SPT Realism Mod 1.4.8

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Realistic Overhaul of SPT designed around making the game experience as realistic and hardcore as possible. Highly configurable!

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If you wish to support me and my work you can join my patreon!.

  • Version 1.4.8

    SPT Realism Mod v1.4.8 for SPT 3.9.8 - Hotfix

    Please follow the download link to see the full patch notes. Fixed Fence insurance soft-locking profiles.

  • Version 1.4.7

    SPT Realism Mod v1.4.7 for SPT 3.9.8

    Please follow the download link to see the full patch notes. Some fixes and tweaks for Halloween event, enhanced weapon handling effects, rework of patrol stance:


  • Version 1.4.6

    SPT Realism Mod v1.4.6 for SPT 3.9.8 (Halloween Update)

    Please follow the download link to see the full patch notes. New quest chain that introduces a new event, the finale is only available during Halloween. Also introduces new features, fixes and tweaks. Full reinstall of the mod is recommended. Therapist has the questline which unlocks on completion of Sanitary Standards.

    Note that this is untested with Fika and likely will not work correctly (will not by synced between players and progression of the event will not be tracked correctly unless everyone completes quests at the same time).

    Since the event revolves around Hazard Zones, both it and the Medical changes need to be enabled.


    The new questline will not function correctly if using any other mods to handle or change boss spawns (SWAG+Donuts, MOAR, SVM). Questing Bot's spawn changes may interfere depending on how it's set up. Please remove or configure these mods for the duration of the questline and events so that they do not affect boss spawns if you want to do the questline .


    If using Amand's Graphics, it's also recommended to set the fog setting to -100 for all maps.


  • Version 1.4.5

    SPT Realism Mod v1.4.5 for SPT 3.9.8

    Please follow the download link to see the full patch notes. Hazard Zone rebalance with additional features. Expanded limited passive regen. Insurance and minor economy rebalance. Various other minor new mechanic, tweaks and fixes.

  • Version 1.4.4

    SPT Realism Mod v1.4.4 for SPT 3.9.5

    Please follow the download link to see the full patch notes. Fixed custom weapons with new muzzle effects, for real this time (God willing)

  • Version 1.4.2

    SPT Realism Mod v1.4.2 for SPT 3.9.5

    Please follow the download link to see the full patch notes. Update to 3.9.5, new muzzle effect mechanic, accuracy fix, other fixes + tweaks.

  • Version 1.4.1

    SPT Realism Mod v1.4.1 for SPT 3.9.4

    Please follow the download link to see the full patch notes. Replaced BSG's left shoulder swap since it breaks with stances, tweaks and improvements, various fixes and balance changes.

  • Version 1.4.0

    SPT Realism Mod v1.4.0 for SPT 3.9.2

    Please follow the download link to see the full patch notes. Update to 3.9.2 (may work with 3.9.0 or 3.9.1 but not supported), adjustments made to accommodate latest EFT updates, improved pistol ADS and stances, misc. tweaks, fixes and balancing.

  • Version 1.3.1

    SPT Realism Mod v1.3.1 for SPT 3.8.3

    Please follow the download link to see the full patch notes. Fixes, improvements to hazard zones, quests to remove radiation, filters for gas masks, more zones.

  • Version 1.3.0

    SPT Realism Mod v1.3.0 for SPT 3.8.3

    Please follow the download link to see the full patch notes. Hazard zones (requires medical changes, I don't want to hear it), new mechanics, rebalancing, tweaks and many fixes.

  • Подскажи пожалуйста, куда поставить радиоприемники?

    Ard please tell me where to put the radios?

    https://ibb.co/ZYHwhHM

  • I feel like I'm the only one who can be affected by the harzard zone, but AI is immune?

  • I want to remove the weight setting of objects in the realism mod, how can I do this?

  • Fence no longer sells ammunition

  • I'm always having my medkits go to 1 use while in raid, can it be possible to refill using the same medkit or other meds to refill in a future update?

  • Is there a setting in the F12 menu for when you are moving left and right and the sights sway? Not like standing still idle sway but when you strafe and the sights move. Great mod by the way love it 😁

  • Is there a way for the stances to not require ctrl being pressed and holding ctrl to change the movement speed. Mousewheel to change movement speed is legit the most useless feature in the game, unbinding "next" and "previous" in settings disables it, but it also disables scrolling on doors and backpacks, rigs

    • this, im on controller and can not figure out how to bind this so im stuck in the default stance

  • ive ran to a few radiation zones and they haven't effected me for some reason. the setting is on inside the config menu and i have no mask to prevent damage. this randomly stopped working a few days ago and i dont know why or how it happened.

