Posts by Fontaine

    hi, i know you said that you won't be responding to comments regarding to gunsmith quests but there seems to be a bug with gunsmith 21. I handed m700 over but it wouldn't let me hand in the pistol although it had all the requirements (muzzle brake, pistol grip and a flashlight) and it had the golden check mark.

    I don't have the time to look into GS quests, I recommend using profile editor to auto complete it


    I'm making compatibility patches for other addon items. I can make patches for weapons easily. I just add them into your templates folder. Unfortunately for armor, I cannot do this as easily because it feeds from SPT's actual item database and won't see any other items added from mods, even though I added armor profiles to the templates area. Is there any work around you can think of? Thanks in advance!


    Not sure what you mean. I don't recommend replacing the files of any other mod, that's a bad way of making compatibility patches. For weapons use the preset making/sharing feature, there's instructions in the overview page of my standalone recoil mod. For armor just make changes to the armor's stats in your own mod and make sure it loads last.

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    Being met with this when I try to launch the server, only happens when Realism is installed :(


    Probably mod conflict, uninstall other mods till it works. Or something is wrong with your SPT install. I've had this error reported before and every time I never get a response about what the cause was, and I can't reproduce it so nothing more I can do.

    i want to report that using 7.62x39 US ammo in any weapon will make it jam pretty much every other round.
    tried with AK 103. SKS, Op-SKS, AKMS, AKMSN, AKM. all fully repaired 98-100 durability range with stock attachments, the full auto weapons could sometimes fire half a mag before going nuts.


    Like ODT said, use suppressors/boosters. For the most reliability while using US 5.45/7.62, use the PBS suppressors. Otherwise disable the malfunctions changes. Check the descriptions and stats of attachments, all mechanics like this will be shown in some way.



    Different scope mounts will be of different quality, and therefore better or worse and holding zero, so different accurate stats. More of this will come when I figure some stuff out with the client to do with contextually applying accuracy stats when ADS with specific scopes.


    As for the stock adapters, should be pretty clear, the description of those mods says "This adapater changes the recoil profile of the weapon by raising or lowering the stock in line with the barrel. It will not impart any stats unless a stock is attached.". The RD lowers vertical recoil the most out of all the AK adapters or close to it iirc so not sure what the issue with it is. It also allows M4 stocks which will generally net higher ergo than most AK stocks.


    The build you're saying is worse in every way is better in every way except horizontal recoil? Also the zenit build has higher ergo and less vertical recoil?


    The ergo stats of pistol grips is based on how comfortable they look or are in my experience. Show me ones that don't make sense and I can see if there were any mistakes. I honestly don't care about BSG's/live's shitty MMO style progression or rarity with stats that makes no sense to me, a 1-2 difference in ergo isn't going to be noticeable anyway, they're mostly for aesthetics.


    I'd manually do the trader levels for all attachments, and I have done before, but that's a massive time sink that can be better spent adding new features and mechanics.

    There's a few ways to fix the rogues, the main issue is there's a lot, but they're also laser accurate and all fire full auto with suppressed guns. So you could take either route, make them dumber or decrease the amount


    I WILL STATE, it is entirely possible to wipe all 20 without godmode, and i did do it yesterday, but you need to be extremely smart about it.

    I'll reduce their spawns a bit

    Is there no way to completely disable passive aiming? Even though the key bind is not right mouse button, pressing right mouse button to ADS normally triggers passive aiming


    You do it automatically if you have a faceshield down or NVG + optic. You can disable faceshield blocking ADS or just don't ADS when using a faceshield.



    The problem with Rogues in 3.5.0 is they take a looooong time to spawn, if you spawn nearby you probably have a about 5 mins to get in and out. I can maybe lower their spawns a small bit.


    Ammo getting super expensive has been fixed, you're not using an old version of the mod are you?


    Also, I don' t know how to take feedback saying it's too hard/expensive to buy items from traders so they disabled that feature but then find it too easy to get loot off of PMCs. I can't balance the mod against all possible config options, it's balanced around all the default options. I can look into toning down the stim chances on PMCs, but something like Arenaline and Morphine is vital if using the med changes. If you find the PMCs too easy to farm I recommend turning up the difficulty in the config or using a mod like POOP and configuring them to be hard.


    My vision is for traders and the flea to be expensive and unreliable, and map loot to be a lot less common, and for PvE to be the main source of loot. To that end, ideally the AI would be very difficult.


    The prices of things in SPT is based on live where what's valuable or isn't makes 0 sense realistically speaking, or even just with the changes I've made (like golden star). I'm not at a point where I can afford to manually change the cost of most items in the game, it's way too much of a time sink. If someone out there makes a mod to change the prices according to Realism's balance that would be great. Maybe for now I can lower the money you get from traders.


    The JSON you shared is from an old version of the mod....tier 3 bears can't even spawn with the Vulkan anymore.....


    I just noticed that you capped the PMC's level to 50, in your Loadout, which makes it impossible to complete the Trophy Task from Peacekeeper, where you have to hand in 20 level 50+ dogtags of both USEC and BEAR.


