that's what i'm doing, but even if it's seems to work, they kinda mess with each others (poop author confirmed it)
So it's an issue with POOP?
that's what i'm doing, but even if it's seems to work, they kinda mess with each others (poop author confirmed it)
So it's an issue with POOP?
Hey sorry to bother you again but for all 3 of the mods I have when I open the Aki.server it says all 3 mods are missing package.json but all 3 mods have package.json but when i try to open the package nothing happens i'm super confused.
and when I open the Readme file this pops up and im just at a loss of words now because this doesnt happen to him in the video
Like I said I can't offer general SPT support, try asking on the SPT discord for help.
Hi I was wondering how to actually use the mods ive installed this realism one but when i launch the game its saying loading 0 mods and I cant find any videos on it any thing helps
General mod/SPT support is outside the scope of support that I can offer, you're better off asking on the discord. Here's a guide:
i think pmc don't shot back at scav. is there a way to fix this and change pmc/scav stats manually ? like accuracy etc ?
They do, if they sometimes don't that's likely an issue with SPT itself as I don't recall touching anything to do with player scavs. If you want change AI then use a mod like POOP.
I'm not sure if I'm the only one that's being affected by this but Knight doesn't seem to spawn with his mask but a helmet instead? After uninstalling the mod he would spawn with it normally on. Not sure what in the mod would be causing the issue and if any other bosses are affected.
Yes, I've changed most of the boss loadouts to be more grounded, there's a config option to revert it called "Force Boss Items".
Howdy,
I was wondering if it's possible to have scavs pick up magazines when they loot dead bodies? I feel like whenever I kill a scav that I assume looted a gun off a body, the scav's inventory only has the magazines for its original gun. I would imagine it would be more realistic to take the magazines as well, if possible.
Not feasible
Display MoreHey Fontaine,
sorry to bother again. Haven't played recently but keep wondering about one thing, especially seeing your update on the recoil overhaul to include MightyCondor's weapon conversions.
There, you mention that you added stats for the RSH12, and SR-2M. He also has the Glock 19. I wonder are these stats only needed for new calibers (RSH12 and SR-2M) and your mod will work off the bat with added guns that use existing calibers or are based on weapons that already have similars ingame, like the Glock 19?
Therefore, can I safely download and add new guns that will work as intended based on the caliber stats (but maybe have wrong ergonomics and recoil stats) ?
Thanks in advance.
No, new weapons need to be added properly. I didn't add the Glock 19 because it's functionally identical to the Glock 17.
Fontaine added a new version:
QuoteFontaine's Recoil & Attachment Overhaul v1.0.2 for SPT AKI 3.4.x - Hotfix Fixed
NOT compatible with earlier versions of SPT or 3.5.0. AND not compatible with Realism Mod!
Mirror if you can't access Mediafire: https://www.dropbox.com/s/r9z0…1.0.2-SPT-v3.4.1.rar?dl=0
Sorry for previous upload, it had a bad file reference causing mod to fail to load.
Fixes:
- Fixed Gunsmith Quests not being completable. All Gunsmith quests will now be very easy to complete, they basically have no stat requirements. With patch 13 changing Gunsmith quests, this is more future-proof than having to manually edit them whenever something gets updated.
Changes:
- Stat and Recoil Tweaks: small tweaks to some weapon and attachment stats.
Some Traders cant access to buy or sell items. circle loading logo
I need details, please let me know what other mods you're using, your SPT version, and your config options.
Just noticed: the ammo PDFs in /info don't have .357 in them
The ammo carts are old, they take way too much time to keep updated. There are several mods that show the ammo stats in-game, I recommend using Faupi's Munitions Expert.
Probable somekind of a bug?
Some items have their stats in one column, instead of two
Don't know if it's unique to my mod or also unmodded EFT, either way it's just because the material type has a long name. It doesn't really matter either way though.
Fontaine added a new version:
QuoteFontaine's Recoil & Attachment Overhaul v1.0.1 for SPT AKI 3.4.x
NOT compatible with earlier versions of SPT or 3.5.0. AND not compatible with Realism Mod!
Mirror if you can't access Mediafire: https://www.dropbox.com/s/ygzp…1.0.1-SPT-v3.4.1.rar?dl=0
Fixes:
- Fixed GUI having wrong icons.
Changes:
- Config: added option for reducing camera recoil per shot to the in-game config. Increased the min/max values for some config options.
- Stat and Recoil Tweaks: increased the impact of weight and balance on recoil, especially for pistols. Changed the default values for the in-game config (I recommend pressing "reset" on all the recoil config options if you haven't tweaked them already). Rebalanced some attachment and weapon stats for the Default preset.
Fontaine added a new version:
QuoteDisplay MoreSPT Realism Mod v0.6.5 for SPT AKI 3.4.x
NOT compatible with 3.5.0 or earlier versions of SPT.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/nhqm…0.6.5-SPT-v3.4.1.rar?dl=0
Mostly a small update with QOL changes, fixes and tweaks.
Fixes:
- Fixed 'Realistic Player' Health config option still setting player health if it's turned off. There's now a separate config option to reset player health from realism's setting to default.
- Fixed pistols being too affected by balance.
- Fixed accuracy/MOA stat calculations that made some builds have very low or negative accuracy. Corrected accuracy stat for MP-18 and T-5000.
- Fixed MP-18 balance.
- Fixed Realism profile preset not having the correct HP resource for the starting makeshift medkits.
- Fixed all headwear having the faceshield note.
Changes:
- Endurance Leveling: incorporated my Always Level Endurance mod (if you are using that, you can uninstall it now). No matter how overweight you are, you can still level endurance. This should fix the issue of not being able to level endurance with the movement/weight changes enabled. Weight limits have been tweaked to take this into account.
- UniformAim Compatibility: added compatibility for the Uniform Aim mod.
- Armor Classes: Armor classes will display their IRL armor classification instead of a number. This can be disabled in the in-game config.
- Config: added config option for multiplying bot HP (except head). Added config options from my standalone Recoil & Attachment Overhaul, let's you tweak recoil and share presets, check the mod's overview page for details. Added option for disabling player weight limits changes.
- Weapon Tweaks: Increased forward balance of AKs, made SMGs more accurate, reduced the negative ADS penalties of all scopes that have them, tweaked ASH-12 to have better ergo, increased AK recoil angle, small nerf to MP9 recoil, nerfed SA58 and and SCAR-H recoil, tweaks to G36 and MK-18, increased rearward recoil on many "high calibre" rifles and SMGs.
- Recoil Tweaks: recoil has been tweaked so that rearward recoil increases per shot, improving recoil feel. Camera recoil no longer decreases per shot by default, but this can be re-enabled. Added many more in-game config options for tweaking recoil.
- Attachment Tweaks: various small stat tweaks to muzzle devices, reduce accuracy stat bonus for grips and stocks,
- Tiered Spawns: Made boss and raider/rogue spawn chances tiered. Bosses etc. start off with a very low chance to spawn that gradually increases as you level your PMC.
- Bots: lowered odds of higher tiers between player level 1-15 to make early game last longer. Various tweaks and corrections to loadouts.
- Traders: modified the cost of certain types of items. Meds, food and ammo is more expensive while helmets are less expensive.
- Armor: rebalanced/corrected some armor based on their real classifications.
- Patch 13 weapon stats: Added stats for RSH-12, AUG and SR-2M ported from patch 13 by Mighty_Condor.
- Ammo: small tweaks to accuracy stats.
- Health: halved damage taken from dehydration and exhaustion state, upped light bleed chance slightly and decreased its damage,
- Fleamarket: fixed some bad category logic, added grenade launchers and flares to restrictions. Increased minimum flea offers for the hardcore config option, there's currently an SPT bug that doesn't let you buy offers if only one offer is remaining.
- Legacy Recoil Changes: small tweaks to legacy recoil changes.
Fontaine added a new file:
QuoteDisplay More
NOTE: this system is already used by Realism Mod, don't install both!
This is a substantial overhaul of how EFT's recoil system works. This recoil system works very similarly to Realism Mod's. If you already use that mod then you're not missing out on anything, don't install both.
Recoil:
The negative effects of recoil auto-compensation has essentially been removed and replaced with a traditional FPS recoil system where muzzle rise is consistent, no more pulling the mouse up and down to stay on target. Even iron sights are completely viable now, sights never don't get misaligned under recoil, the weapon no longer twists in strange directions acting like it doesn't have any stock. Single shots and burst no longer send the weapon's muzzle flying up for it settle back down in auto. Burst and semi auto is very snappy and superior to full auto in most cases.
For pistols and stockless/folded stocked rifles there is an optional hybrid system that combines the new recoil mechanic and auto-compensation. If you do nothing to control the recoil there will be a lot of muzzle flip and slow recovery. If you move the mouse to compensate for the recoil before and while firing there will be less muzzle flip and faster recovery. It takes getting used to but it makes such weapons a lot more interesting and skilful to use, giving a clear advantage to weapons that have a stock.
Customizable:
Recoil too easy or too hard to control? Well with the in game config menu you can tailor the recoil to however you want it. The recoil can be completely customized.
If you don't want the hybrid system, you can disable it in the config. If you do not want the new recoil mechanic you can set recoil climb multi and the s-pattern multi to 0 and then change the different recoil modifiers to your liking.
------------------
If you wish to support me and my work you can support me on Patreon!.
M4 Semi Auto Controlled:
M4 Semi Auto Uncontrolled:
M4 Burst Controlled:
M4 Burst Uncontrolled:
M4 Auto Controlled:
M4 Auto Uncontrolled:
M45 Slow Controlled:
M45 Slow Uncontrolled:
M45 Fast Controlled:
M45 Fast Uncontrolled:
Can be disabled via config.
This feature is still WIP.
Recoil Overhaul:
Auto-Compensation has essentially been removed by making it very fast (base convergence stat is very high), and replaced with a traditional FPS recoil system where the weapon and player camera recoil together and make an S pattern. This fixes all issues that came from recoil auto-compensation without massively lowering the recoil which makes it far too easy to control and removes skill or player engagement from the equation.
Iron sights are completely viable now, sights never get misaligned under recoil, the weapon no longer twists in strange directions acting like it doesn't have any stock.
For pistols and stockless/folded stocked rifles there is a hybrid system that combines the new recoil system and auto-compensation. If you do nothing to control the recoil there will be a lot of muzzle flip and slow recovery (like how default EFT works). If you move the mouse to compensate for the recoil before and while firing there will be less muzzle flip and faster recovery. Recoil still climbs like with other weapons. It takes getting used to but it makes such weapons a lot more interesting and skilful to use, giving a clear advantage to weapons that have a stock. This can be disabled so that these weapons use the standard recoil system.
The recoil can be completely customized with the new config options. If you don't want the hybrid system, you can disable it in the config. If you do not want the new recoil system at all you can set recoil climb multi and the s-pattern multi to 0 and then change the different recoil modifiers to your liking so that it acts like unmodded EFT.
Note that weapons have not been individually balanced, they use BSG's base stats and are then modified on a per-weapon class basis. So any future balancing changes, or that of any other mod, will affect the recoil. However this also means the mod is highly compatible with future balance changes and mods because the config allows you to easily tweak the recoil.
Installation:
Extract and copy the contents of the download folder into your SPT directory. Make sure the 'RecoilStandalone.dll' file is in the BepInEx/plugins folder.
Config:
There is an in-game config menu for tweaking the recoil and a few other options. (press F-12 when in game, click outside of the menu to close). Some settings require a restart, all have tooltips explaining what they do.
Compatibility:
For Combat Stances you must make sure to install the compatibility plugin included with it.
Virtually any weapon mod should be compatible. I've tested SamSwat's weapons and they work fine. KMC should work too. Note: this doesn't mean that modded weapons are balanced.
There's no point using any other recoil tweaker mods unless they have options this mod doesn't, this mod's config should cover everything you need.
Recommended Mods:
- SamSwat's Increased FOV mod
- Geff Hannigan’s Scope Overhaul (updated version). Original upload.
- SamSwat's Reflex Sight Rework
- Amand's Graphics
- My FOV Fix
- My Realism Mod: if you want a more advanced version of this mod's recoil system, it's based on the system used by my Realism Mod.
Display MoreHere's a screengrab of me doing it: https://streamable.com/38xui1
1. Buy something that trader only has 1 of (from trader or flea)
2. Open flea market to view that item - trader has it for sale again immediately
3. Buy it again, it goes out of stock
4. Press refresh button - item back in stock
Wonder if it is related to SVM being used... let me try with no other mods running.
Edit:
Removed all other mods and created a fresh account (on 3.4.1) - same behavior occurs
All trader config options in the UI are checked
Thanks for the detailed report, it's very helpful. I tested with no mods installed, it's an SPT issue. It's just not noticeable normally because the stock quantities are so high you wouldn't look at it. I'll report this to the devs, hopefully they can fix it.
Not sure if this is a bug related to this mod or an SPT bug, but when refreshing the fleamarket it resets the trader stock. E.g. the trader buy screen will be correctly out of stock, but when checking/refreshing flea market, it is in stock again.
So if I understand correctly, you go to fleamarket, press refersh, go to the trader's buy screen, and their stock is refreshed? I haven't been able to replicate this. Which of trader config options do you have enabled?
Not sure if this is a bug related to this mod or an SPT bug, but when refreshing the fleamarket it resets the trader stock. E.g. the trader buy screen will be correctly out of stock, but when checking/refreshing flea market, it is in stock again.
Thanks for letting me know, I'll look into it.
Fontaine added a new version:
QuoteDisplay MoreFontaine's FOV Fix v1.3 for SPT AKI 3.4.x
NOT compatible with earlier versions of SPT or 3.5.0.
Mirror if you can't access Mediafire: https://www.dropbox.com/s/n6fj…x-v1.3-for-3.4.x.rar?dl=0
Fixed Scope Zoom bugs.
Fixes:
- Range Finder: Fixed Rangefinder having too much magnification, resulting in its text not displaying correctly. You can now set the Magnification of the range finder independently. The it will also no longer increase FOV when ADSing by defualt.
Changes:
- More FOV options: added ADS FOV multies for the rangefinder, 8x and 14x.
Fontaine added a new file:
QuoteDisplay MoreHeadbob Reducer
Let's you set the headbob game setting slider to 0. That's it. Nothing more, nothing less.
This doesn't remove the side-side movement when sprinting and walking that patch 12.12 introduced, that seems baked into the animation. However it does reduce some of that headbob and removes the head movements when reloading, opening inventory etc.
To install, simply put the .dll file into your BepInEx/Plugins folder.
If you wish to support me and my work you can buy me a coffee.
I have a feature suggestion, there is a low ready animation in game which can be seen in the hideout if you try out your weapons in the range area but look away from the range. It'd be kinda cool to be able to toggle low ready just for immersion/realism. I don't know how plausible it is adding these to bot AI and the player character while in raid, just an idea.
Thanks for the suggestion. Cool idea, but while it may be feasible to implement for the player, it might as well be impossible to add to the AI unfortunately. BSG spoke about adding low and high ready and making AI look more natural, we'll just have to hope and see if they do it.
So even after turning off realistic player health and putting the mod before everything in the mod order, I can't change my health. Tried both KiKi health multiplier and SVM but it resets my health to 440. When I remove Realism I get the health I want
Alright thanks for reporting the issue I'll get that fixed for the next version.
Display MoreHaving a strange issue with the traders. It appears that some of the new trades/barters from 0.13 have somehow entered into the 12.12 traders as seen below:
Prapor
Peacekeeper
This is what the traders look like without the mod installed:
Prapor
Peacekeeper
All I have done in the mod config is to disable the med changes.
My other mods are:
- Lua's CSP with Doc's Gangstalker config
- POOP with POOP variety
- SWAG
- SAMSwat FOV, ReflexSight and SelectEntryPoint mods
- Amands Graphics
- Your FOV fix
- Kobrakon Immersive Raids
Any way to help will be appreciated, thanks.
The trader LL's are changed and randomized, check the Mod's overview page for details.