Featured Amands's Graphics 1.6.0

Lighting and postprocessing overhaul

Experimental mods/updates can be found on GitHub

Amands's Graphics

This mod changes EFT's default lighting and postprocessing

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Graphics toggle default key is Insert.

Default Brightness, lighting, fog and tone map settings can be changed by pressing F12

(click somewhere else to leave).

Advanced settings allows for better customization


Installation

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Tone mapping was improved and now has options ACES and Filmic. Brightness can be changed.

ColorCorrectionCurves, LUT, CC_Vintage and CustomGlobalFog were removed to improve black levels.

Experimental maps Sun color was improved.

Presets you can save and load presets, they are saved at BepInEx/plugins/AmandsGraphics/.

EFT's PostFX still works, although I recommend disabling any Color grading.

FPS shouldn't change while GPU limited and not using Cinematic Features.


Experimental/Cinematic Features NVG overhaul, Flashlight overhaul, MysticalGlow, HBAO tweaks, Motion blur, Depth of field when using scopes, Optics Depth of field and Z-Blur overhaul.

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Planned Features

Experimental maps Better Sun colors and Skylight colors.

New Cinematic Features.

Flashlights rework improvements.


Known Issues

Flashlight sometimes needs toggle to activate.


AmandsGraphics's Compatible mods

CWX's DESHARPENER

SamSWAT's Time & Weather Changer

Fontaine's FOV Fix


Thanks to CWX, SamSWAT for their mods helping me on modding in general.

r1ft's ByeByeBlackFilter mod also removes ColorCorrectionCurves.

thanks pin for beta testing

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  • Version 1.6.0

    SPT-AKI 3.8.0 (29197) ONLY

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

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    1.5.3 Config file is compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental Ground Zero

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    NEW! HealthEffects Pain

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    Experimental Customizable Pain Radial Blur effect, Disabled by Default.


    NEW! Smol things

    Filmic is now the default Tonemap.

    Tweaked Filmic tonemap values on all maps to visually match ACES.

    Sun Brightness and Sky Brightness.


    FIXED! Smol problems

    SPT-AKI 3.8.0 compatibility.

    Squid ink bug on screen might be fixed, I didn't have the issue before so if you had let me know if it's fixed.

  • Version 1.5.3

    SPT-AKI 3.7.6 (26535), 3.6.1+ (25206)

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

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    1.5.2 Config file is compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! HealthEffects Hit

    Optional New Hit effect, Disabled by Default.


    NEW! HealthEffects PainKiller

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    Experimental Customizable Painkiller effect, Disabled by Default.


    NEW! Smol things

    Amands On/Off UI Text.

    Streets MBOIT Scattering Support.

    High-Quality Color Notification.


    FIXED! Smol problems

    Hideout/Factory not showing muzzle flash/smoke.

    Possibly fixed NVG Rare loading errors, NVG Noise Intensity.

    Labs has received its own set of HBAO settings due to it looking different than other maps.

    Renamed useLut, CC_Vintage, CC_Sharpen, CustomGlobalFog, GlobalFog and ColorCorrectionCurves

    to avoid confusion as they are not meant to be changed individually, they disable the mod's changes.

  • Version 1.5.2

    SPT-AKI 3.6.1 (25206), 3.1.0+ (19078). SPT-AKI 3.7.0 Partially Supported.

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

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    1.5.1 Config file and Presets are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental MysticalGlow

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    Using my witch powers, I have summoned a lighting spell that comes from the center of the earth. You can adjust its intensity using the MysticalGlow Intensity setting and one of my goblins will dig down earth to change the light bulb power, Disabled by Default.


    FIXED! Smol problems

    If you weren't a fan of dark interiors, you can use MysticalGlow to make them brighter instead of tonemap changes.

  • Version 1.5.1

    SPT-AKI 3.5.5 (22617), 3.1.0+ (19078)

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

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    1.5.0 Config file and Presets are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Interchange Update

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    NEW! Reserve Update

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    FIXED! Smol problems

    SPT-AKI 3.5.5 compatibility.

    New NVG Patch.

    Interchange and Reserve slight changes to Tonemap.