    I'll increase it to 60 for next version

    The armor section has disappeared from the description :( Please add it if it doesn't make it difficult.


    https://prnt.sc/OBSUdaN3mANw

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    I was wondering about this... how feasible is it to make the brackets configurable level wise? I know we can edit bot tier chances for the level brackets specified as of now, but is it possible on your end to make it so we can configure when the level brackets begin and end?


    It'd be a lot easier to just add more brackets than make the level ranges themselves configurable

    Uniform Aim, Greg is working on updating the compatibility patch

    I probably should have been more specific, the rogues had 2-3 thors max(2/10 mind you), but that's still a lot, the Big issue ive been having with the mid to high levels is the guns and gear have started being extremely HIGH price fully kitted out items(im not using loadout mods at all). Its just getting a bit redundant to even level traders when you hit lvl 30 and everyone has tricked out to the max guns, top tier armor and bags along with visored opscores and stuff, you might as well just farm bots for gear is the issue I've had.


    Level 30-35 is way way before you could even max a trader out, imo a solution would be some revisions to loadouts or change the level tiers begin.

    Hmm 2-3 seems too high, maybe it was just lucky RNG? The vision for the mod long-term is that PvE is rewarded with loot, and traders and flea market aren't reliable sources of gear (hence the trader and flea changes). I hope to add mechanics that will nerf world loot too.


    You can change the tier odds in the config, so you could have tier 4 bots only appear at lvl 35+ if you wanted. I wasn't sure when to set the end game, I've no idea what the average level people get to is so that would be good to know too. I could add another 1 or 2 level brackets up to lvl 40 or something

    While I didn't encounter as many rogues as I was sure to make sure they had vanilla spawning behavior, I did feel like the mid to higher level PMCs generally had really high quality ammo and headgear, loot and medical injectors. To the point where it felt like looting anything except barter items was kind of pointless when I could just find some PMCs to farm. Every other PMC I killed was wearing a vulkan with a shield which vendors for insane amounts. In online tarkov, you never find medical injectors on PMCs because its in their secure, and people rarely run faceshields. tbh I have not even noticed the bots use the injectors so I'm not even sure why they spawn on them. I had to go through the loadouts and lower the weighting on a lot of better gear and remove some items from the loot pool. Although I was already rich from the spoils at that point so it didn't really matter.

    Are you playing with hardcore flea, tiered flea, and randomized traders? With med changes? Are you using other mods that might be messing with bot loadouts? The mod is balanced around all the mechanics that have been added. It'd probably be pretty easy if those features were disabled. I'm not trying to make the bots or PMCs mimic real players, but instead make a single player experience, so it doesn't make sense to me to not give them items on the basis that it'd be in their containers. I tried to give them stims that aren't that great, like propitol is rare. Vulkans on Bear PMCs have a 1 in 37 chance or something like that, I don't see how that every other Bear could have one? In my testing I rarely seem them, like I've been spawning bots into Factory in horde mode without weapons to do armor testing and I've yet to see one.


    Tbh the high player level rogues are kinda insane, by level 33 they're using almost entirely heavy THOR armor, airframes and up armored opscores, hk416s, SCAR-Hs and there's at least 12-15 of them spawning.


    In general I kinda feel the loadouts could be toned down a bit for the high levels. Why not an optional alt loadout system where the bots (PMC specifically) only use specific barter preset guns and more bare bones headwear(less visors and extra armor), so to better encourage looting and leveling trader, so you can't just find insanely tricked out guns and uparmored helmets everywhere, while the rogues could use their base tarkov line up but progressively start using their better stuff like their SCARs and hk416s, and maybe just in general tone the raiders down more to russian surp gear and guns.

    Rogues have a 1 in 23 chance of having Thor's, not sure how you're seeing them with lots of them, maybe I could make them even more rare but in my testing I'd rarely ever see one, I don't think I remember even seeing one. SCARs and 416s aren't any better than any other AR really. In terms of attachments, they get better with each tier, but noting crazy (and attachments aren't a big deal in Realism mod). In this mod all ARs will perform more-or-less the same generally, and a stock 416 with a scope won't be that disadvantaged vs. a fully modded 416.


    It's really hard to balance a mod around feedback, because I've no idea if people are using the flea and trader options, med changes, what difficulty they have bots on, if they have other mods interfering with bot loadouts (has happened a lot), etc. and even then I get told the same things are too easy or too hard, too much or too little. Then there's a wide range of skill level too :/


    Best I can do is try to get to high levels in a playthrough myself and look out to see if the bot loot is too good or not.

    Hello, love your mod!

    Any ideas on what can I change to make rogues on Lighthouse bearable? They just laser me from 250m away and there is nothing I can do about it :(

    Rogues have been aim bots since they were added to the game, you could put the AI on easy for Lighthouse.

    Use POOP, and nerf them to hell. SPT's recoil changes makes it so bot's are extremely accurate while firing in full auto, and hardly ever miss.


    I'm not so sure recoil stats effect bot accuracy, bots have always been able to land every shot in full auto in live and in SPT.

    Send me pictures of all your config options. If you're using SPT 3.5.0 that you got from this website and not some dodgy 3rd party, have a valid copy of EFT, and the latest version of this mod, and you've installed everything correctly, and you're not using any more mods in your user/mods or plugins folder, then I don't know what to tell you because it's impossible to reproduce.


    I was looking through the files and I saw that you have weapon presets for different bot types. What dictates when they will use one of these presets?


    For example, I see scavs have several presets for the MP18. Where can I see the chance that this preset will be used.


    Thank you!

    It's basically random.

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    Have no idea why this happening, some bots after death just standing or sitting like that,main problem - theu not lootable. Any idea how fix this?
    im using : (but i noticed this bug with SVM and Realism only)


    Remove other mods till it works.

    Fontaine added a new version:

    Thank you, that seems to have fixed the issue.

    @ dev: The config app doesn't seem to make it clear that the "Remove FIR Requirements" tickbox also makes purchased items (from traders & flea) FIR; could that behavior be added to the alt text description, or better yet, be moved into a separate config option?


    I can make it so bought items and items after death are all FIR, and separately that quests don't require FIR. The former is a SPT config option that can't be separated, and making quests not require FIR becomes redundant because it amounts to the same thing. I can look into it in the future, will update description


    Sorry for the bad English in advance..

    I found a strange bug in mod (if it is not and I'm just a stupid degenerate, then I'm sorry)

    When SPT Realism is enabled, aiming their weapon with the underbarrel grenade launcher looks something like this (1nd pic) but when I turn off the mod everything is fine (2st pic)
    list of mods in the third picture, if it's so critical

    You're somehow activating passive aiming when using the UBGL, check your keybinds or change the keybind for passive aim.



    Hello!


    Is there any quick way of hiding any items that are "Out of Stock" in the trader menus?


    This would make the list a lot cleaner with only the available items for sale being shown.


    I don't think there is, that's how out of stock items behave in live too, pretty sure it's hard-coded.



    Crazy idea I had, why not add some harder turn speed or ergo penalties to having extremely tall backpacks (mystery ranch, 6sh118, terminator, etc)


    BSG are way ahead of you/me, in the latest patch for live they added such penalties. I do want to expand on that though.

    when trying to remap the passive aiming key, it instantly remaps to F13 (idk about you but i dont have that key) and i either only can turn it off or have it on B, which is my select fire modes


    I can't replicate this issue, I can change the keybind just fine. Maybe you have a programmable keyboard that has macros set up or something?

    Hi there,

    having an issue loading into raid, using amands graphics, samswats reflex sight rework, kobrakon;s adrenaline, platinums spt realism ammo stats and trap's path to tarkov

    any ideas?


    Mods change and compatibility may break, you'd have to remove one mod at a time till it works again. Amand's is definitely compatible.


    thanks, should've done that to begin with. i found out it's related to seeitemvalue, KcY - SeeItemValue. should i post in their support thread to see if a fix can be made? anyways, thank you!! :) love your mod btw

    No problem. You can report it to them if you want but it might be something they can't fix.

    Fixed, redownload the mod, thanks. Pretty sure I don't touch when flares can be bought/sold but I'll have a look



    Blablabla error when inspecting helmets, trying to close tab doesn't work, makes item invisible and bricks the game, deleted SPT realism and the issue was fixed, any help? :(

       

    Removed mods until it works, or your config is messed up. If removing all other mods doesn't fix it, then send me pictures of your config options. If SVM allows you to disable all headgear conflicts that would be it


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    Great changes so far, but can you set a toggle so we can disable NVG + Optics passive aiming in the F12 Config, not really a fan of that, but otherwise great changes all round.

    Will add config option for disabling NVG block optics etc. in the next version

    Fontaine added a new version:

    I have the RealismMod.dll file under the path C:\SPT\BepInEx\plugins\BepInEx\plugins. I even tried moving it to C:\SPT\BepInEx\plugins and that didn't help either. I'm not sure which config file I could have incorrectly configured, but regardless I didn't touch any files until a few failed attempts at launching, uninstalling and reinstalling the mod. Thank you again for your time

    Check the mod page's install page. It's not supposed to go in C:\SPT\BepInEx\plugins\BepInEx\plugins, that's not a real path, C:\SPT\BepInEx\plugins is correct, and the mod folder SPT-Realism is supposed to go in C:\SPT\users\mods

    You you don't have the .dll in the plugins folder or have config incorrectly configured.

    Noticed while playing around with muzzle devices that both the 5.56 and 7.62 Nordic Corvette compensators are decreasing cooling by -100%. I poked into the templates for them, and realized that both their "heatfactor" lines are set as 1, but their "coolfactor" is 0. Including a screenshot just for clarity on which ones I'm referring to.


    thanks it's been fixed for next version

    Long Road Task is impossible - spent the whole 50 minutes on the road and no scavs spawned.

    Is spawning based on proximity?

    I can usually hear the PMC's spawning into the world, i hear them drop boots on the tarmac so usually they are close.

    Lighthouse has messed up spawns in SPT, I'll take a look if it's fixable in the future