Featured [TTC] Tarkov Trading Cards 1.1.1

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Transform your raids into a collectible obsession! Adds a collection of cards themed around Escape from Tarkov's lore, events, memes, and gear.

🃏 Tarkov Trading Cards (TTC)

Transform your raids into a collectible obsession!

Tarkov Trading Cards adds a collection of AI-generated cards themed around Escape from Tarkov's lore, events, memes, and gear.

Each card is uniquely illustrated and categorized by rarity—Common to Secret—and grouped into 10 lore-rich themes.

✨ Features

  • 🎴 100 unique cards, all lootable in-raid

  • 🔮 Fully AI-generated artwork:

    • No reused templates — every card has a unique style, layout, and composition

    • Imperfections, visual glitches, and weird edge cases are part of the charm

    • Each card aims to represent Tarkov lore, though interpretation can be… creative

    • Without AI, a mod of this scale would have been impossible

  • 🧠 10 collectible themes that blend game mechanics, nostalgia, and community humor

  • 🎲 Weighted rarity system (e.g., Secret: 0.5%, Legendary: 1.5%) for loot balance

🔌 Mod Dependency

This mod requires the excellent Color Converter API mod to function properly.

Make sure to install it beforehand, or the cards icon will not render with the correct color schemes.

Color Converter API

🖼️ Example Cards (1 per theme)

🗺️ Roadmap

TTC is just getting started — here’s what’s planned next:

  • 🎴 Booster Packs

    Pull random cards from themed booster packs and chase your favorites.

  • 🧳 Card Container

    A special in-game storage item to collect and proudly display your full set.

  • 📜 Custom Quests

    Earn exclusive rewards by completing lore-friendly collector challenges.

  • ➕ More Cards

    New themes, new cards, and special edition cards are on the way!

💬 Feedback & Suggestions Welcome

Your feedback is incredibly valuable!

Let me know in the comments what you think about:

  • Spawn rates (too high? too rare?)

  • Card balance or theme ideas

  • Suggestions for new cards, features or tweaks

I’m open to all ideas — this mod is community-driven at heart!


🎚️ Adjusting Card Spawn Rates

Cards still too common—or not common enough?

You now have two simple levers in config/mod_config.json:

  1. Global multipliercard_weight_multiplier

    • 0 = no cards at all

    • 0.5 = low
    • 1 = normal (≈ 9 % per loot roll) ← default

    • 2 = medium (≈ 18 %)

    • 3 = high (≈ 27 %)

      Raise or lower this single number to scale every rarity up or down at once.

  2. Per-rarity share – six numbers that must add up to 1.0

    Fine-tune how the total card budget is divided among rarities.

Tip: Start by adjusting the multiplier; touch the rarity fractions only if you want a different curve (e.g., more Rares, fewer Commons).

🛠️ Special Thanks

This mod wouldn't have been possible without the amazing tools, guides, and support from the WTT Team.

From modding utilities to tutorials, their work has been instrumental in making custom SPT content accessible and enjoyable.

👉 Big shoutout to the WTT community — thank you for empowering creators!


Some pieces of configuration and code were adapted from the mod [Collectibles] Hololive OCG Cards, which helped kickstart the foundation of this project.

🧩 Installation

  1. Download and extract the mod to your SPT install folder.

  2. Boot SPT and play. Cards will drop organically in loot containers.

Quote
💡 Note: This is an experimental AI-generated mod. Some cards may look cursed, broken, or beautiful. That’s the point.

Enjoy the chaos and collect ‘em all.
  • Version 1.1.1

    • Fixed broken comment block in mod_config.json (global spawn rate multiplier is now usable)
    • Updated probabilities.json with proper default values
    • No major gameplay changes
  • Version 1.1.0

    “Lean Loot, Clean Stash” – v1.1.0 Rebalance Update

    “Fewer cards, more excitement!”

    Players asked, I listened: this release is focused on sharply reducing how often cards drop while giving you more control over the odds.

    🔻 Big Drop-Rate Rebalance

    • Card weight multiplier (new, in mod_config.json)

      • 0 – cards never spawn
      • 0.5 – low
      • 1≈ 9 % chance per loot roll (previous default, was ~50 %) – normal
      • 2 – medium
      • 3 – high

    • Rarity pool fix: the total weight for each rarity is now split across all cards of that rarity, so adding new cards no longer floods containers.

    📦 Always-accurate spawn data

    auto_update_probabilities = true keeps the internal loot tables synced with every new SPT-AKI version—no more outdated drop stats.

