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ModParameter - Customize in just a few clicks!
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Version 2.2.1
- Netnikogo
- 538 Downloads
fix bug. Thank you for your feedback. Sorry for the inconvenience ........
Please save your changes and keep a copy of your file named ==> " *_mod.json"
in ModParameter\py\JsonFiles\DIRECTORY
- buffs not being deleted
- When configuring magazine count in the Fast settings, it blocked modifications in the Magazine section (modification was applied twice).
- Magazine count is no longer modified by unit. Now %.
- buffs duration now max 1000 seconds and delay 1000 seconds
- HealthRate = HealthRegen etc ...
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Version 2.2.0
- Netnikogo
- 126 Downloads
Note : Keep your save from the previous version: copy and paste your
*_mod.json
file into theJsonFiles
directory (ModParameter/py/JsonFiles/
SECTION
First of all, many of you asked for easier access to certain modding options.
I’ve created a new section : FAST SETTING.
There you’ll find more general and quickly applicable mods, such as:
- fast LOAD/UNLOAD magazines
- Magazines 3 ==> 2 SLOTS
- all ammo TRACER (red / green)
- choose injectors count
- Increase capacity for all BAGS / MAGAZINES / MEDS
Secondly, I’ve received a lot of private messages after releasing the medical mod.
As a result, I’ve added the ability to mod the buffs provided by stimulants.
In Medical, you can now: Edit / Add / Remove BUFFS — and there are over 20 of them!
Examples include:
- All skills like Force, Endurance, Attention [...]
- HP Regen, Hydration, Energy, Stamina regen [...]
- Tremor effect, Quantum Tunneling [...]
- Remove bleed, poison, and more [...]
You can now create a fully custom stimulant syringe. All buffs description :
escapefromtarkov.fandom.com/wiki/Medical
Thanks again for all your feedback!!!
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Version 2.1.1
- Netnikogo
- 190 Downloads
Magazine Modding
- Fast load and unload speed
- slot :
3 slot ==> 2 slot
4 slot ==> 2 slot
< 30 ammos ==> 1 slot
- Change magazine capacity
- Remove ergonomics and other penalties from magazines
Backpack Modding
- increase number of slots
- Remove backpack debuffs
- Remove backpack restrictions
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Version 2.1.0
- Netnikogo
- 151 Downloads
New Medical Item Mod:
- MedKits (6 items)
- Stimulants (20 items)
- Medical Supplies (9 items)
- Drugs (5 items)
Override existing items
Create cloned medical items
For medical items, you can customize:
- Number of uses
- Amount of HP restored
- Time to use medical item
Add or remove effects such as:
- lightBleeding
- heavyBleeding
- fracture
- destroyedPart
- contusion
- intoxication
- painkiller effect
And configure their properties, including:
- duration
- fadeOut
- cost
- healthPenaltyMin
- healthPenaltyMax
See the Medical section for more details.
Adjust cloned item prices:
- Maximum multiplier: x100
- Minimum multiplier: x0.01
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Version 2.0.2
- Netnikogo
- 215 Downloads
-Fixed mod compatibility with FIKA's headless feature. (The header is recognized as a profile in the SPT database)
-Fixed the blue stamina modding which was either 1 or 0.
-Tracer mod evolution: now all bullets in the game (not just clones) become tracer rounds. Option to disable the feature in the GUI with "Yes" or "No" .
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Version 2.0.1
- Netnikogo
- 137 Downloads
**Weapon Additions and Enhancements:**
- Fixed weapons with identical short names, e.g., MDR 5.56 and MDR 7.62.
- Added new weapons from patch 3.11, like the Velociraptor, Sako TRG, etc.
- Included previously missing weapons / calibers.
-adjuste fire rate 10 by 10 <300 and 50 by 50 over 300
### **Two New Sections in Bullet Modding:**
1) **Grenade Launcher Ammo:**
- VOG 25
- M381
- M386
- M406
- M433
- M441
- M576
2) **New Category to Nerf AI AGS-30 and NSV Utyos:**
(no clone feature replace original ammo game)
- 30x29mm VOG-30 (AGS-30)
- 12.7x108mm B-32 (NSV Utyos)
- 12.7x108mm BZT-44M (NSV Utyos)
- Ability to set **Projectile Count** to **0**, effectively creating blank rounds.
### **New Grenade Launcher Modding Options:**
- Explosion force.
- Explosion radius.
- Fuse time before detonation, allowing grenades to explode closer or farther as desired.
### **New PMC Modding Options:**
- Stamina consumption for:
- Jumping
- Sprinting
- Standing up
- Blue stamina drain when aiming.
- Stamina regeneration rate.
Improved PMC Interface
More responsive selective suppression.
Thank you for your feedback!!!
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Version 2.0.0
- Netnikogo
- 148 Downloads
- Update to 3.11 update
- New strategy from now on: the mod no longer replaces item properties. Instead, it creates copies (clones). See the "Management" section for more details.
- New Youtube Video Tutorial
- I am currently working on the new items introduced in SPT 3.11.
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Version 1.1.0
- Netnikogo
- 319 Downloads
🔧 Patch Notes – Latest Changes
🛠️ Fixes & Improvements:
Fixed: KS-23 ammo not displaying correctly.
Fixed: Green tracer functionality issues.
Improved UI: New color coding to highlight the best weapon attributes.
🎯 New Ammo Attributes Added:
- Ballistic Coefficient – Determines bullet aerodynamics and impact over distance.
- Bullet Mass : Take into account the bullet's velocity during its trajectory and fall.
- Ammo Accuracy Bonus – Bonus ammo , Modifies shot accuracy.
- Recoil Bonus – Bonus ammo : Adjusts weapon kickback for better control.
- Projectile Count – Defines the number of pellets per shot (useful for shotguns). Be careful with this parameter 50 rounds can be fired at the same time with single bullets. With tracers, it creates a beautiful fireworks display, but your RAM and CPU usage will suffer if the value is too high.
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Version 1.0.1
- Netnikogo
- 201 Downloads
- Fix UTF-8 error load JSON
- fix load SOST / RRLP
- fix no node_module required on load TS
- fix hight value PMC attributs
- fix 12 ga ammo file not find
- Add new feature PMC (reduces movement while walking on aiming)
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Version 1.0.0
- Netnikogo
- 243 Downloads
ApohreN
Мне очень понравилась проделанная работа.
Netnikogo Author
Спасибо, брат!
Legitor
Sorry if I'm writing in the wrong place and thanks for the mod.
I decided to see what mods were added to SPT 3.11 and saw an update, decided to install it replacing the old version. All the installed guns had to be re-clicked manually, but it's not scary.
After making a test raid on the factory with two versions of the M4A1 (clone and original), I noticed that for some reason the muffler heating started to bug when shooting on both versions of guns. In the mod itself, I only changed the caliber parameters (ergonomics, kick chamber, vertical and horizontal recoil). I assume that this was due to the fact that I have another mod that also changes the PMC parameters and slightly reduces the chance of heating/misfire of the weapon, since when the server started, ModParameter also loaded these options as if I changed them in it. This did not happen in the previous version 2.0.1 (when updating the SPT i checked it and did not update mod anymore until today)
Also, in the mod window, two copies of weapons are displayed, while in the game itself, one copy is created. This parameter is not very disturbing for me (since I completely change the entire caliber), but perhaps for someone it creates inconvenience.
I found only this way to dump the log of those raids
https://pastebin.com/VsdE1RYX
P.S: I think I fixed it - most likely due to the ModParameter update, another mod loaded the settings incorrectly. After I set the parameters again from scratch in both mods - the problem with muffler overheating has not appeared yet. Sorry for bothering you once again
Netnikogo Author
No, you're not the only one.
Normally, after version 2.0 of my mod, the files should be backward compatible (copy paste *_mod.json file from old to new version).
I actually looked into it myself to figure out why my suppressed weapons are now producing smoke.
As far as I remember, at the start of the 0.16 wipe back in December, I didn’t have this issue.
But apparently, in the new version, suppressed weapons do produce smoke — less than unsuppressed ones, but still some.
Personally, if I knew which variable controls weapon smoke generation, I’d remove it because indoors, with a flashlight, it’s just unplayable.
Legitor
The point is that the problem with the muffler for me personally is not in the smoke but in the fact that it started to overheat uncontrollably after the end of shooting. That is, the muffler continued to heat up and jammed the weapon. I also had this problem on both the original weapon and the copy made by the mod, so I thought that maybe it was due to a combination of different mods. However, I seem to have solved it, as I wrote - by setting up both mods from scratch
Netnikogo Author
I had the same overheating issue too. Deleting the weapons fixed the problem.
It was like there was an overheating counter that wasn’t resetting on the weapon
Trimires001
had that bug too, not only with these mod, only way to counter that, was to deactivate Heat in SVM settings("Turn off Weapon Heat").
BHOP
Hey, thanks for the mod. I'd like to ask if the changes I'm making, such as increasing the mag limits from 30 to 60, will be just for me or for all bots? Thanks for your time.
Netnikogo Author
To avoid overloading with too many clones (150+ magazin on games, I applied the mods to the original items. If the need really arises, I could consider creating copies to load them separately.
Tip: there are some magazines that AIs never use
ODYMET
Hello. First of all, great mod! Thank you. But is there a way to add cloned ammo to the flea market? I cloned AP-20 but cant find a way to add it to the flea other than allowing normal AP-20 to be sold on the flea.
MrUlfen
how did you clone like is there 2 seperate items i tried it for medical items like selewa kit but i dont se 2 diferent type sof selewa what did you do i clicked clone nothing happens ingame it overrides the same selewakit
Netnikogo Author
Interesting, indeed some items are neither sold by traders (or in boxes) nor available on the flea market. I could force the item to appear on the flea market. The question is: what price would be appropriate to assign to them?
Netnikogo Author
The Blacklist - flea market enhancements work if order are :
ODYMET
If the cloned item would have unique or same ID as the item that is not allowed to be listed on flea, i could just add the ID into templates -> prices.json and it would only affect the cloned item price. That should be no problem for every user to edit pricing by themself. Or am i wrong?
Netnikogo Author
The clone has unique IDs, all created by
mongoid-js
The ID (
tpl
) that references items at traders is also a unique identifier:The reason it's not on the flea is because I normally retrieve the price from the original item. Here, the ID is the one from the original item:
Even if the player can adjust the price,
NaN * X
is always 0 XDSo I have to give the user the option to set a price for items blacklisted by the game. Or use mod unlock flear price for all item where price was NaN/undefined
MrUlfen
when i press on clone tit stil overides the same item ingame does it not work or am i jsut stupid
Netnikogo Author
np : https://streamable.com/mntmyc
Ormusn2o
Can I use the new features from the 2.x versions of the mod on SPT 3.10 version? I know it's updated to 3.11, but I want to use the new cloning features on already installed version that I have, which is 3.10. Thanks.
Netnikogo Author
"Yes, it's possible, the IDs haven't changed. However, if you try to import changes to new items like Velociraptor, it will throw a server exception." i will try this tomorow after work with old 3.10
topshot532
so what do the values actually do for ammo accuracy -200 being most inacurate and +500 being most accurate?
Netnikogo Author
The bullet bonus has a much more significant impact on recoil than on accuracy. If you set +100 recoil, you'll notice a huge difference. Whereas with accuracy, the difference is much less noticeable.
To eliminate all external constraints, set your recoil and weapon sway to 0%.
The accuracy value matters in a scenario where, statistically, if you fire 100 times under identical conditions, you'll have fewer bullets landing off-target. In shooting games, this is referred to as MOA (https://www.youtube.com/watch?v=TMQuy7K9yEI).
But this value really shouldn't be overestimated, since 99% of it is influenced by the weapon's barrel.
So if your goal is to modify an weapon's MOA, focus your modding efforts on the barrel rather than the weapon itself or the ammo.
BlackhaloOTG
Would it be possible to change the name and price of these new cloned items?
Netnikogo Author
Yes i can add new feature with mulltiply copy price is not very hard to implement
selyue
i try use the mod to modify m882 and m9a3, but in game,there are not change. is there anything i miss ?
Netnikogo Author
Hello. What do you mean by no change ? https://image.noelshack.com/fi…5/12/4/1742466725-9a3.jpg
selyue
i am not sure. maybe i use in the wrong way. the change is not effect in the game. all value of the gun and ammo is still the same old number.
Netnikogo Author
envoyer les logs que je regarde
selyue
can I modify the little toy gun ?
Netnikogo Author
Please, respect the toy… it's got feelings too!
SashaSwan
would it be possible to add accuracy modifier to ammo? 12/70
Netnikogo Author
I'm on it
Netnikogo Author
After several tests, accuracy is determined 99% by the barrel, meaning it has no impact on slug dispersion efficiency. I've added new modularity to the bullet characteristics—take a look! 😉
SashaSwan
Thank you
SashaSwan
installed for ks 23 ammo, but there is no ks 23 ammo
Netnikogo Author
I'm on it
Netnikogo Author
done
SashaSwan
Thank you

purplenamelol
12 gauge ammo seems to be missing
Netnikogo Author
12 gauge = 12/70
purplenamelol
Yes, but it spits an error.
applies to every 12 gauge round.
Netnikogo Author
My bad i fix it
Netnikogo Author
Done
Nekst
Hey there! I have a couple of questions about the functionalities of the mod:
- Can you change the caliber of a weapon? i.e.: changing a 9mm to .45
- Can you duplicate ammo to tweak the status? i.e.: duplicating a 12/70 BMG to increase bullet speed & pen, without compromising the existing caliber.
Also, how safe is the file? I'm getting some GitHub, Google, and Windows alerts for Viruses/Trojans.
Netnikogo Author
1)Weapon caliber: I’ve already tried changing the caliber, but it’s much more complex than I initially expected. If you assign a different caliber to a weapon, it triggers a cascade of changes in the game. The weapon won’t have the correct magazines for those rounds, so you also need to modify magazine compatibility, and so on.
2)
Duplicating ammo: In the game, if you want to create a new item, you need to regenerate its in-game hierarchy along with several other subtle adjustments. It’s possible, but I need to look deeper into it. i'm on it. i try to creat item with : "https://github.com/sp-tarkov/server/blob/master/project/src/services/mod/CustomItemService.ts"3)The file is safe. The issue comes from the .EXE file (the mod’s UI interface), which triggers antivirus flags. I’m trying to find a method to prevent this false positive. If you still have doubts, every line of code is available on GitHub:
https://github.com/yox92/ModParameter/tree/1.0.0/py.
Netnikogo Author
Good new it's work : https://freeimage.host/i/3CnkTP9
Jehree
"SPT-AKI" <.<
Netnikogo Author
i m old user
Jehree
Yuzaki
i think something wrong with your mod or your pc, beacaus of this https://www.virustotal.com/gui…d56639a813ea063031c0d5dfa
Netnikogo Author
I don't think so. I'm trying to resolve it. My program's .EXE file is just a Python script packaged with PyInstaller without a Code Signing Certificate, which is why every .exe file without a certificate gets flagged.
Deutsche_Duck
The application had a critical error and failed to run
Exception produced: Error
Stacktrace:
Error: Command failed: "E:\SPT\SPT_Data\Server\@pnpm\exe\pnpm.exe" install axios@^1.8.2 p-queue@^8.1.0
at checkExecSyncError (node:child_process:890:11)
at Object.execSync (node:child_process:962:15)
at execSync (pkg/prelude/bootstrap.js:2115:30)
at PreSptModLoader.autoInstallDependencies (C:\snapshot\src\loaders\PreSptModLoader.ts:493:17)
at PreSptModLoader.importModsAsync (C:\snapshot\src\loaders\PreSptModLoader.ts:158:22)
at PreSptModLoader.load (C:\snapshot\src\loaders\PreSptModLoader.ts:54:24)
at Program.start (C:\snapshot\src\Program.ts:26:35)
at Object.<anonymous> (C:\snapshot\src\ide\ReleaseEntry.ts:19:9)
at Module._compile (pkg/prelude/bootstrap.js:1930:22)
Did i mess something up? or is there something wrong with the mod?
Deutsche_Duck
Edit, i installed Node.js and i came across a new issue
Mod: ModParameter-main package.json requires name property
Mod: ModParameter-main package.json requires author property
Mod: ModParameter-main package.json requires version property
Mod: ModParameter-main package.json requires license property
Mod: ModParameter-main package.json contains an invalid version string
Netnikogo Author
Thx u. I fixed the local import of the modules required to launch the mod. I had left the
node_modules
for loading the JS. let comment if issu persistParachell
Error detect !
Traceback (most recent call last):
File "main\main.py", line 25, in <module>
File "main\main.py", line 18, in main
File "main\main.py", line 8, in __init__
File "main\main.py", line 12, in setup_ui
File "WindowComponent\ModSelectionWindow.py", line 71, in __init__
File "WindowComponent\ModSelectionWindow.py", line 75, in run
File "Utils\JsonUtils.py", line 122, in load_all_json_files_without_mod_ammo
File "Utils\JsonUtils.py", line 82, in load_json_and_add_path
File "json\__init__.py", line 293, in load
UnicodeDecodeError: 'cp950' codec can't decode byte 0xd1 in position 77: illegal multibyte sequence
Netnikogo Author
Oh, cp950. Are you Asian user ? ? ? Ok i convert to UTF-8 for all usage case :D. Thx u !
selyue
are there any pics show how this mod working ?
Netnikogo Author
Done :
selyue
change in realtime ! amazing !
Netnikogo Author
Not in Real Time, need to restart server after change with mod GUI. Sorry for the misunderstanding, I had to make some cuts so the video wouldn't be 20 minutes long. 😄
selyue
ok! I see! Still a wonderful mod !
Blackleaf420
that makes me sad the only reason for this mod for be for realtime edits i can just edit jsons if i wanted to restart my server good job tho bud im sure poeple who cant deal with json's will enjoy this
SilvSam
I could be getting a false positive from windows defender but my download is being blocked from github for a virus detection. Just giving a headsup
Netnikogo Author
thx. Windows doesn't like .exe files. I'm trying to find a better packaging method for the .exe file so that it's not detected as a false positive.
SilvSam
No worries, just giving you the headsup incase other ppl start mass commenting on the issue, it roots to a script file that defender is getting angry with.
poppduder
would this allow increases to arm stamina without effecting weapon weight or giving it crazy fast ergo?
Netnikogo Author
I can absolutely add the ability to adjust the stamina management for aiming.