Realistic Overhaul of SPT designed around making the game experience as realistic and hardcore as possible. Highly configurable!
https://youtu.be/H52R3wgOzqw
Do you want an EFT experience that's as realistic as the game can be? Then this mod is for you!
This mod is built around realism: armor and ammo will perform as close to how they would in real life as possible in EFT, large calibre rifle rounds will drop you very quickly while pistol rounds are far less lethal, guns act like guns and don't need attachments to be usable, and much more!
At a Glance This Mod Features:
- Complete Overhaul of Ballistics with Armor Hitboxes
- Complete Rework and Overhaul of Weapon Recoil and the Attachment System
- Combat Stances: High Ready, Low Ready, Point-Shooting/Active Aiming, Short-Stocking, Alternative Pistol Position, Muzzle Striking + Bayonets.
- Bots Level Up with the Player, Getting Better Gear and Harder Difficulty, Bot Loadouts Changing With Map and Time of Day
- More Fluid Player Movement, but Still Hardcore Weight Penalties
- Medical Item Overhaul: You Can No Longer Restore HP Directly with Medkits and Getting Shot now Sucks, a Lot! (optional)
- Dynamic Traders and Tiered Fleamarket Unlock.
- Highly Configurable with Config App and the In-Game Config Menu.
- With a *Lot* More Features and More to Come.
Can be disabled via config.
Recoil Overhaul:
Recoil has been completely overhauled to be more realistic and feel more punchy. Like in most traditional FPS games, recoil will keep climbing, requiring constant mouse input to counter it, which makes it more skill-based than the base EFT system, but without guns climbing to the ceiling. Pistols recoil like pistols without the player camera following the muzzle, stocked guns recoil into the shoulder instead of forwards like in EFT's base recoil system. All weapons are balanced to behave how you'd expect while still ensuring all of them are useable.
Attachment Overhaul:
The attachment modding system has been completely overhauled to be more balanced, interesting, and realistic. The meta from base EFT is effectively gone, and base weapons are much more usable.
The goal was to make many different builds viable and unique, while still having some attachments that are objectively better than others in a semi-tiered system. At the same time, the best mod-in-slot will depend on the weapon and build you are going for, so far more weapon mods have a place. New attachment stats helps facilitate this.
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.
- Flatness: makes the gun shoot more flat, more snappy, less overall muzzle climb and dispersion.
- 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. If a scope has an Aim Speed stat, it only applies when aiming with that specific scope.
- Reload Speed: changes the speed of the the part of the reload animation that uses the magazine. Also affects 'check ammo' speed.
- Chamber Speed: changes the speed of chambering rounds during the reload animation, manually ejecting rounds, fixing malfunctions, checking the chamber, and the pump/bolt action reload animation.
- Malfunction Fix Speed: changes the speed of the malfunction fixing animations.
- Bonuses: some weapon mods give bonus stats in certain contexts, it will state this in its description. More on this later.
- And many more.
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. Suppressors increase ROF for all weapons.
- 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. Additionally, stocks do not apply any of their stats to the weapon if the stock is folded, and the weight of the stock is shifted to the centre when calculating balance.
- **Rail Adapters:**rail adapters that allow the mounting of foregrips lose their negative ergo stat if a grip is attachment to them.
- Pump Grips: foregrips that can take a foregrip will get a bonus to pump speed if it's attached.
Attachments with these special behaviours will have text in their description stating what they are and what they do.
Balance and Weight:
Weight will reduce ergonomics as well as all recoil stats except for recoil angle.
Balance is how front or rear heavy the gun is. 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).
You're not going to have a fast build if your gun is heavy and badly balanced regardless of the ergo stat. Having said that, high ergo parts that aren't heavy will compensate for weight and poor balance to some extent. A stock gun is going to have higher ergo than a fully kitted out build that's 2kg heavier outfitted with lots of attachments.
These factors also affect the amount of aim sway, aim inertia, and arm stamina drain. Weapons without a stock or a folded one have increased sway and aim inertia, and due to the shift in balance and decreased ergo, it will increase arm stamina drain too. It is recommended to play with the "hold breath" keybind disabled.
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.
Extended Stock Slots:
K4A's Extended Stock Slots mod is now built into Realism. It makes it so most buffer tubes have 4 slots that can take the stock I've added an additional feature where the closer in the stock is, the more ergo but less recoil reduction you get, and the further out the opposite. It can be enabled in the in-game config (hit F12).
Better Stat Calculation:
At the core of the new attachment system is making weapon mods reduce the current recoil of a weapon, instead of the base recoil which is how EFT does it. This means stacking weapon attachments is way more balanced as you get diminishing returns. This makes weapons with fewer slots less disadvantaged, and getting the best stats for your build isn't a matter of just dumping parts in as many slots as possible. This effectively removes the idea of meta builds.
Multi-Caliber Weapons:
Mechanic sells several barrels that can be used to convert certain weapons to different calibers: MCX from .300 BLK to 5.56, VPO-215 from .366 TKM to 7.62x39, SKS from 7.62x39 to .366 TKM, SIG Spear from 6.8 to 7.62x51, MDR from 5.56 to .300 BLK.
Be very careful what ammo you put in your gun, the game will no longer stop you chambering the a .366 TKM round in a 7.62x39 chambered weapon etc. The wrong ammo in the wrong gun could result in a malfunction, or much worse...
Reload Overhaul:
[media]https://www.youtube.com/watch?v=UWqwm_iPyXg&ab_channel=SPTRM[/media]
Reload Speed:
Magazines have a reload speed stat that effects only the part of the reload animation that they are used in. So if you reload from a slow mag to a fast mag, only half of the reload will be slow. The weight of the magazine (and the rounds in it) also reduces reload speed, while the weight, balance and ergo of the weapon changes the base reload speed. The Reload skill now also increases the check ammo speed. The base speed for checking ammo is now faster.
Chamber Speed:
Chamber speed affects the speed of chambering rounds during the reload animation, manually ejecting rounds, fixing malfunctions, checking the chamber, and the pump/bolt action reload animation. The base speed for all these things is now faster. The troubleshooting skill now increases the speed of using a pump/bolt action, ejecting rounds, chambering rounds, checking chamber as well as fixing malfunctions. Shotgun "handguards"/pump grips chamber speed increases the speed of the pump animation. Adding a foregrip to pump grips increases the pump speed by about 15% as of writing this.
Shotgun Pump Animation:
By default, all shotguns now use Mastery 2 reload animations. These animations are MUCH better than Mastery 1, and make pump actions actually usable. You can still level up Mastery to lvl 3 for even better animations. You can disable this change with the in-game config (press F12).
Stances:
If ADS is blocked by face shields or NVGs, you will go into a "Active Aiming" stance. Recoil will be reduced compared to "hipfire" and move speed won't be reduced as much as ADS. It can also be activated at any time via a keybind (set in the in-game config).
There are High and Low Ready and Short-Stocking stances. Use the in-game config (F12) to set the keybinds for them. These stances will boost arm stamina regen (high ready the fastest, short-stocking the slowest). Sprinting from high ready gives a boost to acceleration and speed, low ready gives a boost to acceleration, short-stocking gives a debuff to acceleration. Arm stamina will now bottom out at 1 and won't start draining regular stamina.
There is a config option to make not being in a stance drain arm stamina, it's disabled by default for now but it is intended to be used with these mechanics.
Mounting and Bracing Mechanic:
https://www.youtube.com/watch?v=hBq0Eu8sW7g
If the player's weapon is next to cover, they will be put into a Bracing state. This applies a bonus to recoil and weapon sway, and will pause arm stamina loss. Bracing bonuses will increase gradually over time from 0. If the player is aiming and bracing, they can press a keybind to Mount the cover. The weapon will be locked to the cover point with limited rotation, with a significant buff to recoil and sway and will have stamina regeneration.
Text in the bottom right will notify the player if they are bracing or mounting.
Leaning, using WASD, un-aiming etc. will cancel mounting.
Faceshield Overhaul:
[media]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. Faceshields that allow ADS will have text in their description saying so. You will automatically go into "Active Aiming" instead.
This feature can be disabled in the config.
Comfort And Other Gear Mechanics:
Comfort Mechanic:
Abandoned EFT feature where gear has a comfort value, which reduces the weight of items contained inside. This includes armor plates in rigs and vests, or NVGs mounted to helmets. The comfort stat does not reduce the weight of the item itself (bag, rig) but only the items it contains. The stat is displayed in-game like the others.
Player Weight:
Recoil, aim speed, sway and weapon inertia are affected by total player weight (as modified by comfort stat). Horizontal, vertical and camera recoil is reduced by player weight while dispersion is increased.
Reload Speed:
Gear has a reload speed stat which affects the part of the reload animation where the player removes the magazine from the tac rig.
Deafening Mechanic:
Shooting will deafen the player and cause tunnel vision, depending on the calibre, barrel length, muzzle device (loudness stat), weapon type (bullpups are louder to the shooter), and ammo (velocity). Headsets will reduce or eliminate the deafening effect depending on their dB rating. Bot's shooting and explosions will also trigger this mechanic. All headsets now have the same gain which can be turned up or down in real-time with the config. They also reduce their gain when there's shooting/explosions, the amount can be set in the config. Can be disabled or tweaked in the in-game config.
Note: this was not tested with Binaural Audio!
Can be disabled via config.
Hit Boxes:
Screenshots showing armor plate coverage
Armor plate hit boxes have been reduced in size to more closely match how they were when first implemented. Plates do not cover parts of the shoulders and armpit anymore. The torso is now divided up into smaller zones that modify incoming damage, modelled after an ISPC target. A-zone in the center of the chest does increased damage, C zone does normal damage, D zone around the sides and shoulder of the torso does reduced damage. There is also a spine and heart hitbox that will be an instant kill. Shots may also do increased or reduced damage if it hits upper or lower arm/leg, and different parts of the head.
Armor Overview:
Durability loss and blunt damage has been completely rewritten from scratch and armor penetration reworked. Real-world properties like momentum and kinetic energy are taken into account for these calculations, and new mechanics have been added. Armor and ammo have been completely rebalanced to behave as close to expected real-world performance as possible.
Helmets:
Most helmets can't stop rifle rounds with few exceptions, and most can be penetrated by AP pistol ammo. Even if a round doesn't penetrate it will cause a lot of blunt damage so they won't take magdumps of pistol rounds either, so head shots are viable with almost any ammo. This rewards skill as even the shittiest of ammo is viable if you land head shots. SLAAP, Vulkan or a fully kitted-out Bastion can still stop rifle rounds. There's a config option to buff helmets.
Spalling:
Some armor can spall, this means the round fragments after impacting the armor if it fails to penetrate, and the damage has a chance to spread across to the limbs and head. How many body parts are hit, if any, is base on random chance. The amount of damage received is reduced by the armor's spalling damage reduction stat. If the armor has arm, groin or neck protection, spalling damage is reduced to those areas.
New stats are displayed in-game, like armor blunt damage reduction, spalling capability and spall reduction:
Durability Loss and Blunt Damage:
Blunt damage and armor damage is now based on the momentum of the round rather than arbitrary stats like penetration. Pistol rounds will generally do much less blunt damage, while slugs and a rifle round like M80 will do far more blunt and armor damage. What this means for gameplay is that rounds like slugs which have low penetration but high momentum will do lots of blunt damage to even high level armor, while pistol rounds will require a lot more rounds to do any damage through rifle-rated armor (aim for heads, gapes in the armor or legs if they're wearing rifle-rated plates). Penetration and armor level are far less important when it comes to armor damage and blunt damage.
Penetration:
Steel armor ignores durability when it comes to penetration. Steel with 0 durability acts the same as if it had 100 for penetration. Titan armor has reduced importance of durability. However both Titan and Steel get rapidly increasing spalling damage as durability gets lower.
Disarm And Knockdown Mechanic:
- Bots and the player will be forced to prone if they're shot in the leg or head based on random chance modified by the round's energy, and if they were shot in the calf (higher chance). Can be disabled entirely, or enabled for player too.
- The player can have their gun shot out of their hands if shot in the arm based on random chance modified by the round's energy, and if they were shot in the forearm (higher chance). Arm armor reduces the chance if they are shot in it. Can be disabled entirely, or enabled for bots too with the risk of them bugging out.
Armor Durability And Class Carts:
Armor MaterialReal Life MaterialRelative DurabilityArmored SteelSteel plates, almost indestructible but have a lot of potential spall damage.Very HighTitanTitanium armor, more destructible than steel and often relies on soft armor underneath to catch rounds that penetrate. HighUHWMPEDense Polyethylene . Decent durability, light weight but higher blunt damage.HighCombined MaterialsCombination of UHWMPE and Ceramic, also used to represent some rare materials. Best of both worlds.Medium-HighCeramicLow durability, low blunt damage. Russian ceramics have a chance to spall.Low-MediumAramidSoft armor only good for pistol and shotgun rounds. Will lose durability quickly and has high blunt damage.LowGlassWill break very quickly but absorbs almost all damage till it does.Very LowThere are now 10 armor levels to represent US NIJ and Russian GOST armor ratings. It's not exact, but as close you can get using BSG's arbitrary systems. In vanilla, the 1-6 system is just not enough to represent comparative armor performance realistically. 1-5 will stop pistol and shotgun rounds. 5-7 will stop high pen pistol and shotgun rounds, and low pen rifle rounds. 7-8 will stop most medium pen rifle rounds. 9-10 will stop most rifle rounds except high pen/end game ammo. See the chart below for reference if you know real life armor ratings:
Pistol Rated/Rifle Rated
In-GameReal World Armor Classification Equivalents1NIJ I 2GOST 1 3NIJ IIA / PM 24NIJ II / GOST 2 / PM 35NIJ IIIA / GOST 2A ===============================================================================6 GOST 3 / PM 57NIJ III / GOST 4 / PM 88 NIJ III+ / GOST 5 / MK4A Plates / ESAPI (Rev. G)9NIJ IV / GOST 5A / ESAPI (Rev. J) / PM 10 / NIJ RF3 0710GOST 6 / XSAPIAmmo Overview:
Ammo stats have been completed reworked to try and mimic the real life performance of these rounds as closely as possible.
Almost all rifle rounds will penetrate pistol-rated armor now, including HP rounds. AP 9x19 and .45 will no longer be viable against rifle-rated body armor, and 4.6mm and 5.7mm will no longer out-perform rifle rounds in penetration. Large calibres like 7.62x51mm will now feel much more powerful and put people down more reliably than intermediate cartridges like 5.56x45mm.
Barrel length/Muzzle Velocity:
Barrel length now affects the round's damage, penetration, fragmentation chance, ballistic coefficient, armor damage and blunt damage through armor. You can use the barrel's velocity stat to determine the amount of reduction to these stats more-or-less. The amount of velocity loss/gain per inch of barrel length depends on the calibre. For example, 7.62x39 doesn't lose as much velocity with shorter barrels compared to 5.56.
The % loss/gain is compared against that calibre's "standard" barrel length, based on what is generally considered optimal for that calibre. What this means is that ammo stats are only valid for the standard barrel length at the muzzle, any longer/shorter or out at distance and the stats will be different.
Recoil and Accuracy Stats:
The recoil stat of rounds are now reflective of their energy output and pressure. A +P 9x19 round will recoil significantly more compared to "standard" rounds. The recoil stat now also affects dispersion and camera recoil unlike un-modded EFT.
Different rounds will also change the rate of fire of the weapon. The change to rate of fire will be around half that of the recoil stat generally speaking.
The accuracy stat now affects shotgun buckshot dispersion/spread unlike un-modded EFT.
Buckshot now has a realistic amount of pellets (8 to 27).
Manual Chambering, Malfunctions and Overheating:
Can be disabled via config.
- **Manual Chambering :**when equipping a weapon with an empty chamber (full magazine but no round in the chamber), you will no longer automatically chamber a round. You use the "unload chamber" keybind to chamber one manually. This makes chamber checking more valuable of a mechanic. Can be disabled.
- Chamber Checking : checking the chamber will now show you what ammo you have loaded in the chamber, if any, like checking magazines does for magazines.
- **Malfunctions Overhaul :**Malfunctions 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 lower. However, certain ammo, weapons and magazine combinations have much higher malfunction chances and even the chance to destroy your gun in the most extreme cases. These stats are inspired by how these items behave in real life. This feature can be disabled in the config.
Ammo with very high durability burn need to be matched with weapons able to withstand the pressures and wear induced by such ammo.
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.
Between 98 and 100 durability, magazine and weapon malfunction chance is halved while ammo remains the same. This range can be changed in the in-game config.
Weapon Mods:
Weapons mods now have a malfunction stat, so they can raise or lower the chance of malfunctions. These are typically things like hammers, buffer tubes, barrels and gasblocks. Note that some of EFT's meta attachments can reduce reliability as a tradeoff for reduced recoil.
Suppressors increase reliability due to extra backpressure/bolt velocity for semi-automatic weapons, at the expense of durability burn.
Short barrels in general have lower reliability due to shorter dwell time, this can be compensated for by using muzzle boosters or suppressors, some buffer tubes and gas blocks.
Special Mechanics:
There are also special mechanics for some weapons.
Subsonic 7.62x39 and 5.45x39 will malfunction every other shot unless you use a PBS suppressor, simulating the extra back-pressure given by such suppressors.
Short barrelled AKs need muzzle boosters to run fully reliably, but suppressors can offset some of it.
No Need To Inspect Malfunctions:
You no longer need to inspect a weapon before clearing a malfunction.
----
Note: the type of malfunction you get is not indicative of what caused the malfunction in EFT, it's all a random % chance that gets lumped together. I hope to address this in the future.
If durability burn and other values seem very high, keep in mind that base durability burn factor of most weapons is VERY low now! Only use heat and durability burn values to judge ammo relative to other ammo, and always keep in mind what weapon you're using! Everything is relative!
Bots and Progression:
Can be disabled via config.
These features are still WIP.
Progression:
PMCs, Raiders, Rogues and Scavs had their loot, gear and weapon loadouts rebuilt from scratch to be more immersive and unique. Currently there are 5 tiers of these loadouts for PMCs, and 3 for Scavs, Raiders, Rogues and Bosses. Higher tiers become more and more likely the higher the player's level. So as the player progresses, the gear and loot of Scavs, Raiders, Rogues, Bosses and PMCs will get better. Bear and USEC have different gear (Russian and Western respectively) except for Tier 5, each use their respective faction's armbands, and their appearance changes with each tier.
Tier 5 PMCs use the best gear and attachments according to Realism's balance with some variety mixed in, and have 300+ preset weapon builds to choose from.
In addition, the durability of their gear, the amount of NPC loose loot, the NPC loose loot pools, amount of meds and ammo on NPCs, proportion of PMCs to Scavs, etc. will also be adjusted based on these tiers. PMC loot quality will improve at higher tiers, but there will be less of it.
There is a separate % chance for each bot faction to spawn as a different tier. As you level up, the odds of a higher tiered bot spawning increases. There's always a chance of encountering bots that are higher or lower levelled than you, but the the higher your level the more likely the bots will match your level. For example, if you're at level 20 you could have some PMCs that are very low level with scav-like gear, most will have similar gear to you, and you might come across a gigachad or two, all in the same raid.
Time of Day and Map Type:
The time of day (day/night) and map type (cqb/urban/outdoor) determines the probability of what weapons PMCs will have, if they're using their faceshield, if they have NVGs, flashlights and if those flashlights are turned on. For example, on Woods PMCs are more likely to have ARs, DMRs and snipers, while on Factory they're more likely to have SMGs and shotguns.
Bot Health:
All bots have the same health now, no more 'The Division' bosses! In the future they will all have their own unique health pools that makes sense based on the lore and setting of the game, but they will never be able to tank headshots. This can be disabled in the config.
Loot:
PMCs can no longer spawn with any item in the game like in vanilla SPT. Instead their loot pool is more limited, and it progressively gets better with each tier.
Names:
PMC names are now actual names, instead of game-like usernames. Bear can use Latin or Cyrllic alphabet names. Can be disabled in the config.
Difficulty:
There is an optional difficulty modifier you can disable in the config.PMCs, bosses and their followers are set to "Hard" or "Impossible" difficulty. The behaviour types of PMCs changes depending on the map and time of day. They're generally more aggressive during the day and in close quarters maps like factory, and tend to not rush you as much on open maps and at night (depending on the map and PMC faction). Tier 1 PMCs are are more likely to have ratty and timmy-like behaviour templates. At the same time, it's all RNG based so that PMC's behaviour is less predictable.
Boss Spawns:
With the 'Spawn Tweaks' config option enabled bosses, Rogues and Raiders can spawn on more maps than standard EFT. Bosses will still mostly spawn on their "main" map and where you'd normally expect to find them, but may also spawn on some other maps in places you won't expect. Rogues and Raiders are much more common and found across more maps. Boss spawns start off with a very low chance that increases as you level up.
**Tier and Bot Loadout Previews:
Player and Misc.:
Player changes:
In addition to changes to the player's health, sprint speed has been lowered as well as weight limits to be more realistic. To compensate, player's base stamina and stamina regeneration has been increased a lot to be more in line with playing as a battle-hardened PMC rather than a couch potato.
Inertia has been reduced generally, in vanilla you play like a boat on ice rather than a human being. At the same time, there are increased speed and inertia penalties the heavier the player gets, and fall/jump penalties have been increased significantly. Weight is a larger factor in determining movement speed and stamina loss.
Fall damage has been increased and the safe height distance has been decreased. Try taking the stairs in Factory office instead of jumping down them, and remember that weight greatly increases fall damage, drop your heavy gear and bag and crouch first before attempting long drops!
Player and bot body temperature has been lowered to make thermals appear more realistic, you can now see a lot more detail on them while still easily spotting bots (but not as easy as base EFT).
In-raid-Restrictions:
Carry and discard limits are disabled by default.
https://www.youtube.com/watch?v=YFXsweBeXcg
https://www.youtube.com/watch?v=xF8837SmIug
The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for TerraGroup amidst the chaos of the events that lead to the Contract Wars.
There are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones have fixed spawns and are slow to kill, but can only be treated to a limited degree, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones, mechanics and features will be added over time.
Toxicity can be fully treated with certain drugs, while radiation can only be treated to a limited degree. If radiation is below 30, it is fully treatable. If it's above 30, it can only be treatable to the next lowest number divisible by 10, or by completing quests provided by Therapist. Radiation can and will permanently debuff and eventually apply health drain to your character if you are not careful and leave it untreated. This applies to your player scav too. Yes, toxicity and radiation carries across scav raids.
Can be disabled via config. Use the "Revert Med Changes" config option to restore the HP resource of the meds in your stash.
The medical system can be enabled/disabled with the config app, and further tweaked with the in-game config (press F12).
Medical items Overhaul:
- Medkits no longer directly restore HP while in-raid, they primarily remove bleeds and fractures. Healing bleeding will restore the amount of damage received from bleeding to a set maximum of across the body (determined by the Vitality skill). Healing a fracture will restore a set amount of HP on that body part.
- Medkits still restore HP when out of raid.
- Surgery kits will restore the HP of the body part it is used on regardless of if it's blacked or not, to a maximum of 50% of the original part's HP. It can now restore blacked heads and chests.
- Tourniquets (CAT, Esmarch) cannot be used on the chest, stomach or head, and will slowly reduce the HP of the limb they are used on. Use clotting agents (CALOK) to stop heavy bleeds on the chest, stomach or head. Surgery kits and some stims remove the tourniquet effect. Most medkits will act as a tourniquet if used on limbs and clotting agent/chest seal if used anywhere else.
- Gear can block healing (optional, disabled by default). For example, if you have a bleed on your chest you have to remove your armor and backpack before being able to heal it. There are in-game notifications that will alert you if this is the case. There is a keybind (default is double press P) to remove all gear that is blocking healing.
- Faceshields and NVGs that are toggled on and some masks block you from eating/drinking/taking pills. You have to toggle them off or remove the item.
- Fractures on the head, stomach and chest can no longer be healed in-raid.
- Heavy and light bleeds will be automatically removed from limbs that have the tourniquet effect after some time.
- Light bleeds will be automatically removed if that body part also has a heavy bleed after some time.
Health Overhaul:
- Remaining % HP, Energy and Hydration all affect the speed of almost all actions, movement speed and weapon recoil.
- Damage to the legs and chest slows down walk and sprint speed and acceleration, damage to the arms slows down ADS and reloads.
- Remaining Energy % directly slows down all actions and movement, while hydration loss affects the maximum amount by which HP and Energy can reduce these speeds.
- Remaining % HP affects the rate of energy and hydration loss.
- Remaining % stamina affects reload, aim and stance speed.
- Dehydration, exhaustion and light bleeding can no longer kill the player, and will instead reduce the player's HP down to X% HP threshold.
- if you you get shot/shot at or take melee damage you get an "Adrenaline" effect. This adds the painkiller effect, tunnel vision and tremors afterwards. The duration of the effect and cooldown is affected by the Stress Resistance skill. Tunnel vision and tremor strength and duration is reduced by this skill. Credit to Kobrakon for the original mod and idea and to Jiro for ideas on how to improve the mechanic.
Limited Passive Health Regeneration:
- You will regenerate HP over time from fall damage not exceeding 12 HP per leg, 75% of the damage received from barbed wire, and blunt damage not exceeding 4 HP. Any new fall damage or blunt damage received will cancel out any previous active passive regeneration effects of the same type.
- Removing the dehydration/exhaustion effects by drinking/eating will restore all HP lost from these effects unless you become dehydrated/exhausted again.
- If the player gets shot, hurt by explosives, or falls for more than 16 HP of damage all active health regeneration effects will be cancelled, including those from healing wounds with medical items.
- The delay and speed of passive regeneration is determined by the Vitality skill.
Pain Mechanic:
- Different painkillers have a strength rating, as seen in their stat menu called "PAIN RELIEF STRENGTH". Different injuries cause different amounts of pain (50% HP, blacked limb, fracture), and the more you have the stronger painkiller is needed. You can't just pop an ibuprofen to ignore a fracture.
- Pain meds have a delay, and their pain relief comes in waves with periods of no pain killer effect. The stronger the medication, the less delay and longer periods of pain relief.
- Pain relief medications can be stacked, so you can swallow a bottle of ibuprofen to maybe counteract more severe injuries. However, their negative effects such as tunnel vision also stack, and taking too many will result in an overdose with various debuffs.
Stims Overhaul:
- Stims have been rebalanced to be more risk-reward and situational. All have various side effects that kick in after the buffs have worn off.
- Stims can now stack, both their buffs and their debuffs. However, taking 2 stims of the same type, while the first is still active, will result in an overdose. The overdose effects change depending on the type of stim. The type of stim is shown in the inspect menu.
Food and Drink:
- Energy and hydration is now restored over-time instead of immediately. The amount of restoration and additional buffs/debuffs have been rebalanced.
- Tarkov has been a warzone for many years, most of the goods you find have spoiled a long time ago. Some food have a small chance to give you the toxin effect, which can be counteracted by Augmentin, AI-2 or the antidote stim.
- Be careful what you eat! Some food items are clean with a very long shelf life so still safe to consume. Sugary foods give a big boost to energy, that you have to pay back later over time as your blood sugar drops.
- Food and drink items will stack all their buffs and debuffs.
More features and improvements to these mechanics to come.
Known Issues:
- EFT in-game stats round to the nearest decimal, some will appear as 0 but they're just small numbers (like 0.04). There are actual stat differences between the different medical items but you can't see it unfortunately.
- If you set med changes to false, or uninstall this mod, MAKE SURE TO DELETE ALL CUSTOM MEDICAL ITEMS AND WAIT FOR ANY CRAFTS OF THEIRS IN PROGRESS TO FINISH. Otherwise your profile may become corrupted. Use Profile Editor to remove them if this happens to you.
Can be disabled via config.
Tiered Fleamarket:
- The fleamarket is tiered and unlocked progressively by category based on the player's level. As you level up, you will have access to more categories of the fleamarket (meds, keys, ammo, pistols, shotguns etc.).
- Required level for the flea is 1, but all categories are locked till tier 1 begins at level 5, and there's a new tier every 5 levels. There are 7 tiers in total, the final one being a "full unlock" (some categories are permanently locked to encourage scavenging/looting).
- There is an additional hardcore config option that is enabled by default. It massively restricts how many offers are available for an item at a time, increases their cost, and lowers their durability. It's not meant for quickly selling a few low value items on the flea or making lots of money. Offers take hours to clear, and the sell chance is reduced. Selling on the flea is meant for high-value items, and you won't always succeed in selling it.
- The progression of unlocks, what can/can't be sold, and general balance is subject to change with feedback and is considered very much WIP. In the future I plan to have more specific categories, and add some dynamicism to it.
- Note: if you have unlocked something like Shotguns, but not stocks, you won't be able to sell shotguns that have stocks attached. This is a limitation of how SPT handles the fleamarket.
Dynamic Traders:
- 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.
- The LL requirements for ammo, weapons and armor has been changed to reflect the mod's ammo, armor and weapon balance.
- Some traders now have custom items like improved weapon versions from Mechanic or pre-built helmet setups from Ragman.
Insurance:
Therapist returns the cash value of insured items, while Prapor returns the items but at a low % chance.
Medical System & Hazard Zones:
https://www.youtube.com/watch?v=t9HUA_m8h5o
Ammo Charts:
https://acksberg.github.io/SPTRealismAmmoGraph/
Acks kindly created a web page for people to visualize ammo stats. Keep in mind that the stats displayed do not always give the full picture of performance and should serve as a general guide.
IF YOU JUST WANT THE MOD FOR SIMPLE FEATURES LIKE TRADERS, BOTS, FIR STATUS ETC. THAT ARE ENABLED IN THE CONFIG GUI, THEN DO NOT INSTALL THE RealismMod.dll PLUGIN FILE
WARNING: Delete items added by this mod before disabling features that enable them, or uninstalling the mod. Remove gas mask filters from gas masks, and wait for gas mask insurance returns, before disabling Hazard Zones.
Configuration:
The main mod config is located in the SPT-Realism folder. It's an .exe, hover over the options for explanations of what each setting does. All major features can be enabled or disabled in this config app. Any further finetuning of these features is done in-game with the BepInEx config menu (press F12). Don't forget to hit save for changes to take effect! You can revert the settings to defaults at any time. Here's the source code: https://github.com/space-commits/SPT-Realism-GUI
If you can't open the config, try updating your NET 6: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.4-windows-x64-installer
The in-game config is used for tweaking the major features you have enabled in the config app. The in-game config will only show settings relevant to what you have enabled. Press F12 to open it, and click anywhere outside of the menu to close it. Settings will get saved automatically. To see advanced options click "Advanced Settings" at top of the menu. Some settings require the game to be restarted to take effect.
Installing
- Extract the .zip file
- Open up the extracted folder, you will see two folders.
- Copy these folders into your SPT installation folder. It will ask you if you want to overwrite, say yes (or make sure that RealismMod.dll & 'Realism' folder goes into the BepInEx/plugins folder, and the SPT-Realism folder goes into user/mods.
Updating Existing Install:
Do as above, but FIRST delete your SPT-Realism-Mod folder from your SPT/user/mods folder. It is good practice to completely uninstall mods before updating to a new version. Also make sure to overwrite the RealismMod.dll in the BepInEx/Plugins folder with the latest version, as well as the 'Realism' folder in BepInEx/Plugins which contains assets, sound files and hazard data. If you run into issues try deleting the Realism.cfg config file from BepInEx/configs to fully reset the BepInEx config, as well as the server config via the config app in user/mods.
Note that the mod was balanced and tested with all the features enabled by default. Disabling them may cause other features to not work correctly or be unbalanced, if you run into issues try re-enabling to see if that was the cause before asking for support.
Uninstalling:
Set "Revert Med Changes" and "Revert HP To Default" to true, run the game at least once, then remove the Realism mod files.
If you set med changes to false, or uninstall this mod, MAKE SURE TO DELETE ALL CUSTOM MEDICAL ITEMS AND WAIT FOR ANY CRAFTS OF THEIRS IN PROGRESS TO FINISH. Otherwise your profile may become corrupted. The same applies to any custom items or weapons if you want to uninstall Realism.
Always check that mods are updated before installing them!
I recommend using the following mods in combination with SPTRM:
- Skwizzy's Looting Bots: makes bots feel a lot more alive by having them loot. I added a config option to make PMCs or Scavs spawn with no loot in their bags, so that all the loot they have is what they picked up.
- Solarint's SAIN: makes bots a lot more intelligent and interesting to fight.
- DrakiaXYZ's Waypoints: makes bots able to traverse much more of the map, resulting in bots appearing in unexpected places.
- DanW's Questing Bots: PMCs spawn at the start of the raid, and will push your spawn as well as mimic completing quests. Makes everything more dynamic.
- Amand's Graphics
- SamSwat's Increased FOV mod (updated version), Original Upload.
- Geff Hannigan’s Scope Overhaul (updated version). Original upload.
- FOV Fix: this removes the FOV decrease/zoom when ADSing by default and adds variable zoom to optics. Gunplay was balanced while using this mod.
- Prop's Backdoor Bandit (BB): let's you use breaching rounds to unlock and open doors. Using the same system as the armor hitzones, I wrote the part of the mod that requires you to hit the door handle as well as other parts of the mod.
- Nooky's SWAG + Donuts: Realism will configure itself to be fully compatible. Recommended to configure SWAG to not change boss spawns (UseDefaultSpawns), so Realism's boss spawn progression can take over.
- Wara's Modding Stats Helper: shows attachment stats, including new ones added by Realism, when hovering over attachments in the modding screen, and compares stats.
- Borkel's Realistic NVGs: makes NVGs more realistic.
- Solarint's Bullet Crack FIx: bullet crack triggers adrenaline, so it's good that it doesn't trigger when it shouldn't.
- Tyfon's UI Fixes mod
Adding Compatibility For Weapons, Gear and Ammo From Other Mods:
Check this guide for instructions: Realism Mod: Adding Compatibility For Weapons, Gear and Ammo.
Some modders have already started including compatibility files for Realism, like those by the WTT team, sianydes and EpicRangeTime. Big thanks to Senaras for doing the stats.
Incompatible Mods:
- Mods that change weapon, armor, ammo or attachment stats will cause issues if the Recoil, Attachment or Ballistics Overhauls are enabled. This includes Freshte's Balance Patch and others like it. It will cause balancing issues and potentially bugs.
- Mod's that change bot loot, other bot progression mods and mods that are similar to or based on Realism's bot progression (Andern, ALP) are NOT compatible unless you disable this mod's bot progression. Those mods may not work well with Realism's changes to ballistics and weapons.
- Any server mod that allows in-raid modding is incompatible. Client mods that allow this should be compatible.
- SVM can cause issues sometimes, with common sense it's usable.
- DRIP is compatible if it loads LAST, otherwise the armor will not work correctly.
- Game Panel Hud (and/or its dependencies) seems to cause a memory leak if combined with Realism (possibly fixed).
- Any mod that changes gear restrictions is likely not compatible with the ballistics changes (I rely on using the conflicts array, these mods tend to delete everything in them).
- Mods that add attachments should be compatible. However, they won't be balanced.
- Mods that add weapons might be compatible. However, they will not be balanced.
- Mods that add armor should be compatible but won't be balanced.
- GearGal and AKGuy traders are NOT compatible. Some Trader mods will brick themselves and your profile if you disable med changes on a profile that previously had them enabled. I suggest backing up your profile before installing this mod if you use custom traders. Test the med changes, and if you want to disable them, revert back to the backed up profile from before you installed this mod. If you know you won't use the med changes, then simply disable them before you start the server for the first time with this mod. Having said that, some trader mods seem to work. It doesn't seem to be an issue I can fix on my end, it's up to those modders.
Known Issues:
- If treating a bleed or fracture on a body part with full HP, with a medkit, it won't use the correct amount of HP resource.
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
- Glock 18C recoil is bugged, BSG issue.
- High ready sprint animation bugs out sometimes, BSG issue.
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
Gunsmith quests have had their size, weight, ergo, durability and recoil requirements removed. As long as you meet parts and requirements they are completable. If you aren't able to turn the weapon in, you're not meeting parts requirements or you have another mod that changes quests.
If you don't see it mentioned in the quest's description that requirements have been removed, you have a conflicting mod.
I'd like to thank the following for all their help :
Everyone who helped find bugs and offered constructive feedback.
Shout out to Tinyteeth, Nosliw, Chocolate, Blitzkrieg, Ego, Estam and Dashwood and all the others for the feedback, support and help bug fixing
k4A writing the profile backup system, and allowing me to incorporate his Extended Stock Slots mod, and all the help and feedback he's given.
Big thanks to Drakia for all his help and support maintaining Realism mod.
Thanks to all those that submitted weapon presets for the PMCs.
AT for letting me use part of their drone mod for a secret feature.
Borkel for the overlays for gas masks and ballistic masks.
4A Games for the gas mask breathing sounds.
zlostnypopolnik for allowing me to use the Geiger sounds from his Fallout 4 mod: https://www.nexusmods.com/fallout4/mods/80798
Tron for creating the bayonet bundles and all his help with providing assets.
Amanda for letting me use their code related to playing sounds, and all their help with the UI and feedback on various features.
Faupi and CWX for code related to displaying custom icons, from Munitions Expert.
101p and their HPWithDebuff mod for figuring out the wound probability formula.
**Skybellrock for the cloning method taken from their ILLEGAL AMMO.
Computica for the idea of making the PMC names realistic, and for supplying a huge list of names for me to use. Armanello for providing corrected Russian names.
JustNu for their OpenZones fix.
notGreg for their help with plugins and finding key methods.
Kobra for their help with plugins and their method for checking if player is ready, for their help with the deafening mechanic, and the method for adding health effects to player.
Yim and Kiki for the code I used in the early days, really helped me get started.
Kiki again for helping me figure out how to get the Tiered Feamarket working, wouldn't have figured it out without them. Also for all the coding tips.
Katto for the code for function "SetHealth" taken from their Server Value Modifier mod, with permission.
Fin for providing code and method for generating bot mods, insuring that scopes and such are spawned correctly, and coding tips.
Chomp, Crow, Alex (and the other Alex), Fin, Lua, aleves, ThurmanMurman, SamSWAT, CWX, Eresh, and many others for all their help and putting up with my dumb questions
I sometimes upload previews and misc. content related to the mod on my youtube channel.
If you wish to support me and my work you can join my patreon!.
<div style="background-color: orange; padding: 10px; color: white; text-decoration: none; border-radius: 5px; height: 50px; width: 250px"> <a href="https://www.patreon.com/bePatron?u=146199287" data-patreon-widget-type="become-patron-button"></a> <script async src="https://c6.patreon.com/becomePatronButton.bundle.js"></script> </div>
10.2K Downloads
SPT Realism Mod v1.4.8 for SPT 3.9.8 - Hotfix
Please follow the download link to see the full patch notes. Fixed Fence insurance soft-locking profiles.
5.8K Downloads
SPT Realism Mod v1.4.7 for SPT 3.9.8
Please follow the download link to see the full patch notes. Some fixes and tweaks for Halloween event, enhanced weapon handling effects, rework of patrol stance:
<blockquote class="imgur-embed-pub" lang="en" data-id="lUHDhDB"><a href="https://imgur.com/lUHDhDB"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
2.4K Downloads
SPT Realism Mod v1.4.6 for SPT 3.9.8 (Halloween Update)
**Please follow the download link to see the full patch notes. New quest chain that introduces a new event, the finale is only available during Halloween. Also introduces new features, fixes and tweaks. Full reinstall of the mod is recommended. Therapist has the questline which unlocks on completion of Sanitary Standards.
Note that this is untested with Fika and likely will not work correctly (will not by synced between players and progression of the event will not be tracked correctly unless everyone completes quests at the same time).
Since the event revolves around Hazard Zones, both it and the Medical changes need to be enabled.**
The new questline will not function correctly if using any other mods to handle or change boss spawns (SWAG+Donuts, MOAR, SVM). Questing Bot's spawn changes may interfere depending on how it's set up. Please remove or configure these mods for the duration of the questline and events so that they do not affect boss spawns if you want to do the questline .
If using Amand's Graphics, it's also recommended to set the fog setting to -100 for all maps.
13.8K Downloads
SPT Realism Mod v1.4.5 for SPT 3.9.8
**Please follow the download link to see the full patch notes. Hazard Zone rebalance with additional features. Expanded limited passive regen. Insurance and minor economy rebalance. Various other minor new mechanic, tweaks and fixes.
26.1K Downloads
SPT Realism Mod v1.4.4 for SPT 3.9.5
Please follow the download link to see the full patch notes. Fixed custom weapons with new muzzle effects, for real this time (God willing)
4.4K Downloads
SPT Realism Mod v1.4.2 for SPT 3.9.5
Please follow the download link to see the full patch notes. Update to 3.9.5, new muzzle effect mechanic, accuracy fix, other fixes + tweaks.
13.1K Downloads
SPT Realism Mod v1.4.1 for SPT 3.9.4
Please follow the download link to see the full patch notes. Replaced BSG's left shoulder swap since it breaks with stances, tweaks and improvements, various fixes and balance changes.
14.6K Downloads
SPT Realism Mod v1.4.0 for SPT 3.9.2
Please follow the download link to see the full patch notes. Update to 3.9.2 (may work with 3.9.0 or 3.9.1 but not supported), adjustments made to accommodate latest EFT updates, improved pistol ADS and stances, misc. tweaks, fixes and balancing.
10.8K Downloads
SPT Realism Mod v1.3.1 for SPT 3.8.3
Please follow the download link to see the full patch notes. Fixes, improvements to hazard zones, quests to remove radiation, filters for gas masks, more zones.
6.2K Downloads
SPT Realism Mod v1.3.0 for SPT 3.8.3
**Please follow the download link to see the full patch notes. Hazard zones (requires medical changes, I don't want to hear it), new mechanics, rebalancing, tweaks and many fixes.
24.5K Downloads
SPT Realism Mod v1.2.2 for SPT AKI 3.8.3
Please follow the download link to see the full patch notes. Several fixes, new mechanics, rebalancing and tweaks.
6.4K Downloads
SPT Realism Mod v1.2.1 for SPT AKI 3.8.1
Please follow the download link to see the full patch notes. Some fixes, improvements to stance scroll wheel bind, and tweaks to TTK.
5.8K Downloads
SPT Realism Mod v1.2.0 for SPT AKI 3.8.1
Please follow the download link to see the full patch notes. Updated to 3.8.1, linux compatibility, added scroll wheel bind and multi-key bind options for stances, a few tweaks and fixes.
14.8K Downloads
SPT Realism Mod v1.1.2 for SPT AKI 3.8.0
Please follow the download link to see the full patch notes. This build has fixes, including for scav looting bots compatibility, and numerous tweaks and balance changes.
24.6K Downloads
SPT Realism Mod v1.1.1 for SPT AKI 3.8.0
Please follow the download link to see the full patch notes. This build has fixes for the fix for looting bots compatibility (was allowing looting bots compat option when loot changes were disabled which should not be possible), and being able to use multiple AR-15 style stocks.
2.6K Downloads
SPT Realism Mod v1.1.0 for SPT AKI 3.8.0
Please follow the download link to see the full patch notes. This release brings back bot loot progression, has important fixes, balance changes and some additional attachments and calibre conversion.
3.5K Downloads
SPT Realism Mod v1.0.1 for SPT AKI 3.8.0
Please follow the download link to see the full patch notes. This patch contains a number of fixes, balance changes and additional config options that were requested.
Important Fixes:
- Fixed player scavs spawning with invalid armor.
- Fixed lack of headbob, camera aimpunch and tilting of player view when leaning. Also fixes the issue with using freelook while leaning.
3.8K Downloads
SPT Realism Mod v1.0.0 for SPT AKI 3.8.0
NOT compatible with earlier versions of SPT!
I HIGHLY RECOMMEND STARTING WITH A NEW PROFILE TO AVOID POTENTIAL ISSUES!
Realism Mod has finally reached version v1.0 with its update to EFT patch 14. The bulk of the features I had planned from the start are now implemented, as well as the features I had been waiting on BSG to implement like plates
There are still many more ideas I have kicking around and a few things still need to be implemented, and there are possible new features for the future, but I now consider Realism mod to be close to "done" and feature complete as is.
Thank you to everyone who has helped me along the way and supported me, everyone who provided feedback and bug reports, you've all been invaluable in the development of this mod. Here's a mod trailer to celebrate:
https://youtu.be/H52R3wgOzqw
Follow the download link to see the release notes with fixes, changes and new features.
21.8K Downloads
SPT Realism Mod v0.14.12 for SPT AKI 3.7.6 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- Fixed melee hits not registering
Known Issues:
- Can hit self with melee in the legs.
- If enabling "Add Keys to PMCs" they will often spawn with multiple keys, and most of the time at least 1. I've tried everything to prevent this.
- SPT/EFT is cursed.
6.0K Downloads
SPT Realism Mod v0.14.11 for SPT AKI 3.7.6 - REUPLOADED 31/12/2023
NOT compatible with earlier versions of SPT
Just a small update to 3.7.6 with some minor fixes and changes.
31/12/2023 Reupload: fixed canted sight no longer being compatible with slots it should be.
Fixes:
- Fixed how the "flatness" attachment stat affects the displayed vertical recoil stat of weapons to avoid confusion.
- Improved how tac devices are added to additional weapon slots, now almost all slots that accept canted sights will also accept tac devices.
- Fixed BSG flea blacklist always being enforced if Realism is installed.
- Fixed revolvers and .338 ammo not being affected by trader stock changes.
- Fixed incorrect handling of generating ammo in bot chambers which led to error spam in the error log.
Tweaks & Minor Changes:
- Increased trader money stock.
- Improved the selection of USEC helmets during night raids, at tier 3-5 they should now almost always spawn with helmets capable of accepting NVGs.
- Nerfed AR-15 pattern rifle recoil.
- Improved selection of 5.56 ammo for Bears at tiers 3-4.
- Slightly increased weapon recoil by changing default Convergence Multi and Recoil Climb config values.
Known Issues:
- Can hit self with melee in the legs.
- If enabling "Add Keys to PMCs" they will often spawn with multiple keys, and most of the time at least 1. I've tried everything to prevent this.
- SPT/EFT is cursed.
4.4K Downloads
SPT Realism Mod v0.14.10 for SPT AKI 3.7.4 - HOTFIX, REUPLOADED
NOT compatible with earlier versions of SPT
Fixes:
- Fixed tiered flea not allowing offers, offering anything and tiers not working,.
Known Issues:
- Can hit self with melee in the legs.
- If enabling "Add Keys to PMCs" they will often spawn with multiple keys, and most of the time at least 1. I've tried everything to prevent this.
- SPT/EFT is cursed.
703 Downloads
SPT Realism Mod v0.14.9 for SPT AKI 3.7.4
NOT compatible with earlier versions of SPT
Toned down Christmas for the grinches, fixes for audio changes and some additional config options for traders.
Fixes:
- Fixed bot Christmas loot not being disabled when setting "enableSeasonalEventDetection" to false in SPT seasonalevents.json config. Toned down the amount of Christmas loot and reduced sale to only 10% off.
- Fixed some headsets causing gunshots to be louder than if not wearing them.
- Fixed BSG-blacklisted items appearing on flea, which lead them to having very low cost due to no live Flea data to draw from.
Tweaks & Minor Changes:
- More tweaks for headsets: lowered compressor threshold of headsets (they'll reduce volume in response to loud noises like gunshots quicker and are more sensitive). Brought all headsets closer together in terms of the amount of real and simulated hearing protection they give. Upped the gain of headsets with higher protection to compensate for the reduced overall volume.
- Audio tweaks: there are now config options for tweaking the movement volume of player and bots (footsteps, gear rattle, sprint) and gunshots (when not wearing headsets).
- Trader changes: added config option to decrease the amount received when selling items to traders. The amount received is now scaled with loyalty level. Added config option to change the categories of items individual traders will accept. Added option for increasing Therapist heal cost.
Known Issues:
- Can hit self with melee in the legs.
- If enabling "Add Keys to PMCs" they will often spawn with multiple keys, and most of the time at least 1. I've tried everything to prevent this.
- SPT/EFT is cursed.
2.3K Downloads
SPT Realism Mod v0.14.8 for SPT AKI 3.7.4
NOT compatible with earlier versions of SPT
Updated to work on 3.7.4.
Fixes:
- Fixed how headsets interact with and affect ambient sfx (wind, rain, birds etc.). Headset gain will now properly affect the loudness of these sfx, and the ambient mutli config option can now be properly used to increase or mute these sfx while wearing headsets.
Tweaks & Minor Changes:
- Tweaked headsets in general. Increased maximum possible gain for headsets (use with caution).
- Buffed 5.45 and 7.62 AK recoil.
- Buffed Benelli, nerfed MP155.
- Made shotguns less deafening.
Known Issues:
- Can hit self with melee in the legs.
- If enabling "Add Keys to PMCs" they will often spawn with multiple keys, and most of the time at least 1. I've tried everything to prevent this.
- SPT/EFT is cursed.
1.8K Downloads
SPT Realism Mod v0.14.7 for SPT AKI 3.7.3 (NOT 3.7.4)
NOT compatible with earlier versions of SPT
Just a small update to 3.7.3 with some fixes and additional config options.
Fixes:
- Fixed performance issues with displaying weapon stat differences when hovering over or swapping attachments in modding/preset screen. At a minimum the final stat value if swapping attachments will be displayed, optionally it will also display the stat delta as in unmodded EFT for a slight performance cost.
- Improved weapon stat calculations when swapping weapons, almost fully mitigating the already almost imperceptible frame spike.
- Fixed excessive food items spawning on bots when Looting Bots compatibility is enabled.
- Attempted to fix large amount of keys spawning on PMCs. By default they won't spawn with any keys, if enabled in config they will hopefully spawn with them less frequently and in lesser amounts. There is some SPT bug or change introduced in 3.7.2 or 3.7.3 causing this.
- Reconfigured health testing config options to prevent users accidentally causing heavy bleeding with non-standard control schemes.
- Fixed some maps not being detected correctly.
Tweaks & Minor Changes:
- Added config option for bot loot changes. If disabled bots will spawn with the same loot as they would normally in SPT. Note that loot here means barter items, meds, grenades. They will still spawn with Realism's armor, gear and weapons if bot changes are enabled.
- Made secure container items remain FIR on death. Made fleamarket purchases count as FIR.
- Buffed Rsh-12 damage. It's still less than the Ash-12 due to barrel length.
- Reduced reload speed penalties for most rigs.
- Reduced SMG rearward recoil.
- Buffed MP5 reload speed.
- Buffed default config reload speed multi.
- Reduced active aim stance speed if using PKM/PKP.
- Reduced impact of stamina on reload speed.
Known Issues:
- Can hit self with melee in the legs.
- If enabling "Add Keys to PMCs" they will often spawn with multiple keys, and most of the time at least 1. I've tried everything to prevent this.
- SPT/EFT is cursed.
9.4K Downloads
SPT Realism Mod v0.14.6 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- 2nd attempt at a potential fix for suddenly rotating 90 degrees to the right when shooting. If it happens to you even once please let me know.
- Fixed potential errors with bot generation.
- Moved PMC keys to backpacks to reduce the chance of them spawning with multiple keys.
- Added compatibility checks for Questing Bots + SWAG. Conflicting options will be automatically disabled now.
Tweaks & Minor Changes:
- Added config option for enabling additional visual recoil effects, and to increase/decrease these effects.
- Added config option to disable parallax + zero shift.
Known Issues:
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
1.3K Downloads
SPT Realism Mod v0.14.5 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- Fixed Knight Tier 1 causing bot generation errors, preventing more bots from spawning.
- Potential fix for suddenly rotating 90 degrees to the right when shooting. It's a vague and nebulous bug as it appears as if it happens randomly without reproducible steps so far. It will take many hours of play time to even begin to be hopeful that it's fixed. If it happens to you even once please let me know.
Known Issues:
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
677 Downloads
SPT Realism Mod v0.14.4 for SPT AKI 3.7.1
NOT compatible with earlier versions of SPT
Old bot loot gen, more presets, and lots of important fixes.
Fixes:
- Potential fix for being able to cancel meds and still receive health regen (when using medical rework). Needs testing, might have broken other stuff.
- Fixed bots/player being forced out of prone when shot in leg/head if the fall mechanic is enabled.
- Fixed recoil intensity not working (again).
- Fixed check ammo speed config multi not working.
- Fixed stamina not draining while firing if using idle stam drain.
- Fixed bot HP not being set correctly for most bots, and HP multi not working. Since v0.14.0 bots have had too low HP, so they may feel more tanky now.
- Potential fixes for empty NVG mounts.
- Fixed issues with Sanitar Follower loadout.
- Fixed .338 permanently deafening you.
Tweaks & Minor Changes:
- Old bot loot gen is back. This means loot should be less whacky and more consistent, less instances of 3 surgical kits, 4 ibuprofens etc. on one bot. Bot loot is back to being tiered for virtually all bots. Bot loot will again improve with bot tier/player level. It's all still RNG so the occasional wackiness is still to be expected.
- Added a lot of keys to PMCs. Almost all quest keys can spawn on PMCs, as well as some additional ones. The key pool depends on the bot's tier, so low level bots will have mostly Customs quest keys, then progresses to Reserve, Shoreline, Interchange, Streets.
- Made it so PMCs with a bolt action rifle will very likely have an SMG, shotgun or SBR as a secondary.
- Added a huge amount of additional presets for Tier 5 PMCs, thanks to all who contributed. We're now sitting at 300+ presets for Tier 5. Added more weapons to Tier 5: M700, SV98, SR2M, SAG long + short.
- Added more presets for PMC tier 4 + 5.
- Increased firing and slope movement penalties.
- Increased aim and idle stam drain rate.
- Reduced max hipfire spread.
- Tweaked AKM and Shotgun recoil to be smoother.
- Reduced aimpunch by 50%.
- Increased weight limits slightly.
Known Issues:
- Can hit self with melee in the legs.
- SPT/EFT is cursed.
2.9K Downloads
SPT Realism Mod v0.14.3 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Happy Halloween!
Fixes:
- Thanks to Tron, M4 gasblock has been updated to stop it casting shadow from flashlight.
- Fixed Mechanic's custom shotguns not being equipable (bug due to BSG's bs).
- Fixed helmets deafening you.
- Fixed un-aiming hanging the game for a second if you've been aiming for a while (please let me know if this issue still persists).
- Fixed pistol position and angle being stuck in the wrong position if swapping to a pistol from a weapon that was in a stance, if the pistol had a stock or if alt pistol position was disabled.
Tweaks & Minor Changes:
- Added Halloween stuff to bots: candy, pumpkins, and Tagilla has his scythe. Christmas will now also be handled properly.
- Pistol stocks have a much lower recoil angle penalty.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- Can hit self with melee in the legs.
1.0K Downloads
SPT Realism Mod v0.14.2 for SPT AKI 3.7.1
NOT compatible with earlier versions of SPT
Big thanks to everyone who contributed weapon builds for the Tier 5 PMCs! Boolin especially contributed a lot.
NOTE: I recommend doing a full reinstall of Realism (delete old Realism files), as the config app and config file have been updated, and new db files have been added.
Fixes:
- Fixed aim getting stuck resetting to original point of aim after firing when both horizontal reset and vertical reset are enabled. Improved reset generally. Added a new config option to further tweak reset.
- Fixed walk speed not updating when going from active aim to ADS.
- Fixed melee not doing any damage due to null ref exception.
- Fixed some of the reload/fix/chamber speed code affecting bots and vice versa. This also fixes instances of bots freezing in place.
- Fixed the recoil intensity config option not doing anything.
- Added new weapons to mastery.
- Fixed player camera distance to sights changing if ADSing out of a stance.
- Fixed time of day and map type not affecting the usage of lights/lasers by bots that use presets (bosses, rogues, raiders, some PMC weapons).
Tweaks & Minor Changes:
- Added a 5th tier of PMCs. Tier 4 has been lacking in terms of exciting weapon builds, so Tier 5 fills that role now. Both Bear and USEC tier 5 use the same weapons and gear. They have over 200 preset weapon builds to choose from, more can be added over time. These builds are generally what Realism would consider meta, either low recoil or high ergo or a balance of the two (balanced to Realism's attachment and weapon changes), some are just a bit of fun. Some have thermals. Feel free to submit your own builds to me and they might get added! The armor and ammo they use are balanced with Realism's ballistic changes in mind, they might have ammo or armor that's considered bad or mid-tier if not using Realism's ballistic changes.
- Added player health multi to config.
- Added the possibility of knocking down the player or bots from headshots the same way as can be done with leg shots.
- Made stance to idle transition while walking smoother.
- Increased vertical recoil of 5.56 and 5.45 guns. Increased visual recoil of DMRs.
- Buffed KS23 buckshot damage.
- Increased chance of Bigpipe having a grenade launcher.
- Reduced the impact of ammo recoil stat on rearward recoil.
- Nerfed 7.63x51 and 7.62x54r damage, especially FMJ type ammo. It's still very powerful, but not as OP as before.
- Bot's holstered weapons should no longer have their flashlights on, which previously gave away their positions and looked strange.
- Various small tweaks to some weapon and attachment stats. Stock adapters which reduce vertical recoil had their horizontal recoil increase cut in half and replaced with an increase to camera recoil. Redid G36 stock stats to make more sense.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
- Can hit self with melee in the legs.
- Helmets deafen the player way too much, will get fixed in next release.
3.9K Downloads
SPT Realism Mod v0.14.0 for SPT AKI 3.7.1 - Hotfix
NOT compatible with earlier versions of SPT
Fixes:
- Fixed audio issues, audio should now be almost identical to unmodded EFT.
- Fixed ADS speed not updating if lowering faceshield/NVG while aiming.
- Fixed melee not cancelling ADS.
- Fixed slow PKM/P reload speed.
Tweaks & Minor Changes:
- Decreased the amount by which headsets reduce audio volume by 10-15%.
- Made player weight decrease hipfire accuracy and lowered it in general.
- Made exceptions for the PKM/P in ergo calculations so that there's an actual point to modifying it to increase ergo. Its base ergo is essentially higher and ergo attachments have a bigger impact.
- Buffed AK drum mag reload speed. Added recoil reduction stats to PKP barrel since it has an integrated muzzle device.
- Added a bit of movement when ADSing from idle to make it look less stiff.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
- Can hit self with melee in the legs.
2.1K Downloads
SPT Realism Mod v0.14.0 for SPT AKI 3.7.1
NOT compatible with earlier versions of SPT
**Update for SPT 3.7.0. There may be bugs/issues.
Fixes:
- Fixed camera bugging out if getting up from prone while mounted using the crouch keybind.
- Fixed bug with weapon inertia looking off.
- Fixed sidestep causing red dot position to shift.
- Fixed Makarov's spawning without iron sights.
- Fixed randomly hitting your own arms when using melee with rifle.
- Fixed mounting and bracing not increasing weapon accuracy.
Tweaks & Minor Changes:
- Rebalanced weapons. Buffed AKM-pattern weapon recoil. Nerfed 5.56 rifle recoil. Increased camera recoil the more you fire (you can lower camera recoil in the config).
- Toned down body/armor hit sounds more, they no longer play if it's the player getting hit.
- Added some more quest keys to bot loot pool.
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety and immersion. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- There might be differences in audio between Realism and un-modded if the deafening mechanic is enabled.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
- Can hit self with melee in the legs.
4.5K Downloads
SPT Realism Mod v0.13.0 for SPT AKI 3.7.0
NOT compatible with earlier versions of SPT
Big thanks to everyone that helped with testing and providing feedback, you all know who you are, and thank you to those who were patient and provided moral support!
**Update for SPT 3.7.0. There have been major changes from both SPT and EFT, so there will likely still be bugs and issues. Please report them with as much detail as possible.
Fixes:
- Fixed the bayonets casting shadows when using a flashlight.
Tweaks & Minor Changes:
- Melee can now be held back by holding the melee keybind. This can prevent some situations where bots push the weapon away.
- Melee damage has been significantly buffed, especially against armor, in order to extend its usefulness. May be too OP, will tweak more.
- Added new armor, ammo, rigs and weapons to bot pools.
- Ammo recoil stat now affects shotgun/bolt-action pump/bolt speed.
- Increased the impact that ammo recoil stat has on weapon recoil.
- Various balance changes to weapons and attachments.
- Made deafening from shooting last longer (can be configured).
Known Issues:
- SPT 3.7.0 has changed how bot pocket/bag loot is generated, which has resulted in a lot more duplicates and overall worse loot selection in terms of variety. Due to the changes, I also had to abandon per-bot loot odds and increasing the amount of loot per tier. Maybe in the future I can override these changes, or I may not.
- There might be differences in audio between Realism and un-modded if the deafening mechanic is enabled.
- The M4 front sight gas block casts shadows when using a flashlight. Will be corrected in the future.
2.4K Downloads
SPT Realism Mod v0.12.0 for SPT AKI 3.6.1: Bayonets + Rifle Melee, Parallax + Zero Shift, & ArmorImprovements
NOT compatible with earlier versions of SPT
Added bayonet attachments and added the ability to strike bots and objects with the muzzle of your rifle with a dedicated keybind.
This video is from an older WIP version and does not have the dedicated melee animation, but it gets the point across.
https://www.youtube.com/watch?v=Sxf_AEs0gbA
Big thanks to Tron for creating the bayonet bundles and getting them into the game.
Fixes:
- Fixed pistol recoil climb multi config option not working, resulting in pistols having too high recoil climb.
- Fixed S pattern dispersion not being calculated correctly which meant dispersion stat wasn't making much of a difference and S pattern on some guns were too subtle.
- Fixed error in hit detection where right side hits offered less protection from side plates than it should have.
- Fixed arm stamina drain not taking weight into consideration properly, resulting in light weapons having similar drain to heavy weapons.
- Fixed late-game boss spawn chance being lower than it should be.
Significant Changes & New Features:
<video controls loop width="640" height="360"> <source src="https://i.imgur.com/d2UcR0X.mp4" type="video/mp4"> </video> - Weapon Melee System: the player can strike with the rifle's muzzle, or bayonet, with a new keybind. This will do damage to bots, glass and lights. Some muzzle attachments increase melee damage, you can see the stat in the inspect menu.
There are three new bayonet attachments: Mosin bayonet, 6Kh4 AKM/AK74 bayonet and M9 bayonet for M4A1.
Bayonets act as attachments only due to technical limitations, They cannot be equipped as melee weapons. This may be improved on in future. The M9 and AK bayonet have to be attached to the gasblock (The COLT/M4/triangle gas block for M4), as this was the only way to get them working without resorting to modifying the muzzle brake/flash hider bundles which would make their muzzle flash look different.
Melee with the weapon muzzle acts the same as melee with knives: it drains stamina and uses the melee skill. In addition, weapon weight and ergo affects the muzzle strike's damage and penetration.
Bayonets can be bought from Jager lvl 1.
NOTE: parallax and zero shift is massively exaggerated for this video!
<video controls loop width="640" height="360"> <source src="https://i.imgur.com/aPEBSD8.mp4" type="video/mp4"> </video> - Parallax and Zero Shift: red dot sights and optics now have parallax simulation. When the player moves their weapon while aiming, the dot will move in the opposite direction to simulate parallax. The amount of parallax corresponds to the sight's accuracy stat. Sights with a negative accuracy stat can now also lose zero. The reticle/dot will have a chance to move away from where the bullet will impact. This chance and the amount of shift is based on the weapon's recoil and the sight's accuracy stat. Changing the sights zeroing distance will fix the loss of zero.
- Secondary Armor: a new secondary armor zone has been added. Some armors will have this zone, listed in the inspect screen. These armors have increased area of secondary protection but generally of a lesser armor value. This zone represents the ballistic fabric that covers and contains the main armor plates that some armors have.
A lot more of the front and back of the wearer is protected by this secondary armor, as well as the shouledrs. If the armor does not have side plates but has secondary armor, it will protect the sides with this lesser armor value.
This is a significant buff to armor's like Module, PACA and 6B2 as they gain increased coverage of the same armor value as the main armor. Armor's like the 6B13, 6B23, IOTV etc. will have this secondary protection equivalent to level 3-5 armor.
In general this is a buff to most armors against shotgun and pistol rounds.
Tweaks & Minor Changes:
- Bracing now regenerated stamina instead of just pausing arm stamina loss, but not as fast as mounting.
- Various tweaks to attachment and weapon stats, fixes for some weapon's recoil like Vectors.
- Minor improvements to stance animations.
- Increased ADS speed globally.
- Added stats for all 13.5 content (armor, attachments, rigs).
- Toned down Factory spawn waves.
- Increased variety for USEC tier 4 M4 and M14.
- Reduced the chance that PMCs spawn without a helmet at higher tiers due to conflicts with headset or mask.
- Added another bracket for PMC tier odds to config.
- Made attachment "flatness" stat affect the displayed weapon vertical recoil so it's easier to understand what it's doing.
- Increased sway reduction from bracing and mounting.
4.3K Downloads
SPT Realism Mod v0.11.2 for SPT AKI 3.6.1
NOT compatible with earlier versions of SPT
Fixes:
- Fixed arms going crazy after sprinting if hipfiring under certain circumstances.
- Fixed player weight/comfort not being correctly factored when dropping and picking up items.
Tweaks & Minor Changes:
- Various minor stat changes to weapons.
- Removed mouse penalty option from config app. Now by default armor and gear does not have a mouse penalty stat, but the weight of gear as modified by the comfort stat will give a mouse penalty. So not only the weight of the gear itself, but items contained inside the tac rig and bag are also factored. This can be disabled with the in-game F12 config menu.
- Buffed the impact of attachment dispersion stats on recoil. It makes the S pattern happen faster which effectively shortens the width of it, and it slightly increases recoil angle closer to 90 degrees straight up.
- Redid hipfire stat to better take into account the weapon's ergo and recoil stats.
- Smoothened dismounting from cover if not moving, and made it so you can mount when not aiming as well.
- Significantly reduced the malf chance increase of several attachments and magazines.
- Increased spawn chance of Mosin on PMCs and Scavs, moved Mosin Infantry to LL2.
698 Downloads
SPT Realism Mod v0.11.1 for SPT AKI 3.6.1 - Now as a fancy .zip file!
NOT compatible with earlier versions of SPT
Fixes:
- Fixed food items and pills being blocked by gear if user drags the item to body part in UI instead of using "Use" in context menu or using a hotkey (y tho).
- Fixed there being no hipfire recoil/accuracy penalties.
- Fixed scope and mount accuracy stats affecting accuracy when not aiming.
- Fixed Horizontal recoil reset ignoring small mouse movements if horizontal reset is enabled.
- Fixed UMP having huge recoil.
- Fixed malfunction durability threshold not being calculated correctly, and increased the reduction of malfunction chance if durability is above this threshold.
- Fixed patrol stance not working.
- Fixed stances not resetting after dying in a stance. Let me know if this persists. A fix is to manually toggle any stance using a keybind.
Tweaks & Minor Changes:
- Various weapon stat tweaks: Buffed AKM-pattern & MP9 recoil angles, Reduced AKM-pattern rifle camera and rearward recoil, buffed AK-74 pattern +G36 + SCAR-L vertical recoil, made SCAR-H more snappy, made MP7s smoother, reduced Vectors' dispersion/spread, made RFB and M1A worse, lowered AUG rearward recoil, increased AR-15 pattern vertical recoil.
- Pistols now have less recoil climb and have their own config option for recoil climb. Keep in mind it is intended that you pull down and back up with pistols. You will get what is perceived as high camera recoil if you do not attempt to control the recoil due to the camera following the recoil climb and resetting. If vertical reset is disabled for hybrid recoil or in general then this perceived cam recoil will be gone, or simply try to control the recoil.
- Reworked how boosters work. Rather than having reduced stats if not attached to a short AK, now their base stats are low but will increase if attached to any short barrel in an appropriate rifle calibre. Specifically their malfunction reduction, firerate modifier and durability burn will increase. Now the Troy Claymore, PWS, and KX3 count as boosters. In addition, the base malfunction chance of short AKs if no booster is attached has been massively reduced.
- Mounting and bracing will now increase weapon accuracy as well as reduce sway + recoil.
- Subsonic ammo malfunction chance is now modified by the weapon's total attachment malfunction stat modifiers whereas previously only the PBS suppressors had any effect. Also reduced the malfunction chance of subsonic ammo without the PBS suppressors. While the PBS suppressors do the best job, any suppressor or booster will make subsonic ammo perform somewhat more reliably.
- Reduced the strength of all hearing protection.
2.1K Downloads
SPT Realism Mod v0.11.0 for SPT AKI 3.6.1: Recoil Overhaul 2.0
NOT compatible with earlier versions of SPT
WARNING:
MAKE SURE TO DELETE THE OLD CONFIG IN BEPINEX/CONFIGS TO RESET ALL THE RECOIL RELATED CONFIG OPTIONS!
MAKE SURE TO UPDATE FOV FIX TO VERSION V1.7.6 AND DELETE ALL OF THE FOV FIX COMPATIBILITY BRIDGE PLUGINS! YOU DO NOT NEED THE COMPATIBILITY BRIDGE ANYMORE, DO NOT USE IT!
MAKE A BACKUP OF YOUR SETTINGS BEFORE INSTALLING IF YOU WANT!
Complete rewrite of Realism Mod's recoil system that fixes virtually all the problems with recoil auto-compensation. This is the same core recoil system recently released for my Recoil Overhaul standalone mod, but tweaked and adapter for Realism where each weapon is balanced by hand.
Auto-Compensation has essentially been removed by making it very fast (base convergence stat is very high), and replaced with a traditional FPS recoil system where the weapon and player camera recoil together and make an S pattern. This removes all issues that came from recoil auto-compensation that even the first recoil overhaul failed to eliminate without massively lowering the recoil which made it too easy to control.
Iron sights are completely viable now, sights never get misaligned under recoil, the weapon no longer twists in strange directions acting like it doesn't have any stock.
For pistols and stockless/folded stocked rifles there is a hybrid system that combines the new recoil mechanic and auto-compensation. If you do nothing to control the recoil there will be a lot of muzzle flip and slow recovery. If you move the mouse to compensate for the recoil before and while firing there will be less muzzle flip and faster recovery. It takes getting used to but it makes such weapons a lot more interesting and skilful to use, giving a clear advantage to weapons that have a stock.
The recoil can be completely customized with the new config options. If you don't want the hybrid system, you can disable it in the config. If you do not want the new recoil mechanic you can set recoil climb multi and the s-pattern multi to 0 and then change the different recoil modifiers to your liking.
I am looking for feedback and bug reports regarding the recoil system and related mechanics. Weapon balance is not final, attachments may need a rework to play well with the new recoil system.
https://www.youtube.com/watch?v=DdZvAPaWTZU
Fixes:
- Fixed flea tiers not working correctly once hitting lvl 30 or so.
- Fixed stances causing excessive weapon bounce when walking.
Significant Changes & New Features:
- Recoil Overhaul 2.0: complete rewrite of the recoil system.
Tweaks & Minor Changes:
- Improved ADS from stance speed, made stance transitions smoother and fixed the excessive wobbling when doing stances while walking.
- Changed sway animation, reducing the up/down breathing movement as this messed with recoil and stances too much.
- Added stats for PKM/PKP and its attachments.
- Made firing reduce movement speed more significantly.
- Made stances affect shotgun pump and sniper bolt speed: active aim increases pump speed, mounting + bracing increases bolt speed.
- Sped up pump and reload speed for some shotguns, sped up bolt speed for some snipers.
- Removed config app options for recoil as this is now redundant, use the in-game config options instead.
- Added and changed config options for recoil.
- Increased chance of bots having NVGs on night maps.
- Decreased bot spawn delay on customs.
- Adjusted how player level affects boss spawn chance. It ramps up more quickly but doesn't get as crazy as before.
- Various adjustments to ammo stats, big buff to M855A1 in light of new information.
- Reduced the impact of stamina and injury on reload
7.0K Downloads
SPT Realism Mod v0.10.0 for SPT AKI 3.6.1
NOT compatible with earlier versions of SPT
**WARNING: MAKE SURE TO INSTALL THE UPDATED REALISM FOLDER IN BEPINEX/PLUGINS, IT CONTAINS THE NEW MOUNTING ICONS.
YOUR IN-GAME CONFIG WILL BE RESET, MAKE A BACKUP OF YOUR SETTINGS BEFORE INSTALLING IF YOU WANT!**
Fixes:
- Disabled bot disarm by default as it causes them to become passive if they do not have a secondary weapon. Can still be re-enabled in config.
- Fixed stances causing excessive weapon bounce when walking.
- Added warnings if known incompatible mods are installed.
- Fixed pistols jittering when colliding with terrain under certain conditions.
- Fixed Birdeye having too many weapons on some map types.
- Fixed audio for hit sounds and headset volume adjustment not working after one raid, due to BSG's changes to audio.
- Various other minor fixes.
Significant Changes & New Features:
- Stance Rework: significantly improved the look and feel of stances, especially stance transitions. Added patrol/passive stance as used in hideout and loading screen, it boosts walk speed and arm stam regen the most. It's mostly for RPing and screenshots. Improved stance positions and animations in third person.
- Improved Mounting UI: instead displaying text for bracing and mounting that interferes with firemode and ammo check, an icon will now flash if bracing and become solid if mounting. It also shows the direction of the cover.
https://www.youtube.com/watch?v=Kfoo_AoCv-M
- Pain System: expanded on the pain mechanic when using med changes. Each type of injury (blacked limbs, fractures and part HP below 50%) has a pain factor that gets added up to a total pain score. Each pain med has a pain relief rating. Pain relief only triggers if the med's pain relief rating is higher than the total pain score. Stims are currently unaffected.
- Experimental Recoil Rework: disabled by default, can be enabled in bepinex config. Still very WIP. Completely removes recoil auto-compensation and all the problems it has. This means that sights do not misalign (usable iron sights!!) while firing and weapons don't rotate or twist in weird ways. The gun and player camera will rotate together. This will become the default in the future when it's more developed, and the current recoil system will be scrapped. Looking for feedback!
https://www.youtube.com/watch?v=3qtv3juw9_c
Tweaks & Minor Changes:
- Weapons added by other mods should now be fully functional even if not specifically made to be compatible with Realism. May not be balanced but will be usable.
- Added stats for new 13.5 ammo.
- Added stats for SVT/AVT and AK-12.
- Various minor tweaks to stance buffs and speeds. Walk speed is now affected by stances.
- Tweaked recoil a bit to make machine pistols more viable.
- Minor code optimization that may slightly reduce performance hit of mod.
- Added tiered modified loadouts for Reshalla and his gang. Tweaked Customs spawns so Reshalla spawns more reliably.
- PMC tier odds are now also modified by map and in-game time of day, so you will see more gigachads on Labs etc. The map modifiers are based on which maps are sweaty in live. Night time has higher tier odds. Tweaked PMC weapon odds based on map type for more variety.
- Bosses now have unique health pools. Nothing unrealistic or OP, they all still have the same head HP, max total 600 HP or so. Their HP reflects their physique (Tagilla has more chest and stomach HP, etc.).
- Buffs to AKs, SCAR-H and SA-58.
- Tweaks to the effect of weight and balance on weapon stats.
5.7K Downloads
SPT Realism Mod v0.9.2 for SPT AKI 3.6.1
NOT compatible with earlier versions of SPT
Fixes:
- Fixed some airdrop types causing errors and causing Raid to hang for some time.
- Made headset changes require the .dll to be present, and made deafening mechanic require the headset changes, to avoid headsets becoming excessively loud.
- Fixed issues with bot changes that lead to PMCs using crazy scav event AI type even if SAIN is present which lead to strange behaviour.
Tweaks & Minor Changes:
- Buffed PMC spawn chance. Increased Reshalla spawn chance. Attempted to buff Killa loot, still may be some issues.
- Tweaked Mounting so that recoil behaves normally and cancelling mounting by moving looks a lot less jank.
- Increased impact of weight and balance on ergo.
- Nerfed Aimpoint T-1 and Trijicon SRS accuracy stat, buffed Eotech accuracy stat. Lowered stationary weapon recoil.
847 Downloads
SPT Realism Mod v0.9.1 for SPT AKI 3.6.1
NOT compatible with earlier versions of SPT
Apologies for all the confusion caused by the hotfix version requirements which were out of my control, and for the issues with weapon mounting, that was my bad and I was away so couldn't fix earlier. Going forward I will be more careful to avoid such problems.
Fixes:
- Fixed all known issues related to mounting (not being able to mount, being stuck mounting, being able to mount anywhere).
- Made UI indicating whether or not player is mounted or braced appear only periodically so that it does not block ammo and firemode check.
- Fixed tiered flea not working without manually setting enableBsgBlacklist to true.
2.1K Downloads
SPT Realism Mod v0.9.0 for SPT AKI 3.6.0
MAKE SURE TO UPDATE SPT 3.6.0 WITH THE LATEST HOTFIX, YOU NEED HOTFIX 3 FOR THIS MOD TO WORK!
If you run into issues after updating to latest SPT 3.6.0 Hotfix, try reinstalling SPT 3.6.0 from scratch. Makes sure NOT to install Realism 0.9.0 on top of an existing version of Realism. If you still have issues try deleting the config from Bepinex/configs/Realism.cfg. I cannot guarantee that any new hotfixes won't break compatibiltiy again.
Fixes:
- Fixed game crashing if trying to use AI-2 out of raid.
- Added check for SAIN that disables PMC Types option automatically.
- Removed Old Ballistics option as it became redundant and caused confusion.
- Fixed horizontal mouse sens being 0 if disabling hipfire recoil climb.
- Tweaked and fixed issues with stamina drain in relation to stances and the config option to make stamina drain when idle.
- Fixed stamina not draining when firing from stance.
- Tweaked and fixed issues related to sprint sway penalties and sway in general.
- Fixed arms going wonky when entering mounted weapon while in stance.
Significant Changes & New Features:
- Mounting & Bracing Mechanic: if the player's weapon is next to cover, they will be put into a Bracing state. This applies a bonus to recoil and weapon sway, and will pause arm stamina loss. Bracing bonuses will increase gradually over time from 0. If the player is aiming and bracing, they can press a keybind to Mount the cover. The weapon will be locked to the cover point with limited rotation, with a significant buff to recoil and sway and will have stamina regeneration.
https://www.youtube.com/watch?v=hBq0Eu8sW7g
Text in the bottom right will notify the player if they are bracing or mounting.
Leaning, using WASD, un-aiming etc. will cancel mounting.
Tweaks & Minor Changes:
- Buffed all shotgun buckshot and slug damage.
- Decreased stamina drain when using active aim.
- Significantly increased ADS walk speed and reduced the impact of weapon ergo/weight on it.
- Reduced prone and crouch bonuses to account for mounting mechanic.
- Added a custom health regen injector to Skier LL1 that has the potential to heal a lot but with significant debuffs. Only available if using med changes.
- If using trader changes, ammo availability and stock is now dependent on the ammo's penetration stat for most calibers. This means that "worse" ammo is available more often and in bigger quantities.
- Corrections to some armor stats to match their real life counterpart.
- Various stat adjustments for weapons, attachments, ammo, gear and armor.
- Lowered base disarm and fall chance.
- Increased comfort stats so it's more impactful.
- Lowered recoil overall, especially for semi auto. Bursts will be more viable. To undo this, enable advanced settings and lower semi and full auto convergence modifiers.
- Lowered headshot and flesh hit sfx.
Known Issues:
- Recoil may look strange while mounting due to lack of rearward recoil. Not much can be done about it without introducing other issues.
- Cover detection can be off on some terrain due to bad map/object geometry with colliders not matching the visible model.
- Dismounting in some cases might not look smooth.
- Due to the weapon model being on the right side, looking left while mounting brings the weapon close to the player camera and feels different.
- Makeshift medkit crafts have been temporarily removed because craft recipe structure has changed with 3.6.0.
5.5K Downloads
SPT Realism Mod v0.8.72 for SPT AKI 3.5.8 - HOTFIX 3: Third Time's The Charm
NOT compatible with earlier versions of SPT
Fixes:
- Fixed PMCs and Scavs spawning with lots of food/drink and prevented PMCs spawning with weapons in their bag, when using Looting Bots compatibility.
- Fixed excessive rearward (horizontal) recoil with certain mod combinations. Previously recoil was tuned for using FOV Fix + Geff's Scope Overhaul. There are now config options for adjusting vertical and horizontal recoil for semi and full auto, and for the hard horizontal recoil limit. Recoil is now tuned for not using FOV Fix. If you are using FOV Fix it is recommended to raise the horizontal recoil modifiers, and to raise the limit to 20 or higher.
- Adjusted PMC and Scav loot limits to reduce large amount of "bla bla ignoring loot limits" warnings in server console.
Changes:
- Medical/Health: reduced medkit use time 25%. Made makeshift medical kits impossible to use in-raid with notificaiton, made them heal "normally" out of raid. Removed the direct additional negative effect of having blacked arms on weapon manipulation speed, and instead it's solely based on % arm HP. Doubled the impact of % HP on hydration and energy loss rates.
- Recoil: set a hard limit to horizontal recoil. Added config option for changing max horizontal recoil, semi and auto recoil modifiers. Reduced horizontal recoil on most DMRs. Increased horizontal recoil on Ash-12.
- Stances: tweaked how pistol position is set and reset, making ADS smoother and making reloading and rechambering look better.
- Malfunctions: fixed a mistake that made malfunction chance overall higher than it should be because the malfunction threshold was ignored.
541 Downloads
SPT Realism Mod v0.8.71 for SPT AKI 3.5.8 - HOTFIX 2: Electric Boogaloo
NOT compatible with earlier versions of SPT
Fixes:
- Fixed bots not spawning
- Fixed mod not running
- Fixed Gunsmith Part 21 pistol requirement not working
7.0K Downloads
SPT Realism Mod v0.8.9 for SPT AKI 3.5.8
NOT compatible with earlier versions of SPT
Fixes:
- Fixed SSA AP having very high armor damage.
Significant Changes & New Features:
- Fall and Disarm: added disarm and prone toggle chance when falling if fall damage is over 15. The probability increases with the amount of fall damage. There is a disarm chance if being forced to prone from shots to the leg.
Tweaks & Minor Changes:
- Bear Names: thanks to Armanello for providing better Russian names for Bear bots.
- Lowered fall damage and fall fracture chance overall.
- Buffed SVD reload and chamber speed.
665 Downloads
SPT Realism Mod v0.8.8 for SPT AKI 3.5.8
NOT compatible with earlier versions of SPT
Fixes:
- Potentially fixed pills being blocked by items it shouldn't be.
- Fixed the increase to energy/hydration loss rates from remaining HP %. It wasn't actually doing anything previously, except for bugging out the display of the rates.
- Fixed armor durability changes applying to player if armor changes for player is disabled.
- Fixed "Revert Med Changes" not disabling itself, resulting in meds potentially being brought to full resource on servers start.
- Fixed hipfire horizontal sens being 0 until player ADSs, and fixed hipfire sens using ADS sens as a base value.
- Potentially fixed cases of runaway health regen when there is an active tourniquet effect. Passive and active health regen effect no longer affects limbs with tourniquet effect. Unknown how stims affect this.
- Fixed tourniquets and medkits not displaying their negative tick rate stat when used on limbs.
- Fixed scavs still having lots of food with looting bots option.
- Fixed medkits not losing hp resource when healing lightbleeds outside of a raid.
- Fixed arm stamina changes applying when none of the overhauls are enabled.
- Temporarily removed changes to bot loot weighting, as it caused console to get spammed with warnings if using the latest hotfix of SPT 3.5.8.
Significant Changes & New Features:
- Comfort mechanic**: abandoned EFT feature where gear has a comfort value, which reduces the weight of items contained inside. Right now applies to bags and tac rigs but may expand it to other gear items. The comfort stat does not reduce the weight of the item itself (bag, rig) but only the items it contains. The stat is displayed in-game like the others.
- Recoil, aim speed, sway and weapon inertia are affected by total player weight (as modified by comfort stat). Horizontal, vertical and camera recoil is reduced by player weight while dispersion is increased.
- Disarm Mechanic (Requires Ballistics Overhaul): bots have a low chance to have their weapon knocked out of their hands if shot in the arm. The chance is modified by the energy of the round and whether or not the bot has arm armor that was hit and if hit in the forearm vs. upperarm (forearm = higher chance). This can also be enabled for the player in the config, and the base chance adjusted).
- Fall Mechanic (Requires Ballistics Overhaul): if a bot is shot in the leg, and it did enough damage to black the leg or the leg is blacked, they will be forced to prone. Can be enabled for the player in the config. There is a base % chance which is modified by the energy of the round and if it hit in the calf or thigh (calf = higher chance).
- Shooting Movement Penalty: the more you shoot, the slower your movement speed. The reduction to movement speed is based on the recoil of the current weapon which increased the more you fire.
- Sprint ADS Penalty: the more you sprint, the more your ADS speed after sprinting is slowed down, sway increased and hipfire accuracy reduced. It will slowly rest after sprinting, unless the player starts sprinting again. This is designed to disincentive sprinting everywhere all the time, encouraging more methodical movement when moving through potentially dangerous areas. Can be toggled off in config. Still being tweaked to not be too punishing too quickly.
- Pain and Painkiller Mechanic: with the medical overhaul enabled, painkillers now are intermittent. Different painkillers have different strengths, shown as a stat. The painkiller effect will go on and off for the duration of the item. Morphine has longer periods of painkiller effect and activates faster, while ibuprofen has the longest delays and shortest periods of painkiller effect. The more injury types that cause pain you have the stronger painkiller you need. This will be fleshed out in the future.
- Ammo Stats: ammo stats are now displayed by default, no longer compatible with Munitions Expert. Can be disabled in config if you prefer a different ammo mod.
Tweaks & Minor Changes:
- Added compatibility for latest version of FOV Fix which features variable optics and aim sensitivity fixes.
- Buffed 9x18 damage 30%, buffed 5.7, 4.6 and 7.62x25 damage 10-15%.
- Lowered the impact of headests on reducing deafening. Increased vignette strength.
- Made Fence changes optional.
- Added ammo stats to display (pen, damage, armor damage, frag chance). Other client mods that display ammo stats are no longer compatible.
- Upped loot amount for bosses/followers.
- Surgery kit HP regen amount and tick rate is now affected by Surgery skill instead of Vitality. Increased the impact of Vitality effect on the amount of HP regened and tick rate for healing bleeds and fracture.
- Increased bot cache size which should reduce stutters from bots spawning.
- Lowered 9mm and .45 recoil stats for some rounds.
- Buffed Zenitco handguards ergo.
- Buffed Vectors and UMP recoil.
- Reduced the loudness of headshot SFX and distance.
- Reduced headset ambient volume reduction and made it configurable.
- Increased impact of arm HP on weapon manipulation speeds (was lowered indirectly in most recent release).
- Upped arm stamina penalty on reloading, aiming etc.
- Reduced ADS penalties on some sights.
109 Downloads
SPT Realism Mod v0.8.7 for SPT AKI 3.5.8 - HOTFIX
Reuploaded to fix Scav looting bots compatibility option causing errors when trying to spawn bots.
NOT compatible with earlier versions of SPT
Updated to 3.5.8.
Fixes:
- Fixed airdrops causing raid to hang in some circumstances.
- Fixed Sanitar Followers not using all of their available weapons.
- Lowered volume of headshot sound slightly.
Changes:
- Adrenaline: factored adrenaline cooldown duration by Stress Resistance skill. Reduced duration of tremors from adrenaline.
- Deafening: increased the impact of bots firing on deafening the player.
- Stances: adjusted stance transition speeds.
- Recoil: tweaked recoil calculations to make recoil feel smoother.
- Stock Slots: incorporated k4'a extended stock slots mod with his permission. Some buffer tubes (Colt, ADAR, Advanced) have 4 slots where the stock can be placed. The further in the stock is placed, the higher the ergo stat of the stock but lower the recoil stat, and vice versa (can be disabled with F12 config).
- Bots: added config options for PMCs and Scavs which removes all loot except food, ammo, grenades and meds for use with Looting Bots. Adjusted how loot limits for pockets and bags are handled which will improve Sanitar bag loot. Added "Blood Hounds" to spawn waves option.
- AK-12 + AK-15: added compatibility for the AK-12 + AK-15, did the stats for all their attachments and corrected the weights for their handguards.
2.0K Downloads
SPT Realism Mod v0.8.6 for SPT AKI 3.5.7
NOT compatible with earlier versions of SPT
Changes:
- Adrenaline: refined and tweaked the adrenaline mechanic. It will now be accompanied by tunnel vision during the pain killer effect and followed by tremors after the effect. The strength of the negative effects, and the duration of the positive and negative effects are increased/reduced by the Stress Resistance skill. There is now also a cool down period of 60 seconds before the effect can be triggered again, this cooldown duration is also reduced by the Stress Resistance skill. Added config option to disable it. Thanks to Jiro for the suggestions on how to improve this mechanic.
- Sanitar: tiered and modified the loadouts of Sanitar and his followers.
- Bot Loot: adjusted how bot loot limits are handled, bots should more consistently have meds if they're supposed to.
- Spawn Tweaks: spread out bot spawns significantly in order to reduce the performance hit from all bots spawning at once and reaching max bot capacity all the time. Upped base boss spawn chance on most maps slightly, especially Reshalla on Customs and Sanitar on Shoreline.
- Various stat tweaks: reduced malfunction stat penalties from 1911 hammers. Increased ADS penalty on B25u. Reduced base ergo on Kedr/Klin and SR2M. Buffed AR-15 family weapon's reload, check ammo and check chamber speeds.
- Stances: corrected and refined bot stances. Reduced weapon movement while walking.
- Weapon Handling: increase weapon sway + inertia slightly, increased the penalty for having folded/no stock on ADS speed and sway. Reduced weapon movement while walking.
1.8K Downloads
SPT Realism Mod v0.8.5 for SPT AKI 3.5.7
NOT compatible with earlier versions of SPT
Fixes:
- Fixed bot changes failing if "Force Boss Items" is enabled.
- Fixed weapon movement animations becoming very wobbly after interrupting stances with sprinting, aiming in and out quickly, etc.
- Lowered volume of flesh hit sounds slightly.
- Fixed energy & hydration being hard-capped if med changes are disabled.
Changes:
- Adrenaline: if you you get shot at or take blunt, shot or melee damage you get a painkiller effect. 30 seconds if shot at, 15 seconds if shot/hit. Credit to Kobrakon for the original mod and idea.
- Recoil Tweaks: tweaked the recoil curve to up recoil during bursts slightly (more tweaks in future). Upped default "Recoil Intensity" config option slightly (will need to manually reset to default). Increased the recoil reduction from the "Flatness" stat. Muzzle brakes will now be a lot more effective.
- Added compatibility for Choccy's Uzi: IMI Uzi Submachine Gun
2.2K Downloads
SPT Realism Mod v0.8.4 for SPT AKI 3.5.7 - HOTFIX
NOT compatible with earlier versions of SPT
Fixes:
- Fixed ADS with the 45 degree mount being wonky.
- Fixed landmines causing errors and not doing damage.
Changes:
- Buffed M1A ergo by changing how stocks affect its balance.
2.1K Downloads
SPT Realism Mod v0.8.3 for SPT AKI 3.5.7 - HOTFIX
NOT compatible with earlier versions of SPT
Fixes:
- Fixed various bugs with stances resetting or not resetting when they shouldn't/should.
- Fixed transition from stance to blindfire.
- Fixed bandages not restoring light bleed damage.
- Fixed being able to reload while in stances that shouldn't allow it which resulted in weapon becoming very springy.
- Fixed short-stock having very high hipfire recoil, adjusted buffs/debuffs for idle and active aim.
Changes:
- Added option to allow magazine reloads while in active aim with speed buff. Looks a bit jank but it's fun, disabled by default.
- Added head shot sound effect.
- Buffed M4 family of rifle's chamber check and manually eject speed.
- Buffed Stich Profi rigs' reload speeds.
626 Downloads
SPT Realism Mod v0.8.2 for SPT AKI 3.5.7
NOT compatible with earlier versions of SPT
WARNING: MAKE SURE TO DELETE YOUR OLD CONFIG FROM BEPINEX/CONFIGS TO MAKE SURE ALL THE STANCE VALUES ARE PROPERLY RESET! It will probably reset everything to default automatically but just in case.
Rewrote and reworked many aspects of the stances. Stance animations are now done more closely to how BSG does them. This has resulted in the elimination of stuttering when FPS is low and from frame spikes/frame drops. Hand positions also no longer move around independent of stances, so they no longer clip into the gun/ammo/magazines and line up with foregrips correctly. The animations are now shared between first and third person. This has come at the cost of the fluidity of the animations, but overall it is worth the cost.
I recommend updating to latest version of FOV Fix and setting pistol camera smooth time lower to reduce some of the weird shoulder movement.
Fixes:
- Fixed bots sometimes becoming braindead due to "patrol stance".
- Fixed surgery kits not being usable with the "use" button or hotkeys.
- Fixed headset gain/volume keybind not playing audio when outdoors.
Changes:
- Bot Patrol Stance: this was snuck in a previous release by accident, but bots can enter "patrol" stance where their gun is at rest if they are in a peaceful state (no enemies nearby, and enough time has transpired since last enemy spotted/shot heard). This is the same animation from the shooting range and loading screen.
- Light/Laser Stance Toggle: when entering high or low ready, lights/lasers will be fully turned off then back on when exiting. This can be disabled in config.
- Stances: in addition to the rewrite, weapon weight now determines the amount of "wiggle" from entering/exiting stances. Significantly increased the affect of stances on hipfire accuracy (active aim has a large increase, short stocking a large decrease to accuracy).
- Headsets: headsets reduce ambient audio now (rain, wind, crickets), their gain/volume setting also affects this.
- Various minor tweaks and fixes to weapon & attachment stats, stat calculations etc.
2.8K Downloads
SPT Realism Mod v0.8.1 for SPT AKI 3.5.7 - TEST RELEASE - Hotfix 1
NOT compatible with earlier versions of SPT
TEST RELEASE: there may be bugs!
Fixes:
- Fixed error that prevented player from entering a raid or hideout if they didn't have a headset on.
220 Downloads
SPT Realism Mod v0.8.0 for SPT AKI 3.5.7 - TEST RELEASE
NOT compatible with earlier versions of SPT
TEST RELEASE: there may be bugs!
Big improvements and additions to the medical and health overhaul, changes to movement and many fixes and tweaks.
Fixes:
- Fixed many bugs and issues with the logic of gear blocking healing/drinking/eating and healing in general.
- Fixed client-side med and health overhaul being active while "Med Changes" is disabled, leading to several bugs.
- There is no longer a global check on the client for the "Recoil and Attachment Overhaul" being enabled, instead each client-side mechanic checks for its relevant config options. This does not mean there won't be bugs or issues with disabling certain parts of the Realism mod.
- Fixed stockless rifles/folded stocks not increasing aim sway and inertia.
- Fixed bug causing pistols to have higher aim sway than they should have.
- Finally fixed loyalty level and price randomization stacking incorrectly when traders refresh.
- Fixed flatness recoil stat of muzzle devices having a negative impact on bolt/pump speed instead of a positive one.
Changes:
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Movement Overhaul: different surfaces (cement, metal, grass, etc.) have movement speed modifiers, slowing down or speeding up walk and sprint speed and acceleration. Moving up or down a slope slows down the player, this is disabled by default in the config because some parts of maps have buggy geometry leading to slowing down on flat surfaces (not that common).
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Real-Time Headset Gain Adjustment: added keybinds for lowering/raising the gain (volume) of headsets, a sound will play when adjusting it.
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Health Overhaul: tweaked and expanded on the effect of % HP on movement and weapon handling speed, hydration/energy loss etc. Pain effect gets added if any body part falls below 50% HP.
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Medical Overhaul:
Added in-game notifications for when gear is blocking healing, when HP is being restored/removed from surgery/tourniquets, etc. If a body part has both light bleed and heavy bleed, the light bleed with be automatically removed. Heavy and light bleeds on limbs that have the tourniquet effect will be automatically removed.
There is now a keybind for removing all gear that is currently blocking the healing of a wound.
New stats and effects are now displayed in the stats of medical items in the inspect screen. For "Heavy Bleed Heal Type", tourniquets can only be used on limbs, clotting agents can be used anywhere, and some medkits will use tourniquets on limbs but clotting agent or "chest seal" on torso.
Healing a negative status effect (bleeds and fractures) will now restore HP, this compensates for not being able to directly restore HP with Medkits. For fractures, you will gain 12 HP on that limb. For bleeds, you will regain HP equal to the HP lost from bleeding to a maximum of about 30 HP (determined by Vitality skill). Surgery kits will restore max 50% of the maximum HP of the body part, and can be used on on-blacked limbs, and for now can restore the head and chest from being blacked. Tick rates for health regen are affected by Vitality skill.
There is now heavily limited passive health regeneration from certain types of damage, this compensates for not being able to directly restore HP with Medkits. You will regen HP over time from fall damage not exceeding 12 HP per leg, 75% of the damage received from barbed wire, and blunt damage not exceeding 4 HP. Any new fall damage or blunt damage received will cancel out any previous active passive regeneration effects. Removing the dehydration/exhaustion effects by drinking/eating will restore all HP lost from these effects unless you become dehydrated/exhausted again. If the player gets shot, hurt by explosives, or falls for more than 16 HP of damage all active health regeneration effects will be cancelled, including those from healing wounds with medical items. The delay and speed of passive regeneration is determined by the Vitality skill.
Dehydration, exhaustion and light bleeding can no longer kill the player, and will instead reduce the player's HP down to X% HP.
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Weapons: reduced the impact of not having a stock/folded stock on ergo, but increased its impact on ADS speed. Increased the camera recoil on most semi-auto rifles, tweaked DMR recoil to be more impactful.
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Ammo: increased buckshot damage, increased pistol HP round damage.
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Deafening Mechanic: changed how the vignette is used which should lead to more consistency and less bugs when interacting from vignette effects from health status etc.
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Contextual Accuracy Stats: scopes and scope mounts now have accuracy stats that only apply if that scope is currently being used.
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Attachments: buffed the dispersion and camera recoil reduction of most stocks and tweaked ergo. Fixed the display of malfunction chance stat for magazines and ammo and reverted back to BSG's localization. Reduced ergo penalties from magazines.
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Stances: reduces the affect of stamina on stance speed, overall stance speed is faster for lower ergo/heavy weapons. Bots will now use the relaxed weapon stance from the loading screen and hideout (when pointing gun away from shooting range) if they are in a peaceful state.
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Spawns: tweaked spawns for most maps, attempted to fix Rogue spawns on Lighthouse. It's hard to balance Lighthouse, either the Rogues will spawn and the map will be empty, or the map will be busy but Rogues will spawn only once other bots have been killed.
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Various minor tweaks and fixes.
5.5K Downloads
SPT Realism Mod v0.7.12 for SPT AKI 3.5.5 - HOTFIX
NOT compatible with earlier versions of SPT
Some important fixes and a few changes.
Fixes:
- Fixed reloads bugging out if the config ergo multiplier is set too high.
- Fixed ammo stacks of 0 spawning on Scavs.
- Fixed bad calculation for ADS randomness from stance.
- Fixed hydraulic buffer tube affecting malfunction chance on manually operated weapons.
Changes:
- Health: having a blacked, broken or 10HP and below arm will have a bigger effect on ADS, reloading etc.
- Weapon Handling: having a folded/absent stock on non-pistols has a slightly smaller impact on ergo, but has a bigger impact on ADS randomness from stances and reload speed.
- Stances: if either arm is blacked/broken/below 10 HP you will be forced into Low Ready as the default position, you can still use active aim and short-stocking and ADS but you cannot keep your weapon at the ready.
- Ragdolls: tweaked the force applied to ragdolls to feel more weighty and realistic.
- Ballistics: corrected the armor level of the LSHZ-2DTM and Aventail, and improved its blunt damage mitigation. Increased blunt damage mitigation of all helmets.
- Airdrops: reduced airdrop chance on most maps.
791 Downloads
SPT Realism Mod v0.7.11 for SPT AKI 3.5.5
NOT compatible with earlier versions of SPT
Early build of health and medical overhaul (disabled by default), as well as many important changes and fixes.
Fixes:
- Fixed trader assorts not properly refreshing, resulting in prices fluctuating too much and high loyalty items eventually becoming available at LL 1.
- Fixed BSG bug that made player weight affect ADS speed incorrectly, player weight no longer affects it.
- Fixed steel armor getting penned if it reached 0 durability, now it will only get penned if the ammo has a high enough pen chance.
- Fixed third-person short-stock speed being too fast.
- Fixed incorrect calculations of pistol reload speeds not taking magazine reload speed into account.
- Fixed tac-rig reload speed modifier not applying correctly.
- Fixed map sniper not registering hits.
- Fixed melee not registering hits.
- Fixed trader prices not matching between trader menu and flea.
- Fixed custom item descriptions not showing up for other localizations (hopefully).
- Fixed custom attachments not being attachable to anything.
- Fixed bug that made Tier 4 PMCs all use "cursedAssault" template, difficulty at this tier will be lower.
- Fixed bots not spawning with bandages, splints, tourniquets.
Changes:
- Config: separated spawn wave changes and boss spawn changes into their own options. Added options for medical + health overhaul to in-game config.
- Individually Tiered PMCs: instead of all the PMCS of the same faction being the same tier per raid, each individual PMC can be any of the tiers defined by the given odds. In other words, you can have a raid where you encounter tier 1, 2, 3 and 4 Bear in the same raid. The odds now determine how many of each tier you will see in the raid. Raids will feel a lot more like live in terms of encountering individual PMCs with different levels of gear. If PMC difficulty is enabled in the config, each PMC will have a different difficulty based on their tier.
- Health Overhaul: Early build. Medical items no longer give debuffs for the most part, instead player health, energy and hydration affects the speed of all actions (reload, ADS, etc.) and movement. Damage taken increases hydration and energy loss rate.
- Medical Overhaul: Early build, disabled by default. Gear blocks healing and eating/drinking. If you have a bleed on the chest, you have to remove your armor and backpack first to heal it, and if it's the head then remove helmet, headset and facecover. If you have a faceshield or NVGs toggled on, or have a gasmask or similar, you must remove it/toggle it off in order to eat/drink or take pills. Surgery kits heal the body part it is used on only, to a maximum of 50% of the original HP of the body part. Tourniquets slowly drain HP of the limb it's used on down to a max of 25 HP. Tourniquets cannot be used on the chest, stomach or head. Use medkits or CALOKs to heal these bleeds. Surgery kits remove the tourniquet effect.
- Weapons and attachments: Major rework of how the ergonomic stat affects everything. The weapon's ergo stat now much more accurately reflects the speed of weapon handling, sway, etc. The "randomness" of ADS coming out of a stance is now partially dictated by the weapon's ergo. Some weapons will now have better ergo, some worse. Attachments are a lot more important in terms of affecting ergo. Made USP counterweights act correctly, removing the need for giving them recoil stats. Various minor tweaks to weapon and attachment stats. Changed how camera recoil is displayed in weapon stats to be more intuitive. Added .366 TKM muzzle attachments to Mechanic, like .366 DTK and .366 JMAC brakes. Fixed double barrel shotgun ergo. Buffed M4 recoil. Nerfed .366 AK recoil. Corrected Daniel Defence handguard weights. Increased effectiveness of muzzle brakes/comps. Lowered shotgun camera recoil. Buffed pistol accuracy.
- Ballistics: blunt damage now scales with durability loss faster. Bullet diameter is now a bigger factor in calculating durability loss. Increased stamina burn from armor hits. Upped helmet blunt damage. Buffed 12.7x55mm damage (ASH-12), buffed 7.62x39mm pen, tweaked 5.56mm pen. Buffed buckshot damage.
- Stances/Movement: arm stamina no longer increases or decreases while sprinting. Aim move speed is faster now. Improved stance to sprint animation transition. Made high ready sprint animation optional and disabled by default. Small tweaks to stance speed and positions. Increased player speed due to new health/energy/hydration speed debuffs.
- Bots: added more variety to Scav headsets and bags. Added more variety to USEC M4s/AR-15s. Lowered PMC to Scav conversion chance, should be more Scavs. Lowered the chances of Raiders, Rogues and secondary bosses on some maps.
- **Spawn Waves:**adjusted the spawn waves for all maps, fixing several issues with the default SPT waves that resulted in dead-feeling raids. Most bots will spawn at the start of the Raid, then after 5 mins start respawning till towards the end of the raid. Still WIP.
6.5K Downloads
SPT Realism Mod v0.7.10 for SPT AKI 3.5.5 - HOTFIX
NOT compatible with earlier versions of SPT
Fixed some issues with the last release, tweaked ballistics, and added a (potential) ragdoll fix.
YOU MUST HAVE THE "Realism" FOLDER WITH THE SOUND FILES IN YOUT BEPINEX/PLUGINS FOLDER OTHERWISE THE MOD WILL CRASH!
Fixes:
- Fixed headset noise reduction stat not displaying.
- Fixed all weapons having the same ADS speed and injury, stamina and sight/mod speed not having an effect.
- Fixed Ragman's Wendy helmet setup with NVG not showing up in his assort.
- Fixed ADAR's barrel having a very high MOA.
Changes:
- Config: added option to empty PMC's bags for use with the Looting Bots mod, so that hopefully the loot you find on them is what they found in raid.
- Ragdoll Fix: first attempt at fixing ragdolls from randomly flying into the air. It's hard to prove/test that it's fixed, so please report it if you see it happen. Might conflict with Visceral Bodies so there's a config option to disable it.
- Ballistics: significantly reduced armor durability loss and blunt damage to be more realistic and to balance better with there now being gaps in armor. Increased spalling damage significantly. Reduced the spall damage reduction from neck armor. Reduced arm and leg overdamage. Buffed 4.6 and 5.7 damage. Rebalanced helmets, overall they have lower blunt damage reduction.
- Stancesand Related: increases the impact of injury on ADS and stance speed. Made arm injury affect stamina regen and recovery rates.
- Reload: reduced the impact of reload skill on reload speed. Increased the reload speed penalty from rigs that have one.
1.3K Downloads
SPT Realism Mod v0.7.9 for SPT AKI 3.5.5
NOT compatible with earlier versions of SPT
Update to 3.5.5 with new features such as armor and body hit zones, and bots being able to use stances. You know the drill, there may be unforeseen issues that will get patched in hotfixes.
YOU MUST HAVE THE "Realism" FOLDER WITH THE SOUND FILES IN YOUT BEPINEX/PLUGINS FOLDER OTHERWISE THE MOD WILL CRASH!
Fixes:
- Fixed disabling recoil climb breaking stances.
- Fixed aim sensitivity not resetting when toggling faceshields.
- Fixed active aim not being toggleable with faceshields.
- Fixed firemode change animation playing while sprinting from high ready.
- Fixed player scavs and bots not spawning with ammo or only one round in their magazines.
- Fixed bot cap changes not applying.
- Fixed there being too much arm stamina drain if certain options were disabled.
- Fixed chance of double Goons on night Factory and no Goons on day Factory.
- Fixed inappropriate weapons spawning on PMCs in CQB.
- Fixed "Revert Med Changes" not removing Tier 2 and 3 medkits.
- Fixed NVGs not blocking ADS with optics if faceshield option was disabled.
- Fixed issues with time of day logic that determined when bots use their flashlights and when they used long range vs. short range weapons.
Changes:
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Config: added config options related to the new hit zones and audio. Added options for 3rd person stance position and rotation and speed. Added config option for convergence modifier for semi and full auto.
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Armor Hit Zones: now only where the armor plates would be will protect the wearer, anywhere else counts as not hitting armor. Some armor only has plates protecting front and rear, some have side plates that protect *some* of the sides of the torso. Some armor has "secondary armor" which is of a lower level than the stated rating/class, equivelent of level 5 armor and so is only able to stop pistol and shotgun rounds. This secondary armor can protect the stomach/groin, neck and upper arms depending on the armor. As in previous versions, the lower arms are not protected by arm armor. The new armor zones are listed in the stat screen of armor like in the base game. Due to these changes the overall "time to kill" is a lot lower as armor no longer acts like a protective bubble.
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Armor Hit Audio: added additional hit sounds for the armor and body hit zones. This helps differentiate armor from body hits and makes landing hits more satisfying. The sounds are taken from the game itself in most cases. The sounds can be disabled. Credit to Amand for letting me use their code related to playing audio. Note: the audio volume was set using Binaural Audio and may be too loud if it's disabled, but you can adjust the volume in the config.
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Body Hit Zones: new body hit zones have been added which modify the amount of damage dealt and bleeding chance. The arms now consist of upper and forearms. Legs now consist of thighs and calfs. The upper part of the limb does extra damage and bleed chance and the lower part does reduced. The neck now is an instant kill like the head (in umodded EFT, it counts as chest hits and does normal chest damage). There is also now a heart (instant kill) and spine hit zone (80 extra damage). The body is divided into A, D and C zones like an ISPCC target. D does reduced damage, C does normal damage, A does extra damage. These changes make shot placement a lot more important. The "time to kill" is now a lot lower if you consistently land hits in the A Zone or neck, thighs etc. or a lot higher if you hit the edges of the target.
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Arm Penetration Fix: made arms have much lower "armor" effect, meaning rounds now have an easier time penetrating arms and their penetration after going through them is reduced by a lot less. Effectively arms tank less rounds that would otherwise hit the chest (optional).
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Ballistics: durability loss and blunt damage calculations have been reworked to be balanced around the new armor hit zones. In general, armor durability loss scales better across different calibers/rounds. Frangible ammo has massively reduced armor damage. Tweaked armor stats with all the changes in mind. Buffed slug damage. Corrected shotgun pellet counts: pellet count now ranges from 8 up to 27 and damage is scaled correctly to the amount of pellets. Upped spall reduction on western armor.
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Stances: stances now work in 3rd person so that you can use them with a 3rd person mod or to take screenshots. Low ready now has faster arm stam regen than high ready. Tweaked the stance animations a bit. Bots now also will use all the stances depending on their faction and various conditions (Scavs won't use high ready, active aiming or short stocking for example).
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Sway: reduced sway overall slightly, reduced it a bit more for pistols and increased pistol ADS walk speed.
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New Attachment Stat: added "Flatness" stat to attachments. This changes the convergene/autocompensation of weapons. This is basically how snappy the gun is. Muzzle attachments have been rebalanced with this stat in mind and they reduce recoil by a lot more on average.
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Stats UI: added noise reduction stat to headsets so you can tell which have better hearing protection. Changed how the game displays durability burn and malfunction chance stats for ammo to accurately reflect the changes made to malfunctions by the mod. Added pellet count stat to ammo. Added the shotgun dispersion stat to the UI for barrels (pellet spread).
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Bots: added labs keys to Goons and USEC. Made USEC slightly more likely to have faceshields on CQB maps. Upped boss spawn chances.
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More Custom Weapons: added a tuned version of the Saiga 12k and the Benelli M3 to Mechanic, and a full auto VPO-209 to Skier.
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Weapons and Attachments: removed the malfunction mechanics surrounding the 260mm AR15 barrel. Instead it has low malf chance but high recoil by default. There is now an alternative version of it sold by Mechanic which has low recoil but high malf chance. UMP recoil got nerfed.
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Various other tweaks to weapon, attachment and armor stats.
6.1K Downloads
SPT Realism Mod v0.7.8 for SPT AKI 3.5.3 - HOTFIX
NOT compatible with earlier versions of SPT except 3.5.1 and 3.5.2
Fixed stances being way too fast and snappy. It came to my attention that "Camera Smooth Time" config option of my Fov Fix mod was affecting the speed of the stance animations, and I had been developing the stances while using the Fov FIx mod. Stances will now be a lot smoother and the correct speed. If you want them faster/slower you can still do this in the config menu (F12) if you enable advanced config options at the top of the menu.
The "Camera Smooth Time" config option of the Fov Fix mod will no longer affect the stances. I will update Fov Fix to properly change the value.
482 Downloads
SPT Realism Mod v0.7.7 for SPT AKI 3.5.3
NOT compatible with earlier versions of SPT except 3.5.1 and 3.5.2
Update to 3.5.3 with improvements to stances, ballistics bot loot and some minor changes.I recommend deleting your RealismMod.cfg in BepInEx/configs to make sure the new stance tweaks take effect.
Fixes:
- Potentially reduced likelihood of high ready sprint animation bug.
- Reduced instances of player affecting bot's lasers.
- Fixed most instances of weapons spamming in and out of ADS when aiming near the edge of objects while in a stance (especially short-stocking).
- Various stance fixes, including issues with keybinds not correctly "remembering" previous stance or not correctly cancelling stances.
- Fixed global ADS multi config option not applying.
- Fixed .366 TKM not deafening player correctly.
- Fixed Birdeye not having the right weapons on Factory. Fixed his M4 not having the lower handguard.
- Fixed map time of day and type not always properly changing bot loadouts/behaviour.
- Fixed ammo doing extra damage after penetrating armor.
Changes:
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Config: separated making all items FIR and making quests not require FIR into their own options.
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Stance Improvements: high and low ready will cancel briefly if you fire while in either stance, before returning back to the stance. Reduced the impact of Aim Drills skill on stance speed, but increased the impact of Strength of both ADS speed and stances through weapon weight mitigation. Improvements to transitions between stances and stance animations. You can no longer use high ready if either arm is blacked, a short animation will play then the stance will be changed to low ready instead. Stances now temporarily cancel when appropriate (reloading, chamber checking etc.), depending on the stance. High ready now buffs reload speed, low ready buffs reload speed when reloading top-loaders (SKS, Mosin etc.).
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Weapon Length: weapon colliders have been made longer, meaning that longer weapons will now more often collide with objects which will cause the muzzle to get pulled in and then pointed up sooner. This makes short-stocking have a purpose. While in short-stocking, high and low ready stances the colliders are shortened. ADSing out of a stance also reduces the collider size to avoid issues with the weapon behaving strangely.
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Deafening: grenades now only deafen and vignette if very close, as otherwise they affect the player through walls too often. Instead, the contusion distance of grenades have been increase greatly and are now affected by headsets and being indoors vs. outdoors. The effect now respects being behind cover. Reduced distance that bot's firing can deafen player for the same reasons.
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Reload Speed: reload speed is now affected by remaining % arm stamina.
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Recoil: short-stocking now has increased "hip fire" recoil, except camera recoil. Active aiming now reduces camera recoil slightly.
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Stat calculation: ergonomics stat has a slightly bigger affect on ADS speed, reload speed, general weapon handling, stance speed etc.
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Ballistics: calculations for durability loss and blunt damage have been reworked slightly, both are now higher. Blunt damage has been generally increased significantly. Arm armor now has a lower class than the "parent" armor, equivalent of lvl 4 so it only stops some pistol rounds. Durability loss from getting hit in the arms is reduced. Arm armor now only protects the upper arms, forearms should now not count as being armored. Various armors have been rebalanced. Most goggles now have basic ballistic protection if they do IRL (shrapnel, ricochets). Faceshield durability got nerfed generally. Upped blunt damage on most helmets.
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Bots: tweaked PMC type odds, and made the transition between "timmy" PMCs and end-game PMCs smoother in terms of difficulty. Added more variety to USEC tier 3-4 M4s. Bot loot gen has been improved so that they don't get too many medical items, and now the chances of medical items is tweaked depending on if med changes are enabled or not. Scavs will have significantly less medical items. Lowered the chance of Scavs having keys.
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Spawn Tweaks: tweaked the spawn waves on Customs to have bots spawn earlier and more likely to spawn in hot spots, and to just change things up a little.
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Misc: tweaked the odds of airdrop loot type, weapons, ammo and gear is now even more likely at night.
3.1K Downloads
SPT Realism Mod v0.7.6 for SPT AKI 3.5.2 - Hotfix
NOT compatible with earlier versions of SPT
Fixes and improvements to stances. Recommend deleting the config file form the BepInEx/config folder to make sure stances are updated properly. Reminder that you can enable "Advanced" settings in the BepInEx config menu if you want to mess with the stance speeds and positions, as well as accessing other advanced settings.
Fixes:
- Fixed Active Aim continuing to drain stamina even after exiting it.
- Fixed ergonomics not being calculated correctly when first equipping a weapon or switching between weapons.
- Fixed stances with slow weapons having exaggerated angles and stiff animations.
- Small performance improvement due to fixed bug to do with active aim and faceshields.
- Fixed suppressors causing pistols to not be in compressed state, now only stocks will do that.
- Fixed ergo not being calculated correctly for pistols, resulting in heavy magazines increasing ADS speed.
- Fixed skills like Strength not improving stance speed correctly.
- Fixed the "Old Ballistics" setting not setting bot's health, resulting in lower TTK.
- Corrected some typos in config tooltips.
- Fixed errors when editing the bot tier odds in the config app, will now only throw errors when saving if the format is incorrect.
Changes:
- Stance Improvements: stance positions and rotations are now more uniform between weapons with different weights/ergonomics. Improved sprint transitions from Low Ready and Short-Stocking. Added min and max speeds to stances to minimize too fast/slow transitions. Improved transition animations between stances.
- Stance ADS: made ADS speed out of a stance properly affected by arm injuries. Made both ADS speed and stance speeds affected by % remaining arm stamina. The lower your arm stamina, the slower ADS and stance transitions will be. ADSing out of a stance now has some randomized movement. The amount of this randomization is affected by the base ADS speed of the weapon, ergonomics/weight/balance, arm stamina % remaining, Aim Drills skill, and strength skill. For pistols it uses Pistol weapon skill instead of Aim Drills.
- Alt Pistol Improvements: Made pistol return to extended position when reloading, rechambering or checking ammo. Pistol ADS animation is now a bit different depending on if it is front or rear heavy.
- Pistol Recoil and Ergo: made balance have a much larger impact on pistol vertical recoil, and reduced its impact on dispersion and "horizontal" recoil. Balance now has a positive effect on ergo up until a balance of "3", beyond that it will contribute to negative ergo.
- Bots: reduced chance of USEC having ADARs. Reduced chance of tier 1 PMCs having body armor, added small chance of tier 2 PMCs not having body armor. Significantly reduced the chance of scavs having body armor.
- Armor: for the old ballistics setting, corrected the blunt damage stats of steel armor.
- Ammo: decreased bullet damage/pen/etc. loss over distance.
- Deafen: reduced the deafening effect of grenades more. I will probably remove grenades from the deafen feature as they're causing too many issues, and will up their contusion distance instead.
2.6K Downloads
SPT Realism Mod v0.7.5 for SPT AKI 3.5.1/3.5.2
NOT compatible with earlier versions of SPT
Mediafire mirror: https://www.mediafire.com/file/cuavn5ox0zubhqz/Realism-Mod-v0.7.5-SPT-v3.5.1.rar/file
Update to 3.5.1. It *should* work for 3.5.2 but no guarantees. This update wasn't as fully fleshed out as I would have liked, there may be bugs/issues which I will address in hotfixes with additional changes that people have been asking for. This update brings the High Ready, Low Ready, and Short-Stocking stances, and alternate pistol idle position and ADS animation.
In addition, K4_A is now working on the mod with me when has the time. For this update he added a profile backup system which automatically backs up your profile when you start the game. The backups can be found in the mod's "ProfileBackups" folder.
Fixes:
- Corrected the name of "Passive Aiming" to "Active Aiming".
- Removed map spawn selection since it wasn't working properly and broke PTT.
- Various fixes and corrections to bot loadouts/loot.
- Fixed the "Old Ballistics" config option not changing bot HP.
Changes:
- Config Options: added automatic profile backups that can be disabled in config. Added preset option for gear/armor. Added separate config option for disabling the need to inspect malfunctions before clearing them. Added toggle keybind option for Active Aiming (formerly Passive Aiming).
- Profile Backup: added automatic profile backups thanks to K4. They're located in the mod folder.
- Stances: Added High/Low Ready and Short-Stocking stances. These stances regenerate arm stamina faster. Low ready increases sprint acceleration, high read increases sprint acceleration and sprint speed. Short-stocking decreases sprint acceleration speed. Short-stocking brings the weapon in closer which helps keeping the weapon pointed forward at the target in tight spaces.
Pistol idle stance has been changed to be compressed, close to the chest, and an ADS animation has been added (this can be disabled). In addition, the weapon's base position can be adjusted in the config.
All stance speeds and positions can be adjusted in the advanced config options. Each has their own keybind, or you can use the cycle keybind which cycles through these 3 stances. Double tapping the cylce keybind will reset back to idle. If Active Aim is using the hold keybind, it will remember the last stance used and return to it.
Arm stamina now won't go lower than 1, and will not drain base stamina.
Optionally when not in a stance (idle,) arm stamina will drain, but ADS speed is faster from idle. This is disabled by default for now but is intended to be used with the stances.
https://www.youtube.com/watch?v=fD9u8xKMSsw
https://www.youtube.com/watch?v=zaF0eutBpeY
- Deafening: made being in an indoor area increase the deafening effect.
- Ballistics: buffed shotgun slug armor damage. Buffed and tweaked helmet blunt damage resistance. Buffed faceshield durability. Upped blunt damage on some masks. Added armor to anti-frag and 6B34 goggles. Ballistics still need a lot of tweaking/balancing, but I am waiting till I rework penetration before I do so.
- Bots: upped max bot PMC level for sake of quests. Various corrections and tweaks to bot loadouts, reduced chance of pain meds and golden star on scavs. Lowered chance of M61 on USEC.
- Spawns: tweaked Factory spawn waves so that bots appear earlier and more consistently. Tweaked spawn waves on Lighthouse so that scavs appear more frequently on the long road. Reduced max Rogue spawns on Lighthouse.
- Weapons: Upped recoil intensity globally. Buffed Vectors recoil, nerfed UMP and 416 recoil. Various tweaks to weapon and attachment stats. Reworked shotgun recoil.
- Player: lowered arm and base stamina capacity. Upped arm over-damage.
- Traders: adjusted the loyalty level for chest rigs to be balanced around their reload speed stat.
Notes/Issues: there may be various bugs/issues related to the stances that have not been found yet. Sometimes the high-ready to sprint transition bugs out, and sometimes swapping between stances bugs out. I haven't been able to reproduce these issues yet and they seem rare enough. If you can reproduce it please let me know. Lasers in EFT act very strangely and don't properly point parallel to the weapon, so high/low ready makes the lasers point at strange angles. For this reason, lasers automatically turn on/off when going in and out of high/low ready. Some of the transitions between stances are a bit rough, I will tweak them more in the future.
5.7K Downloads
SPT Realism Mod v0.7.4 for SPT AKI 3.5.0
NOT compatible with earlier versions of SPT, likely won't be for future versions (3.5.x).
Mediafire mirror: https://www.mediafire.com/file/wke597iivjyxpku/Realism-Mod-v0.7.4-SPT-v3.5.0.rar/file
First non-test version of Realism Mod 0.7.x for SPT 3.5.0. It's the first iteration of the complete rewrite of how armor durability loss, blunt damage and penetration is calculated and handled. Also contains the "Active Aiming" mechanic, as well as fixes and tweaks and more config options. It's been a bit of a bumpy ride updating to 3.5.0, I appreciate your patience and all your feedback, bug reports etc., it's very helpful. Now I rest
Fixes:
- Scrapped and rewrote how weight, balance and ergo affects reload, chamber, malfunction clearing and bolt/rack speed. There is now a hardset max and minimum speed for these actions, and each weapon has been more closely tested and balanced. However, heavy/unbalanced guns will still be slow, and there may be a gun/build that slipped through the cracks. If you see any strange behaviours please report it to me with a screenshot of the weapon build so I can test it. Keep in mind that skills, injury and gear reload speed modifiers will affect these speeds. The mechanic still has a few minor issues and is a bit iffy in extreme cases, it will be tweaked and modified further in the future.
- Scrapped and rewrote how ADS speed is calculated so that weight, balance and ergo has a bigger role. Ergo is generally more important for ADS speed now. Keep in mind that sights, skills and injury will modify ADS speed.
- Fixed pistols not being properly affected by weight/balance in terms of chamber and reload speeds. Pistols need more tweaking but there shouldn't be any that are way too fast or slow.
- Fixed recoil modifiers in the config app not doing anything after I added the compatibility patch for SamSwat's weapons.
- Fixed malfunction speed not being affected by attachments, weight/ergo/balance/injury/skills properly.
- Fixed weapon base accuracy stat being incorrectly applied, leading to some guns having less accuracy than they should.
- Reduced the deafening effect of grenades significantly.
- Stopped airdrops from spawning quest and boss items.
- Fixed Ash-12 not spawning correctly and causing bots to become cursed.
- Fixed USEC having some Bear helmets.
- Fixed Nordic compensators having 0 cooling stat, which made them overheat guns instantly.
Changes:
- Config Options: added more config options related to new mechanics outlined below. Added config option to change the weapon position on screen (see picture at the end of this post). Added options to change the speeds of various weapon manipulations such as reloading, aiming, chamber checking etc. (note: min/max values still apply and cannot be exceeded).
- Active Aiming: instead of faceshields blocking ADS, you will now go into a "ActiveAiming" mode. This will also happen when trying to ADS with NVGs and a magnified optic (NVGs + Optics now block ADS, red dots/holos are unaffected). Active aiming acts like hipfire, but it has reduced recoil and slows down movespeed. Active aiming can be used at any time, the keybind can be set with the in-game config (F12), default is B because I don't want to mess up too many people's keybinds. The angle, distance and speed of the active aiming can be modified in the config.
- Ballistics Overhaul: EFT's armor blunt damage, armor durability loss and penetration calculations has been completely rewritten. Armor durability damage and blunt damage is now mostly based on the kinetic energy of the round impacting the armor.
Kinetic Energy: The energy also takes into account energy loss over distance and the weapon's muzzle velocity. What this means for the player is that something like a shotgun slug does a high amount of blunt damage despite having very low penetration, whereas in unmodded EFT you can dump slugs into someone's head if the helmet has a high armor level. Armor level and the ammo penetration stat is now far less important when it comes to armor durability damage and blunt damage. Pistol rounds will still struggle against rifle-rated armor, even more so now due to most pistol rounds having very low kinetic energy.
Spalling: armor can now spall, this stat is displayed in the inspect menu, They also have a spall reduction stat. If an armor can spall, some of the damage of the impacting round has a chance to be spread to the limbs and/or head. If the armor has arm protection, spalling damage to the arms is reduced. It's mostly Steel armor that will spall, but Titan and poor quality ceramic armor can too. In the case of steel armor, this is the tradeoff for having very low blunt damage and being basically indestructible.
Steel Armor: steel armor now ignores durability when it comes to penetration chance. Steel armor that is 0 durability will stop rounds the same as if it had 100 durability. However, spalling damage is greatly increased as durability is lost, and durability is lost relatively fast (this represents the anti-spall coating of the steel plate getting chewed up).
Titan Armor: titan armor acts similarly to steel armor, however durability is still a factor in penetration once durability gets low enough.
How penetration chance is calculated hasn't changed for other armors yet, but it'll be completely rewritten in the future. In terms of which armor/ammo is better than others, the balance should be mostly the same, but some rounds will perform better or worse than they did before. For example, slugs are much more devastating than they used to be. Face shields should generally withstand more shots. The current balance isn't final, it need extensive playtesting and feedback.
These changes can be disabled and the old ballistics system can be enabled in the config app.
- Airdrops: changed how SPT generates aidrop loot. I now have full control of what can and can't spawn. Removed quest and boss items and tried to make the airdrops more strongly "themed" as UN airdrops with some shady aspects. Will add more loot variety over time.
- Rig Reload Speed: reduces the reload speed modifier of tac rigs by 10-15%
- Reload/Chamber Speeds: redid the chamber and reload speeds of all weapons. Recoil reduction from weapon attachments now also increases the bolt/rack speed of bolt action rifles and shotguns (only camera, vertical and horizontal recoil reduction count towards it).
- Weapon Tweaks: increased the accuracy of the AK family of rifles significantly, and made military 5.45 ammo have higher accuracy buffs. Lowered the effect of balance on dispersion and vertical recoil. Bullpups should be a bit buffed, front-heavy builds a bit nerfed.
- Ammo Tweaks: made the accuracy stat difference between rounds significantly larger. Added mechanics explanation to description of subsonic ammo that require special modifications to cycle reliably.
- Bots: reduced boss spawn chances at higher tiers significantly and made the transition to higher chances smoother. Tweaked PMC type odds.
Video of 'Active Aiming' in action:
Added config option to change the position of the weapon on the screen:
1.7K Downloads
SPT Realism Mod v0.7.3 for SPT AKI 3.5.0 - TEST RELEASE - HOT FIX 3
NOT compatible with earlier versions of SPT, likely won't be for future versions (3.5.x).
Mediafire mirror: https://www.mediafire.com/file…0.7.3-SPT-v3.5.0.rar/file
Third hotfix for the test release of SPTRM for SPT 3.5.0.
Fixes:
- Fixed faceshield changes not getting disabled with config option.
- Fixed faceshields blocking ADS even when not deployed.
- Fixed Compatibility for SamSwat's weapons that got broken by 3.5.0 release changes. Do not rename any folders, default load order will work.
- Fixed how attachment durability burn is calculated leading to incorrect behaviours.
- Added minimum and maximum values for weapon chamber/rack/bolt speeds, and adjusted/corrected those speeds for more weapons.
- Fixed malfunction clearing speed not being properly affected by skills, injury, and weapon stats.
- Fixed manually operated weapons being affected by suppressor malfunction chance, reduced durability burn from suppressors for them too.
- Fixed trader refresh not randomizing item loyalty level requirements.
- Fixed minor issues with config app and updated some descriptions.
- Fixed BSG's flea blacklist getting disabled if flea changes are enabled.
- Removed SUPERBOTMEDKIT as bots don't use it anymore, if you somehow managed to get one you need to delete it from your profile or your profile will get soft-locked.
Changes:
- Config Options: Added a number of config options for traders. These include being able to turn off randomization, being able to choose what gets randomized, trader refresh time, stock multipliers, randomized prices increase/decrease amount, etc.
- Headests: all headsets now have the same volume/gain, which can be adjusted in real time via the in-game config menu. The % of gain reduction can also be adjusted from 100% to 0%. WARNING: BE CAREFUL TURNING UP THE GAIN TOO HIGH OR YOU MAY DAMAGE YOUR HEARING OVER TIME, EVERY HEADSET'S BASE NOISE CANCELATION IS DIFFERENT.
- Weapon Tweaks: minor improvements to how chamber and reload speed is calculated, differences in weight and balance should be more noticeable now and mitigated instances where reload/chamber speed is either too fast or too slow. Nerfed 5.45 AK recoil a little. Improved the balance of most bolt action rifles, giving them better ergo and weapon handling. Various minor tweaks.
- Fence: nerfed Fence a little.
- Flea: for Hardcore config, adjusted offer durability range and chances.
891 Downloads
SPT Realism Mod v0.7.2 for SPT AKI 3.5.0 - TEST RELEASE - HOT FIX 2
NOT compatible with earlier versions of SPT, likely won't be for future versions (3.5.x).
Mediafire mirror: https://www.mediafire.com/file/ekcg1d1kp2oyhp9/Realism-Mod-v0.7.2-SPT-v3.5.0.rar/file
Second hotfix for the test release of SPTRM for SPT 3.5.0.
Fixes:
- Fixed cases of Tiered Flea breaking beyond Flea Tier 1. Tiered Flea should now be fully working in all cases. To make up for it, there is now a 7th Tier that replaces previous Full Unlock, and now Full Unlock allows almost everything to be bought and sold (that isn't blacklisted).
- Fixed Milkor Grenade Launcher from appearing on the flea early on (BSG decided to classify it as a "revolver" )
- Fixed client side of the mod disabling itself when changing the name of the server mod folder (which disabled recoil, attachment, deafening etc. changes).
- Fixed trader ammo prices growing exponentially under some circumstances.
Changes:
- Trader: trader refresh now properly randomizes everything including item loyalty level, stock level and price. There is now a more-or-less even chance of prices either increasing, decreasing or staying the same. This means that prices have a chance to keep climbing or lowering for subsequent refreshes. Restarting the server resets this.
766 Downloads
SPT Realism Mod v0.7.1 for SPT AKI 3.5.0 - TEST RELEASE - HOT FIX 1
NOT compatible with earlier versions of SPT, likely won't be for future versions (3.5.x).
Mediafire mirror: https://www.mediafire.com/file/nv5eflk5y5agh2q/Realism-Mod-v0.7.1-SPT-v3.5.0.rar/file
(pulled the ol' switcharoo on the links, didn't realize Mediafire shoved adds in your face if you don't have an adblocker/good browser).
If you're coming from the 3.4.1 version, please reset all your recoil-related in-game config options or delete your old config found at BepInEx/config/RealismMod.cfg! Old settings might make the recoil strange.
First hotfix for the test release of SPTRM for SPT 3.5.0. Have more fixes, tweaks, and config options coming relatively soon. Pease report any bugs or issues in the mod's support thread, thanks!
Fixes:
- Fixed config bot HP multiplier affecting the player and incorrectly changing bot HP.
- Fixed weapon chamber speed affecting semi-auto ROF/bolt velocity.
- Fixed mouse look being tied to aim sensitivity and not being updated until game restart. Mouse sensitivity now works correctly.
- Fixed some incorrect weapon and armor stats like the ARS ARMA CPC.
- Fixed or adjusted chamber/bolt/rack speeds of most weapons.
- Fixed last shot using the weapon's default ammo's loudness rather than the round being fired.
Changes**:**
- Config App Options: removed the "Unstuck GS" option since it's no longer needed and doesn't do anything anymore anyway (GS quest requirements are easy by default).
- In-Game Config Options: added option to disable the hip fire recoil climb mechanic, added options for tweaking how quickly the "deafen" parameters take effect and reset.
- Reload and Chamber Speeds: readjusted most weapon reload and chamber speeds to be more consistent with each other, more tweaks to come.
- Malfunction Chance: halved the ammo and magazine malfunction chances, more changes and config options to come.
- Deafening + Headests: instead of fully cutting out headset gain when firing, it is now reduced by 25%. Overall gunshot volume reduction has been reduced and removed from headsets (they still have their base reduction value). Gunshots should be more audible while firing. I will add a config option for adjustable headset gain in the next version. Deafening reset/recovering rate has been reduced slightly.
903 Downloads
SPT Realism Mod v0.7.0 for SPT AKI 3.5.0 - TEST RELEASE
NOT compatible with earlier versions of SPT, likely won't be for future versions (3.5.x).
Dropbox mirror: https://www.dropbox.com/s/sc9al3niqm9gmzl/Realism-Mod-v0.7.0-SPT-v3.5.0.rar?dl=0
Please reset all your recoil-related in-game config options or delete your old config found at BepInEx/config/RealismMod.cfg! Old settings might make the recoil strange.
Test release of the update to 3.5.0 with fixes and new features. There will be bugs and issues that will be ironed out later. It hasn't undergone full testing and not all changes and features are in yet. These will be coming over the next days or weeks. To come are more config options, better airdrop filters, adding Streets keys to bots, adding UBGLs to bots, and an overhaul of how armor durability, blunt damage and penetration is handled which will change shots to kill, and more to come in the future.
Fixes:
- Fixed sold-out trader offers being able to be bought via weapon preset builder, which resulted in bugged weapon mods being added to the inventory.
- Fixed flea offers causing errors when bought if it was one of the last items listed.
- Fixed trader offers not being displayed correctly on the flea market.
- Fixed errors that prevented some bots from spawning, raids should feel a little more alive now.
- Fixed jankyness with faceshields. You can no longer force ADS with faceshield in various ways, you will automatically un-ADS. Some masks can now block ADS too.
- Fixed some errors when calculating attachment stats.
- Fixed the display of armor class on nested armor items (like helmet + faceshield).
- Various minor fixes and corrections.
Changes**:**
- Config App Options: added global camera recoil multi, ability to change the odds of the 4 bot tiers per every 5 levels, and to change the hostile chance of same-faction PMCs.
- In-Game Config Options: added options for convergence curve , recoil intensity, sway intensity, disabling recoil climb, deafen mechanic, malfunction changes (check the tool-tips for explanations). Added option for partially restoring the "stat delta" display mechanic, where the stat loss/gain is previewed when hovering over or dragging attachments. This comes at the cost of performance and is disabled by default (stutters when dragging/hovering over attachments).
- 3.5.0 Update: added stats for all the new gear and weapons added to the game. Added new loot items, weapons, armor, clothing and gear to bots. Added boss and other new spawns to Streets of Tarkov. Tweaked and adjusted Lighthouse spawns in light of new boss.
- Deafen Mechanic: the player's hearing will be reduced and distorted while firing (or if bots are firing close to him, or by nearby explosions) and will become tunnel versioned. This effect can be reduced or prevented with hearing protection, some helmets, subsonic ammo and suppressors. The effect is increased or modified by calibre, barrel length/velocity, muzzle device (via its Loudness stat), if it's a bullpup and ammo. The gain of headsets will cut off while firing. There's an option to change the sound profiles of headsets to make their audio less distorted and to rank their noise reduction according to their real life dB reduction. Reduced the volume of gunshots in general slightly. This feature can be disabled via the in-game config. Thanks to Kobra for helping with this. The intensity of this mechanic is still in the tweaking phase.
- Gear Reload Speed: tactical rigs, armored and unarmored, can now have reload speed modifiers. Check their stats.
- Quick Reload Speed: significantly increased the speed of quick reloads (double tap R) compared to default EFT. It's now a useful option.
- Repairs: repair kits (for weapons, not armor) and Mechanic (both weapons and armor due to game limitations) can now repair with no durability loss. Mechanic is now much more expensive. It's now possible to run weapons indefinitely if you have the money or repair kits.
- Hipfire: hipfire now works like ADS recoil, it increases per-shot and reduced mouse sensitivity. This makes controlling hipfire more challenging.
- Malfunctions: added various new mechanics related to malfunctions and changed how durability affects malfunction chance. Malfunctions can happen at any durability, but above a certain configurable threshold the malfunction chance is halved (overheat and ammo ignores this). Some subsonic ammo (5.45 and 7.62x39 US) cannot be cycled reliability without the right attachments (PBS suppressors). Some short-barrelled rifles will be unreliable without the right modifications (direct impingement weapons like the M4, and short AKs). This can be mitigated for M4s with right gasblock at the expense of increased wear and recoil. For AKs, this can be done with muzzle boosters. Suppressors and some muzzle devices reduce the malfunction chance, and other attachments can now also affect malfunction chance. Weapons using the DI system have increased wear from suppressors. The "hotness" of ammo now improves reliability, offsetting their misfire chance to some extent. Check the descriptions and stats of weapons and attachments for explanations of these mechanics. This can be disabled via the in-game config. These features require the config app to have "Malfunction Changes" enabled.
- SamSwat Weapon Compatibility: added compatibility for SamSwat's FAMAS, L85, M1014, and Vepr 12. You just need to install his mods and make sure they are loaded before this mod (add an 'a' to the start of their folders).
- Mechanic Gunsmith Quests: all requirements except for specific parts or types of parts needed (suppressors, lasers etc.) have been removed.
- Player Tweaks: reduced arm overdamage.
- Bots: doubled the odds of Raiders spawning on Reserve via triggers (switches), but still not guaranteed till higher player level. Raiders can now be converted to PMCs on labs. Tweaked PMC type/behaviour template odds. Corrected Rehalla spawn from old gas to new gas, and other bots vice versa. Tweaked Birdeye weapons based on map type, reduced faceshield chance for Goons while on outdoor maps. Various tweaks to bot loadouts.
- Attachments: tweaked 'Loudness' stat of muzzle devices in light of new Deafen mechanic. Added accuracy stats for handguards and some receivers. Free-floated handguards will be much more accurate than those that aren't. A new attachment property, Malfunction Chance, has been added (only works if all malfunction changes are enabled). Added malfunction chance, durability burn and recoil stats to barrels and gas blocks. Buffer tubes have been rebalanced in light of new malfunction mechanics. Shotguns with pistol-grip/stock adapters now have a small bonus to chamber/rack speed, increased bonus from having a foregrip on the pump.
- Weapon Mechanic Tweak: increased the effect of weight and balance on sway, aim inertia, reload speed, ergo and recoil. The difference in weight/balance should be more noticeable now. Rearward balance now has a negative effect on pistol chamber speed, reload speed and fix speed.
- Hold Breath Disabled:** by default hold breath is disabled as it makes weapon sway redundant. It can be re-enabled with the in-game config.
Weapon Stat Tweaks: various tweaks and rebalancing of weapons. Made DMR's less accurate compared to bolt-action rifles. Tweaked various weapon's accuracy stat. Changed how accuracy stat is handled in the game so that the difference in MOA is more noticeable between weapons. Added base reload and chamber speed stats for weapons that can be tweaked. Buffed AK and 416 balance (resulting in better ergo). - Weapon Recoil: generally increased recoil overall: less convergence on semi-auto making it less spammable, increased dispersion (spread) and rearward recoil on all weapons, adjustments to how recoil is handled and calculated. It is recommended to fully reset all in-game config options related to recoil.
- Fleamarket: in light of the fixes to the flea market, the amount of available offers have been reduced. Added missing filters/exceptions for certain types of items.
- Armor: corrected the armor stats and classifications of several armor's to match their real life counterparts. Thanks to those who provided info. Armor repairability has been nerfed hard, it's now much more expensive to repair armor and often isn't worth it. This encourages more scavenging and looting.
- Ammo: corrected 5.45 PS and PP stat ranking. Increased the ballistic coefficient of all ammo (this means less damage/pen/etc. reduction over distance). Various small tweaks to ammo stats.
- Mastery: reduced the XP gain needed for weapon mastery overall, tweaked it per category.
5.1K Downloads
SPT Realism Mod v0.6.5 for SPT AKI 3.4.x
NOT compatible with 3.5.0 or earlier versions of SPT.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/nhqmrrvzjv9xbib/Realism-Mod-v0.6.5-SPT-v3.4.1.rar?dl=0
Mostly a small update with QOL changes, fixes and tweaks.
Fixes:
- Fixed 'Realistic Player' Health config option still setting player health if it's turned off. There's now a separate config option to reset player health from realism's setting to default.
- Fixed pistols being too affected by balance.
- Fixed accuracy/MOA stat calculations that made some builds have very low or negative accuracy. Corrected accuracy stat for MP-18 and T-5000.
- Fixed MP-18 balance.
- Fixed Realism profile preset not having the correct HP resource for the starting makeshift medkits.
- Fixed all headwear having the faceshield note.
Changes**:**
- Endurance Leveling: incorporated my Always Level Endurance mod (if you are using that, you can uninstall it now). No matter how overweight you are, you can still level endurance. This should fix the issue of not being able to level endurance with the movement/weight changes enabled. Weight limits have been tweaked to take this into account.
- UniformAim Compatibility: added compatibility for the Uniform Aim mod.
- Armor Classes: Armor classes will display their IRL armor classification instead of a number. This can be disabled in the in-game config.
- Config: added config option for multiplying bot HP (except head). Added config options from my standalone Recoil & Attachment Overhaul, let's you tweak recoil and share presets, check the mod's overview page for details. Added option for disabling player weight limits changes.
- Tiered Spawns: Made boss and raider/rogue spawn chances tiered. Bosses etc. start off with a very low chance to spawn that gradually increases as you level your PMC.
- Bots: lowered odds of higher tiers between player level 1-15 to make early game last longer. Various tweaks and corrections to loadouts.
- Weapon Tweaks: Increased forward balance of AKs, made SMGs more accurate, reduced the negative ADS penalties of all scopes that have them, tweaked ASH-12 to have better ergo, increased AK recoil angle, small nerf to MP9 recoil, nerfed SA58 and and SCAR-H recoil, tweaks to G36 and MK-18, increased rearward recoil on many "high calibre" rifles and SMGs, increased dispersion on pistols.
- Stat Calc Tweaks: increased the impact of weight and balance on recoil, especially for pistols.
- Recoil Tweaks: recoil has been tweaked so that rearward recoil increases per shot, improving recoil feel. Camera recoil no longer decreases per shot by default, but this can be re-enabled. Added many more in-game config options for tweaking recoil.
- Attachment Tweaks: various small stat tweaks to muzzle devices, reduced accuracy stat bonus for grips and stocks.
- Traders: modified the cost of certain types of items. Meds, food and ammo is more expensive while helmets are less expensive.
- Armor: rebalanced/corrected some armor based on their real classifications.
- Patch 13 weapon stats: Added stats for RSH-12, AUG and SR-2M ported from patch 13 by Mighty_Condor.
- Ammo: small tweaks to accuracy stats.
- Health: halved damage taken from dehydration and exhaustion state, upped light bleed chance slightly and decreased its damage.
- Fleamarket: fixed some bad category logic, added grenade launchers and flares to restrictions. Increased minimum flea offers for the hardcore config option, there's currently an SPT bug that doesn't let you buy offers if only one offer is remaining.
- Legacy Recoil Changes: small tweaks to legacy recoil changes.
3.0K Downloads
SPT Realism Mod v0.6.4 for SPT AKI 3.4.1 - HOTFIX
Compatible with 3.4.0 but not earlier versions.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/3rxs3izhnafu2ud/Realism-Mod-v0.6.4-SPT-v3.4.1.rar?dl=0
Updated to 3.4.1 with critical fix for Airdrops
Fixes:
- 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 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 compared to how it was before would be appreciated.
282 Downloads
SPT Realism Mod v0.6.3 for SPT AKI 3.4.0 (not yet tested with 3.4.1)
NOT compatible with earlier versions of SPT.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/t5vzt5gm3pefb6l/Realism-Mod-v0.6.3-SPT-v3.4.0.rar?dl=0
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 (Whoops! 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 reduces 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. Reduced ROF gain/loss from ammo.
- 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. Also other minor balance tweaks.
- 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 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). The difference between tiers for bosses isn't nearly as drastic as that for PMCs, but hopefully still noticeable. 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.
- Quests: if the 'Remove FIR Requirement' config option is enabled, it will now also make it so quests don't require the item to be FIR.
- 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.
1.8K Downloads
SPT Realism Mod v0.6.2 for SPT AKI 3.3.0
NOT compatible with earlier version of SPT, will not be compatible with 3.4.0.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/z5w9m8ch01z4hhj/Realism-Mod-v0.6.2-SPT-v3.3.0.rar?dl=0
First ballistics overhaul for Realism Mod with a few new features, fixes and tweaks.
Fixes:
- Fixed weapons having really high rate of fire, and other issues, if the 'Realism' config option was disabled (now called 'Realistic Ballistics') while using the 'Recoil and Attachment Overhaul'. Note: the overhaul is balanced around the changes to ballistics, it is not recommended to use it without it.
- Fixed Rogues and USEC not spawning and crashing server due to a cursed weapon mod.
- Fixed OpenZones config option not taking effect.
- Fixed bugs related to blacked arms not changing ADS and reload speed properly.
- Fixed stock chases contributing to rear balance. They will either be neutral or contribute to forward balance (like EBR).
- Removed player weight factor from aim sway, drag and ADS speed due to too many BSG bugs related to this feature.
- Fixed barrels not displaying MOA correctly.
- Fixed Mastering having many duplicate weapons and not applying XP properly.
- Optimized player level checking, making start-up and end-of-raid loading faster and prevents it from causing server request timeouts.
- Fixed Knight's and Glorious-E mask having level 11 armor if 'Buff Helmets' is enabled, and giving masks and clothing items an armor level.
- Added a check for negative HP values at the end of a raid, that corrects the health to 15 HP if this occurs.
Changes**:**
- Configuration: the 'Realism' config option has been split so that player's health changes can be disabled if you want to use another mod to raise player health to make the game easier (note: default EFT health is lower than what Realism Mod raises it to, only disable if using another mod to raise health). Split bot difficulty config option from changes to PMC types.
- Muzzle Velocity Factor: The total muzzle velocity of a weapon will change the starting damage, penetration, fragmentation, and ballistic coefficient of rounds fired. So the same ammo from a short barrel will do less damage, penetration etc. than that out of a longer barrel. The amount of velocity gained/lost at different barrel lengths is different for each calibre based on real-world data or best possible match in the case of more obscure calibres. The damage and velocity stats for ammo has been rebalanced with these changes in mind. The 'Recoil, Ballistics and Attachment Overhaul' config option *must* be enabled for this to take effect and the 'Realistic Ballistics' option enabled for it to be balanced. Added the 'standard' barrel length for each calibre to the ammo's description. This is the barrel length that the ammo stats are set to. Can be disabled with the in-game config (press F12).
- Boss Spawn Tweaks: Added config option that increases boss spawn chances, makes them able to spawn in more parts of maps, and different maps. Raiders and Rogues can spawn on most maps in many different areas, with about the same chance as bosses. Raider trigger spawns (Labs exfils, D2 switch, etc.) are set to 100% chance. Rogues are much more likely to spawn on Lighthouse. Raiders are much more likely to spawn on Reserve. Cultists are slightly more common and can be found in more parts of the maps they usually spawn on.
- Airdrops: increased airdrop % chance on all maps, and increased the min and max amount of loot.
- Attachment and Weapon Balancing: redid the balance of a few weapons due to changes in some stock's contribution to balance. Nerfed pistol accuracy significantly. Buffed 7.62x39 AK recoil. Various stat tweaks to different stocks and other attachments.
- FIR Option: added config option that makes all items extracted from a raid count as FIR.
- Player: tweaked player speed, fall damage and weight limits slightly. Increased chest health by 5 to 120 to allow for a wider gap in Shots-To-Kill between different rounds.
- Ammo Firerate Stat: added in-game stat for ammo firerate modifier. Reduced the firerate gain from ammo to 25% of the recoil stat.
- Strength Skill: strength skill now reduces the effect of weight on aim sway and aim inertia.
- Weight, Balance, Ergo: tweaked the contribution of these factors to ADS speed, inertia, sway and arm stamina drain. The effect of weight has been lowered, while the effect of ergo and balance has been raised.
- Recoil: tweaked recoil gain per shot so that the first 10 shots have slightly more recoil, and that recoil gain continues for longer.
- Reload: tweaked reload speeds, added chamber speed stats to pistol slides. Now different slides will have different cocking/recocking/malfunction clearing speeds.
- Bots: tweaked PMC loot and weapon loadouts, improved weapons for PMC LO3 and made loot slightly better for LO4. Added loot pools to Rogues. Made it so Bear only speaks English at tiers 3-4. Tweaks to generation chances for armor, bags, ammo and weapons. Reduced chances for cracked AI types when 'PMC Types' changes is enabled.
- Fleamarket: improved sell chances and reduced prices slightly for the 'Hardcore Flea Config' option.
- Armor: added note in the description of faceshields that cannot allow ADS.
- Medical Items: reduced the skill and stamina debuff from most medical items, especially the endurance skill.
- Ammo: nerfed damage and fragmentation chance for most pistol calibres. The reasoning behind this is that IRL these rounds are anaemic, they aren't supposed to be on par with rifle rounds. They will feel weak vs. armor, and if you don't have good shot placement. Adjusted the recoil and accuracy stats of some rounds. Reduced the ballistic coefficient of buckshot, this means that they will do less damage over distance and have more drop.
1.6K Downloads
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SPT Realism Mod 0.6.1 w/ Recoil and Attachment Overhaul for SPT AKI 3.3.0 - HOTFIX
NOT compatible with SPT AKI 3.2.5 or earlier.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/x8l4209uaul6phe/SPT-Realism-Mod-3.3.0-Overhaul-v0.6.1.rar?dl=0
Some gunsmith quests weren't completable, so here's a fix.
Unfortunately If I make any changes to weapon or attachment balance, even just changing the weight, I can potentially mess up gunsmith quests, so I forgot to update requirements with the changes from last mod version. I'll take the L on that one, my bad. There is now a config option that cuts the quest requirements in half in case you get stuck or I make breaking changes in the future.
Fixes:
- Fixed Gunsmith Quests (for the final time this time, for real).
Changes:
- Bot Loadouts: Tier 3 PMC loadouts have been improved significantly in terms of gear (helmets, armor, backpacks) and weapon mods (especially Bear). Added some missing presets. Increased loot for all PMC tiers significantly.
- Config: Added config option for making Gunsmith quests easy to complete. Updated config to show mod and SPT version, and changed it from a console app to a windows app so that you don't have two windows opening when you start up the config.
- Player: Increased fall damage a tiny bit.
323 Downloads
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SPT Realism Mod w/ Recoil and Attachment Overhaul for SPT AKI 3.3.0
NOT compatible with SPT AKI 3.2.5 or earlier.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/t47keq45hxkx9ie/SPT-Realism-Mod-3.3.0-Overhaul-v0.6.0.rar?dl=0
This version has a lot of substantial changes and fixes, as well as being updated for a significant SPT patch. I more than likely forgot to put something in the patch notes due to how many changes I've made. There may be unforeseen bugs and issues. Please report any in the support thread, thank you!
Fixes:
- Fixed big causing weapons to not have the correct stats if an arm is blacked (thanks BSG for the weird code). This should resolve weapons having too high/low recoil and rate of fire if an arm is blacked.
- Fixed Benelli shotgun causing crashes.
- Fixed buffer tube weapons not getting recoil stats from their stocks.
- Fixed MP7A2 not having its stats adjusted.
- Made ergo, weight and balance stats and related calculations more consistent.
- Rounded the values for new weapon stats.
- Rounded off values used for new recoil mechanic, hopefully making recoil more consistent.
- Adjusted the impact having no/folded stock has.
- Fixed recoil increase per shot not being reset correctly.
- Fixed recoil config options not taking affect properly.
- Fixed flea market config options not taking affect properly.
Changes**:**
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I'll hit character limit, so I have to do the rest in images:
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Edit: forgot to mention that Faceshields that allow ADS will now have it stated in their description.
1.3K Downloads
SPT Realism Mod w/ Recoil and Attachment Overhaul for SPT AKI 3.2.5
NOT compatible with SPT AKI 3.2.4 or earlier.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/mb1wewvrscgampd/SPT-Realism-Mod-3.2.5-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.
237 Downloads
SPT 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, not compatible with 3.2.5.
Mirror in case you can't access Mediafire: https://www.dropbox.com/s/4zfp2ja238vllq0/SPT-Realism-Mod-3.2.4-Overhaul-v0.5.2.rar?dl=0
Second 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 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. Adjusted and corrected mounted weapon recoil stats.
- 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 (press 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 has been 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 and 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. Using code from Munitions Expert, credit to Faupi and CWX.
- Penalties: tweaked the penalty from having a folded stock or no stock.
Future Plans:
The following features and changes for the Overhaul are to be implemented next:
- Making chokes and ammo change buckshot spread (in base EFT, they don't).
- Stats and mechanics for barrels, receivers, slides, and gasblocks.
- Finishing accuracy, cooling/heating, durability burn stats.
- Adding malfunction chance stat to weapon mods.
- Adding text or stats to indicate that a weapon mod has bonuses/detriments, and other conditional stat changes.
- Ammo recoil stat changing camera recoil as well as V and H recoil.
437 Downloads
SPT 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 you can't access Mediafire: https://www.dropbox.com/s/2hou9u5g8e4xua9/SPT-Realism-Mod-3.2.4-Overhaul-TEST-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 most likely not be compatible, there's a slim chance it might work if it is loaded BEFORE this mod in the load order.
- Fixed 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. Thanks to Chabo for going through and finding the quests that had problems.
- 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 into account for weapon "aim drag" and inertia. Lowered the base amount of aim drag/inertia so that lighter weapons are more reactive than base EFT.
- Fixed auto fire rate not being displayed.
- Fixed Reactor brake stacking 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, and to make aiming more challenging.
- Ergo and Weight: upped the impact of balance on ergonomics. Overall, heavy weight is less punishing in terms of arm stamina drain.
- 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: reduced 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.
305 Downloads
SPT Realism Mod w/ Recoil and Attachment Overhaul 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/3dhfffqxwxk9xic/SPT-Realism-Mod-3.2.4-Overhaul-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. At the same time, the best mod-in-slot will depend on the weapon and build you are going for, so far more weapon mods have a place. New attachment stats helps facilitate this.
At the core of it is making weapon mods reduce the CURRENT recoil of a weapon, instead of the BASE recoil which is how EFT does it. This means stacking weapon attachments is way more balanced, as you effectively get diminishing returns. This makes weapons with fewer slots less disadvantaged.
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. Suppressors increase ROF for all weapons.
- 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 the weapon (lower vertical recoil, higher horizontal, etc.), depending on 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!!!
- See the Overview page, "Recoil and Attachment Overhaul" tab for details about all issues with this overhaul.
Please let me know if you see anything that seems off and report bugs!
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.
540 Downloads
SPT Realism Mod for SPT AKI 3.2.4. (NOT COMPATIBLE WITH 3.2.3 AND VICE VERSA).
Mirror in case Mediafire is blocked in your country: https://www.dropbox.com/s/yyodei2hj19v61n/SPT-Realism-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 as it was excessive. Upped the damage of some slugs, lowered it for others, and increased their bleed chances. 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. Raised Tagilla mask armor lvl to lvl 4. Fixed some mistakes.
Fixes:
- Fixed all makeshift medkits appearing at Med module 1, now you get a higher tier per module level.
