Thank you very much, fix helped.
You're welcome, great to hear
Thank you very much, fix helped.
You're welcome, great to hear
Thanks, I will wait for the fix.
Hi I reuploaded the file with the fixes, so you can just redownload the mod. You can replace all files or just copy over the db folder and overwrite the original. Please let me know if that resolves the issue.
Version 3.2.5, this happens as soon as I load, on any map, no bots are generated due to this error,I tried everything and found out why this is happening. This is because I turn off the "med_changes" function, because everything works with it, and as soon as I turn it off, this error again. (I have already removed all mods, leaving only SPT-realism, and nothing helped except enabling this feature). It would be great if you fixed it, please.
Your bots are at tier 3-4 are they? I suspect what's happening is that rogues, raiders, and higher tier PMCs have the makeshift medkits as loot, but the server is crashing with med_changes disabled because it's trying to give them an item that no longer exists. An oversight on my part, apologies for that. It should be fixed for the next version, need to do more testing to confirm that's the issue. I hope to get out the next version soon enough.
For now your only options are to keep the med_changes enabled or manually edit the bot loadout files.
Display MoreHi, this bug comes out all the time (It's not because of a conflict with other mods) :
TypeError: Cannot read properties of undefined (reading '_id')
TypeError: Cannot read properties of undefined (reading '_id')
at C:\snapshot\project\obj\services\BotLootCacheService.js
at Array.findIndex (<anonymous>)
at BotLootServer.addUniqueItemsToPool (C:\snapshot\project\obj\services\BotLootCacheService.js)
at BotLootServer.myAddLootToCache (F:\Games\EscapeFromTarkov\EscapeFromTarkov\user\mods\SPT-Realism\src\bot_loot_serv.js:67:26)
at BotLootServer.getLootCache (F:\Games\EscapeFromTarkov\EscapeFromTarkov\user\mods\SPT-Realism\src\bot_loot_serv.js:11:18)
at BotLootCacheService.result.getLootFromCache (F:\Games\EscapeFromTarkov\EscapeFromTarkov\user\mods\SPT-Realism\src\mod.js:93:40)
at BotLootGenerator.generateLoot (C:\snapshot\project\obj\generators\BotLootGenerator.js)
at BotInventoryGenerator.generateInventory (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)
at BotGenerator.generateBot (C:\snapshot\project\obj\generators\BotGenerator.js)
at BotGenerator.generate (C:\snapshot\project\obj\generators\BotGenerator.js)
TypeError: Cannot read properties of undefined (reading '_id')
TypeError: Cannot read properties of undefined (reading '_id')
at C:\snapshot\project\obj\services\BotLootCacheService.js
at Array.findIndex (<anonymous>)
at BotLootServer.addUniqueItemsToPool (C:\snapshot\project\obj\services\BotLootCacheService.js)
at BotLootServer.myAddLootToCache (F:\Games\EscapeFromTarkov\EscapeFromTarkov\user\mods\SPT-Realism\src\bot_loot_serv.js:67:26)
at BotLootServer.getLootCache (F:\Games\EscapeFromTarkov\EscapeFromTarkov\user\mods\SPT-Realism\src\bot_loot_serv.js:11:18)
at BotLootCacheService.result.getLootFromCache (F:\Games\EscapeFromTarkov\EscapeFromTarkov\user\mods\SPT-Realism\src\mod.js:93:40)
at BotLootGenerator.generateLoot (C:\snapshot\project\obj\generators\BotLootGenerator.js)
at BotInventoryGenerator.generateInventory (C:\snapshot\project\obj\generators\BotInventoryGenerator.js)
at BotGenerator.generateBot (C:\snapshot\project\obj\generators\BotGenerator.js)
at BotGenerator.generate (C:\snapshot\project\obj\generators\BotGenerator.js)
Hi, I'm going to need details. What version of SPT are you running? If it's 3.2.6 then that would be why. If not, when did it happen? What map? Start of raid or later on in the raid? Why are you sure it's not because of other mods, do you have no other mods installed?
Fontaine added a new version:
QuoteSPT Realism Mod w/ Recoil and Attachment Overhaul for SPT AKI 3.2.5
NOT compatible with SPT AKI 3.2.3 or earlier.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/mb1w…-Overhaul-v0.5.3.rar?dl=0
Just an update to 3.2.5 with minor changes/fixes.
Fixes:
- Fixed recoil damping (recoil wiggle) not being set.
- Fixed potential bug causing bosses to get the wrong difficulty.
- Fixed potential bug causing VSS, VAL and other weapons having very low ROF.
Changes:
- Airdrops: airdrops now have 'types' (medical supplies, food, ammo, weapons, electronics, etc.). Each raid there is a % chance of a different type of airdrop. Also tweaked the frequency and timing of airdrops, making them more rare and happening later in the raid. First iteration of these changes, will tweak it over time.
- Attachment and Weapon Balancing: Nerfed Magpul AFG, buffed Fortis + Skeletonized foregrip. Lowered ROF gain from suppressors and skewed it towards semi ROF. Lowered camera recoil on some shotguns. Buffed 5.56 ARs recoil angle.
- Configuration: added config options for airdrops and fall damage.
- Player: Lowered fall damage a small bit and made fall damage changes configurable.
Fontaine added a new version:
QuoteInspectionless Malfs Updated for SPT AKI 3.2.5
Updated to be compatible with the latest client version of EFT used by SPT AKI 3.2.5. NOT compatible with previous SPT versions obviously, see previous mod versions.
Fontaine added a new version:
QuoteSPT Realism Mod w/ Recoil and Attachment Overhaul HOTFIX 2 for SPT AKI 3.2.4.
NOT compatible with SPT AKI 3.2.3 or earlier, won't be compatible if client version changes with 3.2.5.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/4zfp…-Overhaul-v0.5.2.rar?dl=0
Hotfix for the Overhaul fixing a number of issues and bugs, as well as balance changes.
Fixes:
- Fixed Auto ROF not being displayed in Weapon Inspect menu.
- Fixed mistakes in calculating weapon ergo, folded weapon stats and accuracy.
- Fixed bug causing the player to have reduced movement speed when attempting to ADS while using a faceshield.
Changes:
- Bots: moved Tier 3 PMCs to a 4th Tier, and split Tier 2 into two different tiers. Tier 2 remains the same, and Tier 3 has the same base as Tier 2 but with better gear odds, armor and with lower tier weapons removed. I will expand on this in the future. The odds of each tier per level has been adjusted to take this into account, and there should be a much smoother gradient of progression, with a bit of randomness added in. Added the foundation for new tiered loadouts for Rogues and Raiders. For now, I've changed their gear and weapon selection, and changed appearance their appearance from a cursed PMC/Scav hybrid to each having a unique, lore-based aesthetic. Very WIP. Gave all bots elite Vitality, so that they will bleed out less often, meaning you are less likely to just find piles of corpses. Added most quest keys to PMCs and Scavs: USEC have Shoreline keys, Bear have Reserve keys, and Scavs have Customs keys. Nerfed scav backpack chances for larger packs.
- Attachment and Weapon Balancing: buffed the AK family of rifles a little bit. Buffed UMP and VAL/VSS recoil angle. Nerfed AR-15 family of rifles a little bit. Corrected weight for all Zenitco parts. Reduced shotgun spread a little bit and standardized it across all shotguns (more buffs to shotgun spread to come). Started adjusting the base accuracy stat for weapons and barrels to be realistic. Adjusted stats for stock adapters, buffer tubes and PDW stocks. Tweaked all rifle pistol grips, they now all should give better ergo for the most part. Tweaked and corrected the ROF for short-barreled AKs, and the ROF gain from boosters, to be realistic. Corrected base balance for (hopefully) all weapons now. Increased MP5 recoil.
- Flea Market: made the hardcore flea config less punishing: prices are lower, and there are more offers. Weapon mods have been divided into more specific categories that are unlocked earlier in the Tiered Flea progression. Fixed various mistakes.
- Player: decreased fall and jump penalty a small bit.
- Configuration: added configuration options to the in-game menu (hit F12). You can now adjust the reduction to sensitivity while firing (I recommend only adjusting the Sensitivity Limit). You can also select which weapon stats to display (Balance, Dispersion, Recoil Angle, Semi ROF, Camera Recoil). You can disable/enable the Faceshield and Inspectionless Malfunctions mechanics. Faceshield config option is removed from the config.json file, use the in-game option instead.
- Aim Sway: lowered base and max aim sway and drag. Made pistols have reduced aim drag but increase aim sway, and made stockless weapons get an increase to both.
- Weight, Balance: increased the impact of balance on ergo, and decreased the impact of weight. Increased the impact of weight and balance in reducing recoil.
- Custom Icons: added some custom icons and repurposed existing icons for the new stats.
- Penalties: tweaked the penalty from having a folded stock or no stock.
The part that doesn't make sense is a heavier weapon with parts that increase comfort for aim/use has worse recoil. But, in this case, that seems to not happen. That would be like saying a stock Honda Civic has better handling than one modified for racing. Weight alone should decrease recoil, as the gun can't kick as hard as a result. Ergo being worse only somewhat makes sense from a weight point of view. But if the gun is more easily controlled with the attachments, some of that ergo nerf should be mitigated because control has increased. through better grips and a change in the angle for the supporting arm.
How does your build have worse recoil?
Your build has better vertical recoil, and it has better dispersion and camera recoil if you look at the what each attachment does, and fire them side by side. Put a bastion and a good sight that isn't bugged (Eotech w/ magnifier does weird things to recoil in EFT) on both the AK104s and fire them side by side, there is a real and perceptible difference between the two. Dispersion and camera recoil are disabled from stat view because they clutter the UI, but in the next version you will be able to enable them in config.
Also check out the overview page for this mod for explanations of how the different parts behave. The reason why your build may have worse horizontal recoil is because the stock adapter lowers vertical recoil by redirecting that recoil rearward into horizontal recoil. Also horizontal recoil is just visual, it doesn't affect where the shots go, just how you perceive the recoil. Remember that in EFT, horizontal recoil is just the recoil going rearwards.
You can't compare a car to a gun, and just because something is modified doesn't mean it is better. A heavy build with lots of stuff on it will have worse ergo, but better recoil. That's exactly the result you got.
"But if the gun is more easily controlled with the attachments, some of that ergo nerf should be mitigated because control has increased"
That's literally what is happening, that's what I said to you was happening. The pistol grip, foregrip and stock has offset some of the negative impact of the weight. If you put the light, laser, sight and suppressor on an otherwise stock AK104, it would have worse ergo. What you expect to happen is exactly what is happening. Even then, you can build a modded AK104 that is heavier, that has the same sight, laser, and scope, that has better ergo than stock. Why not try different parts and play around with the new balance?
Again, things are still in the early stages of balancing, but the outcomes you stated you expect are already the outcomes you're getting.
The weight alone simply can't contribute to an amount of recoil reduction sufficient to be perceivable, not with the firearms we have in the game for sure.
As for the ergo, I really don't see why attachments matter all that much in terms ergo itself. The ergo, as we currently have it, seems to be just target/sight acquisition, and I think and underexperienced shooter wouldn't be as quick to lock sights on target, especially with a firearm they're not that familiar with. Things get worse and slower when you have any kind of magnification, and much better with red dots and stuff, of course, but I really doubt that some foregrips and other bells and whistles help you acquire target any faster - they're for recoil and bracing, they won't give your PMC the same skill as someone else, more experienced with the firearm in question, would have.
Attachments are important and stuff, but they shouldn't be the name of the game if we want to talk any semblance of realism in an FPS, really.
That's somewhat what I went for. Weight does play a significant role on recoil reduction in my mod, but not as much as a compensator or whatever. Each type of recoil is affected by different amounts (vertical, horizontal, dispersion and cam recoil). A heavier gun will have perceptibly less recoil overall, but in a more subtle way.
The way I have ergo in my mod is that it impacts sway, ADS speed, and arm stam drain. For ADS speed, it defines how fast ADS is, and weight and balance act as modifiers to reduce ADS speed. Some attachments like certain stocks increase ADS speed independent of ergo stat. Sway and arm stam drain is mostly based on weight, with ergo acting as a modifier to it indirectly. Essentially, the greater the difference between base ergo and current ergo, the worse sway and stam drain is.
I agree that foregrips and such don't magically make you handle the weapon much better, so I didn't give them crazy high ergo stats. I will adjust it over time though to find a nice balance.
I agree that attachments shouldn't be the be-all-end-all, that's what I went for, for the sake of realism. A well-modded weapon will recoil significantly less and be overall more capable, however a stock gun isn't useless and is perfectly usable in its own right.
I think the issue is that people coming from base EFT, which is balanced like an MMO, expect meta builds, best-in-slot mods, crazy recoil difference between stock and modded, etc. while mod is much more nuanced and subtle than that.
Having said that, most of the time in base EFT, a gun with a light, laser, sight and suppressor is going to have worse ergo than a stock build, so I really don't understand the issue.
After the most recent update, I've noticed that modding a weapon is essentially pointless. Before the update, I had weapons (specifically the AK-104) in the 60 ergo/40 vertical/70 horizontal range.
A base AK-104 has better stats than a heavily modded one. List of used mods given.
Before the update, the weapon attachments worked fine. Now? Not only do they not help, they make things worse AND you can no longer see the changes the attachment makes my hovering the mouse arrow of the mod and looking at the stats box.
Most of that is already addressed in the mod's Overview page.
Any mod that touches attachment or weapon stats will not be compatible with my mod, which massively changes how attachments and recoil works and balances all attachment and weapon stats already. In this case Freshte's mod is loaded first, so my mod will overwrite most of his changes so it's not as big of an issue, but I still recommend using one or the other instead of both.
You can no longer see the stat deltas by hovering over them because it causes much bigger performance issues than if they are disabled. It's the trade off to having a much more in-depth weapon modding system. Unfortunately there's nothing else I can do about it unless BSG optimizes their code.
In vanilla EFT, the stock AK-104 has 54 ergo. Your build would have 47. That's not fundamentally different to how it's balanced in my mod. You're comparing a gun with suppressor, scope, laser, and light to a gun without any that is 1.7kg lighter than it. If you were to take a stock AK-104 and add the same sight, laser/light and suppressor with a shitty handguard, no grip, stock pistol grip and stock, your build would have better ergo. The parts you put on that added ergo, like the stock, foregrip and pistolgrip, offset the negative ergo from the weight and balance. I fail to see how those mods made your build worse or how there was no point in adding them.
You can get your build a bit lighter by swapping some parts for lighter ones, and there are higher ergo foregrips, handguards and maybe stocks. You'll regain more ergo that way. You cannot go into a mod that rebalances attachments and weapons dramatically and expect the same builds or parts to be good, or for things to work the same.
Having said all that, as it is a test release, balance is not even close to being final. I'm constantly tweaking things. If you have any specific and constructive feedback as to what could be improved, please let me know.
At the same time, it will never be the case that a much heavier gun will have the same or better ergo than stock. That wouldn't make any sense, be balanced or be realistic IMO.
Fontaine added a new version:
QuoteSPT Realism Mod w/ Recoil and Attachment Overhaul HOTFIX for SPT AKI 3.2.4.
NOT compatible with SPT AKI 3.2.3 or earlier, won't be compatible if client version changes with 3.2.5.
Mirror in case Mediafire is blocked in your country: https://www.dropbox.com/s/2hou…T-RELEASE-v5.0.1.rar?dl=0
Hotfix for the Overhaul fixing a number of issues and bugs, as well as balance changes.
Fixes:
- Compatibility: added null checks which should make mods that add new weapon attachments compatible. I am unsure if new weapons will be compatible, as I haven't found any up-to-date mods that add them. Please let me know of any specific mods that seem to conflict with the overhaul and I will look into it. Mods that change weapon attachment compatibility will not be compatible, there's a slim chance it might work if it is loaded AFTER this mod in the load order.
- Tweaked Mechanic Gunsmith Quests: they should now all be completable. Also updated the Quest descriptions with the new stat requirements. Let me know if any of them are an issue.
- Fixed bug causing weapons to not update their stats properly if changing parts that have the same weight in-raid.
- Fixed bug where weight and ergonomics were not taken nto account for weapon "aim drag" and inertia. Lowered the base amount of aim drag/inertia so that lighter weapons are more reaction than base EFT.
- Fixed auto fire rate not being displayed.
- Fixed Reactor brake staking stats with its suppressor.
Changes:
- Aim Sway: aim sway is now affected by the weight and ergonomics of the weapon (mostly weight). Base aim sway is lower than base EFT. I recommend disabling the "Hold Breath" keybind for it to be properly balanced.
- Ergo and Weight: upped the impact of balance on ergonomics.
- Tweaks to various weapon stats: rebalanced pistols significantly, increased base vertical recoil for most ARs, reduced recoil for Bolt Actions, reduced Horizontal recoil for shotguns, increased recoil overall for DMRs. Gave correct weight and tweaked balance for AKM, AK74, and DVL.
- Tweaks to attachments: reduce ROF gain from suppressors, added negative ergo values to high capacity magazines,
- Tweaks to ammo: buffed damage for .357, 12ga and KS23 buckshot.
- Tweaks to player: increased stamina capacity and regeneration rate, reduce arm stamina drain rate. Lowered base weight limits so penalties kick in a little bit sooner (2-3kgs), but upped the max weight ceiling. Reduced arm and leg overdamage by 5%.
- Lowered chance of tier 3 bots spawning during tier 2. Upped PMC same-side hostile chance.
Fontaine added a new version:
QuoteDisplay MoreSPT Realism Mod w/ Recoil and Attachment Overhaul for SPT AKI 3.2.4.(NOT compatible with SPT AKI 3.2.2 or earlier, won't be compatible if client version changes with 3.2.5).
Mirror in case Mediafire is blocked in your country: https://www.dropbox.com/s/3dhf…aul-TEST-RELEASE.rar?dl=0
Make sure to fully uninstall STPRM before moving to the latest version, MAKE SURE TO DELETE "InspetionlessMalfs.dll too (delete the mod folder from user/mods).
Test release of the Recoil and Attachment overhaul. This is unfinished and not feature complete. I am releasing this to get feedback and to find issues and bugs. Any feedback/bugs/issues, please post in my support thread!
Changes:
- Recoil and Attachment Overhaul: first iteration. The recoil and attachment mechanics have been overhauled and changed dramatically, with new mechanics added.
Recoil Overhaul:
https://www.youtube.com/watch?v=5c9zHX32en0&ab_channel=SPTRM
Weapons now will keep rising in full auto for as long as you hold down the "trigger" and will get hard to control, much like most FPS games out there. Instead of the game compensating for the recoil for you in full auto, you will have to pull your mouse down to compensate. This makes full auto more challenging, while burst fire and semi are much more controllable than before. It will take getting used to coming from how vanilla EFT recoil works, but I think with time you'll come to enjoy it.
All weapons have been balanced around this new recoil mechanic. I tried to make them all behave more or less how they should IRL, and regardless of what weapon mods you are using, all will be very usable in semi-auto and bursts at the very least. Balancing will take many iterations to get right, so do not see current balance as final. Shotguns and pistols have had less balancing done to them and are considered place-holder until future iterations.
Attachment Overhaul:
The attachment modding system has been completely overhauled to be more balanced, interesting, and of course realistic. The goal was to make many different builds viable and unique, while still having some attachments that are objectively better than others and therefore. At the same time, the best mod-in-slot will depend on the weapon and build you are going for.
New attachment and weapon stats:
The following new attachment stats have been added and changes to existing stats made:
- Dispersion: the amount of overall spread, or the size of the recoil pattern.
- Camera Recoil: the degree to which the player camera recoils.
- Recoil Angle: the direction the vertical recoil takes.
- Vertical And Horizontal Recoil: V and H recoil have been separated, now weapon mods can affect each independently. Note: H recoil in EFT is actually the recoil coming back towards the player, dispersion is closer to a horizontal recoil stat.
- Rate of Fire: Full auto and semi auto rate of fire can be affected by weapon mods.
- Ergonomics: Ergonomics in EFT influences both ADS speed and arm stamina drain. I have modified it slightly so that the lower the weapon ergo compared to base value, the more arm stamina drain there is.
- Aim Speed: changes to the aimspeed of the weapon independent of ergonomics.
- Reload Speed: changes the speed of the entire reload animation.
- Malfunction Fix Speed: changes the speed of the malfunction fixing animations.
- Bonuses: some weapon mods give bonus stats in certain contexts, more on this later.
More to come in the future. For now, not many stats are displayed, and those that are do not have custom icons yet. In the future you will be able to configure what stats you want to see.
New attachment and weapon stat mechanics:
Attachments can now have contextual bonuses, detriments, or don't apply their stats under different circumstances. For now there is no UI indication for these stat changes, in future versions it will be in the attachment's description. The following conditional stat changes are in the current version, with more to come in the future:
- Boosters: some muzzle devices can raise the rate of fire of short barrelled rifles. At the moment, short AKs get this bonus. It will ONLY apply to short AKs.
- Buffer Tubes: buffer tubes have various stats, from rate of fire to different recoil stats. These stats will only apply if the weapon it is attachment to uses buffer weights and springs (M4, 416, STM, SR-25, etc.).
- Stock Adapters: stock adapters will change the recoil profile of weapon, depending if it raises or lowers the stock from being in line with the barrel. These stats only apply if a stock is present. For adapters that also take pistol-grips (like those for shotguns), the weapon will receive a bonus reduction to recoil and an increase to ergo.
- Hydraulic Buffers: hydraulic buffers will only change weapon stats if the weapon is a shotgun or sniper rifle.
- Muzzle Adapters: compensators, brakes and flashiders lose their stats if a suppressor is attachment to them, preventing suppressor and muzzle stats from stacking.
- Stocks: if a stock does not have shoulder contact, or it is folded, the weapon will get a dramatic reduction to ergo and accuracy, and increase to recoil.
Balance and Weight: Weight and balance change overall weapon stats dramatically. Weight will reduce ergonomics as well as all recoil stats except for recoil angle. Balance is the sum torques of all attachments front and rear of the weapon's pivot point: basically, how front or rear heavy the gun is. In this early iteration it is calculated in a very basic way and some weapon mods are excluded from calculations, but will become more accurate in the future. Front balance is represented by a negative number. Depending on the weapon layout, weapon mods will add to rear/front balance differently (e.g bullpup's magazine contributes to rearward balance, for normal rifles it makes no difference to balance).
Front balance reduces the following stats:
- Ergonomics
- Vertical Recoil
- Dispersion
- Recoil Damping (vertical bounce)
- Reload Speed
- Fix Speed
- Aim Walk Speed
- ADS Speed
Front balance increases the following stats:
- Horizontal Recoil
- Camera Recoil
- Hand Recoil Damping (rearward bounce)
- Recoil Angle
Rearward balance has the inverse effect.
Attachment balance, and how weight and balance affects weapon stats, are not final. It will take many iterations to get everything right. There may be additional stats and mechanics in the future.
Faceshield Overhaul:
https://www.youtube.com/watch?v=MFJEmNUhaFY&ab_channel=SPTRM
Faceshields will now block ADS, unless the weapon does not have a stock, or the stock does not have shoulder contact, or that specific weapon/stock/faceshield allows it.
This feature can be disabled in the config.
Compatibility:
There will be compatibility issues, some of them I will be able to address in the future but many I will not:
- ANY MOD THAT ADDS WEAPONS, ATTACHMENTS OR ARMOR IS NOT COMPATIBLE. I will explain to users/modders how to make their items compatible and add some functionality/tools to make it easier in the future.
- Uniform Aim mod is NOT compatible.
- Other plugin/client mods that change anything related to weapons or aiming will likely not be compatible.
- Mods that change weapon or attachment stats will NOT be compatible unless made specifically with the new recoil system in mind.
My primary concern at the moment is ironing out bugs and issues and finishing this overhaul before I worry about compatibility too much. Do please let me know of any compatibility issues you come across.
Issues:
IF YOU WANT TO DISABLE THIS OVERHAUL, YOU MUST DISABLE IT IN THE MOD'S CONFIG.JSON, AND DELETE THE "RealismMod.DLL FROM THE BEPINEX/PLUGINS FOLDER!!!
As stated earlier, this test version is not feature-complete, and weapon and attachment balance is not yet finished even its first pass. I still haven't tweaked gasblocks, barrels, slides, upper receivers, magazines. There will be mods using default values, wrong values, unbalanced values. Some mods still haven't been made "contextual", as in they apply stats when they shouldn't.
This overhaul has changed a lot so there may be additional features or mechanics I forgot to mention or explain, I will update the overview page if that's the case.
Please let me know if you see anything that seems off!
Future Plans:
This overhaul amounts to months of work. There's still a lot of work and mechanics to add which will take time! But I can't work on this full time, and I need to work on other things to avoid burn out. I will finish balancing stats and address any bugs/issues that arise from feedback, but I will stop working on this overhaul for a little while and focus on improving other features and mechanics. IRL is getting very busy for me too so updates will slow again. I will do my best to keep the mod up to date with new SPT versions.
Fontaine added a new version:
QuoteSPT Realism Mod for SPT AKI 3.2.4.
Mirror in case Mediafire is blocked in your country: https://www.dropbox.com/s/yyod…ealism-Mod-3.2.4.rar?dl=0
Just a small update to latest version of SPT, 3.2.4.
Changes:
- Tweaks to Movement and Player Stats: reduced fall penalty a lot. If this change put you off from the last patch, I recommend giving it another try to see if you like it. Decreased time to get to full sprint speed a small bit. Increased stamina capacity slightly. Lowered stomach and arm overdamage a little.
- PMC/Scav Loot: added a few more quest/hideout items to Scav and PMC loot pool.
- Lowered Durability Burn: globally reduced durability burn by 10%, lowered durability burn on some pistols and SMGs.
- Bot Health Config Options: bosses, their followers, rogues/raiders and cultists can individually have their health be set to be the same as the player or vanilla health.
- Ammo Tweaks: buffed damage for most non-rifle rounds a small bit. Buffed buckshot damage and bleed chance slightly. Nerfed 7.62x39 damage, lowered damage for "full calibre" rounds and slugs as it was excessive. Reverted 40mm velocity changes, as the way BSG has implemented GLs makes it impossible to aim them if they have the correct velocity. Buffed MP-APERS 40mm damage and penetration and increased pellet count.
- Armor Tweaks: decreased speed and ergo penatly for all armor.
Fixes:
- Fixed all makeshift medkits appearing at Med module 1, now you get a higher tier per module level.
Hi Fontaine, I've been getting issues with my flea market being completely barren of any offers after disabling the flea market changes with flea changes in the config file, and after hitting level 15, and wondering what was going on with the flea, I disabled the tiered flea option as well. My flea market still seems to be broken, and seems like it's tiered still or broken. I've checked my server log, and it says I'm on tier 3 of the flea. Any help?
If you're getting the log saying "Tier x Unlocked" that means Tiered Flea isn't disabled. Make sure the config file isn't set to "Read Only", see the "Installation and Config" Tab of the Overview page for more details. If you're using Notepad++, maybe you're having the same issue as the user above you?
Yes, the client freezes for a couple of seconds when the error appears on the server log. At the extract, the client hangs on a black screen. I've only tried on Customs, any extract.
Yes, It only happens when SPT is loaded. I've tried several times with and without SPT, to be sure.
The other mods are Lua-ExamineAllItems, Lua-SpawnRework and Trap-PathToTarkov. SPT is the last one added. With only the other three mods present all is good. Also, it doesn't happen 100% of the time.
That's not the server freezing, it's stutters from bots loading in, that's completely normal.
SPT as in Single Player Tarkov.
After some digging around it seems it may be a problem with Lua-SpawnRework mod. In my case, it only manifests itself when coupled with SPT REALISM MOD.
more info here.
PostRE: Lua's Spawn ReworkThis is moved from the comments section to avoid flooding, sorry about that...
[Me saying stupid shit about a crash on startup blabla, was just KMC SVM inconsistently configured cause me dumb]
What follows is regardless of what's above:
I have an issue because, as far as I can tell the only waves which spawns is the first one, then the server becomes unresponsive and next waves arent triggered, already spawned bots keep moving and firing tho, but every extract leads to a black screen and I have to…
How certain are you that it only happens when SR is combined with SPTRM? Does this bug happen to you every single raid when these mods are combined? Can you give the me the exact steps to reproduce it?
I play using PTT and SR time to time, and never had issues with getting stuck/crashes at extract. I've had the client lockup completely randomly one time, but that's not the same thing that's happening to you it seems.
I'm having the same problem, and i think that's why my rouges are not spawning
They spawn for me.
Is anybody else getting this kind of error?
Following this, the client gets stuck at extract and ALT+F4 is the only way.
That error shouldn't freeze the client or prevent you from extracting in any way. If you read it, it's a bot weapon generation error, and the error itself says that a preset will be used instead. It happens because my mod requires bots to have certain mod slots filled. I haven't yet modified bot loadouts apart from PMCs and Scavs, but when I get around to modifying all bot loadouts, the error won't happen anymore.
Does your client freeze at the exact moment the error happens? If it was that error causing it, it should happen instantly, not only when you go to extract. What map and extract?
Are you 100% sure it isn't a bug with SPT itself or another mod? What other mods are you using?
Don't know why this is happening, but I'm on the previous version still, but my bots seem to be inconsistent, I'm running into tier 3 bots at level 17, tier 2 at level 7, etc between my two profiles, I'm using the realism profile for both chars. I'm not just talking one or two like the description mentions, but nearly every usec bot running stuff like full autos and highcom at level 7 in factory.
Like the Overview says:
Quote
There is a % chance of all the bots in your raid being of a higher tier. They will only ever be 1 tier higher than your current tier, and never a tier lower than your current tier. Every 5 levels, the % chance increases.
The way SPT works, I have to spawn them all as the same tier. In the future maybe I can make it so that each bot has a % chance to be a different tier, but that will take a lot of work and my time is devoted to other features right now.
Fontaine added a new version:
QuoteDisplay MoreSPT Realism Mod for SPT AKI 3.2.3.(NOT compatible with SPT AKI 3.2.2 or earlier).
Mirror in case Mediafire is blocked in your country: https://www.dropbox.com/s/03ad…ealism-Mod-3.2.3.rar?dl=0
Make sure to fully uninstall STPRM before moving to the latest version (delete the mod folder from user/mods).
Updated to latest version of SPT, 3.2.3.
Changes:
- Tweaks to Player movement: player now correctly slows down after falling like they did in previous versions. Even small objects will now slow you down if you run over them, it's best to avoid what looks like it would trip you up!
- PMC loot buff: upped loot quality for PMCs at every tier, especially tier 3. Minor buffs to scav loot.
- PMC AI Type Based on Map: if difficulty changes is enabled in the config, PMCs will have different AI behaviour type depending on the map, as introduced by AKI 3.2.3.
- Hardcore Flea Config Changes: buffed sell chance significantly, increased reputation gain and penalty for sails and failed offers respectively. Lowered the length of time simulated offers are up for, and thus offers will get refreshed more often.
Future Plans:
I probably sound like a broken record at this stage, but work continues on Attachment Overhaul. It now also includes a significant overhaul to how recoil is handled, and will hopefully make full auto more difficulty to control while keeping semi auto and burst fire easy. This took some time to figure out, and needs further tweaking, but it was well worth it IMO. I might record a preview of what I've done so far after some more tweaking.
Would love to see some kind of trader randomized assort lists every reset. Combined with path to tarkov and your realism changes, it would provide for a pretty gritty experience. Imagine hiking across several maps, finally getting to the trader of your choice only to find that the ammunition you were going to buy is out of stock that reset. Love this mod and I couldn't play SPT without it. Thanks for your work on this mod. Also, I would be glad to assist with small tedious tasks, like filling in bot loadouts or adding things to loot tables. I can't do heavy lifting, but mainly the small annoying stuff. Let me know!
Funny enough that's doable, run a cycle for trader assort.json, and just random whether to delete the entry or not.
the only thing i'm unsure - how to bind it to trade assort routes so it would refresh it.
It's in my plans to do something similar to what you describe, like what Finn did with his Realistic Trader mod but instead of just randomized stock, randomized availability too. Not sure how to go about it or how feasible it is yet. Right now I'm 100% focused on getting my attachment overhaul done. It's grown in scope a lot, so more features, but it will take more time unfortunately.
I appreciate the offer for help! For the time being I'll do the assorts and loadouts myself, but in the future if I need help with such tasks I'll let you know
It's in the description you're referencing, GOST 5 vs GOST 6 for the Ghzel and Zhuk respectively. Lower weight =/= lower armor protection in all cases. I'm just going off of what BSG claims, I don't have primary Russian sources. If you can provide a Russian source for what their rating should be, I'll change it.
Is the SPT realism profile meant to have nearly maxed out stash size(yet have no stash upgrades applied yet)
the Description states the profile is based on standard edition with less gear and money, all the gear lines up at the 10x28 border, yet the actual stash starts as something like 10x68+
Is this intended?
It's a bug, it will be fixed in next version.