Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
About:
Let's you choose the default ammo for each caliber that's used for zeroing. Ever notice that with some ammo the sights are way off? This allows you fix that at any time in or out of raid.
Issues:
You need to swap to another weapon and back or reload to update the zeroing of your weapon. Might change that in the future.
Because the config options are dynamically generated, the default ammo for each caliber might not be the best choice so might want to configure common calibers right away.
To add mod ammo you'll need to add it manually to the JSON file in Plugins/Zeroing, it needs to follow the formatting EXACTLY. New calibers aren't supported at this time.
There may be more unforeseen bugs and issues, let me know if you encounter them
Credit:
Huge thanks to Drakia for making this mod version agnostic!
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If you wish to support me and my work you can support me on Patreon!.
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Version 1.4.0
- Fontaine
- 950 Downloads
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Version 1.3.0
- Fontaine
- 1.8k Downloads
Fontaine's Zeroing QOL v1.3.0 for SPT AKI 3.8.0
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Version 1.2.1
- Fontaine
- 1.4k Downloads
Fontaine's Zeroing QOL v1.2.1 for SPT AKI 3.7.0+
Should be compatible with all future versions. Updated ammo.json to include new ammo added in EFT patch 13.5
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Version 1.2.0
- Fontaine
- 307 Downloads
Fontaine's Zeroing QOL v1.2.0 for SPT AKI 3.7.0+
Should now be compatible with all future versions of SPT thanks to Drakia
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Version 1.1.1
- Fontaine
- 759 Downloads
Fontaine's Zeroing QOL v1.1.1 for SPT AKI 3.6.0 - HOTFIX
Fixed single-use flares not being the right colour and not having the intended effect such as calling airdrops.
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Version 1.1.0
- Fontaine
- 75 Downloads
Fontaine's Zeroing QOL v1.1.0 for SPT AKI 3.6.0
NOT compatible with earlier versions of SPT
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Version 1.0.1
- Fontaine
- 769 Downloads
Fontaine's Zeroing QOL v1.0.1 for SPT AKI 3.5.7
NOT compatible with earlier versions of SPT
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Version 1.0.0
- Fontaine
- 344 Downloads
Lorebot
Does this work with your Realism mod or is it already a feature there?
Fontaine Author
is compatible, if it's already included I will state that in the description
gard
would it be possible to have it zero automatically based on the ammo thats on the chamber?
Fontaine Author
not the point of the mod, that goes into the realm of "cheaty mods" which I don't do
Daedalus
I have difficulty seeing how it would be "cheaty" to have you automatically get the correct zeroing for the ammo you use. We're playing as experienced PMCs after all
DemonHunter58
There's absolutely nothing "cheaty" about the gun automatically being zeroed. If you go into a warzone without zeroing your gun, you're a fucking idiot.
Fontaine Author
Nothing cheaty about your gun being magically zeroed to whatever bullet happens to be in your magazine at any particular point, meaning you can just mix ammo in mags or use unknown ammo that you loot and always be perfectly zeroed?
Going into the bepinex menu and selecting what ammo to zero your gun for is a lot closer to real life than magic auto-zeroing scopes.
Hamburger Helper
👀
You're a genius Fontaine.
PearceJelly
I cannot begin to imagine how useful this would be for slugs. Thank you for this!
Vladkem35
Hope it will be included into realism in the future. Great mod! Thanks for making it
PoopScoop
I was trying to see if I could replicate a 300 yard zero using 200yd zeros and below, since some sights don't have a 300yrd option. My goal was to use sost as my main round. I tried all combinations with no success. In my testing it seems that the zeros in the menu don't seem to corelate with in game. I notice when I switch to a different round, the 100yrd zero is pretty much always zeroed for that ammo in the gun, which is great. But what I was trying to do is have one ammo as the set zero in the menu and use another in the gun to try and create a 300yd zero. I found no difference. I tried using the lowest velocity round as the zeroed round in the menu, and use the highest velocity in the gun. It was all the same result regardless. All testing was done using 5.56 in an 18'' with a 25x scope at 100yrds. I am on spt 3.8.3.0. I did do as the author suggested and reloaded and switched guns each time I was changing configs to reset things.
Would anyone have any insight how I could achieve my goal of having a 300yrd zero for optics that don't go up that high. Thanks.
Vulpix
Is there any way to add more zero steps to certain scopes? I would like to be able to add upto 1000 for the ATACR and other similar high zoom scopes.
ArrKayCee
This seems awesome and I'm gonna try it, only question is if it's zeroed off the default ammo velocity or the velocity in items.json
I may or may not be a dirty cheater that likes to mess with the velocity of my favorite 4.6mm rounds, would be pretty easy for me to change that back to default, just wondering.
Fontaine Author
There is no "default velocity", the velocity of the round is whatever is in items.json, so whatever you changed carries over
ArrKayCee
Ok, thanks! The mod is awesome, incredibly useful for tinkerers like me, I really appreciate your work!
lovemetende
any chance of an update?
Pettan
Updated ammo.json for 13.5
zan8lele
hey, it seems like dropbox decidedt to ban access to your mods, could you update the links?
Fontaine Author
should be back now, I hit bandwidth limit
zan8lele
yes, it works now, thx
spdoinker
This is such an incredible mod. Fixes something that has been absolutely broken in live tarkov forever. Immensely helpful in my quest to doink a buncha bots with superformance slugs.
Skytte
Cannot seem to get it to show in F12 menu. Debug mode shows it as a mod that does not have a menu. This was happening on 3.6.0 as well.
Fontaine Author
you sure you have it installed correctly in the right folder?
Skytte
I tried every configuration possible. The .dll obviously goes in plugins, I tried the folder in plugins and in mods, I tried putting the .dll in the folder and putting that in plugins, and nothing worked.
Skytte
Well, looks like it belongs outside of the SPT folder in plugins. Issue resolved, sorry to bother.
Love and appreciate your work, by the way!
Wheathins
For whatever reason this mod breaks red flares and there just green and won't call a airdrop and if you change there zeroing option they just break entirely
Wheathins
I managed to fix it by removing all flares from the config and ammo.json folders and they are completely pointless being there anyway
Fontaine Author
I spent my time testing it and it does work, they are red flares and they spawn in airdrops. "Breaks red flares" is a very unhelpful description, what does that even mean? They crash the game? They cause errors, you just didn't get an airdrop? What does "just break completely" even mean?
Wheathins
They play the firing animation but don't actually fire a flare
Wheathins
https://streamable.com/k2qvz7
https://streamable.com/nnkhno
heres what i mean
Fontaine Author
There are two types of flares and you didn't specify, anyway fixed now
Me1549
I may be missing something completely obvious, but I cant for the life of me figure out how to open the interface in game?
Spankt
F12,
Radicon111
What we really need is simply ability to adjust iron sights the way we can adjust scopes - maybe for Iron sights make the increment smaller tho. I know IRL you don't normally mess with the sights like that in combat - ie. you set your weapon up on the range before going out - and we could still do that in the hideout - but being able to tweak in raid would be cool still - ie. pick up s few full mags of 5.45 SP so adjust ur AK accordingly on the fly.
Clanf
any chance for automatic zeroing as an option? like other mod did (Zero Sights Every Raid), but maybe with zeroing on reload or weapon switch
imo, automatic working just for specific weapon model was far more convenient than doing it manually for whole calibers
GirthCertificate
A mod to zero 12ga AP-20 properly? You sir must smell of sandalwood. I love sandalwood.
Pettan
I just noticed changing the default round has an unintended feature of updating the accuracy in the inspect view.
Fontaine Author
Oh that's sick! Normally the game displays accuracy of default ammo if there's no ammo currently in the gun so that makes sense
notAlig
Seems to break handheld red flares. Had the bottom most flare config option zeroed for the red signal flare via the config, then found two out of an airdrop and tried firing it, but nothing happened. It would play the animation, but no flare would be fired, and it remained in my inventory.
Finished that raid, and reset the zeroed flare to its default green, then went into a raid, and the flare worked this time, except it fired a green flare into the air instead of a red one, and didn't call in an aidrop as a result. Someone else might need to chime in, since I haven't yet tested to see if it might be a mod conflict.
EDIT: Changed zeroed ammo to "Signal flare (Red)" and that worked just fine, red flare came out, and airdrop was called in. Might be an issue only when the zeroed flare type is set to "25x75mm flare cartridge (Red)" ? Will try to test and see if any of other flare types do the same thing.
Fontaine Author
Can't reproduce. Left it as whatever default was and it had no issues. There's absolutely zero reason to change the default ammo for either flare anyway.
notAlig
Very strange. Default ammo results in the flare firing a green flare when it should be a red on my modded build, or it not firing at all on a fresh 3.5.5 install that only has this mod installed. Setting the ammo to "Signal flare (Red)" makes it work again on both.
EDIT: and now it randomly works on the fresh install lmao. Yeah, I'm gonna say its not an issue with this mod at all, and is instead something fucky on my end.
Sanote
YASSSS
Pettan
I talked about this and the madman finished it in a day.