SPT Realism Mod 1.4.5
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- SPT 3.9
- Fontaine
- 341k Downloads
- 4.6k Comments
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Do you want an EFT experience that's as realistic as the game can be? Then this mod is for you!
This mod is built around realism: armor and ammo will perform as close to how they would in real life as possible in EFT, large calibre rifle rounds will drop you very quickly while pistol rounds are far less lethal, guns act like guns and don't need attachments to be usable, and much more!
At a Glance This Mod Features:
- Complete Overhaul of Ballistics with Armor Hitboxes
- Complete Rework and Overhaul of Weapon Recoil and the Attachment System
- Combat Stances: High Ready, Low Ready, Point-Shooting/Active Aiming, Short-Stocking, Alternative Pistol Position, Muzzle Striking + Bayonets.
- Bots Level Up with the Player, Getting Better Gear and Harder Difficulty, Bot Loadouts Changing With Map and Time of Day
- More Fluid Player Movement, but Still Hardcore Weight Penalties
- Medical Item Overhaul: You Can No Longer Restore HP Directly with Medkits and Getting Shot now Sucks, a Lot! (optional)
- Dynamic Traders and Tiered Fleamarket Unlock.
- Highly Configurable with Config App and the In-Game Config Menu.
- With a *Lot* More Features and More to Come.
If you wish to support me and my work you can buy me a coffee.
Can be disabled via config.
Recoil Overhaul:
Recoil has been completely overhauled to be more realistic and feel more punchy. Like in most traditional FPS games, recoil will keep climbing, requiring constant mouse input to counter it, which makes it more skill-based than the base EFT system, but without guns climbing to the ceiling. Pistols recoil like pistols without the player camera following the muzzle, stocked guns recoil into the shoulder instead of forwards like in EFT's base recoil system. All weapons are balanced to behave how you'd expect while still ensuring all of them are useable.
Attachment Overhaul:
The attachment modding system has been completely overhauled to be more balanced, interesting, and realistic. The meta from base EFT is effectively gone, and base weapons are much more usable.
The goal was to make many different builds viable and unique, while still having some attachments that are objectively better than others in a semi-tiered system. At the same time, the best mod-in-slot will depend on the weapon and build you are going for, so far more weapon mods have a place. New attachment stats helps facilitate this.
The following new attachment stats have been added and changes to existing stats made:
- Dispersion: the amount of overall spread, or the size of the recoil pattern.
- Camera Recoil: the degree to which the player camera recoils.
- Recoil Angle: the direction the vertical recoil takes.
- Flatness: makes the gun shoot more flat, more snappy, less overall muzzle climb and dispersion.
- Vertical And Horizontal Recoil: V and H recoil have been separated, now weapon mods can affect each independently. Note: H recoil in EFT is actually the recoil coming back towards the player, dispersion is closer to a horizontal recoil stat.
- Rate of Fire: Full auto and semi auto rate of fire can be affected by weapon mods.
- Ergonomics: Ergonomics in EFT influences both ADS speed and arm stamina drain. I have modified it slightly so that the lower the weapon ergo compared to base value, the more arm stamina drain there is.
- Aim Speed: changes to the aimspeed of the weapon independent of ergonomics. If a scope has an Aim Speed stat, it only applies when aiming with that specific scope.
- Reload Speed: changes the speed of the the part of the reload animation that uses the magazine. Also affects 'check ammo' speed.
- Chamber Speed: changes the speed of chambering rounds during the reload animation, manually ejecting rounds, fixing malfunctions, checking the chamber, and the pump/bolt action reload animation.
- Malfunction Fix Speed: changes the speed of the malfunction fixing animations.
- Bonuses: some weapon mods give bonus stats in certain contexts, it will state this in its description. More on this later.
- Accuracy: the tldr is that BSG's way of calculating MOA is incorrect, the real MOA is double that. So I made it so the true MOA is displayed. Accuracy stat affects shotgun pellet spread.
New attachment and weapon stat mechanics:
Attachments can now have contextual bonuses, detriments, or don't apply their stats under different circumstances. For now there is no UI indication for these stat changes, in future versions it will be in the attachment's description. The following conditional stat changes are in the current version, with more to come in the future:
- Boosters: some muzzle devices can raise the rate of fire of short barrelled rifles. At the moment, short AKs get this bonus. It will ONLY apply to short AKs. Suppressors increase ROF for all weapons.
- Buffer Tubes: buffer tubes have various stats, from rate of fire to different recoil stats. These stats will only apply if the weapon it is attachment to uses buffer weights and springs (M4, 416, STM, SR-25, etc.).
- Stock Adapters: stock adapters will change the recoil profile of weapon, depending if it raises or lowers the stock from being in line with the barrel. These stats only apply if a stock is present. For adapters that also take pistol-grips (like those for shotguns), the weapon will receive a bonus reduction to recoil and an increase to ergo.
- Hydraulic Buffers: hydraulic buffers will only change weapon stats if the weapon is a shotgun or sniper rifle.
- Muzzle Adapters: compensators, brakes and flashiders lose their stats if a suppressor is attachment to them, preventing suppressor and muzzle stats from stacking.
- Stocks: if a stock does not have shoulder contact, or it is folded, the weapon will get a dramatic reduction to ergo and accuracy, and increase to recoil. Additionally, stocks do not apply any of their stats to the weapon if the stock is folded, and the weight of the stock is shifted to the centre when calculating balance.
- Rail Adapters: rail adapters that allow the mounting of foregrips lose their negative ergo stat if a grip is attachment to them.
- Pump Grips: foregrips that can take a foregrip will get a bonus to pump speed if it's attached.
Attachments with these special behaviours will have text in their description stating what they are and what they do.
Balance and Weight:
Weight will reduce ergonomics as well as all recoil stats except for recoil angle.
Balance is how front or rear heavy the gun is. Front balance is represented by a negative number. Depending on the weapon layout, weapon mods will add to rear/front balance differently (e.g bullpup's magazine contributes to rearward balance, for normal rifles it makes no difference to balance).