    📚 Card storage quality-of-life

    Your TTC cards now fit into:

    • S I C C case

    • DOC case

    🗂️ Cleaner files, lighter mod

    Cards share a single base template; individual files now hold only the unique bits (ID, name, price, rarity, etc.). Smaller downloads, easier future updates.

    How to tweak drops yourself

    Open config/mod_config.json

    Code
    "card_weight_multiplier": 1,   // set 0–N   (0.5 = low, 1 = normal, 2 = medium, 3 = high)
    "Common":     0.50,
    "Uncommon":   0.28,
    "Rare":       0.15,
    "Epic":       0.05,
    "Legendary":  0.015,
    "Secret":     0.005   // rarities MUST add up to 1.0


    Raise or lower the multiplier, or edit rarity fractions—power is yours.

    Enjoy a cleaner stash, saner raids, and the same thrill of the chase without drowning in duplicates.

    Happy hunting!

  • Version 1.0.1

    Direct download from GitHub releases

  • Version 1.0.0

  • 💬 Feedback & Suggestions Welcome

    Your feedback is incredibly valuable!

    Let me know in the comments what you think about:

    • Spawn rates (too high? too rare?)
    • Card balance or theme ideas
    • Suggestions for new cards, features or tweaks

    I’m open to all ideas — this mod is community-driven at heart!

    🎚️ Adjusting Card Spawn Rates

    Cards still too common—or not common enough?

    You now have two simple levers in config/mod_config.json:

    1. Global multipliercard_weight_multiplier
      • 0 = no cards at all
      • 0.5= low
      • 1 = normal (≈ 9 % per loot roll) ← default
      • 2 = medium (≈ 18 %)
      • 3 = high (≈ 27 %)

        Raise or lower this single number to scale every rarity up or down at once.

    2. Per-rarity share – six numbers that must add up to 1.0

      Fine-tune how the total card budget is divided among rarities.

    Tip: Start by adjusting the multiplier; touch the rarity fractions only if you want a different curve (e.g., more Rares, fewer Commons).

    • Just a niche thing but you coulda made a link to GitHub releases if you know how, just a personal hate, I dislike downloading mods from Mediafire/Google/Mega.

      Don't really change anything besides make it a 1 click download, instead of like 2-3.

    • Done :)
      Thanks for the tips, now the download button is direct DL from GitHub

      Releases · Chazut/TarkovTradingCards

    • Personally I think the spawn rate is way too high. I find them in almost everything, every time I loot. It would be nice to have the base rate in the config.

    • Thanks for your feedback @Bevs!


      You can already tweak the spawn rates a bit by editing the mod_config.json file in the mod folder—just lower the values for each rarity (like "Common": 0.3 instead of 0.5). This will make all cards less frequent overall.


      That said, I totally agree a global “spawn rate” setting would be much more convenient.
      I will add a dedicated option in the config to set a global spawn rate multiplier, so you’ll be able to adjust the overall card drop rate with a single value.
      Will try to add it soon :saint:


      Appreciate the suggestion—stay tuned for the update!

    • I have a problem, cards dissappear througn floor. In logs spam this text when open card description and drop it.


      Video:


      Code
      [Error  : Unity Log] CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh asset path "" Mesh name "default"
  • Wanted to let you know that the instance of the mod overwriting static container loot, such as the ground zero body that provides the flare, is still happening on the latest version.

  • Would it be possible to have a poster/s that the cards could be collected to, and then displayed in rest area?

    • Thanks for the suggestion!


      I don't think it's currently possible to display cards as posters in the Rest Area, but I’ll definitely add it to the roadmap to explore the idea further.


      That said, binder-style containers to collect and organize your cards are coming very soon! 📘✨

      Heart 1
  • me: why would anyone want this


    also me: i gotta colllect em all

    Happy 1
  • I can't launch mod with clear/modded tarkov .i got this >SUUrTrltL4kVF4WxVgCvRajHQBLpo9PkFVuNm_3GOj0rSbv7Cs6Bi52HMDPylxtpCTB3a26H66cFOW9kcBnshaKJ.jpg?quality=95&as=32x24,48x36,72x54,108x81,160x120,240x180,360x270,480x360,540x405,640x480,720x540,1080x810,1280x960,1440x1080,2560x1920&from=bu&cs=2560x0

    • most likely you haven't downloaded the dependent mod.

      Thumbs Up 1
    • GOD DAMN. I'm blind :senkosmug:

      Happy 1
  • Is it intentional that global weight multiplier is commented by default? It looks like this for now, like one */ is missing on lines 17-18


    • Oops, that’s a mistake on my part—definitely not intentional! I must’ve left a */ out by accident. I’ll fix it asap! Thanks for pointing it out!