  • Hi, i was wondering if this mod is compatible with the softcore mod (proper singleplayer experience)?

  • Hello, love the mod but i have a quick question. I can't find a way to progress the quest Health and Safety.

    Did i need to do something specific to progress ? thanks for the great mod

    • Hi! Well there's not much to it, you literally have to do what Therapist says. Look for tight spots and passages on the maps. One advice though - use AI-2 with at least respirator in there if you don't want to ruin your playthrough, since radiation gain in the zones is rather steep.

    • Do you have some exemple of the location i need to check ?

    • Didn't want to spoil but ok.


  • Hey Fontaine, I love your mod first and foremost and have been using it for most of my playthroughs.
    I do however notice that when I have this mod installed the front end of the gun moves along with my mouse movement, it's miniscule but it's somewhat like on Insurgency Sandstorm if that makes sense?

    To me this is an annoyance and I've been looking to disable it, however I cannot find the setting for it, initially I tried sway which helps when you're aiming down sights but when you've got the rifle lowered it still remains even with sway on 0.


    Am I looking at the incorrect setting or am I missing a setting? I've also tried to look at the advanced option but when I read the descriptions it doesn't seem like an option like that is available. Or I am just misunderstanding what it means which is also quite possible.


    Your input would be appreciated.

    • That is not a thing this mod does.

  • Hello Fontaine, this is a suggestions for additional "stance" mod:

    The current stances in this mods are weapon stance right? like high-ready, low-ready, etc,

    so my suggestion is to add more stances to this, but this time, it's not weapon stance, but it's shooting stance, there will be 3 stances
    1. normal (gripping the middle of the handguard, no stat change)

    2. c-grip (gripping the far end of the handguard, lower recoil, but higher stamina drains since it'll tire your arm faster)

    3. magazine grip (gripping the magazine/magazine well itself, lower stamina drain bcs you're closer to the gun's center of gravity, but higher recoil)


    in my head, the use case would be:

    1. normal grip for medium ranges
    2. c-grip for close range that require recoil control

    3. mag grip for long range that require long aim time & precise single shots


    of course this won't apply to every single gun bcs guns that have short handguard will only have normal & mag-grip option to them, but i think this will add more to the realism and bring options to the current available gun grip in game, what do you think?

    • Changing hand pose requires modifying the bones in the player's hand, wrist and arm which is not trivial, I have not found a way to dynamically switch between c-grip and regular

    • Ahh i see, so it's only possible statically (1 single stance for the whole match, have to choose before going into the raid)


      Just a discussion since the goal of realism is well, to be realistic, so dynamic stances are always preferred, but is it possible to add 1 extra "mod slot" to the handguard, which then can be filled with an "attachment" (different hand grip positions)?


      these "mod slot" can only be used with the hand grip "attachments" via filtering


      my idea is that currently in-game, we can already change grips depends on whether we attach foregrips to our guns, so my suggestions is to make these additional shooting stances similar to it


      basically similar to foregrips attachments, but without the physical foregrip lol, the difference is that foregrip require corresponding attachments to work (m-lok 4.1 for example), but this one, it'll work on "plain" handguard as well

    • nope

  • Are there any ways to clear toxicity besides AI-2 usage in-raid and the LEDX quest? I find myself constantly running out of AI-2s and provisions even with a gas mask due to the map-wide toxicity effect and taking a long time each raid.


    I do not have access to any stims like Perfotoran yet.


    EDIT: Also is there any way of telling whether the map will have the toxicity effect before entering?

    • AI-2, xTG-12 and antidote stim. Or passively in hideout if you have vents or med station built. No, there's no way to tell if the raid will have toxicity before entering. Once you complete the quest chain the map-wide event will go back to being something like a 1 in 200 chance

    • Thank you for the response! I didn't know about the hideout upgrades affecting it, that is good to know.

      Thumbs Up 1
  • Hi there! Using Realism 1.4.8. I also got a dupe (like some ppl mentioned before) on a Shoreline trying to pick up GAMU device once it finished collecting the data (in the room 108 of east wing). Have to mention that i stumbled upon this bug only in that particular room and that it appears only when i try to pick up the device with the collected data. Any item i drop on the floor of that room after "GAMU-dupe" duplicates as well. I also was unable to use any food or drinks after that while being in this room (says i'm wearing gas mask though i put it off). Btw in my case duped items (GAMU too) couldn't be picked up.

    The mods I use (in launch order): Questing bots, Looting bots, Realism, SAIN, SWAG & Donuts. I used All the Seasons and Season Selector before but not now (idk maybe that could somehow mess the game files). I wanted to turn off SWAG&Donuts and Questing bots as mentioned in patch notes but decided to only do so if i stumble on major issues during questing so for now its OK.

    Other than that the mod works like a charm. You've done a really great job and i'm not even sure if i'd have started playing SPT if it weren't for this mod.

    • For all the other cases it was a Loot Radius conflict, has not been reproduced without it afaik

  • I got the Error Code


    TypeError: Cannot read properties of undefined (reading 'Filter')

    TypeError: Cannot read properties of undefined (reading 'Filter')

    at G:\SPT\user\mods\SPT-Realism\src\items\item_cloning.ts:380:63

    at Array.forEach (<anonymous>)

    at ItemCloning.createCustomHazardItems (G:\SPT\user\mods\SPT-Realism\src\items\item_cloning.ts:379:39)

    at Main.postDBLoad (G:\SPT\user\mods\SPT-Realism\src\mod.ts:754:25)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:24)

    at App.load (C:\snapshot\src\utils\App.ts:51:26)

    TypeError: Cannot read properties of undefined (reading 'Filter')

    TypeError: Cannot read properties of undefined (reading 'Filter')

    at G:\SPT\user\mods\SPT-Realism\src\items\item_cloning.ts:380:63

    at Array.forEach (<anonymous>)

    at ItemCloning.createCustomHazardItems (G:\SPT\user\mods\SPT-Realism\src\items\item_cloning.ts:379:39)

    at Main.postDBLoad (G:\SPT\user\mods\SPT-Realism\src\mod.ts:754:25)

    at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)

    at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:24)

    at App.load (C:\snapshot\src\utils\App.ts:51:26)


    And i didnt even add anything.
    I played Tarkov one day, started playing it the next day and then this suddenly appeared. I did not add any mod, did not configure anything, it just popped up.
    Anyone having that too?
    Reinstalling it didnt help either.
    Had this multiple times now and it always forced me to completely reinstall SPT.

    • Don't post errors or request support in the comments, use the support thread.

    • ok sorry

  • Does anyone know how to specifically disable the overdose mechanic? I enjoy the overall medical changes but the overdose mechanic is annoying when some mods have long lasting stim effects that will lead to you just overdosing while trying to run to extract. The stim changes toggle seemed to have no effect if anyone knows how it would be appreciated.

    • Oversight on my part, will be changed

  • Heya! I've been running into a consistent issue with this mod preventing Kollontay from spawning. We noticed a few months ago that he wasn't spawning at all, so I adjusted the spawn rate to 100%. Through some extensive testing, its definitely related to this mod. I've been having a hard time figuring out what triggers the bug. I did several fresh installs several weeks ago trying to solve the problem, and deduced it was related to the installation order, not load order. Tonight I updated to the newest version since one of our players was experiencing the profile soft lock error. Went to check Streets for the bug, and sure enough it has appeared again after several weeks of no problems. We currently play with the Boss Spawn changes off. Here is the only line of error I can find. We also ran into an issue where Reshala spawned in the raid I checked, despite the setting being turned off for that possibility. Only thing I've found that fixes it is doing a fresh install of SPT, then installing Realism, and then following with the other mods. Any idea what might be causing this or if there is a conflict below? Thanks in advance!!

    Currently we are running:
    Fika
    SPT Realism
    SAIN

    RefSPTFriendlyQuests
    ACOGforLife
    SPTquestingbots

    Fontaine FOV Fix
    LootingBots
    Custom Quest Loader

    Not sure how to input an image but the error is as follows:

    [Client Request] /QuestingBots/AdjustPMCConversionChances/0/True

    [Client Request] /singleplayer/settings/bot/limit/assault

    [Client Request] /singleplayer/settings/bot/limit/assault

    [Client Request] /singleplayer/settings/bot/limit/marksman

    [Client Request] /singleplayer/settings/bot/limit/pmcBot

    [Client Request] /singleplayer/settings/bot/limit/bossKolontay

    Unable to find a preset count to generate for bot: bossKolontay, defaulting to 30

