SPT Realism Mod TEST VERSION for AKI 3.0.0
Sorry for the long wait on this, Summer is a hectic time of year for me. This is a TEST release, this means that some features are temporarily disabled, and there may be bugs and unforeseen issues. it was not a straightforward task to port this mod to the new AKI version.
I am looking for help in finding bugs and issues, and to make sure everything is working. It's a big mod, so I don't have time to test every single feature thoroughly.
Fleamarket and Trader changes are disabled. Changes to how bot loot is generated is disabled. This means PMCs will have random loot like in vanilla SPT. Also, weapon generation will be messed up.
Changes:
- Malfunctions Overhaul : Malfunctions and and Overheating have been completely rebalanced. Weapons in general will degrade, heat, and cool much more slowly. The base malfunction chance of weapons are also generally much lower. However, certain ammo, weapons and magazines have much higher malfunction chances. These stats are inspired by how these items behave in real life. This feature can be disabled in the config.
Depending on the combination of weapon, ammo and magazine, you can either have almost 0 malfunction chance and very little wear, or you will get malfunctions every other shot and your gun will start tearing itself apart.
Some rounds, guns and ammo have 0 malfunction chance, while some are extremely high. A gun with a very low malfunction chance can reliably use "bad" ammo with high malfunction chance, while other guns will malfunction frequently.
Guns heat up much more slowly, no more having a glowing suppressor after emptying a single magazine. The negative effects of overheating have been increased and occur earlier. Guns will also cool much more slowly.
Every gun has had its heat/cooling stats changed to be based on calibre and operating system (DI, short-stroke gas system, manually operated, open bolt etc.).
Some rounds are "hot" or high pressure, they have very high durability loss. This is primarily for pistol ammo, and simulates high-pressure rounds, like +P and +P+, and commercial or Russian equivalents. For example, the Kriss Vector in 9x19 will destroy itself using AP 6.3 within a magazine or two, while the Vityaz will degrade normally.
All 9x18 guns can use all 9x18 ammo now, however as above only the Klin can handle high pressure ammo (in vanilla, these rounds were made incompatible instead).
AP ammo that has exposed steel/tungsten tips, or Russian ammo with corrosive primers, have elevated durability burn. Military-grade weapons and/or weapons that are chrome-lined IRL will have lower durability burn compared to civilian weapons.
Drum and quadstack magazines are unreliable with few exceptions. If your gun is below 98 durability, they will jam, a lot.
There will be no malfunctions between 100 and 98 durability. However, guns can degrade much slower than vanilla depending on ammo. But try to use high durability burn ammo in weapons not built for it, and you will cross that threshold quickly.
I will add a short list of what ammo is "hot"/high-pressure to the mod description, but in-game stats will tell you most of what you need to know, and the rest is down to you figuring it out for yourself (or using IRL knowledge/experience)
All these values are subject to change, in future versions attachments will play a big role in heating and cooling.
Also I've included my BepInEx plugin that disabled the requirement to inspect a weapon before clearing a malfunction.
- All medkits now have negative side-effects/debuffs like all other meds, and their use-time has been increased significantly. In the last version, they made tourniquets and splints redundant. Unfortunately it doesn't seem possible to make medkits have different debuffs depending on the wound they are healing. To compensate, their debuffs are less severe than that of tourniquets and splints. Debuffs and effect times in general have been tweaked.
- Player movement and inertia has been rebalanced significantly. Weight now plays a much larger role in movement speed and inertia than before, and weight limits in general have been lowered. You can now walk with higher weights, but sprint will be slowed and disabled sooner. Endurance can now be levelled up so long as you are below 30kg. You will slow down more after falling, jumping or moving over certain terrain/obstacles like debris. It now takes a noticeable amount of time to reach a full sprint if you are overweight, and this increases dramatically with weight. You slow down more when changing direction while sprinting. Lean/Peak speed has been increased. Stamina capacity and regeneration has been decreased. Due to how co-dependent all these stats are, they are now all enabled/disabled by the same config option and are no longer are separate config options.
- I have moved forward with the experimental recoil changes from previous versions. The old recoil tweak can be enabled, and is called "legacy recoil changes". The new recoil balance reduces muzzle flip, and makes guns push into the player's shoulder instead. Recoil has been balanced in the hopes that semi auto is more viable and snappy without making full-auto too OP. I have attempted to reduce the "negative recoil" effect pistols have in vanilla EFT, however this has resulted in them being less snappy. I will tweak them further in the future. Each gun has had its recoil angle tweaked to feel unique and so that most of them now recoil high-right. There is now a bit of "wiggle" after firing long-arms. Stances now effect recoil patterns in unique ways rather than a flat recoil reduction. For now, these changes have been applied globally so some weapons may be off. In future versions, each weapon will be individually tweaked to be balanced and realistic. This is all still WIP and will be tweaked.
- Lowered Arm and Leg Overdamage.
- Increased Penetration and Damage degradation over distance. This should make larger calibres even more viable at range compared to intermediary cartridges.
- Various tweaks, fixes and corrections made to ammo and armor stats.
- Rebalanced accuracy, recoil, malfunction and heat stats for all ammo. Rounds above a certain damage threshold have had their fragmentation chance reduced or removed. Pistol calibre rounds have had their fragmentation chance increased. Non HP/SP rifle rounds have had their fragmentation chance increased.
- Added .357 Magnum ammo stats.
- Minor tweaks to bot loadouts.
- Lowered blunt damage for titan, ceramic and steel armor types. Decreased destructibility of ceramic and combined materials. Upped durability of ceramic armors. Lowered armor blunt damage globally by 10% for armor over lvl 6. Reduced lvl 4 helmet blunt damage by 5%.