but it at least had an option to toggle the vertical recoil change off at least, and modify how much the gun moved per shot, and if the recoil grew over time or stayed consistent. i distinctly remember after adjusting everything, disabling vertical climb on ADS and hipfire, that i was able to aim, fire at a target without needing to move my mouse at all and staying mostly on target, besides wahtever base recoil the gun had based on stats. . that's what i'd like back, it was glorious. I'm certain i'm not the only person who disabled recoil climb in favor of Live style auto compensation, because it was more realistic and immersive.
So you disabled the previous recoil entirely and now you're bothering me to let you go back to not having any recoil and claiming that's somehow more realistic? There's dozens of config options for recoil that let you disable recoil climb, did you even try any of them?
I apologize for the intrusiveness, it's really useless to edit notebooks of weapon presets from bots, although it works for changing clothes and bulletproof vests. If you have time, can you please add at least one preset of sr-25, Mk-17, Mk-47, Rsass weapons to the high-ranking usec 3 and 4? Or at least some of these samples.
Alternatively, you can copy at least one assembly from the bosses. As far as I know, they use this equipment. I tried to do it myself, but I don't know. how to implement it. I would be very grateful to you, it seems to me that mercenaries could well use these weapons samples for their tasks in real life.
USEC already have the SR-25, but I plan on adding more variety to PMCs later on with 3.7.0 or a bit later
Is there a way to keep all other updates, but *only* remove the new recoil changes? I preferred the previous version's method, but don't want to miss out on the other updates included in the mod. I simply do not like the new recoil system, I didn't have a problem with the older recoil style, as i could tweak it in a very realistic pattern for all calibers and personally have never struggled with Iron sights being accurate enough at most ranges one would use them
I've played enough COD or CSGO type games that I just don't want to do the 'pull down pattern' crap in yet another game, my character handling most of the recoil was enjoyable, only slightly needing to slightly compensate here and there. I'm messing around, but haven't quite figured out how to revert JUST the recoil to handle more like the last version. I do want to keep the attachment overhauls as they made the weapons far more fun to use in variety of styles but the recoil pattern change is just too much for my taste.
Is my only option to revert to the previous version of the mod for the foreseeable future? or would it be possible to have a selection of Legacy (Live tarkov style), Old Realism, and S pattern as options?
Nope. Previous recoil system also had "pull mouse down to control", the recoil didn't auto-compensate, that was the whole point of the first recoil overhaul.
Do you have a thread that has screenshots on updating the bots/pmcs weapon presets? I tried going into SPT-AKI-Versions\user\mods\SPT-Realism-Mod\db folder and found the .json files and tried modifying the Item IDs and so on via notepad++ . However, cannot get them to work, I even removed all other assets within the weapon presets for sptbearpresets.json and others and only made 1 weapon loadout and the bot did not spawn with my preset.
The Bots will still spawn with the old weapon presets.
Additionally, yes, using updated v0.11.2 SPT for v3.6.1 and also saved the files and reloaded the server after changes.
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That guide isn't to do with bots. It's not intended for users to add or modify weapon presets or the loadout files. It can be done if you know what you're doing but I don't have time to help with that unfortunately.
SPT Realism Mod v0.12.0 for SPT AKI 3.6.1: Bayonets + Rifle Melee, Parallax + Zero Shift, & Armor Improvements
NOT compatible with earlier versions of SPT
Added bayonet attachments and added the ability to strike bots and objects with the muzzle of your rifle with a dedicated keybind.
This video is from an older WIP version and does not have the dedicated melee animation, but it gets the point across.
Big thanks to Tron for creating the bayonet bundles and getting them into the game.
Fixes:
Fixed pistol recoil climb multi config option not working, resulting in pistols having too high recoil climb.
Fixed S pattern dispersion not being calculated correctly which meant dispersion stat wasn't making much of a difference and S pattern on some guns were too subtle.
Fixed error in hit detection where right side hits offered less protection from side plates than it should have.
Fixed arm stamina drain not taking weight into consideration properly, resulting in light weapons having similar drain to heavy weapons.
Fixed late-game boss spawn chance being lower than it should be.
Significant Changes & New Features:
Weapon Melee System: the player can strike with the rifle's muzzle, or bayonet, with a new keybind. This will do damage to bots, glass and lights. Some muzzle attachments increase melee damage, you can see the stat in the inspect menu.
There are three new bayonet attachments: Mosin bayonet, 6Kh4 AKM/AK74 bayonet and M9 bayonet for M4A1.
Bayonets act as attachments only due to technical limitations, They cannot be equipped as melee weapons. This may be improved on in future. The M9 and AK bayonet have to be attached to the gasblock, as this was the only way to get them working without resorting to modifying the muzzle brake/flash hider bundles which would make their muzzle flash look different.
Melee with the weapon muzzle acts the same as melee with knives: it drains stamina and uses the melee skill. In addition, weapon weight and ergo affects the muzzle strike's damage and penetration.
NOTE: parallax and zero shift is massively exaggerated for this video!
Parallax and Zero Shift: red dot sights and optics now have parallax simulation. When the player moves their weapon while aiming, the dot will move in the opposite direction to simulate parallax. The amount of parallax corresponds to the sight's accuracy stat. Sights with a negative accuracy stat can now also lose zero. The reticle/dot will have a chance to move away from where the bullet will impact. This chance and the amount of shift is based on the weapon's recoil and the sight's accuracy stat. Changing the sights zeroing distance will fix the loss of zero.
Secondary Armor: a new secondary armor zone has been added. Some armors will have this zone, listed in the inspect screen. These armors have increased area of secondary protection but generally of a lesser armor value. This zone represents the ballistic fabric that covers and contains the main armor plates that some armors have.
A lot more of the front and back of the wearer is protected by this secondary armor, as well as the shouledrs. If the armor does not have side plates but has secondary armor, it will protect the sides with this lesser armor value.
This is a significant buff to armor's like Module, PACA and 6B2 as they gain increased coverage of the same armor value as the main armor. Armor's like the 6B13, 6B23, IOTV etc. will have this secondary protection equivalent to level 3-5 armor.
In general this is a buff to most armors against shotgun and pistol rounds.
Tweaks & Minor Changes:
Bracing now regenerated stamina instead of just pausing arm stamina loss, but not as fast as mounting.
Various tweaks to attachment and weapon stats, fixes for some weapon's recoil like Vectors.
Minor improvements to stance animations.
Increased ADS speed globally.
Added stats for all 13.5 content (armor, attachments, rigs).
Toned down Factory spawn waves.
Increased variety for USEC tier 4 M4 and M14.
Reduced the chance that PMCs spawn without a helmet at higher tiers due to conflicts with headset or mask.
Added another bracket for PMC tier odds to config.
Made attachment "flatness" stat affect the displayed weapon vertical recoil so it's easier to understand what it's doing.
Increased sway reduction from bracing and mounting.
Heya, Fontaine. Figured I'd hit you up here so as to not clog up the comments or bother you on Discord, haha. Feel free to respond or not!
Just noticed you added D.R.I.P. to the incompatibilities section, and was wondering if it completely breaks bot gen, or just won't gen with drippy clothes? Don't mind them not having clothes, but don't wanna break your excellent bot loadouts!
It seems to depend on load order. For some bizarre reason DRIP modifies bot generation by overriding server methods, which Realism's bot progression relies on. So if DRIP is last in load order I think it will break bot progression, if Realism is last I *think* worst case bots won't have DRIP's gear.
My game crashes when trying to drop into Custom as a PMC. Countdown gets to 1 sec.
Error Message I get on the server:
Realism Mod: Failed To Find Custom Preset For Bot marksman At Tier 1
Weapon 5ae08f0a5acfc408fb1398a1 was generated incorrectly, falling back to weapon preset see error above
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That error doesn't prevent you from spawning, it's doing exactly what it says: falling back to a default weapon preset. You have a mod conflict you're using the wrong version of Realism/SPT
Everything else seems to work fine except when I fire the glock18 on full auto it empties a 50 rounder in half a second. I read online and some 10 month old posts said to remove the realism mod but I cant deal with vanilla tarkovs recoil system its heinous.
alright, do you have the armor plate layout for all the armors somewhere easily accesible?
Getting told where you get hit and if it penetrates the armor plate or not helps with positioning and knowing whether or not "Ahh I was an idiot because I stood badly" instead of just having the kill shot be 5.56 warmaggedon thorax
In the overview page, in the ballistics tab. If you were shot you were shot and therefore had bad positioning and misplayed or were just unlucky (got shot from out of nowhere by unseen target). It makes 0 difference how you were standing, you can't "stand different", if you're shooting at a bot you're facing the bot. This is not a support issue either way.
The issue seems to be the missing feedback of where the bullet impacted. When you just die and all the end screen message is saying is "thorax" it doesn't give much of a chance to improve and gives the belief that the bullet just seemingly went straight through the plate instead of hitting anything at all.
If nothing can be done about the end screen then that's what that is
You can easily deduce that if a round with pen lower than required to defeat the armor you're wearing one tapped you, it bypassed the armor hitbox. I fail to see how knowing if a round penetrated the armor vs. it bypassed the armor plate would change the fact that you died or help you not die in the future.
I'm working on the silent caliber quest and its taking 15+ shots with flechette to drop pmcs from within 25m.
Is there something I'm doing wrong?
It doesn't seem to pen armor correctly or something due to the rework.
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Yeah you're using flechette which is very shit in real life. What's good in live Tarkov =/= realistic. Look at the stats of the ammo you want to use. You can't qualify all shotgun ammo as weak after trying only one round
Which parts of the ballistics tab are you refering too specifically?
Because I see the parts about armor having zones and I see the chart you made and I also see your reference to the Wikipedia for real armor classes/types.
But if the warmaggeddon went through the side then that's also fine but then having the death screen just say "thorax" wouldn't be enough, personally anyways
The round could have gone through the side, shoulder, upper chest, neck, or below the plate. The round didn't go through the armor. If you know about the armor zones I don't understand what the issue is that you're reporting? Why is it not enough for it say thorax? You can deduce what happened, and at the end of the day if you died you died and knowing how the round bypassed the armor won't change that. I probably can't even change the death screen if I wanted to.
I've got no idea what's causing this problem in itself, but admittedly there's a pretty big problem in my opinion when a warmaggedon bullet can pierce a PM10 armor, I've got no idea if that's just incredibly bad luck or if there's an actual problem here.
If you need anything more from my site specifically let me know I've attached a screendump of the mods that I'm running
The only settings affecting armor that I've changed through SVM has been the setting for permanent damage when repairing armor.
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Did you look at the mod's features, and the overview page tab on ballistics?
I'm not able to figure out what I'm missing and where. I don't see any other requirements in the install instructions, and made sure to follow the mod update instructions to the T.
Please don't report SPT or mod issues without first testing SPT by itself, and then the mod you think is causing the issue by itself. Getting the error "Error|Default|MissingFieldException: Field 'RealismMod.Plugin.StartingAimSens' not found." means you have the compatibility bridge installed for FovFix + Realism, when Realism and FoVFIx have been updated to no longer use that. Remove the compatibility bridge and update FovFIx.
Vector 9x19 in new version is broken the weapon behaves incorrectly when firing
Even on the new version, there are constant crashes from the game in hideout crash and broken vector -
That's an incredibly vague report with no error logs. You've edited the recoil in config and now you're telling me the recoil is "broken"? What am I supposed to take from this video?
I've been loving the mod so far, but my only problem is im not a huge fan of the reworked med system. Not a big problem, except for the fact that i cant seem to disable the med changes. I disable the different changes and restart spt, but the med items never get reverted for some reason.
https://imgur.com/a/j8cdA8P The mod works fine, but this message constantly appears in the lower left corner. Tell me how I can get rid of it
By doing what it asks you to do. Regardless, you're using an older version of the mod, recommend installing latest version, as well as latest of recoil standalone or realism if you're using those mods.
Yes, but i did have a suppressor. I suppose it was just the wrong kind, perhaps too large of suppressor to give enough backpressure in the gas tube to cycle properly, this is pre your new update. i'll install the update and see how it works out. thanks for the fantastic mod btw! I am still having some slight issues with the ADS being buggy from 'active' making it worse than default gun stance in aim speed, I tried resetting the bepinex as you directed me previously in a thread elsewhere but it didn't change the way the gun is rotating too hard. essentially all poses when you right click, flail around as they move to center, but it's path is always from middle right of the screen as if ADS causes the PMC hands to jerk from pose back to default pose and ADS from there. i'll try to get a video sometime to show if it doesn't correct itself with the update.
It's the PBS suppressors, they are designed for use with that ammo and will eliminate the extra malfunction chance. Regular suppressors just reduce it. No idea what you're describing with the stances, they can't instantly materialize back at the centre of the screen and instantly ADS. ADS from active aim is going to be slower than if you're not in a stance, it has to move and rotate back vs. already being in the right position. Delete the config from bepinex/configs if your stances are behaving strange.
Fixed arms going crazy after sprinting if hipfiring under certain circumstances.
Fixed player weight/comfort not being correctly factored when dropping and picking up items.
Tweaks & Minor Changes:
Various minor stat changes to weapons.
Removed mouse penalty option from config app. Now by default armor and gear does not have a mouse penalty stat, but the weight of gear as modified by the comfort stat will
Fixed arms going crazy after sprinting if hipfiring under certain circumstances.
Fixed player weight/comfort not being correctly factored when dropping and picking up items.
Tweaks & Minor Changes:
Various minor stat changes to weapons.
Remove mouse penalty option from config app. Now by default armor and gear does not have a mouse penalty stat, but the weight of gear as modified by the comfort stat will give a mouse penalty. So not only the weight of the gear itself, but items contained inside the tac rig and bag are also factored. This can be disabled with the in-game F12 config menu.
Buffed the impact of attachment dispersion stats on recoil. It makes the S pattern happen faster which effectively shortens the width of it, and it slightly increases recoil angle closer to 90 degrees straight up.
Redid hipfire stat to better take into account the weapon's ergo and recoil stats.
Smoothened dismounting from cover if not moving, and made it so you can mount when not aiming as well.
Significantly reduced the malf chance increase of several attachments and magazines.
Increased spawn chance of Mosin on PMCs and Scavs, moved Mosin Infantry to LL2.
I've tested your mod on its own with nothing other than the clutter/grass remover mod. Everything worked perfectly fine; the bots spawned in on factory etc. Going to reinstall them one by one and see what conflicts. Going to try SAIN next because I suspect that might be the problem.
It looked at first like it was because I had replaced pre-existing files with new ones rather than deleting everything and starting fresh but this mod seems to conflict when all these mods are enabled. Shame it looked rather interesting. Apologies Fontaine and thanks for your help.
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Realism has all the features of Algorithmic Level Progression and more except for weapons from mods., ALP seems to be an attempt at a spinoff of Realism's bot changes. There's absolutely no reason to use it on top of Realism but you can disable all of Realism's bot changes to make it somewhat compatible.
There is a problem with Schmidt & Bender PM II 1-8X 30mm rifle scope. It's reticle is always set to 1x. Is there a way to set it's reticle like from 8x?
Nope. If you report a bug please clarify if the bug was on your end and if you resolved it, otherwise it's just a barrage of questions and potential bugs that I end up wasting my time looking into.