    NOTES! Fog update

    BSG has changed how fog renders and it now looks better in every map, Fog Level set to -50 also looks good.

  • Version 1.5.0

    SPT-AKI 3.5.4 (22173), 3.1.0+ (19078)

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

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    1.4.0 Config file and Presets* are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental NVG Overhaul

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    Experimental NVG Postprocessing and Lighting overhaul for night vision goggles, Enabled by Default.

    Settings are NVG AmbientContrast, NoiseIntensity, OriginalColor, OriginalSkyColor, CustomGlobalFogIntensity and NVG MoonLight Intensity.

    NVG AmbientContrast fixes foliage pitch black issues, decals are also fixed and now appear on night vision.

    OriginalSkyColor fixes interior glow by default, set this to 1 for brighter interiors.

    OriginalColor On by default, you can turn it Off for an image without any filters.

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    Interiors are now correctly lit from light portals, Use NVG OriginalSkyColor to revert this change.


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    Interchange has received its own set of settings due to it looking different than other maps.

    NightAmbientContrast, NVGNoiseIntensity, NVGAmbientContrast and NVGOriginalSkyColor.


    NEW! Experimental Night AmbientLight

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    Slightly brighter nights, doesn't affect interiors, Enabled by Default.


    FIXED! Smol problems

    Moon mesh is now brighter and cuter.


    INCOMPATIBLE! SPT-AKI 3.5.5+ (22617).

  • Version 1.4.0

    SPT-AKI 3.5.3 (22173), 3.1.0+ (19078)

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

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    1.3.0 Config file and Presets* are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental Flashlight Overhaul

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    Experimental Flashlight changes, customizable range and volumetrics, Enabled by Default.

    Planned features are brightness, more volumetrics control and better player flashlight detection.

    When comparing graphics with insert the volumetrics takes time to update.


    NEW! UI DOF

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    Inventory and gesture screen depth of field.

    Distance, Aperture, Speed and FocalLength can be changed, Distance set to 0.01 will blur the gun too.

    On Graphics settings High-quality color needs to be On for depth of field to work properly.


    NEW! WeaponDOF Update
    Weapon, IronSights, Sights and NVG are now the settings available.

    Collimators and Scopes were combined into Sights.

    NVG is now always blurred even when aiming with iron sights.


    NEW! Tonemap Update

    Streets has brighter blacks while having a similar overall brightness.

    Hideout wasn't working as intended and it was reworked.

    For the new defaults, reset their Tonemap settings.


    FIXED! Smol problems

    SurroundDOF Speed was too slow, changed from 4 to 16.

  • Version 1.3.0

    SPT-AKI 3.5.2 (22173), 3.1.0+ (19078)

    Extract the .zip and move the BepInEx folder to your main SPT directory, 7zip recommended.

    1.2.0 Config file and Presets* are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! DepthOfField Release

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    DepthOfField is now out of experimental and should have better quality and better controls, Disabled by Default.

    Lens detection more precise focus point, Scope detection the feature will work without the need of FOV changes.

    HoldingBreathOnly the feature will be enabled only when Holding breath.

    OpticZoom the feature will be enabled if the zoom is greater than or equal this value (from 1x to 25x).

    On Graphics settings High-quality color needs to be On for depth of field to work properly.


    NEW! Experimental Weapon DepthOfField

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    BSG's Z-Blur feature overhaul
    , Disabled by Default.

    Settings are available for multiple states, not aiming, aiming and using scopes.


    NEW! Experimental Optic DepthOfField

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    DepthOfField inside of scopes as a separate feature, Disabled by Default.
    HoldingBreathOnly
    the feature will be enabled only when Holding breath.
    OpticZoom
    the feature will be enabled if the zoom is greater than or equal this value (from 1x to 25x).

    Raycast Auto Focus System low, high quality and foliage mode.

    Raycast Foliage includes foliage on auto focus, targets still have priority.

    Spotted Target once you aim on top of a target your focus point won't change within a radius around it.


    FIXED! Smol problems

    DepthOfField Mod support

  • Version 1.2.0

    SPT-AKI 3.4.1 (20765), 3.1.0+ (19078), 3.5.0 BLEEDINGEDGE

    Extract the .zip and move the BepInEx folder to your main SPT directory. 7zip recommended

    1.1.1 Config file and Presets* are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental Streets of Tarkov

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    If you are playing on patch 0.13 this version of the mod works with the new map Streets of Tarkov.

    Experimental so expect places being too dark and others too bright, especially at night.

    Does not represent the final version.


    FIXED! Smol problems

    Factory tonemap tweaks, for the new defaults reset ACESS setting under Factory category.
    NVG Color fix temporary patch.

    DepthOfField now saves on preset properly.

  • Version 1.1.1

    SPT-AKI 3.4.1 (20765), 3.1.0+ (19078)

    Extract the .zip and move the BepInEx folder to your main SPT directory. 7zip recommended

    1.1.0 Config file and Presets are compatible with this version BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental DepthOfField

    By default, 1x zoom scopes doesn't show the effect anymore, you can change it with DepthOfField OpticFOV.

    FOV Must be above 50 for depth of field to work properly. 51 to 75 works.

    On Graphics settings High-quality color needs to be On for depth of field to work properly.


    FIXED! Smol problems

    HBAO intensity tweaks.

    Hideout now instantly updates its graphics.

    DepthOfField FOV 60 when using thermal goggles no longer causes hideout to always have DOF.

    Stutter on some CPUs, first attempt since it's a rare problem.


    Known Issues
    NVG Color fix
    isn't working properly on 3.3.0 (night vision broken). can be disabled on the menu pressing F12 (click somewhere else to leave)

  • Version 1.1.0

    SPT-AKI 3.2.4 (19428), 3.1.0+ (19078)

    Extract the .zip and move the BepInEx folder to your main SPT directory. 7zip recommended

    Please delete the old mod together with its config file BepInEx/config/com.Amanda.Graphics.cfg.


    NEW! Experimental Presets

    You can save and load presets, they are saved at BepInEx/plugins/AmandsGraphics/.


    NEW! User friendly configuration

    Default, ACES, Filmic and PerMap tonemap options.

    Experimental Brightness slider.

    Individual settings to enable/disable features.

    DebugMode to compare individual settings, Shift + Insert by default.

    Per map tonemap and fog settings.


    NEW! Optional Cinematic Features

    Motion blur recommended only for cinematic purposes, lowers FPS. Disabled by default.

    HBAO tweaks were made to fit better the new tonemap settings. Only has effects when using any HBAO preset.

    DepthOfField when using scopes the surrounding image will be blurry. Disabled by default.
    Settings can be changed using Advanced Settings.


    NEW! Experimental Depth Of Field

    FOV Must be above 50 for depth of field to work properly. 51 to 75 works.

    On Graphics settings High-quality color needs to be On for depth of field to work properly.


    NEW! Smol features

    LightsUseLinearIntensity optional light intensity change.

    NVG Color fix When using NVG the mod now enables back useLut, Fog, CC_Vintage and ColorCorrectionCurves.


    FIXED! Smol problems

    Bloom Intensity now works in raid.


    INCOMPATIBLE! SPT-AKI 3.2.5+ (19904).

  • Sorry if this has been asked already, but what are the correct setting to turn Off the vision-impairing Painkiller effects?

    Does the HealthEffect Painkiller On/Off switch mean the effect is On/Off, or that Graphics is/isn't overriding that setting?
    Example: to turn it Off, do I set 'HealthEffect Painkiller' to 'On' and 'ChromaticAbberation' to '0.0', or just set 'HealthEffect Painkiller' to 'Off'?

    Same question for 'HealthEffect Hit' and 'HealthEffect Pain', what do these on/off switches actually do?


    Also, is there any way from within the game/BepinEx menu to know if Graphics is currently toggled On or Off, maybe with a console command or something?
    I'm trying to test removing the horrible new painkiller effects and I've lost track if it's on/off now :|

    Many thanks in advance, and sorry for the dumb questions

    • for the mod's features to be enabled you need them set to On.

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      these settings will remove the Painkiller desaturation and Pain radial blur.


      when toggling with Insert AMANDS ON/OFF text will appear on bottom right

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      as for currently toggled there's none

  • This is amazing. Thank you so much!

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  • Hi!!

    I've been using your mod for over a year. And it is one of the essentials, with SVM, SAIN, SWAG-DONUTS.

    I would like to post a message to thank you, and also to leave some feedback.

    Two days ago, I tested the "that's lit" mod, which allows you to use areas of darkness and also the environment for camouflage, this impacts the vision and reaction time of bots, which also allows the difficulty of PMC to be increased.


    Since then I've been trying to increase the visual of the shadow areas in your mod, and I've noticed that whatever I do, even with the brightness at 0, in the underground spaces in reserve I can see without difficulty. Which is a success for your mod, but a difficulty in the search for a more immersive intermediate experience.


    Would you have, in the near or distant future, the possibility of making the graphic parameters of your mod more accessible, such as being able to deactivate only the fog, and thus gradually adjust the visibility according to the desired immersion??


    Thank you in advance for your feedback!!

    Good day

    Thumbs Up 1
  • A button is required to control it on or off by default.

    I only need to use it in foggy or low-light places

    • Graphics toggle button is Insert

    • Thanks for the reply

      I wanted to turn it off by default when I entered the game, and turn it on when I needed to, and now it's turned on by default every time I enter the game

    • I'll include a setting to persist graphics toggle for next update

      Heart 1
  • love this mod so much and the senses on too! hope to see senses again soon. it rocked

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  • Hello Quick question ... I don't have a powerful pc , Dose this mode will reduce my fps if i install it i really want to try it but I'm afraid of performance problems

    • shouldn't impact FPS as the mod only changes/removes existing rendering features, but testing is the best way to know.

      some Cinematic/Experimental features does impact FPS like Motion Blur for example, they are disabled by default.

      Heart 1
    • Funny enough, this mod actually gives you more performance depending on your CPU

      Thumbs Up 2
  • with this mod installed should i have tarkovs HBAO feature turned on or off?

    • tarkov HBAO on, the mod only changes the original HBAO to fit the new lighting and gives user settings for it

  • dude, is there a way to buy you a coffee?

    Heart 1 Thumbs Up 1
  • So uhhh, the mod is not being loaded on my pc although back on the 13.5 patch spt 3.7.2 (i think it was 3.7.2) it worked fine without issue. It is in the correct folder it doesnt load in F12 menu it doesnt show up, insert does nothing. I am at a loss because I've tried pretty much everything to troubleshoot and I haven't been able to get it to work. The most strange thing is spt does load other mods just not amands graphics. I would greatly appreciete any suggestions on how to fix it (I have also made an issue post on the project github that has screenshots of the issue)

    • Update: After the second reinstall no mods are being loaded at all lmao

    • which spt version are you on? the latest graphics mod version is for 3.8.0 only, when reinstalling mods do not delete BepInEx or BepInEx/plugins/spt

  • Holy shitboxes... You are a true legend. Thank you xxx

  • The mod is good, although higher contrast monitors make the ground too dark and the sky too bright respectively, which makes it difficult on the eyes. I saw a comment earlier here about it, but I wanted to give my +1 on the ability to adjust the brightness of the sky in the future. Thanks for making such a great mod!

  • Have no idea what it would be but my trees/foliage are like black/super dark for some reason and its really weird dont know if its my settings but cant fix it? Also just like other things like fences are really weird looking?

  • Welp... New SPTarkov install. Tried Interchange for first time, wondered why it's so dark.... Forgot to install this mod, lol. Thank you for making this, by the way.

    Heart 1
  • Hey Amands, I noticed that that Properties foler is missing along with AssemblyInfo.cs

    is there anyway I can generate this file myself or get access to it?

    Thanks!

    • those files are only needed for server mods.

      this is a client mod, and it doesn't go on SPT/user/mods/, it goes to SPT/BepInEx/plugins/

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    • Yes I know, I was just using the source code to build the dll for the latest test build since mods are enabled. Just using this as a fun way to learn code a bit and noticed that I cant finish building because of this issue with missing the properties directory along with the "AssemblyInfo.cs" file.

    • got it, AssemblyInfo.cs comes with every new C# project pretty much.

      you can create a dummy Class Library (.NET Framework) project to get it, creating client mods tutorial

  • Sorry for the silly question, but what is the installation process? The gif provided on the page doesn't work on my end

  • How can I make night so dark? I don't really want very bright nights

    • press F12 and search for Night AmbientLight and turn it Off, if you use MysticalGlow also disable it

    • I did this but it's not that dark, can I darken it to DayZ or RUST nights? Or are these 2 settings the only solution?
      btw what happened to loot highlight mod?

    • there are more settings, but I would need to check.

      I can include a Darker Nights setting on next update

    • thanks this would be nice

  • First of all thank you very much for making this mod it really gives the game a solid look.

    I was most impressed in your screenshots about LinearIntensity setting because the game has some extreme dark spots sometimes I was looking forward to eliminate more and it seemed like it would perfectly help with that.

    However, using your mod made a lot of the dark places even more dark than without the mod and I couldn't find an option for it other that a tick called "LightsUseLinearIntensity Disabled" that is unticked by default.

    Ticking this on or off doesn't seem to do anything either? (E.g. Standing inside a container I see zero difference in darkness at the back of it).

    Is something not behaving as it should on my end?

    • Nevermind, I see it definitely working in Interchange when comparing under some lamps. I guess it is not possible currently to produce the same effect from sunlight on the outside lighting up better dim corners?

    • you can try MysticalGlow for lighting up dark places

    • Played with it a bit and it helped tremendously! I wasn't sure what that setting was doing and it's just great, thank you very much!

  • Sorry for the stupid question, but can you tell me how to enable advanced settings? And in the screenshots that are attached to the mod, were there PostFX settings?

    • press F1/F12 and on the top of the configuration menu you can find Advanced Settings.

      no PostFX settings

  • Great mod, make the game much clearer and easy on the eyes. Fix most of the stupid lighting cut off making areas either overly bright or pitch black dark. Much prettier game at the cost of virtually no performance.

  • I have a problem with the motion blur function in your mod. When playing at the factory, motion blur works correctly, but when entering the forest location, the entire screen is completely blurred. How to fix it? 3.7.6 version


    screenshot of what this bug looks like

    • for motion blur to work correctly you need to use TAA anti-aliasing or DLSS/FSR and also High-Quality Color enabled, you can find those settings on EFT's graphics settings.

  • amands sense in which folder?

    • Same installation as AmandsGraphics
      Extract the .zip and move the BepInEx folder to your main SPT directory

      SPT/BepInEx/plugins/AmandsSense.dll

      SPT/BepInEx/plugins/Sense/Items.json

      SPT/BepInEx/plugins/Sense/images/

      Thumbs Up 1
  • Thanks to your help we could improve the Realistic NVGs mod. My mod was designed from the beginning to be used alongside Amands's Graphics, specially because of the DoF effect when using NVGs. With the new Realistic NVGs mod, natural light is now visible around the NVGs tubes, just like in Stalker GAMMA.

    The one issue I have is that when activating NVGs there's a noticable brightness increase outside of the tubes compared to when not using NVGs. This is very noticable at night, and specially on Woods. This issue is not caused by Amands's Graphics, it also happens with it turned off, but with Amands's Graphics it is much more noticable. I've prepared a small imgur album to better see the difference https://imgur.com/a/MppOfow. Do you happen to know what could be causing this? I'd appreciate a lot your help.

    • Turning OFF the NVG setting in the F12 menu of Amands's Graphics does mitigate the issue, but then other important features are also disabled, bringing back EFT's vanilla fog and reducing visibility.

      I can confirm the brightness increase outside of the tubes is not tied to the NVG's gain. Also, the brightness issue does not happen at all when in the hideout, it looks perfect with Amands's Graphics enabled wether the NVGs are ON or OFF https://imgur.com/a/MFDOpXE.

    • the way NVG works in EFT is by increasing the sky light so you can see in dark areas, it does that using the Level Settings' NightVisionSkyColor and its the outside brightness you are noticing

    • Many thanks, I'll look into it.

  • I never play without this mod. where did the loot highlighting mod go?

  • Thank you Amands2m2Mello for this mod! removing/reducing the fog in EFT makes such a big difference! is there a way in the settings to turn down how bright the sun is? during dawn/dusk the sun is so bright that looking in the direction of the sun it just blocks everything out and i cant see anything else? i dont mean turning down the brightness of the game, just specifically the sun itself is just super bright.

    thanks

    Thumbs Up 1
    • I'll include sun disk brightness setting on F1/F12 menu for next update

    • awesome, thanks!

  • Hello, when using NVIDIA DLSS with surrounddepthoffield enabled, the screen looks blurry when looking through the scope, I think the sharpness in the EFT graphics settings is disabled.


    I have tried adjusting advanced and other settings but have not been able to solve the problem.


    Please let me know if you have any solutions.

    • I've been trying to solve that for a while, it will also fix incompatibility with the DERP mod once I find a solution for it, thanks for reporting.

    • Thank you for your confirmation!

    • DLSS is what causes the issue, unfortunately. Disabling that will fix the ghosting.

  • Hello, i just made a configuration menu for my Realistic NVGs menu, but the changes do not apply in real-time. To apply the changes made in the menu, the player has to turn off and on the NVGs. But in your mod, changing the noise intensity is applied instantly in real-time. I've followed the code of your AmandsGraphicsApplyNVGPatch method but I don't know what I'm doing wrong. I also call __instance.ApplySettings();. I'd appreciate a lot your help. My patch method: https://github.com/Borkel/RealisticNVG-client-2/blob/master/Plugin.cs#L169

    • the method from NightVision "StartSwitch" only gets called when the player turns off and on the NVG, it is required to override BSG's noise intensity automatically.

      for real time user changes, you have to set the noise intensity and ApplySettings again after the user changes.

      SettingChanged Event binding this calls SettingsUpdated when the user changes the slider, you can update the noise intensity and ApplySettings there.

      Happy 1
    • Thanks a lot

      Thumbs Up 1
  • I'm sorry for my stupidity, but how can I increase the transparency of the inventory, as in the screenshot? I've tried everything I could, it doesn't look transparent either, the rest works fine, I'm just grateful to the developer for this wonderful mod, but with the inventory I don't understand how to make transparency...

    • I figured it out, I needed a check mark in the advanced settings

      Thumbs Up 1
  • hey there, ive been having a few issue mainly with fogs. i have been in a few raids where it just fogs like crazy. can only see may be around 30~40 meters (sometime even less).


    and it doesnt matter whether i turn this mod on/off, the fog still there. tho one thing i notice is when i turn it on/off i can slightly see that there is fog that is appearing and/or disappearing, but the heavy fog that was initially there when i got into the raid is still there. it is as if there is 2 layer of fogs.
    i tried reinstalling SPT with no mods, and then rebuilding my mod list see if there is mod that causing the fog but i still see that weird heavy fog sometimes.

    tried using weather&time mod, the issue still exists. even tried a mod that always make the weather to be sunny, sometime i still see fog on some raids.


    sorry if its confusing because im confused too lol


    ***i wrote this post here because your mod kinda reduce fog in maps like streets etc. so im kinda assuming if this fog issue may be related to this mod (i tried posting in the "TIME & WEATHER CHANGER - UPDATED BY CJ" but since he isnt the one who created the mod he cannot answer, and he also mentioned to try this mod. which i already using since i started playing spt long ago anyway.

    • i will try getting some screenshots when it happens again.^^

    • there are 3 layers of fog in tarkov, the mod removes the first and second layers.
      you can tweak how much the mod should remove the third fog by pressing F1/F12 search for Fog Level and set it to -10000 for example on all maps.

      Heart 1
    • omg that works! thank you so much <33333333

  • has anyone had this problem, when you shoot your gun your "viewport" gets detached from your character and stuck in one spot, you can turn but when you try walking, its like a zombie with no head i can see myself walking forward, then end up dieing losing everything cause I cant shoot back cause my player model has walked off away from the screen, has anyone had this happen?

  • Which version is compatible with 3.7.3? Also do I need to configure anything out of the box or are default settings pretty nicely tuned?

    • the latest mod version is compatible with 3.7.3, by default the mod doesn't enable only some optional settings, I recommend turning on MysticalGlow if it's too dark.