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.

  • On the 3.11 Update

    Hi guys. Life is busy ATM, so I have a lot less free time. This update is really disruptive so will take a lot of work. Amazing members of the community have already contributed, which is a great help. I can not say when I will be able to get back to work on this, but I can say that eventually Realism will be updated for 3.11. Just have a little faith and patience <3

    Heart 43 Thumbs Up 9 Crying 2
    • take all the time you need we appreciate you

      Heart 6
    • Thanks for all the effort you're putting in, luckily I'm very patient and Realism mod is very much worth the wait. I'm only sad that I missed out on the 3.10 SPT download so I'm stuck with 3.11 ;(

      Heart 3
    • You're doing good patience has always paid off.

      Heart 3
    • You're doing a great job and I know creating something good takes time. No pressure man.

      Heart 2
    • Very excited to see what’s new in 3.11 for realism.

      Hope you’re doing well and please take as much time as needed.

      A good chef never rushes his dish, and I’m sure you’re cooking up something special.

      Sending much love and energy <<<3

      Heart 3
  • It is quite possible that work is already underway on this, but it is better to talk about it anyway.


    What about Scavengers? I want to talk about their random characteristics. Yes, if I am not mistaken, then we currently have some semblance of this system in SPT RM, but only in the form of a difference in health points in the limbs, and that's it, if I am not mistaken. I would like something... More interesting, if this is possible in general.

    Is it possible to implement such a system, in which the Scav will have not only random equipment with items, but also a random health state? This will concern the health state in general, and specifically the number of health points in the limbs, and some can be completely knocked out, with the exception of vital elements of the body, such as the head, chest and stomach (although one could think about the stomach...); Status effects that will initially be on the Scav, that is, slight bleeding, concussion (maybe a hangover after another free day?), a fracture of some limb (then the Scavs' complaint that all their ribs were broken will sparkle with new colors), tremor, and so on; This can also apply to the food and water indicators, which can be completely at zero. And so on.

    In general, the essence is simple: to make the game for the Scav much less predictable and difficult, and even immersive, simulating the fact that the Scav managed to live before falling under your control. And maybe even be safe and sound.

    By the way, the reputation with the Fencer can, among other things, affect the condition of your marauder. The lower the reputation - the more often you will get a battered ragamuffin. The better your reputation, the greater the chance that you will have a well-fed, healthy bandit ready to instill terror in all PMCs.

  • Hey, Fontaine! How are you? It's been a while since I heard from you.

    I was recently re-watching the "EFT Development Diary" and the annual reports to boot, and I noticed something there that we don't have in the game now, but could be implemented, and that could fit your SPT RM.


    1. In one of the latest patches, we had, so to speak, the first iteration of the lighting system at Customs, which is implemented in the form of switches here and there, including switches in some places. Is it possible for you to work with this somehow, and try to add this system to locations, or at least try to play around with it at Customs. For example, try to implement... A switch on one of the panels or substations that will turn off/on the light, for example, in the territory of the dormitory buildings, or affect the operation of lampposts. I doubt that this is possible to do, but this is more like a question that interests me. You never know.


    2. I don't remember if you implemented this in your mod, so I'll tell you. Is it possible to somehow use the parameters of the character's body temperature and blood pressure, which are now more for show in the game? It would be interesting to see how this can be implemented in "Realism Mode".


    3. Stress factor. A peculiar thing, but still. It works for bots, so to speak. And what about us? That is, the player, his character. So that he himself, when receiving injuries, explosions very close, concussion, something like that, could sometimes give out phrases that will correspond to the situation. It sounds quite complicated, so I doubt that this will be implemented in this mod. However, it is worth noting.


    4. A more detailed implementation of glasses in the game. In general, their functionality in the mod is somewhat more interesting, considering the fact that many options have added durability. And what about trying to implement filters for different options of tactical glasses? Actually, besides the filters, each will have its own effect, besides greater resistance to the flash of the flash grenade. It would be pretty nice to see something like that in your SPTRM, Fontaine.

