SPT Realism Mod 1.3.1

Please do not ask when mod authors will update their mods to v3.8.3. Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

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

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  • Version 1.3.1

    SPT Realism Mod v1.3.1 for SPT AKI 3.8.3

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

  • Version 1.3.0

    SPT Realism Mod v1.3.0 for SPT AKI 3.8.3

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

  • Version 1.2.2

    SPT Realism Mod v1.2.2 for SPT AKI 3.8.3

    Please follow the download link to see the full patch notes. Several fixes, new mechanics, rebalancing and tweaks.

  • Version 1.2.1

    SPT Realism Mod v1.2.1 for SPT AKI 3.8.1

    Please follow the download link to see the full patch notes. Some fixes, improvements to stance scroll wheel bind, and tweaks to TTK.

  • Version 1.2.0

    SPT Realism Mod v1.2.0 for SPT AKI 3.8.1

    Please follow the download link to see the full patch notes. Updated to 3.8.1, linux compatibility, added scroll wheel bind and multi-key bind options for stances, a few tweaks and fixes.

  • Version 1.1.2

    SPT Realism Mod v1.1.2 for SPT AKI 3.8.0

    Please follow the download link to see the full patch notes. This build has fixes, including for scav looting bots compatibility, and numerous tweaks and balance changes.

  • Version 1.1.1

    SPT Realism Mod v1.1.1 for SPT AKI 3.8.0

    Please follow the download link to see the full patch notes. This build has fixes for the fix for looting bots compatibility (was allowing looting bots compat option when loot changes were disabled which should not be possible), and being able to use multiple AR-15 style stocks.

  • Version 1.1.0

    SPT Realism Mod v1.1.0 for SPT AKI 3.8.0

    Please follow the download link to see the full patch notes. This release brings back bot loot progression, has important fixes, balance changes and some additional attachments and calibre conversion.

  • Version 1.0.1

    SPT Realism Mod v1.0.1 for SPT AKI 3.8.0

    Please follow the download link to see the full patch notes. This patch contains a number of fixes, balance changes and additional config options that were requested.


    Important Fixes:

    • Fixed player scavs spawning with invalid armor.
    • Fixed lack of headbob, camera aimpunch and tilting of player view when leaning. Also fixes the issue with using freelook while leaning.



  • Version 1.0.0

    SPT Realism Mod v1.0.0 for SPT AKI 3.8.0

    NOT compatible with earlier versions of SPT!

    I HIGHLY RECOMMEND STARTING WITH A NEW PROFILE TO AVOID POTENTIAL ISSUES!


    Realism Mod has finally reached version v1.0 with its update to EFT patch 14. The bulk of the features I had planned from the start are now implemented, as well as the features I had been waiting on BSG to implement like plates


    There are still many more ideas I have kicking around and a few things still need to be implemented, and there are possible new features for the future, but I now consider Realism mod to be close to "done" and feature complete as is.


    Thank you to everyone who has helped me along the way and supported me, everyone who provided feedback and bug reports, you've all been invaluable in the development of this mod. Here's a mod trailer to celebrate:




    Follow the download link to see the release notes with fixes, changes and new features.

  • Is there any possibilty to modify the hideout crafting recipes?

    For example, the CALOK-B recipe requires an existing used CALOK-B, but they are only single use now?

  • Thanks for making this mod and answering questions so quickly, I'm not sure if this is considered a bug or not since I just downloaded this recently - but are you suppose to spawn with 50 radiation literally before raid 1?


    I made a character and on the first raid I was already losing vision and constant coughing, and as far as I understand there's no way to cure radiation without completing a quest so I fear I may be stuck like this for a while. I reset my profile to try and clear it up, so this was on the very first raid of a new PMC.


    EDIT: After testing around a bit more it looks like Im spawning with: concussion, tremor and then im just picking up a series of bad effects very rapidly over time. Not sure if its related to having 50 radiation or if its a separate problem

  • I like the latest Hazard Zones update so much, but it would be cool if it were separated from medical changes.

