Explosives and Clusters 1.2.1

Please do not ask when mod authors will update their mods to 3.10
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Simple mod to add bunch of explosive and cluster ammunitions.

You want something funny?

Are you just bored?

Wanna boom boom the entire tarkov?


Then, this mod is for you.


It adds explosive and cluster ammunitions of popular kinds.


image.png?ex=674d8ec0&is=674c3d40&hm=cdb358c1ff731bff0d6c3da6da2a7c365f69cbac5598e2beb4a0ccd51dd43af2&


The list :

12 gauge (Jaeger lv.3)

20 gauge (Jaeger lv.1)

12.7x55mm (Prapor lv.4)

23x75mm (Prapor lv.4)

.300 Blackout (Skier lv.4)

.338 Lapua Magnum (Jaeger lv.4)

.357 Magnum (Peacekeeper lv.2)

.366 TKM (Prapor lv.3)

.45 ACP (Peacekeeper lv.4)

4.6x30mm (Mechanic lv.4)

5.45x39mm (Prapor lv.4)

5.56x45mm (Peacekeeper lv.4)

5.7x28mm (Peacekeeper lv.3)

6.8x51mm (Peacekeeper lv.4)

7.62x25mm (Prapor lv.2)

7.62x39mm (Prapor lv.4)

7.62x51mm (Peacekeeper lv.4)

7.62x54R (Prapor lv.4)

9x18mm (Prapor lv.2)

9x19mm (Peacekeeper lv.3)

9x21mm (Prapor lv.2)

9x39mm (Prapor lv.4)


20x1mm TOY GUN (Mechanic lv.1)



Cool thing to know : The ammo can be used by modded weapons! (ex. M249, Ak5C by WTT / UZI from 0.15 backport)


M249_Cluster.webp?ex=674d0a2c&is=674bb8ac&hm=674a337e8eacdb92a49191ac9022f4a8002339d445f13ffd305bbf151e1eda06&

Go brrrt with M249 using explosives!


12gaugeCluster.webp?ex=674d8ef7&is=674c3d77&hm=2e71daf01126bbea97fa73f46b760edc7707f3a598dbd4388fe093da33f0e027&

Easier Setup!


Installation : Just put the mod folder in user/mods, make sure it loads AFTER the custom weapons or magazines mods!


Config : open config.json file in config folder. You can see the numbers for each ammo's max stack size. Modify as you prefer! (Only numbers are accepted!)


I tested with bunch of modded weapons, but there still can be an incompatibility with other weapons that I don't use.


Also, if you encounter an error when loading the server and willing to report it, please write down the list of weapon mods you have with. It will be very much appreciated.


Huge thanks to Chomp for making those mod examples!


P.S. : This is my first mod that's published to hub. Feedbacks and bug reports are welcome in the comment section. Thank you!

  • Version 1.2.1

    - Updated to SPT 3.10.

  • Version 1.2.0

    Added

    • .357 Magnum (Peacekeeper lv.2)
    • .366 TKM (Prapor lv.3)
    • 20/70 (Toz) (Jaeger lv.1)
    • 23x75mm (KS-23) (Prapor lv.4)
    • 4.6x30mm (Mechanic lv.4)
    • 5.7x28mm (Peacekeeper lv.3)
    • 6.8x51mm (Peacekeeper lv.4)
    • 9x21mm (Prapor lv.2)
    • 20x1mm (TOY GUN) (Mechanic lv.1)

    Fixed

    • MTs-255-12, MP-43-1C, MP-43 don't work correctly with new ammos.
    • Fixed incorrect handbook parent id for couple ammos.
    • Reworked code a little as the code gets longer and longer lol.
  • Version 1.1.0

    Added : 7.62x25mm

    Added : 9x18mm

    Added : Usage of config.json file to make users easily change max stack size! Read the description.

    Fixed : RSh-12 couldn't work with 12.7x55mm HE and cluster.

  • Version 1.0.1

    1. Increased StackMaxSize
    • 12/70 : Both to 20
    • 12.7x55mm : Both to 15
    • .300 Blackout : Both to 50
    • .45 ACP : Both to 50
    • 5.56x45mm : Both to 45
    • 7.62x39mm : Both to 30
    • 7.62x51mm : Both to 25
    • 9x19mm : Cluster to 50
    • 9x39mm : Both to 50
  • Version 1.0.0

  • Planned Features


    1. Usage of config files to make players be able to adjust the stack size or any other values by their choice. (Done)

    2. New texture for the ammos.

  • Why don't High Explosive rounds have a kill radius? and why do they break through as many as 88 units on average? also the damage is about 150 units?