    Heart 1
  • This is one of the top mods!! I am waiting update!!

  • Do you mind publishing a subsection of guides for the questline you've added for 3.10.5? It's kinda hard making out where the positions of these quest items just solely on task description as it's kind of vague (e.g. Safety Technician 2)

    Thumbs Up 1
    • Use Dynamic Maps mod and toggle on quest markers.

    • Too bad Dynamic Maps skipped 3.10.5 and just hopped on to 3.11. Sadly can't use this method.

  • Hi, i am and my friend play with your mod on spt 3.10.5 version and we all love it so much, but i have question - can i somehow redact hp heal when using CMS\Surv? I think standart 0.95\tick is kinda slow

  • Hi ! Im using Realism on 3.10 its pretty cool mod imo.

    Just want to ask is the vanilla weapon position overwritten by realism stances or is there a way to get it back?

    Im having a hard time aiming scopes with the default realism stance. i mean the stance that has no config if that makes sense.

    Thanks!

    • Yeah in the stances config, bepinex

  • hello, you are going to add any new features for 3.11 or its only going to be a compatibility update ?

    • Focus is purely to get it updated first

      Heart 2
  • Hi, there's something I've been wanting to ask about the realism mod, but I don't quite know how else to reach you, so I'm typing it here.

    First, I'd like to say thank you so much for this mod. This really feels like what Escape From Tarkov originally aspired to be, and what it could have been if it had not reached a wider audience.

    Second, do you have any plans to implement blood pressure, and if so, would you mind sharing what your idea for blood pressure is? Just like toxification, radiation exposure, and temperature, it's been sitting in the health panel UI ever since the game launched in beta, and for 8 years, nothing with it has been done (at least in the base game). Since the realism mod has already given use to toxification and radiation exposure, I was wondering if you had any plans to do the same for temperature, and more importantly, blood pressure.

    • Not sure what to do with BP tbh. Maybe in the future it will be sort of like blood volume, and if you loose too much blood you die. However that sort of feels like stacking more debuffs on top of existing debuffs.

      Temperature I have considered implementing before, I'll see :)

    • To me it seems like Realism's health system already implements an implicit blood system: it's so hard to regain HP in realism that, in effect, it seems like hp already just == blood.

    • that's a good point adishee, it would be sort-of redundant without changes to the rest of the system

  • Brilliant Mod, I'm on 3.9.8 just a quick question. Does plate coverage differentiate on size or does it more or less go off the screenshots? I imagine its slightly different with some russian plates that have diamond shape but just curious is all.

    • I can't remember exactly for 3.9.8, but if it's after BSG homogenized plates then western and eastern plates will have the same coverage. Haven't figured out how to modify plate positioning and shape

  • Noticed an issue with Augmentin when med changes are disabled and food/stim changes are enabled. Augmentin shares effects with milk including a chance to give the player unknown toxin. It also doesn't have its regular immunity boosting effect. Might be an issue with regular EFT, but not sure. I think it may be due to the fact that Augmentin's stimulator buffs are from milk, but no idea how to fix.

    • Edit: I was able to resolve this on my end just took some tweaking in the Realism ts/ json files

    • can you tell me what the issue/fix was?

    • The below pic is what my Augmentin looked like - the fix was I basically added everything for Augmentin into the food changes. So I added buff_augmentin to buffs_food.json, augmentin to food_items.json and added the appropriate lines under loadFood() in meds.ts to add the correct effects when food changes are enabled -pretty much exactly what you have under loadMeds() for augmentin. Not sure if all of that is necessary to correct the issue but it worked for me.


      image.png?ex=68361aca&is=6834c94a&hm=207975bd1120d0aabac9393b1071a2438f97a682f1c6dbf674f5d280ffda5353&

    • Thanks. Seems like BSG reuses the same buff between milk and Augmentin :D

      Happy 1
  • After downloading realism mod, all the bots spawn without body armor for some reason. They sometimes spawn with helmets but never with body armor, or sometimes even naked just with a gun. I disabled almost everything in the realism config, just left the movement things, comfort and bot progression, so their loadouts dont look so stupid. Any idea what might be wrong? i also get "Realism Mod: Failed To Find Custom Preset For Bot marksman. Using default." error in the logs.

