Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Since Tarkov is a "hArDcOrE" shooter, there really isn't any accessibility options. This mod aims to change that.
Each running step, sprinting step, sneaking step, voice line, or gunshot within the configurable range will automatically show up on your HUD. There is a small arrow indicator clarifying if the sound is above or below you, but no arrow indicator if it's level with you. The distance of these sounds can be interpreted based on how large the indicator is, and how faded it starts out. Each indicator will then fade on it's own, unless the source of the sound is repeated.
Each indicator is tied to the first bot that makes the specified sound, so if you see multiple indicators, there are multiple bots!
This is my first time creating an accessibility mod (ever), so if you have feedback or require changes to help you do better -- PLEASE, let me know!
If you enjoy my work - you can buy me a coffee~
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Version 1.5.1
- acidphantasm
- 3k Downloads
This version will only work for SPT 3.11.x
Bugs Squashed
- Fixed NRE caused by not disabling the indicators when done being used. Whoopsies!
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Version 1.5.0
- acidphantasm
- 2.3k Downloads
This version will only work for SPT 3.11.x
3.11 Update
Changes
- Bundle has been rebuilt
- Pooled object count is cut in half
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Version 1.4.1
- acidphantasm
- 2.5k Downloads
This version will only work for SPT 3.10.x
Changes
- Allow Indicator Offset in F12 to be negative (Acceptable range now -50 to 100)
Bugs Squashed
- Add NRE checks to HUD disposal
- Fixed indicators failing to rotate with the player's look direction after the first raid
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Version 1.4.0
- acidphantasm
- 2.7k Downloads
This version will only work for SPT 3.10.x
New Features
- Customizable Shot/Sprint/Run/Sneak Indicator Colours
- Customizable Indicator Draw Offset (allows moving indicators closer or further from center of screen)
Changes
- Indicator UI now scales with resolution properly
- Indicator image/scale/size adjustments to fit new scaling/colours
- Verticality indicators position adjusted to be centered on the primary indicator instead of offset to each side
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Version 1.3.0
- acidphantasm
- 3.9k Downloads
This version will only work for SPT 3.10.x
3.10 Update
- Changed maximum distance configuration values
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Version 1.2.0
- acidphantasm
- 3.2k Downloads
This version will only work for SPT 3.9.x
Bugs Squashed
- Fixed NREs caused by KeepNorth script on UI
- Fixed incorrect value assignment on Verticality Object Pool
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Version 1.1.0
- acidphantasm
- 786 Downloads
This version will only work for SPT 3.9.x
New Features
- Voiceline Indicators
- Verticality Indicators
- F12 config: Normalize Indicator Sizes based on distance
- Teammate indicators should have their own colours now (not tested)
Changes
- New Step/Shot indicators (smaller, slight colour change)
- Moved indicators a tiny bit further from the center of screen
- F12 config: Moved Pool Objects to Advanced
Bugs Squashed
- Fixed indicators blocking raycasts...woops
- Fixed indicators flipping at specific distance calculations...woops
- Fixed indicators scaling from incorrect pivot point
Notes
- There are only 4 phrases banned from showing voice indicators. This will be expanded in the future to remove useless, not actual voicelines that you never actually hear.
- Noise made when a bullet connects with a target
- Noise made when a bullet connects with a target that is disappointed (lol)
- Noise made when breathing (faceshields)
- Noise made on death
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Version 1.0.0
- acidphantasm
- 581 Downloads
This version will only work for SPT 3.9.x
Initial release
Mageh533
I no longer need to destroy my eardrums to play this game properly. Thank you.
Shturman
can we get the grenade indicator back please ?
acidphantasm Author
This mod never had a grenade indicator. I can look at adding one.
Shturman
This would be very cool thank you
JumpAround
Hey thanks for the great mod.
I played a bunch of labs last night and very frequently the mod didn't show audio cues for raider footsteps, this seemed to happen more the later into the raid it was. On other maps I've had bots sneak right up on me while I'm looting and I thought maybe they spawned right behind me because I didn't see any footstep indicators, now I'm wondering if occasionally this mod doesn't show indicators under certain circumstances? Maybe on bots spawned outside of the initial wave?
JumpAround
Nevermind, I was on 1.5.0. Looks like you fixed it in 1.5.1
acidphantasm Author
Yeah, that issue should be fixed. It was caused by not re-disabling them properly on the old version so they were still active but with an alpha of 0 so you couldn't see them and the mod wouldn't reuse active ones unless it was already assigned to that bot.
Mugnum
Is it possible to toggle off the height indicators (up/down chevrons)? I tend to rely on them too much for my liking.
acidphantasm Author
Maybe in F12, I can't remember if I added that (I don't think I did)
I can add it in a future release if it isn't there.
PPXXPP5603
Hello, I really like your MOD, but I've noticed some areas for improvement. For instance, on the lab map, when enemies are running on floors above or below me, the MOD indicates they're running. However, since we're separated by a floor, I actually can't hear their footsteps at all. Would it be possible for you to create a feature that reduces the audible range by a certain ratio when there's a wall or floor between me and the enemy? This would prevent me from hearing sounds that shouldn't be audible due to physical barriers.
acidphantasm Author
I don't have any intention of doing that because BSGs audio handling is actually horrible. Sometimes you can hear running above/below you depending on the occlusion. So there's no way to make it 100% accurate without changing a bunch of logic.
Eventually? Sure. Anytime soon? Nah. I'm working on other stuff at the moment.
egnbv
When adjust audio accessibility HUD the position of the indicator, the arrows indicating the high or low position will not move together
Panz3r_
Dude I struggle a lot even with headphones, thank you so much ♥♥
TheWolverweed
As someone with a disability that makes wearing headphones impossible, i cannot thank you enough for this mod. Truly.
Salvorite
Does wearing a headset (in-game) change the behavior of the audio indicators? What I mean is if I wear a headset that increases hearing sensitivity significantly, will I see audio indicators for more distant or quieter sounds?
acidphantasm Author
No - I did not add that as a feature because it doesn't really help for the accessibility aspect. I've been considering putting it as an optional feature though.
meppycola
tarkov is way quieter than usual for some odd reason, so this mod is now a must have
Hopi1985
Thank you! I cant hear on one ear and this helps me immensly.
TagTwo
Hello, first of all thank you for this mod. I am deaf in one ear after a medical procedure and this mod allows me to play Tarkov again to some extent. I have to react visually to an acoustic signal but better than before when I could not locate the direction of the sound. A big thank you once again. But now I still have a question about the VR mod and this mod. Is there any thought of making this mod compatible with the spt-vr mod? I don't think I would ever play anything else again
acidphantasm Author
I have not tested the VR mod at all, and given that I haven't gotten my VR headset out of its box since Meta took over Oculus I'm not sure I will
I might be inclined in the future but I do not know what all the VR mode changes about the viewport but it might not be too difficult.
Rabidfox
THANK YOU!! Ive got roughly 60% hearing loss and this helps so much. At least I know the direction I died from now.
StealthClobber
With the state of audio in this version of Tarkov, this mod is almost required to know where the fuck anyone is making noise from. 10/10 will never not have it installed.
FappinBananas
This mod has destroyed my audio. deleted the mod and the audio works again. I have a modded version of 3.10. Not sure if anyone else has this problem.
acidphantasm Author
I haven't heard that issue but logs would be helpful
FappinBananas
I will get them when I get back on again. I'll download it and try to replicate the problem.
Windpiercer
I would like to get the gunshot hearing range farther thanks. I think 300 is too low
Lukalake
Cool mod! It makes the game much more enjoyable when not being able to wear headset while the radar mod is a bit too accurate.
Maestro
Hey man, cool mod! Almost exactly what I was looking for. There are a bunch of mods that add minimaps and radar that show enemies, but it's all a little too accurate. I was looking for a kind of ping mechanic, for when I just wanna know if anything's around inside of 50m or so.
So this kind of does the trick when I set it to only detect sprinting and running steps, but if you could add a button that toggles this mod on for 3 seconds, then turns it off again, that would be awesome!
Cheers!
Eevee
Great mod!
Do you think it would be possible to adjust the colors/thickness of the lines?
I usually play with HDR enabled and then the lines are barely noticable.
acidphantasm Author
As of right now it is not adjustable, but is planned to be for when 3.10 drops.
I'm not updating any mods until the next SPT version
Eevee
Lovely! Thank you for the answer c:
Joka680
This is great! I cant use headphones cause I got kids. Its nice to play without having to blast my speakers in order to have situational awareness! Thanks!!
subspecies
awesome mate...I am hard of hearing and this will help me heaps...appreciate you. Also a good trainer for new people to get used to the audio.
Relf
Very cool of you
Niko_OldZOmbie
Unparalleled masterpiece mod! Thank you for your work!
A suggestion:
Is it possible to add a 'hardcore' mode?
Automatically adjust the maximum available range when using different headphones.
For example, the ComTac II has a maximum feedback range of 35 for footstep sounds (the number is arbitrary, as I'm not sure of the correct pickup range for the headphones);While the ComTac V has a maximum feedback range of 45;
When no headphones are used, the range is 30; when wearing some fully enclosed helmets, it is reduced to 20-25.
I believe that such changes would allow the original equipment, headphones, and auditory system in the game to play their intended roles again.
( I am a non-native English speaker, and the above content was translated by GPT.)
Thank you again for your work.
acidphantasm Author
It has been considered as a future potential feature but it will likely not be included until SPT 3.10 or later.
Thank you for the suggestion, I hope you enjoy the mod!
guidot
Fantastic work, and you heard my thoughts over some Swedish coffee
Dremmy
I wonder if it will be an adjustable scale on next update, because this mod should run on 1080p, im running on 768p res and the indicator are shown outside the screen
acidphantasm Author
I haven't made it screen resolution independant yet because I didn't think anyone still ran 768 in this age. I'll do something for you likely on the 3.10 version!
Dremmy
I really appreciate that, there might be people out there still has potato pc like i did
acidphantasm Author
Sorry for how long this took to update - but the latest version now supports any resolution
Hjal
no need for headphones IRL kekw
Bogdan
Thank you!
That's a nice alternative to an accurate radar mod since i can't rely much on footsteps i hear and what to expect looking out of the wall.
m4a1akaug
i love u
jaxorsmthng
i no longer have to wear headphones irl to know where ppl are yipee
nastya
I'm 80% deaf. this mod should be in the top list
спасибо : аквакрисы: : аквакрисы: : аквакрисы: : аквакрисы: : аквакрисы: : аквакрисы: : аквакрисы:
