPT)

  • 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.

    Heart 1
  • 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.

    • 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.

    • 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

    • 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.

  • Is there a way to reduce raid times in the mod, at least to 1 hour?

    Like everything in mod otherwise.

    • Yes.

      /Server/config/GlobalsConfig.json

      raidTimeMultiplier

      Set to 1 to get default times

    • Thanks very much for reply!

  • 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%?

    • 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.

      Heart 1
    • Thank you!

  • привет разраб можеж зделать версию мода 3.8.0 ото чтото не работает твой моД на 3.8.0

  • 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.

  • 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.

    • It's the standart version of Obdolbos, does the same in online Tarkov

  • 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:

    Code
    effects[effect] = item._props.effects_damage[effect];

    I made this change locally and it seems to work perfectly.

  • 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?

  • 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

  • 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!

    • Hi. Any errors in the console-s?

    • Hello! None of them...

    • Try disabling all client changes in F12 menu and/or different modules server-side, see if that helps.

  • 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 :)

    • Hi. Mod is open source, just look up the code in repo

    • Yes, I understand. But in the code, I didn't find how you added weapon damage. Can you tell me?

    • 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

    • Thank you

  • 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

    • Bolt-actions should one-shot to head or two-shot to chest.

    • last round of factory i played it took about 8 frag rounds from the mfac mod to take down 1 dude

    • and another dude took 1 whole mag of 45 acp and still needed some dual sabot slugs

    • yeah no im uninstalling this, dumped a whole scar mag into someone at close range and they didnt die, this is pissing me off

    • 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.

  • 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?

    • Should be configurable in F12 menu in game, its a client-side change.

      Edit:
      Disable armor changes or set MassDamageModifier to 0

    • Oh aight, thanks!

  • 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.

    • Buffs and drawbacks of (almost) all stims are changed. You can counter negative health regen with out-of-combat healing.

  • 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?

    • After some more digging, I found that the MagazinesConfig file is killing the reload. Anyone able to assist with this?

    • It can happen if load/unload modifier on a magazine is set too high. Which exact mag are you talking about?

    • 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.

    • We're gonna have to look into that, in testing they worked ok.

      Thanks

  • 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.

    • 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.

    • 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?

    • 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.

    • 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.

    • 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.

      Heart 1
  • would be cool see numbers of damage you dealt in a text overlay like cyberpunk or the division 2

  • 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.

    • Does it work if only this mod installed?

  • This mod makes melee meta i feel like a mini tagilla

    • im actually stronger than him i beat the fuck outta him

      Happy 3
  • very fun mod

  • Are there any specifics on how loot spawns were modified? Is it just a flat percentage increase or what?

    • Its a flat 2x multiplier as far as i understand

  • Is it possible to ask the author to make a separate mod with food regeneration? :)

    • Well, technically you can just disable everything except the food changes

    • It won't require creating a new profile?

    • The health values of your pmc will stay the same. If you want, you can revert them back in your profile file. Make sure to backup it before modifying.

    • It worked, the profile is old, thanks comrade.

  • I did some testing (head hurting amounts of trial and error and figured out that immersive raids bricks the UI. idk how but probably want to look into that please

    • The only thing i could think of that can break the ui is item background color changes. Try disabling them in F12 menu and restrarting, if you haven't.

    • it breaks the in raid hud, i should have clarified that, i'm sorry for leaving that out

    • Well, i have no idea rn then, will have to try and debug it later

  • This mod is so fun if you ask me. It turns your one tapping people or being one tapped into actual gun fights where cover matters because you WILL have to reload multiple times during fights. Enemies are bullet sponges, and so are you, drum mags are king in this mod. I personally turned the health down just a tad, I think I lowered everyones health by ~300 to make the fights a little less bullet spongey. I highly recommend having the SAIN bot recoil mod with this since as someone posted, the bots will at times just not miss and beam you to death in the thorax.

  • After playtesting this mod for a bit i definetely like the idea. Although the combat seems fun it can also be very frustrating sometimes due to a couple of things:


    Stamina: Your 'PMC' still has a base stamina of a couch potato which runs out after taking two steps. Personally i dont think it fits the mod.


    Weight: As mentioned by other people aswell the weight although at first seems pretty good imo, i think there's an other way to adress this coupled with stamina. I really like the buffs you get from food and drinks, though i think they can be a bit buffed. Maybe (if this is possible) link stamina and weight limit with your hydration and energy meter, so that if you keep your pmc well fed and hydrated you have a lot of stamina and weight limit. But if you dont care about your pmc, well then he doesnt care about you and your loot either.


    Gunplay: This is one of the most fun parts of the mod as the meta is definetely different then the main game. Expect to needing a full clip of your ak to kill one scav. Or just two tap him with your mosin. This defenitely needs a lot more balancing as some weapons are almost useless compared to others.


    Bots: This is where one of the most frustrating parts come in. I dont really know how AI works in this game but sometimes, it seems that they switch to just autokill you and dont miss a single bullet in a spray. You'd think that wouldnt be such an issiue anymore with the high healthpool, but you'd be wrong. There are two very fun mechanics in this game: aimpunch and stamina drain when hit. What happens here is a bot sprays you (this can also be from 100 meters, believe me this happened to me multiple times) you instantly lose all your stamina, become a sitting duck while your screen shakes like there is an earthquake going on. You better hope there is a corner you can hide behind quickly.


    Lastly, Bots run out of ammo very quickly with this mod, since most bots dont have melee weapons, ive had multiple times where bots resort to staring each other to death, since they dont have anything else to kill each other with.


    I hope my feedback can help you and if you have any further questions let me know.

  • my only big comment so far is item weight, since item spawns are way higher I'm often overweight and needing to extract sooner.


    also drum mag PPSh go Brrr

  • Hey I just want to comment that I'm really enjoying the mod so far, definitely a different experience from realism(which I also enjoy).

    A couple questions, is the shotgun revolver a revolver? Is the Mp-18 a shotgun for damage calculations or bolt action? Is there any buff to the double barrel shotgun?


    I've played around a bit with the shotguns, and it feels like in comparison to pistols that they are a little on the weaker side. Would you consider a massive buff to the blunt damage imparted by them? Or maybe such that pump action/break action shotguns would receive a buff?


    Regardless of the answer, I've been enjoying my playthrough so far, have a good one!

    • Hi, we glad you enjoying it)

      The MP-18 receives the same buff as bolt actions.
      MTs-155 is considered just a shotgun, the revolver bonus is applied only to secondaries.
      The DB is also considered just a shotgun.

      Shotguns are mostly balanced around one-shotting pmcs to the head point-blank with 7.5 buck, but depending on the spray pattern can increase their range somewhat.
      But of course, everything might be changed in the future, i just haven't played around with DB much yet.

    • Ahh understandable, maybe my problem was simply with using slugs. Thank ya kindly!

  • The health for the character we play is still default at 440, got head eyes by sniper scav XD

    • Did you start a new account?

    • yes it was a fresh account level 1, i made the account and launched it before the mod was installed would that be a issue? should i make the account while the mod is loaded into the server not sure if it would make a difference.

    • Yes, that would make a difference.
      Health is set to your character template, then characters are created with that template, so if mod is not installed the game just creates characters from default template and they stay that way.

    • you can modify you character health in the save itself. Just make sure you use notepad++, to find where it is in your save search for "chest" and all your health polls will be there.

      Also the "current" is your current health the "Maximum" is your maximum of that health pool.


      Just backup your save before you do anything just to be sure.

  • Why is this harder than vanilla for me