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Version 0.14.6
- Fontaine
- 7.1k Downloads
SPT Realism Mod v0.14.6 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- 2nd attempt at a potential fix for suddenly rotating 90 degrees to the right when shooting. If it happens to you even once please let me know.
- Fixed potential errors with bot generation.
- Moved PMC keys to backpacks to reduce the chance of them spawning with multiple keys.
- Added compatibility checks for Questing Bots + SWAG. Conflicting options will be automatically disabled now.
Tweaks & Minor Changes:
- Added config option for enabling additional visual recoil effects, and to increase/decrease these effects.
- Added config option to disable parallax + zero shift.
Known Issues:
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
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Version 0.14.5
- Fontaine
- 1.2k Downloads
SPT Realism Mod v0.14.5 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- Fixed Knight Tier 1 causing bot generation errors, preventing more bots from spawning.
- Potential fix for suddenly rotating 90 degrees to the right when shooting. It's a vague and nebulous bug as it appears as if it happens randomly without reproducible steps so far. It will take many hours of play time to even begin to be hopeful that it's fixed. If it happens to you even once please let me know.
Known Issues:
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
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Version 0.14.4
- Fontaine
- 603 Downloads
SPT Realism Mod v0.14.4 for SPT AKI 3.7.1
NOT compatible with earlier versions of SPT
Old bot loot gen, more presets, and lots of important fixes.
Fixes:
- Potential fix for being able to cancel meds and still receive health regen (when using medical rework). Needs testing, might have broken other stuff.
- Fixed bots/player being forced out of prone when shot in leg/head if the fall mechanic is enabled.
- Fixed recoil intensity not working (again).
- Fixed check ammo speed config multi not working.
- Fixed stamina not draining while firing if using idle stam drain.
- Fixed bot HP not being set correctly for most bots, and HP multi not working. Since v0.14.0 bots have had too low HP, so they may feel more tanky now.
- Potential fixes for empty NVG mounts.
- Fixed issues with Sanitar Follower loadout.
- Fixed .338 permanently deafening you.
Tweaks & Minor Changes:
- Old bot loot gen is back. This means loot should be less whacky and more consistent, less instances of 3 surgical kits, 4 ibuprofens etc. on one bot. Bot loot is back to being tiered for virtually all bots. Bot loot will again improve with bot tier/player level. It's all still RNG so the occasional wackiness is still to be expected.
- Added a lot of keys to PMCs. Almost all quest keys can spawn on PMCs, as well as some additional ones. The key pool depends on the bot's tier, so low level bots will have mostly Customs quest keys, then progresses to Reserve, Shoreline, Interchange, Streets.
- Made it so PMCs with a bolt action rifle will very likely have an SMG, shotgun or SBR as a secondary.
- Added a huge amount of additional presets for Tier 5 PMCs, thanks to all who contributed. We're now sitting at 300+ presets for Tier 5. Added more weapons to Tier 5: M700, SV98, SR2M, SAG long + short.
- Added more presets for PMC tier 4 + 5.
- Increased firing and slope movement penalties.
- Increased aim and idle stam drain rate.
- Reduced max hipfire spread.
- Tweaked AKM and Shotgun recoil to be smoother.
- Reduced aimpunch by 50%.
- Increased weight limits slightly.
Known Issues:
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
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Version 0.14.3
- Fontaine
- 2.9k Downloads
SPT Realism Mod v0.14.3 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Happy Halloween!
Fixes:
- Thanks to Tron, M4 gasblock has been updated to stop it casting shadow from flashlight.
- Fixed Mechanic's custom shotguns not being equipable (bug due to BSG's bs).
- Fixed helmets deafening you.
- Fixed un-aiming hanging the game for a second if you've been aiming for a while (please let me know if this issue still persists).
- Fixed pistol position and angle being stuck in the wrong position if swapping to a pistol from a weapon that was in a stance, if the pistol had a stock or if alt pistol position was disabled.
Tweaks & Minor Changes:
- Added Halloween stuff to bots: candy, pumpkins, and Tagilla has his scythe. Christmas will now also be handled properly.
