I don't believe Fontaine has updated the mod to SPT version 3.5.1 yet, which appears to be what you're trying to run the mod on. Wait for an update or play on 3.5.
This!
I don't believe Fontaine has updated the mod to SPT version 3.5.1 yet, which appears to be what you're trying to run the mod on. Wait for an update or play on 3.5.
This!
sorry mb new to Spt. really wanted to try your mod going to uninstall
everything and start new on a 3.5 file
Re: got it all working thanks for the help
Fontaine added a new version:
QuoteDisplay MoreSPT Realism Mod v0.7.5 for SPT AKI 3.5.1
NOT compatible with earlier versions of SPT, likely won't be for future versions (3.5.x).
Mediafire mirror: https://www.mediafire.com/file…0.7.5-SPT-v3.5.1.rar/file
Update to 3.5.1. It *should* work for 3.5.2 but no guarantees. This update wasn't as fully fleshed out as I would have liked, there may be bugs/issues which I will address in hotfixes with additional changes that people have been asking for. This update brings the High Ready, Low Ready, and Short-Stocking stances, and alternate pistol idle position and ADS animation.
In addition, K4_A is now working on the mod with me when has the time. For this update he added a profile backup system which automatically backs up your profile when you start the game. The backups can be found in the mod's "ProfileBackups" folder.
Fixes:
- Corrected the name of "Passive Aiming" to "Active Aiming".
- Removed map spawn selection since it wasn't working properly and broke PTT.
- Various fixes and corrections to bot loadouts/loot.
- Fixed the "Old Ballistics" config option not changing bot HP.
Changes:
- Config Options: added automatic profile backups that can be disabled in config. Added preset option for gear/armor. Added separate config option for disabling the need to inspect malfunctions before clearing them. Added toggle keybind option for Active Aiming (formerly Passive Aiming).
- Profile Backup: added automatic profile backups thanks to K4. They're located in the mod folder.
- Stances: Added High/Low Ready and Short-Stocking stances. These stances regenerate arm stamina faster. Low ready increases sprint acceleration, high read increases sprint acceleration and sprint speed. Short-stocking decreases sprint acceleration speed. Short-stocking brings the weapon in closer which helps keeping the weapon pointed forward at the target in tight spaces.
Pistol idle stance has been changed to be compressed, close to the chest, and an ADS animation has been added (this can be disabled). In addition, the weapon's base position can be adjusted in the config.
All stance speeds and positions can be adjusted in the advanced config options. Each has their own keybind, or you can use the cycle keybind which cycles through these 3 stances. Double tapping the cylce keybind will reset back to idle. If Active Aim is using the hold keybind, it will remember the last stance used and return to it.
Arm stamina now won't go lower than 1, and will not drain base stamina.
Optionally when not in a stance (idle,) arm stamina will drain, but ADS speed is faster from idle. This is disabled by default for now but is intended to be used with the stances.
- Deafening: made being in an indoor area increase the deafening effect.
- Ballistics: buffed shotgun slug armor damage. Buffed and tweaked helmet blunt damage resistance. Buffed faceshield durability. Upped blunt damage on some masks. Added armor to anti-frag and 6B34 goggles. Ballistics still need a lot of tweaking/balancing, but I am waiting till I rework penetration before I do so.
- Bots: upped max bot PMC level for sake of quests. Various corrections and tweaks to bot loadouts, reduced chance of pain meds and golden star on scavs. Lowered chance of M61 on USEC.
- Spawns: tweaked Factory spawn waves so that bots appear earlier and more consistently. Tweaked spawn waves on Lighthouse so that scavs appear more frequently on the long road. Reduced max Rogue spawns on Lighthouse.
- Weapons: Upped recoil intensity globally. Buffed Vectors recoil, nerfed UMP and 416 recoil. Various tweaks to weapon and attachment stats.
- Player: lowered arm and base stamina capacity. Upped arm over-damage.
- Traders: adjusted the loyalty level for chest rigs to be balanced around their reload speed stat.
Notes/Issues: there may be various bugs/issues related to the stances that have not been found yet. Sometimes the high-ready to sprint transition bugs out, and sometimes swapping between stances bugs out. I haven't been able to reproduce these issues yet and they seem rare enough. If you can reproduce it please let me know. Lasers in EFT act very strangely and don't properly point parallel to the weapon, so high/low ready makes the lasers point at strange angles. For this reason, lasers automatically turn on/off when going in and out of high/low ready. Some of the transitions between stances are a bit rough, I will tweak them more in the future.
Kinda curious, any plans to somehow "return" item examining, or just gonna go along with the new changes on live tarkov?
Kinda curious, any plans to somehow "return" item examining, or just gonna go along with the new changes on live tarkov?
nope
US is subsonic ammunition, underpressured, you need suppressors or boosters for the gun to cycle reliably.
ugh derp, how did i miss that, ofc you are right i totally forgot that US stands for subsonic ammunition ._. god i feel stupid
You have done a fantastic job with this mod, and transformed the SPT experience in a fantastic way, I have noticed some errors and listed them below. PLEASE do not take this as a slight, I am doing this as my way of contributing to a great mod to help make it even slightly better, to give back in a small way.
When editing the values for "Bot Tier Odds" and removing a character to change the value, such as changing Lvl 0-4 from "15,1,0,0" to "15,1,,0," I will get an Unhandled exception error https://i.imgur.com/rTaEZOg.png SPT-Aki CodePaste (sp-tarkov.com) - Not sure if this is a me issue or not. Highlighting a number and replacing said number without deleting it does not cause an error.
Realism and Ballistics tab
Under "Revert HP to Default" in the description, the word default is spelt "defualt".
Under "Realistic Ballistics" in the description, the word penetration is spelt "penetatraion".
Under "Recoil, and Attachment Overhaul" in the description, there are 2 spaces after the word "See", and the word balanced is spelt "balanaced".
Under "Malfunction Changes" in the description, the word additional is spelt "additonal".
Health & Movment tab
The tab has Movement spelt "Movment" not sure if this is due to character limits however.
Bots
Under "Bot Changes" in the description, the word hostility is spelt "hostilitiy".
Under "Realistic Boss Health, Realistic Boss Follower Health, Realistic Raider/Rogue Health, Realistic Cultist Health" in the description, the word default is spelt "defualt". Also "Realistic Raider/Rogue Health" has an additional period . after the description.
Under "PMC Difficulty" in the description there is an additional period . at the end.
Traders & Flea tab
Under "Tiered Fleamarket" in the description, the word progressively is spelt "progressivly".
Under "Change Item Loyalty Levels" in the description, the word weapons is spelt "wepaons".
Under "Add Custom items" in the description, there are two spaces after the word "offers".
The "Stock Modifer" option has Modifier spelt "Modifer", and in the description minimum is spelt "minium"
Under "Stackable Item Multi" in the description, the word multiplier is spelt "multilplier".
Under "Trader Refresh Time" in the description, the word refresh is spelt "refersh".
Recoil & Presets tab
Under "Global Recoil Modifiers" in the description of each option, each word starts with a capital letter.
Dev Tools tab
In the description at the top you have spelt specific "sepcific" and have two "what" in a row.
Display MoreYou have done a fantastic job with this mod, and transformed the SPT experience in a fantastic way, I have noticed some errors and listed them below. PLEASE do not take this as a slight, I am doing this as my way of contributing to a great mod to help make it even slightly better, to give back in a small way.
When editing the values for "Bot Tier Odds" and removing a character to change the value, such as changing Lvl 0-4 from "15,1,0,0" to "15,1,,0," I will get an Unhandled exception error https://i.imgur.com/rTaEZOg.png SPT-Aki CodePaste (sp-tarkov.com) - Not sure if this is a me issue or not. Highlighting a number and replacing said number without deleting it does not cause an error.
Realism and Ballistics tab
Under "Revert HP to Default" in the description, the word default is spelt "defualt".
Under "Realistic Ballistics" in the description, the word penetration is spelt "penetatraion".
Under "Recoil, and Attachment Overhaul" in the description, there are 2 spaces after the word "See", and the word balanced is spelt "balanaced".
Under "Malfunction Changes" in the description, the word additional is spelt "additonal".
Health & Movment tab
The tab has Movement spelt "Movment" not sure if this is due to character limits however.
Bots
Under "Bot Changes" in the description, the word hostility is spelt "hostilitiy".
Under "Realistic Boss Health, Realistic Boss Follower Health, Realistic Raider/Rogue Health, Realistic Cultist Health" in the description, the word default is spelt "defualt". Also "Realistic Raider/Rogue Health" has an additional period . after the description.
Under "PMC Difficulty" in the description there is an additional period . at the end.
Traders & Flea tab
Under "Tiered Fleamarket" in the description, the word progressively is spelt "progressivly".
Under "Change Item Loyalty Levels" in the description, the word weapons is spelt "wepaons".
Under "Add Custom items" in the description, there are two spaces after the word "offers".
The "Stock Modifer" option has Modifier spelt "Modifer", and in the description minimum is spelt "minium"
Under "Stackable Item Multi" in the description, the word multiplier is spelt "multilplier".
Under "Trader Refresh Time" in the description, the word refresh is spelt "refersh".
Recoil & Presets tab
Under "Global Recoil Modifiers" in the description of each option, each word starts with a capital letter.
Dev Tools tab
In the description at the top you have spelt specific "sepcific" and have two "what" in a row.
bro is really mogging me for my bad spelling and typos fr nah thanks for that, I'll try to find a way to make it so that error doesn't pop until pressing save
love this mod, cant imagine playing without it now.
I want the bot changes but not the stance changes until they are more fleshed out - can i just nick the bot changes from 0.75
(I also dont want to go to 3.5.1 as other mnods have not updated)
Will .75 work with SP3.50?
how to fix the error and items like this, animation occurs during use, but after no effect occurs, just wordless use
how to fix the error and items like this, animation occurs during use, but after no effect occurs, just wordless use
You're not supposed to use those in-raid, only use them to heal when out of raid.
love this mod, cant imagine playing without it now.
I want the bot changes but not the stance changes until they are more fleshed out - can i just nick the bot changes from 0.75
(I also dont want to go to 3.5.1 as other mnods have not updated)
Will .75 work with SP3.50?
You can just not use the stances, they're not required, the keybinds by default are out of the way. If you are literally only using the bot changes, then you don't need the .dll and can disable the "Recoil and Attachment Overhaul".
version 0.7.5 isn't reverse compatible. 3.5.1 and 3.5.2 mods mostly will not work on 3.5.0
I found a bug it's an interesting one... When I spawn in as a scav, the magazine in my weapon only has 1 ammo.
Before you say that Realism doesn't alter the player scav, which is fair, I have thoroughly tested this and narrowed it down to realism by creating a fresh install, making a new profile with NO mods installed, editing the profile to make SavageLockTime 1 higher than LastTimePlayedAsSavage so that the scav is immediately playable, loaded in, full magazine, disconnected from raid to kill the scav and generate a new one, closed the game, edited profile as previously mentioned, loading in on the new scav, full ammo. (I also delete the cache each
With no mods installed everything works fine, scav has all ammo in mag, when I generate a new scav with Realism installed, edit the profile again to make scav immediately playable and load in with said new scav the magazine is ALMOST always empty, there are some circumstances where the magazine does have full ammo in it, which is somewhat confusing.
Additional information:
SPT Aki Version: 3.5.2
Realism Version: 0.7.5
No error log created
Server Log: SPT-Aki CodePaste (sp-tarkov.com)
There is always a chance that I am entirely wrong and it has nothing to do with Realism, i'll keep testing and investigating to see if I can find the culprit, you would certainly know more than I would about this however.
EDIT: I have narrowed it down slightly by disabling all checkmarks in the config and only enabling every option of the BOTS page. With EVERYTHING unchecked the bug isn't present, with all options on the bot page checked the bug comes back. Will try and narrow it down further.
EDIT2: Narrowed it down to the Bot Changes option, when enabled the bug shows up.
Display MoreI found a bug it's an interesting one... When I spawn in as a scav, the magazine in my weapon only has 1 ammo.
Before you say that Realism doesn't alter the player scav, which is fair, I have thoroughly tested this and narrowed it down to realism by creating a fresh install, making a new profile with NO mods installed, editing the profile to make SavageLockTime 1 higher than LastTimePlayedAsSavage so that the scav is immediately playable, loaded in, full magazine, disconnected from raid to kill the scav and generate a new one, closed the game, edited profile as previously mentioned, loading in on the new scav, full ammo.
With no mods installed everything works fine, scav has all ammo in mag, when I generate a new scav with Realism installed, edit the profile again to make scav immediately playable and load in with said new scav the magazine is ALMOST always empty, there are some circumstances where the magazine does have full ammo in it, which is somewhat confusing.
Additional information:
SPT Aki Version: 3.5.2
Realism Version: 0.7.5
No error log created
Server Log: SPT-Aki CodePaste (sp-tarkov.com)
There is always a chance that I am entirely wrong and it has nothing to do with Realism, i'll keep testing and investigating to see if I can find the culprit, you would certainly know more than I would about this however.
I have this same issue while using the realism mod, I have not done nearly as much testing as you probably have but the issue is still prevalent
Display MoreI found a bug it's an interesting one... When I spawn in as a scav, the magazine in my weapon only has 1 ammo.
Before you say that Realism doesn't alter the player scav, which is fair, I have thoroughly tested this and narrowed it down to realism by creating a fresh install, making a new profile with NO mods installed, editing the profile to make SavageLockTime 1 higher than LastTimePlayedAsSavage so that the scav is immediately playable, loaded in, full magazine, disconnected from raid to kill the scav and generate a new one, closed the game, edited profile as previously mentioned, loading in on the new scav, full ammo. (I also delete the cache each
With no mods installed everything works fine, scav has all ammo in mag, when I generate a new scav with Realism installed, edit the profile again to make scav immediately playable and load in with said new scav the magazine is ALMOST always empty, there are some circumstances where the magazine does have full ammo in it, which is somewhat confusing.
Additional information:
SPT Aki Version: 3.5.2
Realism Version: 0.7.5
No error log created
Server Log: SPT-Aki CodePaste (sp-tarkov.com)
There is always a chance that I am entirely wrong and it has nothing to do with Realism, i'll keep testing and investigating to see if I can find the culprit, you would certainly know more than I would about this however.
EDIT: I have narrowed it down slightly by disabling all checkmarks in the config and only enabling every option of the BOTS page. With EVERYTHING unchecked the bug isn't present, with all options on the bot page checked the bug comes back. Will try and narrow it down further.
EDIT2: Narrowed it down to the Bot Changes option, when enabled the bug shows up.
No idea what could be causing that, will look into it as some point but not a priority right now. Thanks for testing it.
No idea what could be causing that, will look into it as some point but not a priority right now. Thanks for testing it.
All good, i'm going to keep testing it until I work it out, i'll let you know what the issue is.
EDIT: it's something to do with the scavLO.json file, but i'm not sure why.
EDIT2: Looks like it has to do with the mods subsection of the scavLO.json file.. when removing "this.scavBase.inventory.mods = scavLO.scavLO1.inventory.mods;" from bots.js & bots.ts in each tier of scav loadout, the bug is fixed.. obviously not a solution but at least gives an idea of where the issue is.
Fontaine added a new version:
QuoteDisplay MoreSPT Realism Mod v0.7.6 for SPT AKI 3.5.2 - Hotfix
NOT compatible with earlier versions of SPT
Fixes and improvements to stances. Recommend deleting the config file form the BepInEx/config folder to make sure stances are updated properly. Reminder that you can enable "Advanced" settings in the BepInEx config menu if you want to mess with the stance speeds and positions, as well as accessing other advanced settings.
Fixes:
- Fixed Active Aim continuing to drain stamina even after exiting it.
- Fixed ergonomics not being calculated correctly when first equipping a weapon or switching between weapons.
- Fixed stances with slow weapons having exaggerated angles and stiff animations.
- Small performance improvement due to fixed bug to do with active aim and faceshields.
- Fixed suppressors causing pistols to not be in compressed state, now only stocks will do that.
- Fixed ergo not being calculated correctly for pistols, resulting in heavy magazines increasing ADS speed.
- Fixed skills like Strength not improving stance speed correctly.
- Fixed the "Old Ballistics" setting not setting bot's health, resulting in lower TTK.
- Corrected some typos in config tooltips.
Changes:
- Stance Improvements: stance positions and rotations are now more uniform between weapons with different weights/ergonomics. Improved sprint transitions from Low Ready and Short-Stocking. Added min and max speeds to stances to minimize too fast/slow transitions. Improved transition animations between stances.
- Stance ADS: made ADS speed out of a stance properly affected by arm injuries. Made both ADS speed and stance speeds affected by % remaining arm stamina. The lower your arm stamina, the slower ADS and stance transitions will be. ADSing out of a stance now has some randomized movement. The amount of this randomization is affected by the base ADS speed of the weapon, ergonomics/weight/balance, arm stamina % remaining, Aim Drills skill, and strength skill. For pistols it uses Pistol weapon skill instead of Aim Drills.
- Alt Pistol Improvements: Made pistol return to extended position when rechamb ering or checking ammo. Pistol ADS animation is now a bit different depending on if it is front or rear heavy.
- Pistol Recoil and Ergo: made balance have a much larger impact on pistol vertical recoil, and reduced its impact on dispersion and "horizontal" recoil. Balance now has a positive effect on ergo up until a balance of "3", beyond that it will contribute to negative ergo.
- Bots: reduced chance of USEC having ADARs. Reduced chance of tier 1 PMCs having body armor, added small chance of tier 2 PMCs not having body armor. Significantly reduced the chance of scavs having body armor.
- Armor: for the old ballistics setting, corrected the blunt damage stats of steel armor.
- Ammo: decreased bullet damage/pen/etc. loss over distance.
I did a couple of factory runs and i noticed that pmc bots of the same faction don't shoot each other and always focusing on me no matter what, i was standing on the stairs and like 3 pmc bots where rushing me at the same time is this part of the mod or a bug?
Also the Makeshift Medical Kit doesn't remove fractures or bleeding when i use it it makes the animation but then the little symbol loads infinite and i cant use my weapon anymore until i press left mouse button.
I did a couple of factory runs and i noticed that pmc bots of the same faction don't shoot each other and always focusing on me no matter what, i was standing on the stairs and like 3 pmc bots where rushing me at the same time is this part of the mod or a bug?
Also the Makeshift Medical Kit doesn't remove fractures or bleeding when i use it it makes the animation but then the little symbol loads infinite and i cant use my weapon anymore until i press left mouse button.
Are you using any other mods besides realism?
The Makeshift Medical Kit is only to be used outside of raids, not in raids.
Are you using any other mods besides realism?
The Makeshift Medical Kit is only to be used outside of raids, not in raids.
I am using Hideout Architect, Item Info, Fenis noAiESP and SAIN - Solarint's AI.
Okay didn't knew that with the Makeshift med.
I did a couple of factory runs and i noticed that pmc bots of the same faction don't shoot each other and always focusing on me no matter what, i was standing on the stairs and like 3 pmc bots where rushing me at the same time is this part of the mod or a bug?
Also the Makeshift Medical Kit doesn't remove fractures or bleeding when i use it it makes the animation but then the little symbol loads infinite and i cant use my weapon anymore until i press left mouse button.
PMCs of the same faction aren't supposed to shoot each other, that's just how SPT works. Check the description of the medkits, they're not supposed to be used in-raid. They're there to compensate for the fact you can't use medkits to heal out of raid anymore.
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