  • I'm not sure if it's a conflicting mod, however when in Labs, toxication is everywhere, and i didnt complete any tasks or set my computer zone to halloween to make anything map-wide, but it doesn't matter even if i take the highest rated toxin gas mask with the 2 stims against toxication and the AI-2 medkit it's literally impossible to survive,


    All i can do is pop a regen stim to survive, but i wont have any stamina as i cant consume food due to exposure.


    i carried both the Gas Analyzer and Geiger Counter in my special slots to check it out but looks like Toxication is everywhere while radiation only at specific spots, after dying, i used free cam to check everywhere out but my Gas Analyzer kept on going anywhere on the map.


    So i'm not sure if you intended labs to be only accesible after achieving very high stats to be able to live, because going there is pointless

    Thinking 1
    • turns out there was in fact a conflicting mod since the gas masks now function

  • I'm a little confused about the handling and stability stats. I can see that some attachments affect it, but where is the total shown? Thanks Fontaine <3

  • This mod is the only reason I continue to play any version of Tarkov. Thank you for the amazing work Fontaine!

    Heart 1 Thumbs Up 1
  • Its crazy how vital this mod is to such a large majority of the community. Consistently every update you do work that makes the game more enjoyable for thousands of people. If you ever decide to move into game development I hope you'd let us know.

    Heart 1
  • I'm eagerly waiting to the update. Love your project, this mod is EXACTLY what I wanted from Tarkov when I bought it (as soon as starts pre order). Thanks for the mod.

    Heart 1
  • Hello Fontaine, I noticed while using the freecam mod, that the second weapon is not visible on the character. Thank you and have a nice day. Keep up the good work !

  • Fontaine, hello again! I was thinking about Tarkov, playing BSG PVE (It's not that bad), and somehow I started thinking about fragmentation grenades. Here they are... I don't know. They work, but it's as if they should be more deadly, or at least cause more injuries with their explosive effect, which is inherent in them. The game has a parameter for grenade fragments, but it doesn't look like its description. There are clearly fragments, yes, it almost strikes me from time to time. However, there are definitely fewer of them than the description of the grenade says, and in fact the high-explosive effect works at very close range, very close to fatal. I remember Tarkov from the early Alpha, where the F1 grenade was a really formidable doomsday weapon that could kill not only the enemy, but also oneself, even from a distance (we do not take into account that then the grenade throw was much weaker than then).

    That's when, yes, grenades were really very effective against manpower, and you yourself tried to stay hidden when throwing a grenade.
    By the way, to my surprise, one of the most interesting implementations of fragmentation grenades is in STALKER: Dead Air, where you feel the impact of the fragments as much as possible, trying to squeeze into a corner so as not to get hit by a fragment that did not kill, but inflicted rather unpleasant wounds, and the enemies there were also effectively repelled by a grenade.

    TO THE ESSENCE OF THE MESSAGE!
    Fontaine, is it possible to make more grenades in the SPT Realism mod... Realistic? Actually, make as many fragments out of a grenade as there should be, and which will cause damage, and in a confined space, grenades will be deadly because of the same fragments (it would be really cool if windows were blown out in a room due to the shock wave, which sometimes happens in IRL)
    I do not know the subtleties, perhaps when "REALISTIC" grenades explode, there will be a drawdown of frames due to the large number of small objects that also create their own particles when they collide with an object.
    In general, is it possible to implement this in your modification? It would be nice to see really dangerous grenades in fashion about realism.

    Thumbs Up 1
    • I'm not sure about newer versions of the game, but I remember seeing an analasys video for version 12 or maybe 13 where the grenades do have accurate fragmentation, but since they basically shoot out of the center at random angles, instead of a cone as most games do, a lot of fragments will just hit directly into the ground. While kinda annoying, it is more realistic than a cone.
      An additional idea for more realistic grenades, if at all possible, would be making the explosions more deadly in inclosed spaces. A grenade in an open field won't be as powerful in regards to pressure since it isn't confined, but would be catastrophic in a room.

      Thumbs Up 1
  • thanks for a great mod! is there anywhere in the mod files i can tweak/turn down the rates at which toxicity and radiation are accumulated?

    • it's not user configurable

  • I'm not asking what or when exactly, but I'm curious if it's likely there will be a 3.11 update or is it likely to take long enough to aim for a later update? Amazing work as always and I'm very excited to play a good verson of Tarkov again

    Heart 4
    • 3.11 is now LTS, so I will update for 3.11 when I have the time. Life is busy atm

      Heart 8 Thumbs Up 2
    • Wanted to ask the same thing.

      Really hope you’re getting along well and you can find the time.

      Love this mod too much to live without it, can’t wait to have it updated. Much love.

      Heart 2
    • :(

  • is there a way to disable the dynamic loot generation. I use ptt so i have to keep playing certian maps to get to other maps. so reserve for example, has no loose loot on it even with a loot multiplier of 15.00 using svm

  • Does anyone know if this is working with 3.11? There are still a couple 3.10 mods that work with the 3.11, just curious if this is one of them.

    • Try it and see.

    • needs major updating

      Heart 2
    • Thank you for answering. Thanks Fontaine. If anyone knows it would be you.

      Thumbs Up 2
  • Am I blind or is there no "Revert Med Changes" option in the config? I can't seem to find it.

    • Yes you are blind

      Happy 4
    • Are we talking about the f12 menu? I have looked over every item 3 times now and I can say with 110% certainty there is no "Revert Med Changes" option.

    • Realism has a standalone config exe located in user/mods/Realism. It's in there.

      Thumbs Up 1
    • Gotcha, my apologies! Thanks!

      Thumbs Up 1
  • Will The recoil portion of this mod go back to it's own stand-alone mod? Honestly that's the only thing I use most from the whole realism bundle.

    • honestly would love just the recoil too. i loved the entire mod but the recoil changes were amazing.

    • Give me 10k euro and I'll consider it

      Crying 1 Heart 1 Thumbs Up 1
    • Same

  • Hey Fontaine! What's the purpose of the gas and fog event? Is there any goal on the map we must achieve? From what I've found from the scripts it's related to the quest line you've added, but I've probably missed it's description. Thank you.

    • the event itself doesn't have obectives, but its occurence is tied to the quest chain

  • is there a way to turn of the "dynamic loot" feature?

  • 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!

    • Thank so much for proper reply. Appreciate!

    • There are very few bullets that can kill you in two shots, very very few

    • During my 8 month stint in Afghanistan '07-'08, myself and a fellow comrade received injuries whilst out on a patrol looking for IED's - I essentially got swiss cheesed with many pieces of shrapnel on most of my body, mainly in my legs and upper torso, but it wasn't too bad overall, whilst my comrade took 3 life-altering bullet wounds to his leg. Without life-saving medical care he would not be alive due to amount of blood loss and trauma he sustained. Thankfully he is still around, he is a tough little bastard I'll give him that. Sgt. Stephen Turner


      Even a single bullet can have devastating results if the victim of that bullet is hit in the right (vital) place (e.g in the head, neck, chest etc..), but what's even more miraculously astonishing is that people have survived being shot 10+ or 15+ times! The human body never ceases to amaze when it comes to trauma.

      Thumbs Up 3
  • 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 2
    • Came back to SPT recently as well and missed out on 3.10 download. Pains to wait but its worth it...

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

    Heart 1