- Pistol stocks have a much lower recoil angle penalty.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- Can hit self with melee in the legs.
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Version 0.14.2
- Fontaine
- 987 Downloads
SPT Realism Mod v0.14.2 for SPT AKI 3.7.1
NOT compatible with earlier versions of SPT
Big thanks to everyone who contributed weapon builds for the Tier 5 PMCs! Boolin especially contributed a lot.
NOTE: I recommend doing a full reinstall of Realism (delete old Realism files), as the config app and config file have been updated, and new db files have been added.
Fixes:
- Fixed aim getting stuck resetting to original point of aim after firing when both horizontal reset and vertical reset are enabled. Improved reset generally. Added a new config option to further tweak reset.
- Fixed walk speed not updating when going from active aim to ADS.
- Fixed melee not doing any damage due to null ref exception.
- Fixed some of the reload/fix/chamber speed code affecting bots and vice versa. This also fixes instances of bots freezing in place.
- Fixed the recoil intensity config option not doing anything.
- Added new weapons to mastery.
- Fixed player camera distance to sights changing if ADSing out of a stance.
- Fixed time of day and map type not affecting the usage of lights/lasers by bots that use presets (bosses, rogues, raiders, some PMC weapons).
Tweaks & Minor Changes:
- Added a 5th tier of PMCs. Tier 4 has been lacking in terms of exciting weapon builds, so Tier 5 fills that role now. Both Bear and USEC tier 5 use the same weapons and gear. They have over 200 preset weapon builds to choose from, more can be added over time. These builds are generally what Realism would consider meta, either low recoil or high ergo or a balance of the two (balanced to Realism's attachment and weapon changes), some are just a bit of fun. Some have thermals. Feel free to submit your own builds to me and they might get added! The armor and ammo they use are balanced with Realism's ballistic changes in mind, they might have ammo or armor that's considered bad or mid-tier if not using Realism's ballistic changes.
- Added player health multi to config.
- Added the possibility of knocking down the player or bots from headshots the same way as can be done with leg shots.
- Made stance to idle transition while walking smoother.
- Increased vertical recoil of 5.56 and 5.45 guns. Increased visual recoil of DMRs.
- Buffed KS23 buckshot damage.
- Increased chance of Bigpipe having a grenade launcher.
- Reduced the impact of ammo recoil stat on rearward recoil.
- Nerfed 7.63x51 and 7.62x54r damage, especially FMJ type ammo. It's still very powerful, but not as OP as before.
- Bot's holstered weapons should no longer have their flashlights on, which previously gave away their positions and looked strange.
- Various small tweaks to some weapon and attachment stats. Stock adapters which reduce vertical recoil had their horizontal recoil increase cut in half and replaced with an increase to camera recoil. Redid G36 stock stats to make more sense.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
- Can hit self with melee in the legs.
- Helmets deafen the player way too much, will get fixed in next release.
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Version 0.14.1
- Fontaine
- 3.9k Downloads
SPT Realism Mod v0.14.0 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- Fixed audio issues, audio should now be almost identical to unmodded EFT.
- Fixed ADS speed not updating if lowering faceshield/NVG while aiming.
- Fixed melee not cancelling ADS.
- Fixed slow PKM/P reload speed.
Tweaks & Minor Changes:
- Decreased the amount by which headsets reduce audio volume by 10-15%.
- Made player weight decrease hipfire accuracy and lowered it in general.
- Made exceptions for the PKM/P in ergo calculations so that there's an actual point to modifying it to increase ergo. Its base ergo is essentially higher and ergo attachments have a bigger impact.
- Buffed AK drum mag reload speed. Added recoil reduction stats to PKP barrel since it has an integrated muzzle device.
- Added a bit of movement when ADSing from idle to make it look less stiff.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
- Can hit self with melee in the legs.
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Version 0.14.0
- Fontaine
- 2.1k Downloads
SPT Realism Mod v0.14.0 for SPT AKI 3.7.1
NOT compatible with earlier versions of SPT
Update for SPT 3.7.0. There may be bugs/issues.
Fixes:
- Fixed camera bugging out if getting up from prone while mounted using the crouch keybind.
- Fixed bug with weapon inertia looking off.
- Fixed sidestep causing red dot position to shift.
- Fixed Makarov's spawning without iron sights.
- Fixed randomly hitting your own arms when using melee with rifle.
- Fixed mounting and bracing not increasing weapon accuracy.
Tweaks & Minor Changes:
- Rebalanced weapons. Buffed AKM-pattern weapon recoil. Nerfed 5.56 rifle recoil. Increased camera recoil the more you fire (you can lower camera recoil in the config).
- Toned down body/armor hit sounds more, they no longer play if it's the player getting hit.
- Added some more quest keys to bot loot pool.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- There might be differences in audio between Realism and un-modded if the deafening mechanic is enabled.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
- Can hit self with melee in the legs.
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Version 0.13.0
- Fontaine
- 4.4k Downloads
SPT Realism Mod v0.13.0 for SPT AKI 3.7.0
NOT compatible with earlier versions of SPT
Big thanks to everyone that helped with testing and providing feedback, you all know who you are, and thank you to those who were patient and provided moral support!
Update for SPT 3.7.0. There have been major changes from both SPT and EFT, so there will likely still be bugs and issues. Please report them with as much detail as possible.
Fixes:
- Fixed the bayonets casting shadows when using a flashlight.
Tweaks & Minor Changes:
- Melee can now be held back by holding the melee keybind. This can prevent some situations where bots push the weapon away.
- Melee damage has been significantly buffed, especially against armor, in order to extend its usefulness. May be too OP, will tweak more.
- Added new armor, ammo, rigs and weapons to bot pools.
- Ammo recoil stat now affects shotgun/bolt-action pump/bolt speed.
- Increased the impact that ammo recoil stat has on weapon recoil.
- Various balance changes to weapons and attachments.
- Made deafening from shooting last longer (can be configured).
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- There might be differences in audio between Realism and un-modded if the deafening mechanic is enabled.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
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Version 0.12.0
- Fontaine
- 2.3k Downloads
SPT Realism Mod v0.12.0 for SPT AKI 3.6.1: Bayonets + Rifle Melee, Parallax + Zero Shift, & Armor Improvements
NOT compatible with earlier versions of SPT
Added bayonet attachments and added the ability to strike bots and objects with the muzzle of your rifle with a dedicated keybind.
This video is from an older WIP version and does not have the dedicated melee animation, but it gets the point across.
Big thanks to Tron for creating the bayonet bundles and getting them into the game.
Fixes:
- Fixed pistol recoil climb multi config option not working, resulting in pistols having too high recoil climb.
- Fixed S pattern dispersion not being calculated correctly which meant dispersion stat wasn't making much of a difference and S pattern on some guns were too subtle.
- Fixed error in hit detection where right side hits offered less protection from side plates than it should have.
- Fixed arm stamina drain not taking weight into consideration properly, resulting in light weapons having similar drain to heavy weapons.
- Fixed late-game boss spawn chance being lower than it should be.
Significant Changes & New Features:
- Weapon Melee System: the player can strike with the rifle's muzzle, or bayonet, with a new keybind. This will do damage to bots, glass and lights. Some muzzle attachments increase melee damage, you can see the stat in the inspect menu.
There are three new bayonet attachments: Mosin bayonet, 6Kh4 AKM/AK74 bayonet and M9 bayonet for M4A1.
Bayonets act as attachments only due to technical limitations, They cannot be equipped as melee weapons. This may be improved on in future. The M9 and AK bayonet have to be attached to the gasblock (The COLT/M4/triangle gas block for M4), as this was the only way to get them working without resorting to modifying the muzzle brake/flash hider bundles which would make their muzzle flash look different.
Melee with the weapon muzzle acts the same as melee with knives: it drains stamina and uses the melee skill. In addition, weapon weight and ergo affects the muzzle strike's damage and penetration.
Bayonets can be bought from Jager lvl 1.
NOTE: parallax and zero shift is massively exaggerated for this video!