    [Client Request] /singleplayer/settings/bot/limit/followerKolontayAssault

    [Client Request] /singleplayer/settings/bot/limit/followerKolontaySecurity

    [Client Request] /singleplayer/settings/bot/limit/bossBoar

    [Client Request] /singleplayer/settings/bot/limit/followerBoar

    [Client Request] /singleplayer/settings/bot/limit/bossBoarSniper

    [Client Request] /singleplayer/settings/bot/limit/bossBully

    [Client Request] /singleplayer/settings/bot/limit/followerBully

    [Client Request] /singleplayer/settings/bot/limit/bossGluhar

    [Client Request] /singleplayer/settings/bot/limit/followerGluharAssault

    [Client Request] /singleplayer/settings/bot/limit/followerGluharSecurity

    [Client Request] /singleplayer/settings/bot/limit/followerGluharScout

    [Client Request] /singleplayer/settings/bot/limit/bossKilla

    [Client Request] /singleplayer/settings/bot/limit/bossSanitar

    [Client Request] /singleplayer/settings/bot/limit/followerSanitar

    [Client Request] /singleplayer/settings/bot/limit/sectantPriest

    [Client Request] /singleplayer/settings/bot/limit/sectantWarrior

    [Client Request] /QuestingBots/GenerateBot/0

    [Client Request] /QuestingBots/GenerateBot/0

    Realism Mod: Failed To Find Custom Preset For Bot followergluharassault At Tier 2. Do not panic, read the warning, do not report this.

    Weapon 57c44b372459772d2b39b8ce was generated incorrectly, falling back to weapon preset see error above

    [Client Request] /fika/update/setstatus

    [Client Request] /QuestingBots/GenerateBot/0

    • Also, thanks for such a cool mod, the high and low ready with the active aim really adds to the game and I can't imagine going back to vanilla tarkov after experiencing it!

    • I've figured out the work around.

      1. It has to do with install order. I have to do FIKA, then Realism, adjust Realism settings. Launch game. Then SAIN's prereqs, then Sain. Launch game. Then install the other mods
  • Can I adjust the armor values of certain items such as helmets and facemasks? I already tried changing the armor classification, but nothing occurred.

  • I got a lil issue (or maybe im just dumb idk)
    In the F12 menu you can adjust the weapon sway and stuff like that.
    For some reason, it doesnt actually completely change when i adjust it.
    It only works when i am idle. When walking while ADS its same as vanilla and doesnt change at all.
    Meaning that when i ADS while walking and having my Red Dot sight more in the front (like with AKs and the SKS), the dot itself still flies out of the sight-picture.
    So my weapon sway stays exactly same no matter how much i change it.
    Unless i increase it. Increase is possible, but not decrease

    Am i missing something?

    Btw yes, reinstalling didnt help

    • I'm not sure what you're saying, sounds like you're confusing multiple different aspects of weapon sway and handling, try procedural intensity

    • Yeah sorry i typed that when i was very sleepy and tired.
      Mb
      Lemme try again:
      When i want to adjust Sway and/or Procedual Intensity, there is basically no change when i want to lower it, especially noticable when moving while aiming down sights.
      That means: When i ADS while moving (no matter if walking slow or faster), the Dot in my Sights still fly around like crazy. Especially noticable when having a Reddot on the Handguard of an AK, the reticle still just flies out of the Sight-Case (idk how to call it).
      The change is only somewhat noticable when i am standing still. The gun (and sight) stay completely still while standing in one spot and just turning around, however as soon as i start moving, the changes i made pretty much just disapear.
      However increasing both values has a very noticable effect both standing still and moving while in ADS and i dont know what i am doing wrong.
      Or maybe i am just misunderstanding the concept for Sway Intensity and Procedual intensity.
      Yes, its a fairly minor thing, but i just wanted to know if thats intended, a bug or just a misunderstanding from my side.
      Because i am 99,999% sure that Realism does change that (cuz it did like half a year ago and i never used other mods that change that value)

      I hope this is more understandable :D


      Edit:
      I also just noticed that this issue is not present when i run Iron SIghts. Only Red dots have that issue.
      That means that my Irons dont just randomly misalign when moving.
      And no, i dont run a mod that adjusts any of these these Sights.

  • - Having a problem where I can't activate any stances. Tried using both default keybinds and new keybinds, nothing gets it to work.

    - I will disable arm stamina with the in game config(F12) and disable arm stamina and disable stances in the Realism Menu config, but my arms continue to shake if I fire a single round and can't seem to stop it.

    Can't seem to find the solution to these, any help would be appreciated. Other online threads are from 2yrs ago and provide no answers.

  • Could you help me resolve the issue where, due to the lingering Steam effect from the previous raid, using Steam immediately at the start of the next raid results in an overdose?

    • I have no idea what a steam effect is. If you mean stims, I really don't think it can linger after a raid? Edit: definitely can't

  • Hello! The fix worked :)

    Heart 2
    • Appreciate you letting me know, that's very helpful

  • is the glock aimtech mount base supposed to give a 12% ergo boost? it seems a little ridiculous and out of line with other attachments that do the same, unless someone owns one and can confirm it's realistic :p

  • Hi, are prices randomly tied to profile? Like, when making a new profile one trader is chosen to buy the items at better price than others. I'm asking this because my new profile has Peacekeeper offering a better trade for items shared with other traders, which is kinda frustrating when you wanna quickly check prices with Item Sell Price only to find the price is in dollars so I have to constantly hover the menu to find what's in roubles.

    Is there a way to re-roll the "best trader" in a profile? Usually Skier is constantly the one who pays better on the test profiles I make.

    • did you test server start/restart?

    • Yes? Unless you're talking about some other way to "reset" server besides closing and reopening aki server. Were they supposed to change all this time? Because I've noticed this behaviour since 5~6 months ago and thought it was a feature related to profiles.

      Need I to test on a new profile with only realism to confirm?

  • Hey Fontaine.


    I love pretty much every aspect of the realism mod. Medicals, Ballistics, Stances, Hazard Zones, all of it makes for a far more rewarding and grounded experience and I can appreciate the thought and clear research that went into designing every facet of this mod. So to start of I'd like to say keep up the great work! Massive fan of all of your mods (to me they're pretty much essential.)


    However, some of my friends are not a really a fan of the stances as they say it messes with their reaction (I argue that is the point but I digress).


    I know enabling/disabling stances enables/disables them for everybody. I was wondering would there be a way to add an option to the config that enables you to default your stance to idle and disregard the other stances so other players and bots still utilize them or would that be a deep delve into insanity?


    Thank you regardless though for your dedication (and clear skill).

    • Thanks. Well the default stance/state is idle to start with so couldn't they just not use the stances? Only times they will be forced to use them is with heavy weapons and due to injury (if medical is enabled). They can disable the keybinds to make sure they don't us them accidentally, and turn off FS/NVG ADS block

    • Thanks for the quick response.


      And yeah it was regarding the PKM/PKP (haven't tested with M107 or SAW but if the realism compatibility mods apply as would be expected I'd assume it's the same).


      While it really is only with these types of weapons (he uses them alot) it is mostly the feature that when in low-ready when you pull the trigger it does not swap stances to something like short-stock in order to allow you to fire. So essentially without hitting the keybind for short-stock or ADSing you just have a paperweight (which I believe is fair for a weapon as the PKM or M107 but he disagrees). He mostly hipfires the thing on Factory anyway (without stances).


      If I remember correctly (I should have done more testing before posting tbh) the weapon defaults back to low ready instead of short-stock even after having remember stances enabled. He's okay with hitting the short-stock button at the beginning of raid but in an "Oh s***" situation not so much. Is there a setting that would allow the memorization of short-stock to override low-ready for heavy weapons or again would that be a pain in the a**? Or to disable the heavy weapon change in the config so it doesn't apply to everyone?


      Appreciated.

    • Well with the PKM and such their choices are to either suck it up and accept the limitations of the weapon or not use Realism mod, not gonna go through the ball ache of letting people micro-config stances for the sake of using a 11kg machine gun like it's CoD. More config options = more conditions to track and worry about and just makes stuff messier, I'm sure you understand

    • Fair enough.


      Thank you for the information as well as the speedy response.

      Thumbs Up 1
  • Did anyone ever get PM'd by the guy and getting accused of being some other person who only registered to stalk him?

    • Nah only the people that send me gore, claim I enjoy "cock and ball torture" or just generally give off the creepy ex girlfriend vibes

  • Does Manual Chambering Work for others?

    I'm using realism with ui-fix, and other mods but only uii-fix mod touch reload mechanism so I tried without ui-fix mod, but still Manual chambering after fire all bullet and reload doesn't seems to work for me

    • manual chambering only applies if you equip a weapon with an empty chamber, not for reloads. Messing with the reloads themselves is a lot more difficult

    • Oh I got it, I thought description said if I empty all the bullet and reload with new megazine, I had to manually rechamber.

    • No it explicitly says that it applies to equipping weapons, maybe in the future I can expand it

  • Yet another question lol. Any plans to add or activate the temperature system at all or in the future?

  • Hey Fontaine
    Are you planing to impliment the Battery Sytem into the Realism Mod?


    btw like your mod i enjoy it really :thumbup:

    • Nope that's someone else's work, have enough on my plate atm

  • Are you planning on doing any more events, seasonal events, or dynamic world events? Hard to enjoy the same old game over and over, but the events and changes in the maps have made the game feel like new

    • I don't have any concrete plans right now, but events and map changes are definitely something I want to do more of

      Heart 2