      Heart 1
    • Fixed! Thanks a lot! <3

      Heart 1
  • I have an other suggestion:

    Can you add a container (scrapbook) to contain the cards (and only this cards)? Would be very nice, because they need a very large amount of space it stored one by one ;)

    Thumbs Up 4
  • Oh my gosh

    Heart 2
  • Had problems with loot spawning in Ground Zero. Found cards instead of extract flare in mira ave and money in safes or any other money spawning thingy. Sorry but i'll have to uninstall.

    • Thanks for the heads-up, and totally understandable.


      The cards currently use loot containers shared with other small valuable items like flares or cash, so they might override spawns unintentionally. I’ll be revisiting loot balance and container selection in the next update to avoid this kind of interference. Appreciate the feedback!

    • This issue should be fixed in the latest release (v1.1.1), where I adjusted the default spawn probabilities.


      If you get a chance to try it again, I’d really appreciate any feedback to confirm it’s working better now!

    • Will try it today.

      Heart 1
  • does this mod works for older versions of SPT?

    • It’s designed for SPT 3.11, but you can try using it on older versions by editing the sptVersion field in the package.json.


      However, I can’t guarantee full compatibility or stability outside of 3.11.

    • got it ty for taking the time to reply <3

  • I’ve already reduced the spawn rate of common cards to 0.005, but they still keep appearing. In one lab raid, I found 9 commons and 1 uncommon, even though the chances are 0.005 and 0.002 respectively. What’s going on?

    • Yeah, you're not the only one noticing this—I definitely need to rework the spawn system. A lot of people have mentioned similar issues. I'm planning to push an update in the next few days to improve spawn logic and make it more consistent with the config. Thanks for the report!

    • This issue should be fixed in the latest release (v1.1.1), where I adjusted the default spawn probabilities.


      If you get a chance to try it again, I’d really appreciate any feedback to confirm it’s working better now!

    • I noticed the structure had changed, so I had to re-translate all 100 files into my language =D. No big deal though—I’ll check how it works with the new chance system and report back!

      Heart 1
    • "Common": 0.20,

      "Uncommon": 0.08,

      "Rare": 0.025,

      "Epic": 0.01,

      "Legendary": 0.0035,

      "Secret": 0.0005


      this is my config, but I still found 5 pieces in a pms lab.

    • "Common": 0.020

      "Uncommon": 0.008

      "Rare": 0.0025

      "Epic": 0.001

      "Legendary": 0.00035

      "Secret": 0.00005


      Now I've done it like this, let's see what happens.

  • I keep getting an error on startup that says a parsing error whenever i try to add this mod. without it the game starts fine. Any idea what that could be?

    • That’s likely a conflict with another mod, but hard to say for sure without seeing the error. Could you share your error log ? I’ll take a look and try to help you out when I have time!

  • Hey there!

    Nicely done mod, like it alot ;)

    The killer would be, if you can do some quest or barter for it e.g. trade in 5 uncommon, rare or something like that.

    But as it is now, the dropchances are way to high. Opening drawers, 2 or 3 of 4 items are one of your cards.

    • Thanks a lot, glad you're enjoying the mod! 😊


      Quests and barters are definitely planned! I'd love to add something like trading 5 Uncommons for a Rare, or collection-based challenges—that's on the roadmap.


      As for the drop rate—you’re absolutely right. A global spawn rate multiplier is coming in the next update.

      In the meantime, you can already lower the drop rate by adjusting each rarity value in the mod_config.json file (check the pinned message).


      Thanks again for the feedback!

      Heart 1
  • Hi! First of all, nice mod! I set up spawn chances x0.1 because spawn rate is too high, maybe because other mods.
    For some reason, cards are semi-transparent in preview window. Is it intended? Also, is it intended that it shows back of the card in preview and you have to rotate it to view?

    • Hey, glad you like the mod! 😊


      Spawn Rates:

      Yeah, the default spawn rate can be a bit high, especially combined with other mods. A global spawn multiplier setting will arrive in the next update to make adjustments easier.


      Semi-Transparent Cards:

      About the transparency—it's not fully intentional. I've tried several different materials/shaders, and the current "unlit" one (without light reflection) gives the best result. The slight transparency isn't perfect, but it felt like the best compromise. Other shaders made the cards look too dark due to reflections, especially given that cards are naturally flat.

      Also, I'm not super familiar with how EFT handles materials and shaders—the preview I get in Unity ends up looking totally different in-game, making it tricky to find the ideal solution.


