adishee added a new version:
QuoteTotal overhaul, read new description.
adishee added a new version:
QuoteTotal overhaul, read new description.
adishee added a new version:
QuoteDisplay MoreChanges
- Updated for 3.11 (Realism is currently available as a beta)
- Added efficiency visualizer graphic (two dots toward the bottom of the screen, adjustable position)
- Increased min lagging sway effect value
- Reworked footstep visual effect to be prominent only for forward movement
Fixes
- Restored status effect debuffs to efficiency (not sure how long these were broke for)
adishee added a new version:
QuoteTried to address criticisms from v1.0:
- Slightly buffed bot accuracy / reduce target acquisition time
- Buffed accuracy specifically against moving targets
- Slightly buffed bot aggression
- Reduced bot propensity to remain too long in cover
Thanks to all who gave feedback, keep it coming!
adishee added a new version:
QuoteSmall polish pass:
- Made lagging sway a function of efficiency, increased prominence of the effect in general.
- Decreased efficiency of Active Aim stance, but also decreased misalignment -- so it's a less stable position than having it properly shouldered, but more precise. Trying here to differentiate the stances a bit better.
adishee added a new file:
QuoteThis preset is for SPT 3.11.x and all the pertinent mods for that version (Realism, That's Lit, TarkovIRL-WHM, and SAIN obviously)
This mod follows the work of theFEARhunterZ's Really Real Bots, which was made specifically for Realism + TarkovIRL WHM + That's Lit. These are my changes to his base work, so foundational credit must go to him!
I've separated the my preset changes into five categories: 1) Detection, 2) Aim and aim time, 3) Cover, 4) Suppression, 5) Aggression.
- Detection has been overhauled in this preset. Generally, bots' ability to spot the player is much more dependent on movement and body part exposure. That means you are almost certain to be spotted if you're sprinting around like an Average Tarkov Enjoyer, whereas moving slowly behind concealment will decrease your chance of being seen. Bots can also spot you much further away, more than you're probably used to.
- PMC's and Scavs engage much differently in this preset! They present completely different kinds of threats. PMC's engage slowly and methodically: even if they have already spotted you, they take a relatively long time to aim before firing; but after they've started to engage, they do so with high accuracy and a tight grouping. Scavs are the opposite: as soon as they see you, they will generally starting firing immediately with inaccurate and ineffective fire. They are more of a threat in close and in groups.
- Bots generally make much better use of cover. They will head to cover more quickly and fight from cover more consistently.
- Scavs are much more susceptible to suppressing fire than PMC's; PMC's are able to hold their ground under fire depending on their level.
- Contrary to typical Tarkov logic, I have set the Scavs to be generally more aggressive than PMC's. PMC's are like you, they have things to do and they're not trying to get killed. Scavs on the other hand a drug-addicted bandits, inhabiting Tarkov after every sane person has fled, probably years ago.
adishee added a new version:
QuoteDisplay MoreSmall polishes. I had been waiting for the 3.11 Realism update to hit the round version number -- whatever.
- Increased base hold-breath speed from 25% to 40% of normal breathing speed; BUT; if player is under adrenaline effect (either from combat or from stims), hold-breath speed is reduced to 20% of base;
- Increased default arm shake effect value;
- Slightly increased default mis-alignment value;
- Reduced weapon transition buff for folded stocks to +50% (down from +100%);
- Reduced weapon transition penalty when prone from 33% to 50% base speed modifier;
- Slightly increased the lagging-sway effect (new as of last version);
Don't forget to wipe your config for newest defaults, if you want them.
BONUS CONTENT
Here's a link to my SAIN config -- and by 'my' I mean a slight alteration of theFEARhunterZ's Really Real Bots preset, itself an iteration of the Realistic Combat Overhaul preset from 3.9. Phew. It's just a slight modification of it that I'm currently tuning.
adishee added a new version:
QuoteFor 3.10.5
Changes:
- I've done a moderate pass on the sway model: hopefully the sway feels more weighty and authentic, and less 'floaty' than it was before. I'm very happy with it now and considering it done.
- When transitioning between sling and shoulder, if the transitioning weapon has a retracted stock, that weapon's transition speed is buffed 100%.
Thanks for the report. I actually did know about that just pure laziness that I haven't fixed it yet :D. I'll try to get that in for the 3.11 release, when/if that ever happens.
Also I have been updating for 3.9, and in fact I have a great new build that I haven't released. I'll post it in the Legacy-SPT channel in discord at some point. I'll also attach it if you want to try it
adishee added a new version:
QuoteDisplay MoreThis is just a small polish pass. We're still on 3.10 because Realism is still on 3.10. Don't delete your old SPT versions. And don't forget to delete your old config file so that the new defaults are updated.
- Polish pass on weapon sway, tried to reduce wobblyness a little and tighten up the effect in general.
- Refined reloads speeds, made them generally a bit slower and added min/max final values.
- Increased arm shake with broken hand(s), +100% shake for each break.
- Increased animation length when changing vertical pose with broken hand(s). -25% speed for each break.
adishee added a new version:
QuoteDisplay MoreSmall update with some solid iterative improvements.
- Updated for Realism 1.5.3.
- Added toggles for Augmented Reload and Custom Weapon Transitions features.
- Added toggle to Augmented Reload behavior active by default (you don't have to press the reload key again).
- Added additional layer of lagging sway to existing model; delay time depends on weapon weight (max 10kg).
- Reworked reload speeds to rely less on Realism's native speeds, which aren't set to consider WHM's own reload system. Essentially reloads generally run faster except for the slower portion I add in the middle of the cycle. Tied to player efficiency.
- Some rework of sway and misalignment values.
- Reduced default deadzone value.
- Fixed a bug where weapon transitions fail to go at intended speeds.
adishee added a new version:
QuoteDisplay MoreEven though this version has few new features, it's an important update. I've fixed a couple of big bugs that were plaguing the mod, and integrated a major performance upgrade (previously when the game stuttered or lagged, as she is wont to do in spt 3.10, the player's weapon movements became extremely erratic).
New:
- Updated for Realism 1.5.1 release.
- Did an overhaul on the to- and from-crouch animations and logic. Adds a sense of real weight to (un-)crouching and integrates weapon weight/ergo and efficiency into the action.
- Removed a lot of junk from the config.
- Small tweaks to misalignment and sway values.
Fixes:
- MAJOR performance improvement: Integrated a protective check for lag spikes over most of the mod's core logic.
- Fixed some cases where selecting/changing equipped weapons caused player to bug out. (PSA - just in case someone manages to find this bug again, the hands-are-not-busy mod fixes it too).
- Fixed folding stock not detecting reliably (thanks Fontaine's API).
adishee added a new version:
QuoteDisplay More- Updated for SPT 3.10.x + Realism 1.5
- Added smoothing layer to Misalignment effect to reduce volatility when injured
- Fixed bug of reloads not being slower when sprinting
- Removed throwing animation feature temporarily for 3.10 compat
- Fixed some cases where weapon sway profile changed between stocked / stock retracted incorrectly
- Fixed toxication not being detected by Efficiency system
- Fixed bug where weapon stats were not being tracked correctly (thanks Berial for bug report)
- Removed Directional Sway from non-shouldered weapons
- Added different Deadzone profiles for all the different Realism stances
- Various tweaks to sway, misalignment, deadzone in general
adishee added a new version:
QuoteVery very sorry for version spam. I am trying to get this branch bug-free before the 3.10 / Realism switch.
- Fixed bug where retracted-stock weapon would jitter when being lowered.
adishee added a new version:
QuoteLiterally the same shit as yesterday but I actually fixed it.
- Fixed reload bugs for real this time.
- Fixed bug where folded stock was not detecting correctly.
adishee added a new version:
Quote- Attempted fix to problems with my reload system not engaging sometimes. In my limited testing it's fixed. I was not intending to update again for the 3.9.x branch but ... well my personal playthrough is on 3.9 :p
adishee added a new version:
QuoteDisplay MoreSmall polish pass, the final update of 3.9.x. Some things I wanted to solidify before moving to 3.10 development. As I have repeatedly said, the mod has reached a very evolved state and I am unlikely to add (m)any more new features. From now on I will concentrate on updates, polish, documentation and cleanup up the config; working toward 1.0.
- Added Realism's balance stat to my Emulated Gravity mechanic: Front-heavy weapons will drop faster and take longer to raise, essentially they are harder to handle in the vertical plane.
- Some more polish on quickdraw speeds/effects, looks smoother.
- Camera tracking speed for Deadzone increased 50% when in high ready; high ready feels more 'ready' this way, ready to break out into the ADS (especially since you go into the ADS with an efficiency buff).
- Lowered default mis-alignment value (after adding Realism's balance state to that calculation, it is generally higher now).
- Lowered default directional sway value.
adishee added a new version:
QuoteThis is another hotfix essentially, there were some bugs associated with the new transition system and I've fixed them.
adishee added a new version:
QuoteJust a small hotfix.
- Forgot to plug in a variable for to the weapon transitions.
- Added slider for global speed of weapon transitions.
- Forgot to mention before that I increased the minimum breathing visual effect, so it's not zero when you're at full stam.
adishee added a new version:
QuoteDisplay MoreImportant polish pass on previous features. At this point I estimate the WHM's feature set is complete, and my goal now is refining and maintenance.
- Slower reloads: Reload speeds in Tarkov conspicuously lack the gap in time wherein your character replaces an old magazine and retrieves a new one from his vest. Even if you watched the most juiced guntubers, they spend much more time replacing a mag in the vest than operating the weapon. I have fixed this: there is not a noticeable time gap after your character removes the mag, making standard reloads significantly slower. Notably, this feature does not apply to emergency reloads, which is another great reason to use them when it's really necessary. Obviously, the slower reloads feature dovetails with the augmented reloads feature, which allows you to reload faster at a cost of reduced situational awareness.
- Rewrote and improved the weapon transition feature; it was janky before and didn't work well. I've improve the feature's visual cohesion, made it more reliable so that it actually works, and added more transition cases;
- In particular, the pistol transitions have specific dynamics: your quickdraw transition from sling to pistol is very fast, and the re-transition back to sling is faster than vanilla; however, your shoulder weapon to pistol transitions -- even the quickdraw -- is quick slow. This is again in line with T-REX Arms' evaluation of weapon transitions in Tarkov, all my inspiration is from their feedback.
- Added Realism's weapon balance stat as a function of my weapon handling: more front-heavy weapons will have more aiming mis-alignment.
- Reworked pistol mis-alignment: pistols have increased mis-alignment sensitivity, but an overall lower max mis-alignment; this is to a) reflect reality, b) reflect pistols' function as emergency and limited-case weapons. Put more simply, they are harder to aim very accurately but easier to aim generally with respect to the previous patch.
- Removed pistol directional sway. This should help if you're very injured and going to the sidearm as a last resort.
- Small edits to sway effect, I think it's better.