SPT 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.