Fontaine added a new version:
File
SPT Realism Mod 0.7.9
SPT Realism Mod v0.7.9 for SPT AKI 3.5.5
NOT compatible with earlier versions of SPT
Update to 3.5.5 with new features such as armor and body hit zones, and bots being able to use stances. You know the drill, there may be unforeseen issues that will get patched in hotfixes.
YOU MUST HAVE THE "Realism" FOLDER WITH THE SOUND FILES IN YOUT BEPINEX/PLUGINS FOLDER OTHERWISE THE MOD WILL CRASH!
Fixes:
- Fixed disabling recoil climb breaking stances.
- Fixed aim sensitivity not resetting when toggling
QuoteDisplay MoreSPT Realism Mod v0.7.9 for SPT AKI 3.5.5
NOT compatible with earlier versions of SPT
Update to 3.5.5 with new features such as armor and body hit zones, and bots being able to use stances. You know the drill, there may be unforeseen issues that will get patched in hotfixes.
Fixes:
- Fixed disabling recoil climb breaking stances.
- Fixed using toggling faceshields not resetting aim sensitivity.
- Fixed active aim not being toggleable with faceshields.
- Fixed firemode change animation playing while sprinting from high ready.
- Fixed player scavs and bots not spawning with ammo or only one round in their magazines.
- Fixed bot cap changes not applying.
- Fixed there being too much arm stamina drain if certain options were disabled.
- Fixed chance of double Goons on night Factory and no Goons on day Factory.
- Fixed inappropriate weapons spawning on PMCs in CQB.
- Fixed "Revert Med Changes" not removing Tier 2 and 3 medkits.
- Fixed NVGs not blocking ADS with optics if faceshield option was disabled.
- Fixed issues with time of day logic that determined when bots use their flashlights and when they used long range vs. short range weapons.
Changes:
- Config: added config options related to the new hit zones and audio. Added options for 3rd person stance position and rotation and speed. Added config option for convergence modifier for semi and full auto.
- Armor Hit Zones: now only where the armor plates would be will protect the wearer, anywhere else counts as not hitting armor. Some armor only has plates protecting front and rear, some have side plates that protect *some* of the sides of the torso. Some armor has "secondary armor" which is of a lower level than the stated rating/class, equivelent of level 5 armor and so is only able to stop pistol and shotgun rounds. This secondary armor can protect the stomach/groin, neck and upper arms depending on the armor. As in previous versions, the lower arms are not protected by arm armor. The new armor zones are listed in the stat screen of armor like in the base game. Due to these changes the overall "time to kill" is a lot lower as armor no longer acts like a protective bubble.
- Armor Hit Audio: added additional hit sounds for the armor and body hit zones. This helps differentiate armor from body hits and makes landing hits more satisfying. The sounds are taken from the game itself in most cases. The sounds can be disabled. Note: the audio volume was set using Binaural Audio and may be too loud if it's disabled, but you can adjust the volume in the config.
- Body Hit Zones: new body hit zones have been added which modify the amount of damage dealt and bleeding chance. The arms now consist of upper and forearms. Legs now consist of thighs and calfs. The upper part of the limb does extra damage and bleed chance and the lower part does reduced. The neck now is an instant kill like the head (in umodded EFT, it counts as chest hits and does normal chest damage). There is also now a heart (instant kill) and spine hit zone (80 extra damage). The body is divided into A, D and C zones like an ISPCC target. D does reduced damage, C does normal damage, A does extra damage. These changes make shot placement a lot more important. The "time to kill" is now a lot lower if you consistently land hits in the A Zone or neck, thighs etc. or a low higher if you hit the edges of the target.
- Arm Penetration Fix: made arms have much lower "armor" effect, meaning rounds now have an easier time penetrating arms and their penetration after going through them is reduced by a lot less. Effectively arms tank less rounds that would otherwise hit the chest (optional).
- Ballistics: durability loss and blunt damage calculations have been reworked to be balanced around the new armor hit zones. In general, armor durability loss scales better across different calibers/rounds. Frangible ammo has massively reduced armor damage. Tweaked armor stats with all the changes in mind. Buffed slug damage. Corrected shotgun pellet counts: pellet count now ranges from 8 up to 27 and damage is scaled correctly to the amount of pellets. Upped spall reduction on western armor.
- Stances: stances now work in 3rd person so that you can use them with a 3rd person mod or to take screenshots. Low ready now has faster arm stam regen than high ready. Tweaked the stance animations a bit. Bots now also will use all the stances depending on their faction and various conditions (Scavs won't use high ready, active aiming or short stocking for example).
- Sway: reduced sway overall slightly, reduced it a bit more for pistols and increased pistol ADS walk speed.
- New Attachment Stat: added "Flatness" stat to attachments. This changes the convergene/autocompensation of weapons. This is basically how snappy the gun is. Muzzle attachments have been rebalanced with this stat in mind and they reduce recoil by a lot more on average.
- Stats UI: added noise reduction stat to headsets so you can tell which have better hearing protection. Changed how the game displays durability burn and malfunction chance stats for ammo to accurately reflect the changes made to malfunctions by the mod. Added pellet count stat to ammo. Added the shotgun dispersion stat to the UI for barrels (pellet spread).
- Bots: added labs keys to Goons and USEC. Made USEC slightly more likely to have faceshields on CQB maps. Upped boss spawn chances.
- More Custom Weapons: added a tuned version of the Saiga 12k and the Benelli M3 to Mechanic, and a full auto VPO-209 to Skier.
- Weapons and Attachments: removed the malfunction mechanics surrounding the 260mm AR15 barrel. Instead it has low malf chance but high recoil by default. There is now an alternative version of it sold by Mechanic which has low recoil but high malf chance. UMP recoil got nerfed.
- Various other tweaks to weapon, attachment and armor stats.