NOT compatible with earlier versions of SPT or 3.5.0.
Updated with config options and fix to scope zoom and other options.
Changes:
Scope Zoom:globally increased the zoom of optics, everything should be properly zoomed. This can be tweaked with the in-game config.
ADS FOV:you can now set the FOV increase/decrease when ADSing with a multiplier. This can be done both globally and per magnification. This can be tweaked with the in-game config.
NOT compatible with earlier versions of SPT or 3.5.0.
Updated with config options and fix to scope zoom and other options.
Changes:
Scope Zoom:globally increase the zoom of optics. This can be tweaked with the in-game config.
ADS FOV:you can now set the FOV increase/decrease when ADSing with a multiplier. This can be done both globally and per magnification. This can be tweaked with the in-game config.
ADS Camera Position: you can now set the camera position relative to optical sights. This does not affect non-magnified optics.
Unfortunately Camera Position and Scope Zoom can't be done on a per-Magnification basis, hopefully I can find a solution in the future.
Makes it so FOV does not change when ADSing by default, and allows you to instead set the FOV change yourself. Includes Variable Zoom optics and toggleable zoom (like ARMA).
I did that, but as a mod. ADS will no longer change your FOV by default. You can use the config to choose how much your FOV increases/decreases when you ADS per magnification level. You can also adjust the amount of scope zoom globally and the camera position relative to optics.
Also includes Variable Zoom optics and toggleable zoom (like ARMA)!
SamSwat's Vudu Mod: added a compatibility option for this vudu mod which adds a different reticle for each zoom level, mimicking how first focal plane optics work (in other words it looks sick). Enable compatibility in the config. Make sure it's last in load order.
Traveler's Thermal Bundles: make sure to check the install instructions for how to set this up correctly.
Installation, Config And Settings:
To install, extract the .rar into your SPT directory, or make sure that the FOVFix.dll is in your BepinEx/plugins folder. Make sure the Fontaine-FOV-Fix folder is in your user/mods folder.
To open the config menu, press F12 while in-game. There are tooltips explaining the settings. Click anywhere outside of the menu to close it.
Sensitivity:
If you have DISABLED Variable Zoom, then go to the mod's server folder (user/mods), open the config in a text editor and set the "disable_sens_changes" option to true.
If you are using Variable Zoom you MUST use the sensitivity changes, otherwise the ADS sens across different optics will be very inconsistent.
To adjust how much magnification reduces ADS sensitivity, adjust the sensitivity modifiers per magnification level.
Alternatively you can disable the manual adjustments and use the automatic adjustments. For automatic adjustments ONLY, you can LOWER the Mouse Sensitivity Reduction Factor, but a value of around 90 will be right for most users if you also raise your aiming mouse sensitivity. So if the mouse sensitivity overall feels too low, then simply raise your aiming sensitivity in the game options.
For reference, I use 1500 DPI, 0.3 non-ADS mouse sens, 0.5 mouse sens, and I use the manual sensitivity adjustments with default settings.
If you still struggle with the sensitivity, then just use the manual option "Use Preset Sensitivity Reduction" and adjust it per magnification level.
FOV:
Adjust the "Base Scope FOV" value till 1x magnification looks like 1x to you. For reference, a Base Scope FOV value of 25 at 1440p with game FOV of 75 looks like 1x to me.
The "ADS FOV" values will change your player camera's FOV when aiming, also known as "eyeball zoom". A value of 1 = no eyeball zoom. If you want the FOV to be back how it was without the mod, set 1x FOV to something like 0.85 and everything over 1x to something like 0.55.
Note that it is not intended to use variable zoom with ADS FOV values other than 1, but it is possible. It might just look/feel weird and 1x won't be 1x unless you adjust the Base Scope FOV value.
Disabling Variable Zoom:
Disable it and sensitivity changes in the config options, then go to the mod's server folder (user/mods), open the config in a text editor and set the "disable_sens_changes" option to true..
Realism Mod Compatibility:
Latest version of FOV Fix now automatically detects Realism Mod and makes adjustments.
SamSwat's Vudu Compatibility:
Enable compatibility option in the in-game config, make sure his mod is last in the load order. Can be used with Geff's overhaul.
Traveler's Thermal Bundles Compatibility:
Enable compatibility option in the server config, make sure his mod is last in the load order. Can be used with Geff's overhaul. If using his file replacements for Pettan's 13.5 Content Preview,DO NOT USE THE INCLUDED FILE REPLACEMENTS FOR FOV FIX.
Correct Load Order:
Geff's Scope Overhaul
Pettan's 13.5 Content Preview
FOV FIx
SamSwat's Vudu Mod
Traveler's Thermal Bundles
Issues:
Some of BSG's scope bundles may not play nice with this change. I recommend Geff's Scope Overhaul, check the 'Recommended Mods' section.
Uniform Aim is not compatible!
Some of the config settings either require you to re-equip weapons or to load into a new raid for the changes to take effect. Check the tooltips in the config menu.
There may be other unforeseen issues or bugs related to FOV.
Credit:
Thanks to notGreg for allowing me to implement his mouse sensitivity corrections from Uniform Aim.
Thanks to Klean for inspiring me to make this mod because of their video.
Thanks to Debbie Downer for telling me how to access optic's FOV.
Thanks to everyone who helped testing variable zoom and gave valuable feedback.
Let's you level Endurance skill while overweight. That's it. Nothing more, nothing less.
By default you gain half as much Endurance XP while overweight, this can be changed with the in-game config (press F12, change multiplier, click outside menu, restart).
To install, simply put the .dll file into your BepInEx/Plugins folder.
Фонтейн, привет! Заметил что на последней версии мода не идёт прогресс выносливости. 0% за 18 уровней. Не могу строить обогрев в убежище. Версия 3.4.1. Моды: Amands's Graphics, Acog4Life. Не тестировал в ванильной версии, не могу утверждать что здесь причина в моде, но скорее всего.
You stop levelling endurance once you pass 25kg of weight, so to level endurance you'll have to stay under 25kg. I can raise it to 30kg next patch but not past that otherwise you'll be able to move too quickly. I'll have to find a solution client-side at some point. Issues with the Heating module in the hideout will have nothing to do with my mod, I don't touch it.
I'm having a problem using your MOD where I can't ADS with some weapons but I can with others. Any ideas? Cheers.
Please check the mod's overview page for an outline of all features of the mod.
It says in the description of faceshields if they allow ADS or not, and stocks that allow it will say so too. You can toggle this feature with the in-game config.
Фонтейн, привет! Заметил что у твоих медицинских предметов (TIER MEDKIT), время использования 1200 секунд! Получается пользоваться ими невозможно, это 20 минут реального времени. Если уж они копируют анимацию CMS, то сделай так же 16 секунд стандартных или вроде того. Спасибо!
They aren't intended to be used in raid, they are made for using in the hideout, because now you cannot use the other medkits to restore HP anymore. This was mostly a requested item for people who use PTT, it's not really relevant or useful unless you forget to heal with Therapist.
I've just checked and am actually running SWAG without having any of your options turned off, so your Mod's Bot changes as well as the PMC loadout changes are in, but SWAG loads after your mod, so it may be overriding something.
Though from the few playthroughs I had now, a lot of bots (raiders as well as scavs and PMCs) do spawn with the Christmas balls added by your Christmas event update. As for their AI behavior (especially that of the bots spawned in with SWAG) I am a complete noob in regard to understanding what even LowLevelAI and HighLevelAI means and how these AI classes like assault or assaultgroup interact with them.
I have fought PMCs, Scavs, Raiders and Rogues so far, as well as two run-ins with Sanitar. PMCs, Rogues and Raiders seem to hit hard. USECs take their time before shooting, so if I place a quick head-eyes, it's an easy fight. But if they open fire, I usually end up with blackened arms and heavy bleeds.
If there is a mod conflict, it must be something I am simply unaware of or something I simply don't notice as unwanted behavior.
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Hmm that's interesting, doesn't sound like there are any major issues then. Not sure why they said SWAG isn't compatible then. At the end of the day if it's working for you and you enjoy it, it doesn't really matter. I'll look into SWAG and do some testing to see what's up.
Is there a way to make it so theres alot more bots to spawn im not running into any pmcs or scavs
If you're running into literally no PMCs or Scavs then it's likely you have a mod conflict or bad install of SPT/Realism Mod. Keep an eye on the console for any errors, they'll appear in red.
If you are getting some bots bot not enough to your liking, you could try using the config option to increase the bot cap, and if that's not enough you could try playing with the bot quantity set to high (pre-raid options).
Poop switches up AI behavior. SWAG creates waves of bots spawning in every few minutes to keep the map busy.
I also recommend Lua's custom spawn points to create a ton of new spots in which bots can spawn to break the pattern. Lua has pinned a post under the comments section with a variety of configs for the mod that supply actual spawnpoint data, as the mod itself only supplies the framework and some basic additional spawnpoints.
You can run multiple configs together to use the spawnpoints of all configs at the same time.
You can also try setting the raid option from "as online" to "high" or "horde". As for the SWAG mod, you will find a general config.json in the mod folder which also has AI amount and AI difficulty options specifically for the SWAG mod. The standard setting is "normal" but you can also type in "medium" or "high" there to adjust the spawn amount of SWAG.
But even if just with the basic settings, I'm sure you'll see a ton of action. Factory specifically has become a warzone.
From a compatibility perspective, I haven't noticed any daring issues so far. All these mods seem to play along quite nice. But Fontaine has the insight into how his mod exactly works and can tell you more about eventual compatibility issues.
To me it's definitely playable.
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From what I've seen POOP is compatible and POOP variety by extension (bot the bots might behave strangely, maybe best to disable my mod's changes to bot difficulty and types), Lua's Custom Spawn Points definitely is (not sure if it still works for 3.4.0 though).
Unsure about SWAG. SWAG variety states in the description that is isn't compatible with Realism Mod. You'd have to disable my mod's Bot Changes for SWAG variety at the very least, so it's up to you if that's what you want to do.
Fixed Airdrops randomly causing server to crash when the Airdrop changes are enabled, making it impossible to extract or end the raid, for real, on God:
Changes:
Recoil Rework:Reworked recoil feel for full auto fire when using the Overhaul, making
Fixed Airdrops randomly causing server to crash, making it impossible to extract or end the raid, for real, on God:
Changes:
Recoil Rework:Reworked recoil feel for full auto fire, making it feel much smoother and less erratic/jumpy. It is also a bit more challenging to control now, making weapon customization more impactful. Burst fire and semi auto will always be more viable than trying to mag dump, as was originally intended. Feedback on this change compare to how it was before would be appreciated.
Updated to 3.4.0, with fixes, tweaks and some new features like dynamic trader inventories.
Fixes:
Fixed the recoil and attachment overhauls not applying to Player Scavs properly (I never play as P. Scav, surprised no one noticed).
Fixed Player Scav having the wrong health.
Fixed Tagilla masks allowing ADS if the Faceshield Overhaul is enabled.
Fixed stock adapters not applying stats correctly.
Changes:
Seasonal Events: added a check for seasonal events. For now just did Christmas: 30% trader discount and made bots spawn with Christmas ornaments. A bit late for Western Christmas but in time for Orthodox Christmas
Dynamic Trader Inventories: traders now have randomized stock and item availability. For example. the amount of ammo available per reset will be random within a range, and sometimes it won't be available at all. Weapons and armor will never have more than one of an item available at a time, meds have limited quantities. The loyalty level requirement of items have a chance to be lowered by 1, so for example if an item normally has a LL of 3, it has a chance to appear at LL 2. The prices of items is also randomized within a range. Every trader reset the LL, stock count, availability and price will be randomized. This creates scarcity and uncertainty and compliments the 'Tiered Flea' + 'Hardcore Flea' config options. This option can be disabled in the config via the 'Trader Changes' option. More trader changes to come in the future.
Trader Changes: The LL requirements for ammo, weapons and armor has been changed to reflect the mod's ammo, armor and weapon balance. Makeshift medkits have been added to Therapist. I've added a system that allows me to easily add items to traders in the future, for now; Ragman has some helmet setups for sale that can include a faceshield or NVG. Mechanic now sells some complete scopes (mount + scope), and has three new weapon versions: Custom SKS, Custom OP-SKS and a Custom STM-9. These are available only as stripped down receivers for now. The descriptions will say what's different about them. I will add more custom versions of existing weapons in the future.
Weapon Balance: buffed the recoil of many weapons, especially the AKs, VAL/VSS, MP7, P90 and Vectors. Tweaked recoil feel a little. Reduced double-action accuracy debuff by a lot. Increased base ergo for all weapons except pistols. Tweaked the semi-auto ROF on all weapons so that some are noticeably slower than others and therefore makes attachments that increase semi ROF more useful. Tweaked impact of weight, ergo and balance on weapon handling. Heavier/unbalanced weapons should be penalized a bit less, and weight should reduce recoil more. Strength skill now reduced the impact of weight on reload, chambering and aim move speed. Decreased the effect of blacked arms on weapon sway.
Gear Conflicts: Made NVG mounts conflict with faceshields to reduce the chance of bots spawning with incomplete NVGs. This can be disabled via the 'Headgear Conflicts' option.
Ammo Balance: buffed the penetration of 9x39 to more closely line up with claimed IRL performance, lowered its damage. Lowered damage of .300 BLK. Lowered damage of some pistol rounds.
Attachment Balance: reduced the ROF gain from boosters and suppressors. Nerfed Zenitco stocks a little, buffed SKS UAS. Corrected Tapco SKS stock giving accuracy buff.
Boss Loadouts: modified the loadouts of the Goons, Killa and Tagilla. They won't be drastically different from base SPT/EFT, but improved. They have a bigger variety of weapons and weapon builds builds that are tiered. Their loot pools and odds for different ammo, weapons and gear is tiered. They are more likely to have better helmets (in the case of Goons and Tagilla), depending on the map and their tier. There is a new config option to force them to have their unique items for the sake of quests (Bigpipe's hat and pipe, Tagilla's masks, Knight's mask). I will improve them over time and eventually get to all the other bosses and bot types.
Bot Loadouts: improved the dynamic changes to bot loadouts based on time of day and map type. Tweaked and improved PMC loadouts. Changed how SPT handles loot generation so hopefully it improves bot loot in general. This may cause conflicts with other mods if they also change bot loot generation.
Bot Spawns: adjusted the 'Spawn Tweaks' option so that bosses will only spawn where you would find them in live if they are on their "main" map, and if they are on a different map they will only spawn where the "main" boss of that map will not. This means that the bosses (and Rogues/Raiders) no longer compete for spawn points, and are therefore more likely to spawn in general, and it's more likely to have more than one boss on a map at a time. Increased Scav to PMC conversion chance. Increased Rogue spawns on Lighthouse. Fixed Raiders spawning before their trigger is activated on Labs. Made Rogue and Raider squad sized consistently bigger.
Player: tweaked player weight limits, lowered sprint acceleration. Lowered leg and stomach overdamage, slightly increasing shots to kill for lower damage rounds.
Config: improved the config app so that it will disable other config options if other options are enabled which conflict with it, or if options they require to be enabled are disabled. The server will now log an error if the RealismMod.dll is missing and 'Recoil, Ballistics and Attachment Overhaul' is enabled and automatically disable these changes, and will show an error if the .dll is present but the 'Recoil, Ballistics and Attachment Overhaul' is disabled. The client will detect this and disable its patches. Made more config options independent of others which allows for greater customization.
Optimization: cleaned up and optimized code so server startup, end-of-raid load and flea should be a bit faster.
since i use poop too, i should desactivate any bot change anyway no ? thanks
POOP ought to be compatible, though my bot type changes will conflict with theirs so one will likely override the other (but you can just disable my bot type changes).
Quote from Quote from drsone
Hello so when i enable boss spawns they never enable? is there a fix to this
Do you mean the bosses don't spawn? They do, it ups the spawn chance, but they can be in many more locations than normal so you'll have to check most of the map where bots spawn. In the next version I've changes this so bosses on their main map only spawn where they would in live, but can also spawn on other maps.
