Softcore (Proper Singleplayer Experience for SPT) 2.2.2

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Fun, Fair and Rewarding flea market, economy, crafting, and hideout vital overhaul mod for definitive single-player RPG experience and progression. Variety of SP-focused and anti-MMO quality of life tweaks included.

The mission of this mod is to make Tarkov feel like a proper single-player survival-RPG game with as little changes as possible, removing MMO annoyances and cheap flea market abuses, while saving overall tone and vibe, offering fun, thought out, fair and balanced progression and economy experience.


If you are too used to buying all your loadouts, items and keys on (fake)flea market, while totally ignoring trader and quest progression, abusing (fake)flea sales to generate free millions, and bored to death with cheap availability of items in stock SPT, this mod radically changes that aspect of the game. All items, even the cheapest, are valuable now.


In a way, it makes the game easier. In other ways - harder.


But most important of all, it offers fresh, engaging and fun singleplayer Tarkov experience. Enjoy the Softcore!


New profile highly recommended.


Some reviews from Discord:

Major customizable features included:

  • Overhaul of flea market based on fair barter-only economy
  • Hideout quality of life features (faster crafting, construction, bitcoin farming, moonshine & purified water production, balanced by increased fuel consumption)
  • Bigger stash, with options for progression construction for all account types.
  • Progressive secure containers crafting, bigger containers and alternative Collector quest. Info below!
  • Fair hideout case trader barters
  • NEW FEATURE: Better sales to traders and alternative categories.
  • NEW FEATURE: EXPERIMENTAL, disabled by default "Skier uses Euros"
  • Crafting changes to make most of the hideout crafts useful and/or profitable
  • Introduction of completely new crafting recipes
  • Major scav case rework, making every option viable for different item tiers, with smart crap-filtering patch included
  • Other various tweaks and fixes
  • Extensive and well documented configuration file and code

Realism compatibility recommendations:

Disable "tiered_flea", "flea_changes", "disable_flea_blacklist" and optionally "trader_changes" in Realism config.

Realism -> Misc. -> Remove ItemFound In Raid Restriction = FALSE

Flea market and economy rework:

  • "Pacifist" flea market (and Fence), only medication, barter items, food and info items can be bought on flea.
  • Barter ONLY economy - you can only purchase those items on the flea using random found in raid or crafted items.
  • Option to leave a very small percentage of items to be available for cash.
  • Items you can barter with are also from food, medicine, info and barter categories only.
  • "Live" flea prices are completely removed and matched to in-game BSG handbook/traders data.
  • You cannot sell items on flea anymore (optionally..)
  • Fence sells "pacifist" items for 80% of their value. At 6 scav karma you can buy items almost at a price Therapist buys them from you.
  • Flea opens at level 5
  • Random-only quest keys are available on flea
  • Allow marked keys on flea option


This results in major change of gameplay dynamic.

Now Tarkov feels like a proper single player focused survival game.

Begone "most profit per slot" mentality.

Begone "rush to lvl 15" to run meta gear only.


Money cannot solve all of your problems no more.

All items, even the cheapest, are valuable now.

Ever thought about looting AA batteries or Crickents?

Now you will actually look for them to trade in similar value tiers on flea.


Barters are random and vary a lot in value.

This results in highly engaging simulation of a war broken society, some wild trades included.

Truly immersive experience! /s


Hideout crafts now are great and useful (toilet paper craft nerfed, was too OP).


Leveling traders and crafting is your only hope of survival.


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Progressive secure containers

  • Start your NEW profile with just a Waist Pouch 2x2 container, and work your way up all the way up to Gamma with complex and insanely expensive, but fun and fair custom container crafts.
  • Collector quest redone option: Collector quest is startable just at level 20. No longer you need all other quests done, only items. BUT, don't think it's going to be easy, there is an additional end-game grind ending condition waiting for you. Should be much more fun then vanilla 'grind to level 55, duh'.
  • Option for bigger secure containers: Waist Pouch is 2x4, Alpha is now 3x3 (like EoD), Beta 3x4, Epsilon 3x5, Gamma 4x5, Kappa 5x5

Progressive stash for all profiles and bigger stash options

Inspired by Trap's Progressive Stash, reworked from ground up for 0.13 patch.


  • Bigger stash option: from 28/38/48/68 to 50/100/150/200 lines
  • Progressive stash option: makes every new profile start with LVL1 stash
  • Less currency for construction: reduces ridiculous cash requirements for stage construction by a factor of 10
  • Easier loyalty option: reduces loyalty level requirements for stage construction (Prapor, Ragman and Peacekeeper) by 1.

