TarkovIRL - Weapons Handling Mod 0.7.1

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Ever wish that different weapons handled differently in Tarkov? That your meta SR-25 did not feel 95% like your unmodded Glock? Me too!

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  • Version 0.7.1

    -- Version 0.7.1 --

    This version is mostly a polish pass on the new Deadzone from 0.7.


    Updates and Fixes:

    - Fixed bug where Efficiency was not being calculated correctly vis-a-vis injuries, reworked some values.

    - Increased effect of weight on Efficiency .

    - Increased effect of overall health (not specific injuries) on Efficiency .

    - Added debug option to show Efficiency stat in console.

    - Added more sliders for Deadzone values: separate values for ADS, Active Aim, Shortstock, and the vanilla BSG pose (which in my playstyle takes stam).

    - Added Efficiency weight to camera rotation speed (optional).

    - Added multiplier slider for camera rotation speed.

    - Added option to factor in player Efficiency to Deadzone camera rotation recenter speed.

    - Removed some accidental debug console spam.

    - Increased default reload speed penalty while sprinting.

  • Version 0.7

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    -- Version 0.7 --


    New Features:

    - Complete rewrite of the Deadzone. The new deadzone is in the style of Bodycam, its intensity depends on your weapon's size and ergo. Smaller weapons with better ergo get a smaller deadzone.

    • When ADSed with a stocked weapon, the deadzone is reduced by 80%.
    • When in Active Aim mode (Realism), the deadzone is reduced by half.

    - Added new Augmented Hold Breath mechanism. Now when holding your breath, the exhaling portion of my custom breathing animation will slow down to 25% speed; in addition, the arm shake effect intensity is reduce by 50% while within the exhaling window. To balance these buffs, you will lose stamina regen entirely during that window.


    - Added significant amount of complexity to weapon transition system:

    • Each half of weapon transition animation independently affected by weapon weight characteristics, lighter + better ergo weapons go faster.
    • Weapon transition time affected by player efficiency.
    • Weapon transition while prone takes a 66% speed debuff.
    • Added a smoothing layer to weapon transition animations.
    • Reworked the transition animations, they are better (??).

    - Added Realism's adrenaline to player efficiency calculation; efficiency gets 50% buff if adrenaline is pumping. This is a big change and will add a lot of complexity to how you behave when getting shot / shot at; it will definitely help with noodle arms.



    Updates and Fixes:

    - Fixed bug where you can get some 'orphaned' transitions, especially when trying to select a slot that is empty!

    - Generally added more cases to transition controller so that you get fewer 'vanilla' transitions. Ideally it would be zero but ain't nobody got time for that.

    - Added hard clamp to how much parallax is possible. These will stop the effect from increasing in intensity regardless of your situation, for those frustrated with the noodle arms.

    - Fixed bug (feature?) where weapon would drop a lot during a sidestep-peek; weapon now drops a very tiny bit, but you take a 20% efficiency debuff during the sidestep.

    - Changed logic of weapon pulling in while rotating (because angular momentum), it's now smooth per rotation instead of binary.

    - Increased time to reduce parallax during ADS, depending on efficiency and weapon. When you ADS you get extra head rotation, and when the rotation is complete you know you are fully ADSed and have reduced parallax.


    * Regarding 3.10 -- This mod needs Realism as a dependency and I think Realism won't be updated to 3.10 any time soon. I also don't think 3.10 looks too appealing, not the fault of the SPT team but because the current Live patch seems meh and buggy. So I'm sticking with 3.9 for a good long while, I need a break anyway. Basically I see my mod as done, in terms of the feature set. From here on I will refine and eventually support new versions.

  • Version 0.6.8.1

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    - Version 0.6.8.1 -


    I wouldn't even call this a hotfix, really just a small pass on the config. I had a little time today to play with the config values. Nothing you couldn't have done yourself, so if you're happy with things then I would say don't upgrade.


    The only code changes are that I put a couple of the more important config values into the Main Feature Values config tab, at the top, where they are easier to get to.


    Updates:

    - Slightly changed the shoulder-to-sling animation timing to be a bit longer.

    - Slightly reduced the default efficiency penalty of negative effects (like damage).

    - Slightly reduced parallax intensity, so that it doesn't step on the sway effect too much.

    - Slightly reduced the default Directional Sway value.


    Honestly I would suggest just deleting your old config values, it's tedious to reset all the defaults as you might miss an important one.