You're not going to have a fast build if your gun is heavy and badly balanced regardless of the ergo stat. Having said that, high ergo parts that aren't heavy will compensate for weight and poor balance to some extent. A stock gun is going to have higher ergo than a fully kitted out build that's 2kg heavier outfitted with lots of attachments.
These factors also affect the amount of aim sway, aim inertia, and arm stamina drain. Weapons without a stock or a folded one have increased sway and aim inertia, and due to the shift in balance and decreased ergo, it will increase arm stamina drain too. It is recommended to play with the "hold breath" keybind disabled.
Front balance reduces the following stats:
- Ergonomics
- Vertical Recoil
- Dispersion
- Recoil Damping (vertical bounce)
- Reload Speed
- Fix Speed
- Aim Walk Speed
- ADS Speed
Front balance increases the following stats:
- Horizontal Recoil
- Camera Recoil
- Hand Recoil Damping (rearward bounce)
- Recoil Angle
Rearward balance has the inverse effect.
Attachment balance, and how weight and balance affects weapon stats, are not final. It will take many iterations to get everything right. There may be additional stats and mechanics in the future.
Extended Stock Slots:
K4A's Extended Stock Slots mod is now built into Realism. It makes it so most buffer tubes have 4 slots that can take the stock I've added an additional feature where the closer in the stock is, the more ergo but less recoil reduction you get, and the further out the opposite. It can be enabled in the in-game config (hit F12).
Better Stat Calculation:
At the core of the new attachment system is making weapon mods reduce the current recoil of a weapon, instead of the base recoil which is how EFT does it. This means stacking weapon attachments is way more balanced as you get diminishing returns. This makes weapons with fewer slots less disadvantaged, and getting the best stats for your build isn't a matter of just dumping parts in as many slots as possible. This effectively removes the idea of meta builds.
Multi-Caliber Weapons:
Mechanic sells several barrels that can be used to convert certain weapons to different calibers: MCX from .300 BLK to 5.56, VPO-215 from .366 TKM to 7.62x39, SKS from 7.62x39 to .366 TKM, SIG Spear from 6.8 to 7.62x51, MDR from 5.56 to .300 BLK.
Be very careful what ammo you put in your gun, the game will no longer stop you chambering the a .366 TKM round in a 7.62x39 chambered weapon etc. The wrong ammo in the wrong gun could result in a malfunction, or much worse...
Reload Overhaul:
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Reload Speed:
Magazines have a reload speed stat that effects only the part of the reload animation that they are used in. So if you reload from a slow mag to a fast mag, only half of the reload will be slow. The weight of the magazine (and the rounds in it) also reduces reload speed, while the weight, balance and ergo of the weapon changes the base reload speed. The Reload skill now also increases the check ammo speed. The base speed for checking ammo is now faster.
Chamber Speed:
Chamber speed affects the speed of chambering rounds during the reload animation, manually ejecting rounds, fixing malfunctions, checking the chamber, and the pump/bolt action reload animation. The base speed for all these things is now faster. The troubleshooting skill now increases the speed of using a pump/bolt action, ejecting rounds, chambering rounds, checking chamber as well as fixing malfunctions. Shotgun "handguards"/pump grips chamber speed increases the speed of the pump animation. Adding a foregrip to pump grips increases the pump speed by about 15% as of writing this.
Shotgun Pump Animation:
By default, all shotguns now use Mastery 2 reload animations. These animations are MUCH better than Mastery 1, and make pump actions actually usable. You can still level up Mastery to lvl 3 for even better animations. You can disable this change with the in-game config (press F12).
Stances:
If ADS is blocked by face shields or NVGs, you will go into a "Active Aiming" stance. Recoil will be reduced compared to "hipfire" and move speed won't be reduced as much as ADS. It can also be activated at any time via a keybind (set in the in-game config).
There are High and Low Ready and Short-Stocking stances. Use the in-game config (F12) to set the keybinds for them. These stances will boost arm stamina regen (high ready the fastest, short-stocking the slowest). Sprinting from high ready gives a boost to acceleration and speed, low ready gives a boost to acceleration, short-stocking gives a debuff to acceleration. Arm stamina will now bottom out at 1 and won't start draining regular stamina.
There is a config option to make not being in a stance drain arm stamina, it's disabled by default for now but it is intended to be used with these mechanics.
Mounting and Bracing Mechanic:
If the player's weapon is next to cover, they will be put into a Bracing state. This applies a bonus to recoil and weapon sway, and will pause arm stamina loss. Bracing bonuses will increase gradually over time from 0. If the player is aiming and bracing, they can press a keybind to Mount the cover. The weapon will be locked to the cover point with limited rotation, with a significant buff to recoil and sway and will have stamina regeneration.
Text in the bottom right will notify the player if they are bracing or mounting.
Leaning, using WASD, un-aiming etc. will cancel mounting.
Faceshield Overhaul:
Faceshields will now block ADS, unless the weapon does not have a stock, or the stock does not have shoulder contact, or that specific weapon/stock/faceshield allows it. Faceshields that allow ADS will have text in their description saying so. You will automatically go into "Active Aiming" instead.
This feature can be disabled in the config.
Comfort And Other Gear Mechanics:
Comfort Mechanic:
Abandoned EFT feature where gear has a comfort value, which reduces the weight of items contained inside. This includes armor plates in rigs and vests, or NVGs mounted to helmets. The comfort stat does not reduce the weight of the item itself (bag, rig) but only the items it contains. The stat is displayed in-game like the others.
Player Weight:
Recoil, aim speed, sway and weapon inertia are affected by total player weight (as modified by comfort stat). Horizontal, vertical and camera recoil is reduced by player weight while dispersion is increased.
Reload Speed:
Gear has a reload speed stat which affects the part of the reload animation where the player removes the magazine from the tac rig.