Hideout features:

  • 100x faster hideout construction.
  • 100x faster hideout crafts.
  • 10x faster purified water and moonshine production.
  • Reworked bitcoin farming, now each additional GPU is much more efficient, and offers major boost to farming time. Now it is worth to build level 3 farm, with 50 GPUs you will get a bitcoin per hour.
  • 10x bigger fuel consumption to compensate all of the above. (Now you will have to think about fuel. A little, but still..)
  • New crafts (3-b-TG, Adrenaline, L1, AHF1, CALOK, Ophthalmoscope, Zagustin, OLOLO, etc)
  • Rebalanced a lot of the vanilla recipes.
  • Did you always want to run your own personal underground meth lab in Tarkov? Obdolbos is now craftable with a lore-friendly recipe at massive profit.

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Scav case rework:

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SPT-AKI patch/fix for scavcase reward pool.


Conservatively filters out a ton of the crap/useless items (eg <10k worth weapon-specific mods, ironsights, gas blocks, thread adapters, magazines, mounts etc) and OP/boss/developer/broken/quest/etc items from scav reward list.


Makes sure you always get something of value and/or usable.


Very safe to use, even if you don't want other features. Generated blacklist included in ./docs folder, feel free to explore it. Might further look into ammo/boxes reward list, those are untouched yet.


Major rebalance of scav case rewards, feels great for single player experience.


Completely alters internal rewards tiers (common: under 20,000, rare: 20,000 to 60,000, superrare: 60,000 to 1,200,000), makes every launch tier valuable, fair and targetable for different item tiers.


Changes all cash runs to alcohol for lore-friendly experience (Pevko -> Vodka -> Whiskey -> Moonshine -> Intel).

  • Pevko is very fast, gives 2 to 3 common items.
  • Vodka gives 3 to 4 common items, with a chance to give 1 rare item.
  • Whiskey gives 4 to 5 common items, and 1 to 2 rare items.
  • Moonshine is fun for gambling, gives 2 to 3 commons, 0 to 3 rares, 1 to 2 superrare items.
  • Intelligence folder is the most consistent, 2 to 3 commons, 3 to 5 rares and 0 to 1 superrares.


Better Traders options

  • Better Sales To Traders - better ratios + every loyalty level now gives 5% better selling prices, now you really don't need to sell on flea market.
  • Alternative Categories - nerfs Therapist (instead of all barter items, she buys only meds and household goods), buffs Ragman (he now also buys valuables) and Skier (he now also buys info items).
  • Skier Uses Euros - EXPERIMENTAL option, turned off by default, makes Skier use Euros for all trades, mostly just for fun and diversity. Adjusts assorts and loyalty levels accordingly. Turned off, because needs adjusting existing profiles salesSum (you can do it manually, find TradersInfo in your %profileID%.json, and in "58330581ace78e27b8b10cee" key divide salesSum by 115 without leaving the remainder). Might be fun for new profiles.

Fair hideout cases barters

Rebalanced all cases for reasonable and fair barter prices.

Also fixed LEDX dogtag barter, 160 kills is ridiculous even for SPT.

Various tweaks:

  • Reshala always has his Golden TT.
  • Bigger hideout containers - slightly buffs basic hideout containers to be more in line with scav box: Medicine case 7x7 -> 10x10, Holodilnick 8x8 -> 10x10, Magazine case 7x7 -> 7x10, Item case 8x8 -> 10x10, Weapon case 5x10 -> 6x10, disabled by default.
  • Allow gym training with muscle pain - allows to continue gym training with severe muscle pain at 25% efficiency.
  • Signal Pistol In Special Slots
  • Remove backpack restrictions (for containers [ammo, med, etc] mostly). Never again I'll see an unlootable medcase in 314.
  • 5x faster item examine time.
  • Redo insurance. Now each trader serves different purposes. All are instant return, Prapor has 80% chance, costs 30% of item value, Therapist has 60% chance, but costs only 5%.
  • Keytool buff to make it 5x5.
  • Buff to SICC case to make it actually better and a direct upgrade to Docs. And while we are here, allow it to hold keytool. It's Softcore, who cares.
  • Buff Vitality, Sniper, Surgery, Immunity and Stress resistance skills leveling (looking for more input)
  • Small list of items used in crafts or barters is available on flea.

Configuration:

Extensive and documented configuration for every feature is available in config.json

Images

  • Version 2.2.2

    • Unheard profile compatibility
  • Version 2.2.1

    - fix insurance

    - fix new dogtags in flea

    - blacklist new quest items from scav case

  • Version 2.2.0

    Update for 3.9.2

  • Version 2.1.1

    Major bugfix update for 3.8

  • Version 1.8.0

    Last update before 3.8

    • small crafting and economy balance changes (military flash drive and intel folder are much more expensive)
    • new stim crafting recipies
    • bugfixes
  • Version 1.7.1

    • bugfix for stash softlock
    • transition to jsonc config
  • Version 1.7.0

    Small bugfix release

    • Insurance changes (Prapor is 80% reliable at 30% price, Therapist is 60% at 5% price)
    • More flea whitelisted crafting items and keys
    • Collector quest is startable at lvl 10
    • Bugfixes
  • Version 1.5.0

    Beta release for 3.7.6

    New feature: bigger ammo stacks (x10)

  • Version 1.4.0

    Fixes:

    - Update for 3.5.7.


