Featured HollywoodFX 1.7.2

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Make battles look cinematic and immersive by rebuilding almost every single impact and special effect from scratch. Realism is not the aim, but the mod doesn't go overboard.

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  • Version 1.7.2

    HOTFIX #2


    Disabling lens dirt no longer causes extreme bloom. Thanks for Fontaine and Shibdib for reporting.

  • Version 1.7.1

    HOTFIX


    * Smoke grenades no longer explode, duh. Thanks to Rexana on the WTT discord for catching this one.

    * Replaced the default lens dirt texture with a much softer and subtle variant. Should fix the "why am I a dirty camera?" complaints.

    * Set "Lens Dirt Texture" to LensDirt4.png if you yearn for the original.

  • Version 1.7.0

    MASSIVE UPDATE


    * Cinematic explosions with confinement simulation

    * Artisanal tonemapping, hbao, lighting & bloom in a bundled HollywoodGraphics mod

    * Suppression & concussion effects

    * Presets (you can click a button to configure everything to my settings for example)

    * LoD & detail overrides separately for each map

    * Significantly improved all impacts, added more variety, sparks look nicer, etc

    * Body impacts now generate dust/smoke puffs when armor is hit. Blood is only emitted if the bullet penetrated.

    * Various small fixes and improvements


    Thanks to the many testers who provided feedback and encouragement!


    NB: This is a very large update. There may be bugs and issues. I'll strive to fix everything as quickly as possible, but I need feedback on the discord including logs and video/screenshots.

  • Version 1.6.9

    Minor hotfix release

    Features:

    * Slider for muzzle smoke and spark emission rates

    Squashed bugs:

    * Dust particles were rendered incorrectly on widescreen resolutions

    * Blood mist emission rate was overridden by blood spray (lel)

  • Version 1.6.8

    * Blood & dust sprays are now more visible from a distance but less oppressive up close

    * Minor ragdoll tuning, disable upwards impulse on passive dead bodies duh

    * Less muzzle flash size variance

    * Smaller wound decals

    * LOD fixes


    I lied when I said 1.6.7 will be the last release for SPT 3.11

  • Version 1.6.7

    * Sliders for extending the LOD and environmental detail render distance. All rendered on the GPU so if you are CPU limited, you can make Woods look less like World of Warcraft 2004 without any FPS loss.

    * Squashed a possible NRE when cleaning up gore finisher effects from dead bodies, thanks for the Rt. Hon. Lady Bugcat for the report

    * Various small fixes & cleanup.

    * NB: This is likely the last release for 3.11. The mod has already been ported to SPT4 and work is underway on more goodies!

  • Version 1.6.6

    * Significantly reduced density of blood mists to make them less oppressive

    * Significantly engoodened the various blood sprays

    * If you don't have FPS issues, I recommend setting the blood spray emission to 2x (or even 3x if you feel bloodthirsty).

  • Version 1.6.5

    * Significantly improved blood mists

    * Blood spray is no longer mirror shiny (duh)

    * Slightly tuned volumetric blood to be also less shiny

  • Version 1.6.4

    * Volumetric blood puffs

    * Performance optimization of muzzle smoke & various other improvements.

    * Preparation for a cinematic third person camera mod

    * NOTE: your configuration might get reset, don't forget to check any settings you've changed before!

  • Version 1.6.3

    * Environmental light flares are now less oppressive. People with NVGs seem to like staring into high wattage streetlights, but I don't judge.

    * Enhanced the lingering muzzle smoke and made it longer lived.

  • Please join the SPT or FIKA Discords for support


    Discord allows us to easily discuss your issues in real time.

    You can upload logs, share videos or we can even hop on voice chat.

    Beta releases and new features are as a rule discussed in our Discord threads.


    Join the thread #Janky's Emporium of Jank in #mods-development (SPT) or in #mods-releases (FIKA)


    pepeclown

    Heart 1
    • I have a mistake and need help. How can I contact you?

      I encountered an issue with the AI death gun still firing infinitely while using this mod online

      Happy 1 ? 2 Crying 1
    • My sister/brother in Christ read the message you just replied to. The answer is literally 100 pixels above your question :D


      Join the SPT Discord and steer your attention to the thread #Janky's Emporium of Jank in #mods-development

      There, I can help you.

      Happy 9
  • Note on Windows Defender being an ass

    The false alarm is being issued for "Trojan:Script/Wacatac.B!ml" which is a machine learning based detection (figures) that plagues a lot of apps that are suddenly successful. Defender sees HollywoodFX.dll spreading across machines out of the blue and flags it.


    There's not much I can do but wait until enough "reputation" is built that this stops happening. Well, I could buy a Code Signing certificate for $200 a year, but more than the price is the extra hassle and faff of sorting that out, so we'll just have to bear with the status quo.


    If you don't trust me (which is understandable!), the source code is always available on github and you can inspect it and compile the library yourself. It's really quite simple.

    Heart 3 Thumbs Up 1
    • I was able to download it fine now.

      Heart 1
    • Like i said you should be able to report it to microsoft

    • Already done this, but it'll take weeks/months to build the reputation.

      Heart 2
    • This is very common for all new client mods, as well as updates for client mods. Reporting it to Microsoft does nothing unless you never touch the DLL again, as the next update would get flagged as well. You see this in a good 70% of mod comments after a new SPT update when mods are being updated

      Thumbs Up 2 Heart 1
  • suggestion- if an enemy dies with a heavy bleed, they should continue spurting blood for a second or two after death.


    (if this is already a thing, I haven't noticed it)

  • Looks extremely good, thank you!

    Heart 1
  • Hi, I wanted to ask what the HollywoodGraphics file is for and what it changes?

    • It removes the obnoxious grey tonemap of the vanilla game, makes daylight more realistic, fixes a bunch of issues with ambient light during dusk/dawn, adds lens flares and a bit of bloom, improves hbao, etc...


      All configurable under the F12 menu

    • Hi, I wanted to ask what program you use to create/view or edit the HollywoodFX.dll file. I asked in discord and they told me that with VS+NET 4.7.2 Framework - visual studio.

    • I can't provide modding advice here, I'm sorry. Join the discord, there are plenty of dedicated modding channels there. You can also join my discord thread (see the first pinned post) and I'll help if I can.

  • this is sooo cool

    Heart 1
  • Hi, I wanted to ask what program you use to create/view or edit the HollywoodFX.dll file. I asked in discord and they told me that with VS+NET 4.7.2 Framework - visual studio.

  • This mod adds so much to the game's feeling.


    Something I would really love to see is improved smoke effects (together with a mod or mods that changes bot vision vis-a-vis smoke, and makes them use smokes in a more authentic way). Any plans for that?

    Heart 1
    • I do hope to improve smoke grenades yes, but there's a bit of a limitations in that BSG lighting and shaders are a bit scuffed. It's why for example the green smoke grenades basically brightens everything behind it.


      FWIW, SAIN should already account for smoke visibility. Have you tested it?

    • Honestly not recently. That's good to know.


      I've considered that the red smoke that is used on the airdrops is already much better than the grenade one. I think that smoke combined with the hazy effect of the Russian smoke grenade would look okay. BSG ftw.

  • SJw2XSY
    https://imgur.com/a/SJw2XSY

    How to turn off this dirt on the screen? It is very difficult.

    • Turn down the lens dirt intensity to 0 in HollywoodGraphics

    • I don’t know where to find it. Please tell me.

    • I don't provide support here, please join the discord channel (see the top pinned comment) and I can help you there.

    • I can't easily post screenshots here, and it's not a good place to discuss issues. But basically in the F12 menu, under HollywoodGraphics there's a setting called Lens Dust Amount. Lower that number.

  • After installation the game freezes after about 5-7 minutes in raid. I didn't feel any problems with fps, but freezing in tarkov is the last thing I want to encounter

    • Nobody else has this issue, so I don't know what to tell you. It could be anything.


      If you want to get help, get on the discord.

  • 你好

  • There's a weird scaling issue with spent brass....for example when I fire the M60 the shell casings are reduced in size to what they actually are in game. Also noticed this when comparing 9mm to 9x18.

    • I don't get this issue and I have no idea how this even happens... I'm merely adjusting a single value that BSG uses to scale spent brass size, I have no ability to do this for individual calibers.

  • could you make dismemberment to bots like headshot effects to the head or torn off legs or arms when shooting at them with a high caliber

    • Heya, unlikely unfortunately as there's already a mod called VisceralCombat that does this much better than I could.

  • фпс падает на 30% ужасная оптимизация люди на слабых компах не качайте это на моей 4070ti с intel core i7 12700k и 47гб оперативы лагает сильно удалив мод фпс возвращается в норму

    • I have no clue what any of this means since I don't understand Cyrillic. Instead, I'm going to reply to you in haiku:


      Looking at code files,
      His questions echo unheard—
      Digital silence.

      Happy 1
  • i have a question what is "overide LOD settings" and "overide terrain detail".?............i have no idea what this could possibly do

    • So in the game's graphics menu, you can pick a LOD (level of detail) setting between 1-4. This defines how far out the game will render high definition models. If you set it to 1, distant trees will become low resolution and low definition billboards or disappear altogether. If you set it to 4, the detail will be visible further away. This slider allows you to extend the lod to 20, which allows seeing detail much further away. It's fine on some maps - like woods - but on streets this absolutely obliterates performance.


      Terrain detail is stuff like the grass, small shrubs, rocks on the ground, etc. The render distance is very low by default. So if you look across the sawmill pond on woods, the opposite shore will look really barren - basically straight out of minecraft. By extending the render distance of grasses and other detail, the shores will not look like a game from the early 2000s


      In the next version of HFX, you'll be able to modify this separately for each map.

      Heart 2
    • Awesome!! and Thank you for the detailed explanation, i am sure a few more people would be curious about this seldom talked about feature...cant wait to try it!!!!! Thank you again!

  • Just put together a no-BS little vid to say "Thank you" Janky!! your MOD as you can see in the video really makes the gameplay shine, incredible moments that you remember because they have become so cinematic, for the first time since playing this game (2016) i was unconvinced it would reach the state of playability it has today, and the 3 mods i use are paramount to that!!! the factory ambush where particles are whisking by your head as your trying to stave off the inevitable is one of the best so far for me, thank you for all the hard work!! The ragdolls are the best yet, that along with incredibly customizable blood effects make your MOD a must have...and i am sure EVERYONE knows that!

    • Hey, sorry I rarely get to go through the messages here. The video is gone unfortunately?

    • so sorry you didnt see it...but i will make more!!!! your MOD IS THE REASON I SWITCHED FROM VANILLA EFT TO SPT!!!!

  • My GOD this mod is amazing!!! Wasn't sure what to expect going in, but after my first few scav kills I was all smile the rest of the raid. Thank you for this glorious mod! This is definitely a must have mod from here on out.

  • I just want to fix the vanilla EFT bug about disappearing corpse.

    This works fine.

  • This mod has single-handedly and exponentially enhanced the enjoyment factor of this game.
    It is genius and I am grateful! Thank you for the amazing work!!

    (I know I have said this before but felt it had to be reiterated.)

    Heart 1
  • EPIC EFFECTS bravo

    Heart 1
  • Hey! Really awesome mod, adds so much to the experience and after seeing this it was one of the first things I downloaded after getting back into spt after a while!

    I'm a bit confused though on the settings Bullet Kinetics Scaling, and Ragdoll Force Multiplier. I did experiment with these some but usually with not the desired effect so just to clear it up, if I want LESS force to be applied to the ragdoll, I should turn down the Ragdoll Force Multiplier, and Bullet Kinetics Scaling? What I'm trying to achieve is ragdolls being mostly unaffected by bullets, so not being pushed around much at all on death, just dropping. Any help would be appreciated! Thanks for the awesome mod

    • Heya, thanks for the kind words. You should turn off cinematic ragdolls amd set the force multiplier to 0. Then they'll just collapse to the ground.


      I'd leave the kinetics scaling at 1, it multiplies the effect of the bullet speed before it goes into the kinetic energy calculation and as such it's effect is squared.

      Thumbs Up 1
    • Thanks a lot!

  • Great mod honestly, just find the blood a little too much since it pretty much blinds you worse then flashlights in this game and tends to drop FPS when you got 2 idiots spraying each other.

    • There's a release coming tomorrow where the mists of blood have been tuned down quite a lot. Should help with visibility.

      Thumbs Up 1
    • That sounds amazing, I was dying of laughter when me and this AI in labs was spraying each other and all I saw was blood lol.

    • New version is out. Enjoy!

      Heart 1
  • I'm gonna jump into this mod soon and I'm excited to do so. I wanted to ask - are there blood pools from fallen enemies? Something about that is so satisfying and visceral. I'm going to get the mod either way, but was feeling curious about that

    • Sort of... not the way you'd see in Ready or Not for example. However, there are some pretty gory volumetric blood splashes and special "Finisher" effects that are emitted on killing shots. These do leave a hefty amount of blood on the ground.


      I'd like to do Ready or Not style blood pools eventually, but this is not trivial as it'll need a new decal system implemented.

    • That's so cool! Thank you for the reply!

  • Would it be possible to add a txt document in files saying what each effect does? Some of them can be a little confusing, takes a while to try and figure out what does what & next thing you know your resetting trying micro adjustments again.

    • This would certainly be possible but is subject to my time being available, which is quite low :D

    • We shall have to deal then lol No worries, thanks for the mod. Love the effects. I just try to tone the blood sprays down/etc. but feel like it just turns off once I start moving sliders a little. Think Chatgtp might be my solution.

    • I'll take some videos of the individual gore effect components in the editor and that should give you an idea what you are adjusting.

      Thumbs Up 1
  • When i use this mod my performance and fps goes down, would love to use it without playing on a slide show. any suggestions?

    • As I wrote in the very first pinned message, I'm happy to help but I do not provide support here. Come to one of the discords mentioned in the pinned message.


      Generally speaking, the mod is quite vram heavy depending on the texture quality settings chosen. Running out of vram is what causes stutters. I suggest dialling down the texture quality and see if it helps.


      People run the mod without any issues on potato PCs. If you have performance issues, it's something with your setup.

  • hello, would the mod version 1.4.4 be the latest working on spt 3.10?
    really like the 1.4.4 version, will check out latest versions when i'll hop on 3.11

    • That's right. I'm glad you are enjoying it!

  • Howdy ... Is version 1.4.4 compatible with 3.9.8?

    • Heya, none of the versions are compatible with 3.9 unfortunately. The first version released was for 3.10.

  • Can't love this enough. Love this bullet decal stuff since Half-Life 2. Makes the gunplay feel more alive by a lot. If I decide to magdump my hard earned BP rounds there's a huge satisfying mess. Love that the caliber differences. Also the blood and gore is S tier, better than Borkel's. Just the ragdolls doing backflips is a bit too much.


    Thanks for your hard work. Wish someone could make it work for older versions of SPT too.

    • Thank you! Decrease the ragdoll impulse if the John Woo style ragdolls are too much. The slider is there for a reason :)

      Thumbs Up 1
  • This is an awesome mod!

    However, I can see the muzzle flash even with the silencer on, is this intentional?

    I used the M4SD silencer on HK416.

    • Can you please post a screenshot? Or join the discord and hit me up there.


      FWIW: yes, silenced guns still have a modest muzzle flash. It should be quite a bit dimmer than without it. It's also possible that the particular attachment is bugged. Ultimately I have to rely on the attachment being correctly implemented, which is not always the case. E.g. some muzzle brakes don't have correct muzzle jets defined by BSG.

  • Love the ragdolls, they're perfect! There's just something about a scav dramatically falling down and it's AK playing a sound upon hitting the ground – chef's kiss, not sure if it's part of mod but don't recall that ever happening on live.

    • Thank you! The weapon dropping sound is part of this mod. In the base game, the weapon remains attached to the hand and doesn't function as a separate physical object.