Deafening Mechanic:
Shooting will deafen the player and cause tunnel vision, depending on the calibre, barrel length, muzzle device (loudness stat), weapon type (bullpups are louder to the shooter), and ammo (velocity). Headsets will reduce or eliminate the deafening effect depending on their dB rating. Bot's shooting and explosions will also trigger this mechanic. All headsets now have the same gain which can be turned up or down in real-time with the config. They also reduce their gain when there's shooting/explosions, the amount can be set in the config. Can be disabled or tweaked in the in-game config.
Note: this was not tested with Binaural Audio!
Can be disabled via config.
Hit Boxes:
Screenshots showing armor plate coverage
Armor plate hit boxes have been reduced in size to more closely match how they were when first implemented. Plates do not cover parts of the shoulders and armpit anymore. The torso is now divided up into smaller zones that modify incoming damage, modelled after an ISPC target. A-zone in the center of the chest does increased damage, C zone does normal damage, D zone around the sides and shoulder of the torso does reduced damage. There is also a spine and heart hitbox that will be an instant kill. Shots may also do increased or reduced damage if it hits upper or lower arm/leg, and different parts of the head.
Armor Overview:
Durability loss and blunt damage has been completely rewritten from scratch and armor penetration reworked. Real-world properties like momentum and kinetic energy are taken into account for these calculations, and new mechanics have been added. Armor and ammo have been completely rebalanced to behave as close to expected real-world performance as possible.
Helmets:
Most helmets can't stop rifle rounds with few exceptions, and most can be penetrated by AP pistol ammo. Even if a round doesn't penetrate it will cause a lot of blunt damage so they won't take magdumps of pistol rounds either, so head shots are viable with almost any ammo. This rewards skill as even the shittiest of ammo is viable if you land head shots. SLAAP, Vulkan or a fully kitted-out Bastion can still stop rifle rounds. There's a config option to buff helmets.
Spalling:
Some armor can spall, this means the round fragments after impacting the armor if it fails to penetrate, and the damage has a chance to spread across to the limbs and head. How many body parts are hit, if any, is base on random chance. The amount of damage received is reduced by the armor's spalling damage reduction stat. If the armor has arm, groin or neck protection, spalling damage is reduced to those areas.
New stats are displayed in-game, like armor blunt damage reduction, spalling capability and spall reduction:
Durability Loss and Blunt Damage:
Blunt damage and armor damage is now based on the momentum of the round rather than arbitrary stats like penetration. Pistol rounds will generally do much less blunt damage, while slugs and a rifle round like M80 will do far more blunt and armor damage. What this means for gameplay is that rounds like slugs which have low penetration but high momentum will do lots of blunt damage to even high level armor, while pistol rounds will require a lot more rounds to do any damage through rifle-rated armor (aim for heads, gapes in the armor or legs if they're wearing rifle-rated plates). Penetration and armor level are far less important when it comes to armor damage and blunt damage.
Penetration:
Steel armor ignores durability when it comes to penetration. Steel with 0 durability acts the same as if it had 100 for penetration. Titan armor has reduced importance of durability. However both Titan and Steel get rapidly increasing spalling damage as durability gets lower.
Disarm And Knockdown Mechanic:
- Bots and the player will be forced to prone if they're shot in the leg or head based on random chance modified by the round's energy, and if they were shot in the calf (higher chance). Can be disabled entirely, or enabled for player too.
- The player can have their gun shot out of their hands if shot in the arm based on random chance modified by the round's energy, and if they were shot in the forearm (higher chance). Arm armor reduces the chance if they are shot in it. Can be disabled entirely, or enabled for bots too with the risk of them bugging out.
Armor Durability And Class Carts:
Armor Material | Real Life Material | Relative Durability |
Armored Steel | Steel plates, almost indestructible but have a lot of potential spall damage. | Very High |
Titan | Titanium armor, more destructible than steel and often relies on soft armor underneath to catch rounds that penetrate. | High |
UHWMPE | Dense Polyethylene . Decent durability, light weight but higher blunt damage. | High |
Combined Materials | Combination of UHWMPE and Ceramic, also used to represent some rare materials. Best of both worlds. | Medium-High |
Ceramic | Low durability, low blunt damage. Russian ceramics have a chance to spall. | Low-Medium |
Aramid | Soft armor only good for pistol and shotgun rounds. Will lose durability quickly and has high blunt damage. | Low |
Glass | Will break very quickly but absorbs almost all damage till it does. | Very Low |
There are now 10 armor levels to represent US NIJ and Russian GOST armor ratings. It's not exact, but as close you can get using BSG's arbitrary systems. In vanilla, the 1-6 system is just not enough to represent comparative armor performance realistically. 1-5 will stop pistol and shotgun rounds. 5-7 will stop high pen pistol and shotgun rounds, and low pen rifle rounds. 7-8 will stop most medium pen rifle rounds. 9-10 will stop most rifle rounds except high pen/end game ammo. See the chart below for reference if you know real life armor ratings:
Pistol Rated / Rifle Rated
In-Game | Real World Armor Classification Equivalents |
1 | NIJ I |
2 | GOST 1 |
3 | NIJ IIA / PM 2 |
4 | NIJ II / GOST 2 / PM 3 |
5 | NIJ IIIA / GOST 2A |
============================================== | ================================= |
6 | GOST 3 / PM 5 |
7 | NIJ III / GOST 4 / PM 8 |
8 | NIJ III+ / GOST 5 / MK4A Plates / ESAPI (Rev. G) |
9 | NIJ IV / GOST 5A / ESAPI (Rev. J) / PM 10 / NIJ RF3 07 |
10 | GOST 6 / XSAPI |
Ammo Overview:
Ammo stats have been completed reworked to try and mimic the real life performance of these rounds as closely as possible.
Almost all rifle rounds will penetrate pistol-rated armor now, including HP rounds. AP 9x19 and .45 will no longer be viable against rifle-rated body armor, and 4.6mm and 5.7mm will no longer out-perform rifle rounds in penetration. Large calibres like 7.62x51mm will now feel much more powerful and put people down more reliably than intermediate cartridges like 5.56x45mm.
