Comprehensive Ammunition Tweaker - Updated 1.3.0

Do not ask when mod authors will update their mods or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Due to an unusually high volume of traffic, our site may be experiencing intermittent slowdowns. If you notice any issues, log out of your account and browse anonymously so you can better utilize caching or try using forge.sp-tarkov.com to search for and download mods.

Customize ammo values for your optimal playthrough!

Ever wanted to customise every individual ammunition by yourself? Make 5.56 better? Introducing, C.A.T, the Comprehensive Ammunition Tweaker, Updated that allows you to do as you please! Contains the ability to make ammo explosive, and blinding too!

This is a update to the 3.7 mod of the same name by Tyrian! I wanted to mess with the values, and since it already existed, I just updated it in a few minutes :D
All credit to Tyrian, they make amazing mods, check them out!!

Allows individual customization of every ammunition type within base tarkov, most of the important values that ammunitions use has been seperated into their own configurable json files within the mods folder for easy configuration. Ammo can have a variety of things changed about them, from their damage and penetration to whether they are explosive or can blind enemies. Let your creative juices go wild, feel free to make presets!


Also comes with a toggleable 'All In One' ammunition that you can edit individually from all the other ammunition, an ammunition that only your PMC will use as bots shouldn't generate with it. Can be used in any weapon or magazine.


// Not all ammunition has a value for everything listed below, some even have unique values for them. But, here is a guide to help you with them.


"Enabled": false, - This will determine whether or not the round is enabled or not for editing, without this set to 'true' nothing will change.

"BulletID": ["5e81f423763d9f754677bf2e"], -- Leave this alone, do not edit it under any circumstances.

"Weight": 0.015, -- Changes the weight of the round.

"InitialSpeed": 340, -- Changes the speed of the round.

"Damage": 72, -- Changes the damage of the round.

"ammoAccr": 0, -- Changes the accuracy of the round, this is a percentage based value shown. A value of 10 is +10% accuracy, a -10 is -10% accuracy.

"ammoRec": 0, -- Changes the recoil of the round, this is a percentage based value shown. A value of 10 is +10% recoil, a -10 is -10% recoil.

"PenetrationPower": 25, -- This is the actual penetration value of a round, 10 pens class 1 armor, 50 pens class 5. So on and so forth.

"ProjectileCount": 1, -- This determines how many projectiles that the round will fire.

"MisfireChance": 0.03, -- Chance of the round misfiring in the chamber, 0 is pretty much no chance where as 1 is high chance. Values between 0 and 1 are used, mostly lower than 0.1

"MinFragmentsCount": 1, -- Minimum amount of fragments the round will fragment into if it fragments.

"MaxFragmentsCount": 1, -- Mmaximum amount of fragments the round will fragment into if it fragments.

"FragmentationChance": 0.01, -- Chance of the round fragmenting on a hit, percentage based between 0 and 1, 0.01 is 1% chance of fragmenting.

"Tracer": false, -- Enables or Disables Tracers on the ammo.

"TracerColor": "red", -- Changes the tracer colours, red, green and yellow are confirmed to work. Some rounds may have other values.

"ArmorDamage": 36, -- How much damage the round does to the armor itself.

"StaminaBurnPerDamage": 0.2016, -- How much stamina you or your target loses upon being hit by this ammo.

"HeavyBleedingDelta": 0, -- Percentage based value from 0 to 1, a value of 0.1 is a 10% chance to heavy bleed on being hit.

"LightBleedingDelta": 0, -- Percentage based value from 0 to 1, a value of 0.1 is a 10% chance to light bleed on being hit.

"MalfMisfireChance": 0.175, -- Chance of the round malfunctioning in the weapon and causing a jam after being fired, 0 is pretty much no chance where as 1 is high chance. Values between 0 and 1 are used, mostly lower than 0.1

"DurabilityBurnModificator": 1, -- A value of 1 means that the round doesn't have an increased or decreased burn modifier, 0.9 means that the round will have a -10% burn modifier where as 1.1 has a +10% burn modifier. So on and so forth. Lower value is better for the weapon.

"HeatFactor": 0.9963, -- How much heat the round generates, the lower the value the less heat it generates. I've seen values above 2 for this.

"MalfFeedChance": 0.02, -- Chance of the round malfunctioning in the weapon and failing to feed, 0 is pretty much no chance where as 1 is high chance. Values between 0 and 1 are used, mostly lower than 0.1

"Explosive": 0, -- A special config I've setup for ammo, a value of 0 means it isn't explosive, a value of 1 means it's a smol explosive similar to what one might expect out of an explosive round, while a value of 2 is pretty much grenade level explosive.

"FragmentsCount": 15, -- Used on certain grenades and explosive ammo in particular, determines how many fragments the explosion creates.

"FuzeArmTimeSec": 0.05, -- Used on certain grenades and explosive ammo in particular, determines how long it takes for the fuze to arm before it has a chance to explode. Means if you shoot it too close to yourself it won't explode, typically.

"ExplosionStrength": 80, -- The strength of the explosion, I believe this is the damage the explosion causes to those within its distance.

"MinExplosionDistance": 1, -- The minimum distance that the explosion has for it to cause damage.

"MaxExplosionDistance": 4.5, -- The maximum distance that the explosion has for it to cause damage. Those outside this range do not take damage, though there's always the fragments. Not sure if they are limited by this value.

"Blinding": false -- A special config I've setup for ammo, a value of false means the ammo will not stun or blind enemies, where as a value of true makes the round blind and stun enemies it hits.


Installation: Goes into user/mods/


If you'd like to support the original creator's (Tyrian's) creations, they have a Ko-fi! (This is not for commissions, They do not do them and they are against SPT policy.) - https://ko-fi.com/tyriansuvious

  • Version 1.3.0

    This version has some bug fixes

    Changelog

    - Fixed All in One Ammo

    - Added .50 AE ammo to the configuration


    Note: Suggestions to the mod and pull requests are highly encouraged!

  • Version 1.2.0

    Update to 3.11, and added the missing ammo since 3.7

  • Please add 6.8x51

  • i am not too sure but this mod seems to be working on 3.10(.1) as well. at least the numbers change on the stat card.

  • This mod is awesome only wish there was the SIG ammo for the spear was in there <3

    • I'll add them in the next update, thanks! it isn't hard to do, just slow, and since this mod was last updated over a year ago some ammo was missing :D

      Heart 1
  • i get pretty much the same error when using the all in one. ive tried with no other mods installed. if i set all in one to true i get the error and crash. I havent changed any other values, ive tried in a fresh install of both the mod and SPT, and ive tried it with my other lightly modded profile. All give the error

    • AIO ammo was fixed! Download the new update!

  • I get the error below after installing your mod. My install loads and works fine until I add your mod to the mods folder. Possible conflict with something else? This error appears when trying to load profile data, not during server boot up. Wish I could be more help.

    Error: "Could not load type Class308+Struct31'1, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute (null)"


    This is from server log:


    • Please refrain from commenting with a very large amount of text!


      In the future please use the "Spoiler" at the top where you comment with the red field. The symbol looks like an eye with a diagonal slash through it. You can then copy and paste a segment of text into the field and rename the spolier just by clicking on it.


      Commenting with large amount of text puts more stress on the site which takes longer for it all to load. Not to mention admin, mod authors and other users don't want to scroll up and down with a seemingly endless field of text. If you can, please edit your comment into a smaller one and change it into a spoiler instead, thank you.

    • Interesting, do you mind sending your mod list right now? i've got 18 mods right now with it and have yet to find an error

    • Here is the imgur link to my mods: Mod List

    • Ok. I have narrowed it down to the All in One Cartridge as being the issue. When I enable it, I get the error mentioned previously. If I disable it, game boots up fine. Unfortunately, the appeal of that universal bullet is what really caught my eye.... Hopefully this helps to resolve that feature.

    • AIO ammo was fixed! Download the new update! Thank you for your comment, you narrowing it down helped me find it!

      Thumbs Up 1