    Features:

    - Ammo crafting recipes reworked for recent BSG changes.

  • Version 1.3.3

    • New option: Unexamined items are back and faster examine time - Reverts BSG decision to make all items examined by default and makes examining faster.
    • Bump for 3.5.2
  • paciently waiting for the most goated progression mod

  • it shows "Not Enough space in stash error", but still have much space left.

  • Does this conflict with Raid Ovehaul ?

  • You should probably update the Insurance changes on the comment in the config file to reflect the actual changes.

    "InsuranceChanges": {

    // Redo insurance. Make the two traders serve different purposes. Prapor in an instant return with 50% chance, costs 10% of item value, eg usefull for fast return of cheap quest loadouts or plain gambling. Therapist has 2 hour return with 80% chance (SPT-AKI default is 90%), costs 20% (SPT-AKI - 25%). Also buff insurance storage time to a whole month.

    "enabled": true

    }

    Ive been insuring everything I actually care about with Therapist because of this. And was just about to ask if there was a bug because there was no way I was getting that unlucky all the time.

  • About listed "Realism compatibility recommendations:

    Disable "tiered_flea", "flea_changes", "disable_flea_blacklist" and optionally "trader_changes" in Realism config.

    Realism -> Misc. -> Remove ItemFound In Raid Restriction = FALSE"

    1. trader_changes doesn't exist in the config
    2. Closest to "Remove ItemFound In Raid Restriction" in MISC is Remove Item Found-In-Raid Requirements". Is it what suggested?

  • bitcoin farm is ass, also it is 90 minutes not 60 per bitcoin with maxed farm.

  • i activated the pacifist fence but is not working properly..

    he shows me a bunch of medical items ... i just want the normal pacifist fence as i have in SPT 3.7.6...


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  • Hi. For some reason the Peacekeeper barter for beta container requires 100x of each tank battery, iridium, virtex and M. cabel. Is this supposed to be this way or is it a bug?

  • Is there any good list of new crafts? I've seen mention of gzhel armor crafting in game


    Im playing using 5-10 offers per item expiring in 3-12 hours snd with only 5% cash offers.

  • Going into config and setting everything to false should make this mod do nothing, right? I'm looking to only turn on a few specific features.

  • Seems like the insurance isnt a instant return

  • I'm sorry, but could I get a more specified explanation on Realism compatibility recommendations?

    Disable "tiered_flea", "flea_changes", "disable_flea_blacklist" I've managed to find these settings and change them but couldn't find the "trader_changes" one (by the way, it says DISABLE "disable_flea_blacklist", does it mean it needs to be true or false?)

    Realism -> Misc. -> Remove ItemFound In Raid Restriction = FALSE I have no clue where to look for this one. I checked both config and F12 menu in-game.

    • There is an .exe found inside the Realism folder. Use that.

      Thumbs Up 1
  • The problem with this mod is that barter 'receipts' randomly change with time. It means that to barter for a certain item you don't need to hunt for particular loot but rather take any loot of similar tier and sooner or later (rather sooner) the random loot you've acquired fits the barter receipt.

    So the barter loot type doesn't matter anymore it becomes a uniform currency


    I'd like to have an option to always keep the same barter receipts so that you always have to hunt for it un particular.

    For example power bank skways requires fish conservation to barter

    • Barters should stay the same even when reloading the server

  • I'm not sure if this is a bug or not, but karma is really slow! I got the level and money levels to get my traders to the next loyalty level, but karma level is slow. I'm knocking out quests and I feel like it's not moving.


    How do I disable this if this is a feature that's done on purpose?

  • Been using this mod with my bois and it's real good. Had a smol question that I scrolled around a little bit and didn't see anyone else asked.


    Is the barter economy provided by this mod have a more diversed trades? currently every offers on flea only ask for single item, like for example they always ask for 1 or 2 salewas but never 1 salewa + 1 CAR kit. I looked around in settings but it seems like I can only alter the total amount of single item for offers.

  • hi,


    this mod's bigger stashes still bug out Unheard edition profiles. to fix that, you need to add the new stash and set its cell size.


    items["6602bcf19cc643f44a04274b"]._props.Grids[0]._props.cellsV = 200


    adding this on line 573 will fix this issue.

    • I am having an issue where it says "Not enough space in the stash" when I try to buy stuff yet I have plenty of space on the bottom of my stash. When I clear out space at the top of the stash its fine.

      My account type is Zero to Hero, so Standard edition. I tried what you wrote above yet I still have the error... Any idea what could be going on? When playing with my friend through Fika I still have this issue, yet somehow he doesn't even tho he has the same modlist and same stash size etc.

