redlaser42 added a new version:
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- Added EWR
- Updated default drink time value.
redlaser42 added a new version:
Quote
- Added EWR
- Updated default drink time value.
redlaser42 added a new file:
QuoteDisplay MoreThis mod will give all bosses the same health as a normal PMC, then adds a value of your choosing to each limb.
I made this mod shortly after 3.9 released when there was a bug that made Tagilla ignore all other bots and sprint straight for you as soon as you spawned in factory . I wanted bosses to still be a threat, but this is a tactical shooter and I don't want bullet sponges.
Example;
A normal PMC has 440 health:
- Head: 35
- Thorax: 85
- Stomach: 70
- Arms: 60(x2)
- Legs: 65(x2)
Tagilla has 1220 health:
- Head: 100
- Thorax: 320
- Stomach: 260
- Arms: 130(x2)
- Legs: 140(x2)
Using the default adjustment value of 25, Tagilla (and all other bosses) will have a total health of 615.
- Head: 60
- Thorax: 110
- Stomach: 95
- Arms: 85(x2)
- Legs: 90(x2)
redlaser42 added a new version:
QuoteUpdated to not run on FixedUpdate
redlaser42 added a new file:
QuoteDisplay MoreThis mod cleans up the UI by hiding the big orange beta warning banner, the PVE toggle button that doesn't do anything, and the version number (in-game as well).
This is slightly more efficient than the other HideBeta mod, as that mod runs every single frame checking if those UI elements exist. pedropascalcrylaugh.gif
hub.sp-tarkov.com/attachment/8743/
Thanks to CJ for all the help in the discord, and itsnotCJ for the client mod guide.
redlaser42 added a new version:
Quote
- Increased max climb height a little more.
- Now works with the auto-vault system.
- Created a config file with all the settings. Feel free to experiment and let me know.
- I found the check that blocks climbing when in the air. Learning to make a client mod for it, but if any of you know how to patch a method hmu.
redlaser42 added a new version:
Quote
- Dialed in climb height to prevent attempts on something you definitely won't be able to climb.
- Added .zip for 3.8~. Untested please report any issues.
- Removed jump inertia penalty for much smoother jumping. (gd BSG you are so stupid, that's not even how physics works)
- Removed .js files that would cause issues for some.
redlaser42 added a new file:
QuoteDisplay MoreAdd verticality to your gameplay.
Access previously inaccessible roofs.
Hop fences you know you could hop irl.
Examples:
Vanilla:
hub.sp-tarkov.com/attachment/8582/
(weak, impotent, doesn't even try)
With Mod:
hub.sp-tarkov.com/attachment/8580/
Let me know if you find any good new spots. I have only played woods.
redlaser42 added a new version:
QuoteAdded alternative Peacekeeper picture. Option in config file.
His OG pic is only like 2 bits, I could only do so much
redlaser42 added a new version:
Quote• Updated for 3.9.0
• 3rd pass edits (cleanup, improved ragman, color grading)
• Added Joe Rogan
• Brightness has been increased (mostly for ragman and jager) to look good with my "Hide Top Glow" mod.
redlaser42 added a new version:
Quote3.9.0 support
redlaser42 added a new file:
QuoteDisplay MoreOnce I noticed it, I couldn't stop being bothered by it. The glow was really taking away from any custom menu backgrounds. Also Jager and Ragman were getting completely blown out in the trader menu.
Before:
hub.sp-tarkov.com/attachment/8467/
After:
hub.sp-tarkov.com/attachment/8466/
redlaser42 added a new version:
QuoteFixed bad server load code. Ty AcidPhantasm for the help
redlaser42 added a new version:
Quote
- Second pass on all pics. (Fixed eyes, alignment, resizing, color grading)
- Added option in config file for smiling or non-smiling Prapor.
- Removed unnecessary server log.
redlaser42 added a new file:
QuoteDisplay MoreWhy?
The trader pictures were distractingly low rez. I did not like the other alternate trader picture mods. I wanted to keep true to the original design, so I took the original pictures and ran them through various upscalers and face generators, then a lot of clean up in Photoshop.
Now you can see everyone up close. The changes are subtle, but they give them a lot more character.
I recommend using this with my other mod Hide Top Glow, otherwise Ragman and Jager will look too bright.
After installing, you must "Clear Temp Files" in the SPT launcher for the new pictures to show up.
hub.sp-tarkov.com/attachment/8496/
(Those original pictures in the corners are a true size comparison. (127x127 -> 526x526 )
Credit to Alternative Trader Pics for the code. You do not need this as a prerequisite though.
redlaser42 added a new version:
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- Reduced hydration value for water bottles. Still higher than vanilla, but nothing crazy.
- 100 for 0.6L Bottle. This will give you 100 points of hydration at Metabolism level 1.
- 110 for Aquamari Bottle.
- Reduced the Max Resource of both water bottles to 10, allowing you to drink the bottles in 1/10 increments instead of 1/60th.
- Increased the foodUseTime of both water bottles from 3 to 15. It now takes a slightly longer time to drink. For example, drinking 1/10th of a water bottle will play the drinking animation for roughly the length of two "gulp" sound fx. (i.e. It takes two gulps to drink a tenth of a bottle).
redlaser42 added a new file:
QuoteThis mod slightly increases the amount of hydration water items give you and makes it easier and faster to drink the right amount of water you need.
- Increase hydration value of water items. 60 -> 100 for 0.6L Bottle. (Drinking one water bottle will will give you a full 100 points of hydration at Metabolism level 1). 100 ->110 for Aquamari Bottle and 50 ->75 for EWR.
- Reduce the Max Resource of both water bottles to 10, allowing you to drink the bottles in 1/10 increments instead of 1/60th. This makes for easy math when needing to hydrate. Are you at 50 hydration? Use 5 water to get to 100. (at Metabolism level 1)
- Increase the food use time to make drinking take a little longer. (call it balance/immersion)
I find this gives water a nice value boost over other drinks. You will still need to drink as often as normal, but you won't need to bring multiple bottles. All values can be tweaked in the config. Remember, nothing quenches you like water.
redlaser42 added a new version:
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- Fixed typos.
- Updated some descriptions to be more concise.
- Removed game terminology (e.g. "X is on the east side of the map" to "X is on the east of the woods."
- Alphabetized extracts.
- Bumped up prices to be around 50k.
redlaser42 added a new file:
QuoteDisplay MoreThis mod adds new map items for each area. The map descriptions include general directions to each extract location for that level.
- Maps can be purchased from traders and brought into raids to help find your way to an extraction.
- Prices range around 30k, no reputation requirement.
- Certain traders will only have certain maps based on which maps I feel they fit with (e.g. Jaeger sell the Woods map).
- Most descriptions give cardinal directions of the location, so this pairs well with any compass mod.
- Uses the DJ Core API. Don't forget to download as a prerequisite!
- Highly recommend UI Fixes to make the text fit appropriately.
Why?
It is extremely difficult to find the extract on a map you are unfamiliar with. Constantly having to check a third-party map on my second monitor is not an enjoyable way to experience a map for the first time. These maps offer an immersive way gain this knowledge.
Feedback:
Let me know if the description/location/name of these extracts is incorrect or could be better worded. It seems some of the names of extracts have changed since the 2022 article I was primary using was written. I could not find good written descriptions of Streets and Ground Zero extracts, so kinda winged those. Also, I am open to rewording the text to feel more contextualized as black market intel being gathered and sold. I have really only played Factory and Woods so far, so I don't know much about the game world.
Much love to all the modders and staff working on this project 🤟