Barrel length/Muzzle Velocity:
Barrel length now affects the round's damage, penetration, fragmentation chance, ballistic coefficient, armor damage and blunt damage through armor. You can use the barrel's velocity stat to determine the amount of reduction to these stats more-or-less. The amount of velocity loss/gain per inch of barrel length depends on the calibre. For example, 7.62x39 doesn't lose as much velocity with shorter barrels compared to 5.56.
The % loss/gain is compared against that calibre's "standard" barrel length, based on what is generally considered optimal for that calibre. What this means is that ammo stats are only valid for the standard barrel length at the muzzle, any longer/shorter or out at distance and the stats will be different.
Recoil and Accuracy Stats:
The recoil stat of rounds are now reflective of their energy output and pressure. A +P 9x19 round will recoil significantly more compared to "standard" rounds. The recoil stat now also affects dispersion and camera recoil unlike un-modded EFT.
Different rounds will also change the rate of fire of the weapon. The change to rate of fire will be around half that of the recoil stat generally speaking.
The accuracy stat now affects shotgun buckshot dispersion/spread unlike un-modded EFT.
Buckshot now has a realistic amount of pellets (8 to 27).
Manual Chambering, Malfunctions and Overheating:
Can be disabled via config.
- Manual Chambering : when equipping a weapon with an empty chamber (full magazine but no round in the chamber), you will no longer automatically chamber a round. You use the rechamber keybind to chamber one manually. This makes chamber checking more valuable of a mechanic. Can be disabled.
- Manual Chambering : checking the chamber will now show you what ammo you have loaded in the chamber, if any, like checking magazines does for magazines.
- Malfunctions Overhaul : Malfunctions and Overheating have been completely rebalanced. Weapons in general will degrade, heat, and cool much more slowly. The base malfunction chance of weapons are also generally lower. However, certain ammo, weapons and magazine combinations have much higher malfunction chances and even the chance to destroy your gun in the most extreme cases. These stats are inspired by how these items behave in real life. This feature can be disabled in the config.
Ammo with very high durability burn need to be matched with weapons able to withstand the pressures and wear induced by such ammo.
Depending on the combination of weapon, ammo and magazine, you can either have almost 0 malfunction chance and very little wear, or you will get malfunctions every other shot and your gun will start tearing itself apart.
Between 98 and 100 durability, magazine and weapon malfunction chance is halved while ammo remains the same. This range can be changed in the in-game config.
Weapon Mods:
Weapons mods now have a malfunction stat, so they can raise or lower the chance of malfunctions. These are typically things like hammers, buffer tubes, barrels and gasblocks. Note that some of EFT's meta attachments can reduce reliability as a tradeoff for reduced recoil.
Suppressors increase reliability due to extra backpressure/bolt velocity for semi-automatic weapons, at the expense of durability burn.
Short barrels in general have lower reliability due to shorter dwell time, this can be compensated for by using muzzle boosters or suppressors, some buffer tubes and gas blocks.
Special Mechanics:
There are also special mechanics for some weapons.
Subsonic 7.62x39 and 5.45x39 will malfunction every other shot unless you use a PBS suppressor, simulating the extra back-pressure given by such suppressors.
Short barrelled AKs need muzzle boosters to run fully reliably, but suppressors can offset some of it.
No Need To Inspect Malfunctions:
You no longer need to inspect a weapon before clearing a malfunction.
----
Note: the type of malfunction you get is not indicative of what caused the malfunction in EFT, it's all a random % chance that gets lumped together. I hope to address this in the future.
If durability burn and other values seem very high, keep in mind that base durability burn factor of most weapons is VERY low now! Only use heat and durability burn values to judge ammo relative to other ammo, and always keep in mind what weapon you're using! Everything is relative!
Bots and Progression:
Can be disabled via config.
These features are still WIP.
Progression:
PMCs, Raiders, Rogues and Scavs had their loot, gear and weapon loadouts rebuilt from scratch to be more immersive and unique. Currently there are 5 tiers of these loadouts for PMCs, and 3 for Scavs, Raiders, Rogues and Bosses. Higher tiers become more and more likely the higher the player's level. So as the player progresses, the gear and loot of Scavs, Raiders, Rogues, Bosses and PMCs will get better. Bear and USEC have different gear (Russian and Western respectively) except for Tier 5, each use their respective faction's armbands, and their appearance changes with each tier.
Tier 5 PMCs use the best gear and attachments according to Realism's balance with some variety mixed in, and have 300+ preset weapon builds to choose from.
In addition, the durability of their gear, the amount of NPC loose loot, the NPC loose loot pools, amount of meds and ammo on NPCs, proportion of PMCs to Scavs, etc. will also be adjusted based on these tiers. PMC loot quality will improve at higher tiers, but there will be less of it.
There is a separate % chance for each bot faction to spawn as a different tier. As you level up, the odds of a higher tiered bot spawning increases. There's always a chance of encountering bots that are higher or lower levelled than you, but the the higher your level the more likely the bots will match your level. For example, if you're at level 20 you could have some PMCs that are very low level with scav-like gear, most will have similar gear to you, and you might come across a gigachad or two, all in the same raid.
Time of Day and Map Type:
The time of day (day/night) and map type (cqb/urban/outdoor) determines the probability of what weapons PMCs will have, if they're using their faceshield, if they have NVGs, flashlights and if those flashlights are turned on. For example, on Woods PMCs are more likely to have ARs, DMRs and snipers, while on Factory they're more likely to have SMGs and shotguns.
Bot Health:
All bots have the same health now, no more 'The Division' bosses! In the future they will all have their own unique health pools that makes sense based on the lore and setting of the game, but they will never be able to tank headshots. This can be disabled in the config.
Loot:
PMCs can no longer spawn with any item in the game like in vanilla SPT. Instead their loot pool is more limited, and it progressively gets better with each tier.
Names:
PMC names are now actual names, instead of game-like usernames. Bear can use Latin or Cyrllic alphabet names. Can be disabled in the config.
Difficulty:
There is an optional difficulty modifier you can disable in the config. PMCs, bosses and their followers are set to "Hard" or "Impossible" difficulty. The behaviour types of PMCs changes depending on the map and time of day. They're generally more aggressive during the day and in close quarters maps like factory, and tend to not rush you as much on open maps and at night (depending on the map and PMC faction). Tier 1 PMCs are are more likely to have ratty and timmy-like behaviour templates. At the same time, it's all RNG based so that PMC's behaviour is less predictable.
Boss Spawns:
With the 'Spawn Tweaks' config option enabled bosses, Rogues and Raiders can spawn on more maps than standard EFT. Bosses will still mostly spawn on their "main" map and where you'd normally expect to find them, but may also spawn on some other maps in places you won't expect. Rogues and Raiders are much more common and found across more maps. Boss spawns start off with a very low chance that increases as you level up.
Tier and Bot Loadout Previews:
Player and Misc.:
Player changes:
In addition to changes to the player's health, sprint speed has been lowered as well as weight limits to be more realistic. To compensate, player's base stamina and stamina regeneration has been increased a lot to be more in line with playing as a battle-hardened PMC rather than a couch potato.
Inertia has been reduced generally, in vanilla you play like a boat on ice rather than a human being. At the same time, there are increased speed and inertia penalties the heavier the player gets, and fall/jump penalties have been increased significantly. Weight is a larger factor in determining movement speed and stamina loss.
Fall damage has been increased and the safe height distance has been decreased. Try taking the stairs in Factory office instead of jumping down them, and remember that weight greatly increases fall damage, drop your heavy gear and bag and crouch first before attempting long drops!
Player and bot body temperature has been lowered to make thermals appear more realistic, you can now see a lot more detail on them while still easily spotting bots (but not as easy as base EFT).
In-raid-Restrictions:
Carry and discard limits are disabled by default.
The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for TerraGroup amidst the chaos of the events that lead to the Contract Wars.
There are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones have fixed spawns and are slow to kill, but can only be treated to a limited degree, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones, mechanics and features will be added over time.
Toxicity can be fully treated with certain drugs, while radiation can only be treated to a limited degree. If radiation is below 30, it is fully treatable. If it's above 30, it can only be treatable to the next lowest number divisible by 10, or by completing quests provided by Therapist. Radiation can and will permanently debuff and eventually apply health drain to your character if you are not careful and leave it untreated. This applies to your player scav too. Yes, toxicity and radiation carries across scav raids.
Can be disabled via config. Use the "Revert Med Changes" config option to restore the HP resource of the meds in your stash.
The medical system can be enabled/disabled with the config app, and further tweaked with the in-game config (press F12).
Medical items Overhaul:
- Medkits no longer directly restore HP while in-raid, they primarily remove bleeds and fractures. Healing bleeding will restore the amount of damage received from bleeding to a set maximum of across the body (determined by the Vitality skill). Healing a fracture will restore a set amount of HP on that body part.
- Medkits still restore HP when out of raid.
- Surgery kits will restore the HP of the body part it is used on regardless of if it's blacked or not, to a maximum of 50% of the original part's HP. It can now restore blacked heads and chests.
- Tourniquets (CAT, Esmarch) cannot be used on the chest, stomach or head, and will slowly reduce the HP of the limb they are used on. Use clotting agents (CALOK) to stop heavy bleeds on the chest, stomach or head. Surgery kits and some stims remove the tourniquet effect. Most medkits will act as a tourniquet if used on limbs and clotting agent/chest seal if used anywhere else.
- Gear can block healing (optional, disabled by default). For example, if you have a bleed on your chest you have to remove your armor and backpack before being able to heal it. There are in-game notifications that will alert you if this is the case. There is a keybind (default is double press P) to remove all gear that is blocking healing.
- Faceshields and NVGs that are toggled on and some masks block you from eating/drinking/taking pills. You have to toggle them off or remove the item.
- Fractures on the head, stomach and chest can no longer be healed in-raid.
- Heavy and light bleeds will be automatically removed from limbs that have the tourniquet effect after some time.
- Light bleeds will be automatically removed if that body part also has a heavy bleed after some time.
Health Overhaul:
- Remaining % HP, Energy and Hydration all affect the speed of almost all actions, movement speed and weapon recoil.
- Damage to the legs and chest slows down walk and sprint speed and acceleration, damage to the arms slows down ADS and reloads.
- Remaining Energy % directly slows down all actions and movement, while hydration loss affects the maximum amount by which HP and Energy can reduce these speeds.
- Remaining % HP affects the rate of energy and hydration loss.
- Remaining % stamina affects reload, aim and stance speed.
- Dehydration, exhaustion and light bleeding can no longer kill the player, and will instead reduce the player's HP down to X% HP threshold.
- if you you get shot/shot at or take melee damage you get an "Adrenaline" effect. This adds the painkiller effect, tunnel vision and tremors afterwards. The duration of the effect and cooldown is affected by the Stress Resistance skill. Tunnel vision and tremor strength and duration is reduced by this skill. Credit to Kobrakon for the original mod and idea and to Jiro for ideas on how to improve the mechanic.
Limited Passive Health Regeneration:
- You will regenerate HP over time from fall damage not exceeding 12 HP per leg, 75% of the damage received from barbed wire, and blunt damage not exceeding 4 HP. Any new fall damage or blunt damage received will cancel out any previous active passive regeneration effects of the same type.
- Removing the dehydration/exhaustion effects by drinking/eating will restore all HP lost from these effects unless you become dehydrated/exhausted again.
- If the player gets shot, hurt by explosives, or falls for more than 16 HP of damage all active health regeneration effects will be cancelled, including those from healing wounds with medical items.
- The delay and speed of passive regeneration is determined by the Vitality skill.
Pain Mechanic:
- Different painkillers have a strength rating, as seen in their stat menu called "PAIN RELIEF STRENGTH". Different injuries cause different amounts of pain (50% HP, blacked limb, fracture), and the more you have the stronger painkiller is needed. You can't just pop an ibuprofen to ignore a fracture.
- Pain meds have a delay, and their pain relief comes in waves with periods of no pain killer effect. The stronger the medication, the less delay and longer periods of pain relief.