982 Downloads
SPT 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/03adza8qf0rmwui/SPT-Realism-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. They will use mostly raider AI, but as higher tiers they'll start to use different Rogue bosses AI depending on the map. For example, USEC will use Birdeye AI on maps like Woods, and Bear will use Knight AI on CQB maps like Factory.
- 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.
Fixes:
- Corrected stash size for Realism Mod starter profile, it was using level 3 stash instead of level 1. Apologies to anyone who started a profile with this preset, if you DM me I can try to help you fix it.
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 difficult 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.
609 Downloads
SPT Realism Mod for SPT AKI 3.2.2. NOT compatible with SPT AKI 3.2.1, and WON'T be compatible with 3.2.3
Mirror in case Mediafire is blocked in your country: https://www.dropbox.com/s/pa6p89q455rupbn/SPT-Realism-Mod-3.2.2.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, 3.2.2.
Changes:
- Minor Tweaks to Player movement: more rebalancing of player movement, increased crouch stamina consumption, especially when overweight.
Future Plans:
I'm still working hard on the Attachment Overhaul. It has grown in scope and features, and I've hit a number of issues like optimization that I've only now been able to overcome. I'm still working on the core functionality, but that's wrapping up now. After that, it'll be the lengthy task of actually doing the stats for weapons and attachments. I decided I'll release the overhaul as part of SPTRM in a future update, and I'll upload it in an unfinished state and improve on it over time rather than making people wait much longer. After that I'll be working on balancing bots, stims, food, traders, etc.
540 Downloads
HOTFIX:
There was a bug causing infinite loading and server crashes when purchasing items from traders. This was caused by having med_changes set to false with the 'Realism Mod' starter profile. Thanks to everyone who reported the issue.
If your current profile is corrupted by this bug, and the hotfix didn't work, you can use profile editor to remove this mod's custom medical items (the makeshift medkits), and that should fix the issue.
Fixes:
- Fixed infinite loading and sever crashes caused by custom medkits: now when med_changes is set to false, all custom medical items will be replaced with AI-2 medkits. This will happen to new and existing profiles with any profile version (EoD, etc.).
- Fixed potential bug causing server crashes in-Raid with med_changes set to false.
Changes:
- Durability Burn and Malfunction Nerf: lowered durability burn and malfunction chance for all ammo globally, massively reduced it for 9x18mm. Weapon repair kits cause no permanent durability loss, and repairing with traders has a much lower penalty. Increased the negative effects of overheating.
- Movement tweaks: increased the speed of standing from crouch and crouching, depending on player weight. It's faster to crouch than it is to stand up. Tweaked jump and weight sprint acceleration penalties.
578 Downloads
SPT Realism Mod for SPT AKI 3.2.1.NOT compatible with SPT AKI 3.2.0, and SPTRM 0.4.8 is NOT compatible with SPT AKI 3.2.1
Make sure to fully uninstall STPRM before moving to the latest version (delete the mod folder from user/mods).
Updated to latest version. SPT AKI 3.21 has not been pushed for full release yet, but I've had a number of people already using 3.2.1 asking for an update. 3.2.1 changed some server backend stuff which caused fatal error for SPTRM, I took the time to add some new QoL features, tweaks/changes and fix bugs.
Changes:
- Bot Tier Weighting System: there is now a % chance of getting higher tier bots than your current tier, which increases every 5 levels. You will NOT get bots from a tier lower than your current tiers. Tier levels have been adjusted to reflect this. The % chance gets re-rolled every time you start the server and at the end of a raid. Note, all the bots for that raid will be of the same tier.
- Custom Realism Starter Profile: There is now a Realism Mod starter profile. It's based on Standard account, but with less starting money and worse starting gear. USEC has slightly higher quality starting gear but less of it than Bear, with more Euro and Dollar than Rouble, while Bear has slightly lower quality but more starting gear than USEC with mostly Rouble. Both start with 3 Makeshift Medkits that you can use to heal when out-of-raid.
- Adjusted PMC and Scav loot: Tier 1 Scavs will have less armor, and Tier 2 + 3 PMCs are more likely to have helmets.
- Headgear Compatibility: Made certain masks and headwear incompatible that were clipping anyway, prevents bots from wearing overlapping clipping headgear.
- Added optional difficulty modifier: PMCs are set to "Hard" and "Impossible" difficulty for Tier 1+2 and Tier 3 respectively. Bosses are set to "Impossible" and their followers to "Hard". Changed PMC AI type in the hopes they behave more consistently. Disabled by default. Do not use this with FAIL or any AI behaviour mods. If you use FAIL, keep using FAIL and leave this disabled.
- PMC conversion chance: Tweaked Bot-to-PMC conversion chances so that Rogues do not get turned into PMCs, and fewer Raiders are converted.
- Discard Limits Removed: Discard limits are removed for all items if "remove_inraid_restrictions" is set to true in config.
- Added some additional config options, primarily for bot testing.
Fixes:
- Potential fix for bots bleeding out: added a bot-only medkit in the hopes they will use it to heal, however it seems to largely be an AI-behaviour problem. Also gave bosses max Vitality skill so they will stop bleeding after X amount of time.
- Fixed potential error that may have crashed the game if "Tagged and Cursed" was enabled.
- Made it so ammo and magazine malfunctions, heat/cooling and durability burn stats are only changed if malfunction changes are enabled. I'm surprised no one complained about guns breaking or overheating instantly
- Updated readme credits.
- Various fixes to bad code logic.
- Minor tweaks to player stats: lowered fracture and light-bleed chance, tweaked movement stats a small bit.
Future Plans:
I'll be back working on the Attachment Overhaul. *Hopefully* there won't be any new SPT AKI/EFT versions any time soon, and they don't brick the mod again. Unfortunately I have only so much spare time and can only either fix bugs or add new substantial content.
463 Downloads
CRITICAL HOTFIX!
Fixed server crashes happening with tier 2 bots, causing no bots to spawn.
For some reason, the PP-9 Klin was causing Bears to crash the server. This seems specific to SPT 3.2.0, no way I could have foreseen. Apologies for the inconvenience!
313 Downloads
SPT Realism Mod for AKI 3.2.x
Updated to latest version. Please report any issues or bugs, as the backend has changed substantially.
Changes:
- Config file has now been changed to JSON to allow more functionality. It is now located in its own folded (Config). It's a bit harder to read because making comments in JSON is jank, it is what it is
- New Config Options: you can now revert the med changes done to all the meds in your stash and inventory, the HP resource of all your medical items will be back to full (please read config for details). You can now put bots in "test" mode, allowing you to set their tier permanently and make them idle by removing their weapons (for testing purposes only).
- Realistic PMC names: thanks to user Computica for compiling a huge list of real names for BEAR and USEC, it was their suggestion/idea. Bear names have the option of using Cyrillic or Latin alphabet. Can be changed and enabled/disabled in config.
- New Healing Items for Out-Of-Raid-Healing: they are crafted in the hideout, there is one for each tier. Each one heals more HP and have their own crafting recipes. You can take them in raid, but they will not heal you. They only work with the "heal all" option (right click med in stash). They are using placeholder models for now. Their HP and crafts are subject to change from feedback and more testing. Credit to modder Skybellrock for the cloning method.
- Tiered/Progressive Flea Market: tiered fleamarket unlock is back. As your PMC levels up, you will unlock more categories of items on the fleamarket (medical items, keys, pistols, shotguns, ammo etc.). There are 7 tiers total, the last "fully unlocks" the fleamarket and all categories are available. For now BSG's blacklist is enabled. There is an optional hardcore config for the fleamarket itself, where listings will be few and expensive. Tiers are subject to change with feedback. I will expand on this feature more in the future.
- Bot Loot: there have been major changes to the SPT backend when it comes to bot loot generation. I've had to scale back some of my changes and adapt. Hopefully there won't be a major difference from your perspective. Let me know if you think there's too little/too much loot on PMCs or scavs at different tiers.
- Made light bleeds slower and less damaging, but more common.
- Minor tweaks to various stats.
- If you set med changes to false, or uninstall this mod, MAKE SURE TO DELETE ALL CUSTOM MEDICAL ITEMS AND WAIT FOR ANY CRAFTS OF THEIRS IN PROGRESS TO FINISH FIRST. Otherwise your profile may become corrupted.
Fixes:
- Various minor fixes.
Future Plans:
I took a break from working on the Attachments Overhaul to try and get this update out, and to that I will now return. I'm making steady progress on it, but it's a grind, no ETA on when it'll be done. I will update the mod for any future SPT/EFT versions, but otherwise feature development is fully focused on Attatchments and Weapon handling.
1.4K Downloads
SPT Realism Mod for AKI 3.1.1
I forgot to add the new armors
219 Downloads
SPT Realism Mod for AKI 3.1.0
Just an update to v 3.1.0. Let me know if there are any issues
Added new weapons and magazines to stats, reduced vertical recoil globally a bit. Maybe some small changes/fixes I forgot ¯\_(ツ)_/¯
510 Downloads
SPT Realism Mod TEST VERSION for AKI 3.0.0
Changes:
Medical Items: Tourniquets and surgery kits can now heal both heavy bleeds and light bleeds. If you have a heavy bleed on a blacked limb, it will take 2 uses and heal both the bleed and the limb. Please let me know if there are issues healing bleeds with tourniquets and I will undo this change.
Health: Increased wound probability for bleeds and fractures. Thanks to 101p and their HPWithDebuff mod for figuring out how the formulas work for this. I will tweak this over time. Wound probability is now increased when getting shot or falling.
Armor: Upped blunt damage for all body armour, with some small buffs and nerfs to individual armours.
Fixes**:**
Bot Loot Generation: Fixed weapon generation issues. Now bots are required to have certain attachments, for example if they spawn with Aimpoint mount base, they have to have an Aimpoint scope, no more missing attachments. Also fixed incorrect quantities of medical items spawning and made some tweaks.
Medical Items Fixed: Fixed medkits not healing bleeds and fractures if body part health was not 0. Fixed AI-2 applying painkiller effect and not being used up if player health was 100%. Potential fix for medical items freezing the player or bugging out in general. NOTE: Medkits use a minimum of 1 HP resource now, so add 1 to all stats related to HP cost of healing bleeds/fractures. This is just how EFT works. I lowered all HP costs by 1 to compensate.
Big shout out to everyone who reported bugs and issues, and to user M.C.mcmuffins for helping me figure out what was wrong with the medkits. This would be a lot harder without your feedback!
256 Downloads
SPT Realism Mod TEST VERSION for AKI 3.0.0: HOTFIX
Fixes**:**
Fixed bots not changing tier, starting at the wrong tier for the first raid, or being stuck at tier 1.
262 Downloads
SPT Realism Mod TEST VERSION for AKI 3.0.0
Changes:
Bot Loot Generation Changes Re-added : Changes to how bot loot is generated have been re-added. There have been changes done to the AKI backend, so there may be issues or bugs with bot generation. Please report any weapons or loot that seem to have been generated incorrectly (Scope mounts without any scopes, muzzle adapters with no muzzle devices, no medical items on PMCs).
Flea Tweaks Re-added : Hardcore option for fleamarket, unlocks at lvl 25 and there are very few offers. Offers are expensive and often low durability/uses/stack amount, and take a long time to refresh. This can be disabled in config. I am still trying to get tiered flea to work.
Fixes**:**
Various minor fixes and tweaks.
Future Plans:
Once I've done more testing and gotten more bug reports/feedback I will consider this a full release. Trader assorts will remain disabled until the next AKI version comes out, as there are issues with getting traders working on the current version.
Content-wise, my next goals are to tweak malfunctions further, start adjusting weapon and barrel accuracy based on IRL performance, add cooling/heating stats to barrels, muzzle devices and handguards, and to individually balance all the weapons in terms of recoil and ergo.
339 Downloads
Fixed tier 1 bots not having any weapons Please redownload, thanks!
31 Downloads
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 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 magazine combinations have much higher malfunction chances and even the chance to destroy your gun in the most extreme cases. 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 with high base malfunction chance will malfunction more frequently with bad ammo but still manage "good" ammo.
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.
Some guns will have a high base malfunction chance but very low durability burn, some the opposite, some both, some neither.
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 separate config options.
- I have moved forward with the experimental recoil changes from previous versions. The old recoil tweak can be enabled, and is now 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.
- Added and 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%.
2.3K Downloads
Important bug-fix!!!
Fixes: Fixed bug causing Immobilzing splints to freeze up the player, debuffs now apply. Whoops!
Changes: Updated mod license.
Future Plans:
SoonTM I will release a small update that will make changes to malfunctions, rebalance bot loadouts, meds and ammo a bit (nothing major).
773 Downloads
New Version 0.3.0
Changes:
- **Medical Item Overhaul :**All meds except stims have been completely reworked. Medkits no longer restore HP, and can only heal fractures and bleeds. Tourniquets and splints have serious negative debuffs, while medkits do not. Painkillers and morphine have a delay before applying the painkiller effect, and also have many debuffs. Surgery kits will remove a huge amount of max HP, have the worst debuffs, and will slowly restore HP over time.
The negative effects stack, so if you apply many splints, tourniquets, take morphine and do surgery your PMC will have very little stamina, and lose energy and hydration quickly. If you apply too many, you will not be able to sprint or jump. The negative effects of surgery kits, splints and tourniquets last 20 minutes, or most of a raid. As a consequence of medkits no longer restoring HP, you cannot heal out of raid except via Therapist or passive regen from Hideout.
Getting shot should suck, you won't be able to just patch yourself up like it was nothing. You should be doing everything you can to avoid getting shot, getting shot should have long-term consequences. The changes I can make to meds server-side is limited, this is my best approximation of a semi-realistic and hardcore med system. I will tweak it further, and eventually change stims and food too. Please give me feedback!
Note: all meds had to be reclassified as "drugs" to get the debuffs working so you are able to use them all even if you are not bleeding/have a fracture/etc. Quick-slotting should still prioritize bleeds/fractures, but be warned that you can use all meds even if you've taken no damage. This also means you can use surgery kits on non-blacked limbs as a way of healing without losing max limb health, but you will still get the debuffs. I will go into depth in the mod description later. Can be turned off, but all your stash meds uses will still be modified. I recommend backing up your profile.
- Increased max energy to 130 if med changes are enabled.
- Thanks to Fin for his code and method of applying weapon mod restrictions to bots. This means that mounts no longer require weapon mods, you can remove scopes etc. as you can in vanilla EFT.
- Removed item amount in-raid restrictions, so you can loot as much cash and as many BTCs, LEDXs etc. as you like. This can be turned off.
- Added non-tiered Flea restrictions (amount of offers, cost, blacklist, etc.) and set unlock level to 30. Can be turned off.
- Tweaked weight limits, increased sprint speed slightly.
- Increased fall damage.
- Massively reduced bleed chance of ammo, especially heavy bleeds. Ammo bleed chance doesn't work in a straightforward manner so will have to tweak these in the future again with more testing. Either way, you should bleed a lot less which is important with the new med changes.
- Removed eye protection from Ronin.
- Added more respirators to Scavs, Scav and PMC backpacks for the sake of quests that require them FiR.
- Added damage values to ammo charts. These won't stay up to date but serve as a general guide. If some values seem insanely high, remember that HP is higher, and that I used the calculated energy, bullet diameter, bullet construction and characteristics to determine these values.
- Lowered chance of USEC slicks at LO2, removed Salewa and IFAK from PMC LO1 and made various minor adjustments.
- Added meds to Scav and PMC Secured Containers.
- Tweaks to Time To Kill and various ammo values.
- Adjusted stats for grenade shrapnel to be proportional to armour and ammo changes.
- Added more blunt damage to steel body armour.
- Decreased stamina regen and capacity to account for Endurance skill levelling.
- Decreased leg over damage significantly (will take 1-2 extra shots to kill depending on the ammo).
- Big nerf to 9x19 Luger CCI penetration, buff to PSO and GT.
Fixes:
- Fixed issue where bot health was not being set if bot changes were disabled.
- Fixed wrong ID for KS23 buckshot rounds, they were using Magnum buck stats. Should be a lot more lethal now.
- Fixed wrong ID for 7n40, it was using vanilla EFT stats.
- Fixed console errors when creating new profile.
- Fixed incorrect health values being set when creating new profiles and other specific circumstances.
Known Issues:
- If you start the game with the med changes enabled, and disable it after, all your med's remaining uses will still be modified. I highly recommend backing up your profile, trying the changes then deciding to keep them or not.
Future Plans:
I had to postpone changes to weapon and attachment stats as it's going to need significant client side changes. I've no idea how long it will take me to get this done. If you're willing to help me and have experience with client modding, please contact me!
Near future plans are to modify stims and food, redo Trader assorts, get tiered flea working (hopefully), and start working on other bot loadouts.
1.7K Downloads
Updated for AKI 2.3.1!
Known issues:
- You can no longer see trader offers for categories of items you have not unlocked if you are using tiered flea. I will hopefully be able to fix this issue soon. For now, tiered flea is disabled by default but can be reenabled in the config.
- There may be unforeseen issues with flea or bots due to new AKI version.
Changes:
- Made pretty much every part of the mod able to be switched on and off: weight, speed, inertia, bot, recoil, flea, trader, ammo and armor changes.
- New experimental recoil profile that I've been messing with, disabled by default (it's not balanced at all). Let me know what you think if you try it.
- Significant change to armour/ammo balance: I've massively buffed blacked limb/part damage for legs and stomach, upped blunt damage for lvl 6 and below body armour, increased damage for some pistol rounds, increased fragmentation chance for most pistol rounds. TTK is now lower overall, rifle rounds will 2-4 tap legs and stomach. This is based on feedback and discussions about realistic TTK.
- Changed heavy and light bleed chance for all ammo. Every round that hits you will make you light bleed for the most part, heavy bleeds are slightly less likely depending on the round.
- Limited the amount of loot non-Boss NPCs can have in pockets. PMCs should have less lighters and cigs in their pockets.
- Upped weight limits.
- Upped fall damage.
Fixes:
- Bug that messed up fleamarket when reaching final tier
- some more mod generation errors
I will still release my mod in smaller parts, but it's been more troublesome getting them fully configurable than I thought. I'm toying with the idea of using the experimental recoil config and balancing the guns and attachments around that, but will need more testing and feedback to see if it's worthwhile. In the near future I also hope to overhaul how the meds work.
756 Downloads
CRITICAL UPDATE!!!!!!!!!!!!
Fixes:
- Bug that was causing scavs and PMCs to revert to tier 1 loadouts after player lvl 24 due to wrong value
Changes:
- Tweaked lower weight limits for walking so you shouldn't start getting negatively affected as early on
Apologies for the bugs, they should be getting ironed out with each release. I will be publishing parts of my mod as standalone and modder's resources soonTM. Once I get more bugs fixed I will start working on the overhaul of attachments and weapons.
340 Downloads
Additions:
- Tiered Fleamarket: fleamarket categories will now unlock progressively. Every 5th level a new category or categories of items will be available (up till lvl 35). Check console to be notified of which tier you have unlocked (when exiting a raid or starting the game). What can be sold or bought on the fleamarket is highly restricted, with only 1-2 offers available at a time of varying quality and quantity. This is the first iteration, it will be balanced with feedback and more playtime. This is to encourage looting and PvE. Eventually trader stock will be far more limited too. (Yes, I will make this a separate mod at some point). Huge thanks to Kiki for getting this working for me!
- Added some basic config options, located in the config folder. It's a .js file but you can edit it with notepad. This is just a quick and dirty test, I will add more to it later on. For now, you can disable/enable: weight changes, speed changes, inertia changes, set all items to examined, tiered bot loadouts, changes to bot config, recoil changes and flea market changes (tiers, sale and item restrictions). I recommend at least trying the mod as-is first as it was intended. If you want to use other mods that change AI loadouts and configs, you might have to disable both tiered bots and bot config changes.
- Added two ammo tables/charts in the "info" folder. One is all ammo vs. 100 durability ceramic. One is pistol and shotgun ammo vs. lvl 1-5 aramid. This is a very rough guide and isn't indicative of overall TTK or other armour materials. For steel, if a round doesn't have a 5-6 rating to penetrate it will pretty much never penetrate. I will not be updating these charts as I tweak ammo and armour as it's very time consuming. If you have real life ammo/ballistics knowledge/experience I recommend relying on that instead!
Fixes:
- Bug that was causing bots not to spawn due to boss generation, especially Interchange.
- Bug that was causing Jaeger to not have any items for sale.
- Various bot weapon generation errors.
- Incorrect clothing IDs for PMCs.
- Added Raiders and Rogues to bot health changes (I forgot), all bots should now have the same health as player.
Changes:
- Various changes to bot loadouts. LO1 now has better weapons, LO2 now has slightly lower chance of good weapons and mods.
- The max spawn of bots is now tiered, there will be less bots over time.
- Buckshot has had its penetration and damage buffed.
- Sprint speed and weight limits lowered.
- 7.62x39 armour damage and penetration buff and flesh damage nerf (slight).
- 5.45 and 5.56 armour damage nerf and penetration tweaks.
- 7.62x51 armour damage buff.
- 12.7x55 tweaked.
- Bots should now have better armour and weapon durability across all tiers, but quality degrades with each tier more.
- Buffed body armour durability for most armours.
338 Downloads
ANOTHER CRITICAL UPDATE!!
- Fixed bug that prevented bots from spawning when bosses did. Temporary fix, Scav and PMC pocket loot might be a bit weird now.
- Buffed PMC tier 1 loadouts by removing some crappy weapons and upping primary weapon and armor spawn chance
- Reduced sprint speed by 5%
- Made setting bot loadouts more efficient
- Buffed recoil autocompensation by 5%
- Removed some attachment requirements that were causing issues
- Tweaked some ammo
- Fixed more weapon generation errors
- Removed unused files to reduce file size
Like the the description says, this mod may contain bugs and is in an early stage of development. I appreciate the positive feedback, error logs, patience and understanding
271 Downloads
CRITICAL UPDATE!!!!
Incorrect ID within tier 3 loadouts was causing a critical error leading to bots not spawning, please update ASAP, just drag and drop over existing files and say yes to replace!!
Many apologies to anyone that got affected by this!!!
202 Downloads
- Existing profiles should now have their max and current health corrected properly
- New profiles armour should now have correct durability (apologies if you already created a new profile!)
- Tweaked trader assorts a bit
- Increased recoil a bit to compensate for increase auto-compensation
59 Downloads
- Forgot to finish buy limits for Peacekeeper, should all be limited now
- Tweaked some buy limits for other traders
- Nerfed 9x18 damage, buffed 4.6mm and 5.7mm damage
- Lowered head health by 5 down to 20
146 Downloads
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