Ever wish that different weapons handled differently in Tarkov? That your meta SR-25 did not feel 95% like your unmodded Glock? Me too!
\\ ATTENTION // As of version 0.6.6, Fontaine's REALISM MOD is REQUIRED!!! This mod will not function without it!
The overarching theme of this and any future mods to be released under my 'TarkovIRL' moniker is generally to slow down Tarkov gameplay; more survival shooter, less deathmatch-with-extra-steps.
Within that scope, the Weapons Handling Mod has three general goals:
1) Make weapons feel very different depending on their size and ergo, thus encouraging the player to select specific weapons for specific tasks. Larger and more modded weapons are going to feel squishy, so you really have to think about how to set up your kit.
2) Make aiming harder generally, with a weapon deadzone, with added weapon sway, with my 'parallax' (aiming mis-alignment) feature, and with various visual effects which impede the player's ability to aim depending on the condition of his character.*
3) Generally improve the aesthetic fidelity of how the player's character handles the weapons, to what I imagine is more authentic.
* (Enter long screed about how recoil is the only lever BSG had to pull to change the dynamic of firefights, because aiming is too easy.)
KNOWN ISSUES
- There is (was?) a known bug that causes the player camera to 'stutter' occasionally, quickly twisting in an awkward manner. This occurs (occurred) only when using the Deadzone feature. As of 0.6.1, I've implemented code which seems to have fixed the issue. I have not noticed it since and I believe it has been squashed but please comment if you do see it.
- There may be conflicts with the Increased Look Direction mod (there is also increased look range in my mod, so you don't need both).
Important mods I use (see next tab for full list) :
- Path to Tarkov
- Fontaine Realism
- Fontaine FOV fix
- SAIN with Realistic Combat Overhaul preset
- MOAR
- Looting bots
- Questing bots
- Backdoor Bandit
- Amands's gfx
- Better Bullet Cracks
- That's Lit
- Louder Suppressors
- BatterySystem
v0.7 Gameplay
|
This table identifies which version of Realism each version of WHM is compiled with. Any given version of WHM may work with a version of Realism not specified in the table, but it's just an accident if it does!
WHM v0.7 | Realism v1.4.8
WHM v0.6.8 | Realism v1.4.8
WHM v0.6.7 | Realism v1.4.8
WHM v0.6.6 | Realism v1.4.8
Note : Realism v.1.4.8 is incorrectly identified as v.1.4.7 within the mod itself, in the loading screen and in the F12 menu. It's just an error, it actually is 1.4.8.
A complete list of all the mods I currently use (as requested):
[3.9.x]
-------
TarkovIRL Weapons Handling Mod (my mod)
Unity Toolkit(req for 1 mod)
Fontaine's Red Dot Tweaker
Borkel's NVGs
EFT SCOPE AND RED DOT SIGHT OVERHAUL (ACOG4LIFE)
Backdoor Bandit
Drakia BigBrain (req for SAIN + others)
Drakia Waypoints (req for SAIN)
Amands's gfx
Looting bots
Questing bots
Fontaine Realism
Fontaine FOV fix
SAIN
DisableScavMode egboggied
Better Bullet Cracks
That's Lit
MoreCheckmarks
Louder Suppressors
Use Loose Loot
Path to Tarkov
Borkel's Big Realistic Thermal Package
Realistic Combat Overhaul
Shadow Flicker Fix
BatterySystem
Advanced Bot Culling
Dad Gamer
Epic's All in One
De-Clutterer
Anti-Cheat
UI Fixes
Loot Radius
Fontaine's Zeroing Quality Of Life
MOAR
Multiply ALL
Hazardifier
Get Concussed
Borkel's Bloody Bullet Wounds + Particles + Splatters
Pack 'n' Strap
Simple Season Selector
Epic's All in One Realism Patch Redux
Skills Extended
Custom Interactions
Custom First Aid Kits
Traders Sell Bundles
Several individual weapon mods
modify raid times in SPT\Aki_Data\Server\database\locations (EscapeTimeLimit)
214 Downloads
Small update,
- adjust some values for new breathing feature
- added new feature, when change your stance (crouching and un-crouching), your weapon will oscillate a little in your hands
A config menu is the next priority.
121 Downloads
|
-- Version 0.7 --
New Features:
- Complete rewrite of the Deadzone. The new deadzone is in the style of Bodycam, its intensity depends on your weapon's size and ergo. Smaller weapons with better ergo get a smaller deadzone.
- When ADSed with a stocked weapon, the deadzone is reduced by 80%.
- When in Active Aim mode (Realism), the deadzone is reduced by half.
- Added new Augmented Hold Breath mechanism. Now when holding your breath, the exhaling portion of my custom breathing animation will slow down to 25% speed; in addition, the arm shake effect intensity is reduce by 50% while within the exhaling window. To balance these buffs, you will lose stamina regen entirely during that window.
- Added significant amount of complexity to weapon transition system:
- Each half of weapon transition animation independently affected by weapon weight characteristics, lighter + better ergo weapons go faster.
- Weapon transition time affected by player efficiency.
- Weapon transition while prone takes a 66% speed debuff.
- Added a smoothing layer to weapon transition animations.
- Reworked the transition animations, they are better (??).
- Added Realism's adrenaline to player efficiency calculation; efficiency gets 50% buff if adrenaline is pumping. This is a big change and will add a lot of complexity to how you behave when getting shot / shot at; it will definitely help with noodle arms.
Updates and Fixes:
- Fixed bug where you can get some 'orphaned' transitions, especially when trying to select a slot that is empty!
- Generally added more cases to transition controller so that you get fewer 'vanilla' transitions. Ideally it would be zero but ain't nobody got time for that.
- Added hard clamp to how much parallax is possible. These will stop the effect from increasing in intensity regardless of your situation, for those frustrated with the noodle arms.
- Fixed bug (feature?) where weapon would drop a lot during a sidestep-peek; weapon now drops a very tiny bit, but you take a 20% efficiency debuff during the sidestep.
- Changed logic of weapon pulling in while rotating (because angular momentum), it's now smooth per rotation instead of binary.
- Increased time to reduce parallax during ADS, depending on efficiency and weapon. When you ADS you get extra head rotation, and when the rotation is complete you know you are fully ADSed and have reduced parallax.
* Regarding 3.10 -- This mod needs Realism as a dependency and I think Realism won't be updated to 3.10 any time soon. I also don't think 3.10 looks too appealing, not the fault of the SPT team but because the current Live patch seems meh and buggy. So I'm sticking with 3.9 for a good long while, I need a break anyway. Basically I see my mod as done, in terms of the feature set. From here on I will refine and eventually support new versions.
176 Downloads
|
-- Version 0.6.8 --
New Features:
- Reworked weapon transitions, based on T-REX Arms criticism:
- Sling to shoulder weapon transition time significantly increased, and has enhanced custom animations.
- Quickdraw to pistol time significantly reduced if drawing from slinged weapon, includes enhanced animaton.
- Pistol to shoulder transitions also take longer than usual.
- Further integration with Realism: I've added some more buffs and debuffs based on Realism stances, which I now have access to. They now play a part in my own Efficiency calculation:
- Being in High Ready stance gives 15% efficiency buff, so when you come out of it to aim you'll be more efficient for a moment while the calculation adjusts.
- Low Ready takes a 10% debuff.
- Shortstock stance gives 30% buff, and you can fire(!) from that position in Realism. Game changer.
- Being mounted gives a 50% efficiency buff.
- Using left shoulder swap takes a 10% debuff.
- Being in Active Aim takes a tiny 5% debuff.
- Added slight head rotation when ADSing with a stocked weapon; this rotation also reverses polarity when ADSing on the left shoulder.
Updates and Fixes:
- Reworked the parallax feature again, it's more responsive and agile now. When you move your mouse less, you actually get a bit more parallax; this was to emulate fine aiming through sights. The effect is now both more active/interesting and yet much more forgiving, I'm very happy with where it is now. Of course, you can turn it off.
- Slight reduction in footstep visual effect intensity.
333 Downloads
**|
- Version 0.6.7 -
Updates and Fixes:
- This is basically a hotfix of a hotfix. I rewrote the augmented reload code to be much more reliable leveraging Realism's API. Everything is working well now -- I swear ...
- Slightly reduced intensity of 'Hyper-Vertical' feature. I should rename that to just ... Emulated Gravity Effect. Yes.
New Features:
- Added reload speed debuff while sprinting, which is also in turn buffed by Augmented Reload. There is a slider for this if you don't want it.
137 Downloads
|
--- Version 0.6.6 ---
This version is basically a hotfix; Realism is now required:
- As of 0.6.6, Realism mod is a REQUIREMENT. I have long anticipated this necessity, and the day has finally come. It was necessary to fix the bugs in my new reload system, and I imagine this change will bear much fruit.
- Fixed bugs related to the new Augmented Reload system.
- Added slider for Augmented Reload speed.
- Lowered the effect of overall health on efficiency by 40%.
- Lowered the effect of heavy bleeds on efficiency by 33%.
121 Downloads
|
--- Version 0.6.5 ---
|
New Features:
- Added new Directional Sway feature for movement in different directions, your weapon has more complex movement when moving in all directions.
- Added new Augmented Reloads feature: when reloading or checking mag, if you press again your reload button, your character will look down at what he's doing and the animation speed will be increased by 30%.
Updates and Fixes:
- Huge repass on config entry names, things should be easier to read now.
- Fixed MP5k thinking he has a stock.
- Fixed extra freelook range to work even if not using the Deadzone feature (and turned it back on by default).
- Default weapon cant value reduced to zero in recognition that Realism's new canting feature is better - and this mod is always meant to be played, let's say it together, with Realism maxed out very good.
562 Downloads
|
Just a wee hotfix.
- Forgot to change the version number, fixed!
- Un-nerfed parallax feature (really just changed defaults).
- Lowered default sway value.
- Don't forget to reset default values in the config!
196 Downloads
|
IMPORTANT UPDATE
This version is a massive update. The principal new feature is a completely new, written from scratch weapon sway model. BSG's model is totally gone if the new one is toggled on. In addition, there are several smaller features and/or sub-features of the new sway. Many existing features have been re-tuned to work with the new sway.
New features:
-
Added new sway model. My sway model is much more complex than BSG's, and it's intended to be both more visually compelling and complex for gameplay. When building the various parts of this new model, I paid close attention to a T-REX Arms video made a few years ago which directly addresses realism in Tarkov (third rail alert). Many of the following handling changes are in an effort to respond to those criticisms.
When out of ADS, my sway generally leads your aimpoint rather than follows it. When in the ADS, the sway lags behind the aimpoint slightly, which is an emulation of the slightly more cumbersome behavior when securing a 'cheek weld' with the stock. Accordingly, if you have a weapon with no stock or a retracted stock, the sway will lead the aimpoint in the ADS, being slightly more nimble if less precise.
The stock-no-stock differences are also present in pointfire. With unstocked weapons, the sway is different: a bit jerkier but points forward more reliably than stocked weapons. If you have a large weapon that can retract - a scar for example - it might be preferable to collapse it in close quarters. There is an actual tradeoff between fine accuracy that takes longer to acquire, and general accuracy that takes less time. Unstocked weapons also dip slightly when you're moving, even ADSed.
Rotating your character causes a rotational dip in your weapon when not in ADS. A simple physical emulation of wielding a physical object, it's not going to always point straight.
It's hard to put into words all of the small details, try it or watch one of the videos I've posted to get a better impression.
-
Added 'vertical nerfs'. Again in line with the T-REX video, I've given a sort of a nerf to leaning. This is because the T-REX video commented about how hard it was to establish the correct vertical attitude when peaking a corner, even when knowing exactly where the target is. When leaning right, your weapon's angle goes slightly up, and vice-versa for left leaning.
-
Another vertical nerf is what I call 'hyper-vertical' which dovetails with the above change. When aiming up, your weapon lags a little to point up when out of the ADS. This depends on how heavy it is. Vice-versa, when pointing down, there is a bit of an acceleration. This is again an effort to complicate the vertical plane of your aiming, making pointfire harder. None of it is RNG, you can learn the patterns precisely given enough time.
-
New footstep visual effects, and slight weapon tilt.
-
Tweaks to the deadzone feature (now off by default).
-
Tweaks to parallax feature.
331 Downloads
|
Small iterative update
- Fixed bug where weapon weight smoothing was not being applied to deadzone (causing issues when holding something very heavy).
- Changed throw animation values to be more pronounced.
- Lowered default parallax value.
- Lowered default sway value.
- Added slider to modify how much impact negative conditions have on player efficiency (which affects sway, parallax, footstep visual effect, etc).
191 Downloads
|
|
Small update to tune some values:
- Efficiency max penalty from health loss reduced from 100% to 50%
- Increased default sway value
- Slightly decreased base parallax value
- Slightly decreased base deadzone value
- Removed and disconnected a debug slider that shouldn't have been there
92 Downloads
|
This is an important updated, it's a huge polish pass on existing features. The main overhaul is to the 'efficiency' system:
- Did a big refactor of my internal 'efficiency' calculation. This stat governs many aspects of the mod's features, most notably the intensity of the sway and parallax (sight alignment) calculations. Many things will cause you to be less efficient and handle your gear with less control. The exact values are as follows (everything stacks).
- General health: at zero health you will have a 100% penalty (and also be dead).
- Being overweight between the YELLOW and RED status adds up to 50%
penalty (so 50% at red). - Concussion adds 20% penalty for its duration.
- Broken bones: each broken bone will give you 15% penalty.
- Tremor adds 5% penalty for its duration.
- Stamina and arm stamina each give a 20% penalty at zero.
- Light bleeding anywhere will give 5% penalty.
- Heavy bleeding anywhere will give 15% penalty.
- Being poisoned / infected will give a 10% penalty. This feature is represented well in the Realism mod, where the risk of poison is not just from cultists but also somewhat likely from eating junk food.
- Hydration and nutrition deficit each add 5% penalty when at zero.
- Speed and stance: slower speed and lower stance each buff efficiency by up to 50%. (So at minimum walking speed and a full crouch, these stack to a 75% efficiency buff.) Going prone gives another 50% buff (that would be a 87.5% total efficiency buff). *
- Sprinting will apply a 50% penalty. Astute readers will say, "but your weapon is not up whilst running anyway". But the change in efficency is not immediate...
- Change in efficiency: the changing status of efficiency is not immediately reflected in your player, but is FLUID. The rate of change itself is ALSO GOVERNED by your efficiency. For example, if your efficiency is very poor (you are heavy, injured, and starving), decreasing efficiency will be reflected to the player MORE QUICKLY and increase MORE SLOWLY (for example, going in and out of a sprint). Vice versa, if your efficiency stat is good in general (uninjured, good stam, good nutrition), a momentary decrease in efficiency (again, the easiest example is sprinting) will result in a slower reflected loss of efficiency and a faster return to base efficiency after the sprint.
Overall, the system will always respond more favourably if you are in a good condition, and it's up to you to maintain that condition, through your health, nutrition, and movement.
* The buffs actually are division operations of the total, applied after all the penalties, so perhaps that seems confusing but it looks like: 1 * 0.5 = 0.5; 0.5 * 0.5 = 0.25; 0.25 * 0.5 = 0.125, in other words a 87.5% buff. This should illustrate how powerful your speed and stance are.
Other changes:
- More tweaking to parallax feature.
- Added fluctuation period in sway calculation, where previously the effect was immediate. This became noticeable going in and out of ads rapidly, you could see the polarity reversing in an awkward manner (stocked weapons in ads will lag behind the player camera, whereas out of ads they will lead). Now the change is fluid.
- Added new animations to your head camera movement when throwing grenades. Unique animations for over- and under-handed throws. Inspired by Squad.
- Redid the arm shake visual effect and tweaked values.
- Updated footstep visual effect, effect is now present when out of ADS.
- Changed how parallax works specifically for pistols. Since the points of control contact are so few (thanks to beta tester for pointing this out), they're especially hard to aim. So in the mod the sights become more easily misaligned when you're rotating, but they have a uniquely faster recenter time when not rotating. The point is you can practice on the range with a particular pistol and get good at aiming it during movement even when the sights are not perfectly aligned, and make better use of lasers etc.
- Along the same lines, pistols are debuffed with 2x more hand shake effect than other weapons.
- Added a weight attenuation curve: since the weapon weight acutely affects weapon handling, I've added a smooth curve for the factored weight to max out at 6.5 kgs to avoid cartoonish levels of weapon sway and deadzone.
- Fixed speed-efficiency calculation to reflect non-movement.
- Fixed blindfire to work with my mechanics.
150 Downloads
Further (and very likely final) tuning of new aiming misalignment/'parallax' feature. Reworked a couple things and tweaked it again and I'm very happy with where it is.
Enjoy
62 Downloads
Big thank you to purplenamelol for his feedback and testing!
Updates:
- Refined new parallax system:
- Added faster recentering mechanic to parallax: if you are not rotating at all, your parallax will center faster, but if you are rotating at all the slower, main parallax layer will obtain, and you must center it yourself (by overshooting and pulling back)
- Added much deeper shot logic: parallax reset per shot depends on weapon weight versus cartridge power
- Generally tuned parallax system a LOT
- Added non-instant efficiency change: your change in character status (stam, movement speed) is no longer instantly reflected in your weapon handling; adds further depth to how you balance your movement versus your readiness
- Added footstep visual effect when ADSed
- Unified efficiency calcs across various effects for more consistent feel
245 Downloads
--- Version 0.4 ---
- New feature, aiming misalignment; when you move your weapon around, the sights will mis-align for a period of time. You can LEARN to align them yourself by overshooting the target a little and recentering it. (Hard to explain.) When you ADS with a stocked weapon, the effect is reduced by 80%. When you shoot in an ADS, the misalignment is momentarily reset. The upshot of all of this is that the longer you are focused on a target, the better your weapon control will be. The effect scales with the size and ergo of the weapon, the condition of your player (health), and your arm and body stam just like the weapon sway mechanic. This all may sound moronic but I promise if you already liked my mod, you will like this feature. And of course you can tweak it.
- Removed player strength from condition calculations. It's just bugged, I've got to refine it.
- Refined basically all previous features while rewriting most of the mod.
657 Downloads
Sorry for the version spam, just trying to get the mod in a good place before some downtime. Trying to dump all the recent ideas for the mod while I can. Likely last update for a while. It's been fun :p
--- Version 0.3.5 ---
- Fixed stance-dependent visual not working (accidentally killed it).
- Lowered default sway value.
- Added more randomness to arm shake visual effect.
- Improved (greatly) breathing visual effect.
- Added effect, when player is turning he pulls the weapon in a bit because I like visual complexity.
- Added effect, when player is moving with unstocked weapon he lowers it a bit when ADSed (because I like visual complexity again).
209 Downloads
--- Version 0.3.4 ---
- Tweaked deadzone behavior again (removed the tapering experiment, was not really working out).
- Added increased arm shaking; effect intensity driven by arm stam, stance, health, and strength stat.
- Cleaned up some small things for SPT 3.9.x.
114 Downloads
Not a big update, mostly just for new SPT version.
--- Version 0.3.3 ---
- Updated for SPT 3.9.x.
- Retweaked sway and deadzone values for new Realism version.
- Reduced the influence of player's strength stat on sway: at max strength (50), sway is reduced up to 33%.
128 Downloads
---
- Added F12 config menu
- Tweaked animation curve and values for weapon sway, looks a bit more complex
- Tweaked animation curve for pose change visual effect
- Improved stuttering problem (something much smaller and less noticeable happens now)
85 Downloads
0.3 release features:
- When player kneels, his weapon is a bit closer to the chest, essentially cosmetic.
- Added another layer of breath effect: weapon visually oscillates in hand as stamina decreases
409 Downloads
- Big improvement to deadzone clipping issue : without going into a lengthy explanation, the deadzone works in relation to the player's foot positioning, and previously when the player rotated enough to change foot position there was an abrupt reset of the deadzone; now the effect smoothly blends between the foot reset animations.
- Improved efficiency of stat calculations used by the sway and deadzone algos.
- General code cleanup (who cares).
282 Downloads
193 Downloads
- Fixed bugs from 0.4.6
- I may have fixed the legendary head-snapping bug in the course of fixing the above ones -- initial testing suggests so fml
186 Downloads
This is basically a hotfix -- I noticed that really heavy weapons got comical and removed a bit of code that was overtuning the effect.
236 Downloads
I somehow broke the aiming deadzone between my testing on SPT 3.9.2 and release on 3.9.3. I've fixed it.
386 Downloads
|
- Version 0.6.8.1 -
I wouldn't even call this a hotfix, really just a small pass on the config. I had a little time today to play with the config values. Nothing you couldn't have done yourself, so if you're happy with things then I would say don't upgrade.
The only code changes are that I put a couple of the more important config values into the Main Feature Values config tab, at the top, where they are easier to get to.
Updates:
- Slightly changed the shoulder-to-sling animation timing to be a bit longer.
- Slightly reduced the default efficiency penalty of negative effects (like damage).
- Slightly reduced parallax intensity, so that it doesn't step on the sway effect too much.
- Slightly reduced the default Directional Sway value.
Honestly I would suggest just deleting your old config values, it's tedious to reset all the defaults as you might miss an important one.
Not quite yet...
Details
-
License
-
Source Code
-
Latest Version VirusTotal Result
https://www.virustotal.com/gui/url/60c67d67b43a0aadbb7328e2f1c14e22a661ad24bf1b014d3a6d535723899fa6