I just discovered AKI SPTarkov and everything 2 days ago and am having a blast. So far, everything works like a charm.
However, I came across one specific issue and am still in the process of testing stuff.
Sometimes, the game would "freeze", from the moment an airdrop is being called up by the server (using the latest AKI stuff with a correctly downpatched Tarkov).
The freeze manifests itself like this:
The last entry in my server would be [Client Request] /client/location/getAirdropLoot
after that, no more entries come. The game is still running, but from what I have seen in the logs, it seems like some entry regarding the airdrop and then it's just HTTP exception timeouts for the keepalive and other entries.
If at this point I try to inspect an item, the whole inventory would freeze up and only slowly recover. And if I move to an extraction point, I get the blackscreen that is also being mentioned as an issue with base SPTarkov.
Now since I suspect the airdrop loot table causing this, as it only happened directly after my server logged the getAirdropLoot, there aren't many mods in my list that I can think of that would have an impact.
I use one mod that changes the Airdrop chance (part of Trap's AIO tweaks), then there is your mod changing the airdrop type.
Another mod I think could remotely be at fault would be KCY - SEEITEMVALUE (the updated edit by CWX), which shows the trader value on items in the inspection and apparently has caused other issues to some users, like stutters and whatnot.
Or it could be a simple AKI issue. I am completely new to all this and clueless.
I removed the SeeItemValue mod and set your mod to not change airdrop types. Then did another raid. Had an airdrop, got the getAirdropLoot entry and the game continued normally, including item inspection and extraction.
So I still need to do more runs to see if that solved the issue or if it is something else entirely. I am clueless and don't know where to ask for advice.
My Modlist (in this order)
ACOG4Life-OpticRework
HideoutArchitect
KcY-SeeItemValue 1.5.0
RaiRaiTheRaichu-AllTheClothes-1.1.2
Revingly-ChooseTheWeather-6.0.0
ServerValueModifier
SPT-Realism-Mod
Trap-s-AIO
zPOOP
My BepInEx additionally includes:
Fenix_NoAI_ESP (to stop bots becoming allseeing when aiming at their heads)
AmandsGraphics
Kobrakon-Adrenaline
kmyuhkyuk-GamePanelHUD
VisceralRagdolls-3.3.0
If you have any idea whether it could be related with your mod changing the airdrop loot table or I would need to search elsewhere, please let me know. Unfortunately, I didn't back up the log showing the bad airdrop and the following HTTP exception timeouts. Once I get the issue again, I can post that too.
Thank you in advance for any comment on this.
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I think I found the culprit: the provisions type airdrop has a bad ID, and for some reason the game just dies because of it instead of handling it correctly. I've reuploaded the mod with the fix so you can download it again and overwrite (you only need to overwrite the db folder). Thank you for bringing it to my attention!
You should be able to infer what the Gunsmith quest wants based on the numbers. None of them require the stock to be folded or have any sort of size requirement anymore, in fact they won't be completable if they don't have an unfolded stock. If you have any other help or questions then let me know.
You'd have to rewrite code to accommodate multiple locales like I said. You'd have to do it for the server mod, the client mod, and the server config. They're all open source so you're free to make the needed changes and make a pull request if you're able to code, I'd be happy to incorporate it.
Hello, having some trouble getting gunsmith pt 1 to work, I have Fix Gunsmith Quests enabled, however using a build from the wiki doesn't let me complete the quest. Is this a bug or do I need to use a different build?
Yeah the requirements are different, check the description of the quest. The attachment overhaul changes how attachments and weapon stats work and are calculated, it isn't likely exact builds from the wiki would work.
I noticed in bossSpawns.json of the latest version, the BossChance for rogues at Lighthouse's Zone_Blockpost (which I understand from this image https://hub.sp-tarkov.com/atta…44-lighthouseoverlay-png/ is the towers by the bridge) is set to 0. Is this intended? Just curious!
Yes, Rogues kill each other and the Rogues at the blockpost are the most likely target.