SPT Realism Mod 1.5.3

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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 1.5.3

    SPT Realism Mod v1.5.3 for SPT 3.10.5

    ENSURE THAT YOU UPDATE OVERWRITE ALL FILES, INCLUDING IN BepInEx/plugins/Realism, THERE ARE NEW BUNDLES AND SOUND FILES

    FIKA COMPATIBILITY IS LIMITED! USE AT OWN RISK!


    Some important fixes, as well some tweaks and improvments to bot generation.


    Note: please see the "known issues" section at the bottom of this post before reporting issues.


    Fixes:

    • Fixed trader stock quantity increasing after exiting a raid.
    • Fika: Fixed player count not being tracked properly.
    • Fixed pistol quickdraw using lots of stamina.
    • Map-wide gas event now has a 0% chance until the quest line is active.
    • Fixed compressed pistol stance cancelling when firing.
    • Optimized and improved mounting/bracing cover detection.
    • Potentially made recoil more predictable when tapping quickly in full auto.
    • Fixer error caused by removing Item case's filters with SVM or other mods.
    • Fixed error caused by modifying secure container filters with SVM
    • Fixed visors that do not block the mouth reducing sprint speed and causing gun to cant while aiming.
    • Fixed ADS while proned and using bipod.
    • Fixed being able to toggle gas mask when it might cause busy hands bug or other issues.

    Tweaks & Changes:

    • Expanded user presets for bots: can modify ammo, loot and clothing. Can differentiate between different map types for primary weapons (urban, outdoor, CQB). Can differentiate between helmets to use during the night or during the day. Added more gear and weapons from Artem, TGC, and WTT. Will be expanded more in future.
    • Bot magazine generation: bots will no longer have multiple 60 round magazines or excessive pistol magazines. There are weapon category based limits on magazine count, high capacity magazines and overall ammo count. The ammo in each mag can be different too. This all reduces the chances of having excessive stacks of good ammo on bots. Note that bots will probably still load their mags with whatever ammo they started with in their gun.
    • Tweaked dynamic loot to ensure that loose loot modifiers don't get too low. Decreased the rate at which loot is depleted and regenerated. Remember the entire point of the system is to discourage farming loot on the same maps repeatedly.
    • Made Geiger detector more sensitive to rads.
    • Decreased ADS time penalty after sprint.
    • Weapon stats tweaks.
    • Tweaked malfunction chance so that high durability guns still malfunction when overheating etc.

    Known Issues:

    • There's a stutter on shooting bots sometimes and general performance issues, it's not this mod but this specific EFT build.
    • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
    • Balancing is always on-going.
    • Glock 18C recoil is bugged, BSG issue.
    • High ready sprint animation bugs out sometimes, BSG issue.
    • Can hit self with melee in the legs.
    • SPT/EFT is cursed.
  • Version 1.5.2

    SPT Realism Mod v1.5.2 for SPT 3.10.5

    ENSURE THAT YOU UPDATE OVERWRITE ALL FILES, INCLUDING IN BepInEx/plugins/Realism, THERE ARE NEW BUNDLES AND SOUND FILES

    FIKA COMPATIBILITY IS LIMITED! USE AT OWN RISK!


    Some important fixes.


    Note: please see the "known issues" section at the bottom of this post before reporting issues.


    Fixes:

    • Fixed handbook/trader buy price not being updated for armor.
    • Fixed NVG mounts conflicting with gas masks.
    • Fixed potential of getting stuck in Customs courtyard if radiation hazard spawns, there is now a way out.
    • Made surgery use a contextual notification, will only say it's removing tourniquet if there is actually a tourniquet.
    • Reduced the chance of bleeds if a round did not penetrate, may be a BSG bug letting it happen in the first place.

    Tweaks & Changes:

    • Tweaked recoil to make it more responsive and cover edge-cases. Adjusted default config values, make sure to reset them.

    Known Issues:

    • There's a stutter on shooting bots sometimes and general performance issues, it's not this mod but this specific EFT build.
    • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
    • Balancing is always on-going.
    • Glock 18C recoil is bugged, BSG issue.
    • High ready sprint animation bugs out sometimes, BSG issue.
    • Can hit self with melee in the legs.
    • SPT/EFT is cursed.
  • Version 1.5.1

    SPT Realism Mod v1.5.1 for SPT 3.10.5

    ENSURE THAT YOU UPDATE OVERWRITE ALL FILES, INCLUDING IN BepInEx/plugins/Realism, THERE ARE NEW BUNDLES AND SOUND FILES


    FIKA COMPATIBILITY IS LIMITED! USE AT OWN RISK!


    Note: please see the "known issues" section at the bottom of this post before reporting issues.


    Fixes:

    • Fixed idle stam drain not working after swapping weapon. Added option to tweak amount of stam drain.
    • Fixed mounting override staying enabled even when stances are disabled, causing mounting to be unusable.
    • Fixes for bot spawns: fixed bots not spawning correctly on some locations, fixed very low PMC numbers. BSG's new spawning system is messed up, doing the best I can with it.
    • Refactored null checks to be more consistent.
    • Fixed ammo count in magazines always being known.
    • Fixed realistic zombie health option not being toggleable.
    • Improved compatibility with Questing Bots mod.
    • Fixed trader errors if mod item is not properly set up.
    • Fixed base price adjustments being reset on trader refresh.
    • Fixed camera not updating rotation if changing lean while firing.
    • Fixed medical effects carrying over between raids.
    • The various audio effects are now factored by game audio setting.
    • Fika: fixed clients needing the same file path as the server in order to load template data
    • Fika: Potential fix for hanging on loading players if Med Changes are enabled.

    Tweaks & Changes:

    • Gas Mask Toggle: Gas masks can now be toggled by moving the mask to and from special slots, pockets, belts and tac rigs. Keybind can be set in config.
    • Toxic Gas Visualization: toxic gas is now visible in all locations where it is present. Its visibility varies from obvious to subtle. Can be turned off.
    • Zone Interactions: first round of zone interactivity. On the Factory location there is a way to turn off most of the gas. The gas must be turned off in order to access Gate 0, Cellars or Med Tent extracts. On Labs there are consoles that can interacted with to reduce the amount of gas. In the future this feature will be tied to quests, and be expanded to other locations if appropriate.
    • Animation Smoothing: attempted to remove some of the jank from some of BSG's updated animations. Right now just tweaked inventory open animation and changed door open animations to use loot container animations. Can be turned off.
    • M53A1 Gas Mask: added a new gas mask and added to bot pools. Available at Peacekeeper lvl 4. Big thanks to EpicRangeTime for providing the item for Realism mod to use.
    • Recoil Tweaks: changed how recoil climb is handled, might be a bit smoother and more responsive. Adjusted visual recoil.
    • Armor Economy Rework: armor prices are now balanced around realism's ballistics (if enabled). Armor prices change dynamically based on what plates come with them. Thanks to user PrescriptionAdderall for doing the pricing and balancing.
    • User Templates To Add Modded Weapons and Gear To Bots: Added a way to add mod gear and weapons to Assault PMC loadouts. It's in db/bots/user_bot_templates. You can copy+paste weapon presets from your profile file into the appropriate file in the presets folder. Gear and weapons need to be entered in "items_to_add.json". Presets need to be named with a number (1-5) at the start, representing the tier the weapon is intended for (e.g. 4_M249 means tier 4). Note this is meant for adding gear/weapons added by mods, not existing weapons or gear. If a bot loadout already has that weapon, your presets for that weapon will be ignored.
    • Surgery now adds to pain level while the regeneration effect is active.
    • Tweaked HP loss penalties to be 5-15% less punishing.
    • Reduced boss spawn chance overall. At high player levels they were too numerous and blocking regular spawns too often.
    • Adjusted scav's vitality skill so they bleed out more often.
    • Reduced the "bot hear" and "bot reload" skills that bosses have, so hopefully they will not be silent with near-instant reloads anymore. Also lowered their Strength, Health and Endurance to make them on a level playing field with the player.
    • Added Artem gas masks to special slot compatibility
    • Therapist now has a 12% processing fee for insurance payouts :) Buffed Prapor insurance return chance.
    • Tweaked and improved collision changes. If using "Collision Override", make sure to update to latest FOV Fix version (3.0.2)