    • 1. I tried to make HE ammos to be actually 'explosive', but I couldn't. No idea on how to do that.
      2. I absolutely didn't care about any balance. If you're not happy with the amount of damage, you can edit the mod.ts file yourself.

    • the answer to the 1st point is that you forgot to make an explosion radius for High Explosive cartridges (copy the minimum and maximum radius from the Cluster of cartridges). And as for the damage, there is an explosive strength parameter there, it is responsible for the damage of the explosion / shock wave itself. And the Damage parameter of the Cluster of cartridges is responsible for the damage of the fragment

    • I do not make claims in a negative way, I apologize if I somehow offended or offended you))))

    • No problem at all and I appreciate your feedback. The information you gave to me is really helpful. I'll have a look at the radius and the parameter you wrote about. Thanks!

    • According to the mechanics of causing explosion damage, an explosion causes damage to all parts of the body that fall into the explosion sphere. The damage inflicted is equal to the "explosion strength" parameter, damage is inflicted twice on parts of the body covered by armor. The minimum radius is the radius in which the full damage specified in the "explosion strength" parameter is applied, the maximum radius is the radius in which damage is applied in principle and at the farthest point only 20% of the specified in the "explosion strength" parameter is applied

  • RIP FRAMES

    Crying 1
  • Interesting mod but I have a question, does this mod also increases the explosion radius and damage to the 40mm grenades?!

    • No, this mod does not edit any of the 40mm grenades.

  • Bug: The MP 43 1C and the MP 43 (the double barrel duo) cannot accept new shell for its 2nd barrel on the right, meaning the guns are now just single shot to the left. And the MTS 255 revolver shotgun cannot accept new ammo at all.

    • I think those guns also have unique slot names for ammos like the RSh revolver. I'll have a look and push the fix soon. Thank you for the report!

      Thumbs Up 1
    • I pushed an update for the fix. Hope you enjoy it!

      Heart 1
  • Excuse me.......any trip mines? =O

    • As I said below, I don't have ANY experience with trip mines which are from EFT 0.15. Current SPT version is 3.9, which is based on EFT 0.14. That means I can't understand tripmines or any other things from 0.15.

      Heart 1
    • ok 8)

  • Do these ammo also spawn on scavs and PMCs or just limit to player PMC?

    • Actually I have no idea lmao If you see the AIs come up with the explosives, please let me know. I'll write that down in the description

    • With loadout mods such as ALP and other loadout mods, PMC may use these ammunition when mod items are enabled. If you don't have them installed, they probably won't use them, but I may just not have faced that situation yet.

  • Only 20 in 1 squere?
    It is possible to make more?

    • I was thinking "boom ammos, bigger size, smaller stack", I'll increase the stack size a little in next update. Thanks for the interest!

      Heart 1
    • Yeah I also found it annoying to do setup quest.

    • Appears the author updated the mod (v1.0.1) for this. Could also just edit the \src\mods.ts to whatever values you would like.

  • Did you happen to be inspired by the MFAQ ammo mod? Its author left the mod portal due to a conflict with the authors of the SPT Realism mod. I still have his mods for version 3.9.4, would you like to update them or make your own store based on them with modified ammunition, weapons, offloads and the like?

    • Nah, I just thought about making explosive ammos by myself, and I want this mod to be simple. I don't want to make any extra traders or somethin'. Thanks for the your interest.

  • Here comes the BOOM

    Happy 2
  • Are all weapon ammo behave like VOG-17s or is it only M249?


    Would be too OP IMHO to have 5.56 explode like F1 at the fire rate of 850rpm.


    Still nonetheless a fUN(aproved) mode

    • The mod applies to the 'ammos' not 'weapons' so it doesn't matter which weapon you use.

      All kind of ammos added by this mod works like the video added in the description. They just have different powers(damage, penetration, etc.) depending on their original ammunition size.


      High Explosive : No additional fragments

      Clusters : Some fragments


      Yes, I didn't think about any kind of 'balance'. Just wanted to make SPT more enjoyable and ridiculous lol.


      Thank you for saying the mod is fun! I really appreciate it.

    • No Mortar Shelling in PvE from BSG? - We'll have our own Mortar Shelling at 900 Shredding Rounds per minute.


      Maybe make some ammo have mortar ballistics? Like point up in direction of the enemy and pull the trigger for Rogues to have 'Nam Flashbacks even if they weren't in 'Nam?

    • I don't know about mortars because I have zero experience with 0.15. When SPT 3.10 releases later, I'll take a look at. But I don't think I can implement that right now because the current base game version is 0.14. But, thank you for giving me that funny idea! That motivates me to advance this mod much further.