
Modding Weapons, Ammo, Medic , Stims, Buffs, bags, magazines, and PMC Stats in SPT Through a User-Friendly GUI
ModParameter - Customize in just a few clicks!
Fast setting :
- Fast LOAD/UNLOAD magazines
- Magazines 3 ==> 2 SLOTS
- all ammo TRACER (red / green)
- choose injectors count
- Increase capacity for all BAGS/ MAGAZINES/ MEDS
this mod allows you to create a duplicate item and modify them
Weapons recoil, ergo, fire rate (copy),
Ammos Tracer, dommage, velocity (copy),
Medical / Stims / Buff stims (copy/original)
and other feature to personnalise item :
Magazine capacity/ Fast (un)loading / Resize slot (original)
Backpack Slot / Debuff (original)
Scavs and PMCs don’t have duplicate items..
With an executable (.exe), you can tweak essential game elements without manually editing the SPT DB files.
Tab Management BEFORE USE
How does it work ?
Tab: Youtube
You need to restart the server for the changes made through the interface to take effect
Weapons
Search for a weapon by name
Select a group of weapons based on their caliber
Modify key attributes :
- Ergonomics
- Recoil Vertical and horizontal
- Fire rate
- Weight
- Camera during recoil
- Flea Market / Trader price
BACKGROUND COLOR ==> Blue in-game
Ammunition
- Convert all bullets to RED/GREEN tracers (fast setting)
Filter by caliber to quickly select ammo :
*Nerf AI AGS-30 and NSV Utyos :
- 30x29mm VOG-30 (AGS-30)
- 12,7x108mm B-32 (NSV Utyos)
- 12,7x108mm BZT-44M (NSV Utyos)
Modify key attributes :
- Flesh and armor damage
- Armor penetration power
- Bullet velocity
- Ballistic coefficient – Determines bullet aerodynamics and impact over distance.
- Bullet mass : Affects bullet trajectory and drop
- Add or remove tracers, with color selection : RED / GREEN (no override your copy)
- Stack size to adjust max bullets per stack
- Ammo bonus, modifies shot accuracy.
- Recoil bonus : adjusts weapon recoil for better control.
- Projectile count – Sets the number of pellets per shot (useful for shotguns)
- Be careful with this setting: 50 bullets can be fired simultaneously with single bullets. With tracers, it creates a beautiful firework, but too high a value will impact RAM and CPU usage.
- Explosion force .
- Explosion radius .
- Fuse time before detonation, allowing grenades to explode closer or farther depending on need
- Flea Market / Trader price
BACKGROUND COLOR ==> Blue
MEDICAL
With the medical tab, you can choose tocreate a clone or replace the original item using the button selection on the left section (Bot ID)
If you modify healing items like Grizzly, Salewa, etc., use the ‘SmartAction’ mod to fix the bug where you can’t move during healing :
- Number of uses
- This field allows you to modify single-use medical items (e.g. stimulator) to make them usable multiple times.
For items with HP resources (e.g., the Salewa), it lets you change the maximum resource amount, which is 400 by default in the game.
- This field allows you to modify single-use medical items (e.g. stimulator) to make them usable multiple times.
- Amount of HP restored
- This field allows you to adjust the amount ofhealth restored per individual use of a medical item.
For example, with the Salewa, using it for its full duration restores 85 HP over 3 seconds.
- This field allows you to adjust the amount ofhealth restored per individual use of a medical item.
- Time to use item (seconds)
- This field modifies the usage time of a medical item. The animation duration is static and does not change.
- price on flea / trader
- Effect remove / add :
- Fracture: A broken bone that limits mobility and weapon handling
- Pain: Discomfort affecting vision and steadiness.
- Light Bleeding: Minor blood loss.
- Heavy Bleeding: Severe blood loss
- Destroyed Part: A limb rendered unusable (0 HP)
- Contusion: A head injury causing blurred vision and dizziness.
- Intoxication: Poisoning leading to various negative effects (cultiste / Joke on FIKA with Friends :D)
- Each of these effects can be fine-tuned using the following properties:
- Duration: Total time the effect lasts (in seconds). Use SmartAction
- FadeOut: Do not touch this parameter
- Cost: Resource cost required to treat the effect
- HealthPenaltyMin and HealthPenaltyMax: Define the range of health loss (in %) from the affected body part when the effect is applied or during treatment of Destroyed Part .
- Each of these effects can be fine-tuned using the following properties:
BUFFS :
all stims buffs Edit / Add / Remove it:
- Skill: Stamina strenght attention […]
- Weight limitation
- Regen (Rate on GUI) HP, Stamina, Hydration, Energy, […]
- Tremor effect, Quantum Tunneling […]
- Remove bleed, poison, and more […]
Color BACKGROUND ==> Blue Clone AND mod item
Note : https://escapefromtarkov.fandom.com/wiki/Health_system#Part_specific_status_effects
PMC Customization
- Reduce movement on aiming while you walking (stability on walking on scope)
- Global recoil on posture
-
standing
-
crouching
-
prone
-
- Sway intensity on posture (breath effect on scope)
-
standing
-
crouching
-
prone
-
- Bullet impact effect on the player’s camera
- Stamina consumption
- Jumping
- Sprinting
- Standing up
- Blue stamina drain when aiming
- Stamina regeneration rate
Magazine
Magazines are sorted into differents categories based on the number of rounds they can hold, and backpacks follow the same logic. I tried to balance each category so that items are distributed in a logical way. By categories you can choose to apply :
- Fast load and unload
- slot rework
- 3 slot = 2 slot
- 4 slot = 2 slot
- < 30 capacity = 1 slot
- magazine capacity
- choose : Remove ergonomics and other penalties
Backpack
- number of slots (The distribution is done evenly and never exceeds 7 slots on the side, so you can still access your backpack even when it’s equipped)
- Debuffs such as weight, reduced mouse sensitivity, and decreased ergonomics
- Remove backpack restrictions
Folder
Place folder on \spt\user\==>mods <===
The ModParameter.exe
program is the core of the graphical interface.
To function correctly, it must remain in the root of the “ModParameter” folder, at the same level as the “src” and “py” folders.
You can use (cmd
/PowerShell
) to display the terminal
This mod no longer modifies your original items.
Except :
-the nerf of AGS-30 and NSV Utyos
-medicals items by choose
-mag / bag
- Ammo, Weapons and Medical (choose) changes are applied to a copy of the item you choose to modify, preserving the game’s original balance. Scavs, PMCs, Raiders, and Bosses do not have your clone.
- Copy/clone item retains the same properties as the original
- Trader no sell original = trader no sell clone item
- compatibility
- Copies have a unique identifier, so even if you disconnect, they remain in your inventory.
- Modifications won’t delete your copied item but will simply update its newly defined properties.
- If you decide to remove a modification, on your next login, the mod will detect the missing copy and replaceit with the original version.
To easily identify copies in the game, they are named “Clone” and have a blue background. On the Flea Market, search for “Clone” to find them quickly.
The copied weapons are bare, without any attachments.
If you decide to DELETE this mod, please remove all modifications and log in one last time to allow the mod to restore everything properly.
Auto-save GUI :
Your modifications are saved and reapplied at each launch.
Delete GUI :
Specificweapon / Ammo / medic
AllWeapons / Ammos / medic
Reset certain values
I
My Project : GitHub
(https://github.com/yox92/ModParameter).
All specification on README.md on folder.
Feel free to leave a comment
if you encounter any issues with the mod’s features, or suggest new ones.
(Share your spt/user/logs/server-YYYY-MM-DD.log file. DEBUG
Thank you all and enjoy the game!
Special thanks to the SPT community and the project ( https://github.com/sp-tarkov/server ) for the outstanding work.
2.3K Downloads
fix bug. Thank you for your feedback. Sorry for the inconvenience ……..
Please save your changes and keep a copy of your file named ==> “ *_mod.json“
in ModParameter\py\JsonFiles\DIRECTORY
- buffs not being deleted
- When configuring magazine count in the Fast settings, it blocked modifications in the Magazine section (modification was applied twice).
- Magazine count is no longer modified by unit. Now %.
- buffs duration now max 1000 seconds and delay 1000 seconds
- HealthRate = HealthRegen etc …
200 Downloads
Note : Keep your save from the previous version: copy and paste your*_mod.json file into the JsonFiles directory (ModParameter/py/JsonFiles/SECTION
First of all, many of you asked for easier access to certain modding options.
I’ve created a new section : FAST SETTING.
There you’ll find more general and quickly applicable mods, such as:
- fast LOAD/UNLOAD magazines
- Magazines 3 ==> 2 SLOTS
- all ammo TRACER (red / green)
- choose injectors count
-Increase capacity for all BAGS/ MAGAZINES/ MEDS
Secondly, I’ve received a lot of private messages after releasing the medical mod.
As a result, I’ve added the ability to mod the buffs provided by stimulants.
In Medical, you can now: Edit / Add / Remove BUFFS — and there are over 20 of them!
Examples include:
- All skills like Force, Endurance, Attention […]
- HP Regen, Hydration, Energy, Stamina regen […]
- Tremor effect, Quantum Tunneling […]
- Remove bleed, poison, and more […]
You can now create a fully custom stimulant syringe. All buffs description :
escapefromtarkov.fandom.com/wiki/Medical
Thanks again for all your feedback!!!
259 Downloads
Magazine Modding
- Fast load and unload speed
- slot :
3 slot ==> 2 slot
4 slot ==> 2 slot
< 30 ammos ==> 1 slot
- Change magazine capacity
- Remove ergonomics and other penalties from magazines
Backpack Modding
- increase number of slots
- Remove backpack debuffs
- Remove backpack restrictions
226 Downloads
New Medical Item Mod:
- MedKits (6 items)
- Stimulants (20 items)
- Medical Supplies (9 items)
- Drugs (5 items)
Override existing items
Create cloned medical items
For medical items, you can customize:
- Number of uses
- Amount of HP restored
- Time to use medical item
Add or remove effects such as:
- lightBleeding
- heavyBleeding
- fracture
- destroyedPart
- contusion
- intoxication
- painkiller effect
And configure their properties, including:
- duration
- fadeOut
- cost
- healthPenaltyMin
- healthPenaltyMax
See the Medical section for more details.
Adjust cloned item prices:
- Maximum multiplier: x100
- Minimum multiplier: x0.01
303 Downloads
-Fixed mod compatibility with FIKA’s headless feature. (The header is recognized as a profile in the SPT database)
-Fixed the blue stamina modding which was either 1 or 0.
-Tracer mod evolution: now all bullets in the game (not just clones) become tracer rounds. Option to disable the feature in the GUI with “Yes” or “No” .
212 Downloads
**Weapon Additions and Enhancements:**
- Fixed weapons with identical short names, e.g., MDR 5.56 and MDR 7.62.
- Added new weapons from patch 3.11, like the Velociraptor, Sako TRG, etc.
- Included previously missing weapons / calibers.
-adjuste fire rate 10 by 10 <300 and 50 by 50 over 300
### **Two New Sections in Bullet Modding:**
1) **Grenade Launcher Ammo:**
- VOG 25
- M381
- M386
- M406
- M433
- M441
- M576
2) **New Category to Nerf AI AGS-30 and NSV Utyos:**
(no clone feature replace original ammo game)
- 30x29mm VOG-30 (AGS-30)
- 12.7x108mm B-32 (NSV Utyos)
- 12.7x108mm BZT-44M (NSV Utyos)
- Ability to set **Projectile Count** to **0**, effectively creating blank rounds.
### **New Grenade Launcher Modding Options:**
- Explosion force.
- Explosion radius.
- Fuse time before detonation, allowing grenades to explode closer or farther as desired.
### **New PMC Modding Options:**
- Stamina consumption for:
- Jumping
- Sprinting
- Standing up
- Blue stamina drain when aiming.
- Stamina regeneration rate.
Improved PMC Interface
More responsive selective suppression.
Thank you for your feedback!!!
Details
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GUID
Not Available
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License
-
Source Code
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Latest Version VirusTotal Result
http://ae001a34606627d695fa3e19ecf36629115436dd56639a813ea063031c0d5dfa
Hi, is it possible to modify the original stats of the gun or bullets? In case i want bots to use them as well. Its a real shame that’s it was possible in earlier versions of the mod but now it ain’t
looking further into it, it’s all revolver style loading guns that have the issue. ps12B clone will not load into RSHh-12
I tried editing the grenades to have shorter fuse timers and the clone ammo made wasn’t able to be loaded into either the VOG under barrel launcher or the 6 shot NATO grenade launcher, the only thing I could load it into was the single shot grenade launcher.
Hi, i’d really love a way to remove the innaccuracy added by using the double-action mode of all affected weapons. Is it possible?
thank you very much for the mod!!
when modifying the “percentage of health removed from treated body part” in the medical section, im not sure if i understand correctly which way it affects it
if i had a 100 hp limb that was blacked out, and it was set to 0 and 1%, when i heal would i get 99 max health back, or only 1?
i guess im asking which percentage would have me heal near almost or all limb health when its blacked out?
Добрый день , как добавить вазелин в Baff? Уже везде его указал все равно не появляется.
В обезболивающих он есть теперь, значения можно изменить… Как добавить в баффы его?
Thank you very much for the work done, the mod is incredibly functional, convenient, it is interesting to change the parameter values for yourself. Very cool work!
I haven’t even had the time to use this and see if it works for me at all… I’m just wide eyed staring like “AINT NO WAY!??” This is so sick. I’ve only had a select few of GUI versions of mods like SVM etc so this is kind of blowing my mind haha.
Also spent countless hours editing configs last few weeks.. but i’ve learned a lot more so I’m not too mad. Thanks for this gonna keep looking around!
I’ve been playing with the mod for a while and I really like it overall, but I’ve run into a couple of problems again - weapons made by the mod don’t count towards kill quests (for example, a quest to kill PMCs with pistols) and shotguns aren’t equipped in slots, it just says the wrong slot.
Is there any solution to this?
If one were to install this mod and only wanted to modify meds, how might they do this? Thanks!