    Personally, I don't like much the changes about healing, medkit and stimulants and I play with the setting off, but I like the additions of hazards that make the Tarkov experience much deeper.

    I hope one day it will be possible to have more customizable options for those two elements (medical changes and hazard elements) to better suit our game style.


    Anyway, thank you so much for your amazing work! You're making Tarkov a much better game and made me want to replay it after many years :)

    • Hazard zones aren't part of the medical changes just for the fun of it, If it were easy I would have done so already. What you're asking would unfortunately require me to double up my work load on hazard zones as I'd have to write an entirely separate health system just for it to actually do something to player with medical changes disabled, and it'd end up being very basic.

      Thumbs Up 1
  • AS BSG continue to update PVE AI behavior, maybe in the end only your mod can best distinguish SPT from PVE in gameplay.

    I play Tarkov for realism, and I play SPT for more realism.

    You did a great job!

    Thumbs Up 1
  • if you get to 30 radiation with scavs you can't cure it anymore and you're stuck with the constant obnoxious agonizing sounds of the scav coughing, i even tried to wipe the profile and all my scavs still have 40 radiation and keep making agonizing sounds all the time, i would suggest to maybe remove the agonizing sound at least when you're not that high on radiation poisoning (or since technically every scav is a different person reset the value for each newly generated scav) other than that everything is awesome

    • Don't wipe a profile, it makes way more sense to delete and make a new one. If you check and read the documentation you'll see that there's a Therapist quest to cure radiation for PMC and Scav. You won't cough if you have the pain relief status effect. The point is to nerf Scav by having radiation and toxicity carry over because otherwise it's just easy mode for free loot.

    • alright i didn't think that the radiation persistence for the scav was intentional, thanks for the clarification

      Thumbs Up 1
  • Hi mate, thanks for the mod loving it so far, just got off playing radiophobia 3 mod for og stalker and getting the same feel with this mod in conjuction with the other main mods.


    I had a question for you, I did look it up beforehand but came up with nothing conclusive. I thought I read somewhere that "PMC type changes" had to be turned off to work with SAIN and maybe SWAG?


    Could you just confirm if thats the case or not, currently have it turned on. Cheers mate.

    • Please check this mod page's note on SWAG, SWAG page also has updated information, it doesn't matter if it's turned on or off

    • cheers for clarfying mate, i take it this applies to SAIN aswell then?

      Thumbs Up 1
  • RSP-30 reactive signal cartridge reduces hand stamina. It should work like grenades. 1.2.2 - 1.3.1.

    Armors from air drop does not have any inserts - even BuiltInInserts - 1.2.2. in 1.3.1 work.

  • why does the olympus mod cause my arms to freak out when i aim or switch stance or swap weapons and cause my head to react crazily to recoil, and i havent been told anything,

    • maybe you should ask the author of the mod you are having issues with. "and i havent been told anything" don't know what this is supposed to mean

  • Hmm. I have some oddities with dangerous areas. A little earlier, I received radiation in the parking lot of the epicenter and inside the Terra group building at the epicenter location. And now I don't get radiation when I'm in these zones. Do I have a conflict of mods, or do any zones disappear at the end of the quest with the therapist when transferring gas analyzers?

    I checked the reserve, I'm still receiving radiation there as before.

    If as you progress through the game, the zones should disappear, then where should you get into the files to make the radiation zones permanent?

    Your mod is one of the best. :thumbup:

    • You're confusing radiation with toxicity, and yes they're dynamic

      Thumbs Up 1
  • So, outside of raid, medkits are not healing limb health, i use a CAR, Grizzly, etc, and gain 1 limb health, and the heal over time isn't any faster or more. Is this normal?

    I have no other mods that affect healing

    • Is it normal for the mod to not work how it is advertised to or supposed to? no

    • Any ideas as to why this would happen? It worked fine while using the mod before the most recent update, I haven't adjusted any configs of the mod either.

    • You could have easily changed a config option without realizing it, didn't update or install correctly, etc. If it's an issue only you are having then it's an issue on your end 9/10 times

  • Is this mod causing the Death Shadow mask to have a overlay over it?

    • Nah it's an SPT thing

    • Is there any way I can get rid of it? I wanna use the Shadow Mask but I can't see 😂

    • but the shadow mask is straight cringe

      Thumbs Up 1
    • :(

  • does anyone know or have a short guide on how to increase the amount a certain med has on Realism? for example, the ifak only being a 4/4 use is there a way to change that to say a 8/8 or something?

  • Quick question : can i use the crowbar to open none metallic doors ? or is the mod Prop's Backdoor Bandit (BB) being overridden to use only shotguns/explosives ?

    • You got the wrong mod entirely

    • my bad i didnt explain correctly, i installed Prop's Backdoor Bandit (BB) as per your recommendation and was wondering if your mod(realism) would overwrite any of its features.

    • nope

    • Thank you for you reply.

      Have a nice day

      Thumbs Up 1
  • Can someone confirm that high ready position settings aren't working? I'm really not fond of how weapons look too close to the face but changing settings of the normal stance does nothing. Pistols/low ready/short stock work fine on the other hand. Here's a screenshot with settings maxed out with no visible changes https://i.imgur.com/fRZnQOX.png If I press the active high ready shortcut with custom settings the animation bugs but doesn't stay at the set position.
    Also, mounting doesn't show the "bracing" ui anymore, stamina doesn't drain, if I click the mount shortcut a small animation plays but nothing happens. Kinda hard to keep track if you're mounting or not with a proper indicator.

    Edit: Just realized you need the med changes to have hazard zones enabled. I just wanted to play pretend stalker, never liked the med overhaul, it's too convoluted.

    • The med overhaul has absolutely nothing to do with stances. You fucked with your config and broke shit

    • I didn't say that.

    • It's not clear what you're saying, what's the purpose of stating you realized that you need med changes to use hazard zone? either way you've messed with your config or didn't install the mod correctly so not sure what support you're looking for in relation to stances.

  • Dear Fontaine

    I apologize in advance for inserting my two cents, but I would like to share my opinion with you about your already awesome mod).

    I recently accidentally thought about the tarkov damage system in general, after I died from two bullets in the leg, and wondered how realistic this system is. The thing is, it seems to me that the system of spreading damage to the rest of the body is overly exaggerated, correct me if I'm wrong. In real life a person would never be able to die from multiple hits to one limb (arm, leg) regardless of caliber, even from a large number of hits. At most it would become incapacitated. I realize that it would make the game easier, but perhaps it would be possible to apply to an incapacitated leg 2 points of surgical kit, and maybe even more, and maybe even make it impossible to restore the limb after a certain amount of damage or something like that. Since your mod makes the game as close to reality as possible, I was wondering if it is possible to change this aspect and how do you feel about it and what do you think about it?

    • Getting shot in the artery = death, legs have arteries. It's also a game in which there is no unconscious or incapacitated state, so compromises have to be made. It's also fine for balance, since it takes HP rounds or large caliber to two tap legs if shot in the thigh. The time to kill is already generous compared to milsim games like Ground Branch, ARMA, Squad, etc. which this mod is heavily influenced by, so I'm not really getting the complaints about TTK. Just don't get shot, that's the point at the end of the day.

      Thumbs Up 2
    • I agree, but if I'm not mistaken a person can die if they don't stop bleeding, and in tarkov we can stop bleeding. And about incapacitation, I meant the individual limb (when a limb has completely lost its hp), not the character as a whole. This is why, as I noted initially, I think the basic mechanics of spreading damage to the rest of the body when further hitting an already disabled limb seems exaggerated to me. And I have no reason to complain, it's just a kind of question and suggestion. I apologize for my English, it's not in perfect condition.

    • We do not have artery hitboxes, pelvic bone hitboxes, or femur hitboxes. So It is perfectly reasonable to die to leg shots; bots tanking leg shots would feel like shit, as would making them force prone every time they're shot just to be able to get back up and walk/run again. It's not something I'm going to argue or compromise on further than it has been in the past

  • Is this intended to occur even when medical and hazard zones are disabled in latest build?


    LOG:


    bot: sptusec lacks a mod slot pool for item: 60363c0c92ec1c31037959f5 item_equipment_facecover_gasmask_gp7


    It is happening a lot even with bot changes module disabled-


    I fear it will conflict with other mods because it touches inventories and is not disabling with other features in config

    • "is this error in the server console intended to occur", no it's not intentional

      Happy 1
  • Does any one know the exact stat changes for the stances? I feel like the Low Stance has a slightly faster walk speed? High Stance has faster and quicker sprint?


    Trying to determine if I want to bother using the stances, but need to know the exact changes in each stance to determine the appropriate use cases.

    • Patrol stance = fastest stamina regen and movement speed, then low ready, then high ready, then short-stock. If your weapon or player state allows high ready sprint, that will be fastest sprint acceleration and speed, If not, higher ready is actually a bit slower than low ready and patrol stance in that regard.

      Then on top of that there are differences in reload speed depending on weapon type, and ADS.

  • Thanks for the wonderful mod! It really helps to get a new experience from Tarkov and feel the game in a new way. But... can I ask a question? Why when I kill PMCs do they have no medicine at all? Only if they find it in the raid (I play with the looting and questing bots mod). Maybe this is a bug, but at the beginning of the raid, when I kill a group of PMCs, none of them have medicine in their pockets. It's not realistic

    • Except they do have meds, and any loot found on a PMC will always be marked FIR

    • I think there is a setting which makes PMC's put meds in their secure containers? Can't remember exactly which mod I saw that on though, sorry!

    • Here is my list of mods:

      SPT-"Realism",

      "DanW-SPTQuestingBots",

      "Skwizzy-NoDiscardLimit",

      "ExpandedTaskText",

      "DrakiaXYZ-LiveFleaPrices",

      "zrairaitheraichu-ammostats-3.1.1",

      "zSolarint-SAIN-ServerMod"


      I looked at the settings of all these mods and did not see that anything forced them to put medicine in a protected container. Nevertheless, they have it and are being treated. But when I kill them and loot them, I find nothing. Apparently they really do have it all in secure containers.



      However, the medicine that they find, they put in ordinary pockets or in bags. Apparently in all PMC presets they have medicine in protected containers

    • you went from saying they have no meds to saying they do have meds...how do you know they didn't spawn with those meds? I don't think you've read my comment...

  • is there any debuff when radiation is below 40?

    • yes

    • where can i find the specific description of debuffs for different level radiation ?

    • stamina, resource drain, speed, etc. should be fairly obvious comparing no redation to 40 radiation

  • first off, thank your for all your mods, theyre all hits, second i love the hazard zones and the fact you can get rid of them through quests is a great idea, now we just need a good storyline

    Heart 1
  • Great mod, especially love the ready stances. I have an issue though where no matter what ready stance I'm in, my character doesn't run with his gun in the air?

    • gun too heavy

    • Is there any way to change the weight limit for running with gun held high? Just think it looks cooler :)

    • nope

      Thumbs Up 1
  • In regards to the recoil angle stat, what exactly does the angle mean? Say I have a gun that has a recoil angle of 83, does that mean the vertical recoil will happen in a cone roughly +/- 7 degrees from straight up? Whereas a gun with something more like 89 would only deviate +/- 1 degree from straight vertical?

    • recoil angle the is the angle at which guns recoil

  • can I activate Pmc Difficulty and Boss Difficulty in the config with SAIN? it is compaticable?

    • those options are automatically disabled, if you're using SAIN it's not even relevant anyway

  • Are any drugs like Potassium Iodine going to be implemented? I'm using Consumables Galore right now but it would be cool to see them in the mod.


    Pro-tip: Anyone using this mod for radiation treatment, try to snag some Yadulin. Anyone whose played S.T.A.L.K.E.R. will know it'll increase your carry weight for a short while.

    • what, like AI-2?

    • Yeah, but pills instead of a medkit.

    • practically what difference does it make? if you go ahead and model, animate, and implement pills that do the exact same thing as the AI-2 I'll add them

  • thank you for the update, looking forward to seeing the healing of the radiation effect, been on my character for 2 days at 40 and feeling like a potato.

    Thumbs Up 1
  • Hii, I have a question for uninstalling. When I try to uninstall the mod, I delete the files from the folders. Then everything is seemingly back to normal. Everything except the energy and hydration values. Those are still 110 and 130. How can I get those back to normal? I only delet 3 files. Am I missing one file or what do I have to do?

    • read the config tool tips and mod page, use revert medical changes option or reset hp option and it should reset

    • Doesnt seem to work. I select med changes back to normal an health back to normal but hydration and energy wont change somehow

    • you can just edit the values in your profile file then

  • Hello I'm running into weird problem when I think that the weapon stats are not as they should be when recoil changes are on.

    In logs all looks fine. For example M4A1 has vertical recoil 133.6 when in files I can see it should have 80.

    It started to happen in 1.3

    • I'm talking about lower receiver only. Also I have problem with weapon mastery. The SKS and mechanic SKS masteries are different when they should be the same.

    • If you are having an issue that no one else is having then 9/10 times it's an issue on your end

    • Are the weapon templates from /db/templates/weapons used anywhere?

    • they're quite literally the stats for all the weapons in the game ^^

    • I mean I don't know why it's not working. I've debuged it every possible way, changed the order of loading, looked into mod.ts and how the mod is loaded, reinstalled mod, did clean install of the SPT and still stats are not loading correctly. Only Realism and SPT and still the issues is present. I don't know how it can be on my end. I go back with M4A1 Lower Recevier example as it should has "VerticalRecoil": 84, "HorizontalRecoil": 140 according to the files at my end it has 133.3 and 146.9.

  • After extensive testing, we have identified this mod causing major desync issue with one of our players specifically through fika. All actions (player/bot movement, shooting, etc.) is delayed for him between 0-6 seconds and is unplayable for him.

    This only happens with this mod is installed and issue is only for him. Has anyone experienced this? We are all running the same version.


    We love this mod, hoping to find a solution.

    • This is the SPT hub, not the Fika hub. If *one* of the people in your server is getting desync, that's highly likely to be user error

  • excited about next update now (always excited really) as I play with no save on death so def need a way to get radiation back down to zero. Can't wait to see what this quest is going to be, hoping its located in labs though.

    • quests for treatment at the moment just require certain items

    • gotta say these hazards are great. really mixes things up. thanks :thumbup:

      Heart 1
  • Is there a way to add gas masks from other mods to the list of functioning units for hazard zones? I couldn't really locate the files for adding a new mask. I have Painter and Artem traders and would really like to add more gas masks to diversify my hazard deterrent game. Any help is appreciated. I'm not a modder atm so Im limited to existed .json code copy/paste sorta stuff. <3 <3 <3

    • look at the examples.json or the patches for TGC

      Heart 1
    • I LOVE YOU! <3 <3 <3 :!: :!: :!: <3 <3 <3 :love: :love: :love:

      Thumbs Up 1
    • I'm gonna be honest, I couldn't figure it out at all. Moving TGC below realism added the desired stats to the masks but its weird it just cloned the gp-7 stats. I'm happy with it, but I spent like 5 or so hours trying to figure out how use the existing .json to make it work so I could edit the stats for each mask individually and I'm simply not at a level to understand why or if I didn't try enough different ways. Just thought I'd spill my piece since I enjoy your mod so much!

    • so looking at masks in Artem I see they have gas and radiation protection stats and I'm pretty sure I don't have a dl'd patch for Artem or anything,un;ess one came with Artem itself, so I don't think you have to patch his masks. honestly havn't tested though. Anyway good luck SPINExEATER. Always great when you figure out how to mod mods, untill they update and you end up copy pasta over your own changes, so e careful of that.

      Happy 1
    • TGC already has the patches, and should load before Realism as any other content mod should that isn't just reskins

      Thumbs Up 1