      Backside in Preview:

      Displaying the card’s backside in previews wasn't my first choice. Initially, I tried showing the front side, but ran into a weird issue where many cards appeared white or blank, even though they're all generated the same way. Seems like a quirk of how EFT/SPT handles item previews, as similar mods (like Hololive) also show the backside. If anyone figures out a solution, I'd gladly try it out!



      Thanks again for the feedback!

    • Maybe look into how EFT posters are made (Arena ads) - they look good with nice shaders.
      I can export it with maps if you want.
      Also, map bit depth or color space may fuck up shading

    • I'd definitely appreciate it if you could send me those exports.

      I'll look into it and hopefully get a better result with the shaders! 🤞

    • I've sent you a link to archive on GD in DMs

      Heart 1
  • I like the idea a lot but I had to uninstall it. Here's some feedback:


    - It's weird that I'm not allowed to put the cards into a wallet or a container for some reason, and with inventory already being precious this is too much for me


    - I also think it's a bit bland that the thumbnail icon of the cards is just a generic TCG backside. Why not show the front side? I need to turn them around to see them which is a bit bad / boring


    - Like others have said, spawn rate is WAY too high even with 1/3rd drop rate tuned down


    - The card container should've already been implemented from the start, but I understand stuff takes time. It's just really important because not everyone has fully upgraded stash (I'm already struggling keeping 10 slots free in my stash). I usually do a Zero to Hero playthrough so stash space becomes really limited at the start especially. This also means that there's no way to collect these cards until you've upgraded stash or managed to get the container (hopefully it won't be locked too deep into progression)


    - The colors of the item's outsides (rarity of the cards) are a bit bland. The green and the blue are really boring so to speak, since this is a fun mod, maybe the colors could be a bit more vivid, right now it's just another "item" that I kind of stopped caring a bit about. Maybe make them a bit more distinct so there's some excitement in getting them


    Thanks for a great idea, looking forward to updates to this!

    • Thanks a lot for this detailed feedback, I appreciate you taking the time!


      Containers:

      You're totally right—cards should definitely go in wallets or containers. I'll double-check compatibility in future updates. A dedicated card container is already planned, which will greatly help with stash issues.


      Thumbnail (backside) issue:

      I initially tried using the front side as the thumbnail icon, but for some reason, many cards ended up blank/white in-game—even though they're all generated the same way. It seems linked to how EFT/SPT handles item images. That's probably why previous card mods (like Hololive, which inspired this one) also use backside icons. If someone knows a fix for this, I'd be happy to try it!


      Spawn Rate:

      Totally noted. A global spawn rate multiplier will be added in the next update, so you'll have finer control over card frequency.


      Zero to Hero playthrough:

      Good point about stash space. Until the card container is ready, selling cards to traders can still be helpful for early-game roubles. The planned container won't be too deeply locked behind progression, so it should ease storage issues quickly.


      Card Colors:

      This one's tricky. Since the cards are fully AI-generated (no templates), I often get either great images with dull colors, or vibrant colors with less interesting designs. I have to balance and compromise to avoid iterating endlessly (I can't realistically do 1000 iterations for 100 cards). I'll keep this in mind, though, and try improving color consistency in future sets!



      Really appreciate your feedback—stay tuned for improvements!

      Heart 1
  • To reduce spawn rates by two-thirds, multiply each probability by 0.3333 (approximately 1/3). This maintains the relative distribution but scales down the overall spawn frequency. New Values:


      "Common": 0.1667,
      "Uncommon": 0.0933,
      "Rare": 0.05,
      "Epic": 0.0167,
      "Legendary": 0.005,
      "Secret": 0.0017

    Thumbs Up 1
    • Thanks! A global spawn rate multiplier setting will be added in the next update.

      Heart 1
    • Nice! I just needed to adjust it and figured i'd post the math for anyone else wanting to do a quick adjustment while we wait on some built in settings from you.

    • Since v1.1.0 the math has changed—you no longer have to recalculate every rarity value.

      • Use card_weight_multiplier in mod_config.json to scale the entire drop rate:

        • 0 = no cards, 1 ≈ 9 % per loot roll (default, previously was 50% !), 2 ≈ 18 %, etc.

      • Leave the six rarity numbers adding up to 1.0; they only control how that global pool is split between Common, Uncommon, Rare, etc.

      So, to cut overall drops to one-third, just set:

      Code
      "card_weight_multiplier": 0.3333   // or simply 0 (none), 0.5 (low), 1 (normal), 2 (medium), 3 (high)

      But should be fine keeping "1" now.


      No need to touch the per-rarity values unless you also want to change the curve. Hope that makes tuning a lot easier!

  • card ideas:

    community memes and traditions
    flying backpack cheater
    "He gives you loot and shoots your legs"


    community memes and traditions
    balding bearded man
    "Time to stream some tarkov!"


    community memes and traditions
    250$
    "Free unity asset included"


    community memes and traditions
    Teammate betrayal
    "Maybe this wasn't worth it"


    Iconic locations

    Lighthouse mountain
    "Time to snipe some fools"

    VPO 209-.366 tkm
    Monster on a budget

    "I am the strongest ak"

    Let me know if you like them, I have more and can assist with creating images

    • Thanks a lot for these ideas! I really like them!

      Right now, I'm focusing on core updates (like more settings, containers, booster packs) before adding more cards. But please send me your Discord via private message—I’ll definitely get back to you when I'm ready for more!

      Heart 1
  • Would it be possible in the future to add a toggle whether the cards can spawn in certain containers e.g. Safes, containers, jackets etc.

    I know right now there's a setting for containers to set to true or false but was wondering if you'd think of adding extra options once you release the new update

    • Good idea! Thanks for the suggestion, I'll keep that in mind!

      Happy 1
  • This brings me back to times of pokemon cards, awesome job! Please add 200 cards more and this mod will be perfect, can I help? I know my way around ai and maybe I can add a few :love:

    • Thanks!

      Glad you enjoy the nostalgia—I feel the same way! Adding 200 more cards is definitely tempting.

      Right now I'm prioritizing other features (settings, card storage, booster packs), but send me your Discord via PM, and I'll reach out if I need help with more cards in the future.

      Love the enthusiasm! 💖

  • This is cool as hell

    Heart 1
    • Thank you! <3

  • Cool mod! What AI model did you use for this if you don't mind anwering? Just curious for personal future work.

    • Thanks :)


      I used ChatGPT's built-in image generation tool.

      The results are nice, and ChatGPT does a great job respecting detailed prompts and reference images (particularly useful for bosses).


      The downside is that it's quite slow!

      Thumbs Up 1
    • Ok interesting! Nice work!

  • What about having STALKER-themed sets as well? Would be nice to have a it styled like an older "legacy set" and learn about STALKER lore while playing Tarkov.... just a thought.

    • I'll definitely keep it in mind for future sets—thanks for the suggestion!

      Thumbs Up 1
  • Kinda reminds me of a mod with a... different card theme :senkosmug:


    tbh though collectible cards is hype. Would I have your permission to create a bonus quest in Guiding Light related to collecting a copy of each card?

    • I'd be honored! 😍

      Heart 1
  • this is awesome but we need badly the card container, can't wait for that :D

    Heart 1 Thumbs Up 1
  • WE ARE SO BACK BABY WE ARE SO BACK THANK YOU SIR the lack of collectibles has made me sad

    Heart 1
  • I love the mod. This model has a custom themed container, or I can store it in any container. I've been waiting for a card collectible mod like this for ages.

    • Thank you, glad you’re enjoying the mod!


      Right now, there isn’t a custom card container yet, but it’s planned for a future update.

      The cards are the same type as a chainlet, so you might be able to store them in containers that accept jewelry—though I haven’t tested things like the Scav Case yet.


      If you try it out, let me know how it goes!

  • May I suggest a card container system similar to Gilded Key Storage.

    Something like card holders categorized by theme/rarity, and a chest/case for these holders.

    But ofc if you have a cooler idea in mind, everyone loves surprises.

    • Yes! a card container system is planned for a future update.

      If you have more ideas, let me know! :S

  • The mediafire upload is named 1.0.0 instead of 1.0.1. In the Versions tab here says it's 1.0.1.

    • Yes, no worries, it doesn't matter, the mod is exactly the same, I just changed the host ;)

      Thumbs Up 1
    • Cool. I figured. I just wanted to make sure.

  • How do we keep track of which cards we have already collected after 40 or 50 cards? Since there are 100 unique cards.

    • Thanks for the question!

      You're totally right — with 100 unique cards, it can get tricky to keep track manually.


      I’m planning to address that in a future update!

      Check the Roadmap section on the mod page ;)


      In the meantime, feel free to track your collection however works best for you — and thanks again for the feedback, it really helps shape what comes next!

      Thumbs Up 1
  • Great mod, really cool to have some other collectables to look for, but a little suggestion, can we please be allowed to put them in Docs/SICC cases? Putting it in my SICC case was my first instinct upon finding one and was disappointed to see I wasn't able to.

    • Thanks a lot! Really glad you're enjoying the mod 😊


      And great suggestion — I'll add SICC/Docs case compatibility to the roadmap.

      Makes sense to want to stash them there!

      Thumbs Up 1