SPT Realism Mod 1.4.5

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

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

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  • Version 1.4.5

    SPT Realism Mod v1.4.5 for SPT 3.9.8

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

  • Version 1.4.4

    SPT Realism Mod v1.4.4 for SPT 3.9.5

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

  • Version 1.4.2

    SPT Realism Mod v1.4.2 for SPT 3.9.5

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

  • Version 1.4.1

    SPT Realism Mod v1.4.1 for SPT 3.9.4

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

  • Version 1.4.0

    SPT Realism Mod v1.4.0 for SPT 3.9.2

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

  • Version 1.3.1

    SPT Realism Mod v1.3.1 for SPT 3.8.3

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

  • Version 1.3.0

    SPT Realism Mod v1.3.0 for SPT 3.8.3

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

  • 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.

  • Support for this mod begins and ends where there is something wrong with this mod itself. I do not offer support if you did not test without other mods installed. I do not offer support if you didn't install the mod correctly. I do not offer general tech support. I do this for free, please respect my time.

    Be respectful, you are not entitled to my time, I do not owe you explanations or tutorials. Thank you for your attention.qegctjtalbprcbqegoalcv

    Heart 8 Happy 1 Thumbs Up 5 ? 1 Crying 1
    • Any ideas how to fix this, server launcher runs great until raid has ended then every list is just rows of red



      Scheduled event: 'spt-traders' failed to run successfully.

      Cannot read properties of undefined (reading '0')

      TypeError: Cannot read properties of undefined (reading '0')

      at RandomizeTraderAssort.randomizeStockHelper (E:\SinglePlayer Tarkov\user\mods\SPT-Realism\src\traders\traders.ts:648:68)

      at TraderRefresh.modifyTraderAssorts (E:\SinglePlayer Tarkov\user\mods\SPT-Realism\src\traders\traders.ts:913:37)

      at TraderRefresh.myResetExpiredTrader (E:\SinglePlayer Tarkov\user\mods\SPT-Realism\src\traders\traders.ts:879:40)

      at TraderAssortHelper.resetExpiredTrader (E:\SinglePlayer Tarkov\user\mods\SPT-Realism\src\mod.ts:193:38)

      at TraderController.update (C:\snapshot\src\controllers\TraderController.ts:103:41)

      at TraderCallbacks.onUpdate (C:\snapshot\src\callbacks\TraderCallbacks.ts:22:38)

      at App.update (C:\snapshot\src\utils\App.ts:71:44)

      ? 2
  • I've noticed that in the recent version (I think?), you see weapon durability quite a bit lower in general which I love. I have long thought of modding weapons you buy from the traders to have lower durability as well, slightly randomised according to their average period of manufacture. I have also contemplated, in conjunction with that change, a mod to 'craft' a repair of permanent durability loss, a very long and expensive craft. Weapon durability is a huge untapped resource to increase complexity in Tarkov, I believe. It could add a new dimension to Realism+PTT/Traveler playthroughs.

  • Is there no stance other low ready for the PKM?

    • I think that low ready is the only stance for the PKM because it's a weapon that has a high weight.

    • Yeah that's fair I also just forgor I could do the active aim XD

  • Im confused and maybe someone can explain it to me but how does this mod overhaul weapon modification

    • Or you can read the mod page

    • yeah must be wildly hard for you to not be a cock sucker but here we are

    • Reading is hard for you huh buddy?

  • Realism Mod: Unable to randomize stock for: 66326bfd46817c660d015155, has no _parent / item does not exist in db

    Realism Mod: Error Checking Player Profile: TypeError: Cannot read properties of undefined (reading '_parent')

    ? 1
    • не работает мод с трейдером Артем, ну так чтоб были в курсе)

      ? 1
    • у меня всё работает :)

  • 6JQwIoEany idea why the config realismmodconfig on the last update gets a trojan alert on Windows and gets deleted???

    • Obviously because I put a trojan in it, that's the only logical explanation thonking

    • lol got the issue fixed allowing the .exe on the carpet

  • Not sure if this is the right spot since it's a modded weapon but the issue happened after i updated to version 1.4.5 of Realism. The ACR jams / malfunctions after about 3 - 4 shots now when i disable the malfunction changes in the Settings the weapon work as it did before the update. Vanilla weapons seemed to work just fine. If this isn't an issue with Realism please just ignore it but then i kinda wouldn't know where to report this lol.

    • change the base malfunction chance of the gun

    • base malfunction chance is currently set to 0.1 what would you suggest i change it to?

    • look at the stats of the vanilla guns

  • is there an option to toggle so that i can always have my heavy weapon up e.g the pkp

  • Heck yessssssss

    Thumbs Up 1
  • After installing this mod, I run into this error in the SPT Console being spammed:



    Any1 else receive this error? Or know what it is?

    Thinking 1
    • Dude....have you read the pin message?

    • Was asking if any1 else got this error.. But seems this mod doesn't work in general... If support isn't provided then I guess I'm out of luck. Oh well... 🤷‍♂️

    • The mod works. Something either went wrong during installation or you have a confliction.

    • I have only downloaded the mods in the recommended section + live_flea_market prices mod. However, I have gotten past the error posted above, but now when I buy from the Flea market I get an error from the InventoryHelper and the server crashes. Maybe I will re-install everything

    • I would definitely do this, as I am using it with over 130+ mods and it's working just fine for me.

  • Is there a way to alter the amount of weapon inertia? I always found it annoying how weak my characters grip felt.

    • Proc animation strength

  • I'm the first to download the update hahahaha

    Thumbs Up 1 Thinking 1
  • I know there was another comment about this but toxicity is definitely bugged.
    Toxicity on my character jumped from less than 10 to 40 just by getting into a new raid, and it kept pushing to 53 during said raid even though i wasn't in any toxicity zone, and AI-2/stims don't bring it down. Now my toxicity is stuck at over 50 and i just cough blood all the time.

    You said the toxicity/radiation wasn't saved to the profile but to the account, so what file would i need to edit to change that ? I don't want to use up an Emergency Treatment quest just because of a bug..

    • "definitely a bug" no bug reports, no testing, no evidence


      Inb4 you have a toxic quest item and/or confusing rads with toxicity. If you do not have a quest item and can then reproduce the bug, let me know :thumbup:

    • What. That's a thing ? Where is that even mentioned ?

      Heart 1
    • It's not, it's a little easter egg/hidden feature. Most people figure it out from the context of the quest description, the item you're retrieving and the fact is was retrieved from a toxic zone, but it does catch some people out

      Thumbs Up 1
    • This happened to me on a particular quest and I too failed to read the context of the task beforehand. Upon eventually reading said task description it all made sense to me.

      Heart 1
    • I see, thanks for clearing it out, i'll be more cautious.

      Enjoying the new update too !

      Heart 1
  • Would like to see some strict limitations on repairing your weapon so that you encounter jams more often. Also so that you can't just ignore jamming mechanic with one click in repair menu.

    Ie you can only repair when your weapon falls below 80 percent


    Also using pmm ammo with both kedr and APB silenced pistol it's very forgiving. The pistol allows like 3 clips before it breaks down, kedr allows like 7.

    Which is plenty enough for weapons that aren't supposed to be primary anyway and are used for silent kills

    You get back to base and repair either with 1 click back to full

    ? 2
  • any chance we will get hazard zones without the med changes enabled in the future? Great mod btw

  • >Suppressors increase ROF for all weapons.


    eh just curious how does that work? I'd think it increases the chance of clipping the higher your ROF?

    • full auto SFX are static in EFT

  • If your gun is front heavy, will you still get the high ready speint speed bonus?

    • if the animation is playing, yes

  • W mans, any chance we will ever get tinnitus when shooting, and the black area from adrenaline to be blurred instead? pepelaughing

    • I might overhaul the visual effects for medical stuff, not sure if EFT has a blurred effect or not though. I already have tinnitus IRL so no way I'm adding it to the game

    • ripp, but sounds good

  • How would I go about including modded weapons to the preset loadouts that bots use when the "Bot Changes" setting is enabled ? Would it be hard ?

    • It's not currently supported and is very involved

    • Alright, thanks, here's hoping it will be available at some point ! c:

    • It's something I'm considering in the long term but will require a lot of work

      Thumbs Up 1
  • Sorry to be a bother, but I think I've come across a wee bug?


    On my zero-to-hero run I unfortunately stayed too long in a toxic zone and was afflicted with 30 toxicity. No matter how many Autmentins I gulped down, I could not heal myself and eventually decided my run was too irritating to play. So I reset it...


    And bam!, still 30 toxicity. I tried disabling Hazard Zones and booting the game, shutting it down again and then re-enabling it. Obviously wiping the account should reset the effect.


    Help? <X

    • Anyway, I found that other profiles are not infected (ha) so I made a brand new one. But, definitely a bug.

    • because the toxicity is associated with your account because it has to save that data somehow, and I don't modify profiles to avoid corruption. Also Augmentin is anti-biotics, not anti-toxicity...toxicity also passively goes down when not in a toxic zone

    • I left my dude overnight near factory gate (on Path to Tarkov) and he had not healed at all. Maybe there is some conflict with PTT.


      Unfortunately I was in no position to acquire more powerful meds, so it was pretty much kaput. I'm minding the toxicity much more now. Genius feature at any rate. <3

      Thumbs Up 1
    • There's no conflict with PTT, you're probably getting radiation confused with toxicity

    • I made sure to double check that, it was toxicity.


      My health is at 1:13. I had 3 rad poisoning as well but the toxicity would simply not go away. Maybe there is some condition that if any rad poisoning / then toxicity remains fixed?

  • I was just wondering if this mod is compatible with 3.9.8? I was getting errors trying to login, so I am assuming it is a me issue. Sorry if I'm not the first to ask this, and doubly sorry if it's a dumb question lol.

    • Newest version is compatible with 3.9.8

      Maybe you need to give more info on what mods you use and give example of errors.

      ? 1
    • No need to answer for me cosmic gamer. You're telling people to post errors in the comments, when errors should go in the support thread. You're also asking people to post errors without any consideration as to whether or not I will or am able to offer support for the particular issue.

      Thumbs Up 1
    • I am not telling people, I suggesting. That is different. I suggested an example of errors and not posting long error logs etc. I am trying to help too and also by that learn things or two about dealing with stuff and problems. In other comments it is like that. Author of a mod dont have exclusive right to answear as other people can help each other as it can be seen in other mod pages here. So I have problem to understand what is your issue on this. I never saw rule that would forbid people helping each other in comment and again I see this being common in other mods comment section :/ All I can feel that you for some personal reason want me to be expelled from commenting and interacting with fellow mod users. Please dont make me feel weird and feel bad for trying to help and also learn new things from fellow mod users.

    • I have simply asked you previously to stop posting misinfo or answering on my behalf as you are not being helpful, instead you are inserting yourself and spreading misinformation. Going out of your way to comment is not the same thing as genuinely having useful, accurate or helpful information. If anything that makes things worse for me and others. Any reasonable person would respect this, stop and move on.

      Thumbs Up 1
    • Hey Fontaine, I figured everything out, I didn't know I had to specify that your mod was the only one I was attempting to use at the time of my post. I ended up getting it working, and I can get with you offline if you care to know how, otherwise I just assumed you ignored my message because it clearly states for 9.8.5, and like a dumb ass I asked my dumb ass questions.


      Sorry to waste your time good sir!

  • Hi good day! First thanks for the mods is amazing!

    Is it possible to have the hazard zones without the medical changes?.

  • Hi, I really like your mod, thanks for your work. I have a question, how can I change the chance values to 0 items on merchants? I'm not satisfied that I played for 3 days for a few hours and could not once catch some specific items that would be difficult to find in a raid. I've seen a setting that overrides these limits, but it takes away a very interesting mechanic.