    • Having the same issue on EOD edition

    • Ran into the same "Not enough space in the stash" as described above. After trial and error I found a way to make it work on my end, but no idea why it works.


      By replacing the following line in mod.ts and mod.js files:

      items["566abbc34bdc2d92178b4576"]._props.Grids[0]._props.cellsV = 50

      to be

      items["566abbc34bdc2d92178b4576"]._props.Grids[0]._props.cellsV = 100


      my lvl 2 stash started to work as expected. I assume the solution should scale to lvl 3 and lvl 4 stashes as well, by simply setting all previous levels of stashes to the size you should have.


      If I was to take a guess, while the stash is rendering properly, for some reason it still believes you have a lvl 1 stash, hence the errors when you try to use the last 50 cells of space. By hardcoding lvl 1 to also be the same size as the lvl 2 stash, it starts to work...? At the very least, it worked on my end as a temporary measure until the actual fix is found.


      Thumbs Up 1
  • i activated the pacifist fence and now shows me 20 salewas, 20 gryzzly, 20 IFAK...etc

    he shows me a ton of duplicated med items ...i have it in my 3.7.6 installation and there hes working great....

  • Hello - I have this mod installed along with Realism and hosting through a dedicated client (Fika Co-op). I noticed that if a player toggles the Hardcore flea changes or Tiered Flea options in the Realism config, their flea barters from softcore disappear leaving only the Trader barters and only specific gun mod barters.


    I'm trying to find how to get the softcore flea barters back on these profiles' markets. It's been difficult trying to track it down. Any suggestions?


    Thanks!

    • So I was able to 'fix' it.


      I had to reboot the Fika server and dedicated client AFTER making the changes on the Realism config of the client AND the server/dedicated machines. Flea barters came back with no issues!

  • Wasn't this mod supposed to make Fence sell hideout items??

  • Fellas should I start my run with this mod on zero to hero or standard?

  • Anyone know if this mod works in Fika?

  • SecureContainer and TraderChanges are failed while loading in server but its said i can still continue , so just in case im ignore them and continue playing is this really okay? Are there options really need because it look fine for me but idk what SecureContainer and TraderChanges do so idk ( i'm sorry for my bad English i can't comment clearly )

  • I've had an issue since installing softcore.


    I've also got SAIN, SWAG+Donuts, and I'm using SVM.


    I get no snipers, no rogues, no bosses and the SWAG spawn presets don't seem to be working! However I've been hard pressed trying to find something in softcore that could be causing it... the only reason I'm calling it out specifically is that I've used all the other mods with no problems (even to the point where I can guarantee I get *swarmed* by every boss, guard and raider every time I go to Reserve, #rip-framerate)


    Is there a conflict I've missed somewhere, or a specific load order that should be used for softcore?


    Only other annoyance is that even though I've got the flea settings on "barter only", all the traders are also barter only, which makes it impossible to buy things like the MS2000 marker (which I've gotten around by making a custom recipe that costs a GM counter and 5 electrical components to craft).


    Other than that.... I LOVE SOFTCORE. It takes away the "once you reach a certain point, the game is pointless" element that usually arises once you have the bitcoin farm and booze generator, where you're rolling in cash, can buy anything and everything you want, and you're just going through the motions of doing raids to rack up a body count. Keep up the awesome work.

  • is this mod compatible with barter economy? Barter Economy

  • So now the flea has offer for every single weapon in the game with some VERY low-priced offers in rubles, eg 308 MDR for 40k or a Helix?

    Fence also starting to sell weapons and receivers?
    I'm level 10 in SPT now, does level effect these stuff?


    Also, I can't put the signal pistol in the special slot.

  • I see a lot of "documents with decrypted data" as requests on flea.
    It's an event item and should probably be on the blacklist.

  • Love this mod a lot, excellent work.

    I'm getting on in the process of crafting up the secure container chain and started to wonder, how are the crafting recipes balanced against the cost of buying them? It seems at a glance that buying them from Peacekeeper is more expensive, but it's hard to account for the cost of prior crafting steps.

  • Hey man great mod! Been using it since yesterday and using Unheard edition with thr 10x200 inv space, but theres a small bug. When buying something from the flea market and having and the inventory full beyond the 10x68 limit, it says "not enough space in inventory" even though i still have LOTS of space, what can i do?

  • anyway to start an unheard profile and start with the waist pouch?

    • if you want just extra pockets I'd recommend using SVM

    • updated.


      p.s. zero to hero is the only way

    • @Pilth Using SVM changed pockets breaks special slots acceptance of gas an / geiger for me, not for you?

  • Are we still good to go with Softcore 2.2.1 for SPT 3.9.3?

    • yes

    • Alright, thank you very much for this mod :thumbup: