Fontaine added a new file:
QuoteDisplay MoreDo 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!
This mod changes:
- Ammo and Armor balance
- Complete rework and overhaul of Weapon Recoil and the Attachment System
- Player and Bot health
- Bot Loadouts and progressive changes to Bots based on Player level
- Player movement and stats to be more fluid but also more realistic
- Medical Item overhaul: you can no longer restore HP with Medkits and getting shot now sucks, a lot! (optional)
- Progressive Fleamarket unlock
- All features are able to be turned on/off easily with a Config App and the in-game Config Menu.
- With a *lot* more features and more to come.
Now with a sleek new Config App!
If you wish to support me and my work you can buy me a coffee.
Can be disabled via config.
This feature is still WIP.
Recoil Overhaul:
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Weapons now will keep rising in full auto for as long as you hold down the "trigger" and will get hard to control, much like most FPS games out there. Instead of the game compensating for the recoil for you in full auto, you will have to pull your mouse down to compensate. This makes full auto more challenging, while burst fire and semi are much more controllable than before. It will take getting used to coming from how vanilla EFT recoil works, but I think with time you'll come to enjoy it.
All weapons have been balanced around this new recoil mechanic. I tried to make them all behave more or less how they should IRL, and regardless of what weapon mods you are using, all will be very usable in semi-auto and bursts at the very least. Balancing will take many iterations to get right, so do not see current balance as final. Shotguns and pistols have had less balancing done to them and are considered place-holder until future iterations.
Attachment Overhaul:
The attachment modding system has been completely overhauled to be more balanced, interesting, and of course 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.
- 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. In future updates I will adjust the accuracy of all weapons and attachments to be more balanced and realistic. Accuracy state 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 and balance change overall weapon stats dramatically. Weight will reduce ergonomics as well as all recoil stats except for recoil angle.
Balance is basically how front or rear heavy the gun is. In this early iteration it is calculated in a very basic way and some weapon mods are excluded from calculations, but will become more accurate in the future. 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 with a scope, light, laser, suppressor etc.
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:
I made an optional compatibility patch for K4A's Extended Stock Slots mod. It makes it so most buffer tubes have 4 slots that can take the stock, essentially making stocks extendable. 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.
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).
Active Aiming & 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).
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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.
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.
Deafening Mechanic:
Shooting will muffle the audio and cause tunnel vision, depending on the calibre, barrel length, muzzle device (check the Loudness stat), weapon type (bullpups are louder to the shooter), and ammo (hotter = louder, subsonic = quieter). 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.
Video coming soon.
Can be disabled via config.
This feature is still WIP, balancing is on going and more features are to be added. Penetration still has to be re-written.
Ammo Overview:
Ammo stats have been completed reworked to try and mimic the real life performance of these rounds as closely as possible. I have used as many references as possible to make rounds behave realistically.
Almost all rifle rounds will penetrate pistol-rated armor now, including HP rounds. No more mag-dumping HP rifle rounds into someone's helmet or armor and having almost no effect on them. 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 is now a very important factor, as shorter barrels will reduce 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 much velocity with shorter barrels, while 5.56 loses a lot.
The % loss/gain is compared against that calibre's "standard" barrel length, based on what is generally considered optimal for that calibre. What this is that ammo stats are only valid for the standard barrel length, any longer/shorter and the stats will change:
Shots to Kill (STK):
Damage has been balanced taking into consideration IRL tumbling, fragmenting and expansion performance. Player and bot health has been increased for the chest and stomach significantly to allow for a greater range of shots to kill between ammo types. Without armor being involved, Pistol rounds will take 2-5 shots to kill to the chest, while rifle rounds will 1-3 shot chests except for subsonic ammo. "Leg-meta" is alive and well, to simulate there being a major artery in the leg, and the fact that not many people will be able to stand on a leg that's taken three 7.62x51 rounds. The shots to kill varies a lot more than live: pistol calibres will have lower lethality while intermediary and "full power" calibres will have a lower STK.
When it comes to armor, helmets offer realistic levels of protection so most no longer protect from rifle arounds except with lucky ricochets. Body armor is a lot more protective against what it's rated to protect against IRL generally speaking, more on this below.
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.
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!
Ammo Overview:
Durability loss and blunt damage has been completely rewritten from scratch and armor penetration reworked to try and reflect real life armor performance more closely. By default, the armor level is shown as it's IRL armor classification. If you want to know what it should be able to stop, look up that armor classification to get an idea. You can disable this and show the armor's level as an arbitrary number instead via the in-game config (F12). This page will cover most of it: https://en.wikipedia.org/wiki/…mor_performance_standards
Ergonomics and movement speed have also been tweaked. Mouse sensitivity penalties have been optionally removed.
Helmets:
Like in real life, helmets can't stop rifle rounds with few exceptions, and most can be penetrated by decent 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 on the armor after failing to penetrate and the damage has a chance to spread across to the limbs and head (and not stomach or chest). How many body parts are hit, if any, is a random chance. The amound of damage received is reduced by the armor's spalling damage reduction stat. If the armor has arm protection, spalling damage to the arms is reduced.
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 kinetic energy (KE) of the round rather than arbitrary stats. Pistol rounds now low KE (350j) and will do very low blunt damage and armor damage. Slugs (~3000+j) and a rifle round like M80 (~3500j) will do far more blunt and armor damage. What this means for gameplay is that slugs will dump a lot of energy (and blunt damage) regardless of armor level, despite having low penetration, while pistol rounds will require mag dumps to do any damage through rifle-rated armor (aim for heads or legs if they're wearing rifle-rated armor). Penetration and armor level are far less important when it comes to armor damage and penetration.
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.
The penetration mechanic will be completely rewritten in the future.
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 Steel/Metal with Kevlar/Aramid backing. High durability but often can spall. High UHWMPE Dense Polyethylene . Decent durability, light weight and low 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, generally low blunt damage. Russian ceramics tend to have high blunt damage vs. Western. 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
Steel armor will have *very* high durability to counter that fact that all rounds do a minimum amount of durability loss. Steel plates should be almost indestructible, so to prevent buckshot from melting it like it does to other armor they have been given high durability. This is offset by the fact they allow very high blunt damage.
There are now 10 armor levels to try and represent both US NIJ and Russian GOST armor ratings. It's not exact, but about as close you can get using BSG's arbitrary system. In vanilla, the 1-6 system is just not enough to represent comparative armor performance realistically. In the future I hope to have NIJ and GOST ratings listed in-game instead of the levels. 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 Armor Classifications 1 NIJ I 2 GOST 1 3 NIJ IIA 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
The 'info' folder contains two ammo chart/tables that serve as a *VERY* rough guide. One compares all ammo to 100 durability ceramic, and the other compares all pistol/shotgun ammo to 100 durability aramid armor. Note that helmets have a LOT lower durability generally, and in many cases you will die of blunt damage before the round has a chance to penetrate. These charts won't stay up to date, because I'm constantly rebalancing things, so some rounds might swap places in terms of relative pen performance. If you have IRL ammo/ballistics knowledge/experience I recommend you using that instead of the charts as it should line up with what you expect. If it doesn't, please feel free to let me know.
Malfunctions and Overheating:
Can be disabled via config.
This feature is still WIP and these changes are largely placeholder. Big changes coming to how malfunctions and durability burn is handled in the future.
- 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 much 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.
You will see durability burn values in the 1000%+ range sometimes, note that the durability burn of all weapons is a fraction of the base game's values, some weapons have almost no durability burn with "standard" ammo. 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.
Some rounds, guns and ammo have 0 malfunction chance, while some are high. A gun with a very low malfunction chance can reliably use "bad" ammo with high malfunction chance, while other guns with high base malfunction chance will malfunction more frequently with bad ammo but still manage "good" ammo.
Guns heat up much more slowly, no more having a glowing suppressor after emptying a single magazine. The negative effects of overheating have been increased and occur earlier. Guns will also cool much more slowly.
Every gun has had its heat/cooling stats changed to be based on calibre and operating system (DI, short-stroke gas system, manually operated, open bolt etc.).
Some guns will have a high base malfunction chance but very low durability burn, some the opposite, some both, some neither.
There will be no malfunctions between 98 and 100 durability. However, guns can degrade much slower than vanilla depending on ammo.But try to use high durability burn ammo in weapons not built for it, and you will cross that threshold quickly.
All these values are subject to change, in future versions attachments will play a big role in heating and cooling.
Also I've included my Inspectionless Malfs plugin that disables the requirement to inspect a weapon before clearing a malfunction. This feature can be disabled in the in-game config.
Listing all the malf' stats for ammo, magazines and weapons in the game isn't something I'm able to do right now. Don't be afraid to figure it out yourself, think critically, use common sense, but here are some general tips and trivia:
- Drum magazines and quad stack magazines are generally unreliable. The smaller the magazine capacity, the more reliable generally. Aluminium magazines tend not to be as reliable as steel. Magpul, Glock, and HK make some of the most reliable magazines, while brands like FAB, Lancer and Troy aren't so great. A lot of "base" weapon magazines are very reliable if not 0% misfeed chance.
- Russian ammo tends to be corrosive. Military-grade weapons, particularly Russian weapons, are chrome-lined which makes them resistant to corrosive ammo. So in game, weapons that IRL are chrome-lined have much lower durability burn than ones that don't.
- Any ammo that has an exposed steel or tungsten tip will degrade your weapons much more.
- Any ammo that is overpressured IRL will degrade weapons not built for them very quickly. This applies to SMGs and Pistols only. Any AP .45, 9x19 or 9x18 is high pressure, as well as some HP rounds. For .45 and 9x19, be careful with weapons like the Vector and more "civilian-grade" PCCs. For 9x18, all weapons can now use the high-pressure stuff, not just the Klin, but you really shouldn't! High pressure ammo also heats up guns more quickly.
- If you know the ammo you're using isn't reliable, don't try feeding it out of a drum mag!
- Subsonic ammo does not feed reliably at all in guns/calibres not designed for it. I hope to make it so they will fail to eject 100% of the time regardless of durability in the future, but allow certain mods make them feed reliably.
- Overheating is mostly a non-issue unless you are mag-dumping.
- For reference, an AK-74 can go through about 240 rounds of PS ammo before getting below 98 durability. In the future I will make it easier to maintain guns above 98 durability.
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 4 tiers of these loadouts for PMCs, and 3 for Scavs, Raiders and Rogues. 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 and PMCs will get better. Bear and USEC have different gear (Russian and Western respectively), each use their respective faction's armbands, and their appearance changes with each tier.
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. So you could have a raid with Tier 1 Scavs, Tier 4 Usec, and Tier 3 Bear. 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.
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.
Tier and Bot Loadout Previews:
Player and Misc.:
Custom Realism Starter Profile: There is a Realism Mod starter profile based on Standard account, but with less starting money and worse starting gear. USEC has slightly higher quality starting gear but less of it than Bear, with more Euro and Dollar than Rouble, while Bear has slightly lower quality but more starting gear than USEC with mostly Roubles. Both start with 3 Makeshift Medkits that you can use to heal when out-of-raid.
All starting ammo has been changed to reflect the changes from this mod for existing starter profiles.
Can be disabled via config:
Airdrop changes:
Airdrops now have 'types' (medical supplies, food, ammo, weapons, electronics, etc.). Each raid there is a % chance of a different type of airdrop. Also the frequency and timing of airdrops has been tweaked, making them more rare and happening later in the raid. Chance of spawning airdrops using flares is unaffected. Airdrops at night are more likely to have weapons, armor and ammo drop types.
Can be disabled via config:
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).
Can be disabled via config:
In-raid-Restrictions:
Carry and discard limits are disabled by default.
Misc:
You can set all items to examined in the config.
You can do bot-testing via options in the config. You can set them to All Scavs, All PMC, All Bear and All USEC. You can make them spawn without weapons so that they are inactive and unresponsive. No support is offered for any issues that arise from using/abusing these options.
Many more changes included and to come!
This feature is placeholder. In the future the medical/health system will be overhauled client side so that medical items no longer need debuffs.
Can be disabled via config. Use the "revert_med_changes" config option to restore the HP resource of the meds in your stash.
Medical items have been reworked to be somewhat more realistic and a lot more hardcore:
- Most meds now come with significant debuffs, from lowering skills, to reducing stamina regen and sprint capacity.
- Splints, and tourniquets now cause pain, tremors, skill debuffs, and reduction to stamina. These last for a long time. The pain can be alleviated with painkillers/morphine. Calok's have more minor debuffs than Esmarch and CAT, and CAT less than Esmarch. Aluminium splint less so than Immobilizing splint. Tourniquets can be used to stop light bleeds in an emergency, not recommended!
- Painkillers/morphine now have a delay before they take effect, and last longer. They also cause debuffs to stamina, skills and hydration and energy loss. Morphine has worse debuffs than Ibuprofen and Analgin, Analgin has worse than Ibuprofen but lasts longer.
- Surgery kits also cause pain, tremors, skill debuffs, and reduction to stamina, as well as hydration and energy loss. You will lose ~90% body part health when using it on a blacked part. You will get a small amount of HP regen over time after a delay. Surgery kits can now be used on non-blacked limbs with no loss to max HP, but debuffs still apply as well as the HP regen. CMS has worse debuffs than Surv12. Surgery kits can heal bleeds as a last-ditch solution, They will also remove bleeds on a blacked limb if there are sufficient uses left.
- Medkits no longer restore HP. They can now only remove light, heavy bleeds and fractures depending on the medkit. They will stop 1-2 heavy bleeds, 1-2 fractures and multiple light bleeds. They have a combination of milder debuffs for each type of wound they are able to treat. "Pain" simulates the use of a tourniquet or splint. Currently in EFT, there is no way to contextually apply debuffs (no way of telling which wound was treated), so it's a gameplay compromise. In exchange for being able to heal multiple wound types in 1-4 slots, they are slower to use and apply debuffs.
- Augmentin and AI-2 now have a % chance to remove poison. AI-2's can now only reduce Pain and Contusion as well as being a potential antidote, has minor debuffs.
- Keep in mind that negative effects stack from different meds, so if you apply a lot of splints, tourniquets, do surgery and use morphine you will have very little stamina.
- All medical items had to be reclassified as "drugs" to get the debuffs working. This means that they can be applied regardless of health status, the same way stims can be. So an Esmarch can be applied even if you're not bleeding. Quickslots *should* still prioritise bleeds/fractures, but be careful not to apply them when not needed as debuffs still apply. This also means that you can use surgery kits on non-blacked limbs to heal, but you will get all the nasty debuffs too.
- For now Stims are untouched but in the future they will have delayed and nerfed buffs and more significant debuffs, but generally be much more of a risk/reward proposition.
- There are makeshift medical kits you can craft in the hideout that can be used to heal out-of-raid. They can be taken into raid, but won't heal you if you try to use them.
- If you want to heal HP in raid, use a stim or surgery kit.
- The purpose of these changes is to make players play more tactically. Getting shot is no longer a mild inconvenience that just takes time to heal back to full HP.
- Note: 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 you just can't see it unfortunately.
- In EFT, medical items have a minimum use of 1, so add 1 to all HP resource use stats for healing bleeds/fractures.
- You cannot heal out-of-raid with normal medical items anymore, due to them all being categorized the same as injectors and painkillers. Use the new makeshift medkit crafts from the hideout.
- 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.
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.
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 'Trader Changes' option. More trader changes to come in the future.
Future Plans:
- Client-side overhaul of ballistics.
- More tiered bots, customized boss loadouts, more tweaks and progression.
- Adjustments to bot spawns.
- Dynamic events and changes to economy and bots.
- Overhaul of meds client-side and server-side to be more realistic, logical and allow for more features.
- Redo traders, flea market and fence to be more hardcore and immersive.
- Change how Player Scav and Scav karma works.
- New consequences to dying.
- And a lot more
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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. 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
There is also an in-game config for tweaking aspects of the Recoil and Attachment Overhaul and other features. Press F12 to open it, and click anywhere outside of the menu to close it. Settings will get saved.
If you wish to uninstall and disable the Recoil and Attachment Overhaul, uncheck 'Recoil and Attachment Overhaul' in the config, and make sure to delete the RealismMod.dll in the BepInEx/Plugins folder otherwise your game will crash or have lots of bugs!
You can save your in-game config settings when reinstalling SPT or upgrading to a new version by copying over 'RealismMod.cfg' found in the 'BepInEx/config' folder.
Fresh Install:
- Extract the .rar
- 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 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 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.
Installing Recoil and Attachment Presets:
Check the 'Config and Installation' tab for the standalone version of the 'Recoil and Attachment Overhaul' for instructions on how to install presets: https://hub.sp-tarkov.com/file…855abb294bde1a871cea89365
Compatible Mods:
- Extended Stock Slots: I made an optional compatibility patch for K4A's Extended Stock Slots mod. It makes it so most buffer tubes have 4 slots that can take the stock, essentially making stocks extendable. I've added an additional feature where the further 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).
- Uniform Aim: thanks to Greg's efforts, Uniform Aim is now fully compatible.
- SVM: SVM is compatible for most settings, but like with any other mod you must make sure it loads after this mod does for it to overwrite any changes both mods make. Just rename SVM's folder and put a 'z' at the front of it.
- Check the 'Recommended Mods' section for more.
Incompatible Mods:
- ANY MOD THAT CHANGES ATTACHMENT OR WEAPON STATS WILL NOT BE COMPATIBLE WITH THIS MOD IF THE 'RECOIL, ATTACHMENT & BALLISTICS OVERHAUL' IS ENABLED. This includes Freshte's Balance Patch and others like it. It will cause balancing issues and potentially bugs.
- Any mod that allows in-raid modding is incompatible.
- POOP is mostly compatible but it modifies/disables certain bot changes of this mod and may cause unforeseen problems so make sure the configs of this mod and POOP are set up carefully.
- Any mod that changes ammo or weapon stats if you use the 'Realistic Ballistics' option. This includes 'Ammo Rework' and others like it. Bot ammo pools, trader ammo loyalty levels, and parts of the '...Overhaul' are based around my changes to ammo, so it will still cause balance issues even if 'Realistic Ballistics' is disabled.
- 'Ammo Rework' is not compatible with any of the bot changes, med changes, armor and ammo changes, or the '...Overhaul'. It may run but you will encounter errors, server crashes and gameplay issues.
- Mods that add attachments should be compatible. However, they won't have the correct stats, won't be balanced and won't have the correct functionality.
- Mods that add weapons might be compatible. However, they will not be balanced at all and may not function correctly.
- Mods that add armor should be compatible but won't be balanced.
- Mods that alter bot loadouts will interfere unless you disable the bot changes of this mod in the config, or disable the other mod's changes.
- 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.
Issues, Feedback:
- If you want to disable the med changes, and have the custom meds in your inventory, or in production, FIRST delete them and wait for production to finished before you disable them!
- Some custom traders from other mods will crash if you go from med_changes being on to off. I'm investigating this issue and trying to find a solution. One possible work-around is to first set med_changs to false and starting the game BEFORE installing mods that add traders, then add the traders. Either way I'd back up your profile just in case.
- If you notice any weird issues, feel that an armor or ammo is too strong/weak, get bots with invisible legs/torso, bot generation errors etc. please send me feedback and I will get it fixed.
If you have any suggestions or feedback please let me know!
I recommend using the following mods in combination with SPTRM:
- SamSwat's Increased FOV mod
- GeffHannigan’s Scope Overhaul
- SamSwat's Reflex Sight Rework
- SamSWAT's Helmet Lights
- Amand's Graphics
- Skwizzy's Looting Bots: amazing mod, makes bots's feel a lot more alive.
- Solarint's SAIN: makes the bots less likely to beam you in full auto from across the map,
- K4A's Extended Stock Slots: I made an optional compatibility patch for it. Their modmakes it so most buffer tubes have 4 slots that can take the stock, essentially making stocks extendable. I've added an additional feature where the further 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).
- trap's Path To Tarkov
- Kobrakon's Adrenaline: this one works really well with the med changes.
- Greg's Uniform Aim
- Faupi's Munitions Expert
- Platinum's SPT Realism Ammo Stats: alternative to Munitions Expert if you prefer a non-plugin mod for ammo stats.
- FOV Fix: this removes the FOV decrease/zoom when ADSing by default, and lets you choose how much you want your screen to zoom instead.
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 will no longer respond to comments/reports of Gunsmith quests not working.
I'd like to thank the following for all their help :
Everyone who helped find bugs and offered constructive feedback.
Faupi and CWX for code related to displaying custom icons, from Munitions Expert.
101p and their HPWithDebuff mod for figuring out the wound portability 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.
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, and for their help with the deafening mechanic.
Yim and Kiki for the base code for setting the armor/ammo values (no values taken from them), with permission.
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
I sometimes upload previews and misc. content related to the mod on my youtube channel.
Armor Zones:
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Armor zones have been overhauled to more closely relate to the size of an armor plate. The thorax armor zone is now more-or-less the size of a standard armor plate, and the sides do not count as armor by default. The "sides" armor zone represents side armor plates, and will protect some of the sides except under the arms and hips. The thorax armor zone does not cover the neck and upper torso anymore, this is now the "neck" armor zone. The thorax hitzone also protects less of the lower body so the lower ribcage and stomach is vulnerable. Some armors will have stomach protection as before but it no longer covers the hips and it will be of a lower rating than the base armor's. Arm armor in this mod already only protects the upper arms, while forearms are completely unarmored.
What this means for gameplay is that armor doesn't cover the whole body, you are especially vulnerable from the back and sides (but so are bots). This now means that a lot more ammo is viable if you either aim precisely or get lucky with full auto, the "time to kill" will be a lot lower. This offsets high-level armors being so tanky otherwise.
There will be more done with this sort of hit detection in terms of flesh damage.