    • The point of the mechanic is to not camp traders for specific items and accept that some things aren't available. It is not possible to config the out of stock chance

  • OK I need help from anyone.

    Concerning hazard zones in Labs. not sure if I'm missing something.

    I tried all masks TGC and the vanilla ones, I even pre dosed myself with the cheese slice.

    seems like I can only spend what feels like 5 min in there and I get to like 70 biohazard. so labs visits are literally run and loot and avoid everyone because of the bio effects.

    So I just wanted to make sure this is intentional and there isn't something I missed, if anyone has any tips would be appreciated.

    Fontaine as always thanks, your a legend, and special mention to the IRL weapon handling mod that seems to compliment Realism quite nicely though I do majorly tweek it in config to make it more subtle.

    • You're doing something wrong, like not using a filter...

    • Oh my god... all this time. I thought the 25/25 was for the filter not the health of the mask. just loaded my first filter thanks for super quick reply Fontaine <3

    • vibecheck

  • Hi Fontaine, I was trying to make compat patches for some guns and found some issues that I'd hope to get some help.

    On Rexana's ACR there's a custom barrel, cloned from the ar15 260mm barrel (55d35ee94bdc2d61338b4568) but with a silencer and gas piston slot. When using realism, adding the silencer makes the gun sound bugged like in this video, with an extremely high fire rate. Same issue happens with some muzzle devices from Epic's All in One (DTK2 on an SKS, B&T Rotex-V on an Adar) that spawn incorrectly due to ALP I think. Do you have any idea on what's the cause of this and how to fix it? Is it an issue with item cloning/bad item property?


    Last one, do you know what's the cause of this bug on heavy weapons like the M107? Is it something we can fix with a compatibility patch? I thought it was just a collision problem and all the comments look like conjecture from people who (also) understand nothing about the game. Is it sway values?


    Any help would be appreciated, have a nice day.

    • The first issue you linked and the post you referenced is a month old and was resolved some time ago. If those custom attachments aren't set up correctly they might cause bugs. I tested and had 0 issues with the DTK-2. There are about 10 Rotex suppressors so I don't know which one you mean. Beyond that I can't help as they're not my mods

    • I'm aware the first issue was fixed, I simply used the video as visual example of the bug.
      About the DTK-2 and Rotex, you can slot a DTK-2 7.62x39 Muzzle (cloned from PP-19-01 "Vityaz" 9x19 muzzle brake-compensator) break on a SKS thread adapter making the SKS shoot in bursts without firing sounds, you can slot a B&T Rotex-V 5.56x45 Deflector (cloned from a Griffin Armament M4SD-K 5.56x45 suppressor, doesn't have a ModType on the realism patch) on a flash hider (USGI A2, ADAR 2-15) on ADAR and making it shoot burst fire with no firing sounds. Any pointers on what should be the proper setup to fix the ACR issue?

    • As I already said it's not reproducible on my end with the DTK. Are you trying to say it only happens on those guns or did you not test it on other guns? I've had 0 issues with getting weapons compatible, I can't offer support beyond the documentation provided. If a weapon was created and set up properly by the original author it should work fine

  • Have i to disable questing bot spawns in it config or it's automatic with realism? Because I see the compatibility but I'm confused

  • I dont understand why I am dying from two shots of bp in the arm or three shots warmageddon in the chest armor lvl 10. It doesnt seem balanced to me. I just want to know what the logic behind these things are. It doesnt seem very realistic to me.

    • You're probably the 100th person to come in here raging over a death and deciding something is wrong with the mod rather than whatever you're doing.

      It's not realistic for plates to not magically cover your entire chest and instead cover what they visually cover (except more generous) which means that rounds can miss the plate and hit you in the chest, so that "muh lvl 10 plates" don't mean you're automatically invulnerable to most ammo so that you can't fully compensate for skill issues with gear?

      Seems like you didn't even read the ballistics section of the mod description.

  • anyone has a weird thing wehre a weapon spins drastically if its a heavy weapon? I dont know where its coming from and this issue pops up in the console:


    [Exception] : NullReferenceException: Object reference not set to an instance of an object

    GClass1682.method_5 () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

    GClass1682.method_3 () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

    GClass1682.method_1 () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

    GClass1682.Update () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

    EFT.MagazineInHandsVisualController.Update () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class362:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    • I had it when I was on 3.9.4. It disappeared after I switched to 3.9.8

    • Still is there and updated SPT to the latest one. I dont know whats the cause but certain weapons spin wildly but i dont know if its due to weapons having very low af ergo plus negative balance

    • [Exception] : IndexOutOfRangeException: Index was outside the bounds of the array.

      FOVFix.IsAimingPatch.PatchPostfix (EFT.Player+FirearmController __instance, System.Boolean __result) (at <8d348753cdec4c43bc5df040c6f5946e>:0)

      (wrapper dynamic-method) EFT.Player+FirearmController.DMD<EFT.Player+FirearmController::get_IsAiming>(EFT.Player/FirearmController)

      (wrapper dynamic-method) EFT.Player+FirearmController.DMD<EFT.Player+FirearmController::get_AimingSensitivity>(EFT.Player/FirearmController)

      EFT.Player.GetRotationMultiplier () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.MovementContext.ApplyExternalSense (UnityEngine.Vector2 deltaRotation) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.MovementState.ClampRotation (UnityEngine.Vector3 deltaRotation) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      (wrapper dynamic-method) EFT.MovementState.DMD<EFT.MovementState::Rotate>(EFT.MovementState,UnityEngine.Vector2,bool)

      (wrapper dynamic-method) EFT.Player.DMD<EFT.Player::Rotate>(EFT.Player,UnityEngine.Vector2,bool)

      Class1475.TranslateAxes (System.Single[]& axes) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.PlayerOwner.TranslateAxes (System.Single[]& axes) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.GamePlayerOwner.TranslateAxes (System.Single[]& axes) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.InputSystem.InputNode.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.InputSystem.InputNodeAbstract.TranslateInput (System.Collections.Generic.List`1[T] commands, System.Single[]& axes, EFT.InputSystem.ECursorResult& shouldLockCursor) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.InputSystem.InputManager.method_3 (System.Collections.Generic.List`1[T] commandsList, System.Single[] axesList) (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.InputSystem.InputManager.method_2 () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      EFT.InputSystem.InputManager.Update () (at <a5b6eaefee6842aba73e4a77ea14a564>:0)

      UnityEngine.DebugLogHandler:LogException(Exception, Object)

      Class362:UnityEngine.ILogHandler.LogException(Exception, Object)

      UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    • That error isn't even to do with Realism mod, please don't post giant error logs in the comments

  • Hey brother,

    While having a mask on my PMC breathes constantly, been trying to find a way to turn it off without removing the rest of ballistics, no cigar. is there any way I can turn this off? I would like to use the CQCM on my raids but the breathing is a pain to listen to.

    Thank you in advance,

    Deezed

    • Just to add to this. Is there a way to disable the mask from covering my vision as well

    • Unfortunately if your PMC stops breathing, he dies. Consider the breathing audio and vision a tax for using the gimp mask. Removing the visuals requires modifying the png files for it

    • I have found some workarounds. I have never reverse engineered anything so it was fun I guess. I guess a general question about your mod interaction.

      If I have found a way to lower/disable the breathing noises. Will the AI still hear/use them as an auditorial que? or does it become globally disabled

    • Because correct me if I am wrong but you have added in the breathing right? Is it nowhere in the files? I am enjoying having a snoop around

    • I do not offer support for modifying files and such, you're on your own. The audio is part of the game

  • I got a quick question. Since I unfortunately dont have much modding knowledge I dont know how I can find item ID's for certain things that are added like for this mod's addition of XSAPI Ballistic Plates. I tried using the "ID" that was displayed on the SPT Profile editor but It seems the ID's that gives are completely wrong. So if its possible, could you perhaps inform me on what the ID for the XSAPI Ballistic Plates are?

    Thank You!