  • Version 0.6.8

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    -- Version 0.6.8 --


    New Features:

    - Reworked weapon transitions, based on T-REX Arms criticism:

    • Sling to shoulder weapon transition time significantly increased, and has enhanced custom animations.
    • Quickdraw to pistol time significantly reduced if drawing from slinged weapon, includes enhanced animaton.
    • Pistol to shoulder transitions also take longer than usual.

    - Further integration with Realism: I've added some more buffs and debuffs based on Realism stances, which I now have access to. They now play a part in my own Efficiency calculation:

    • Being in High Ready stance gives 15% efficiency buff, so when you come out of it to aim you'll be more efficient for a moment while the calculation adjusts.
    • Low Ready takes a 10% debuff.
    • Shortstock stance gives 30% buff, and you can fire(!) from that position in Realism. Game changer.
    • Being mounted gives a 50% efficiency buff.
    • Using left shoulder swap takes a 10% debuff.
    • Being in Active Aim takes a tiny 5% debuff.

    - Added slight head rotation when ADSing with a stocked weapon; this rotation also reverses polarity when ADSing on the left shoulder.


    Updates and Fixes:

    - Reworked the parallax feature again, it's more responsive and agile now. When you move your mouse less, you actually get a bit more parallax; this was to emulate fine aiming through sights. The effect is now both more active/interesting and yet much more forgiving, I'm very happy with where it is now. Of course, you can turn it off.

    - Slight reduction in footstep visual effect intensity.

  • Version 0.6.7

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    - Version 0.6.7 -


    Updates and Fixes:

    - This is basically a hotfix of a hotfix. I rewrote the augmented reload code to be much more reliable leveraging Realism's API. Everything is working well now -- I swear ...

    - Slightly reduced intensity of 'Hyper-Vertical' feature. I should rename that to just ... Emulated Gravity Effect. Yes.


    New Features:

    - Added reload speed debuff while sprinting, which is also in turn buffed by Augmented Reload. There is a slider for this if you don't want it.

  • Version 0.6.6

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    --- Version 0.6.6 ---


    This version is basically a hotfix; Realism is now required:

    - As of 0.6.6, Realism mod is a REQUIREMENT. I have long anticipated this necessity, and the day has finally come. It was necessary to fix the bugs in my new reload system, and I imagine this change will bear much fruit.

    - Fixed bugs related to the new Augmented Reload system.

    - Added slider for Augmented Reload speed.

    - Lowered the effect of overall health on efficiency by 40%.

    - Lowered the effect of heavy bleeds on efficiency by 33%.


  • Version 0.6.5

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    --- Version 0.6.5 ---

    |

    New Features:

    - Added new Directional Sway feature for movement in different directions, your weapon has more complex movement when moving in all directions.

    - Added new Augmented Reloads feature: when reloading or checking mag, if you press again your reload button, your character will look down at what he's doing and the animation speed will be increased by 30%.


    Updates and Fixes:

    - Huge repass on config entry names, things should be easier to read now.

    - Fixed MP5k thinking he has a stock.

    - Fixed extra freelook range to work even if not using the Deadzone feature (and turned it back on by default).

    - Default weapon cant value reduced to zero in recognition that Realism's new canting feature is better - and this mod is always meant to be played, let's say it together, with Realism maxed out very good.

  • Version 0.6.1

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    Just a wee hotfix.


    - Forgot to change the version number, fixed!

    - Un-nerfed parallax feature (really just changed defaults).

    - Lowered default sway value.

    - Don't forget to reset default values in the config!

  • Version 0.6

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    IMPORTANT UPDATE


    This version is a massive update. The principal new feature is a completely new, written from scratch weapon sway model. BSG's model is totally gone if the new one is toggled on. In addition, there are several smaller features and/or sub-features of the new sway. Many existing features have been re-tuned to work with the new sway.


    New features:

    • Added new sway model. My sway model is much more complex than BSG's, and it's intended to be both more visually compelling and complex for gameplay. When building the various parts of this new model, I paid close attention to a T-REX Arms video made a few years ago which directly addresses realism in Tarkov (third rail alert). Many of the following handling changes are in an effort to respond to those criticisms.

      When out of ADS, my sway generally leads your aimpoint rather than follows it. When in the ADS, the sway lags behind the aimpoint slightly, which is an emulation of the slightly more cumbersome behavior when securing a 'cheek weld' with the stock. Accordingly, if you have a weapon with no stock or a retracted stock, the sway will lead the aimpoint in the ADS, being slightly more nimble if less precise.

      The stock-no-stock differences are also present in pointfire. With unstocked weapons, the sway is different: a bit jerkier but points forward more reliably than stocked weapons. If you have a large weapon that can retract - a scar for example - it might be preferable to collapse it in close quarters. There is an actual tradeoff between fine accuracy that takes longer to acquire, and general accuracy that takes less time. Unstocked weapons also dip slightly when you're moving, even ADSed.

      Rotating your character causes a rotational dip in your weapon when not in ADS. A simple physical emulation of wielding a physical object, it's not going to always point straight.

      It's hard to put into words all of the small details, try it or watch one of the videos I've posted to get a better impression.
    • Added 'vertical nerfs'. Again in line with the T-REX video, I've given a sort of a nerf to leaning. This is because the T-REX video commented about how hard it was to establish the correct vertical attitude when peaking a corner, even when knowing exactly where the target is. When leaning right, your weapon's angle goes slightly up, and vice-versa for left leaning.
    • Another vertical nerf is what I call 'hyper-vertical' which dovetails with the above change. When aiming up, your weapon lags a little to point up when out of the ADS. This depends on how heavy it is. Vice-versa, when pointing down, there is a bit of an acceleration. This is again an effort to complicate the vertical plane of your aiming, making pointfire harder. None of it is RNG, you can learn the patterns precisely given enough time.
    • New footstep visual effects, and slight weapon tilt.
    • Tweaks to the deadzone feature (now off by default).
    • Tweaks to parallax feature.
  • Version 0.5.2

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    Small iterative update

    • Fixed bug where weapon weight smoothing was not being applied to deadzone (causing issues when holding something very heavy).
    • Changed throw animation values to be more pronounced.
    • Lowered default parallax value.
    • Lowered default sway value.
    • Added slider to modify how much impact negative conditions have on player efficiency (which affects sway, parallax, footstep visual effect, etc).
  • Very, veeery cool mod :) I am mad at myself I didn't try it earlier.

    One question: is it normal that I loose AAALL my hand stamina when I quickdraw a secondary weapon (pistol)?
    Is this a feature or...?

  • hello~adishee


    First of all, I want to say thank you for creating such an amazing mod! I've been a big fan of your work. It has greatly enhanced my gameplay experience, and I truly appreciate the effort and dedication you've put into developing and maintaining this mod.


    When I use version 0.7.1, switching weapons causes the issue shown in the video. Even after trying to delete BepInEx\config\Tarkov IRL.cfg and disabling the features in the F12, the problem persists.


    • Hey Jenny. Thank you for the kind words, I appreciate it so much.


      I get to do the classic answer here: it's a feature, not a bug! What you're seeing is my more realistic system for transition between weapons. Before I continue, see this video clip at time 18:55. I have taken a lot of inspiration from this evaluation of Tarkov's 'realism' in other parts of the mod.



      So as you can see, the vanilla transition between primary and secondary weapons is completely silly. My new system still needs work, but the idea is that the transitions take a lot more time depending on the size and ergo of the weapons, and your personal efficiency.


      I'm also going to add more detail to the quick draw mechanics: less stamina drain and the ability to also switch back to your primary very quickly - but only to and from your slung weapon. If you try to quick draw between pistol and secondary weapon, it will be interrupted.


      I've also added to the animations so that it looks more like you're putting your weapons in the correct places: back down on sling or over your shoulder. Refining this system is the main goal of the next update.

      Heart 2
    • Thank you ! adishee

      I understand now that this is a feature and not a bug, and I will continue to enjoy playing with this mod.


      I'm looking forward to seeing this feature become even more polished and "realistic."

      Maybe having an option to configure it in the future would be awesome. :D


      Either way, I'll keep supporting everything you're doing. Thanks again! <3

      Heart 1
  • hello im loving the recent updates! have you thought about going more in depth with the deadzone aspect of your mod? its basically all ive wanted for weapon manipulation, especially combined with parallax + weapon sway, but on higher settings the way the camera moves makes me end up not using it. i know this was intended, but ive read some other comments about it too and was wondering if you have any plans to configure it more? or maybe a setting where its only in ads or something?

    • Hey there. Thanks for the comments.


      Being a new mechanic to the mod, I'm definitely open to refining it more. Did you see the slider to control the intensity of the effect?


      In an internal test version I've added more cases where the intensity of the effect is reduced, in the short-stocked pose and in the vanilla pose (which I have set to drain stam in Realism).


      Could you possibly elaborate on what you mean, though, what would constitute more 'in depth' and configurable? Having it only in ADS seems like the opposite of what I want for the mechanic -- when you're in ADS you're at your most controlled.


      In terms of further functionality, I am considering making the head-follow speed a function of Efficiency, which would actually make the effect more pronounced when you're on low Efficiency; in that case I would likely reduce the overall base value of the effect.


      If you are just looking for a very classic deadzone, however, like Red Orchestra (I'm old) or Sandstorm or whatever it's called, there is another mod for it.

    • i did see the slider and have played with settings to try to tweak it as much as i can, including the ones it says not to touch lol. by more in depth and configurable i just meant more customizable. stuff like how much/how sensitive deadzone is while not aiming vs while aiming or something like that i guess...i dont really know how to explain what effect im going for except for...bodycam. (sorry) id imagine that goes against a lot of what you want your mod to be, but considering how in depth and configurable it is i thought id try it out. and if i tweak a few settings i can get very close while outside of ads. i really like how aiming with deadzone cranked all the way up to max feels, especially when paired with sway and parallax, but when turning even a little while outside of ads the camera behaves a little weirdly and id imagine its because its not supposed to go that high. https://youtu.be/ePX9ureSMWQ (sorry for bad quality...) a bit nitpicky my apologies

    • Ah I think I see, you want to the effect be also very present in ADS but to do that you have to wreck the out-of-ADS effect.


      My friend, I will add a slider for that, and I have already added other sliders. I will try to get out a build today, as I've fixed some other things as well.

  • I've actually encountered a bug. The free look is broken and I'm pretty sure the parallax effect doesn't work. The free look camera flies off way behind the shoulders and the parallax feature rarely occurs, usually under certain conditions like getting hit or having a lot of weight in my backpack. I have installed and uninstalled versions 0.6.5 and 0.6.8.1. I should mention that, somehow, even though I manually uninstalled and installed them from a zip file, the config settings remained the same between different DLLs, somehow. Uninstalling IRLTarkov.dll fixed the free look camera issue, and installing it back in brought it back. None of the toggleable settings in the config worked, nor was I able to enable the parallax feature even after backing up all the settings by pressing "Reset". I can follow all of the instructions you give me, including logs (I just don't know how to share them).

    • Hey dude, sorry about the bug. I would say the first thing to do is to delete the dll, then delete the config file from Bepinex/config. My understanding of the configs is that they will apply themselves anywhere they can in the code, or something like that. So if you installed an old version, a newer config is probably trying to apply itself to an older version. Anyway it sounds like you just moved a slider by accident and broke the whole thing, if certain values are exceeded you definitely get insane stuff happening that breaks the game.


      So in this order: delete the mod, delete the config, load the newest mod and it will have default settings. Report back. 8)

    • Uhh yeah I had problems with other mods, and since 3.10 came out, decided to delete 3.9 and update. And about the config: idk which config you are talking about. I mean, in the zip file there was only the dll file, so, I thought deleting that is enough to wipe the whole thing clean, yk?) xd

    • and about the free look camera- I'm thinking I had "increased look direction" mod. So that's why it broke.

    • Most (all?) mods create a config file the first time you run them. It's in Bepinex/config. Good luck with 3.10 :thumbup:

    • thanks, I will remember that. good luck with your work!

  • Bro, I'm in raid rn and I just want to thank you so much for fixing the optic parallax effect. You are actually the Best!!!! I can't stress enough how greatful I am for this mod, your work and your time! <3

    • Thank you so much for the kind words, really!


      Just to clarify, in which way did I 'fix' the parallax? Like, in which way is it better than it was before? Just think of this as a customer survey, I have to recalibrate the parallax for v0.7 because of some other (sick) changes so I just want to know what the People like.

    • So, instead of a 1000 words, I will give you a link to my post on Reddit, where I asked for help: https://www.reddit.com/r/SPTar…&utm_content=share_button
      Probably, my favorite feature of the mod is the parallax effect, however, in older version, with which I was playing, while using parallax effect, you basiccly couldn't ADS, as shown in the Reddit post (Result of that Reddit post was that I installed ACOG4Life mod, which I installed with Fontaine's help. The mod helped a little, yet the problem still was). I upgraded to a newer version of IRLTarkov (which I didn't know you were updating that often), and the problem with scopes (again, as shown in the video) is, finally, gone! I can use any optic sight now, and not worry about my gun being glued in one place in my character's hands!

    • Ah okay. You should know as well that there was always a slider for the parallax feature in the mod. In the next version just dial it down if it's too much. Also, in general in my mod, moving slower and not getting yourself injured help to present a stable firing platform. Just like ... IRL? I actually don't know lol

    • Yes, I did find that slider. Yet, in the previous version, it didn't help. Nor did it change anything in my game when I dialed it down today in the newer version. I might be wrong, though. I don't want to give you too much trouble over nothing. Also, while I have a chance (and since I deleted my Reddit account): Is there any chance that you know a bot spawning mod where I can set it so that PMCs spawn at the beginning of the raid and then continue to spawn throughout the raid? I tried MOAR, but it's either waves throughout or only at the start of the raid. Right now I'm playing on BSP, but the config is so complicated that my head hurts. I'm also not sure if it's possible to achieve such bot spawns using BSP. Sorry for the long, rambling question. You don't need to answer if you don't have the time.

    • I use MOAR, I set the spawn multipliers to max and reduced the max bot count down to about 15 and get good results and full raids like that.

  • Not sure if this can be changed but there is a weird camera movement every time your feet change directions, ive attached a video. I am also using increased fov mod, not sure if this conflicts.


    video

    • That, sir, is a feature not a bug. :saint:


      It's part of the Deadzone mechanic, just switch off the deadzone. If you want to try and get used to it, you can press any movement button and your guy will recenter forward.


      The intensity of the effect depends on the size+ergo of the weapon.

    • I figured lol, thanks for the reply. Maybe im just not used to it, loving the mod regardless!

      Heart 1
    • I would also point out that when you're moving -- which is a lot of the time -- it is constantly recentering and it produces a sort of head following effect that I liked. Which is why I haven't bothered trying to do a more traditional deadzone like other games / mods. There is some possibility that I will attempt to implement a Bodycam style camera effect in the future, which was, I think, what I was originally trying to do. The deadzone is the very first thing I figured out how to hack into when I started the mod. It was the first feature, hence it is rather vestigial but I've grown to like it enough that I've kept it, and it stacks well with the other effects (but I would say that).


      But yeah. I think a Bodycam-ish replacement to the deadzone is going to be a thing.

      Heart 1
  • I absolutely LOVE how the mod is evolving rn! o7


    Thank you for bringing this to the comunity! <3

    • Thanks so much for the kind words! I'm actually running out of ideas, I want to sort of finish the mod in the next release and then transition to just refining / support. And maybe start another mod that I've been thinking about.

      Heart 1
    • I am quite happy where the mod is. Happy to hear you are in high spirits to keep it updated! :D


      I can't wait what you will bring in the future! Best of luck! o7

    • Thank you sir, it means a lot!

  • Would it be at all possible for you to add a feature where you can disable your current health from effecting weapon handling? It's a great mod, but when I get damaged and get to low HP it starts to feel like my weapon floats all over the screen, and it doesn't have shoulder contact at all, so I can't reliably aim or even point-fire and it gets pretty annoying. Otherwise, at full health the mod's amazing!

    • I am going to add a slider to expose your health's impact on efficiency in the next patch. I'm also going to add a clamp value around the sway. Between those two, we can get this darn noodle arms under control.

    • Thank you for your continued support of this mod. I genuinely love it and how it changes the gameplay.

      Heart 2
  • Great mod! I am just wondering if this works only for the player or does it change how bot use weapons too?

  • Great mod! I just wonder, do this work for bots as well? I mean at least a bit - does it affect them? Or just the player??
    Regardles (and a bit off topic) I think even if it doesnt and bots have just easier (simply) a player can tweak SAIN f.e. and it will be fine, BUT to limit A.I.'s ammo (plus force bots to retreat when totaly empty, I guess) would be a true gamechanger :)

    • Hello. The effects do not apply to bots, afaik lol. It wouldn't really make sense would it. Indeed, if you just turn down the bots' difficulty, you achieve effectively the same solution, don't you. I'm quite sure that with the basic important mods like sain and realism, bots already run out of ammo and retreat. I highly recommend the realistic combat overhaul preset for sain.

  • This is T H E BEST !!!!!!!!! Just he parallax feature is WAY overpowered and makes it impossible to aim in a typical fast moving situation. I have it of.

    Heart 1
  • Is it possible to have the damage efficiency have their own slider? cuz I would love to still have the other debuff affecting my aim but I don't like when I get shot by a 9mm and my arm decides to aim 90 degrees to the left, or have a certain limit on how much the arm can rotate when being shot at.


    regardless this is one of the best mods and your work is greatly appreciated

    • Thanks for the kind words.


      There is already a slider for this, it has been in the mod for a few versions. It's called Efficiency negative effect multi, in the latest patch I moved it to the top of the config. It's set by default to 0.7, so start from there turning it down.

    • I thought this was for all negative effects, not just for damages.

    • Ah, forgive me I guess I didn't understand. Yes it's for all negative effects, not just damage... But most of the negative effects are just damage. So we're kinda splitting hairs.

    • Ah, I see. When I read the description of the slider, it said damage, health, stamina, nutrition, etc. I thought they all played a huge role instead of just damage. Now I don't feel as bad when I slide it way lower.

  • I'm noticing any time I have a blacked arm, my gun will swing uncapped, going anywhere around my player it decides, including behind him

    • This is because of the efficiency penalty you incur while being injured. I am going to explore adding hard stops to the sway effects. In the meantime, try reducing the Efficiency negative effect multi value.

  • I'm having an issue where the gun movement is crazy exaggerated. I have the correct version of Realism and I did a clean install, including deleting the config. Any idea how to fix this?

    • Update, it's only an issue with 0.6.8, going to 0.6.8.1 makes everything feel great again. Camera stuttering is still an issue though

    • I am 99% sure that I have fixed the camera stuttering in MY mod. It is also in Live Tarkov... it does exist. It's notwhere near as bad as it used to be in my mod.

    • I think it's just the stuttering I get in the game messes with the mod, not the md causing it. Tarkov's poor optimization foils us again

  • This mod keeps getting better! I think adding more meaning to Realism stances is a great idea. In my opinion, something like this would be sweet:


    Default Stance: Fastest ADS time but drains arm stamina quickly


    Short Stock: Slower ADS time compared to default stance, but drains arm stamina slower


    For the alternative stances, I think the following makes sense.


    Fastest to Slowest ADS time:

    High Ready

    Low Ready

    Patrol Stance


    Fastest to Slowest Arm Stamina Recovery Time:

    Patrol Stance

    Low Ready

    High Ready


    I think this setup would add meaning to every stance.

    Heart 1
    • Thanks for the kind words.


      Regarding the stances -- I think all of these things are already true for the stances? Like literally what you described. Except the Patrol stance, I didn't even know it was in there until last update.

  • when i get shot my arms flail around

    • Don't get shot.

    • Ok sure, but is it a bug?

    • No. I have an internal calculation called Efficiency. Efficiency affects all of my weapon handling mechanics: weapon sway, parallax, weapon shake, etc.


      Efficiency goes up when you are moving slowly, and when you have good stamina and nutrition. It goes down when you don't and when you are injured, bleeding, concussed, sick, etc.


      When you get hit, you often bleed and go into shock. Both of those make you aim worse.


      You can reduce negative effects by lowering the Efficiency Negative Effects Multi value in the config. In the most recent version, I've put that slider near the top because it's important. I lowered the default in the version I just release an hour ago.

      Thumbs Up 1
    • Ah ok, I probably didn't read, my bad. Mod is really good

      Thumbs Up 1
  • Doing the lords work with these updates. I never could have imagined a more realistic simulation. With each update it just gets more immersive

    Thumbs Up 1
    • Thank you so much for the kind words, man.

      Heart 1
  • Hello adishee! Thank you very much for your mod, the immersion in the game is amazing. I have the latest version of your mod and realism installed. Yesterday I encountered a problem with the Eotech HHS-1 sight. When aiming the optics and moving left and right, the crosshair shifts and when you stop moving, it remains shifted. Bullets fall past the sight. Disabling 3 or 4 points from the top helped. Thank you.

    • Hello! Thanks for the kind words.


      Do you have perhaps a video or something? Could you try removing TarkovIRL and see if it persists? I can't imagine why that would occur because of my mod, I don't do anything to sights at all.

    • I'll record a video when I get home. After I removed the selection in the f12 settings, point 3 or 4, it helped.

    • Hello. Video

    • Okay so this is a bit interesting and I think I understand the problem.


      I can see from your video that you have an enormous number of glitches and slowdowns while playing your game. The first thing I ask myself is how you can bear to play like that :/ .


      The scope is only losing sight picture during the glitches. All of my calculations are done using frame-by-frame measurements of motion which store the recent history of your movement to produce outcomes. It's pretty stable, but it kind of assumes a somewhat stable framerate above 30 fps; below that, things get weird.


      I think that's what's happening here, your frames keep dropping abruptly below 30 fps, which is causing my calculations to glitch out a little and overestimate things. Since my mod is all about fluid motion, basically.


      So, you should work on making your game run smoother. There is not much I can do about that. My mod relies on tracking somewhat smooth frames, even if they are pretty low.


      Hope this helped

    • Indeed, in this raid, there were significant frame drops due to the large number of bots. Overall, I have a stable 60 frames, I was testing the bot settings at that time. If you are interested, I can test it at the factory with a minimum of bots and write back. Thanks for the answer

  • Is anyone having an issue with reloading ? It seems the reload key does not work in raid for me, yet works in the hideout shooting range.

    Quick reload and The rest of the magazine/weapon manipulation binds seem to work fine, it seems to only be the reload bind that does not work in raid.

    I am also using the increased free look mod and will be removing it to see if it fixes the issue.

    • Also seem that reloading works in scav runs but not in pmc raids.

    • Yeah, even after the 0.6.6 update I'm still having this issue.

    • Guys, do you have the latest Realism installed? The one released a few days ago, like? It does require that latest one, that's the one I integrated into the mod last night and it IS different than the recent version from a couple weeks ago. I'll post more information about this requirement later but make have you have the latest Realism and let me know.

    • I had Version 1.4.7 of the Realism Mod installed, I'll check if that's the issue now.

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    • When downloading it says 1.4.8, but when you go into config.exe it'll say 1.4.7.

  • The new augmented reload feature seems neat, but is it possible to adjust the speed increase it gives you? If possible, I'd like to slow it down a bit. Regardless, this mod is fantastic!

    • I added a config entry, so yes.

    • Oh sweet! I must be overlooking it in the config. What's the name of the option?


      Also, I saw another comment about having problems reloading and my group just encountered that as well. Pressing R once wasn't doing anything but we could still double tap to do a quick reload. It didn't happen on our first raid but started on our second. We all have Realism 1.4.8 installed.

    • Are you using the mod in fika?? It actually works? I would love to see an error log to understand the problem more and put out another fix.

    • The config option was there but misnamed. I should have a(nother) hotfix coming out in the next few hours.

  • Very cool mod. TY. I was really impressed by the speed reload feature, much better than BSGs. Feels better than the deadzone mod I was using, and gives more free look than the other mod I used. The Parallax really threw me at first and I had to disable it. Will try lowering the strength, but at default it goes at some weird angles.

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    • If you move slowly, the parallax diminishes a lot. And smaller weapons with higher ergo are less affected.

    • Thanks, yeah I tried it again and it wasn't so bad. I think it was all just a bit jarring at first.
      Great mod again

  • I absolutely love this mod thank you so much, it changes the game completely. I love it!

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    • Thank you for the kind words, I appreciate it.

  • Anybody else encountering an issue where they can't reload normally, and can only speed reload? It just started happening to me today after I updated the mod.

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    • Having the same problem with the new version. Going back to the previous version fixed it, so I guess it has something to do with the new reload/mag check mechanic.

      Thumbs Up 1
    • Yes, exactly the same problem.

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    • Working on some hotfix action my dudes.

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    • Realism is going to become a dependency boys.

      Heart 1
    • So I'm guessing it was a weird conflict with Realism's reload speed modifiers.

  • Hey! Thanks again for incredible update!
    I have several question though
    1. You disabled default weapon cant value. But if i returned it to previous value (-0.5 and canted feature from Realism is disabled. I like your implementation more ;) ) is it still gonna work like in earlier version?

    2. Directional sway looks interesting, but i didn't get used to it yet. Is it possible to disable it or change some values in the config to return everything to how it was before? (i did not find settings in config related to that)
    3. Augmented Reloads. I do not know why but my character does not look down when i press R second time and my reload speed is reduced by ~50%. Could it be affected by the fact that i disabled varied reload speed from Realism?

    • 1) Yes!

      2) There is a toggle for it in the first section.

      3) Interesting. It should still work without Realism's changes... does it work when you check mag?

    • 2. Thank you!
      3. No, it does not work when i check mag. But the animation speed changes. When i check mag and then press R the mag check animation is sped up. When i press R and then press R second time the reload animation is sped up. The only thing that missing is character does not look down. Otherwise everything is great

    • May be there is some Incompatibility with Increased Look Direction mod. I'll check that later

    • Ah yes, that is possible. Do note that in my mod there is also increased look rotation.

  • Off topic of your amazing mod, i was wondering if you have your settings for other mods posted somewhere? I loved your showcase video in terms of amount of bots ect. I want a very slow movement game for a perma playthrough.

    • Thanks for the kind words. I do not have my settings posted, sorry. I use MOAR bot spawner mostly default, with rogues/raiders/bosses spawn chance turned up pretty high. I also have PMC spawn relatively low but with very high skill (like 0.8). Lots of dumb scavs. And the Realistic Combat Overhaul preset for SAIN, very important.

  • Make Tarkov with realism EVEN MORE HARDCORE!


    nice mod, and I'm enjoying pain now, just wondering if I get higher skill level or mastery level on certain gun, will sway be better steady?

    Heart 1
    • Indeed.


      No, but both strength and stamina level indirectly buffs everything. Maybe this is something I could consider in the future, though... will think about it.

      Thumbs Up 1
  • Hello! Great mod, good job. Thank you very much. Please tell me, in your videos on optical sights the parallax of the lens is not turned off when you are not looking through them (not in ADS mode). Please tell me what is the name of the mod that is responsible for this?


    If it's not too much trouble, please publish your entire list of used mods. It can even be just a screenshot of the mods and plugins folder. I think not only me, but many others would also be grateful.

    • I've made a new tab in my mod page and listed every single mod that I currently use. Enjoy.

    • Thank you.

  • Hello!
    Incredibly cool mod. Thank you so much!

    • Thanks, appreciate the kind words!

  • sway feels super nice. i know a big aspect of this mod is weight, but with pistols having no stocks and being so light do you plan on increasing sway for them? or adding a separate slider like with pistol parallax?

    • I could do that next version, yes, although it doesn't make too much sense to me: more sway means less control; pistols are necessarily the most nimble weapons you have, for use in emergencies (especially when you're very injured being easier to control, also a mechanic in Realism) and special cases. And I believe I already have them 2x sway versus non-pistols, you just can't tell because they are lighter.


      In other words, I wanted pistols to function most similarly to vanilla Tarkov, ie very controllable.

    • thats fair, ive always felt pistols should be much less controllable though, mainly because you get one less point of contact on them than rifles even if they are so much lighter. with sway as high as i have it the weapons point ahead of my mouse (idk how else to word it) and i feel it should be even more exaggerated with a smaller, more nimble gun that isnt shouldered, but to be fair i always crank most of the settings on your mod to max....i like how fluid(?) and bouncy it makes most weapons feel but the pistols dont seem to have much going on with them and can feel a little lackluster for me, at least compared to other guns, if i used default settings like a normal person than i wouldnt see anything wrong with it. with how i have it customized i imagine it might go against what you have in mind.

  • Any mods known not to work? I've tried this a lot in recent time, but have never gotten it to work once.

    Gun just floats off to the middle of nowhere, impossible really to play like that unfortunately.

    • Do you play with Realism mod?

    • hi, no I don't. I assume Realism is a dependency then?
      I did try to adjust the config, disabling most of the stuff would get the gun to pop back up to where it should be.
      but if I look around quickly the gun will permanently move from it's position to the point where it'll just be behind me or off to the side.

      Maybe one day I'll do realism again. Did a few wipes with it but I just don't particularly like most of the changes it implements. I like a mostly vanilla game now

    • It's not a strict dependency but I develop my mod with Realism. I may add actual hooks in code in future, but the point is if there are bugs without it I wouldn't be aware of them. I have tried without Realism once and did notice bugs. But my time is very limited and I make this mod for myself, above all, and I will never play without Realism maxed out.


      So I'm sorry about that, try isolating which module is the culprit and then playing with the germane sliders to fix it. It sounds like just some value going ballistic.