- Pain relief medications can be stacked, so you can swallow a bottle of ibuprofen to maybe counteract more severe injuries. However, their negative effects such as tunnel vision also stack, and taking too many will result in an overdose with various debuffs.
Stims Overhaul:
- Stims have been rebalanced to be more risk-reward and situational. All have various side effects that kick in after the buffs have worn off.
- Stims can now stack, both their buffs and their debuffs. However, taking 2 stims of the same type, while the first is still active, will result in an overdose. The overdose effects change depending on the type of stim. The type of stim is shown in the inspect menu.
Food and Drink:
- Energy and hydration is now restored over-time instead of immediately. The amount of restoration and additional buffs/debuffs have been rebalanced.
- Tarkov has been a warzone for many years, most of the goods you find have spoiled a long time ago. Some food have a small chance to give you the toxin effect, which can be counteracted by Augmentin, AI-2 or the antidote stim.
- Be careful what you eat! Some food items are clean with a very long shelf life so still safe to consume. Sugary foods give a big boost to energy, that you have to pay back later over time as your blood sugar drops.
- Food and drink items will stack all their buffs and debuffs.
More features and improvements to these mechanics to come.
Known Issues:
- EFT in-game stats round to the nearest decimal, some will appear as 0 but they're just small numbers (like 0.04). There are actual stat differences between the different medical items but you can't see it unfortunately.
- If you set med changes to false, or uninstall this mod, MAKE SURE TO DELETE ALL CUSTOM MEDICAL ITEMS AND WAIT FOR ANY CRAFTS OF THEIRS IN PROGRESS TO FINISH. Otherwise your profile may become corrupted. Use Profile Editor to remove them if this happens to you.
Can be disabled via config.
Tiered Fleamarket:
- The fleamarket is tiered and unlocked progressively by category based on the player's level. As you level up, you will have access to more categories of the fleamarket (meds, keys, ammo, pistols, shotguns etc.).
- Required level for the flea is 1, but all categories are locked till tier 1 begins at level 5, and there's a new tier every 5 levels. There are 7 tiers in total, the final one being a "full unlock" (some categories are permanently locked to encourage scavenging/looting).
- There is an additional hardcore config option that is enabled by default. It massively restricts how many offers are available for an item at a time, increases their cost, and lowers their durability. It's not meant for quickly selling a few low value items on the flea or making lots of money. Offers take hours to clear, and the sell chance is reduced. Selling on the flea is meant for high-value items, and you won't always succeed in selling it.
- The progression of unlocks, what can/can't be sold, and general balance is subject to change with feedback and is considered very much WIP. In the future I plan to have more specific categories, and add some dynamicism to it.
- Note: if you have unlocked something like Shotguns, but not stocks, you won't be able to sell shotguns that have stocks attached. This is a limitation of how SPT handles the fleamarket.
Dynamic Traders:
- Traders now have randomized stock and item availability. For example. the amount of ammo available per reset will be random within a range, and sometimes it won't be available at all. Weapons and armor will never have more than one of an item available at a time, meds have limited quantities.
- The loyalty level requirement of items have a chance to be lowered by 1, so for example if an item normally has a LL of 3, it has a chance to appear at LL 2.
- The prices of items is also randomized within a range. Every trader reset the LL, stock count, availability and price will be randomized.
- The LL requirements for ammo, weapons and armor has been changed to reflect the mod's ammo, armor and weapon balance.
- Some traders now have custom items like improved weapon versions from Mechanic or pre-built helmet setups from Ragman.
This creates scarcity and uncertainty and compliments the 'Tiered Flea' + 'Hardcore Flea' config options. This option can be disabled in the config via the 'Randomize Traders' option. More trader changes to come in the future.
Insurance:
Therapist returns the cash value of insured items, while Prapor returns the items but at a low % chance.
Medical System & Hazard Zones:
Ammo Charts:
https://acksberg.github.io/SPTRealismAmmoGraph/
Acks kindly created a web page for people to visualize ammo stats. Keep in mind that the stats displayed do not always give the full picture of performance and should serve as a general guide.
IF YOU JUST WANT THE MOD FOR SIMPLE FEATURES LIKE TRADERS, BOTS, FIR STATUS ETC. THAT ARE ENABLED IN THE CONFIG GUI, THEN DO NOT INSTALL THE RealismMod.dll PLUGIN FILE
Configuration:
The main mod config is located in the SPT-Realism folder. It's an .exe, hover over the options for explanations of what each setting does. All major features can be enabled or disabled in this config app. Any further finetuning of these features is done in-game with the BepInEx config menu (press F12). Don't forget to hit save for changes to take effect! You can revert the settings to defaults at any time. Here's the source code: https://github.com/space-commits/SPT-Realism-GUI
If you can't open the config, try updating your NET 6: https://dotnet.microsoft.com/e…0.4-windows-x64-installer
The in-game config is used for tweaking the major features you have enabled in the config app. The in-game config will only show settings relevant to what you have enabled. Press F12 to open it, and click anywhere outside of the menu to close it. Settings will get saved automatically. To see advanced options click "Advanced Settings" at top of the menu. Some settings require the game to be restarted to take effect.
Installing
- Extract the .zip file
- Open up the extracted folder, you will see two folders.
- Copy these folders into your SPT installation folder. It will ask you if you want to overwrite, say yes (or make sure that RealismMod.dll & 'Realism' folder goes into the BepInEx/plugins folder, and the SPT-Realism folder goes into user/mods.
Updating Existing Install:
Do as above, but FIRST delete your SPT-Realism-Mod folder from your SPT/user/mods folder. It is good practice to completely uninstall mods before updating to a new version. Also make sure to overwrite the RealismMod.dll in the BepInEx/Plugins folder with the latest version. If you run into issues try deleting the Realism.cfg config file from BepInEx/configs.
Note that the mod was balanced and tested with all the features enabled by default. Disabling them may cause other features to not work correctly or be balanced, if you run into issues try re-enabling to see if that was the cause before asking for support.
Uninstalling:
Set "Revert Med Changes" and "Revert HP To Default" to true, run the game at least once, then remove the Realism mod files.
If you set med changes to false, or uninstall this mod, MAKE SURE TO DELETE ALL CUSTOM MEDICAL ITEMS AND WAIT FOR ANY CRAFTS OF THEIRS IN PROGRESS TO FINISH. Otherwise your profile may become corrupted. The same applies to any custom items or weapons if you want to uninstall Realism.
Always check that mods are updated before installing them!
I recommend using the following mods in combination with SPTRM:
- Skwizzy's Looting Bots: makes bots feel a lot more alive by having them loot. I added a config option to make PMCs or Scavs spawn with no loot in their bags, so that all the loot they have is what they picked up.
- Solarint's SAIN: makes bots a lot more intelligent and interesting to fight.
- DrakiaXYZ's Waypoints: makes bots able to traverse much more of the map, resulting in bots appearing in unexpected places.
- DanW's Questing Bots: PMCs spawn at the start of the raid, and will push your spawn as well as mimic completing quests. Makes everything more dynamic.
- Amand's Graphics
- SamSwat's Increased FOV mod (updated version), Original Upload.
- Geff Hannigan’s Scope Overhaul (updated version). Original upload.
- FOV Fix: this removes the FOV decrease/zoom when ADSing by default and adds variable zoom to optics. Gunplay was balanced while using this mod.
- Prop's Backdoor Bandit (BB): let's you use breaching rounds to unlock and open doors. Using the same system as the armor hitzones, I wrote the part of the mod that requires you to hit the door handle as well as other parts of the mod.
- Nooky's SWAG + Donuts: Realism will configure itself to be fully compatible. Recommended to configure SWAG to not change boss spawns (UseDefaultSpawns), so Realism's boss spawn progression can take over.
- Wara's Modding Stats Helper: shows attachment stats, including new ones added by Realism, when hovering over attachments in the modding screen, and compares stats.
- Borkel's Realistic NVGs: makes NVGs more realistic.
- Solarint's Bullet Crack FIx: bullet crack triggers adrenaline, so it's good that it doesn't trigger when it shouldn't.
- Tyfon's UI Fixes mod
Adding Compatibility For Weapons, Gear and Ammo From Other Mods:
Check this guide for instructions: Realism Mod: Adding Compatibility For Weapons, Gear and Ammo.
Some modders have already started including compatibility files for Realism, like those by the WTT team, sianydes and EpicRangeTime. Big thanks to Senaras for doing the stats.
Incompatible Mods:
- Mods that change weapon, armor, ammo or attachment stats will cause issues if the Recoil, Attachment or Ballistics Overhauls are enabled. This includes Freshte's Balance Patch and others like it. It will cause balancing issues and potentially bugs.
- Mod's that change bot loot, other bot progression mods and mods that are similar to or based on Realism's bot progression (Andern, ALP) are NOT compatible unless you disable this mod's bot progression. Those mods may not work well with Realism's changes to ballistics and weapons.
- Any server mod that allows in-raid modding is incompatible. Client mods that allow this should be compatible.
- SVM can cause issues sometimes, with common sense it's usable.
- DRIP is compatible if it loads LAST, otherwise the armor will not work correctly.
- Game Panel Hud (and/or its dependencies) seems to cause a memory leak if combined with Realism (possibly fixed).
- Any mod that changes gear restrictions is likely not compatible with the ballistics changes (I rely on using the conflicts array, these mods tend to delete everything in them).
- Mods that add attachments should be compatible. However, they won't be balanced.
- Mods that add weapons might be compatible. However, they will not be balanced.
- Mods that add armor should be compatible but won't be balanced.
- GearGal and AKGuy traders are NOT compatible. Some Trader mods will brick themselves and your profile if you disable med changes on a profile that previously had them enabled. I suggest backing up your profile before installing this mod if you use custom traders. Test the med changes, and if you want to disable them, revert back to the backed up profile from before you installed this mod. If you know you won't use the med changes, then simply disable them before you start the server for the first time with this mod. Having said that, some trader mods seem to work. It doesn't seem to be an issue I can fix on my end, it's up to those modders.
Known Issues:
- BSG's left shoulder swap causes recoil to bug out while in this stance, and bugs out pistol ADS.
- If treating a bleed or fracture on a body part with full HP, with a medkit, it won't use the correct amount of HP resource.
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
- 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.
Gunsmith quests have had their size, weight, ergo, durability and recoil requirements removed. As long as you meet parts and requirements they are completable. If you aren't able to turn the weapon in, you're not meeting parts requirements or you have another mod that changes quests.
If you don't see it mentioned in the quest's description that requirements have been removed, you have a conflicting mod.
I'd like to thank the following for all their help :
Everyone who helped find bugs and offered constructive feedback.
Shout out to Tinyteeth, Nosliw, Blitzkrieg, Ego, Estam and Dashwood and all the others for the feedback, support and help bug fixing
k4A writing the profile backup system, and allowing me to incorporate his Extended Stock Slots mod, and all the help and feedback he's given.
Big thanks to Drakia for all his help and support maintaining Realism mod.
Thanks to all those that submitted weapon presets for the PMCs.
Borkel for the overlays for gas masks and ballistic masks.
4A Games for the gas mask breathing sounds.
zlostnypopolnik for allowing me to use the Geiger sounds from his Fallout 4 mod: https://www.nexusmods.com/fallout4/mods/80798
Tron for creating the bayonet bundles and all his help with providing assets.
Amanda for letting me use their code related to playing sounds, and all their help with the UI and feedback on various features.
Faupi and CWX for code related to displaying custom icons, from Munitions Expert.
101p and their HPWithDebuff mod for figuring out the wound probability formula.
Skybellrock for the cloning method taken from their ILLEGAL AMMO.
Computica for the idea of making the PMC names realistic, and for supplying a huge list of names for me to use. Armanello for providing corrected Russian names.
JustNu for their OpenZones fix.
notGreg for their help with plugins and finding key methods.
Kobra for their help with plugins and their method for checking if player is ready, for their help with the deafening mechanic, and the method for adding health effects to player.
Yim and Kiki for the code I used in the early days, really helped me get started.
Kiki again for helping me figure out how to get the Tiered Feamarket working, wouldn't have figured it out without them. Also for all the coding tips.
Katto for the code for function "SetHealth" taken from their Server Value Modifier mod, with permission.
Fin for providing code and method for generating bot mods, insuring that scopes and such are spawned correctly, and coding tips.
Chomp, Crow, Alex (and the other Alex), Fin, Lua, aleves, ThurmanMurman, SamSWAT, CWX, Eresh, and many others for all their help and putting up with my dumb questions
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Version 1.4.5
- Fontaine
- 3.1k Downloads
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.
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Version 1.4.4
- Fontaine
- 25k Downloads
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)
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Version 1.4.2
- Fontaine
- 4.4k Downloads
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.
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Version 1.4.1
- Fontaine
- 13k Downloads
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.
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Version 1.4.0
- Fontaine
- 14k Downloads
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.
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Version 1.3.1
- Fontaine
- 10k Downloads
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.
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Version 1.3.0
- Fontaine
- 6.2k Downloads
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.
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Version 1.2.2
- Fontaine
- 24k Downloads
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.
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Version 1.2.1
- Fontaine
- 6.4k Downloads
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.
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Version 1.2.0
- Fontaine
- 5.8k Downloads
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.
Fontaine Author
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
TheeRealKingRyan
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)
adishee
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.
IvanTheThicc
Is there no stance other low ready for the PKM?
Gaylord__Robinson
I think that low ready is the only stance for the PKM because it's a weapon that has a high weight.
IvanTheThicc
Yeah that's fair I also just forgor I could do the active aim XD
BLTrashman
Im confused and maybe someone can explain it to me but how does this mod overhaul weapon modification
Fontaine Author
Or you can read the mod page
BLTrashman
yeah must be wildly hard for you to not be a cock sucker but here we are
Chadless
Reading is hard for you huh buddy?
format
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')
format
не работает мод с трейдером Артем, ну так чтоб были в курсе)
Kaint
у меня всё работает
MR_GHOST
any idea why the config realismmodconfig on the last update gets a trojan alert on Windows and gets deleted???
Fontaine Author
Obviously because I put a trojan in it, that's the only logical explanation
MR_GHOST
lol got the issue fixed allowing the .exe on the carpet
Shutsatt
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.
Fontaine Author
change the base malfunction chance of the gun
Shutsatt
base malfunction chance is currently set to 0.1 what would you suggest i change it to?
Fontaine Author
look at the stats of the vanilla guns
3tuiss
is there an option to toggle so that i can always have my heavy weapon up e.g the pkp
Fontaine Author
no
adishee
Heck yessssssss
TKsTurtle
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?
TheMutedBalaclava
Dude....have you read the pin message?
TKsTurtle
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... 🤷♂️
SlaveToTheGames
The mod works. Something either went wrong during installation or you have a confliction.
TKsTurtle
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
SlaveToTheGames
I would definitely do this, as I am using it with over 130+ mods and it's working just fine for me.
AHuman
Is there a way to alter the amount of weapon inertia? I always found it annoying how weak my characters grip felt.
Fontaine Author
Proc animation strength
Jenny
I'm the first to download the update hahahaha
Daten
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..
Fontaine Author
"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
Daten
What. That's a thing ? Where is that even mentioned ?
Fontaine Author
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
Kippa
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.
Daten
I see, thanks for clearing it out, i'll be more cautious.
Enjoying the new update too !
Sobaka
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
Fontaine Author
No
Kippa
No thanks.
juicearth999
any chance we will get hazard zones without the med changes enabled in the future? Great mod btw
Fontaine Author
nope
VinnyG
>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?
Fontaine Author
full auto SFX are static in EFT
Brawlar
If your gun is front heavy, will you still get the high ready speint speed bonus?
Fontaine Author
if the animation is playing, yes
juicearth999
W mans, any chance we will ever get tinnitus when shooting, and the black area from adrenaline to be blurred instead?
Fontaine Author
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
juicearth999
ripp, but sounds good
Daten
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 ?
Fontaine Author
It's not currently supported and is very involved
Daten
Alright, thanks, here's hoping it will be available at some point ! c:
Fontaine Author
It's something I'm considering in the long term but will require a lot of work
adishee
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?
adishee
Anyway, I found that other profiles are not infected (ha) so I made a brand new one. But, definitely a bug.
Fontaine Author
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
adishee
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.
Fontaine Author
There's no conflict with PTT, you're probably getting radiation confused with toxicity
adishee
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?
jrey800
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.
Cosm1c Gam3r
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.
Fontaine Author
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.
Cosm1c Gam3r
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.
Fontaine Author
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.
jrey800
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!
arxerisdam
Hi good day! First thanks for the mods is amazing!
Is it possible to have the hazard zones without the medical changes?.
Fontaine Author
No.
Saddy
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.
Fontaine Author
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
schiz
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.
Fontaine Author
You're doing something wrong, like not using a filter...
schiz
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
Fontaine Author
ThunderChild
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.
Fontaine Author
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
ThunderChild
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?
Fontaine Author
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
vampucio
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
Eltoperma
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.
Fontaine Author
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.
Shadowninja4531
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)
CorvusMaege
I had it when I was on 3.9.4. It disappeared after I switched to 3.9.8
Shadowninja4531
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
Shadowninja4531
[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)
Fontaine Author
That error isn't even to do with Realism mod, please don't post giant error logs in the comments
Deezed
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
Deezed
Just to add to this. Is there a way to disable the mask from covering my vision as well
Fontaine Author
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
Deezed
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
Deezed
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
Fontaine Author
I do not offer support for modifying files and such, you're on your own. The audio is part of the game
AngryOwl51
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!
Fontaine Author
go through the mod files, it's in there somewhere
AngryOwl51
Thanks