    Known Issues:

    • There's a stutter on shooting bots sometimes and general performance issues, it's not this mod but this specific EFT build.
    • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
    • Balancing is always on-going.
    • Glock 18C recoil is bugged, BSG issue.
    • High ready sprint animation bugs out sometimes, BSG issue.
    • Can hit self with melee in the legs.
    • SPT/EFT is cursed.
  • Version 1.5.0

    SPT Realism Mod v1.5.0 for SPT 3.10.5

    DO NOT USE WITH FIKA, COMPATIBILITY WILL COME LATER

    DO NOT CARRY OVER FILES OR CONFIGS FROM PREVIOUS BUILDS

    Note: please see the "known issues" section at the bottom of this post before reporting issues.


    Thank you to everyone who helped test and give feedback, and special thanks to Spud who helped update all the class references.


    Fixes:

    • Fixed trader-related errors caused by mod items not being set up correctly.
    • Geiger + Analyser volume are now affected by headset gain.

    Tweaks & Changes:

    • Complete recoil rework: recoil has been completely refactored to address persistent bugs such as recoil suddenly driving upwards or downwards due to stutter or apps that take focus from EFT. It will feel different to some extent, as there is no vertical reset anymore.
    • Dynamic map loot modifier: the more you loot on a map, the less loot there will be on subsequent runs. You have to play on a different map for the loot to "regenerate". Still needs to be balanced subject to feedback.
    • Loot randomization: loot on bots and map loot has a chance to have the uses/resource/hp randomized. Does not apply to items inside containers yet.
    • Added new visual effects for radiation, adrenaline and drug overdose. Radiation visual can be disabled.
    • Weapon Collisions: config options to either tweak or override BSG's weapon collisions handling completely. Makes weapon length more meaningful and factors in ergo.
    • Adapted mounting behaviour to take bipods into account properly. There is the option to enable Realism's mounting or use BSG's. Note that Realism's stances and stamina changes won't work correctly with BSG's mounting.
    • Deafening mechanic had to be completely reworked due to BSG's changes to headsets and audio. It's not as in-depth as before but should be more consistent.
    • Added config option to adjust aim punch. Reduced aim punch.
    • Reload speed is now factored by player weight minus weapon, as factored by comfort stat.
    • Improved ADSing with canted sight from stances.
    • Many changes to weapon/attachment/ammo/armor stats.
    • Added more logging options for debug and dev.
    • Improved durability of bot weapons slightly.
    • Added setting to give zombies HP more in line with Realism's balance.
    • Increased the size of the heart hitbox, and increased damage dealt to it and the spine.
    • Optimized bot generation.
    • Completely overhauled how user templates are handled, old templates are no longer compatible but DevilFlippy and others have already made templates for most mods.

    Known Issues:

    • There's a stutter on shooting bots sometimes and general performance issues, it's not this mod but this specific EFT build.
    • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
    • Balancing is always on-going.
    • Glock 18C recoil is bugged, BSG issue.
    • High ready sprint animation bugs out sometimes, BSG issue.
    • Can hit self with melee in the legs.
    • SPT/EFT is cursed.
  • 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.

  • Somebody pls comment on this when it gets updated ;(

    • Fontaine works on this mod without any payment. Version 3.11 was released just a week ago. Fontaine will release the next version when it’s ready. Give him some time — he also has a life.

      Heart 3
    • Wdym a week ago? mine still says its 3.10 next version as the current one right now?

    • SPT Version 3.11 released a week ago, dummy.. Not Realism mod. It takes a while to adapt the mod for the new update, be patient.

      Heart 2
    • Oh, mb gng didn't know what was updated thanks tho

      Heart 1
  • How can I modify percentages of spread damage from blacked limbs? because can someone got killed instantly just by 2 shot to legs or arms IN REAL LIFE?

    • It's comments like this that make me wish Fontaine would re-close the fkn comments section

      Happy 1
    • Yes. Yes they can. Trauma, Kinetic Energy, Blood Vessels, all of those are things that can make your head feel a bit lighter and make you pass out, which would make you bleed out. This is the nice way to go!

  • plssss update

  • The best overhaul mod I've played, cool gameplay rework and well-made new mechanics, first time facing toxins and radiation got me feeling like I'm playing stalker or metro, really immersed me, deleted 3.10 spt recently, can't download it back, sad as fuck, pls upd prayge

    Crying 1
  • Thank u daddy fontaine for this bountiful harvest of precious virtual masochism

    Heart 1
  • Hi, I have been using this mod since 3.9 and it is one of my favorites. Thanks for all effort and dedication you put into it! Can't wait to use it when it gets updated for 3.11, much love! <3

    Heart 4
    • REAL I wanted to come back to SPT after finally getting Kappa for the first time in PvE (pathetic I know) specifically for Realism and a few others but was so sad to see I wasn't able to download older SPT versions. :[

    • yes, I accidentally overwrote my spt 3.10.5 file and now I'm stuck with 3.11, so I will jump with joy the day realism gets updated

  • Hi, Thank you for this awesome mod! Appreciate the hard work and effort for it!

    Can I ask you a question?

    I've been looking for the option to turn off the view restrictions while wearing for example the CQCM ballistic mask.

    When wearing it, it creates black bars on the screen. It's cool but for me too distracting, so I was wondering how I could turn this specific setting off.

    Any help would be appreciated <3

    • Go to user\mods\SPT-Realism\db\templates\gear and open 'armorMasksTemplates' .cfg file with a text editor, preferably notepad++.


      Scroll down to line 25 which should be as follows;


      },

      "657089638db3adca1009f4ca": {

      "$type": "RealismMod.Gear, RealismMod",

      "ItemID": "657089638db3adca1009f4ca",

      "Name": "item_equipment_atomic",

      "AllowADS": true,

      "LoyaltyLevel": 2,

      "ArmorClass": "NIJ IIIA",

      "CanSpall": false,

      "SpallReduction": 1,

      "ReloadSpeedMulti": 1,

      "BlocksMouth": true,

      "MaskToUse": "atomic"

      },


      Delete the last line "MaskToUse": "atomic" and delete the comma (,) at the end of the line above so you end up with;


      },

      "657089638db3adca1009f4ca": {

      "$type": "RealismMod.Gear, RealismMod",

      "ItemID": "657089638db3adca1009f4ca",

      "Name": "item_equipment_atomic",

      "AllowADS": true,

      "LoyaltyLevel": 2,

      "ArmorClass": "NIJ IIIA",

      "CanSpall": false,

      "SpallReduction": 1,

      "ReloadSpeedMulti": 1,

      "BlocksMouth": true

      },


      Save the file.


      The masking graphic should now be disabled for that mask. Bear in mind other masks use that graphic, the Death Mask and Glorious which are the 2 entries above this example so you can do the same with those if you want.


      Please backup the original file in case you screw up. Don't moan at me if you bork your game. :P

    • Thank you so much!

      Removing only the last line from that part, tossed out syntax errors, BUT removing the whole part from line 25, does work! <3 Again, TYSM <3

    • I didn't test it myself, was just an educated guess about removing the reference to the masking texture, but when you say removing the whole part worked, do you mean removing the whole block of text between and including the }, parts? If so I don't know if that's going to cause issues later on if you've removed the Spalling references. You might not find out until you get Head/Eyesed, haha. What syntax errors did you get? Are you sure you removed the comma from the line above?


      Just interested as I'm no modder but eager to learn, lol. I literally saw your question and thought I'd go looking for the answer. Amateur stuff but we all gotta start somewhere.

    • I've played a couple of matches and it appears all to be working fine.

      Had my head blacked out on Shoreline and no errors or what so ever in the console.

      When using your mentioned method I got:


      The application had a critical error and failed to run

      Exception produced: SyntaxError


      Stacktrace:

      SyntaxError: D:\SPT\user\mods\SPT-Realism\db\templates\gear\armorMasksTemplates.json: Expected double-quoted property name in JSON at position 855

      at parse (<anonymous>)

      at Object.Module._extensions..json (node:internal/modules/cjs/loader:1453:39)

      at Module.load (node:internal/modules/cjs/loader:1207:32)

      at Function.Module._load (node:internal/modules/cjs/loader:1023:12)

      at Module.require (node:internal/modules/cjs/loader:1235:19)

      at Module.require (pkg/prelude/bootstrap.js:1851:31)

      at require (node:internal/modules/helpers:176:18)

      at Object.<anonymous> (D:\SPT\user\mods\SPT-Realism\src\json\json_gen.ts:15:29)

      at Module._compile (node:internal/modules/cjs/loader:1376:14)

      at Module._compile (pkg/prelude/bootstrap.js:1894:32)


      But when I remove the lines from 15 to 26, It's all good and smooth sailing, with no errors what so ever, and the black bars are gone.

      You made a good guess with that! I've checked through the files and could not find, what you found! Am kind of the same as you. Not a modder but eager to learn/enthousiast.

      Thanks again!

      Thumbs Up 1
    • Interesting thing happend tho, I was running raids alone and it was all good with the edit I made.

      When my friend joined, fps was cut in half, no errors in the console log, reversed to the original file and the fps went back to normal. Kept it reverted now and am leaving it as it is.

  • Hi!


    I ran into a problem. The mod changes the medicine and bandages, tourniquets and morphine have a 1/1 usage count. I am using a mod that allows me to stack items, but due to the number of uses, the display of the quantity in the stack breaks and errors occur during use.
    How can I hide the 1/1 display for medications?
    Thank you in advance!

    P.S.
    English is not my primary language, so sorry if the translation is crooked.

    • Мне не нужно отменять изменения в медецине. Вопрос только в бесполезном отображение 1/1 у предметов с единичном использованием.

    • @ ClitRaptor


      I don't think he wants to disable the medical changes, just remove the uses text (1/1) so his stacking mod shows the actual stack amount. Unfortunately, I think he's going to have to choose one or the other because even if he could remove the uses text he'd have no way of knowing how many uses were left. Not such an issue for a standard 1 use bandage, but a pain for 25 use Ibuprofen. Can't see Fontaine putting much thought into changing it either.

    • Ahh I am so sorry for misreading! English isn't my native language X(

  • Could you please add an option that can set the weapon's deflection when I was moving while aiming?

    Just like vanilla game,the weapon and optic is almost still when I was moving while in the aiming down sight :/

  • Long time enjoyer of your mod!, just a suggestion ~ for when you wish to improve on the medical system: It could be interesting to make use of the "muscle pain" debuffs within actual combat. A type of overhaul, much like your new pain mechanic.

    Just a suggestion! Thank you Fontaine!

    • I think that'd upset too many people but thanks

  • Great mod. However, compatibility with the SAIN mod is partial. If the 'hazard zones' are enabled in the Realism mod, the bots managed by SAIN tend to teleport.

    • Can you confirm it's SAIN causing it? If so then this needs to be reported there

    • Hello Fontaine,


      Thx for your work.


      It's only with SAIN i have the issue. If i uninstall SAINi haven't the issue. The only way to play SAIN + Realism whitout bots teleportations is to deactivate "hazard zone" option in realism mod configurator.


      i have reported this on the SAIN github but the issue is closed...

    • that's unfortunate, I'm not sure what I can do on my end but I will look into it

    • Thanks Fontaine you're great.


      Again, Thanks for your work.

    • I accidently closed the issue, and i can't open it again. Will make a new one if i remember about it, maybe solar (or whoever is maintaining sain now) fixes it. Tho i'm preety sure it's because of realism blocking bots from entering hazard zones.

  • Fontaine, please respond to my previous messages.

    • I have you blocked for a reason

    • Figured, tho still there is no reason of saying something like i'll look into it.

    • You've given me numerous bad reports and wasted my time

    • Well this time i actually did check it, in the past yeah, i kinda did give you some bad reports, but not really that much, some were actually valuable.

    • Anyway it doesn't matter, just know that the issue that fx-311 described above is 95% caused by hazard zones blocking bots from entering them.

  • I originally thought this would make the game more complicated, but after trying it, the game has become more fun! Everything in the game is now perfectly balanced! For me, without this mod, the game would be too easy! You could have unlimited money and equipment. I really enjoy the challenge it brings!

    Heart 3 Happy 1 Thumbs Up 1
  • Can I use this mod only to change the PMC loadout and absolutely nothing else?

    • It's PMC + scavs and bosses

  • this is not very realistic at all. it was a little bit disappointing to realise after 10 hours of testing

    • Ok there Mr. brand new account that was made the same day some other shitter was losing their shit in the comments saying the same thing

      Heart 1
  • I just saw a strange issue. If I put the IDZ stock on a G36 (C variant, just in case it matters), and then put either one of the buttpads on that, then that adds like +33 vertical recoil and a little bit less horizontal, and also like -7 ergo.

    To be clear, this was in the "Edit Build" thing. I don't actually have access to either buttpad to test if maybe it's only an artefact of that editor system, but the same didn't happen, for instance, with the MOE buttpad.

    • could just be using the wrong stats

  • I got a cool idea that I think would be a great fit for this mod. Instead of having these catch-all medkits like AFAKs and Grizzlys that make all the Caloks, TQs and splints pretty pointless, wouldn't it be possible to just turn those medkits into containers that would then have to be filled with said medical items?

    I don't know whether that's actually doable from a technical perspective (especially in terms of AI loot), but if it is, I think it'd be pretty cool

    Thumbs Up 1
  • Update to my previous post stating this "Hey, one day you mentioned that you created a blockade of some sort so bots can't go into hazard zones. Could you make an option to disable that? I think it causes bots to teleport when there are many bots on the map, but i have to have a button to disable that to debug it. Thanks in advance for responding."
    It turns out it actually makes them teleport, so could you add a button to disable that in the next update? That would be great,

  • Hey, can you tell me in which file the toxicity and radiation levels are stored? Trying to help a friend reset them, he is at 100. We know you can complete Therapist quests to reset, just trying to find the file to reset them back to 0. Thanks!

    • in the Realism bepinex folder

  • I saw you reply to an earlier comment about no stancing for pistols, and I completely agree with you that ready stances are pretty pointless with pistols, but do you see any merits for enabling active aiming for pistols? Feels a bit fractured to me to not be able to active aim with pistols in a general game feel kind of way, I love active aiming as a feature in shooters for those high stakes cqb situations, and I think it would be valuable for pistols especially when using laser and even more so with NODs. Just something I was thinking about curious about your thoughts.

    Overall love the mod, thank you for all your work!

    • I agree, especially because it would essentially be center axis relock and that would be cool as hell.

      Also, while low ready might not make sense since that's essentially what patrol stance for pistols is now, high ready would also look neat, and it could allow for a high ready sprint as an alternative to the usual one-handed pistol sprint.

      An option to just make that the sprinting animation for pistols would be a valid alternative, though.

  • Hello, Fontaine! I've upgraded the mod and now it gives me an error on startup

    Quote


    Error processing files in directory d:\Games\Escape From Tarkov\user\mods\SPT-Realism\db\templates\user_templates: TypeError: confFileItems is not iterable

    • You didn't install it right

    • Nvm, I've added some logging and turned out the WTT compatibility patch has incorrect user templates with fields

      Code
      "TemplateType": "gun",

      instead of

      Code
      $type": "RealismMod.Gun, RealismMod",

      Thanks, better report to them now.

    • Also one more thing, I've noticed on installing the compatibility patches - whenever I add any mod before Realism into order.json, say

      Code
      {
          "order": [
              "WTTArmoryAk5C",
              "SPT-Realism"
          ]
      }

      The client crashes with the message

      Quote

      An item with the same key has already been added. Key: mod_equipment

      Turns out the issue is in the method

      Code
      addGasFilterSlot

      As if the mod was loaded twice and tries to add an existing mod_equipment slot.

    • I don't provide help for installing mods

    • No problem, just wanted to say if you add a check that the mod_equipment already exists in that function, it'll help

  • is "open zone fix" and "boss spawn tweak" compatitable with swag config ?

  • I discovered the insurance didn't work properly. If you insure a gas mask with a filter and put them in a special slot, the insurance returns the filter, although it has not gone anywhere, thus doubling their number. I also have a mod Softcore and it is likely that it gives such an unusual reaction. I realize that this may not be your problem, but do you have any thoughts on this?

  • ok, i never have used realism before , but i love the idea of the gas mask for radioactive and gas zones

    my question is : im running SPT 3.9.8 and ONLY want that gas mask thing active ... just that, what version for 3.9.8 is the best with these options ? if i activate that i have to activate the meds too ?

  • I have a problem with gas mask. I can't use hotkey to equip and need to manual drag to put it in the mask slot but I can use hotkey to unequip the mask. this problem happen to me like several days ago and I have no idea what happen. I did try to create fresh profile to try the hotkey and it's working normally on new profile. any suggestion?

  • Earlier I was running Realism and nothing else, and whilst I'd occasionally get a raid with a normal number of bots, typically the games were nearly completely dead, I'd maybe run into one or two bots at most. To fix this I added SWAG+Donuts (and also SAIN, in case it matters) and whilst the number of bots immediately improved, the new issue was that there were now bosses in Literally. Every. Raid. I wanted to drop off the poster at the scav fortress and with my skill issue it must have taken me like 15+ attempts, literally every time there was either Reshala or the Goons at the fortress.

    Another problem is that with Goons spawning every time, Shoreline for example is nearly unplayable because, I'm guessing due to SAIN, they'll see me and track me down from miles away.

    Is this intended behavior and if so, how do I turn down the boss spawn rates to better match my skill issue?

    • that all sounds like a problem on your end

  • is armor working correctly?
    In the healing after raid I see no mention of blunt damage or no more damage absorbed by armor type thingy

    • I mean it should be? If you were hit somewhere not covered by plates, neck or armpits then it won't show as blunt damage

    • I'll test it more see what comes up

  • i cant heal radiation or toxicity while in raid, i am aware of the known issue for out of raid healing.

    • That isn't much context to go on. You can't heal either if you're currently inside a hazard zone or being affected by a hazardous item or quest item

    • sorry for my lack of context, i loaded into a woods raid away from any hazard zones and tried treating my rads and toxicity with the AI2 and waited for the meds to kick in but nothing happened

    • then you have a conflicting mod or something

    • so i got the meds to work again properly i redownloaded it and changed load order and it work, however now i cant get any ai to spawn i completed the halloween event and now bots no longer spawn

    • Brother if your load order fucked up meds, that means any issues you are having are due to your combination of mods and config options. Nothing I can do

  • so i install the new patch and all the sudden all the guns fires like minigun one click all my 60 round goes in 0.6 seconds...anyone had this issue?

    • you are using guns from mods that do not have a compatibility patch installed

      Thumbs Up 1
    • problem solved.
      it was the night vision goggles called : L3harris GPNVG-18 (BLACK) cause to do the bug that i mention before.

      sorry for bothering you everyone <3

      Thumbs Up 1
  • Hey, one day you mentioned that you created a blockade of some sort so bots can't go into hazard zones. Could you make an option to disable that? I think it causes bots to teleport when there are many bots on the map, but i have to have a button to disable that to debug it. Thanks in advance for responding.