- Parallax and Zero Shift: red dot sights and optics now have parallax simulation. When the player moves their weapon while aiming, the dot will move in the opposite direction to simulate parallax. The amount of parallax corresponds to the sight's accuracy stat. Sights with a negative accuracy stat can now also lose zero. The reticle/dot will have a chance to move away from where the bullet will impact. This chance and the amount of shift is based on the weapon's recoil and the sight's accuracy stat. Changing the sights zeroing distance will fix the loss of zero.
- Secondary Armor: a new secondary armor zone has been added. Some armors will have this zone, listed in the inspect screen. These armors have increased area of secondary protection but generally of a lesser armor value. This zone represents the ballistic fabric that covers and contains the main armor plates that some armors have.
A lot more of the front and back of the wearer is protected by this secondary armor, as well as the shouledrs. If the armor does not have side plates but has secondary armor, it will protect the sides with this lesser armor value.
This is a significant buff to armor's like Module, PACA and 6B2 as they gain increased coverage of the same armor value as the main armor. Armor's like the 6B13, 6B23, IOTV etc. will have this secondary protection equivalent to level 3-5 armor.
In general this is a buff to most armors against shotgun and pistol rounds.
Tweaks & Minor Changes:
- Bracing now regenerated stamina instead of just pausing arm stamina loss, but not as fast as mounting.
- Various tweaks to attachment and weapon stats, fixes for some weapon's recoil like Vectors.
- Minor improvements to stance animations.
- Increased ADS speed globally.
- Added stats for all 13.5 content (armor, attachments, rigs).
- Toned down Factory spawn waves.
- Increased variety for USEC tier 4 M4 and M14.
- Reduced the chance that PMCs spawn without a helmet at higher tiers due to conflicts with headset or mask.
- Added another bracket for PMC tier odds to config.
- Made attachment "flatness" stat affect the displayed weapon vertical recoil so it's easier to understand what it's doing.
- Increased sway reduction from bracing and mounting.
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Version 0.11.2
- Fontaine
- 4.2k Downloads
SPT Realism Mod v0.11.2 for SPT AKI 3.6.1
NOT compatible with earlier versions of SPT
Fixes:
- Fixed arms going crazy after sprinting if hipfiring under certain circumstances.
- Fixed player weight/comfort not being correctly factored when dropping and picking up items.
Tweaks & Minor Changes:
- Various minor stat changes to weapons.
- Removed mouse penalty option from config app. Now by default armor and gear does not have a mouse penalty stat, but the weight of gear as modified by the comfort stat will give a mouse penalty. So not only the weight of the gear itself, but items contained inside the tac rig and bag are also factored. This can be disabled with the in-game F12 config menu.
- Buffed the impact of attachment dispersion stats on recoil. It makes the S pattern happen faster which effectively shortens the width of it, and it slightly increases recoil angle closer to 90 degrees straight up.
- Redid hipfire stat to better take into account the weapon's ergo and recoil stats.
- Smoothened dismounting from cover if not moving, and made it so you can mount when not aiming as well.
- Significantly reduced the malf chance increase of several attachments and magazines.
- Increased spawn chance of Mosin on PMCs and Scavs, moved Mosin Infantry to LL2.
imafuckingmoron
help please i cant get any npcs in my raids and the only mod i see in the consol in this and this is what i see
TypeError: Cannot read properties of undefined (reading '5fd20ff893a8961fc660a954')
TypeError: Cannot read properties of undefined (reading '5fd20ff893a8961fc660a954')
at BotEquipmentFilterService.adjustWeighting (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:406:41)
at BotEquipmentFilterService.filterBotEquipment (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:78:18)
at BotGen.myGenerateBot (E:\spt tarkov\user\mods\SPT-Realism\src\bots\bot_gen.ts:276:44)
at BotGen.myPrepareAndGenerateBots (E:\spt tarkov\user\mods\SPT-Realism\src\bots\bot_gen.ts:251:24)
at BotGenerator.prepareAndGenerateBots (E:\spt tarkov\user\mods\SPT-Realism\src\mod.ts:177:35)
at BotController.generate (C:\snapshot\project\src\controllers\BotController.ts:195:64)
at BotCallbacks.generateBots (C:\snapshot\project\src\callbacks\BotCallbacks.ts:60:61)
at RouteAction.action (C:\snapshot\project\src\routers\static\BotStaticRouter.ts:17:46)
at BotStaticRouter.handleStatic (C:\snapshot\project\src\di\Router.ts:50:63)
at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:79:62)
TypeError: Cannot read properties of undefined (reading '5fd20ff893a8961fc660a954')
TypeError: Cannot read properties of undefined (reading '5fd20ff893a8961fc660a954')
at BotEquipmentFilterService.adjustWeighting (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:406:41)
at BotEquipmentFilterService.filterBotEquipment (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:78:18)
at BotGen.myGenerateBot (E:\spt tarkov\user\mods\SPT-Realism\src\bots\bot_gen.ts:276:44)
at BotGen.myPrepareAndGenerateBots (E:\spt tarkov\user\mods\SPT-Realism\src\bots\bot_gen.ts:251:24)
at BotGenerator.prepareAndGenerateBots (E:\spt tarkov\user\mods\SPT-Realism\src\mod.ts:177:35)
at BotController.generate (C:\snapshot\project\src\controllers\BotController.ts:195:64)
at BotCallbacks.generateBots (C:\snapshot\project\src\callbacks\BotCallbacks.ts:60:61)
at RouteAction.action (C:\snapshot\project\src\routers\static\BotStaticRouter.ts:17:46)
at BotStaticRouter.handleStatic (C:\snapshot\project\src\di\Router.ts:50:63)
at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:79:62)
GuyHMAnn
found a minor bug with the current release, disabling sprint aim penalties makes the sway intensity slider not do anything. Sometimes. I don't know why but when I was testing it to verify there was actually an issue, one of the times I disabled sprint aim penalties and the slider still worked. Those are the only two options I was manipulating during the test.
JohnVick
Some of the tasks are seemingly impossible to complete, notably tasks that require armor durability, such as: Sew it Good part 2. as there isn't a realistic way to get durability low on armor.
I've tried getting it low by shooting PMCs/Scavs wearing the armor, and they just die before it damages the armor enough. and when I try wearing the armor and letting scavs shoot me it does almost no damage to the armor and I take tons of damage.
So I'd say a patch to make quests that need certain durability armors is needed.
Fontaine Author
armor hit zones
JohnVick
Yeah, I get that, It's just super tedious trying to do certain tasks that require the durability to be low. cause at that point it's just hoping to get lucky on a gamble over and over. where one unlucky round hits an unarmored zone, or clips you in the head, and then you lose that armor, and you have to start all over.
so specifically for tasks like that need armor below certain durability, I feel like it would be good to remove that requirement.
Fontaine Author
tweaking individual quests is beyond the scope of this mod
JohnVick
I see, What about adding a barter for damaged quest armors? i.e. trade a full durability Gzhel for a 0 durability Gzhel?
Monsterxfoxtrot
id like to use ironsights with the T-7 thermals again what do i need to change in the code to let me do that?
Fontaine Author
you can't do it on your end
Morae
HI! Is it possible to remove the arm stamina drain increase altogether? I literally can only aim with a mosin for 3 seconds to drain in completely. I tried to remove stances also but I couldn't find the setting in the f12 menu.
Fontaine Author
Your config setting combination is messed up if it's literally 3 seconds and you're not exaggerating, because by default Realism has lower stam drain than normal EFT
Morae
Then it's another mod that's doing it, my bad
taerdryn
Why does alt-tabbing out and back in cause a heavy bleed to be applied to my chest? Searched everywhere for an answer, only found one other person having the issue that went unanswered. Cheers
Fontaine Author
You bound a test keybind to alt or tab, enable advanced settings to change it
taerdryn
Hmm, it was just like that by default. I was able to stop it by changing what the test keybind does in the settings. I will look for that keybind though, thanks!
Fontaine Author
it's bound to joystick button by default, so unless you're using a joystick for EFT alt tab can't cause this by default
voltaxic rift
first to use this mod.
I knowed this mod would change all character's hp first. I dislike it and have change myself HP. But how to edit AI PMC's HP?
there is a file named "botHealth" on "bot" folder, it have "health" and "scavhealth", do code on "health" would effect AI PMC?
Fontaine Author
botHealth is for PMCs and player and all bots except bosses
MrBlu1911
I'm sure someone else has already mentioned this, but the arm stances would be more easily used if we could choose which ones would activate automatically or be the "standard" setting to choose from.
Like having high ready always on, then running high ready happens when running.
Fontaine Author
Not feasible
MrBlu1911
Bummer. Thanks for saying so.
KaroT
Hey wanted to ask, are shotguns just terrible or the ammo wasnt changed or its just too weak? or am i using shotguns wrong cause the only usable round is the AP round and i wish there would be use for some buckshots as well
Fontaine Author
Buckshot isn't good against armor, aim for the gaps/head/neck or legs, flechette sucks
asdkevinasd
Hi, about the ergonomic multiplier in the config. It does not seems to make any difference and I did not see the variable being used in your code. Am I missing something here?
proxile
About the medical
I'm genuinely curious if anyone uses the medical changes unironically, because the sheer amount of frustration i have with taking off all of my gear and then the meds still not working or works half the time and getting instant lacked out chest even though I have armor on, imo this isn't a skill issue its just not viable yet, maybe I'm not doing it right?
Fontaine Author
The medical system does work, you misunderstand it. Check the mod's description and apply critical thinking based on how these meds work IRL. Look at the ballistic section, there are armor hitzones so of course rounds can bypass your armor even though you have armor on
proxile
oh I see, I guess I may have gone into it with a "tarkov" mindset, this is hardcore so I might have gotten mad at the fact that is indeed supposed to be hard, thanks for the feedback
Angel_Usec
Personally, I enjoy Realism medical changes a lot. It actually sucks getting hit now. If you are tired dropping and picking up armor in order to heal, you can turn off that feature in F12 menu like I did
reverena
Is it possible to make only the IR device turn on when you ADS out of ready stance when NVGs are active? I don't wanna have to take off all my flashlight attachments when I do a night raid, because both flashlight and IR devices turn on when I ADS
Fontaine Author
why not just disable it
Brennan
I have version 13.7.3 of SPT AKI. Will there be any issues running this mod with that version? Is it compatible with 3.7.x or just 3.7.1? I know there are some compatible mods, but not sure if most are.
Ded'oK
My AKI 3.7.3 gives me a version incompatibility message, but Realism works great, as do several other mods.
John Tobacco
Mechanic's Saiga 10 does not count as a 12 gauge shotgun for the purposes of Punisher - Part 4. Is this intentional?
Fuli-N
Sorry to ask but is this mod compatible with Bandana of Protection because i was using it and have it set so that I take no damage yet I am still getting heavy/light bleeds, fractures etc.
Vega
I get this error, I think it is due to the Realism mod. Can anyone help?
TypeError: Cannot read properties of undefined (reading '5fbe3ffdf8b6a877a729ea82')
TypeError: Cannot read properties of undefined (reading '5fbe3ffdf8b6a877a729ea82')
at BotEquipmentFilterService.adjustWeighting (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:356:41)
at BotEquipmentFilterService.filterBotEquipment (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:68:18)
at BotGen.myGenerateBot (A:\SPTAKI\user\mods\SPT-Realism\src\bots\bot_gen.js:211:44)
at BotGen.myPrepareAndGenerateBots (A:\SPTAKI\user\mods\SPT-Realism\src\bots\bot_gen.js:192:24)
at BotGenerator.prepareAndGenerateBots (A:\SPTAKI\user\mods\SPT-Realism\src\mod.js:120:35)
at BotController.generate (C:\snapshot\project\src\controllers\BotController.ts:181:64)
at BotCallbacks.generateBots (C:\snapshot\project\src\callbacks\BotCallbacks.ts:55:61)
at RouteAction.action (C:\snapshot\project\src\routers\static\BotStaticRouter.ts:20:50)
at BotStaticRouter.handleStatic (C:\snapshot\project\src\di\Router.ts:51:61)
at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:72:62)
TypeError: Cannot read properties of undefined (reading '5fbe3ffdf8b6a877a729ea82')
TypeError: Cannot read properties of undefined (reading '5fbe3ffdf8b6a877a729ea82')
at BotEquipmentFilterService.adjustWeighting (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:356:41)
at BotEquipmentFilterService.filterBotEquipment (C:\snapshot\project\src\services\BotEquipmentFilterService.ts:68:18)
at BotGen.myGenerateBot (A:\SPTAKI\user\mods\SPT-Realism\src\bots\bot_gen.js:211:44)
at BotGen.myPrepareAndGenerateBots (A:\SPTAKI\user\mods\SPT-Realism\src\bots\bot_gen.js:192:24)
at BotGenerator.prepareAndGenerateBots (A:\SPTAKI\user\mods\SPT-Realism\src\mod.js:120:35)
at BotController.generate (C:\snapshot\project\src\controllers\BotController.ts:181:64)
at BotCallbacks.generateBots (C:\snapshot\project\src\callbacks\BotCallbacks.ts:55:61)
at RouteAction.action (C:\snapshot\project\src\routers\static\BotStaticRouter.ts:20:50)
at BotStaticRouter.handleStatic (C:\snapshot\project\src\di\Router.ts:51:61)
at HttpRouter.handleRoute (C:\snapshot\project\src\routers\HttpRouter.ts:72:62)
Fontaine Author
are you using a pirated version of SPT/EFT? If not, are you using the correct version of SPT and Realism?
Vega
I fixed it now, but no it is not pirated. It might not be the perfect fix, i just disabled some ai settings in the config like another comment mentioned.
XVPhoenixVII
how did you get this to work? i've been trying and can't seem to make it work
DatBoi313
Could you remove the base spt feature which has a percentage chance of naming all pmcs after you if realistic names are on in the config? Its kinda annoying and and immersion breaking
CreamOfMeme
Was playing around with the custom weapons from Mechanic but I noticed that the Custom M3 could not be equipped (item is incompatible). Is this a possible bug? I'm on the 7.3.0 version btw.
CreamOfMeme
The Saiga12 doesn't seem to be equippable either.
CreamOfMeme
*Custom Saiga12 I mean. The Custom OP-SKS can be equipped without any problems.
Brau
I downloaded Realism for the balistics and the progression. Im using SAIN, and SWAG Donuts. Im pretty sure i got all of the interfering options turned off.
My issue is im level 18 and im fighting level 50 pmcs. Is that normal? Bot Changes are on .
Fontaine Author
When reporting issues like this please be specific. Are you saying that every single PMC is level 50+, or are you saying this because you saw a single level 50+ PMC? Check the mod's description, individual bots in a raid can be of different levels. There's a small chance at lvl 18 you'd see a level 50+ bot, especially if you were on Labs, Reserve or Streets.
Brau
2 50+ and a 30+ on shoreline. The kits were pretty intense as well. Fully kitted primary with backup sniper and pistol. It feels like it did before i downloaded ALP. I deleted ALP for Realism.
Brau
load order is.
Fontaine Author
Like I said there's a chance of that happening and a config to tweak the chance
Antithesis
it feels like the rouges armor no matter what they are wearing absorbs every shot. i zeroed a level 10 armor while using ammo with 89 pen 90 damage. bro just eats everything
Fontaine Author
Not sure what you're saying but naturally that's not how it's supposed to work, so mod conflict most likely
Antithesis
rouges and raiders specifically take no damage if their armor is hit, as it absorbs all damage. not allowing for penetration of any kind. could be a conflict but it only seems to be them.
big-fella
Is there no way to disable stances?
Nosliw
F12 menu
TheGoldenCaulk
I've been having issues with the "Remove Item Found-In-Raid Requirements" setting, it seems to only mark items picked up from Scavs and world loot. It will not mark anything picked up from PMCs as FIR, even when I extract.
Fontaine Author
that's an SPT thing outside my control
xosk
is there anyway to disable k4a's tube adjustment system? its conflicting with another mod
Fontaine Author
not currently, what mod?
xosk
its the mfac tube slider/rail slider mod, it doesnt let me use it on the stocks that already have the k4a tube slots
Midnight88
So recently I have been seeing PMC's in my raids standing completely still with no gun. I've seen it maybe once every 3 or 4 raids now. In my last raid there were 2 PMC's like that. I'm not sure if its this mod that's causing it or if there's another mod doing it. I think this is the only mod I'm using that changes bot loadouts. Anyone else seeing this??
Fontaine Author
Please use the support thread for support questions, and first try the mod by itself before you do anything else
rambo
Hey, did u figure it out? Have the same problem
Horizon_Skies
Hey I just had a quick question, I started playing with the no FIR stuff off, but realized with other mods I wanted it on, I turned it on but it's not working it seems. Would I have to start a fresh account in order to fix this or do you think it's conflicting with another mod? Thanks
I have 15 mods in total, most of which are your recommended mods.
Horizon_Skies
It would seem it is working as intended, the only thing thats not working is the pmc bots not having fir items, i think another mod is affecting this
Jumby
Excellent mod, makes Tarkov what it should be.
Fontaine, would you consider adding a reload after mag check function? alt-R to mag check then when you see it is almost empty you can just reload instead of reinserting it into the gun.
Fontaine Author
Thanks. That would be borderline impossible for a modder to do unfortunately.
Jumby
Ah bummer, maybe increase reload speed for a short time after mag check? Similar to weapon switch speed increase after malfunctions in the base game. Just spitballing, I have nearly no modding experience. Thanks again!
Fontaine Author
That's not really possible either
Custard Mouse
Hello! Could you let me know what one should expect ballistically from the PS12A ammo out of the RSh-12? I've been trying to run it on some factory runs to have some fun but it feels like it's underperforming out of the RSh, I'm fairly confident I've shot both unarmored scavs and PMCs in PACAs in the torso and have had to hit them three or four times, or just land a lucky headshot for a kill. Considering the quoted stats, it seems like the round should one or two shot lightly armored or unarmored targets, I'm not quite sure how reduced the damage and pen is out of the RSh
Fontaine Author
20% less damage and pen. I'll buff it to 10%
FiveF
This is normal, that PMC have AUG with load 42rds mag, but in Tactic Rig no have space for that + there are 30rds mags?
Fontaine Author
ye
windersvista
How should I make the exoskeleton :DUTY EXOSKELETON 's armor the same as 6B43? Now its Armor CLASS is unclassified, and its Armor Areas have no stomach.
windersvista
I was wondering if it was incompatible, so I tried to make this MOD compatible with realism. This is the item code of the exoskeleton. I found armor.ts in src\ballistics. It seems that exo's armorZone should be assigned "Stomach", but it is not. I don't know much about coding. Could you please give me an answer? Thank you very much.
Fontaine Author
Realism Mod: Creating & Installing Presets, Making New Weapons, Gear & Attachments Compatible.
windersvista
Thank you very much, very helpful
sheepy
I really appreciate the change to re-add food and meds to PMC inventories but uhh...
I've also seen a bot with 5 cans of Majaica so you might want to clamp and/or blacklist the food bots spawn with.
lajF
i ve had pmcs spawning with like 10 different keys that were very expensive
Fontaine Author
I never removed food or meds from PMCs in the first place. If your feedback is "I think there's too much food on PMCs" then please just say so. Also mention details like that you have looting bots compatibility enabled.
sheepy
Yes, my bad, I do have looting bots compatibility enabled. But version 0.14.4 did add "Old bot loot gen". Before that patch, PMC bots were spawning with no food at all for me. Forgive me for not clarifying. I don't mind it really, I do enjoy a sip of Superwater mid-raid.
Fontaine Author
Again please just state what the issue/feedback is in a straightforward way
sheepy
Okay, my bad.
The PMC bots spawn with too many food items. Some of the food items like Majaica aren't edible. I think 1 food and 1 water item would be better. But it's not a critical issue.