<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>The Forge - SPT Mods</title><link>https://forge.sp-tarkov.com/mods</link><atom:link href="https://forge.sp-tarkov.com/mods/rss" rel="self" type="application/rss+xml"/><description>Latest SPT mods on the Forge - for SPT versions: 4.0.13, 4.0.12, 4.0.11, 4.0.10, 4.0.9, 4.0.8, 4.0.7, 4.0.6, 4.0.5, 4.0.4, 4.0.3, 4.0.2, 4.0.1, 4.0.0</description><language>en-US</language><lastBuildDate>Wed, 29 Jul 2026 03:42:05 +0000</lastBuildDate><item><title>FieldKit -  Testing Utility, Item Spawning, Visuals &amp; In-Raid Tools</title><link>https://forge.sp-tarkov.com/mod/2856/fieldkit-testing-utility-item-spawning-visuals-in-raid-tools</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2856/fieldkit-testing-utility-item-spawning-visuals-in-raid-tools</guid><description><![CDATA[<h2>FieldKit</h2>
<hr />
<p>FieldKit is an in-raid toolkit for SPT players who want to fool around, test ideas, or develop mods without wasting time on repetitive setup.</p>
<p>Mod development can be frustrating when you wait five minutes to load into a raid, spend another ten minutes crossing the map, and then discover that something needs to be changed and tested again. FieldKit is designed to remove as much of that friction as possible by giving you quick access to the tools you need directly inside a raid.</p>
<h3>Usage</h3>
<hr />
<ul>
<li>Press <code>Insert</code> while in game to open or close the FieldKit gui menu.</li>
<li>Press <code>F12</code> to open the BepInEx configuration menu, where FieldKit settings
and hotkeys can also be changed.</li>
</ul>
<h3>Features</h3>
<hr />
<ul>
<li>Spawn items through a searchable loot catalog</li>
<li>Unlock and interact with doors</li>
<li>Pacify AI</li>
<li>Access and loot living AI inventories</li>
<li>Use noclip and other movement controls</li>
<li>Teleport yourself, entities, and loot</li>
<li>Modify health, stamina, hydration, energy, and other character values</li>
<li>Control recoil, sway, ergonomics, fire rate, ammunition, and other weapon behavior</li>
<li>Enable infinite ammo and adjust weapon restrictions</li>
<li>Inspect players, AI, loot, and other raid entities</li>
<li>Use ESP, labels, chams, tracers, and visualization tools</li>
<li>Locate extracts, doors, containers, loot, and entities</li>
<li>Access weapon and entity diagnostics</li>
<li>Quickly reach locations and reproduce testing scenarios</li>
<li>Use additional quality-of-life and debugging utilities</li>
</ul>
<h3>Menu</h3>
<hr />
<h2><img loading="lazy" decoding="async" src="https://i.ibb.co/wFyj6nSJ/Escape-From-Tarkov-sy0-BQWQ3oa.png" alt="FieldKit GUI" /></h2>
<h2><img loading="lazy" decoding="async" src="https://i.ibb.co/84R8yTqL/Escape-From-Tarkov-i-Ow-Za-QG7-Gm.png" alt="FieldKit GU2" /></h2>
<p>Whether you are developing a mod, investigating game behavior, setting up test scenarios, or simply experimenting, FieldKit aims to make in-raid testing faster, easier, and far less tedious.</p>
<h2>Full Feature List</h2>
<hr />
<h3>Character — Player</h3>
<ul>
<li>
<p>Player protection</p>
<ul>
<li>God mode</li>
<li>No fall damage</li>
<li>Fully restore all body parts</li>
<li>Remove negative effects</li>
<li>Health regeneration</li>
<li>Adjustable visual hit-punch intensity</li>
</ul>
</li>
<li>
<p>Stamina and survival</p>
<ul>
<li>Infinite stamina</li>
<li>Infinite energy</li>
<li>Infinite hydration</li>
<li>Adjustable energy drain</li>
<li>Adjustable hydration drain</li>
<li>No weight penalties</li>
</ul>
</li>
<li>
<p>Movement controls</p>
<ul>
<li>Walk-speed multiplier</li>
<li>Sprint-speed multiplier</li>
<li>Jump-height multiplier</li>
<li>Acceleration multiplier</li>
<li>Vault-speed multiplier</li>
<li>Stance-transition speed multiplier</li>
<li>No movement inertia</li>
<li>Silent movement</li>
<li>High-speed floor safety</li>
</ul>
</li>
<li>
<p>Collision-free movement</p>
<ul>
<li>Ground-based noclip</li>
<li>Collision-free flying</li>
<li>Adjustable flying speed</li>
<li>Keep the world rendered while noclipping</li>
<li>Move to the next floor above</li>
<li>Move to the next floor below</li>
<li>Configurable floor-navigation hotkeys</li>
</ul>
</li>
<li>
<p>Searching</p>
<ul>
<li>Fast container searching</li>
<li>Concurrent container searches</li>
</ul>
</li>
</ul>
<h3>Character — Weapon</h3>
<ul>
<li>
<p>Ammunition</p>
<ul>
<li>Infinite magazine ammunition</li>
<li>Quick magazine packing and unpacking</li>
</ul>
</li>
<li>
<p>Weapon handling</p>
<ul>
<li>Adjustable recoil</li>
<li>Adjustable weapon sway</li>
<li>Ergonomics override</li>
<li>No weapon-weight penalties</li>
<li>Adjustable ADS speed</li>
<li>Adjustable reload and weapon-action speed</li>
</ul>
</li>
<li>
<p>Weapon reliability</p>
<ul>
<li>Disable malfunctions</li>
<li>Disable overheating</li>
<li>Disable durability loss</li>
</ul>
</li>
<li>
<p>Firing controls</p>
<ul>
<li>Fire-rate multiplier</li>
<li>Force full-auto fire</li>
<li>Adjustable accuracy and spread</li>
<li>Bullets pass through world objects</li>
<li>Bullets bypass armor</li>
<li>Explosions on bullet impact</li>
</ul>
</li>
<li>
<p>Diagnostics</p>
<ul>
<li>Live weapon information</li>
<li>Magazine and chamber status</li>
<li>Fire-mode information</li>
<li>Weapon-stat monitoring</li>
</ul>
</li>
</ul>
<h3>Entities — Visuals</h3>
<ul>
<li>
<p>Character ESP</p>
<ul>
<li>PMCs</li>
<li>Scavs</li>
<li>Bosses and special AI</li>
<li>Box ESP</li>
<li>Animated skeleton ESP</li>
<li>Aim-direction lines</li>
<li>Name, health, type, and distance labels</li>
<li>Adjustable maximum distance</li>
<li>Adjustable line thickness</li>
<li>Adjustable font and text outline</li>
</ul>
</li>
<li>
<p>Visibility checking</p>
<ul>
<li>Visible and occluded detection</li>
<li>Separate visible and occluded colors</li>
<li>Individual PMC colors</li>
<li>Individual Scav colors</li>
<li>Individual boss and special-AI colors</li>
</ul>
</li>
<li>
<p>Extraction ESP</p>
<ul>
<li>Display every extraction point</li>
<li>Separate color for usable extracts</li>
<li>Separate color for unavailable extracts</li>
</ul>
</li>
<li>
<p>Character chams</p>
<ul>
<li>PMC chams</li>
<li>Scav chams</li>
<li>Boss and special-AI chams</li>
<li>Per-limb visibility checking</li>
<li>Limb visibility synchronized with skeleton checks</li>
<li>Separate visible and occluded colors</li>
<li>Adjustable maximum distance</li>
<li>Adjustable opacity</li>
<li>Scope brightness compensation</li>
</ul>
</li>
<li>
<p>World visuals</p>
<ul>
<li>Corpse chams</li>
<li>Loose-loot chams</li>
<li>Custom corpse color</li>
<li>Custom loose-loot color</li>
<li>Adjustable loot-render distance</li>
<li>Grass culling</li>
</ul>
</li>
</ul>
<h3>Entities — Live Lists</h3>
<ul>
<li>
<p>Live AI list</p>
<ul>
<li>Search by name or type</li>
<li>View AI type and distance</li>
<li>Teleport yourself to an AI</li>
<li>Bring an AI to your position</li>
</ul>
</li>
<li>
<p>Live loose-loot list</p>
<ul>
<li>Search by name or template ID</li>
<li>View item distance</li>
<li>View item price</li>
<li>View item template ID</li>
<li>Teleport yourself to an item</li>
<li>Bring an item to your position</li>
</ul>
</li>
</ul>
<h3>Loot</h3>
<ul>
<li>
<p>Item browser</p>
<ul>
<li>Search the complete in-game item catalog</li>
<li>Browse items by category</li>
<li>Refresh localized item names</li>
<li>Refresh cached prices</li>
<li>Select individual items for Loot ESP</li>
</ul>
</li>
<li>
<p>Item spawning</p>
<ul>
<li>Select a quantity</li>
<li>Spawn items at your feet</li>
<li>Add items directly to your stash</li>
<li>Add items directly to your inventory</li>
<li>Send items through in-game mail</li>
</ul>
</li>
<li>
<p>Loose-item ESP</p>
<ul>
<li>Item boxes</li>
<li>Item names</li>
<li>Item distances</li>
<li>Item prices</li>
<li>Selected-item highlighting</li>
<li>Quest-item highlighting</li>
<li>Adjustable render distance</li>
<li>Adjustable label size</li>
</ul>
</li>
<li>
<p>Container ESP</p>
<ul>
<li>Display containers containing matching items</li>
<li>Display matching container contents</li>
<li>Adjustable scan and render distance</li>
<li>Adjustable label size</li>
<li>Custom container color</li>
</ul>
</li>
<li>
<p>Price filtering</p>
<ul>
<li>Minimum price</li>
<li>Maximum price</li>
<li>Selected-items-only mode</li>
<li>Custom price-match color</li>
</ul>
</li>
<li>
<p>Value visualization</p>
<ul>
<li>Value-based color gradient</li>
<li>Low-value color</li>
<li>Low-mid-value color</li>
<li>Mid-value color</li>
<li>High-mid-value color</li>
<li>High-value color</li>
</ul>
</li>
<li>
<p>Proximity grouping</p>
<ul>
<li>Group nearby distant items</li>
<li>Adjustable grouping start distance</li>
<li>Adjustable group render distance</li>
<li>Adjustable horizontal radius</li>
<li>Adjustable vertical separation</li>
<li>Adjustable group label size</li>
</ul>
</li>
</ul>
<h3>Other</h3>
<ul>
<li>
<p>AI behavior</p>
<ul>
<li>Make all AI friendly</li>
</ul>
</li>
<li>
<p>Door tools</p>
<ul>
<li>Unlock all keyed doors</li>
<li>Unlock all keycard doors</li>
<li>Extraction doors remain unchanged</li>
</ul>
</li>
<li>
<p>Living AI looting</p>
<ul>
<li>Loot living AI</li>
<li>Hold living AI still while looting</li>
</ul>
</li>
<li>
<p>Vision modes</p>
<ul>
<li>Force thermal vision</li>
<li>Force night vision</li>
<li>Clean thermal image</li>
<li>Clean night-vision image</li>
<li>Adjustable night-vision bloom</li>
</ul>
</li>
<li>
<p>Face-shield overlay</p>
<ul>
<li>Follow equipped face shield</li>
<li>Force an overlay</li>
<li>Remove the overlay</li>
</ul>
</li>
<li>
<p>Diagnostics</p>
<ul>
<li>FieldKit performance telemetry</li>
<li>Live entity inspector</li>
</ul>
</li>
<li>
<p>Menu customization</p>
<ul>
<li>Custom primary color</li>
<li>Configurable feature hotkeys</li>
<li>Per-category reset buttons</li>
</ul>
</li>
</ul>
]]></description><category>Other</category><dc:creator>Hysocs</dc:creator><pubDate>Tue, 28 Jul 2026 22:25:14 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/XaacEZSIKdME6FDfGcXedgxFqZU6MJZY1qkMHGPg.png" type="image/png" length="0"/><dc:date>2026-07-28T23:03:16+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Dev Tools</title><link>https://forge.sp-tarkov.com/mod/2855/dev-tools</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2855/dev-tools</guid><description><![CDATA[<div class="tabset"><div id="tabset-1-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p>The kit I use to test my own mods without the game getting in the way: sit in a raid and feel a change without dying, running dry, or losing sight of the bot you’re watching. Four toggle groups, all local-player only, all off by default:</p>
<ul>
<li><strong>Invincible</strong> — no health or armor damage.</li>
<li><strong>Weapon Godmode</strong> — the held mag stays topped up, no durability loss, no malfunctions.</li>
<li><strong>Movement Godmode</strong> — infinite stamina, no carry-weight penalty.</li>
<li><strong>ESP</strong> — pick a style: <strong>Box</strong>, <strong>Skeleton</strong>, or <strong>Chams</strong>, a whole-silhouette through-wall highlight tinted per limb by HP. Labels carry bot type, HP and distance, with alive-and-visible, occluded and dead in their own colours.</li>
</ul>
<p>Custom-faction bots read as their actual faction — RUAF, UNTAR, Black Division, Wedge and the rest, with a faction’s escort tagged GUARD — resolved live from MoreBotsAPI when it’s installed, with a baked name table behind it.</p>
<p>Through a magnified optic the box/skeleton/label overlays bow out: scopes render through a camera of their own, so screen-projected shapes can’t line up inside the glass. Chams still work zoomed in, and red dots and irons keep the full overlay.</p></div></div>
<div id="tabset-1-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<p><strong>Nothing.</strong> One optional integration, detected at runtime and ignored if absent:</p>
<table>
<thead>
<tr>
<th>Mod</th>
<th>GUID</th>
<th>What you lose without it</th>
</tr>
</thead>
<tbody>
<tr>
<td>MoreBotsAPI</td>
<td><code>com.morebotsapi.tacticaltoaster</code></td>
<td>Live faction names on the ESP. Custom bots still label off the known ID ranges.</td>
</tr>
</tbody>
</table>
<h3>Steps</h3>
<ol>
<li>Download the archive.</li>
<li>Extract it into your SPT folder — the one holding <code>EscapeFromTarkov.exe</code> and <code>BepInEx</code>.</li>
<li>Merge when Windows asks. <code>DevTools</code> lands in <code>BepInEx/plugins</code>.</li>
<li>Launch. Everything is off until you flip it in F12.</li>
</ol>
<p>Client-side only. Nothing goes in <code>user/mods</code>.</p></div></div>
<div id="tabset-1-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>In-game <strong>F12</strong>, or edit <code>BepInEx/config/com.sipto.devtools.cfg</code>.</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>Notes</th>
</tr>
</thead>
<tbody>
<tr>
<td>Invincible</td>
<td>off</td>
<td>Health and armor damage</td>
</tr>
<tr>
<td>Weapon Godmode</td>
<td>off</td>
<td>Ammo, durability, malfunctions</td>
</tr>
<tr>
<td>Movement Godmode</td>
<td>off</td>
<td>Stamina and carry weight</td>
</tr>
<tr>
<td>Enable ESP</td>
<td>off</td>
<td>Master toggle for the overlay</td>
</tr>
<tr>
<td>Max Distance</td>
<td>0</td>
<td>Metres; 0 is no limit</td>
</tr>
<tr>
<td>Style</td>
<td>Box</td>
<td>Box / Skeleton / Chams</td>
</tr>
<tr>
<td>Color Visible / Occluded / Dead</td>
<td>red / amber / gray</td>
<td>Box and skeleton, hex</td>
</tr>
<tr>
<td>Chams HP Full / Hurt / Critical / Destroyed</td>
<td>green / yellow / orange / black</td>
<td>Per-limb grades, hex</td>
</tr>
</tbody>
</table></div></div>
<div id="tabset-1-panel-4" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><p>It reads state and draws to your own screen — no damage dealt, no bots steered, nothing networked. Bots and other players are never touched.</p>
<p>In a Fika group only you need it installed. What you switch on in a friend’s raid is between you and your friends.</p>
<p>Built against SPT 4.0.13.</p></div></div></div>
]]></description><category>Other</category><dc:creator>Sipto</dc:creator><pubDate>Tue, 28 Jul 2026 20:01:05 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/z9w02g1FrM1WVekh5GBy1mB9m6bri8pNnWSSXIxZ.png" type="image/png" length="0"/><dc:date>2026-07-28T20:01:52+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Resound</title><link>https://forge.sp-tarkov.com/mod/2854/resound</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2854/resound</guid><description><![CDATA[<p>Swaps a few weapon fire sounds to sounds from other games. Right now that’s mostly Black Ops 2, plus the CS2 Deagle.</p>
<p>This started because I wanted the BO2 DSR-50 sound on my TRG M10 and then got carried away.
but i will add more sounds maybe in the future if you got a idea let me know i will add it if can can rip the sound from it</p>
<p>Client side only. No server mod, nothing touches your profile, and you can turn it off in the config without uninstalling.</p>
<h2>What it changes</h2>
<p>24 weapons at the moment:</p>
<ul>
<li>
<p>AK-74N (BO2 AN-94),</p>
</li>
<li>
<p>M4A1 (M8A1),</p>
</li>
<li>
<p>MP5/MP5K (MSMC, including suppressed),</p>
</li>
<li>
<p>SKS/OP-SKS (SVU-AS),</p>
</li>
<li>
<p>Sako TRG M10 (DSR-50),</p>
</li>
<li>
<p>Five-seven both variants (plus suppressed),</p>
</li>
<li>
<p>Beretta M9A3 (B23R), all 5 Desert Eagles (CS2),</p>
</li>
</ul>
<p>and shotguns:</p>
<p>MP-133, M870, MP-18, both MP-43s (R-870 MCS) and MP-153, MP-155, Saiga-12K, Saiga-12K FA (M1216, plus a suppressed Saiga).</p>
<p>Both the shot and the distant tail are replaced, so it doesn’t sound like a BO2 gun with a Tarkov echo bolted on. Bots and other players get the same sounds you do, and it works in Fika.</p>
<p>Notes fire sounds only (no reloads), full auto handled properly via a synthesised 16 shot loop, suppressors supported</p>
<p>also yes The files are all plain wavs in plain folders and the mapping is readable, so if you want to add your own sounds or change swap the sounds to other guns you can probably work it out.</p>
<p>I’m not going to write a guide for it or provide support, sorry. No time and no patience for it. Figure it out or dont u, but please don’t post a comment asking me to walk you through it or ask in the discord ether figure it out or dont,</p>
<h1>preview</h1>
<div class="youtube-lite" data-video-id="D2hFs2geJsY" data-embed-url="https://www.youtube-nocookie.com/embed/D2hFs2geJsY?autoplay=1"><img src="https://i.ytimg.com/vi/D2hFs2geJsY/hqdefault.jpg" alt="YouTube video thumbnail" loading="lazy" decoding="async" /></div>
]]></description><category>Audio</category><dc:creator>20fpsguy</dc:creator><pubDate>Tue, 28 Jul 2026 03:19:28 +0000</pubDate><dc:date>2026-07-28T03:55:37+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Universal Sensitivity</title><link>https://forge.sp-tarkov.com/mod/2853/universal-sensitivity</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2853/universal-sensitivity</guid><description><![CDATA[<div class="tabset"><div id="tabset-2-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p>One mouse sensitivity, everywhere. The game quietly scales your look speed down while you sprint, jump, crouch, go prone or sit in the transitions between poses, and drains it further with your stamina mid-sprint. This removes all of it: turning at a dead sprint feels exactly like turning while standing.</p>
<p>Jumping needed two extra fixes, because mid-air the game doesn’t just cut your sensitivity. It eases your body toward where you’re looking instead of taking the turn outright, and it caps how far any single frame is allowed to rotate — which is why slow drags felt right while fast flicks came out clipped. Both are corrected: an airborne flick lands the frame you make it.</p>
<p>Free look is brought in line too. Vanilla alt-look ignores your sensitivity setting entirely and runs at a speed the engine hardwires; here it rides your sensitivity, stepped up 3x.</p>
<h3>What it deliberately leaves alone</h3>
<p>Gear. Heavy armor and helmets that slow your turns still do, scopes keep their aim sensitivity, and the weight system is untouched — including everything weight does to the jump itself: height, takeoff timing, the overweight penalty. The game runs gear through a separate path from the action penalties, so the cut is clean.</p>
<p>There’s nothing to configure; the numbers are the point.</p></div></div>
<div id="tabset-2-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<p><strong>Nothing.</strong> No dependencies, no integrations.</p>
<h3>Steps</h3>
<ol>
<li>Download the archive.</li>
<li>Extract it into your SPT folder — the one holding <code>EscapeFromTarkov.exe</code> and <code>BepInEx</code>.</li>
<li>Merge when Windows asks. <code>UniversalSensitivity</code> lands in <code>BepInEx/plugins</code>.</li>
<li>Launch.</li>
</ol>
<p>Client-side only. Nothing goes in <code>user/mods</code>, and in a Fika group only you need it.</p></div></div>
<div id="tabset-2-panel-3" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><p>Everything is gated to your own player, so bots and Fika teammates turn exactly as they always did.</p>
<p>Don’t run it alongside <strong>Sprint Sensitivity Fixer</strong> — this covers everything that mod does, and they’d both compensate the same sprint.</p>
<p>Built against SPT 4.0.13 on stable named classes only — no obfuscated hooks.</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>Sipto</dc:creator><pubDate>Tue, 28 Jul 2026 01:41:31 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/LStOtoUjvQy3QerzAJDdn3jSQK7snAEP6658eY2P.png" type="image/png" length="0"/><dc:date>2026-07-28T01:42:03+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>True Valday</title><link>https://forge.sp-tarkov.com/mod/2852/true-valday</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2852/true-valday</guid><description><![CDATA[<div class="tabset"><div id="tabset-3-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p>Gives the Valday PS-320 back the sight picture it had before the optics rework: glass that runs clear to the edge, with just enough life left in the shadow that the picture still reacts to movement instead of looking painted on. Both zoom modes benefit, 1x and 6x.</p>
<p>Only the Valday is touched. Every other optic keeps its stock glass.</p>
<h3>How it works</h3>
<p>The Valday’s tunnel vision isn’t code, it’s two numbers baked into the scope’s lens material: how wide the clear picture is, and how far the shadow travels as your eye comes off the axis. The Valday ships with a clear radius of 0.474 where clean 1-6x glass like the Razor sits at 0.94, and half again the shadow travel. The mod rewrites both as the scope spawns. No bundle edits — your game files are never modified.</p>
<p>There’s nothing to configure and that’s on purpose. The numbers are the ones I settled on after tuning them live in raids — clear radius 1.0, shadow travel a touch over stock — and they’re compiled in.</p></div></div>
<div id="tabset-3-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<p><strong>Nothing.</strong> No dependencies, no integrations.</p>
<h3>Steps</h3>
<ol>
<li>Download the archive.</li>
<li>Extract it into your SPT folder — the one holding <code>EscapeFromTarkov.exe</code> and <code>BepInEx</code>.</li>
<li>Merge when Windows asks. <code>TrueValday</code> lands in <code>BepInEx/plugins</code>.</li>
<li>Launch.</li>
</ol>
<p>Client-side only. Nothing goes in <code>user/mods</code>, and in a Fika group only you need it.</p></div></div>
<div id="tabset-3-panel-3" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><p>It rewrites two values on the Valday’s lens material and touches nothing else. A mod that adjusts those same lens numbers across all scopes will fight it over the Valday — last writer wins — but reticle mods, zoom mods and PiP changes don’t overlap it.</p>
<p>Built against SPT 4.0.13. The hooks are stable named classes, so it should ride out small updates; the material numbers are the shipping asset’s and could move on a major optics patch.</p></div></div></div>

]]></description><category>Other</category><dc:creator>Sipto</dc:creator><pubDate>Tue, 28 Jul 2026 01:35:47 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/5ILzGCwksDuxJcGboBuwS3KgjzSvjXodRyCg0FzI.png" type="image/png" length="0"/><dc:date>2026-07-28T01:37:00+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>SPT Mod Manager</title><link>https://forge.sp-tarkov.com/mod/2851/spt-mod-manager</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2851/spt-mod-manager</guid><description><![CDATA[<h2>SPT Mod Manager</h2>
<p>A Vortex/MO2-style mod manager built specifically for Single Player Tarkov. It came out of a real pain point: I got tired of having to hunt down files one by one just to uninstall a mod that was causing conflicts, so I decided to build a tool that would solve that for good.</p>
<h3>What it does</h3>
<ul>
<li>Installs <code>.zip</code>, <code>.7z</code>, and <code>.rar</code> mods with automatic structure detection (Server, Client, or Hybrid)</li>
<li>Enable/disable mods without deleting anything</li>
<li>Rename, uninstall, and reinstall mods (reinstall works if you still have the original archive)</li>
<li>Export and import mod lists</li>
<li>Conflict detection by name (still basic, but improving)</li>
<li>Forge integration: browse and install mods directly from the app, view mod info, download the right version, and check for updates</li>
<li>Bilingual UI (PT-BR and EN)</li>
</ul>
<h3>Installation</h3>
<p>Download the <code>.zip</code>, run the <code>.exe</code>. It installs everything automatically and creates a desktop shortcut.</p>
<h3>Current limitations</h3>
<ul>
<li>Only tested with compressed archives (no folder-based installs yet)</li>
<li>Doesn’t modify any SPT core files (only copies/organizes)</li>
<li>Fully tested and supported only on the latest SPT version (older versions should work, but without guarantees)</li>
<li>Windows only for now (Linux/macOS support planned, but i need to refine the Mod Manager first)</li>
</ul>
<p>Personal project, not affiliated with the SPT team or Battlestate Games.</p>
]]></description><category>Other</category><dc:creator>TioEmir</dc:creator><pubDate>Mon, 27 Jul 2026 19:09:50 +0000</pubDate><dc:date>2026-07-28T21:26:30+00:00</dc:date><dc:identifier>v0.3.2</dc:identifier></item><item><title>Infinite loading fix</title><link>https://forge.sp-tarkov.com/mod/2850/infinite-loading-fix</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2850/infinite-loading-fix</guid><description><![CDATA[<p>Fixes the profile that never finishes loading.</p>
<p>You pick your profile and the client just sits there. The window still responds, FPS is fine, the server answers every request — but the menu never appears. Restarting sometimes helps, sometimes not, and it tends to come back.</p>
<p>Why it happens. The game builds the main menu and immediately expects the hideout data to already be loaded. That data is fetched in the background, and on a large modlist it can arrive a second or two too late. The menu then trips over the missing data, and the client stays on the loading screen forever.</p>
<p>Because it is a matter of timing, it looks random. Deleting items from your stash, editing your profile or removing a mod can seem to fix it — they only shift the timing, and the problem comes back later.</p>
<p>What this mod does. If the hideout data has not arrived yet, the game waits for it and continues the moment it is there. Nothing is skipped or lost, the step simply happens a second later. It also makes a single broken hideout area survivable: it gets skipped and reported, instead of taking the whole hideout down with it.</p>
<p>How to tell it worked. One line appears in the log at startup. If the problem ever occurs, you will see the mod catch it and continue — instead of a frozen loading screen. If your log has a NullReferenceException in HideoutClass, this is exactly your case.</p>
<p>Installation. Extract the archive into your SPT folder. That is all — no server mod, no profile changes, no other mods required. Everything can be switched off individually in the config if you want.</p>
<p>Mods that appear in these error logs — UI Fixes, KmyTarkovApi, GamePanelHUD — are not the cause. They only report the failure they run into.</p>
<p>Open source, MIT licence.</p>
]]></description><category>Other</category><dc:creator>anamelash</dc:creator><pubDate>Mon, 27 Jul 2026 09:57:04 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Vr9B9eybbwyOzsWmrfXfBtarvQ3JUYBW3uOD2kJ1.png" type="image/png" length="0"/><dc:date>2026-07-27T15:04:25+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>Restricted Backpack</title><link>https://forge.sp-tarkov.com/mod/2849/restricted-backpack</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2849/restricted-backpack</guid><description><![CDATA[<p>This mod will force you to set your backpack down to access it in-raid.</p>
<p>Realistically you can not access a backpack on your shoulders without taking it off first. With this mod, you will have to set down your backpack <em>(default key-bind is double-press Z)</em> and search it while it is on the ground.</p>
<p>This mod does <strong>not</strong> hide your backpack while you are looting a container or body under the assumption that your PMC is taking the time to set down their bag when looting. Also it would be way too inconvenient otherwise.</p>
<p>Picking up loose loot will still go directly into your backpack depending on the item type.</p>
<p><strong>Affect on Gameplay:</strong>
This mod has an interesting affect on gameplay. Now, rig and pocket slots are much more valuable as having quick access to medical items becomes a priority.</p>
<p>Assuming you’ll still carry food and drink in your backpack, snack breaks are no longer near instant menu operations. You must deliberately find a safe place to pause, take off your back, eat and drink.
Same goes for post-combat healing sessions. This is especially true when playing as a team. The extra time it takes for everyone to snack and heal will make you rethink when and where to do them.</p>
<p>Looting gameplay remains largely unaffected, though there are time you might want to set down and reorganize your backpack after a long raid of looting.</p>
<p>Video:
<a target="_blank" class="external-link" href="https://youtu.be/q2qoPXmzjCg" rel="noreferrer noopener">https://youtu.be/q2qoPXmzjCg</a></p>
]]></description><category>Other</category><dc:creator>redlaser42</dc:creator><pubDate>Sun, 26 Jul 2026 18:29:34 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/h9SuizYlY1eTuGFyVFnDldFdZYXjCl2vYHsG4lVe.jpg" type="image/png" length="0"/><dc:date>2026-07-26T18:32:35+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Nemesis Protocol</title><link>https://forge.sp-tarkov.com/mod/2847/nemesis-protocol</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2847/nemesis-protocol</guid><description><![CDATA[<h1>Nemesis Protocol</h1>
<p><strong>Nemesis Protocol turns ordinary PMC encounters into a persistent rivalry that develops across multiple raids.</strong></p>
<p>Instead of every enemy PMC being a disposable, randomly generated opponent, the mod creates a recurring rival who can remember previous encounters, grow stronger, improve their equipment, and return in future raids.</p>
<p>Your nemesis is generated as a normal USEC or BEAR PMC, allowing other AI mods to continue controlling their combat behavior, navigation, objectives, looting, and extraction logic. Nemesis Protocol focuses on the persistent identity and progression behind that PMC rather than replacing the existing AI system.</p>
<p>Every encounter contributes to an ongoing rivalry. Kill your nemesis and they may return stronger. Let them escape and they can continue progressing. If they kill you, their threat level increases and the rivalry becomes more dangerous.</p>
<h2>Key Features</h2>
<h3>Persistent Rival PMC</h3>
<p>Nemesis Protocol creates a recurring enemy PMC with a persistent identity that carries across raids.</p>
<p>The mod stores information such as:</p>
<ul>
<li>Name and faction</li>
<li>Current level and rank</li>
<li>Encounter history</li>
<li>Player kills and nemesis deaths</li>
<li>Successful escapes</li>
<li>Rivalry progression</li>
<li>Last generated equipment tier</li>
<li>Previous raid outcomes</li>
</ul>
<p>Your nemesis is not regenerated from scratch after every raid. Their history follows them.</p>
<h3>Dynamic Progression</h3>
<p>The nemesis can gain levels based on configurable events, including:</p>
<ul>
<li>Killing the player</li>
<li>Surviving and escaping a raid</li>
<li>Reappearing in later raids</li>
<li>Reaching new rivalry milestones</li>
</ul>
<p>Level growth, health scaling, appearance frequency, and progression limits can all be adjusted through the included configuration file.</p>
<h3>NEMESIS NETWORK</h3>
<p>Nemesis Network is a separate Messenger contact that functions as the player’s rivalry database and command interface.</p>
<p>Available commands:</p>
<ul>
<li>help</li>
<li>status</li>
<li>rivals</li>
<li>history</li>
<li>rival 1</li>
<li>rival </li>
<li>compat</li>
<li>compatibility</li>
</ul>
<p>Nemesis Network can be used to:</p>
<ul>
<li>View the active Nemesis</li>
<li>Review previous rivals</li>
<li>Inspect encounter statistics</li>
<li>Check rivalry progression</li>
<li>Search for a rival by name</li>
<li>View APBS compatibility status</li>
<li>View ORBIT compatibility status</li>
</ul>
<p>Nemesis Network handles records and commands, while individual rivals handle their personal messages and taunts.</p>
<h3>APBS/ORBIT Dependencies</h3>
<p>If you don’t want to use APBS or ORBIT to control the Nemesis behavior/equipment, simply change the following in your config.jsonc:</p>
<p>“UseApbsProgression”: false,
“PreserveOrbitPmcRole”: false,
“ExactLevelFallbackWithoutApbs”: false,</p>
<h3>APBS Progression Support</h3>
<p>When <strong>Acid’s Progressive Bot System — APBS</strong> is installed, Nemesis Protocol passes the nemesis progression level into APBS during bot generation.</p>
<p>APBS remains responsible for generating the final:</p>
<ul>
<li>PMC level</li>
<li>Equipment tier</li>
<li>Weapons</li>
<li>Armor</li>
<li>Ammunition</li>
<li>Inventory</li>
<li>Loot</li>
</ul>
<p>This allows the nemesis to naturally receive stronger and more appropriate equipment as the rivalry develops.</p>
<p>Nemesis Protocol does not overwrite the final APBS-generated loadout after creation.</p>
<h3>ORBIT Compatibility</h3>
<p>The nemesis remains a standard USEC or BEAR PMC instead of being converted into a custom boss or unsupported bot role.</p>
<p>This allows ORBIT to continue managing the PMC’s normal:</p>
<ul>
<li>Objectives</li>
<li>Navigation</li>
<li>Combat behavior</li>
<li>Looting</li>
<li>Decision-making</li>
<li>Extraction behavior</li>
</ul>
<p>Nemesis Protocol manages the persistent rival identity while ORBIT manages what that PMC does during the raid.</p>
<h3>Configurable Spawn System</h3>
<p>Control how often your nemesis appears and where encounters can occur.</p>
<p>Configuration options include:</p>
<ul>
<li>Base spawn chance</li>
<li>Minimum raids between encounters</li>
<li>Maximum progression level</li>
<li>Disabled locations</li>
<li>PMC-side requirements</li>
<li>Progression rewards</li>
<li>Health scaling</li>
<li>Rival messages</li>
<li>APBS integration</li>
<li>ORBIT compatibility behavior</li>
</ul>
<p>Every option is documented directly inside the included <code>config.jsonc</code> file.</p>
<h3>Persistent Encounter History</h3>
<p>Nemesis Protocol records the developing rivalry between the player and the recurring PMC.</p>
<p>Depending on the outcome of each raid, the mod can track whether:</p>
<ul>
<li>The player killed the nemesis</li>
<li>The nemesis killed the player</li>
<li>The nemesis survived</li>
<li>The nemesis escaped</li>
<li>The encounter ended without a confirmed result</li>
</ul>
<p>This history remains connected to the player profile and can continue through future raids.</p>
<h3>Rival Messages and Status Commands</h3>
<p>The nemesis can communicate through the SPT messaging system, providing updates and rivalry-themed responses.</p>
<p>Available chat commands allow the player to inspect information such as:</p>
<ul>
<li>Current nemesis status</li>
<li>Rivalry progression</li>
<li>Encounter history</li>
<li>APBS detection</li>
<li>ORBIT detection</li>
<li>Current compatibility state</li>
</ul>
<p>Message pools can be customized in the configuration.</p>
<h3>Profile Migration</h3>
<p>Older Nemesis Protocol rivalry profiles are automatically migrated when newer fields are introduced.</p>
<p>This allows players to update the mod without intentionally resetting their existing nemesis history.</p>
<h2>Compatibility</h2>
<p>Designed for:</p>
<ul>
<li><strong>SPT 4.0.13</strong></li>
<li><strong>APBS</strong></li>
<li><strong>ORBIT</strong></li>
<li>Standard USEC and BEAR PMC generation</li>
</ul>
<p>Nemesis Protocol is a server-side mod and installs under:</p>
<p><code>user/mods/ForgeHQ-NemesisProtocol</code></p>
<p>A separate Nemesis BepInEx plugin is not required for the current feature set.</p>
<h2>Installation</h2>
<ol>
<li>Download and extract the archive.</li>
<li>Merge the included folder with your main SPT installation.</li>
<li>Confirm the mod is located at:</li>
</ol>
<p><code>SPT/user/mods/ForgeHQ-NemesisProtocol</code></p>
<ol start="4">
<li>Start the SPT server.</li>
<li>Review <code>config.jsonc</code> to customize the experience.</li>
</ol>
<h2>Updating</h2>
<p>When installing an update, preserve the following folder to retain existing rivalry data:</p>
<p><code>user/mods/ForgeHQ-NemesisProtocol/data/profiles</code></p>
<p>Do not replace or delete that folder unless you intentionally want to reset your nemesis.</p>
<h2>Configuration</h2>
<p>The included <code>config.jsonc</code> contains readable descriptions above every setting.</p>
<p>Users can configure:</p>
<ul>
<li>Nemesis appearance frequency</li>
<li>Level gains</li>
<li>Health growth</li>
<li>Maximum level</li>
<li>Disabled maps</li>
<li>Message text</li>
<li>APBS progression handling</li>
<li>ORBIT compatibility</li>
<li>Logging and debugging options</li>
</ul>
<p>Restart the SPT server after changing the configuration.</p>
<h2>Important Notes</h2>
<p>Nemesis Protocol controls the persistent identity, history, progression, and spawn scheduling of the rival PMC.</p>
<p>It does not replace the full PMC AI system. Combat behavior remains controlled by the player’s existing AI setup, including ORBIT, SAIN, BigBrain, Waypoints, or standard SPT behavior where applicable.</p>
<p>The result is a recurring enemy who still behaves like part of the normal SPT ecosystem—but has a reason to remember you.</p>
<p><strong>Your raids are no longer isolated encounters. Someone is coming back.</strong></p>
]]></description><category>Bots</category><dc:creator>zomboy.</dc:creator><pubDate>Sun, 26 Jul 2026 16:21:58 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Lfgo38GqxeDQ7DyPkm23lluohvodplR4XYqCPW8E.png" type="image/png" length="0"/><dc:date>2026-07-27T22:50:49+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Custom UI Sounds</title><link>https://forge.sp-tarkov.com/mod/2845/custom-ui-sounds</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2845/custom-ui-sounds</guid><description><![CDATA[<h1>Custom UI Sounds</h1>
<p><strong>Replace Escape From Tarkov’s Vanilla UI sounds with a custom soundpack</strong></p>
<div class="youtube-lite" data-video-id="ca23Cgp-ry4" data-embed-url="https://www.youtube-nocookie.com/embed/ca23Cgp-ry4?autoplay=1"><img src="https://i.ytimg.com/vi/ca23Cgp-ry4/hqdefault.jpg" alt="YouTube video thumbnail" loading="lazy" decoding="async" /></div>
<div class="tabset"><div id="tabset-4-panel-1" class="tab-panel"><div class="tab-title">Known Bugs</div>
<div class="tab-content"><ul>
<li><strong>Audio Inconsistencies:</strong> Handpicking these files was a massive task that took me hours, so some packs might not be 100% perfect. Please report any audio “issues”.</li>
<li><strong>Vanilla Audio:</strong> Certain packs rely on vanilla sounds in places where there weren’t enough source files available to replace them.</li>
</ul></div></div>
<div id="tabset-4-panel-2" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><ul>
<li><strong>Change your UI soundpack instantly from the F12 menu</strong></li>
<li><strong>Includes a growing library of custom UI soundpacks</strong></li>
<li><strong>Keeps vanilla sounds available as a fallback</strong></li>
<li><strong>Import your own custom soundpacks</strong> <em><strong>(Add-Ons)</strong></em></li>
</ul></div></div>
<div id="tabset-4-panel-3" class="tab-panel"><div class="tab-title">Planned Features</div>
<div class="tab-content"><ul>
<li><strong>Addtional Soundpacks</strong>, please request some :3</li>
<li><strong>QoL Features</strong>, please request if you have a suggestion</li>
</ul></div></div>
<div id="tabset-4-panel-4" class="tab-panel"><div class="tab-title">Credits</div>
<div class="tab-content"><p><strong>Special thanks to:</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/116307/saga" rel="noreferrer noopener">Saga</a> <strong>for fine-tuning code and helping with questions</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/4843/terkoiz" rel="noreferrer noopener">Terkoiz</a> <strong>for Thumbnail &amp; Mentoring</strong></li>
</ul></div></div>
<div id="tabset-4-panel-5" class="tab-panel"><div class="tab-title">Included Soundpacks</div>
<div class="tab-content"><p><strong>Version 1.0 includes the following soundpacks:</strong></p>
<ul>
<li><strong>Bloodborne</strong></li>
<li><strong>Call of Duty Advanced Warfare</strong></li>
<li><strong>Call of Duty Black Ops 1</strong></li>
<li><strong>Call of Duty Black Ops 2</strong></li>
<li><strong>Call of Duty Black Ops 3</strong></li>
<li><strong>Call of Duty Black Ops Cold War</strong></li>
<li><strong>Call of Duty Ghosts</strong></li>
<li><strong>Call of Duty Modern Warfare (2019)</strong></li>
<li><strong>Call of Duty Modern Warfare 2 (2009)</strong></li>
<li><strong>Call of Duty Modern Warfare 2 (Campaign Remastered)</strong></li>
<li><strong>Call of Duty Vanguard</strong></li>
<li><strong>Cyberpunk 2077</strong></li>
<li><strong>Dark Souls 3</strong></li>
<li><strong>Dying Light</strong></li>
<li><strong>Dying Light 2 Stay Human</strong></li>
<li><strong>Elden Ring</strong></li>
<li><strong>Fallout New Vegas</strong></li>
<li><strong>Insurgency Sandstorm</strong></li>
<li><strong>LEGO Marvel Super Heroes</strong></li>
<li><strong>Metro Exodus</strong></li>
<li><strong>Minecraft (PS3)</strong></li>
<li><strong>PlayStation 4</strong></li>
<li><strong>Resident Evil 2 (2019)</strong></li>
<li><strong>Resident Evil 2 (2019) Retro</strong></li>
<li><strong>SEGA Dreamcast</strong> (Requested by <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/33963/cj" rel="noreferrer noopener">Cj</a>)</li>
<li><strong>Slime Rancher</strong></li>
<li><strong>Stardew Valley</strong></li>
<li><strong>The Division 1</strong></li>
</ul></div></div>
<div id="tabset-4-panel-6" class="tab-panel"><div class="tab-title">For Add-ons</div>
<div class="tab-content"><p><strong>For mod authors who would like to create their own soundpacks as a Add-On:</strong></p>
<ul>
<li>Create a folder in the /Sounds where all the other soundpacks are located.</li>
<li>Put in your soundfiles into that folder.</li>
<li>Rename your soundfile to have a specific name from the Soundtype list below.</li>
<li>You MUST have the exact same name as the Soundtype for your soundfile to even trigger.</li>
<li>A “Available UISounds.txt” is also provided in the /Sounds folder on launch</li>
<li>The File structure MUST look like this: “\BepInEx\plugins\CustomUISounds\Sounds\XYZ”</li>
<li>Supported fileformats: .mp3 ┃ .wav ┃ .ogg</li>
<li>Please do NOT include the .dll file in your AddOn.</li>
</ul>
<p><strong>Soundtypes:</strong></p>
<ul>
<li>
<p><strong>AchievementCompleted</strong></p>
</li>
<li>
<p><strong>BackpackClose</strong></p>
</li>
<li>
<p><strong>BackpackOpen</strong></p>
</li>
<li>
<p><strong>ButtonBottomBarClick</strong></p>
</li>
<li>
<p><strong>ButtonClick</strong></p>
</li>
<li>
<p><strong>ButtonOver</strong></p>
</li>
<li>
<p><strong>ChatSelect</strong></p>
</li>
<li>
<p><strong>DialogButtonClick</strong></p>
</li>
<li>
<p><strong>DialogButtonHover</strong></p>
</li>
<li>
<p><strong>ErrorMessage</strong></p>
</li>
<li>
<p><strong>GeneratorTurnOff</strong></p>
</li>
<li>
<p><strong>GeneratorTurnOn</strong></p>
</li>
<li>
<p><strong>InsuranceInsured</strong></p>
</li>
<li>
<p><strong>InsuranceItemOnInsure</strong></p>
</li>
<li>
<p><strong>MalfunctionExamined</strong></p>
</li>
<li>
<p><strong>MenuCheckBox</strong></p>
</li>
<li>
<p><strong>MenuContextMenu</strong></p>
</li>
<li>
<p><strong>MenuDropdown</strong></p>
</li>
<li>
<p><strong>MenuDropdownSelect</strong></p>
</li>
<li>
<p><strong>MenuEscape</strong></p>
</li>
<li>
<p><strong>MenuInspectorWindowClose</strong></p>
</li>
<li>
<p><strong>MenuInspectorWindowOpen</strong></p>
</li>
<li>
<p><strong>MenuInstallMag</strong></p>
</li>
<li>
<p><strong>MenuInstallModFunc</strong></p>
</li>
<li>
<p><strong>MenuInstallModGear</strong></p>
</li>
<li>
<p><strong>MenuInstallModVital</strong></p>
</li>
<li>
<p><strong>MenuMapTag</strong></p>
</li>
<li>
<p><strong>MenuModdingClose</strong></p>
</li>
<li>
<p><strong>MenuModdingOpen</strong></p>
</li>
<li>
<p><strong>MenuOpenContainer</strong></p>
</li>
<li>
<p><strong>MenuStock</strong></p>
</li>
<li>
<p><strong>MenuTraderPress</strong></p>
</li>
<li>
<p><strong>MenuWeaponAssemble</strong></p>
</li>
<li>
<p><strong>MenuWeaponDisassemble</strong></p>
</li>
<li>
<p><strong>PlayerIsDead</strong></p>
</li>
<li>
<p><strong>QuestCompleted</strong></p>
</li>
<li>
<p><strong>QuestFailed</strong></p>
</li>
<li>
<p><strong>QuestFinished</strong></p>
</li>
<li>
<p><strong>QuestStarted</strong></p>
</li>
<li>
<p><strong>QuestSubTrackComplete</strong></p>
</li>
<li>
<p><strong>RepairComplete</strong></p>
</li>
<li>
<p><strong>TacticalClothingApply</strong></p>
</li>
<li>
<p><strong>TacticalClothingBuy</strong></p>
</li>
<li>
<p><strong>TradeOperationComplete</strong></p>
</li>
</ul></div></div>
<div id="tabset-4-panel-7" class="tab-panel"><div class="tab-title">Support/Requests</div>
<div class="tab-content"><p><strong>Found a bug or have a soundpack request?</strong></p>
<ul>
<li><strong>Bug Reports:</strong> Please open an issue on the <a target="_blank" class="external-link" href="https://github.com/hjal-dev/Custom-UI-Sounds/issues" rel="noreferrer noopener">GitHub Issues</a> page.</li>
<li><strong>Feature Requests:</strong> Feel free to suggest new features or request soundpacks in the comments.</li>
<li><strong>Please avoid posting log files in Forge comments.</strong> GitHub makes it much easier to troubleshoot problems.</li>
</ul></div></div></div>
]]></description><category>Audio</category><dc:creator>Hj</dc:creator><pubDate>Sun, 26 Jul 2026 13:10:03 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/8t2iK43YnxUpUlt6BHKOZ49P2PIBc8QnqPofbpV8.png" type="image/png" length="0"/><dc:date>2026-07-26T13:16:03+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Ultimate Flea</title><link>https://forge.sp-tarkov.com/mod/2844/ultimate-flea</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2844/ultimate-flea</guid><description><![CDATA[<h1>UltimateFlea</h1>
<p>Server-side flea market mod for <strong>SPT 4.0</strong>.</p>
<p>Control what can be sold, set prices yourself, pull live averages from Tarkov.dev, and run a local supply/demand economy with early-wipe scaling.</p>
<div class="tabset"><div id="tabset-5-panel-1" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><ul>
<li><strong>Item pool</strong> — blacklist / whitelist by item ID or category</li>
<li><strong>Pricing</strong> — fixed prices, global/item/category multipliers</li>
<li><strong>Tarkov.dev prices</strong> — uses <code>avg24hPrice</code> from <code>json.tarkov.dev</code> (with cache fallback)</li>
<li><strong>Local economy</strong> — buys raise demand, sold player offers raise supply</li>
<li><strong>Early wipe</strong> — temporary price multiplier based on character age (<code>RegistrationDate</code>)</li>
<li><strong>WTT-friendly</strong> — can unblacklist custom items so they appear on the flea</li>
</ul>
<p>Configured entirely through JSON. No in-game UI.</p></div></div>
<div id="tabset-5-panel-2" class="tab-panel"><div class="tab-title">Install</div>
<div class="tab-content"><ol>
<li>Extract the archive to the game folder</li>
<li>Edit configs in <code>config/</code> next to the DLL</li>
<li>Start the server</li>
</ol>
<p>Default configs use a <strong>realistic flea</strong> preset (Tarkov.dev prices + mild economy).</p></div></div>
<div id="tabset-5-panel-3" class="tab-panel"><div class="tab-title">Config</div>
<div class="tab-content"><table>
<thead>
<tr>
<th>File</th>
<th>Purpose</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>mod.json</code></td>
<td>Master switches, price source, flea behavior</td>
</tr>
<tr>
<td><code>pool.json</code></td>
<td>What can / cannot be listed</td>
</tr>
<tr>
<td><code>pricing.json</code></td>
<td>Fixed prices and multipliers</td>
</tr>
<tr>
<td><code>economy.json</code></td>
<td>Supply/demand simulation and wipe settings</td>
</tr>
</tbody>
</table>
<p>Item IDs: <a target="_blank" class="external-link" href="https://db.sp-tarkov.com/" rel="noreferrer noopener">https://db.sp-tarkov.com/</a></p>
<p>Economy state is saved to <code>data/economy_state.json</code>. Tarkov.dev prices are cached under <code>data/</code> as well.</p></div></div>
<div id="tabset-5-panel-4" class="tab-panel"><div class="tab-title">How to configure</div>
<div class="tab-content"><p>Edit JSON files in <code>SPT/user/mods/UltimateFlea/config/</code>, then restart the server.</p>
<p><strong>Quick start</strong></p>
<ol>
<li>Leave the default <strong>realistic</strong> preset if you just want live-ish prices.</li>
<li>Set <code>"priceSource": "tarkovdev"</code> for Tarkov.dev averages, or <code>"local"</code> for SPT handbook/prices.</li>
<li>Use <code>pool.json</code> only if you want to force-add/remove items.</li>
<li>Use <code>pricing.json</code> for fixed prices or multipliers.</li>
<li>Tune <code>economy.json</code> if prices move too fast/slow or wipe feels too strong.</li>
<li>After big economy changes, delete <code>data/economy_state.json</code> for a clean start.</li>
</ol>
<p><strong>mod.json</strong></p>
<table>
<thead>
<tr>
<th>Field</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>enabled</code></td>
<td>Turns the whole mod on/off</td>
</tr>
<tr>
<td><code>enablePoolManager</code></td>
<td>Enables pool add/remove rules</td>
</tr>
<tr>
<td><code>enablePricing</code></td>
<td>Enables custom price rules</td>
</tr>
<tr>
<td><code>enableEconomy</code></td>
<td>Enables supply/demand simulation</td>
</tr>
<tr>
<td><code>priceSource</code></td>
<td><code>local</code> or <code>tarkovdev</code></td>
</tr>
<tr>
<td><code>pvePrices</code></td>
<td>If using tarkovdev: use PvE prices instead of regular</td>
</tr>
<tr>
<td><code>preserveBasePrices</code></td>
<td>Stops SPT from rebuilding prices from handbook</td>
</tr>
<tr>
<td><code>disableTraderPriceFloor</code></td>
<td>Allows flea prices below trader buy prices</td>
</tr>
<tr>
<td><code>exactOfferPrices</code></td>
<td>Removes SPT’s 0.8–1.2 offer price spread (affects whole flea)</td>
</tr>
<tr>
<td><code>debug</code></td>
<td>Extra logging</td>
</tr>
</tbody>
</table>
<p><strong>pool.json</strong></p>
<table>
<thead>
<tr>
<th>Field</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>mode</code></td>
<td><code>blacklist</code> or <code>whitelist</code></td>
</tr>
<tr>
<td><code>add</code> / <code>remove</code></td>
<td>Specific item TPLs</td>
</tr>
<tr>
<td><code>addCategories</code> / <code>removeCategories</code></td>
<td>Direct parent category IDs</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Blacklist</strong>: keeps the normal SPT pool and only changes listed items/categories.</li>
<li><strong>Whitelist</strong>: only items in <code>add</code> / <code>addCategories</code> are allowed; everything else is blocked.</li>
<li>Item rules beat category rules.</li>
<li>If WTT blacklists a custom item, putting it in <code>add</code> also clears that blacklist/cache so offers can spawn.</li>
</ul>
<p><strong>pricing.json</strong></p>
<table>
<thead>
<tr>
<th>Field</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>globalMultiplier</code></td>
<td>Multiplies all prices</td>
</tr>
<tr>
<td><code>fixedPrices</code></td>
<td>Hard RUB price; economy never changes these</td>
</tr>
<tr>
<td><code>itemMultipliers</code></td>
<td>Multiplier by item TPL</td>
</tr>
<tr>
<td><code>categoryMultipliers</code></td>
<td>Multiplier by parent category</td>
</tr>
</tbody>
</table>
<p><strong>economy.json</strong></p>
<table>
<thead>
<tr>
<th>Field</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>simIntervalMinutes</code></td>
<td>Minutes between economy ticks</td>
</tr>
<tr>
<td><code>demandPerBuy</code></td>
<td>Demand added when buying from flea</td>
</tr>
<tr>
<td><code>supplyPerSell</code></td>
<td>Supply added when a player offer sells</td>
</tr>
<tr>
<td><code>priceElasticity</code></td>
<td>How hard supply/demand push the target price</td>
</tr>
<tr>
<td><code>decayPerTick</code></td>
<td>How fast demand/supply fade each tick</td>
</tr>
<tr>
<td><code>settleSpeed</code></td>
<td>How quickly current price moves toward the target</td>
</tr>
<tr>
<td><code>noise</code></td>
<td>Random market noise around the target</td>
</tr>
<tr>
<td><code>minPriceFactor</code> / <code>maxPriceFactor</code></td>
<td>Floor/ceiling vs base price</td>
</tr>
<tr>
<td><code>wipe.enabled</code></td>
<td>Early-wipe multiplier on/off</td>
</tr>
<tr>
<td><code>wipe.startLengthDays</code></td>
<td>How long the expensive early-wipe phase lasts</td>
</tr>
<tr>
<td><code>wipe.startMultiplier</code></td>
<td>Multiplier on day 0; fades to <code>1.0</code> by the end</td>
</tr>
</tbody>
</table>
<p>Wipe age uses the character’s <code>RegistrationDate</code>, not mod install time. With multiple profiles, the oldest PMC is used.</p></div></div>
<div id="tabset-5-panel-5" class="tab-panel"><div class="tab-title">FIKA</div>
<div class="tab-content"><p>Server mod — install on the <strong>host</strong> only. Clients do not need it.<br />
I haven’t tested it extensively with FIKA, but there should be no architecture conflict.</p></div></div>
<div id="tabset-5-panel-6" class="tab-panel"><div class="tab-title">Planned</div>
<div class="tab-content"><ul>
<li>Level-locked flea sales (like live Tarkov)</li>
<li>Separate market events / stronger trend systems</li>
</ul></div></div>
<div id="tabset-5-panel-7" class="tab-panel"><div class="tab-title">Bugs</div>
<div class="tab-content"><p>Open an issue on GitHub: <a target="_blank" class="external-link" href="https://github.com/SVAR316/UltimateFlea/issues" rel="noreferrer noopener">https://github.com/SVAR316/UltimateFlea/issues</a></p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>ZloyMolodoy</dc:creator><pubDate>Sun, 26 Jul 2026 10:54:12 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/RFwVjDza5Uyjlluo1e1VcAnjv0yZv9aLqZVmJr3U.png" type="image/png" length="0"/><dc:date>2026-07-26T10:58:23+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Blackout</title><link>https://forge.sp-tarkov.com/mod/2843/blackout</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2843/blackout</guid><description><![CDATA[<div class="tabset"><div id="tabset-6-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><p>Recreates the live EFT “Blackout” event on Labs. Seconds into the raid the generators die, the lights go out, and you run the facility on emergency power while the Wedge and his Black Division hold the floors.</p>
<p>Configure event roll chance in the config.json</p>
<h3>The blackout</h3>
<ul>
<li>Darkness Done in my own image. BSGs version and settings for darkness were unobtainable (by me at least)</li>
<li>The live event’s power-cut sound and intercom announcement through the map’s own PA speakers</li>
<li>Amber emergency floods at the real event positions, keycard LEDs stay lit like live keeps them</li>
<li>Extract lockdown: only the two gates are live, and one press of the Arsenal Storage Room switch opens both</li>
<li>Keycard doors take a fresh 4-digit code each raid instead of swipes, written on the admin office whiteboard in the event’s own marker digits</li>
</ul>
<h3>Wedge and Black Division Guards</h3>
<ul>
<li>The Wedge holds Labs every raid with 4-5 Black Division Guards, no waves, our own bot types</li>
<li>He and his guards are friendly toward WTT’s separate Black Division mod, so you can run both</li>
<li>His real live loadout: the MP7A1 “Wedge” preset with the suppressor always on, his own face, clothing and voice lines from the live files, the M53A1 gas mask, EXFIL helmet and LV-119 Icebreaker</li>
<li>SAIN runs their combat when installed (the Wedge under Bosses at boss grade, his guards under their own “Black Division” tab at raider grade)</li>
<li>The Wedge always carries the TerraGroup Labs arsenal storage room key - single use, and the door can’t be breached. Killing him is the way in</li>
</ul></div></div>
<div id="tabset-6-panel-2" class="tab-panel"><div class="tab-title">Recommended</div>
<div class="tab-content"><p>-WTT Black Divsion: Set <code>LabsStartchance</code> to 100 and <code>LabsGateChance</code> to 100</p></div></div>
<div id="tabset-6-panel-3" class="tab-panel"><div class="tab-title">Install Instructions</div>
<div class="tab-content"><ol>
<li>Extract the archive</li>
<li>Drop the <code>BepInEx</code> and <code>SPT</code> folders into your SPT root directory</li>
<li>Requires WTT-CommonLib, WTT-ContentBackport, and MoreBotsAPI (client + server halves). SAIN recommended.</li>
<li>Load into Labs</li>
</ol></div></div>
<div id="tabset-6-panel-4" class="tab-panel"><div class="tab-title">Known Limitations / Bugs</div>
<div class="tab-content"><ul>
<li>Should be compatible with the Wedge Mod. Mine controls labs and his every other map. we compared factions, enum values and everything to make sure they don’t conflict for now.</li>
</ul></div></div>
<div id="tabset-6-panel-5" class="tab-panel"><div class="tab-title">Support</div>
<div class="tab-content"><p>Found a bug or have a question? Leave a comment here, or reach out in my thread on the SPT Discord: <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1521972310595338260" rel="noreferrer noopener">https://discord.com/channels/875684761291599922/1521972310595338260</a></p></div></div></div>
]]></description><category>Locations</category><dc:creator>Vultify</dc:creator><pubDate>Sat, 25 Jul 2026 06:26:57 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/TUbFUbxJ2fMDesjdhv96XyJvUvXlGEoLpy4tF64F.png" type="image/png" length="0"/><dc:date>2026-07-28T23:31:32+00:00</dc:date><dc:identifier>v2.1.0</dc:identifier></item><item><title>Dynamic Raid Events</title><link>https://forge.sp-tarkov.com/mod/2842/dynamic-raid-events</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2842/dynamic-raid-events</guid><description><![CDATA[<h1>Dynamic Raid Events v0.3.0-beta</h1>
<p>Welcome to the <strong>first public beta release</strong> of <strong>Dynamic Raid Events</strong>!</p>
<p>Dynamic Raid Events is a server-side mod for SPT that randomly selects configurable raid events before every raid, creating fresh and unpredictable gameplay without permanently modifying your game database.</p>
<p>Every event is automatically reverted after the raid ends, keeping your SPT installation clean while making every raid feel unique.</p>
<hr />
<h1>Features</h1>
<ul>
<li>Randomized raid events</li>
<li>Boss Convention</li>
<li>Boss Hunt</li>
<li>Raider Assault</li>
<li>Cultist Invasion</li>
<li>Loot Surge</li>
<li>High Value Loot</li>
<li>Configurable event weights</li>
<li>Automatic rollback after each raid</li>
<li>Server-side only</li>
<li>JSON configuration</li>
</ul>
<hr />
<h1>Compatibility</h1>
<ul>
<li>✅ SPT 4.0.13</li>
<li>✅ FIKA Compatible (Tested)</li>
</ul>
<hr />
<h1>Installation</h1>
<p>Extract the included <strong>SPT</strong> folder into your SPT installation.</p>
<pre><code>SPT/
└── user/
    └── mods/
        └── DynamicRaidEvents/
</code></pre>
<p>Start the SPT Server and you’re ready to raid.</p>
<hr />
<h1>Initial Public Beta Notes</h1>
<p>This is the first public beta release of Dynamic Raid Events.</p>
<p>While the core event framework is complete and fully playable, this is only the beginning. Community feedback will help shape future releases, balance changes, and entirely new event types.</p>
<p>Bug reports, suggestions, and feature requests are always welcome.</p>
<hr />
<h1>🚧 Roadmap</h1>
<p>Dynamic Raid Events is actively being developed. Below are some of the ideas planned for future updates.</p>
<h2>Planned Raid Events</h2>
<ul>
<li>Dynamic Weather Events</li>
<li>Rogue Takeover</li>
<li>Scav Horde</li>
<li>Sniper Ambush</li>
<li>PMC Strike Team</li>
<li>Cultist Ritual</li>
<li>Supply Drop Event</li>
<li>Extraction Lockdown</li>
<li>Blackout Raid</li>
<li>Timed Survival Events</li>
</ul>
<h2>Planned Features</h2>
<ul>
<li>Map-specific event pools</li>
<li>Event cooldowns and progression</li>
<li>Event chaining (multiple events during a raid)</li>
<li>Dynamic difficulty scaling</li>
<li>Expanded loot modifiers</li>
<li>Custom Event API for other mod authors</li>
<li>Enhanced configuration options</li>
<li>Additional FIKA compatibility testing and improvements</li>
</ul>
<h2>Long-Term Goals</h2>
<ul>
<li>Seasonal event packs</li>
<li>Community event suggestions</li>
<li>Plugin support for custom events</li>
<li>Optional compatibility with additional SPT mods</li>
<li>Modular expansion packs</li>
<li>Improved event balancing and customization</li>
</ul>
<hr />
<h1>Community Feedback</h1>
<p>Have an idea for a new raid event?</p>
<p>Found a bug?</p>
<p>Want to suggest a feature?</p>
<p>Please leave a comment on the Forge page or open an issue on GitHub. Community feedback is a huge part of this project’s future, and every suggestion is appreciated.</p>
<hr />
<h1>Source Code</h1>
<p><strong>GitHub Repository</strong></p>
<p><a target="_blank" class="external-link" href="https://github.com/CobraSnipper/DynamicRaidEvents" rel="noreferrer noopener">https://github.com/CobraSnipper/DynamicRaidEvents</a></p>
<p><strong>Latest Releases</strong></p>
<p><a target="_blank" class="external-link" href="https://github.com/CobraSnipper/DynamicRaidEvents/releases" rel="noreferrer noopener">https://github.com/CobraSnipper/DynamicRaidEvents/releases</a></p>
<hr />
<p>Thank you for downloading <strong>Dynamic Raid Events</strong>.</p>
<p>This is only the beginning.
Every raid tells a different story.</p>
]]></description><category>Overhauls</category><dc:creator>Cobra</dc:creator><pubDate>Sat, 25 Jul 2026 04:39:25 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/5p3iRBU9lIX3vwmUyjYab0ggdDH7TgBNGS7vXy2C.png" type="image/png" length="0"/><dc:date>2026-07-25T04:44:12+00:00</dc:date><dc:identifier>v0.3.0-beta</dc:identifier></item><item><title>Cobra's Ammo Stack</title><link>https://forge.sp-tarkov.com/mod/2840/cobras-ammo-stack</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2840/cobras-ammo-stack</guid><description><![CDATA[<h1>Cobra’s Ammo Stack</h1>
<p>Take complete control over ammunition stack sizes in <strong>SPT 4.0.13</strong>.</p>
<p>Cobra’s Ammo Stack is a lightweight server-side mod that allows you to configure ammunition stack sizes by caliber, support custom ammunition from other mods, and override individual items using a simple JSON configuration.</p>
<h2>Features</h2>
<ul>
<li>Configure stack sizes by caliber</li>
<li>Support for vanilla ammunition</li>
<li>Support for modded ammunition</li>
<li>Custom caliber support</li>
<li>Individual item overrides</li>
<li>Configurable default stack size</li>
<li>Lightweight server-side implementation</li>
<li>No client installation required</li>
</ul>
<h2>Installation</h2>
<ol>
<li>Download the latest release.</li>
<li>Extract the ZIP file.</li>
<li>Drag the included <strong>SPT</strong> folder into your SPT installation.</li>
<li>Allow Windows to merge the folders.</li>
<li>Start the SPT Server.</li>
</ol>
<h2>Configuration</h2>
<p>Edit the included <code>config.json</code> to customize stack sizes.</p>
<p>Supported options include:</p>
<ul>
<li>Default stack size</li>
<li>Per-caliber stack sizes</li>
<li>Custom calibers</li>
<li>Individual item overrides</li>
<li>Optional startup logging</li>
</ul>
<h2>Compatibility</h2>
<ul>
<li>SPT 4.0.13</li>
</ul>
<h2>Source Code</h2>
<p>The complete source code is available on GitHub:</p>
<p><a target="_blank" class="external-link" href="https://github.com/CobraSnipper/CobrasAmmoStack" rel="noreferrer noopener">https://github.com/CobraSnipper/CobrasAmmoStack</a></p>
<h2>License</h2>
<p>Released under the MIT License.</p>
]]></description><category>Items</category><dc:creator>Cobra</dc:creator><pubDate>Thu, 23 Jul 2026 17:31:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/WG8hxrnPj6GosSC7xAcsJie18zhpZNBZwmL2HdWK.png" type="image/png" length="0"/><dc:date>2026-07-23T18:15:12+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>SoulPlayer</title><link>https://forge.sp-tarkov.com/mod/2839/soulplayer</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2839/soulplayer</guid><description><![CDATA[<h1>SoulPlayer</h1>
<p>SoulPlayer is an in-game local music player for <strong>SPT 4.0.13</strong>.</p>
<p>It adds a Tarkov-styled music library and persistent mini-player to the out-of-raid menus, allowing you to listen to music stored on your own computer without leaving the game.</p>
<p>SoulPlayer does not stream, upload, modify, or redistribute your music. Everything remains local on your computer.</p>
<blockquote>
<p><strong>Important:</strong> SoulPlayer 0.7.0 is built and tested for SPT 4.0.13.<br />
Do not install older SoulPlayer releases made for SPT 3.9.8.</p>
</blockquote>
<h2>Features</h2>
<ul>
<li>Plays local MP3, FLAC, OGG, and WAV files.</li>
<li>Recursively scans one or more music folders.</li>
<li>Adds a persistent mini-player across the out-of-raid menus.</li>
<li>Includes a full music-library interface.</li>
<li>Search tracks, artists, and albums.</li>
<li>Add or remove music folders directly in-game.</li>
<li>Shuffle, repeat, seek, and volume controls.</li>
<li>Dedicated keyboard Play/Pause, Stop, Next, and Previous media-key support.</li>
<li>Optional additional hotkeys through the BepInEx configuration menu.</li>
<li>Keeps music playing while matching and loading into a raid.</li>
<li>Fades music when deployment begins.</li>
<li>Suspends hidden SoulPlayer interface work during raids.</li>
<li>Supports separate playlists for survived and failed raids.</li>
<li>Optional post-raid autoplay.</li>
<li>Preserves your configuration when updating.</li>
</ul>
<h2>Compatibility</h2>
<table>
<thead>
<tr>
<th>Component</th>
<th>Supported version</th>
</tr>
</thead>
<tbody>
<tr>
<td>SPT</td>
<td>4.0.13</td>
</tr>
<tr>
<td>SoulPlayer</td>
<td>0.7.0</td>
</tr>
<tr>
<td>Operating system</td>
<td>Windows</td>
</tr>
<tr>
<td>Fika</td>
<td>Not tested</td>
</tr>
</tbody>
</table>
<p>Other SPT versions have not been validated. Install only the SoulPlayer release made for your version of SPT.</p>
<h2>Installation</h2>
<ol>
<li>Download <code>SoulPlayer-v0.7.0.zip</code>.</li>
<li>Close Escape from Tarkov, the SPT Launcher, and the SPT Server.</li>
<li>Extract the ZIP directly into your SPT installation folder.</li>
<li>Confirm the final plugin path is:</li>
</ol>
<p><code>&lt;SPT&gt;/BepInEx/plugins/SoulPlayer/Soulplayer.dll</code></p>
<p>The following files must be together:</p>
<ul>
<li><code>Soulplayer.dll</code></li>
<li><code>NAudio.Core.dll</code></li>
<li><code>NAudio.Flac.dll</code></li>
</ul>
<p>Start the SPT Server and Launcher normally.</p>
<p>A successful startup should add this message to <code>BepInEx/LogOutput.log</code>:</p>
<p><code>SoulPlayer 0.7.0 loaded. Library scan started.</code></p>
<h2>Using SoulPlayer</h2>
<ol>
<li>Start SPT and enter the main menu.</li>
<li>Select <strong>MUSIC</strong> from the bottom toolbar.</li>
<li>Select <strong>ADD MUSIC FOLDER</strong>.</li>
<li>Choose a folder containing your music.</li>
<li>Wait for the background library scan to finish.</li>
<li>Select a track or press Play to shuffle your library.</li>
</ol>
<p>The compact mini-player remains available throughout the out-of-raid interface.</p>
<p>It hides when a real raid begins and returns after the raid.</p>
<h2>Raid music</h2>
<p>Open <strong>RAID MUSIC</strong> inside the SoulPlayer window to configure separate folders for:</p>
<ul>
<li>Survived raids</li>
<li>Failed raids</li>
</ul>
<p>Enable <strong>AUTOPLAY</strong> to automatically begin an outcome-specific track when the post-raid results screen appears.</p>
<h2>Configuration</h2>
<p>Press <strong>F1</strong> to open the BepInEx configuration interface, then select SoulPlayer.</p>
<p>Available settings include:</p>
<ul>
<li>Music folders</li>
<li>Volume</li>
<li>Shuffle</li>
<li>Repeat mode</li>
<li>Mini-player visibility</li>
<li>Media-key support</li>
<li>Post-raid autoplay</li>
<li>Raid fade-out duration</li>
<li>Post-raid track fade duration</li>
</ul>
<p>Music folder management and the main playback settings are also available directly inside the SoulPlayer interface.</p>
<h2>Updating</h2>
<p>Close SPT and extract the new release over the existing SoulPlayer files.</p>
<p>Your configuration is stored at:</p>
<p><code>&lt;SPT&gt;/BepInEx/config/com.kelorein.soulplayer.cfg</code></p>
<p>Updating the plugin does not normally remove your settings.</p>
<h2>Uninstalling</h2>
<p>Close SPT and remove:</p>
<p><code>&lt;SPT&gt;/BepInEx/plugins/SoulPlayer</code></p>
<p>Optionally remove the following file to erase all saved settings:</p>
<p><code>&lt;SPT&gt;/BepInEx/config/com.kelorein.soulplayer.cfg</code></p>
<h2>Troubleshooting</h2>
<h3>The MUSIC button or interface is missing</h3>
<p>Confirm that these files are together:</p>
<ul>
<li><code>Soulplayer.dll</code></li>
<li><code>NAudio.Core.dll</code></li>
<li><code>NAudio.Flac.dll</code></li>
</ul>
<p>Also confirm that you installed SoulPlayer 0.7.0 for SPT 4.0.13.</p>
<p>Check <code>BepInEx/LogOutput.log</code> for dependency, plugin-loading, or Harmony patch errors.</p>
<h3>No music appears</h3>
<ul>
<li>Confirm the selected folder exists.</li>
<li>Confirm it contains MP3, FLAC, OGG, or WAV files.</li>
<li>Wait for the background scan to finish.</li>
<li>Remove and add the folder again.</li>
<li>Select <strong>RESCAN LIBRARY</strong>.</li>
<li>Check <code>BepInEx/LogOutput.log</code> for SoulPlayer messages.</li>
</ul>
<h3>The mini-player is missing</h3>
<p>Open SoulPlayer or the BepInEx configuration menu and confirm that <strong>Show mini player</strong> is enabled.</p>
<h3>Two soundtracks play together</h3>
<p>SoulPlayer and Tarkov’s built-in menu music are separate.</p>
<p>Set Tarkov’s in-game Music volume to <code>0</code> if you only want to hear SoulPlayer.</p>
<h2>Reporting bugs</h2>
<p>Report issues through the SoulPlayer GitHub issue tracker.</p>
<p>Bug reports should include:</p>
<ul>
<li>SoulPlayer version</li>
<li>SPT version</li>
<li>Full client and server mod list</li>
<li>Exact reproduction steps</li>
<li>What you expected to happen</li>
<li>What actually happened</li>
<li>Relevant lines from <code>BepInEx/LogOutput.log</code></li>
</ul>
<p>Reports that only say “it does not work” do not provide enough information to investigate the problem.</p>
<h2>Credits and license</h2>
<p>SoulPlayer is released under the MIT License.</p>
<p>Runtime audio support is provided by NAudio.Core and NAudio.Flac. Their licenses and project links are included in <code>THIRD-PARTY-NOTICES.txt</code>.</p>
<p>Escape from Tarkov is a trademark of Battlestate Games.</p>
<p>SoulPlayer is an independent community project and is not affiliated with or endorsed by Battlestate Games or the SPT project.</p>
]]></description><category>Audio</category><dc:creator>kelorein</dc:creator><pubDate>Thu, 23 Jul 2026 06:00:48 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/iPYkw7GR4eXVcrDWm0Mx2y6ybok5rzycNnrFkLLn.png" type="image/png" length="0"/><dc:date>2026-07-23T06:05:51+00:00</dc:date><dc:identifier>v0.7.0</dc:identifier></item><item><title>Custom UI Fonts</title><link>https://forge.sp-tarkov.com/mod/2837/custom-ui-fonts</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2837/custom-ui-fonts</guid><description><![CDATA[<h1>Custom UI Fonts</h1>
<p><strong>Swap your in-game UI font with a custom font</strong>
<img loading="lazy" decoding="async" src="https://i.imgur.com/v3byv2J.gif" alt="gif" /></p>
<div class="tabset"><div id="tabset-7-panel-1" class="tab-panel"><div class="tab-title">Known Bugs</div>
<div class="tab-content"><ul>
<li>Some Fonts might not fit properly on certain UI elements</li>
<li>Some UI elements (example “Item ShortName” disappear when having a specific font selected (example: gg sans Bold)</li>
</ul></div></div>
<div id="tabset-7-panel-2" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><ul>
<li>Change your UI font instantly from F12 menu</li>
<li>No game restart required when switching fonts</li>
<li>Includes a growing library of custom fonts</li>
</ul></div></div>
<div id="tabset-7-panel-3" class="tab-panel"><div class="tab-title">Planned Features</div>
<div class="tab-content"><ul>
<li>Global Font Scale Slider for Both Vanilla Fonts &amp; Custom Fonts</li>
<li>Addtional Fonts, Please request some :3</li>
<li>Text Style / Weight Toggles -  extra bolding, letter spacing, or line height adjustments</li>
<li>More</li>
</ul></div></div>
<div id="tabset-7-panel-4" class="tab-panel"><div class="tab-title">Credits</div>
<div class="tab-content"><p><strong>Special thanks to:</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/116307/saga" rel="noreferrer noopener">Saga</a> for fine-tuning code and helping with questions</li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/4843/terkoiz" rel="noreferrer noopener">Terkoiz</a> for Thumbnail &amp; Mentoring</li>
</ul></div></div>
<div id="tabset-7-panel-5" class="tab-panel"><div class="tab-title">Included Fonts &amp; Credits</div>
<div class="tab-content"><p><strong>Version 1.0 includes the following fonts:</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://font.download/font/borda" rel="noreferrer noopener">Borda Demi Bold</a></li>
<li><a target="_blank" class="external-link" href="https://www.dafont.com/cheese-milky.font" rel="noreferrer noopener">Cheese Milky</a></li>
<li><a target="_blank" class="external-link" href="https://font.download/font/choco-cooky" rel="noreferrer noopener">Choco Cooky</a></li>
<li><a target="_blank" class="external-link" href="https://github.com/jesusmgg/comic-shanns-mono" rel="noreferrer noopener">Comic Shanns Mono Regular</a></li>
<li><a target="_blank" class="external-link" href="https://font.download/font/friz-quadrata" rel="noreferrer noopener">Friz Quadrata Regular</a></li>
<li><a target="_blank" class="external-link" href="https://font.download/font/gg-sans-2" rel="noreferrer noopener">gg sans Bold</a></li>
<li><a target="_blank" class="external-link" href="https://font.download/font/gillsanswgl" rel="noreferrer noopener">GillSansWGL</a></li>
<li><a target="_blank" class="external-link" href="https://font.download/font/impact" rel="noreferrer noopener">Impact</a></li>
<li><a target="_blank" class="external-link" href="https://www.dafont.com/minecraft.font" rel="noreferrer noopener">Minecraft</a></li>
<li><a target="_blank" class="external-link" href="https://font.download/font/motiva-sans" rel="noreferrer noopener">Motiva Sans Black &amp; Bold</a></li>
<li><a target="_blank" class="external-link" href="https://fonts.google.com/specimen/Play" rel="noreferrer noopener">Play Bold</a></li>
<li><a target="_blank" class="external-link" href="https://fonts.adobe.com/fonts/purista" rel="noreferrer noopener">Puristratial Bold</a></li>
<li><a target="_blank" class="external-link" href="https://www.dafont.com/super-mario-256.font" rel="noreferrer noopener">Super Mario</a></li>
<li><a target="_blank" class="external-link" href="https://www.dafont.com/the-wild-breath-of-zelda.font" rel="noreferrer noopener">The Wild Breath of Zelda</a></li>
</ul></div></div>
<div id="tabset-7-panel-6" class="tab-panel"><div class="tab-title">Support/Requests</div>
<div class="tab-content"><p>Found a bug or have an font request?</p>
<ul>
<li><strong>Bug Reports:</strong> Please open an issue on the <a target="_blank" class="external-link" href="https://github.com/hjal-dev/Custom-UI-Fonts/issues" rel="noreferrer noopener">GitHub Issues</a> page</li>
<li><strong>Feature Requests:</strong> Feel free to suggest new features or request additional fonts</li>
<li><strong>Please avoid posting log files in Forge comments.</strong> GitHub Issues make it much easier to troubleshoot problems</li>
</ul></div></div></div>
]]></description><category>Other</category><dc:creator>Hj</dc:creator><pubDate>Wed, 22 Jul 2026 22:19:05 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/L5vVDT6NKwzaO2QnNYFFnSIHt3wtAmK63C31mAPA.png" type="image/png" length="0"/><dc:date>2026-07-22T22:22:24+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Adjust Insurance Prices</title><link>https://forge.sp-tarkov.com/mod/2836/adjust-insurance-prices</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2836/adjust-insurance-prices</guid><description><![CDATA[<p>Ever feel like insurance cost is insignificant, or cheese deaths with <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2394/instant-insurance" rel="noreferrer noopener">Instant Insurance</a> (like me) so you get everything back instantly, but want there to be some penalty for dying? This mod lets you adjust how much traders charge to insure your items globally, or by item category.</p>
<h3>What you can configure in <code>config.jsonc</code></h3>
<p>Set a global multiplier for all items, and optionally override it for any of these categories:</p>
<ul>
<li>Weapons</li>
<li>Weapon attachments</li>
<li>Night vision / thermal headwear</li>
<li>Body armor (vests)</li>
<li>Armor plates</li>
<li>Rigs (armored and unarmored)</li>
<li>Backpacks</li>
<li>Helmets &amp; hats</li>
<li>Helmet attachments</li>
<li>Face masks &amp; covers</li>
<li>Headsets</li>
<li>Eyewear</li>
</ul>
<p>Any category you don’t override uses the global multiplier, so you only need to configure what you care about. You can even make insurance cheaper if you’re really down bad. Accepted values range from 0.1× to 25×.</p>
<h3>Why so many categories?</h3>
<p>Tarkov groups a lot of gear under a few broad parent types, so a single “armor”
setting would group helmets, plates, eyewear and face covers all together.
I also noticed some items are deceptive, such as night vision counting as a weapon mod.</p>
<h3>Installation (server)</h3>
<ul>
<li>Extract the contents of the <code>.zip</code> into your SPT directory so it merges into <code>SPT/user/mods/</code>.</li>
</ul>
]]></description><category>Equipment</category><dc:creator>Xenyx</dc:creator><pubDate>Tue, 21 Jul 2026 13:15:57 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/WaOucVxDPhiAWTlHk3ZdbQKB9VYY5YgVAmAlYRDE.png" type="image/png" length="0"/><dc:date>2026-07-24T05:18:53+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>RCTA - Ghost [WARZONE 1]</title><link>https://forge.sp-tarkov.com/mod/2835/rcta-ghost-warzone-1</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2835/rcta-ghost-warzone-1</guid><description><![CDATA[<h1>RCTA - Ghost [Warzone 1]</h1>
<p><img loading="lazy" decoding="async" src="https://i.imgur.com/k8QFEvE.png" alt="image" /></p>
<p>This mod adds Ghost into Tarkov. You can now play as Ghost wowww.</p>
<hr />
<h1>Mod Includes:</h1>
<ul>
<li><strong>RCTA Ghost Jawbone A [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Jawbone B [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Jawbone C [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Jawbone D [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Jawbone [Bottom] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Jawbone A [Head] (BEAR/USEC)</strong></li>
<li><strong>RCTA Ghost Jawbone B [Head] (BEAR/USEC)</strong></li>
</ul>
<hr />
<ul>
<li><strong>RCTA Ghost Ghosted A [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Ghosted B [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Ghosted C [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Ghosted D [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Ghosted [Bottom] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Ghosted A [Head] (BEAR/USEC)</strong></li>
</ul>
<hr />
<ul>
<li><strong>RCTA Ghost Dreadwood A [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Dreadwood B [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Dreadwood C [Top] (BEAR/USEC) (RAGMAN)</strong></li>
<li><strong>RCTA Ghost Dreadwood [Bottom] (BEAR/USEC) (RAGMAN)</strong></li>
</ul>
<hr />
<h1>Credits:</h1>
<ul>
<li><a target="_blank" class="external-link" href="https://www.infinityward.com/" rel="noreferrer noopener">Infinity Ward</a></li>
<li><a target="_blank" class="external-link" href="https://www.callofduty.com/" rel="noreferrer noopener">Call of Duty</a></li>
<li><a target="_blank" class="external-link" href="https://github.com/WelcomeToTarkov" rel="noreferrer noopener">WTT</a> for CommonLib</li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/62485/wuvgawore" rel="noreferrer noopener">WUVGAWORE</a> for Porting</li>
</ul>
<hr />
<h1>Recommend Mods:</h1>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1277/wtt-head-and-voice-selector" rel="noreferrer noopener">WTT - Head and Voice Selector</a></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2008/transmog" rel="noreferrer noopener">Transmog</a></li>
</ul>
]]></description><category>Clothing</category><dc:creator>Hj</dc:creator><pubDate>Tue, 21 Jul 2026 11:38:02 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/vznsQYT6UHZ2LmFTKl4ZJyK5w77uNFULeg7QTyUw.jpg" type="image/png" length="0"/><dc:date>2026-07-21T11:42:47+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Ultimate Trader Assort Editor</title><link>https://forge.sp-tarkov.com/mod/2834/ultimate-trader-assort-editor</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2834/ultimate-trader-assort-editor</guid><description><![CDATA[<h2>Ultimate Trader Assort Editor</h2>
<p>Ultimate Trader Assort Editor is an in game trader assortment editor for SPT. It lets you add, remove, and edit trader listings directly from the trader screen.</p>
<p>The editor is built from cloned Tarkov UI elements and keeps its appearance and behavior close to the original in game UI.</p>
<h2>Features</h2>
<ul>
<li>Add items and weapon presets to trader assortments.</li>
<li>Modify existing trader listings.</li>
<li>Remove listings and restore previously removed listings.</li>
<li>Change loyalty level requirements.</li>
<li>Configure currency prices, multi-currency prices, and item barters.</li>
<li>Change trader stock and per-profile purchase limits, including unlimited values.</li>
<li>Edit supported weapons, armor, helmets, and their attachments.</li>
<li>Supports modded items and custom traders.</li>
<li>Refreshes trader stock and instantly shows offers on the flea market.</li>
<li>Saves changes as JSON files that can be shared or manually edited.</li>
<li>Loads multiple <code>add.json</code> and <code>remove.json</code> edit packs for each trader to allow users to share their changes.</li>
<li>Allows the <code>EDIT ASSORTS</code> button to be hidden through the F12 menu.</li>
</ul>
<h2>Installation</h2>
<p>Drag the BepInEx and SPT folders directly into your SPT root install.</p>
<h2>Showcase</h2>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/lQrdNP8.png" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.imgur.com/lQrdNP8.png" alt="UTAE Showcase 1" /></a>
<a target="_blank" class="external-link" href="https://i.imgur.com/IuyVUbw.png" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.imgur.com/IuyVUbw.png" alt="UTAE Showcase 2" /></a>
<a target="_blank" class="external-link" href="https://i.imgur.com/Yl13aov.png" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.imgur.com/Yl13aov.png" alt="UTAE Showcase 3" /></a>
<a target="_blank" class="external-link" href="https://i.imgur.com/OErGzVE.png" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.imgur.com/OErGzVE.png" alt="UTAE Showcase 4" /></a>
<a target="_blank" class="external-link" href="https://i.imgur.com/M8YCAbY.png" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.imgur.com/M8YCAbY.png" alt="UTAE Showcase 5" /></a></p>
]]></description><category>Tools</category><dc:creator>GoatBoy</dc:creator><pubDate>Mon, 20 Jul 2026 23:26:26 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/JfyAASJee50kwkWHKklXe8ykRwLuCUOw73R8znVv.png" type="image/png" length="0"/><dc:date>2026-07-25T04:29:12+00:00</dc:date><dc:identifier>v1.0.3</dc:identifier></item><item><title>Modern Weapon Mods (MWM)</title><link>https://forge.sp-tarkov.com/mod/2833/modern-weapon-mods-mwm</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2833/modern-weapon-mods-mwm</guid><description><![CDATA[<h1>Modern Weapon Mods (MWM)</h1>
<p>Modern Weapon Mods adds a wide variety of real-world, modern attachments to SPT — foregrips, pistol grips, stocks, handguards, optic mounts/risers, pressure switches, magwells, and extended magazines. It’s 147 items total, most of which ship in both black and FDE, with some also available in OD Green. Everything’s available from Mechanic at loyalty level 2 and spawns in weapon crates/boxes around the maps, same as any other attachment. These items are largely targeted at helping users create more modern builds and use the rail space available on SPT’s weapons more effectively.</p>
<h2>Notes</h2>
<p>This mod REQUIRES Grooveypenguinx’s <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2310/wtt-commonlib" rel="noreferrer noopener">WTT - CommonLib</a>.</p>
<p>Tyfon’s <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1950/weapon-customizer" rel="noreferrer noopener">Weapon Customizer</a> is HIGHLY recommended, as most items will need to be nudged slightly for a perfect per-weapon fit.</p>
<p>Tron’s <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2246/wtt-armory" rel="noreferrer noopener">WTT - Armory</a>, Grooveypenguinx’s <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2310/wtt-commonlib" rel="noreferrer noopener">WTT - Content Backport</a> and EpicRangeTime’s <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1263/epics-all-in-one" rel="noreferrer noopener">Epic’s All In One</a> are all compatible and highly recommended to fully employ all parts of this mod to their best use. Other mods may work but have not been tested.</p>
<p>Known bugs: Occasionally, when using Tyfon’s Weapon Customizer to move attachments around, an attachment will teleport offscreen. This can be fixed by rotating the view and right-clicking the attachment to restore it. You may need to remove and reattach the item to stop this from reoccurring. I’ve tested this mod thoroughly and have not found any other issues, but this is the mod’s first release, so if you encounter anything wrong, please leave a comment so I can fix it.</p>
<h2>Gallery (Builds shown with parts from recommended mods above.):</h2>
<p><img loading="lazy" decoding="async" src="https://imgur.com/HapbwrE.jpeg" alt="image" /></p>
<p><img loading="lazy" decoding="async" src="https://imgur.com/KilVhDQ.jpeg" alt="image2" /></p>
<p><img loading="lazy" decoding="async" src="https://imgur.com/Jr6m7L3.jpeg" alt="image3" /></p>
<p><img loading="lazy" decoding="async" src="https://imgur.com/UQDR9nO.jpeg" alt="image4" /></p>
<p><img loading="lazy" decoding="async" src="https://i.imgur.com/9qxz0LG.jpeg" alt="image5" /></p>
<h1>New Parts</h1>
<h2>Foregrips &amp; Handstops</h2>
<ul>
<li><strong>RailScales Anchor Foregrip</strong> (BLK/FDE/Reversed/FDE Reversed) — compact M-LOK hand stop and mini vertical grip for a short, repeatable forward hand index.</li>
<li><strong>RailScales LDAG</strong> (BLK/Reversed) — low-profile Picatinny vertical foregrip with a minimal mounting footprint.</li>
<li><strong>RailScales Karve Handstop</strong> (BLK/FDE) — scalloped, hand-shaped M-LOK hand stop that keys into the palm instead of a flat wall.</li>
<li><strong>RailScales XOS MLOK</strong> (Long/Short) — three-sided M-LOK rail cover, no accessory cutout.</li>
<li><strong>RailScales XOS-H MLOK</strong> (Long/Short) — three-sided M-LOK rail cover with a 6 o’clock cutout for a Karve/Anchor.</li>
<li><strong>KAC Picatinny Rail Cover</strong> (11-Rib/5-Rib) — ribbed polymer Picatinny panel for grip and heat insulation.</li>
<li><strong>Arisaka Finger Stop, M-LOK</strong> (BLK/FDE) — low-profile finger stop in the standard foregrip position.</li>
<li><strong>Arisaka Finger Stop, Picatinny</strong> (BLK/FDE) — same finger stop, clamped to a 1913 rail.</li>
<li><strong>Arisaka Finger Stop, M-LOK, Forward Mount</strong> (BLK/FDE) — same finger stop, mounted forward in the M-LOK bipod position.</li>
<li><strong>Arisaka Finger Stop, Picatinny, Forward Mount</strong> (BLK/FDE) — same finger stop, mounted forward in the Picatinny bipod position.</li>
<li><strong>GG&amp;G SFG-1 Vertical Foregrip</strong> — short, low-profile Picatinny vertical grip machined from Acetal polymer, keeps a CQB setup compact without giving up a solid support-hand grip.</li>
<li><strong>Magpul M-LOK Hand Stop Kit</strong> (BLK/FDE) — low-profile M-LOK hand stop with a reversible finger index and TSP texture, keeps the support hand off a hot barrel or muzzle device.</li>
<li><strong>Magpul M-LOK Rail Covers, Type 2</strong> (Short/Long, BLK/FDE) — snap-together two-piece M-LOK rail panel with TSP texture and an integrated cable-routing clip.</li>
<li><strong>Magpul XTM Hand Stop Kit</strong> (BLK/FDE/OD) — Picatinny hand stop kit pairing a forward index point with XTM enhanced rail panels, using the same interlocking tab system as the XTM rail covers.</li>
<li><strong>Magpul XTM Rail Cover</strong> (Short/Long, BLK/FDE/OD) — snap-together two-piece Picatinny XTM rail panel with TSP texture and an integrated cable-routing clip.</li>
</ul>
<h2>Pistol Grips</h2>
<ul>
<li><strong>Magpul MOE-K2</strong> (BLK/FDE/OD) — refined MOE profile with a bigger palm swell and extended beavertail.</li>
<li><strong>Reptilia CQG-L</strong> (BLK/FDE/OD) — extended CQG grip with a taller beavertail for more hand real estate.</li>
<li><strong>Die Free Co. Kung-Fu Grip</strong> (BLK/FDE/OD) — 12-degree AR pistol grip that lines the wrist up in a natural fighting posture.</li>
</ul>
<h2>Stocks &amp; Stock Adapters</h2>
<ul>
<li><strong>Magpul CTR w/ LaRue RISR</strong> (BLK/FDE/OD) — CTR stock with LaRue’s reciprocating cheek riser pre-installed.</li>
<li><strong>Magpul MOE SL-K w/Riser</strong> (BLK/FDE/OD) — MOE SL-K stock with an Ape Defense cheek riser fitted.</li>
<li><strong>Magpul MOE SL-K</strong> (BLK/OD) — standard quick-detach MOE SL-K buttstock, no riser.</li>
<li><strong>SIG Sauer TSFS w/Riser</strong> — SIG’s thin side-folding stock with an Irregular Defense FEER cheek riser fitted.</li>
<li><strong>MPX/MCX PMM ULSS Stock w/Riser</strong> — PMM ULSS folding stock with an Irregular Defense FEER cheek riser fitted.</li>
<li><strong>KDG 1913 ACR Stock</strong> (BLK/FDE) — folding ACR-style stock adapted to a standard Picatinny mount.</li>
<li><strong>Zenit PT-1 “Klassika”</strong> — adjustable AK skeleton stock converted to a 1913 interface.</li>
<li><strong>HKParts MP5 AR Buffer Tube Adapter</strong> — puts a standard AR buffer tube on an MP5.</li>
<li><strong>JMAC MP5 1913 Stock Adapter</strong> — puts a Picatinny stock interface on an MP5.</li>
<li><strong>LMT PDW Buffer Tube</strong> — shortened AR-15 receiver extension for a PDW-length stock, trims overall length for close-quarters and vehicle work.</li>
<li><strong>AR-15 LMT SOPMOD PDW Stock</strong> — LMT SOPMOD-pattern stock sized specifically for the LMT PDW Buffer Tube.</li>
</ul>
<h2>Handguards</h2>
<ul>
<li><strong>Daniel Defense RIS II 12.25</strong> (upper/lower handguard, BLK) — SOPMOD Block II-pattern aluminum handguard.</li>
<li><strong>Chop Boss MCX Gen 1 Handguard M-LOK</strong> (BLK/FDE) — slimmed MI Virtus handguard re-fitted for the Gen 1 MCX.</li>
</ul>
<h2>Optic Mounts &amp; Risers</h2>
<ul>
<li><strong>RailScales MonoLift Riser</strong> (BLK/FDE/BLK Reversed/FDE Reversed) — QD riser that lifts one optic to absolute co-witness height.</li>
<li><strong>Unity FAST Optic Riser, Laser</strong> (BLK/FDE) — FAST-pattern riser slotted for a laser/IR device instead of an optic.</li>
<li><strong>Badger C.O.M.M. Mount, 30mm</strong> (BLK/FDE) — modular optic mount with two accessory points for stacking optics off the handguard.</li>
<li><strong>Condition One J-Arm 45°</strong> (T-1/ACRO/RMR-SRO/Deltapoint footprints, BLK/FDE) — offset secondary red dot mount for the C.O.M.M. body.</li>
<li><strong>Scalarworks LEAP</strong> (T-1/ACRO/RMR-SRO/Deltapoint footprints) — single-piece riser that lifts a red dot to co-witness height.</li>
<li><strong>Irregular Defense OMM system</strong> (Micro/Picatinny centers, Longboard/Shortboard front/rear extensions, extension covers, Micro-to-Picatinny adapter — BLK/FDE) — modular optic riser hub with interchangeable front/rear rail extensions and covers.</li>
<li><strong>Irregular Defense Front Ironsight Riser</strong> (BLK/FDE) — Picatinny front-sight riser that brings front ironsights up to level with rear sights mounted on the OMM platform.</li>
<li><strong>Arisaka Inline Scout Mount, Picatinny</strong> (BLK/FDE) — mounts a far-forward light in-line on the rail for a low profile and reduced suppressor/barrel shadow.</li>
<li><strong>Arisaka Offset Scout Mount, Picatinny</strong> (BLK/FDE/Reverse BLK/Reverse FDE) — cants a light 45° off a side Picatinny rail.</li>
<li><strong>Arisaka Offset Scout Mount, M-LOK</strong> (BLK/FDE/Reverse BLK/Reverse FDE) — cants a light 45° off an M-LOK rail.</li>
</ul>
<h2>Switches (Aesthetic only.)</h2>
<ul>
<li><strong>Unity Axon Remote Pressure Switch</strong> — dual-paddle remote switch for a light and laser together.</li>
<li><strong>Unity Axon SL Remote Pressure Switch</strong> — single-paddle version of the Axon, for one device.</li>
<li><strong>Insight RMT-400-A8 Remote Pressure Switch</strong> (BLK/FDE) — dual-button remote switch for an AN/PEQ-15-pattern laser and a separate light.</li>
</ul>
<h2>Magwells (Attach via the pistol grip slot.)</h2>
<ul>
<li><strong>LCT Steel Magwell for AK Series Rifles</strong> — stamped-steel spacer that flares the magazine well opening on AK-pattern rifles, guiding the magazine straight in for faster reloads.</li>
<li><strong>HRF Concepts RCM Milspec AR-15 Magwell</strong> (BLK/FDE) — flared magwell funnel that clamps onto a forged AR-15/M4 lower.</li>
<li><strong>HRF Concepts RCM HK416 Magwell</strong> (BLK/FDE) — HRF Concepts RCM magwell for the HK416.</li>
<li><strong>HRF Concepts RCM SCAR-L Magwell</strong> (BLK/FDE) — HRF Concepts RCM magwell for the FN SCAR-L.</li>
<li><strong>HRF Concepts RCM MCX Magwell</strong> (BLK/FDE) — HRF Concepts RCM magwell for the SIG MCX.</li>
</ul>
<h2>Magazines</h2>
<ul>
<li><strong>PMAG 20 w/ TTI +5 Base Pad</strong> (BLK/FDE) — 20-round PMAG extended to 25 rounds.</li>
<li><strong>PMAG 30 w/ TTI +5 Base Pad</strong> (BLK/FDE) — 30-round PMAG extended to 35 rounds.</li>
<li><strong>PMAG 40 w/ TTI +6 Base Pad</strong> (BLK/FDE/Fakelite) — 40-round PMAG extended to 46 rounds.</li>
<li><strong>PMAG 20 GEN M2 Straight-Wall</strong> (BLK/FDE/FG) — 20-round STANAG magazine built to the older straight-wall PMAG body, discontinued in favor of the tapered GEN M3.</li>
<li><strong>AK-74 6L20 w/ TTI +5 Base Pad</strong> — 30-round AK-74 bakelite mag extended to 35 rounds.</li>
<li><strong>AK-47 6L10 Bakelite w/ TTI +5 Base Pad</strong> — 30-round AK/AKM bakelite mag extended to 35 rounds.</li>
<li><strong>AK-47 6P2 Bakelite w/ TTI +5 Base Pad</strong> — 40-round RPK-pattern bakelite mag extended to 45 rounds.</li>
<li><strong>AK-47 PMAG 20 GEN M3 w/ TTI +5 Base Pad</strong> — 20-round AK/AKM PMAG extended to 25 rounds.</li>
<li><strong>AK-47 PMAG 30 GEN M3 w/ TTI +5 Base Pad</strong> — 30-round AK/AKM PMAG extended to 35 rounds.</li>
<li><strong>AK-74 6L18 w/ TTI +6 Base Pad</strong> — 45-round AK-74 bakelite mag extended to 51 rounds.</li>
<li><strong>AK-74 Delta-Tek Saiga 545 w/ TTI +5 Base Pad</strong> — 20-round AK-74 civilian-carbine mag extended to 25 rounds.</li>
<li><strong>AK-74 6L26 w/ TTI +6 Base Pad</strong> — 45-round AK-74 polymer mag extended to 51 rounds.</li>
</ul>
]]></description><category>Weapons</category><dc:creator>Laserfish</dc:creator><pubDate>Mon, 20 Jul 2026 19:48:56 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/hJwCYRTj0dv6SeFiLLQETSyxJNAeMVrpMa9KdSus.png" type="image/png" length="0"/><dc:date>2026-07-20T20:07:24+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>VEILSIGHT</title><link>https://forge.sp-tarkov.com/mod/2832/veilsight</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2832/veilsight</guid><description><![CDATA[<p>VEILSIGHT</p>
<p>Darkness should matter.</p>
<p>VeilSight makes Tarkov’s lighting affect how quickly enemies confirm you as a target. Stay in shadow and you gain a brief, distance-based detection advantage. Step into strong light or switch on a flashlight and that advantage disappears.</p>
<p>It is lightweight, predictable, and designed to improve stealth without replacing EFT’s combat AI or making the player invisible.</p>
<p>FEATURES</p>
<ul>
<li>Live exposure based on daylight, darkness, indoor lighting, nearby fixtures, stance, and weapon lights</li>
<li>A compact amber meter showing your current exposure</li>
<li>Separate behavior for DIM and DARK conditions</li>
<li>Distance-scaled delays with guaranteed eventual detection</li>
<li>Flashlights expose you; lasers do not</li>
<li>Two straightforward balance presets</li>
<li>Configurable meter position, size, smoothing, and visibility</li>
<li>Fail-open safeguards: missing lighting data never grants accidental protection</li>
</ul>
<p>BALANCE PRESETS</p>
<p>Forgiving is the default and provides the full validated stealth effect. It is a good match for easier or slower AI presets.</p>
<p>Standard shortens the effect by 20% for default or faster AI behavior.</p>
<p>Both presets stop helping inside 6 metres. VeilSight does not inspect or modify SAIN settings; simply choose the preset that best matches your AI setup.</p>
<p>EXPOSURE METER</p>
<p>The meter reads from DARK on the left through DIM to BRIGHT on the right. Its motion is smoothed for readability, but gameplay always uses the latest exposure sample. The meter brightens as your exposure rises and can be moved, resized, or disabled in the configuration.</p>
<p>INSTALLATION</p>
<p>Extract the ZIP directly into your main SPT folder. The installed file should be:</p>
<p>BepInEx/plugins/VeilSight/VeilSight.dll</p>
<p>Built for SPT 4.0.13. No server-side mod is required.</p>
<p>CONFIGURATION</p>
<p>Press F12 in game, open the mod configuration menu, and select VeilSight. Settings can also be edited directly in:</p>
<p>BepInEx/config/bastudio.veilsight.cfg</p>
<p>Detailed diagnostics are disabled by default and should only be enabled for troubleshooting or bug reports.</p>
<p>COMPATIBILITY AND KNOWN LIMITATIONS</p>
<p>VeilSight was developed and tested in a modded SPT environment including SAIN, Amands’s Graphics, Better Night Skies, Dynamic Maps, Game Panel HUD, and Fontaine’s FOV Fix. HUD overlap can be resolved with the meter position and scale settings.</p>
<p>Mods that replace the same EFT visibility-confirmation method may conflict. Multiplayer synchronization is outside the scope of version 1.0.0.</p>
<p>Factory is broadly supported, but some angled ceiling-light shafts are visual effects without a matching physical light signal. VeilSight recognizes their surrounding illumination, but the meter may not react at the exact moment you cross the visible beam. Purely decorative emissive surfaces can have the same limitation when the map provides no corresponding light component.</p>
<p>Labs, Factory day/night, and Labyrinth receive dedicated handling for their unusual lighting setups.</p>
<p>TECHNICAL SCOPE</p>
<p>VeilSight changes only the enemy-to-local-player visibility-confirmation step. It does not replace hearing, searching, aiming, shooting, memory, or general bot behavior. BRIGHT conditions bypass the effect, DIM and DARK use separate capped curves, and stale or invalid exposure data always fails open.</p>
<p>INSPIRATION</p>
<p>That’s Lit was an important inspiration for this project. I loved the original mod and have a lot of respect for what it brought to SPT.</p>
<p>VeilSight is a new, independent implementation built specifically for SPT 4.0.13. It is intended to stand on its own as a performance-conscious replacement for players who want the complete lighting-to-detection experience, rather than an add-on that must run beside the original. Its focused design uses low-frequency sampling, cached scene and weapon lights, one narrow visibility hook, no server component, and no hard dependency on an AI overhaul. That keeps the runtime work small and predictable while still handling the full exposure and delayed-detection loop.</p>
<p>No code from That’s Lit is included in VeilSight. Apparently, you folks really enjoy lurking in dark corners; Saaame lol.</p>
<p>LICENSE</p>
<p>VeilSight was created by Sherrifpowpow and is released under the MIT License. See LICENSE.txt for the full terms.</p>
]]></description><category>Bots</category><dc:creator>sheriffpowpow_</dc:creator><pubDate>Mon, 20 Jul 2026 01:41:05 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/MZeibyZhk0NldCjUrHFT10ND0NiabdOYMT3WAfds.png" type="image/png" length="0"/><dc:date>2026-07-20T02:16:13+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Transits Count</title><link>https://forge.sp-tarkov.com/mod/2831/transits-count</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2831/transits-count</guid><description><![CDATA[<p>Add Transit as a valid condition to quests who require survival from a location. Does not add it to quests that require a specific exfil name or zone.</p>
<p>Adds transit to the following vanilla quests:</p>
<ul>
<li>Supply Plans</li>
<li>Health Care Privacy - Part 2</li>
<li>Health Care Privacy - Part 3</li>
<li>Signal - Part 1</li>
<li>The Survivalist Path - Zhivchik</li>
<li>Hustle</li>
<li>Tourists</li>
<li>Immunity</li>
<li>Against the Conscience - Part 1 PVE ZONE</li>
</ul>
<p>It will also add it to any Mod Quest that has the same requirements as long as they are in the database prior to this mod loading.</p>
<hr />
<div class="tabset"><div id="tabset-8-panel-1" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><p>Installation</p>
<ol>
<li>Download Transits Count</li>
<li>Open the downloaded 7z file in 7-zip</li>
<li>Select the SPT folder in the 7z file in 7-zip</li>
<li>Drag the SPT folder from 7-zip into your root SPT folder</li>
</ol>
<p>Demonstration Video (yoink):</p>
<p><img loading="lazy" decoding="async" src="https://i.imgur.com/34vXXDj.gif" alt="34vXXDj.gif" /></p></div></div>
<div id="tabset-8-panel-2" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><ol>
<li>Delete <code>/ROOTSPT/SPT/user/mods/acidphantasm-transitscount</code></li>
<li>Done</li>
</ol></div></div></div>
<p>If you enjoy my work - you can <a target="_blank" class="external-link" href="https://ko-fi.com/acidphantasm" rel="noreferrer noopener">buy me a coffee</a>~</p>
]]></description><category>Quests</category><dc:creator>acidphantasm</dc:creator><pubDate>Sun, 19 Jul 2026 19:59:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/lo7PsodQHCVXu7ug5Ngj7BXGbUfLmKyQYYJJtmxj.png" type="image/png" length="0"/><dc:date>2026-07-19T20:06:14+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Bot Census</title><link>https://forge.sp-tarkov.com/mod/2830/bot-census</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2830/bot-census</guid><description><![CDATA[<div class="tabset"><div id="tabset-9-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p>An in-raid overlay that tallies every AI on the map with you, custom factions included. Every line carries its own icon — a scav in his balaclava, the BTR on its eight wheels, the cultists’ sigil, the Goons as a trio — so the panel reads at a glance instead of as a wall of words. It re-scans on a timer, so a patrol that spawns deep into a raid turns up on the next tick rather than never, and it eases in with the rest of the HUD on load instead of snapping over it.</p>
<p>Nothing to configure to get going. Drop it in and launch.</p>
<h3>What it counts</h3>
<ul>
<li><strong>Custom factions</strong> — RUAF, Remnant, UNTAR and Black Division, each on its own line. They register above the vanilla spawn-type ceiling of 67. Bot Census pulls names from MoreBotsAPI’s live registry by reflection rather than hardcoding a list, so factions added after this was written show up too. With MoreBotsAPI absent it falls back to the known ID ranges and carries on.</li>
<li><strong>The Goons</strong> on one line, so you know the trio is on the map before you walk into them.</li>
<li><strong>The BTR gunner</strong>, separately.</li>
<li><strong>AI PMCs</strong>, on their own line, kept off the scav side.</li>
<li><strong>Raiders and Rogues</strong> on their own rows, and <strong>bosses apart from their guards</strong>, so you can tell whether the boss himself is still standing or you’ve only got his escort left. Both pairs merge back into single rows from F12 if you want a shorter panel.</li>
<li><strong>Scavs, bosses, cultists and the infected event</strong>, with the vanilla sorting oddities put right — <code>crazyAssaultEvent</code> reads as a Scav rather than a boss, and <code>cursedAssault</code>, <code>assaultGroup</code> and the misspelled <code>sectactPriestEvent</code> all land where they belong. Anything genuinely unknown drops into <strong>Other</strong> instead of vanishing.</li>
<li><strong>Everything, added up</strong> — a <strong>Total Bots</strong> line under a rule at the foot of the panel. It counts off the tally rather than the rows above it, so anything you’ve merged or hidden still adds up.</li>
</ul>
<h3>Modded bosses</h3>
<p>A modded faction that fields a leader gets him on his own line with his escort beneath — a boss and three guards read as <code>1</code> and <code>3</code> rather than a single <code>4</code>, so you can tell whether the boss himself is still up or you’re mopping up guards. It works off the faction’s own registry rather than a hardcoded list, so a faction added after this was written splits the same way, while flat squads with nobody in charge keep their single line. Merge them back from F12 with the same toggle the vanilla bosses use.</p>
<p>Where a faction has a crest of its own it gets one — Black Division takes the scorpion, and its leader and guards carry the same crest under a crown and over a sword.</p></div></div>
<div id="tabset-9-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<p><strong>Nothing.</strong> It runs on its own.</p>
<p>Two optional integrations, each detected at runtime and ignored if absent:</p>
<table>
<thead>
<tr>
<th>Mod</th>
<th>GUID</th>
<th>What you lose without it</th>
</tr>
</thead>
<tbody>
<tr>
<td>MoreBotsAPI</td>
<td><code>com.morebotsapi.tacticaltoaster</code></td>
<td>Live faction names. Custom factions still get counted off the known ID ranges, they just won’t be named from the registry.</td>
</tr>
<tr>
<td>Fika</td>
<td><code>com.fika.core</code></td>
<td>Co-op.</td>
</tr>
</tbody>
</table>
<p>Neither is a hard dependency, so Bot Census loads either way.</p>
<h3>Steps</h3>
<ol>
<li>Download the archive.</li>
<li>Extract it into your SPT folder — the one holding <code>EscapeFromTarkov.exe</code> and <code>BepInEx</code>.</li>
<li>Merge when Windows asks. <code>BotCensus</code> lands in <code>BepInEx/plugins</code>.</li>
<li>Launch. The panel appears top-right once you’re in a raid.</li>
</ol>
<p>Client-side only. Nothing goes in <code>user/mods</code>.</p></div></div>
<div id="tabset-9-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>In-game <strong>F12</strong>, or edit <code>BepInEx/config/com.sipto.botcensus.cfg</code>.</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>Notes</th>
</tr>
</thead>
<tbody>
<tr>
<td>Enable</td>
<td>on</td>
<td>Master toggle</td>
</tr>
<tr>
<td>Only In Raid</td>
<td>on</td>
<td>Keeps it off the menu and hideout</td>
</tr>
<tr>
<td>Font Size</td>
<td>16</td>
<td>10–30</td>
</tr>
<tr>
<td>Offset Right / Top</td>
<td>20 / 40</td>
<td>Panel position</td>
</tr>
<tr>
<td>Use Tarkov Font</td>
<td>on</td>
<td>The game’s Bender face, with fallbacks</td>
</tr>
<tr>
<td>Show Icons</td>
<td>on</td>
<td>Off drops the icon column and narrows the panel</td>
</tr>
<tr>
<td>Background Opacity</td>
<td>0.72</td>
<td>0 clear to 1 solid</td>
</tr>
<tr>
<td>Split Rogue And Raider</td>
<td>on</td>
<td>Off merges them into one row</td>
</tr>
<tr>
<td>Split Boss And Guard</td>
<td>on</td>
<td>Off merges them into one row, modded bosses included</td>
</tr>
<tr>
<td>Update Interval</td>
<td>5s</td>
<td>5s / 10s / 15s / 30s / 1min</td>
</tr>
</tbody>
</table>
<h3>Per-row visibility</h3>
<p>Every bot type also has its own visibility mode:</p>
<ul>
<li><strong>Always</strong> — keeps the row up even at zero</li>
<li><strong>WhenPresent</strong> — only shows it while some are alive</li>
<li><strong>Hidden</strong> — drops it entirely</li>
</ul>
<p>PMC, Scav and Total default to Always, everything else to WhenPresent.</p></div></div>
<div id="tabset-9-panel-4" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><h3>Fika</h3>
<p>On a Fika raid it counts off the shared player list, so your numbers agree with the host’s. It only reads state and draws to your own screen — no patches, nothing networked. Only you need it installed.</p>
<h3>Panel position</h3>
<p>It draws in the top-right. If you’ve already got a counter living there, run one or the other, or push <strong>Offset Top</strong> down until they clear each other.</p></div></div></div>
]]></description><category>Other</category><dc:creator>Sipto</dc:creator><pubDate>Sun, 19 Jul 2026 17:53:14 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Elb4Ye9V5lGP7SkstfVDurBJQVEXXWW90mAxcGpB.png" type="image/png" length="0"/><dc:date>2026-07-28T01:29:47+00:00</dc:date><dc:identifier>v1.3.4</dc:identifier></item><item><title>Miyuki MainMenu Music</title><link>https://forge.sp-tarkov.com/mod/2829/miyuki-mainmenu-music</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2829/miyuki-mainmenu-music</guid><description><![CDATA[<div class="tabset"><div id="tabset-10-panel-1" class="tab-panel"><div class="tab-title">What This Mod Does?</div>
<div class="tab-content"><p><img loading="lazy" decoding="async" src="https://raw.githubusercontent.com/notdifficult/SPT-Miyuki-MainMenu-Music/main/!-Other/PLayer01.png" alt="prev" /></p>
<ul>
<li>This simple mod adds music to the menu (without replacing the game music)</li>
<li>Plays a random song at startup</li>
<li>Supports playlists</li>
<li>Supports changing playlists by pressing keys</li>
<li>Supports changing music by pressing keys</li>
<li>Supports pausing and stopping music by pressing keys</li>
<li>Stops playback in raid</li>
<li>Add ur music and musicfolder in <code>BepInEx\plugins\MiyukiMainMenuMusic\music</code> (mp3 only)</li>
</ul></div></div>
<div id="tabset-10-panel-2" class="tab-panel"><div class="tab-title">settings</div>
<div class="tab-content"><p>Press F12 open mod settings</p>
<ul>
<li>
<p>You can change the volume</p>
</li>
<li>
<p>You can change the control buttons</p>
</li>
<li>
<p>You can change the UI Timer <code>(wait 2.0.1)</code></p>
</li>
<li>
<p>You can Enable Or Disable UI <code>(wait 2.0.1)</code></p>
</li>
<li>
<p>You can view the current Song name <code>Debug info</code></p>
</li>
<li>
<p>You can view the current Folder name <code>Debug info</code></p>
</li>
<li>
<p>You can view the current Song ID <code>Debug info</code></p>
</li>
<li>
<p>You can view the current Folder ID <code>Debug info</code></p>
</li>
</ul></div></div>
<div id="tabset-10-panel-3" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p><img loading="lazy" decoding="async" src="https://i.imgur.com/afNPjAw.gif" alt="Installation" /></p>
<ol>
<li>
<p>download the latest release zip.</p>
</li>
<li>
<p>Extract the zip so that <code>MiyukiMainMenuMusic</code> ends up in:</p>
<pre><code>BepInEx/plugins/  &gt;&gt; MiyukiMainMenuMusic &lt;&lt;
</code></pre>
</li>
</ol></div></div>
<div id="tabset-10-panel-4" class="tab-panel"><div class="tab-title">important!</div>
<div class="tab-content"><blockquote>
<p>I just wanted to add my own music to the menu.</p>
</blockquote>
<blockquote>
<p>It does not replace the default music, you can mute it in the game settings.</p>
</blockquote>
<blockquote>
<p>Please report any errors or bugs you find, I will try to fix them.</p>
</blockquote>
<blockquote>
<p>This mod does not break the game or cause irreversible changes, and it should be compatible with all possible mods!</p>
</blockquote>
<blockquote>
<p>in theory, it should work with both old and future versions. Please let me know if you have installed it on older versions.</p>
</blockquote>
<blockquote>
<p>currently, every mod action is logged in the console, it doesn’t affect the FPS, but if it bothers you, please let me know, I will disable the logs in the next versions or add a switch in the settings</p>
</blockquote></div></div></div>
]]></description><category>Audio</category><dc:creator>NotDifficult</dc:creator><pubDate>Sun, 19 Jul 2026 09:43:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/0F7zERA58IembJF5K9IVUjiZHLjnwUdok608ZtTF.png" type="image/png" length="0"/><dc:date>2026-07-24T20:03:21+00:00</dc:date><dc:identifier>v2.0.0</dc:identifier></item><item><title>The Full Auto Series</title><link>https://forge.sp-tarkov.com/mod/2827/the-full-auto-series</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2827/the-full-auto-series</guid><description><![CDATA[<p><em><strong>Introducing…</strong></em></p>
<h1>–The Full Auto Series–</h1>
<p><strong>- NEW!! Fast Paced Solutions for Fast Paced Players</strong></p>
<h2>Description.</h2>
<p>This mod is quite simple in its goals, it adds separate versions of single fire weapons available in the game, but with a <strong>Full Auto</strong> quirk. Currently the mod has support for 5 vanilla weapons,</p>
<p>The mighty <strong>Knight’s Armament Company SR-25 7.62x51 marksman rifle</strong>,
The precise <strong>Lone Star TX-15 DML 5.56x45 carbine</strong>,
The nimble <strong>Soyuz-TM STM-9 Gen.2 9x19 carbine</strong>,
The powerful <strong>Springfield Armory M1A 7.62x51 rifle</strong>,
and the russian <strong>SAG AK-545 5.45x39 carbine</strong>.</p>
<p>These weapons are currently locked behind traders and their respective level, the list is as follows.</p>
<ol>
<li><strong>Knight’s Armament Company SR-25FA 7.62x51 marksman rifle</strong> - <strong>Peacekeeper LL3</strong> - 1150 USD</li>
<li><strong>Lone Star TX-15FA 5.56x45 carbine</strong> - <strong>Skier LL3</strong> - 100000 Roubles</li>
<li><strong>Soyuz-TM STM-9FA Gen.2 9x19 carbine</strong> - <strong>Skier LL2</strong> -  75000 Roubles</li>
<li><strong>Springfield Armory M1A 7.62x51 rifle</strong> - <strong>Peacekeeper LL3</strong> - 950 USD</li>
<li><strong>SAG AK-545 5.45x39 carbine</strong> - <strong>Skier LL2</strong> - 85000 Roubles</li>
</ol>
<p>These weapons can also be purchased off of the flea market*, can be found in loot containers and can be used by the enemy themselves.</p>
<p>*I am still debating if I want to keep flea market availability, will keep it in until a decision is made.</p>
<h2>NOTE:</h2>
<p><strong>Due to the semi automatic nature of the vanilla firearms, the weapon sounds are not quite correct for full auto fire, they are not as seamless as other firearms with actual FA capabilities, however in my testing I have not had a problem with this. The ‘issue’ practically goes away when using a supressor.</strong></p>
<h1>INSTALLATION</h1>
<h2>Simply unzip the file and drag the SPT folder into your base SPT install location.</h2>
<h1>HARD REQUIREMENTS</h1>
<h2>Due to the nature of this mod, <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2310/wtt-commonlib" rel="noreferrer noopener">WTT-CommonLib</a> is required for this mod to work, installing this mod without <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2310/wtt-commonlib" rel="noreferrer noopener">WTT-CommonLib</a> will crash the server on launch, and show a missing requirements error.</h2>
<h2>If you want these weapons to count towards quests, you will need to use the following mod.</h2>
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1503/add-missing-quest-weapon-requirements" rel="noreferrer noopener">https://forge.sp-tarkov.com/mod/1503/add-missing-quest-weapon-requirements</a></p>
<h1>Special Thanks</h1>
<h2>Id like to thank the wonderful people of the SPTarkov server and the WTT Discord server for helping me with my questions and pointing me in the right direction when it came to modding resources.</h2>
<h2>Id Also like to thank the people who play with my mod enabled, please feel free to leave your feedback/suggestions in the comments, or reach out to me in the SPTarkov Discord under the name - <em>mister.lahey</em> -</h2>
]]></description><category>Weapons</category><dc:creator>Mr.Lahey</dc:creator><pubDate>Sun, 19 Jul 2026 04:47:03 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/wXgxH9gyGVG8lRRMF8NuR5tbq7jrt35ydFgl3v2V.png" type="image/png" length="0"/><dc:date>2026-07-22T02:20:34+00:00</dc:date><dc:identifier>v2.0.0</dc:identifier></item><item><title>Speed Loader 4.0 Port</title><link>https://forge.sp-tarkov.com/mod/2826/speed-loader-40-port</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2826/speed-loader-40-port</guid><description><![CDATA[<p>SPT 4.0 port of watsy’s Speed Loader mod. Credits to watsy and Nootropix.
Original mod: <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1310/speed-loader" rel="noreferrer noopener">https://forge.sp-tarkov.com/mod/1310/speed-loader</a></p>
<p>Modify the speed at which you can load/unload/check magazines in-game.</p>
<p>To install: Dragging the SPT folder from 7zip directly into your SPT directory should add it into the necessary folders in your server mods directory, just like any other server mod.</p>
<p>Configuration: In the folder SPT/user/mods/SpeedLoader/config you will find “config.json”. Open that file in a text editor and edit the values as you need.</p>
<p>Config Values:</p>
<p>enabled - Enable/disable the mod. Accepts true/false values.</p>
<p>smallestCapacityMagazineToSpeedUp - Decides which magazines to enable the mod for based on # of bullets they hold.</p>
<p>loadUnloadSpeed - Value to decide how fast magazines load/unload. The lower the values into the negatives it goes, the faster the load/unload speed (Making this value too low may cause errors.)</p>
<p>magCheck - Value to decide how quickly your magazine gets checked. Same concept as the loadUnloadSpeed config value.</p>
]]></description><category>Other</category><dc:creator>mockmock</dc:creator><pubDate>Sat, 18 Jul 2026 17:38:02 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/ZR3NAP9HouGIVxz3IkMV70NNWnMF6oVyCCwJuXBu.png" type="image/png" length="0"/><dc:date>2026-07-18T18:05:15+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>PRT - Portable Radio Transmitter (functional for Fika)</title><link>https://forge.sp-tarkov.com/mod/2825/prt-portable-radio-transmitter-functional-for-fika</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2825/prt-portable-radio-transmitter-functional-for-fika</guid><description><![CDATA[<p><strong>The mod can work without the pre‑installed Fika Project mod. In that case, the radio interaction functionality is unavailable. Radios act as additional items that also spawn in locations and can be bought from traders. In addition, they can be placed in the Hall of Fame.</strong></p>
<hr />
<blockquote>
<p><strong>DO NOT FORGET TO ENABLE VOIP IN THE ESCAPE FROM TARKOV SETTINGS AND IN THE F12 FIKA SETTINGS MENU, OTHERWISE THE MOD WILL NOT WORK</strong></p>
</blockquote>

<h2>Features</h2>
<ul>
<li>A dozen or so radios, each with its own range, sound quality, and transmission character;</li>
<li>Currently, radios are available for purchase and barter from traders at various loyalty levels;</li>
<li>On‑screen status indicators in raid (radio on/off, transmit state, channel busy, half-duplex/duplex mode, signal strength) with customisation options;</li>
<li>A dedicated notification overlay with simple configuration options;</li>
</ul>
<hr />

<h2>Requirements</h2>
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2326/project-fika" rel="noreferrer noopener">Project Fika</a></p>
<hr />
<h2>Installation</h2>
<ol>
<li>Open the downloaded archive with 7zip (recommended)</li>
<li>Locate the mod folder inside the 7zip archive</li>
<li>Drag the selected folders into your SPT folder</li>
</ol>
<p><strong>Installation demonstration</strong> (<em>many thanks to DrakiaXYZ for the demo</em>):</p>
<h2><img loading="lazy" decoding="async" src="https://i.imgur.com/34vXXDj.gif" alt="Demonstration" /></h2>

<h2>Controls</h2>
<p>The radio uses key combinations, and each of them includes the VOIP key. By default this is the “K” key. If you have a different one, use the key you assigned – the combinations below are based on the original:</p>
<p><code>Right Ctrl + K</code> — turn the radio on/off;</p>
<p><code>Right Shift + K</code> — switch to another radio (if you have several in valid slots);</p>
<p><code>Enter + K</code> — toggle Half‑Duplex/Duplex* mode (while the radio is on);</p>
<blockquote>
<h5><em>Half‑Duplex is a transmission mode in which devices can exchange information in both directions, but only one at a time, not simultaneously</em></h5>
<h5><em>Duplex is a radio mode in which the device can both transmit and receive signals at the same time. Not all radios in the game support this mode (it will be indicated in the description).</em></h5>
</blockquote>
<hr />
<h2>Settings</h2>
<p><strong>DO NOT FORGET TO ENABLE VOIP IN THE ESCAPE FROM TARKOV SETTINGS AND IN THE F12 FIKA SETTINGS MENU, OTHERWISE THE MOD WILL NOT WORK</strong></p>
<p><strong>Enabling VOIP in FIKA settings</strong></p>
<p><img loading="lazy" decoding="async" src="https://i.imgur.com/K5lRuJF.png" alt="AllowVOIP_inSettingsFIKA" /></p>
<p>The mod settings are located in‑game in the F12 menu under Suomi-PRT <em>.</em>.* (see image below):</p>
<h2><img loading="lazy" decoding="async" src="https://i.imgur.com/n4a0WBA.png" alt="SettingsPRT" /></h2>

<h2>Known Issues</h2>
<ul>
<li><strong>When broadcasting inside buildings, sound quality degrades significantly due to the audio engine’s behaviour</strong> (currently unfixable);</li>
<li>When switching a radio from an invalid slot to a valid one (<em>e.g. from backpack to rig</em>), it does not get selected automatically (we are working on this);</li>
<li>While in raid, if you open the menu with the ESC key, the radio indicators remain visible (currently unfixable);</li>
</ul>
<blockquote>
<p>If you encounter any errors, please write in the comments or on Discord with a description of the issue and attach the logs: <code>\BepInEx\plugins\prt-fika\prt-fika.log</code></p>
</blockquote>
<hr />

<h2>Credits</h2>
<ul>
<li><em>Suomi</em> handled the engine‑side work: sourcing and adapting 3D radio models, bundling them into Unity AssetBundles, reverse‑engineering EFT’s internal classes/APIs with dnSpy, finding and organising sound assets, extensive in‑game testing across multiple sessions, and designing the on‑screen status indicator system (layout, behaviour, style);</li>
<li><em>makshepard</em> provided guides, reference material, design feedback, and testing throughout development;</li>
<li><strong>Developed with the help of AI</strong>.</li>
</ul>

]]></description><category>Audio</category><dc:creator>_Suomi</dc:creator><pubDate>Sat, 18 Jul 2026 14:46:47 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/8O1zU2NqgKXrV4J0AMorzchJxAai9VZY0IGL2oQ5.png" type="image/png" length="0"/><dc:date>2026-07-19T21:10:56+00:00</dc:date><dc:identifier>v0.9.7</dc:identifier></item><item><title>TraderSearch</title><link>https://forge.sp-tarkov.com/mod/2824/tradersearch</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2824/tradersearch</guid><description><![CDATA[<p>A minimalist client-side mod that adds a search bar to the trader screen.</p>
<p>Unzip to your SPT directory, no configuration options.</p>
<p><img loading="lazy" decoding="async" src="https://github.com/maschine34675/TraderSearch/blob/main/example.gif?raw=true" alt="example" /></p>
]]></description><category>Tools</category><dc:creator>maschine</dc:creator><pubDate>Fri, 17 Jul 2026 14:41:33 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/B9P1W7jbjyYD40bTkrDcvO7vpaZOmwmA9ROkkdSc.png" type="image/png" length="0"/><dc:date>2026-07-17T14:42:55+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>AC's Attachment Compatibility Highlight</title><link>https://forge.sp-tarkov.com/mod/2823/acs-attachment-compatibility-highlight</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2823/acs-attachment-compatibility-highlight</guid><description><![CDATA[<h1>Attachment Compatibility Highlight</h1>
<h2>stop guessing what fits</h2>
<hr />
<p><strong>Hover a part and Tarkov shows you where it belongs.</strong> Compatible slots glow green, valid replacements turn orange, and blocking conflicts are marked red.</p>
<div class="tabset"><div id="tabset-11-panel-1" class="tab-panel"><div class="tab-title">WHAT IT DOES</div>
<div class="tab-content"><ul>
<li><strong>Green means compatible</strong> — highlights empty attachment slots and loose items that fit.</li>
<li><strong>Orange means replaceable</strong> — shows installed parts the hovered attachment can legally replace.</li>
<li><strong>Red means blocked</strong> — marks installed parts that conflict with the hovered attachment.</li>
<li><strong>Works across the UI</strong> — inventory, stash, traders, weapon modding, and inspect windows.</li>
<li><strong>Keeps inspect context</strong> — the last focused item window continues driving highlights even when you are not hovering its icon.</li>
<li><strong>Understands trader screens</strong> — compares trader offers with visible offers and your stash while the deal screen is open.</li>
<li><strong>Custom colors</strong> — all three highlight colors are configurable through F12.</li>
<li><strong>Lightweight</strong> — event-driven updates with no per-frame scanning.</li>
</ul>
<p>Compatibility follows EFT’s own slot filters and conflicting-item data. It is independent of trader stock, loyalty, price, and raid state.</p></div></div>
<div id="tabset-11-panel-2" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><ol>
<li>Download the release archive.</li>
<li>Extract it into your SPT root folder — the one containing <code>EscapeFromTarkov.exe</code>.</li>
<li>Launch SPT and hover an attachment.</li>
</ol>
<p>Expected install path:</p>
<pre><code>BepInEx/plugins/AnanasCharles-AttachmentCompatHighlight/AttachmentCompatHighlight.dll
</code></pre>
<p><strong>Client mod only — no server mod required.</strong></p>
<p><strong>Requirements:</strong></p>
<ul>
<li>SPT <strong>4.0.13</strong></li>
<li>No additional dependencies</li>
</ul></div></div>
<div id="tabset-11-panel-3" class="tab-panel"><div class="tab-title">CONFIGURATION</div>
<div class="tab-content"><p>Use F12 Configuration Manager or edit:</p>
<pre><code>BepInEx/config/com.ananascharles.attachmentcompathighlight.cfg
</code></pre>
<p>Available settings:</p>
<ul>
<li><code>Enabled</code></li>
<li><code>Highlight Color</code></li>
<li><code>Replace Highlight Color</code></li>
<li><code>Conflict Highlight Color</code></li>
</ul></div></div>
<div id="tabset-11-panel-4" class="tab-panel"><div class="tab-title">SCREENSHOTS</div>
<div class="tab-content"><p><img loading="lazy" decoding="async" src="https://i.ibb.co/60WGrK2w/01.png" alt="01" />
<img loading="lazy" decoding="async" src="https://i.ibb.co/XxdV5mtY/02.png" alt="02" /></p></div></div>
<div id="tabset-11-panel-5" class="tab-panel"><div class="tab-title">LIMITATIONS</div>
<div class="tab-content"><ul>
<li>Not a general backpack, rig, or stash-placement helper.</li>
<li>Conflict highlighting uses EFT’s slot filters and <code>ConflictingItems</code>, not a live inventory move simulation.</li>
<li>UI mods that draw their own overlays directly on item icons may visually stack with these borders.</li>
</ul></div></div>
<div id="tabset-11-panel-6" class="tab-panel"><div class="tab-title">SOURCE &amp; LICENSE</div>
<div class="tab-content"><p>Source: <a target="_blank" class="external-link" href="https://gitlab.com/AnanasCharles/attachmentcompathighlight" rel="noreferrer noopener">GitLab</a><br />
License: MIT</p></div></div></div>
]]></description><category>Other</category><dc:creator>AnanasCharles</dc:creator><pubDate>Fri, 17 Jul 2026 00:51:49 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/DYjpsZqtR4SpQmuEcqK0MWl7Uo8EfiKF1N2c7e7j.jpg" type="image/png" length="0"/><dc:date>2026-07-17T12:51:09+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>AC's Stat Delta Preview</title><link>https://forge.sp-tarkov.com/mod/2822/acs-stat-delta-preview</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2822/acs-stat-delta-preview</guid><description><![CDATA[<h1>Stat Delta Preview — know before you install</h1>
<p><strong>Hover an attachment. See exactly what it gains, what it costs, and how it changes your weapon.</strong></p>
<p>No spreadsheets. No buying parts just to test them. No mental recoil math.</p>
<div class="tabset"><div id="tabset-12-panel-1" class="tab-panel"><div class="tab-title">WHAT IT DOES</div>
<div class="tab-content"><ul>
<li><strong>Real weapon comparison</strong> — uses the weapon open in the modding screen, your most recently inspected weapon, or a compatible equipped weapon.</li>
<li><strong>Understands replacements</strong> — if the attachment would replace an installed part, the preview shows the net difference instead of misleading standalone values.</li>
<li><strong>Before → after totals</strong> — ergonomics and recoil show the current and resulting weapon values.</li>
<li><strong>Clear color coding</strong> — improvements are green; losses are red. Lower recoil is correctly treated as an improvement.</li>
<li><strong>Useful everywhere</strong> — hover attachments in your stash, inventory, or trader offers.</li>
<li><strong>Always has a fallback</strong> — without a compatible weapon, it shows the attachment’s standalone contributions.</li>
<li><strong>Lightweight</strong> — calculations happen on hover, not every frame.</li>
</ul>
<p>Previewed stats:</p>
<ul>
<li>Ergonomics</li>
<li>Recoil</li>
<li>Velocity</li>
<li>Accuracy</li>
</ul></div></div>
<div id="tabset-12-panel-2" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><ol>
<li>Download the release archive.</li>
<li>Extract it into your SPT root folder — the one containing <code>EscapeFromTarkov.exe</code>.</li>
<li>Launch SPT and hover any weapon attachment.</li>
</ol>
<p>Expected install path:</p>
<pre><code>BepInEx/plugins/AnanasCharles-StatDeltaPreview/StatDeltaPreview.dll
</code></pre>
<p><strong>Client mod only — no server mod required.</strong></p>
<p><strong>Requirements:</strong></p>
<ul>
<li>SPT <strong>4.0.13</strong></li>
<li>No additional dependencies</li>
</ul></div></div>
<div id="tabset-12-panel-3" class="tab-panel"><div class="tab-title">CONFIGURATION</div>
<div class="tab-content"><p>Use F12 Configuration Manager or edit:</p>
<pre><code>BepInEx/config/com.ananascharles.statdeltapreview.cfg
</code></pre>
<p><code>Enabled</code> toggles the preview on or off.</p></div></div>
<div id="tabset-12-panel-4" class="tab-panel"><div class="tab-title">SCREENSHOTS</div>
<div class="tab-content"><p><img loading="lazy" decoding="async" src="https://i.ibb.co/Gf5dFndW/02.png" alt="01" />
<img loading="lazy" decoding="async" src="https://i.ibb.co/fYsYsKMQ/03.png" alt="02" />
<img loading="lazy" decoding="async" src="https://i.ibb.co/HfJh5DRv/image.png" alt="03" /></p></div></div>
<div id="tabset-12-panel-5" class="tab-panel"><div class="tab-title">LIMITATIONS</div>
<div class="tab-content"><ul>
<li>Covers weapon attachments represented by EFT’s <code>Mod</code> item type.</li>
<li>Previews ergonomics, recoil, velocity, and accuracy — not zoom, magazine capacity, weight, durability, or every special attachment effect.</li>
<li>Velocity and accuracy totals depend on ammunition, so those stats are shown as signed percentage changes rather than misleading before/after totals.</li>
</ul></div></div>
<div id="tabset-12-panel-6" class="tab-panel"><div class="tab-title">SOURCE &amp; LICENSE</div>
<div class="tab-content"><p>Source: <a target="_blank" class="external-link" href="https://codeberg.org/AnanasCharles/SPT-StatDeltaPreview" rel="noreferrer noopener">Codeberg</a>
License: MIT</p></div></div></div>
]]></description><category>Other</category><dc:creator>AnanasCharles</dc:creator><pubDate>Fri, 17 Jul 2026 00:21:42 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/ztE7ulVa2I3c1oYcdeBxCHWOnfS7t2y7S6PfJgs9.png" type="image/png" length="0"/><dc:date>2026-07-17T11:57:18+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Raiders Vs Rogues</title><link>https://forge.sp-tarkov.com/mod/2821/raiders-vs-rogues</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2821/raiders-vs-rogues</guid><description><![CDATA[<div class="tabset"><div id="tabset-13-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p>Adds roaming Rogue and Raider warbands that patrol, take ground and hunt across the map. They sit on top of the normal bot population and never eat scav or PMC spawn slots.</p>
<h3>How they behave</h3>
<p>Squads are a leader plus two to four others, three to five bodies. Each rolls separately for whether it starts on the map or arrives later, at roughly a 40/60 split, and the latecomers turn up between the 10% and 60% mark of the raid clock, scaled to that map’s timer. The place keeps changing after the first ten minutes.</p>
<p>Rogues and Raiders are hostile to each other, and to the custom factions if you run them. How they treat you follows the <strong>Friendliness</strong> setting, which defaults to faction-authentic — Rogues keep their Lighthouse manners and warn USEC before shooting, BEAR gets no warning, Raiders shoot everyone.</p>
<h3>Where they roam</h3>
<table>
<thead>
<tr>
<th>Faction</th>
<th>Maps</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Rogues:</strong>    Customs, Woods, Shoreline, Lighthouse</td>
<td></td>
</tr>
<tr>
<td><strong>Raiders:</strong>    Reserve, both Factories, Interchange, Labs</td>
<td></td>
</tr>
<tr>
<td><strong>Both:</strong>    Streets, both Ground Zero tiers</td>
<td></td>
</tr>
</tbody>
</table>
<p>Overlap maps roll for each faction independently, so those are where the two actually run into each other.</p>
<h3>How hard they hit</h3>
<p>Difficulty sits at impossible, weapons come in at 92–100% durability, armour spawns within 5 durability points of full, ammo is weighted 60/25/10 across the top three penetrating rounds per calibre with nothing below that ever rolled, and gear is gated to armour class 4 and up.</p>
<p>Armour is stated in points rather than a percentage on purpose. SPT only applies a percentage band to armour on bots it considers PMCs, and <code>exUsec</code>/<code>pmcBot</code> aren’t in that set — so their armour starts at the item’s full durability and comes off by a flat roll of 0–5 points. What that means as a percentage depends on the piece: 5 points off a 15-durability helmet is a lot, off an 85-durability shield it’s nothing.</p>
<p>Understand this before you tune it: the durability, ammo and gear upgrades are faction-wide. They rewrite the shared exUsec and pmcBot data, so the ordinary Rogues and Raiders already on the map get them too, not just the squads this adds. Each has its own switch, so turn off what you don’t want. Difficulty is separate — <code>forceHardestDifficulty</code> is what pushes the vanilla waves onto the same tier.</p></div></div>
<div id="tabset-13-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<ul>
<li><strong>DrakiaXYZ-BigBrain</strong> — required.</li>
<li><strong>SAIN</strong> — optional, read by reflection rather than referenced. Without it squads still spawn and roam, they just fight on the vanilla brain.</li>
<li><strong>DrakiaXYZ-Waypoints</strong> — optional, but its expanded navmesh noticeably improves patrol coverage.</li>
<li><strong>Fika</strong> — only for co-op.</li>
</ul>
<p>A missing dependency logs a warning rather than crashing you out.</p>
<h3>Steps</h3>
<ol>
<li>Download the archive.</li>
<li>Extract it into your SPT folder — the one holding <code>SPT.Server.exe</code> and <code>BepInEx</code>.</li>
<li>Merge the <code>user</code> and <code>BepInEx</code> folders when Windows asks.</li>
<li>Restart the SPT server.</li>
</ol>
<h3>Fika</h3>
<p>The server mod goes with the SPT server, and the client plugin goes on whichever machine owns the raid, headless included. Everyone else needs nothing.</p>
<p>Squad sizes assume the <strong>As Online</strong> bot amount setting.</p></div></div>
<div id="tabset-13-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><h3>Server — <code>user/mods/RoguesVRaidersServer/config.jsonc</code></h3>
<p>Restart the server after editing.</p>
<ul>
<li><strong>Where they spawn</strong> — <code>rogueMaps</code>, <code>raiderMaps</code>, <code>overlapMaps</code>, plus <code>chanceOverrides</code> for per-map tuning</li>
<li><strong>How many</strong> — <code>escortAmount</code>, a list rolled per squad</li>
<li><strong>When</strong> — <code>startSpawnShare</code>, <code>midRaidEarliest</code>, <code>midRaidLatest</code></li>
<li><strong>How hard</strong> — <code>difficulty</code>, <code>forceHardestDifficulty</code>, <code>upgradeDurability</code>, <code>upgradeAmmo</code>, <code>ammoRankWeights</code>, <code>upgradeGearTier</code>, <code>minArmorClass</code></li>
</ul>
<p><code>forceHardestDifficulty</code> does less than the name suggests: it only pushes the vanilla exUsec and pmcBot waves onto the same difficulty tier. Switching it off still leaves the gear and ammo upgrades reaching vanilla spawns — those are governed by <code>upgradeDurability</code>, <code>upgradeAmmo</code> and <code>upgradeGearTier</code> instead.</p>
<h3>Client — F12, section <em>Rogues V Raiders</em></h3>
<p>Enable, Rogue Squads, Raider Squads, Friendliness, Roaming Objectives, Objective Layer Priority, Lockdown POIs, Lockdown Delay, Broad AI Hostility, Hunt and Takeover, Min Spawn Distance, Alive Bot Ceiling, Force Spawn Over Bot Cap, Scale Chance By Level, Verbose Logs.</p>
<h3>Level scaling overrides the config</h3>
<p><strong>Scale Chance By Level</strong> is on by default, and while it’s on the level curve replaces every chance number you set — <code>rogueChance</code>, <code>raiderChance</code>, <code>overlapChance</code> and the per-map overrides alike. That curve is 10% at level 15, +5% every 5 levels, capped at 25%.</p>
<p>Set a chance in the config, see nothing change, that’s why. Turn the toggle off and your numbers take over.</p></div></div>
<div id="tabset-13-panel-4" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><h3>Acid’s Bot Placement System</h3>
<p>ABPS rebuilds <code>BossLocationSpawn</code> from scratch at boot and after every raid, which wipes anything anyone else injected. Handled — the injector re-runs on raid start, after ABPS’s pass and before the raid snapshot is taken. Nothing for you to configure.</p>
<h3>ORBIT</h3>
<p>Keep ORBIT’s <strong>Vanilla raiders (RESTART)</strong> set to <code>true</code>. With it true, ORBIT leaves exUsec and pmcBot alone. Flip it false and ORBIT starts driving the same bots this does, and the two will fight over the mover.</p>
<h3>SAIN</h3>
<p>Soft integration. SAIN keeps running its own targeting, aiming and personality on these squads the same as any other exUsec or pmcBot.</p></div></div></div>
]]></description><category>Bots</category><dc:creator>Sipto</dc:creator><pubDate>Thu, 16 Jul 2026 01:21:26 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/hCuQTC0CeInaUNUXCClzcekPFaI6nHIrYCrtSJc9.png" type="image/png" length="0"/><dc:date>2026-07-27T07:56:19+00:00</dc:date><dc:identifier>v1.5.0</dc:identifier></item><item><title>Wedge</title><link>https://forge.sp-tarkov.com/mod/2820/wedge</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2820/wedge</guid><description><![CDATA[<div class="tabset"><div id="tabset-14-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p><strong>THIS IS 100% COMPATIBLE WITH THE BLACKOUT MOD FROM VULTIFY AS WELL</strong></p>
<p>Adds The Wedge, the Black Division boss from EFT 1.0.5, and his guard squad to most maps. He gets his own spawn type and his own brain rather than being a reskinned existing boss.</p>
<p>He does not add the Icebreaker map. He’s the boss from it; the map itself is a whole other job.</p>
<h3>The fight</h3>
<p>He pushes toward the nearest player instead of camping, opens with flash and smoke on the approach, and then hands the gunfight to SAIN so he still shoots like something you know how to read. His Black Division Operator escort spawns in the same zone and rushes with him, so the squad arrives together rather than trickling in one at a time. His smoke grenades from Icebreaker are not backported yet so I’ve put regular smokes on him for now.</p>
<p>880 health, roughly double a PMC, and his gear spawns at near-perfect durability.</p>
<h3>His kit</h3>
<p><strong>NOW INCLUDES HIS ACTUAL CLOTHING AND GEAR</strong></p>
<p>Authentic to 1.0.5 EFT. Spiritus LV-119 plate carrier, Team Wendy EXFIL with L3Harris PVS-31A night vision on a Wilcox mount, and an Avon M53A1 gas mask. Weapons are the SCAR-H, SA58, MDR or MP7, with a USP .45 sidearm and a SOG tomahawk.</p>
<h3>Spawn chance</h3>
<p>Scales with level — 10% at 15, another 5% every 5 levels, capped at 25%. So level 20 is 15%, level 30 and up is 25%.</p>
<p>Solo that’s your level. In Fika it averages everyone who’s pinged the server in the last 15 minutes, so one high-level player doesn’t drag the lobby’s odds up on their own.</p></div></div>
<div id="tabset-14-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<h3>Requirements</h3>
<p>Install all four of these first. None of them are optional — Wedge will not run without them.</p>
<table>
<thead>
<tr>
<th>Mod</th>
<th>GUID</th>
<th>Why</th>
<th>If it’s missing</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>MoreBotsAPI</strong></td>
<td><code>com.morebotsapi.tacticaltoaster</code></td>
<td>Supplies the custom boss role Wedge spawns as. There’s no role without it.</td>
<td>Wedge’s server mod references it directly and won’t load.</td>
</tr>
<tr>
<td><strong>WTT-ContentBackport</strong></td>
<td><code>com.wtt.contentbackport</code></td>
<td>Every piece of his Black Division gear and clothing comes from it.</td>
<td>His kit doesn’t exist and he can’t be generated.</td>
</tr>
<tr>
<td><strong>DrakiaXYZ-BigBrain</strong></td>
<td><code>xyz.drakia.bigbrain</code></td>
<td>The rush layer registers against it.</td>
<td>BepInEx skips the plugin entirely — he’d spawn with no brain.</td>
</tr>
<tr>
<td><strong>Black Division</strong></td>
<td><code>com.blackdiv.tacticaltoaster</code></td>
<td>The faction he leads; his guards are its soldiers and share its content.</td>
<td>His server mod won’t load.</td>
</tr>
</tbody>
</table>
<p>Both MoreBotsAPI and WTT-ContentBackport ship in several parts (plugin, patcher, server mod) — install them
whole, don’t cherry-pick files. Two things worth knowing:</p>
<ul>
<li><strong>MoreBotsAPI needs DrakiaXYZ-BigBrain itself</strong>, so it’s required twice over.</li>
<li><strong>WTT-ContentBackport’s server half needs WTT-ServerCommonLib</strong> (<code>com.wtt.commonlib</code>), and installing it
normally brings <strong>WTT-ClientCommonLib</strong> along too. Both are part of the WTT set rather than extra
downloads. Wedge uses WTT-ServerCommonLib directly as well, to register the names the end-of-raid screen
shows for him and his guards.</li>
</ul>
<p>Optional:</p>
<table>
<thead>
<tr>
<th>Mod</th>
<th>GUID</th>
<th>What you lose without it</th>
</tr>
</thead>
<tbody>
<tr>
<td>SAIN</td>
<td>—</td>
<td>The gunfight. He still spawns, rushes and throws grenades, he just fights on the vanilla brain. Found by reflection, so no assembly reference — if the interop fails he logs a warning and carries on.</td>
</tr>
<tr>
<td>Fika</td>
<td><code>com.fika.core</code></td>
<td>Co-op, and the group-average spawn scaling with it.</td>
</tr>
</tbody>
</table>
<h3>Fika</h3>
<p>The server mod goes with the SPT server. The client plugin and prepatcher go on whichever machine owns the raid, headless included.</p></div></div>
<div id="tabset-14-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><h3>Server — <code>user/mods/Wedge/config.jsonc</code></h3>
<p>Restart the server after editing.</p>
<table>
<thead>
<tr>
<th>Key</th>
<th>Default</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>levelScaling</code></td>
<td>true</td>
<td>Off falls back to <code>flatChance</code></td>
</tr>
<tr>
<td><code>baseLevel</code> / <code>baseChance</code></td>
<td>15 / 10</td>
<td>Where the curve starts</td>
</tr>
<tr>
<td><code>chancePerStep</code> / <code>stepLevels</code></td>
<td>5 / 5</td>
<td>+5% every 5 levels</td>
</tr>
<tr>
<td><code>chanceCap</code></td>
<td>25</td>
<td>Ceiling</td>
</tr>
<tr>
<td><code>flatChance</code></td>
<td>15</td>
<td>Only used with scaling off</td>
</tr>
<tr>
<td><code>groupScaling</code></td>
<td>true</td>
<td>Co-op: average the session instead of the host alone</td>
</tr>
<tr>
<td><code>groupWindowMinutes</code></td>
<td>15</td>
<td>How recent a ping counts toward that average</td>
</tr>
<tr>
<td><code>escortAmount</code></td>
<td>3</td>
<td>Guards</td>
</tr>
<tr>
<td><code>singleZone</code></td>
<td>true</td>
<td>Keeps him and the escort arriving together</td>
</tr>
<tr>
<td><code>debugLogs</code></td>
<td>false</td>
<td>Verbose server logging</td>
</tr>
</tbody>
</table>
<p><code>enabledMaps</code> lists where he can turn up: Reserve, Streets, Customs, both Factories, Interchange, Labs, Lighthouse, both Ground Zero tiers, Shoreline, Woods and Labyrinth. Delete an entry to switch that map off.</p>
<h3>Client — F12, section <em>Wedge</em></h3>
<ul>
<li><strong>Enable</strong> — master switch for his client-side behaviour</li>
<li><strong>Aggressive Rush</strong> — he and his guards push the nearest player when not already in a SAIN firefight</li>
<li><strong>Grenade Barrage</strong> — flash and smoke on approach</li>
<li><strong>Rush Radius (m)</strong> — caps how far he’ll chase, so he doesn’t sprint the map from spawn</li>
<li><strong>Layer Priority</strong> — advanced. Leave it alone unless you know what you’re doing; it has to stay below SAIN’s combat layers at 20+, or he’ll rush when he should be shooting.</li>
</ul></div></div></div>
]]></description><category>Bots</category><dc:creator>Sipto</dc:creator><pubDate>Thu, 16 Jul 2026 01:12:52 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/fHrmeuFK3FrEJonw8hi05YoelaemRjunLef6u4fL.png" type="image/png" length="0"/><dc:date>2026-07-27T07:36:06+00:00</dc:date><dc:identifier>v2.2.0</dc:identifier></item><item><title>Pre 12.12 Recoil Patch</title><link>https://forge.sp-tarkov.com/mod/2819/pre-1212-recoil-patch</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2819/pre-1212-recoil-patch</guid><description><![CDATA[<div class="tabset"><div id="tabset-15-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3>Overview</h3>
<p>Brings Tarkov’s recoil back to roughly how it felt pre-12.12.</p>
<p>The climb is hard and mostly vertical — the kind you learn to pull down through rather than get handed back. The lateral component is small, so the gun stops skating left and right under sustained fire. The first shot of a pull lands heavy, which means a tap still costs you something.</p>
<p>There’s nothing to configure and that’s on purpose. This isn’t the sandbox build with sliders on an F12 page. The values are the ones I landed on after a lot of raids and they’re compiled in. Drop it in and shoot.</p>
<h3>How it works</h3>
<p>It shapes the recoil impulse as each shot lands, then lets the game spring the weapon back on its own. That part matters. The usual failure mode for a recoil mod is leaving the weapon model undriven, and you end up with a gun that floats or detaches on screen. This doesn’t touch that path.</p>
<p>Only your own weapon is affected, and it’s all computed on your client.</p></div></div>
<div id="tabset-15-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h3>Requirements</h3>
<p>None.</p>
<h3>Steps</h3>
<ol>
<li>Download the archive.</li>
<li>Extract it into your SPT folder — the one holding <code>EscapeFromTarkov.exe</code> and <code>BepInEx</code>.</li>
<li>Merge when Windows asks. <code>Pre1212Recoil</code> lands in <code>BepInEx/plugins</code>.</li>
<li>Launch.</li>
</ol>
<p>Client-side only. Nothing goes in <code>user/mods</code>.</p></div></div>
<div id="tabset-15-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>None. No config file, no F12 page. The tune is baked into the build.</p></div></div>
<div id="tabset-15-panel-4" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><h3>Other recoil mods</h3>
<p>Don’t run it alongside another recoil mod that touches the same shot effect. They’ll both patch it and fight.</p>
<h3>Fika</h3>
<p>Fine in a group. Only your own weapon is affected and it’s computed on your client, so nobody else needs it installed.</p>
<h3>Game version</h3>
<p>Built against SPT 4.0.13 / EFT 0.16.9.</p>
<p>One of the two hooks lands on an internal method whose name isn’t stable between game builds, so a Tarkov or SPT update can stop it loading until it’s recompiled. Pin your install, or grab a build that matches your version.</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>Sipto</dc:creator><pubDate>Wed, 15 Jul 2026 23:31:24 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/z7nLcslKBbhJAna94LFlPIS890LJYh1qG5RgkaBB.png" type="image/png" length="0"/><dc:date>2026-07-19T02:55:24+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Deadly Gas (realistic extract)</title><link>https://forge.sp-tarkov.com/mod/2818/deadly-gas-realistic-extract</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2818/deadly-gas-realistic-extract</guid><description><![CDATA[<h1>Deadly Gas — realistic end-of-raid</h1>
<p>Replaces the arbitrary end-of-timer MIA with a <strong>deadly gas</strong>: when the raid
timer expires, the zone slowly fills with gas (green haze + fog) and your
health drains : about 3 minutes to die at full health (configurable). You can
still run for the extract: extracting during the gas counts as a normal
<strong>Survived</strong>. Dying in the gas is a normal death. No more MIA screen at
2 meters from the extract.</p>
<p>Gas masks allow you to stay 3 times longer in the gas.
Respirators allow you to stay 1.5 times longer in the gas.</p>
<p><strong>Client-side</strong> BepInEx plugin. Nothing to install server-side.</p>
<h2>Install</h2>
<p>Extract it into your SPT folder (the one with
<code>SPT.Launcher.exe</code>). The DLL lands in <code>BepInEx/plugins/MekkaDeadlyGas.dll</code>.</p>
<h2>Configuration</h2>
<p>In game via <strong>F12</strong> (Configuration Manager) or in
<code>BepInEx/config/com.mekka.deadlygas.cfg</code>:</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td>Enabled</td>
<td>on</td>
<td>Master switch</td>
</tr>
<tr>
<td>Minutes before death</td>
<td>3</td>
<td>Survival time in the gas at full health (chest-based)</td>
</tr>
<tr>
<td>Gas rise (seconds)</td>
<td>20</td>
<td>Grace period before damage starts</td>
</tr>
<tr>
<td>Visual effects</td>
<td>on</td>
<td>Green tint + fog</td>
</tr>
<tr>
<td>Tint intensity</td>
<td>0.45</td>
<td>Green overlay opacity (0.2 subtle → 0.7 pea soup)</td>
</tr>
<tr>
<td>Fog density</td>
<td>0.06</td>
<td>Fog thickness at full ramp</td>
</tr>
<tr>
<td>Probe mode</td>
<td>off</td>
<td>Diagnostic dumps for troubleshooting</td>
</tr>
</tbody>
</table>
<h2>Known quirks</h2>
<ul>
<li>After expiry the in-raid timer display shows ~24h instead of 00:00
(cosmetic only, the gas is your real timer now).</li>
<li>AI Scavs are unaffected.</li>
<li>Works in PMC and player-Scav raids. Untested with Fika/coop.</li>
</ul>
]]></description><category>Other</category><dc:creator>LaurentMEKKA</dc:creator><pubDate>Tue, 14 Jul 2026 23:05:58 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/R4CSyD6kraLTxXbdgi9YwbsTJpU7jYZOrIclI98E.png" type="image/png" length="0"/><dc:date>2026-07-17T21:06:42+00:00</dc:date><dc:identifier>v0.4.1</dc:identifier></item><item><title>The Quartermaster</title><link>https://forge.sp-tarkov.com/mod/2817/the-quartermaster</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2817/the-quartermaster</guid><description><![CDATA[<h1>The Quartermaster</h1>
<p>A global, player-driven second-hand marketplace.</p>
<p>Sell gear from your stash. Buy gear that other players have sold. Every item has a history.</p>
<p><strong>You can submit and view community made contracts on my <a target="_blank" class="external-link" href="https://serenity-workshop.netlify.app/contracts?tab=active" rel="noreferrer noopener">website</a> to be added to the automatic rotating quest pool</strong></p>
<h2>A Living Marketplace</h2>
<p>One of the most interesting parts of Fence in live Escape from Tarkov is that his inventory is influenced by what players sell.</p>
<p>SPT can’t naturally recreate that shared economy.</p>
<p>Until now.</p>
<p><strong>The Quartermaster brings a true player-driven second-hand marketplace to SPT.</strong></p>
<p>Rather than generating random stock, The Quartermaster buys equipment that real players have sold and makes it available to everyone else running the mod.</p>
<p>Every item you see has a history.</p>
<p>Someone found it.</p>
<p>Someone used it.</p>
<p>Someone decided to sell it.</p>
<p>Now it’s available for you.</p>
<p>When it’s gone, it’s gone.</p>
<h2>Scavenging</h2>
<p>Death in Tarkov is brutal. But it doesn’t go to waste.</p>
<p>When a player dies in a raid, The Quartermaster’s workers move in. They scavenge one item from the corpse and bring it back.</p>
<p>The item is held for a delay period before hitting the marketplace. Someone’s loss becomes someone else’s find.</p>
<p>Scavenged items display the profile name of the fallen player as a tag on the bottom left of the item icon - a grim reminder of where it came from. Once purchased, the tag is removed. The past is erased.</p>
<h2>Community Reward Packages</h2>
<p>Loyalty doesn’t go unnoticed.</p>
<p>Players who contribute to the community through marketplace purchases will receive weekly reward crates from The Quartermaster.</p>
<p>The more you spend, the better your tier. Higher tiers contain better gear - ammo, medical supplies, weapons, armour, and more.</p>
<p>Crates arrive via in-game mail. Open them to see what The Quartermaster has secured for you this week.</p>
<h2>Community Contracts</h2>
<p>The Quartermaster’s work changes over time.</p>
<p>Daily tasks, weekly contracts and limited-time operations can be delivered directly through the mod without requiring a new download.</p>
<p>Everyone running The Quartermaster receives the same active contracts, creating a shared SPT experience while keeping the game fully single-player.</p>
<p>Complete the job before it expires.</p>
<p>Miss the window, and the opportunity is gone.</p>
<p>You can submit and view community made contracts on my <a target="_blank" class="external-link" href="https://serenity-workshop.netlify.app/contracts" rel="noreferrer noopener">website</a> to be added to the automatic rotating quest pool.</p>
<h2>Requirements</h2>
<ul>
<li>SPT-AKI 4.0.13</li>
<li>A working internet connection</li>
</ul>
<h2>Installation</h2>
<ol>
<li>Download the latest release from the SPT Hub.</li>
<li>Extract the <code>SPT</code> folder into your SPT install directory.</li>
<li>Launch the SPT server.</li>
<li>The Quartermaster will appear in the trader list. Click <strong>Refresh</strong> on his page if his assortment is empty.</li>
</ol>
<h2>Important Notes</h2>
<ul>
<li>Trader assort is updated by your local server reading the mods online database every time you hit refresh, or when it auto refreshes by vanilla functions.</li>
<li>Modded items are fully compatible, you can sell modded items, if another user does not have the mod, it simply will not show for said user, if they do, it will show.</li>
<li>Items sold to the trader will stay there for a configured time in the backend (can change) before expiring and being deleted.</li>
<li>Contract data (quests, schedules, config) is fetched from a dedicated caching server every 5 minutes, reducing database load. If the caching server is unreachable, the mod falls back to reading directly from the database automatically.</li>
<li>Marketplace cleanup (removing expired and sold listings) is handled by a central server, so your local server doesn’t need to download the full marketplace data for cleanup.</li>
<li>Quest submissions go through a voting system to ensure only quality quests are auto approved (I can still override submitted quests).</li>
<li>Voting lasts for 12 hours, and requires a minimum of (5 - can change in real time in backend) votes with a 70% upvote ratio, if the minimum votes are not met, the time will be extended for another 6 hours up to 48 where it will be auto rejected.</li>
<li>If someone is seen to be submitting blatantly troll quests, your discord id will be banned from submitting any more quests.</li>
<li>New quests are added to the trader every Day/Week/Weekend, and if high quality, will be kept in the rotating pool.</li>
<li>One time quests can also be submitted, these will then be deleted after they expire (24 hours).</li>
<li>When new quests are added, you’ll receive an in-game message from The Quartermaster letting you know what’s been added.</li>
<li>When new quests are added, it requires a game restart for it to be injected into your local database.</li>
<li>Brand new quests are prioritised over quests that have already been used before, this is to ensure that it stays fresh and only repeats quests when new ones are not available.</li>
</ul>
<h2>Credits</h2>
<ul>
<li><strong>Author:</strong> ShaneeexD</li>
<li><strong>License:</strong> MIT</li>
</ul>
<p><strong>READ THE <a target="_blank" class="external-link" href="https://github.com/ShaneeexD/SPT-TheQuartermaster/blob/main/PRIVACY_DISCLOSURE.md" rel="noreferrer noopener">PRIVACY &amp; NETWORK DISCLOSURE</a></strong></p>
<p>If you like my mods, and want to support me you can <a target="_blank" class="external-link" href="https://ko-fi.com/shanekc" rel="noreferrer noopener">here</a> :) any support no matter how  big or small is greatly appreciated.</p>
]]></description><category>Traders</category><dc:creator>shaneeexd</dc:creator><pubDate>Mon, 13 Jul 2026 23:40:14 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/tm4mcNhAHyMXbf0igJ4uqU9Kcw4nWOCZgvgLcUmX.png" type="image/png" length="0"/><dc:date>2026-07-28T00:58:27+00:00</dc:date><dc:identifier>v1.3.0</dc:identifier></item><item><title>Trash Talk</title><link>https://forge.sp-tarkov.com/mod/2816/trash-talk</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2816/trash-talk</guid><description><![CDATA[<div class="tabset"><div id="tabset-16-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><p>Ever get that smug message from the PMC who killed you — or the one you killed — and wish you could talk back? Now you can. TrashTalk unlocks the reply box on those PMC messages and gives every bot a real, AI-generated voice: they answer what you actually typed, remember the conversation, and know exactly how the kill went down (weapon, distance, map). Every PMC gets a randomly rolled personality — cocky, bitter, respectful, unhinged, darkly funny, or barely bothered — that sticks for the whole conversation.</p>
<ul>
<li>Works with brand-new kill messages AND PMC messages already sitting in your inbox</li>
<li>Replies arrive after a realistic 15-75 second “typing” delay (configurable)</li>
<li>Personalities, prompt, delays, and backend all editable in config.json</li>
<li>If the AI backend is unreachable, nothing breaks — the bot just doesn’t text back</li>
</ul>
<p>Requires a local LLM (free, recommended — see LLM Setup tab) or your own API key. Solo SPT only — not Fika compatible.</p></div></div>
<div id="tabset-16-panel-2" class="tab-panel"><div class="tab-title">LLM Setup</div>
<div class="tab-content"><h3>Hooking up the AI</h3>
<p>TrashTalk doesn’t come with an AI inside it — you plug one in. It can be one
running on your own PC, or a free cloud one. Either way it’s a one-time setup
in <code>SPT/user/mods/TrashTalk/config.json</code> and you never touch it again.</p>
<p>Only three lines in there really matter:</p>
<ul>
<li><code>endpoint</code> — the web address the mod sends the conversation to</li>
<li><code>model</code> — which AI at that address writes the reply</li>
<li><code>apiKey</code> — your personal key for the service (cloud only, local needs none)</li>
</ul>
<p>Pick ONE option below.</p>
<h3>Option 1 — Ollama (runs on your PC, no account needed)</h3>
<ol>
<li>Install <a target="_blank" class="external-link" href="https://ollama.com" rel="noreferrer noopener">Ollama</a></li>
<li>Open a terminal and run: <code>ollama pull llama3.2</code></li>
<li>Done. The mod’s default config already points at it.</li>
</ol>
<p>Fully private, works offline, costs nothing. The trade-off: a model small
enough to share your PC with Tarkov isn’t the sharpest — replies can come out
flat or repetitive. It uses your GPU for a few seconds per reply (~2GB VRAM),
and replies fire while you’re in menus, not mid-raid.</p>
<h3>Option 2 — Groq (free cloud, best model)</h3>
<p>Sign up at <a target="_blank" class="external-link" href="https://console.groq.com" rel="noreferrer noopener">console.groq.com</a>, then go to
<a target="_blank" class="external-link" href="https://console.groq.com/keys" rel="noreferrer noopener">console.groq.com/keys</a> and create a key.
Copy it right away — it’s only shown once.</p>
<pre><code>"endpoint": "https://api.groq.com/openai/v1/chat/completions",
"model": "llama-3.3-70b-versatile",
</code></pre>
<p>This is a 70B model — way bigger than anything your GPU could run next to
Tarkov — and Groq is stupid fast, so replies generate near instantly. Free
tier is around 1000 replies a day, which you will never hit.</p>
<h3>Option 3 — Google Gemini (free cloud, easiest signup)</h3>
<p>If you have a Google account you’re already signed up. Go to
<a target="_blank" class="external-link" href="https://aistudio.google.com/apikey" rel="noreferrer noopener">aistudio.google.com/apikey</a>, hit
Create API key, and use:</p>
<pre><code>"endpoint": "https://generativelanguage.googleapis.com/v1beta/openai/chat/completions",
"model": "gemini-3-flash-preview",
"maxTokens": 4096,
</code></pre>
<p>That <code>maxTokens</code> line is not optional here. Gemini 3 “thinks” before it
writes, and the thinking silently eats out of the same token budget — in my testing it burned anywhere from 150 to 700 tokens of thinking just to write one sentence, and it occasionally spikes past 1000 — set maxTokens to 4096 and cutoffs never happen. Free tier is around 250 replies a day.</p>
<h3>Option 4 — already have an account somewhere?</h3>
<ul>
<li><strong>OpenRouter</strong>: endpoint <code>https://openrouter.ai/api/v1/chat/completions</code>,
model <code>meta-llama/llama-3.1-8b-instruct:free</code> (or any paid model they list)</li>
<li><strong>OpenAI</strong>: endpoint <code>https://api.openai.com/v1/chat/completions</code>,
model <code>gpt-4o-mini</code> (cheap, not free)</li>
</ul>
<h3>The two settings nobody explains</h3>
<ul>
<li><strong>maxTokens</strong> — the size cap on a single reply, NOT a usage quota. It
doesn’t make replies longer (the mod’s prompt keeps PMCs texting in 1-2
short sentences regardless) and it doesn’t cost you anything extra on free
tiers. The only reason to care: thinking models like Gemini 3 spend
invisible tokens before writing. 4096 is safe everywhere, so just use that.</li>
<li><strong>temperature</strong> — how predictable the replies are. Low means the same kill
gets you nearly the same message every time, higher means spicier and more
random. The default 0.9 is where the personalities actually come through.
Drop toward 0.5 if replies feel like nonsense, and don’t go much above 1.0
or they will be.</li>
</ul>
<p>After any config edit: restart the SPT server — the config only loads at
startup. And never share your config file, your API key is in it.</p></div></div>
<div id="tabset-16-panel-3" class="tab-panel"><div class="tab-title">Install Instructions</div>
<div class="tab-content"><ol>
<li>Extract the archive</li>
<li>Drop the <code>BepInEx</code> and <code>SPT</code> folders into your SPT root directory</li>
<li>Set up an LLM backend (see LLM Setup tab)</li>
<li>Kill a PMC (or get killed), check your messages after the raid, and talk back</li>
</ol></div></div>
<div id="tabset-16-panel-4" class="tab-panel"><div class="tab-title">Known Limitations / Bugs</div>
<div class="tab-content"><ul>
<li>Not Fika compatible (solo SPT only)</li>
<li>Old messages (from before installing) work, but the bot won’t know exact kill details for them</li>
<li>If you find a bug, please report it (see Support tab)</li>
</ul></div></div>
<div id="tabset-16-panel-5" class="tab-panel"><div class="tab-title">Support</div>
<div class="tab-content"><p>Found a bug or have a question? Leave a comment on this mod’s page, or reach out in my thread on the SPT Discord: <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1521972310595338260" rel="noreferrer noopener">https://discord.com/channels/875684761291599922/1521972310595338260</a></p></div></div></div>
]]></description><category>Scripting</category><dc:creator>Vultify</dc:creator><pubDate>Mon, 13 Jul 2026 19:47:54 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/tqHDwclssdHQJ9mBJXyATb66Pv1aN0P0fcqC8dEQ.jpg" type="image/png" length="0"/><dc:date>2026-07-13T20:20:17+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>ODIN - THE MERCENARY</title><link>https://forge.sp-tarkov.com/mod/2815/odin-the-mercenary</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2815/odin-the-mercenary</guid><description><![CDATA[<p><a target="_blank" class="external-link" href="https://postimg.cc/8J863kcV" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.postimg.cc/0Qj0zbqr/Odin-The-Mercenary-Modbild.jpg" alt="Odin-The-Mercenary-Modbild.jpg" /></a></p>
<div class="tabset"><div id="tabset-17-panel-1" class="tab-panel"><div class="tab-title">ABOUT THE MOD</div>
<div class="tab-content"><p><strong>ODIN - THE MERCENARY</strong> is a mod that brings the legendary mercenary back into the game to make life difficult for you.
What’s more, this mod includes exclusive items that are only available on ODIN.
Before starting a raid, you’ll receive a notification in the bottom right-hand corner if ODIN spawns in your round.</p></div></div>
<div id="tabset-17-panel-2" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><ol>
<li>Back up your profile before every update!!!</li>
<li>Delete every previous version <strong>completely</strong>!!!</li>
<li>Clear your caches!!!</li>
<li>Download the mod!!!</li>
<li>Extract the ZIP!!!</li>
<li>Copy the <strong>contents</strong> of the ZIP into your <strong>SPT root folder</strong>!!!</li>
</ol></div></div>
<div id="tabset-17-panel-3" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><p>Step 1:
Go to: SPT\BepInEx\patchers and delete TheMercenaryPrepatch.dll</p>
<p>Step 2:
Go to: SPT\BepInEx\plugins and delete the folder TheMercenary</p>
<p>Step 3:
Go to: SPT\SPT\user\mods and delete the folder TheMercenary aswell</p></div></div>
<div id="tabset-17-panel-4" class="tab-panel"><div class="tab-title">WEB UI</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://postimg.cc/Hrn5Jd5L" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.postimg.cc/dVm9x0VG/WEB-UI.jpg" alt="WEB-UI.jpg" /></a></p>
<p>First start the server, then open your browser at <a target="_blank" class="external-link" href="http://127.0.0.1:6970/" rel="noreferrer noopener">http://127.0.0.1:6970/</a> to access the configuration options. Click “Save &amp; Apply” after every change.</p></div></div>
<div id="tabset-17-panel-5" class="tab-panel"><div class="tab-title">ABOUT ODIN</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://postimg.cc/5Qm1JgmY" rel="noreferrer noopener"><img loading="lazy" decoding="async" src="https://i.postimg.cc/8c2ChnJH/Health.jpg" alt="Health.jpg" /></a></p>
<ul>
<li>
<p><strong>HUNT MODE</strong><br />
If you’re a truly hardened, no-nonsense bastard, press F12 in-game to activate Hunt Mode.
ODIN will switch to Berserker Mode and hunt you down until you croak.</p>
</li>
<li>
<p><strong>SAIN</strong><br />
THE MERCENARY, like other bots, is fully configurable via SAIN.</p>
</li>
</ul></div></div>
<div id="tabset-17-panel-6" class="tab-panel"><div class="tab-title">MIMIMI</div>
<div class="tab-content"><p>Ladies and gentlemen, or whatever you choose to identify as, I’m not interested in your whingeing about ODIN being too strong. In the past, ODIN was even stronger, and I’ve already backtracked to tone him down a bit.
Only download this mod if you’re truly experienced and not afraid to die. Because you will. Often.</p></div></div>
<div id="tabset-17-panel-7" class="tab-panel"><div class="tab-title">REPORT BUGS</div>
<div class="tab-content"><p>There are two ways to report bugs:</p>
<ol>
<li>My own thread on Discord: <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1521957836928848032" rel="noreferrer noopener">https://discord.com/channels/875684761291599922/1521957836928848032</a></li>
<li>In the ‘Issue’ tab on GitHub: <a target="_blank" class="external-link" href="https://github.com/S4LCO/TheMercenary/issues" rel="noreferrer noopener">https://github.com/S4LCO/TheMercenary/issues</a></li>
</ol>
<p><strong>IMPORTANT:</strong></p>
<ol>
<li>I need a clean log.</li>
<li>A list of your installed mods.</li>
</ol>
<p><strong>Bug reports without logs will be ignored.</strong></p></div></div>
<div id="tabset-17-panel-8" class="tab-panel"><div class="tab-title">SUPPORT ME</div>
<div class="tab-content"><p>If you like the mod, feel free to send some donation. 🫶🏼</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/salco1" rel="noreferrer noopener">https://ko-fi.com/salco1</a></p></div></div></div>
]]></description><category>Bots</category><dc:creator>S4LCO</dc:creator><pubDate>Mon, 13 Jul 2026 10:41:27 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/acwv6SNndy0u2pSRF4cz7UQL2YFcajt2gyMDm1kk.png" type="image/png" length="0"/><dc:date>2026-07-18T19:52:57+00:00</dc:date><dc:identifier>v1.7.0</dc:identifier></item><item><title>LMSP - Let Me Switch Plates</title><link>https://forge.sp-tarkov.com/mod/2814/lmsp-let-me-switch-plates</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2814/lmsp-let-me-switch-plates</guid><description><![CDATA[<h2>Description</h2>
<p>Allows you to add or remove plates from your equipped armor without needing to throw it on the floor or in your bag. Because that sucks.</p>
<h2>Installation</h2>
<p>Drag and drop contents of the download into your root SPT directory</p>
]]></description><category>Equipment</category><dc:creator>nessu</dc:creator><pubDate>Sun, 12 Jul 2026 15:14:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/zUpjGU08Phn55ui5cUSAVCOChEIYucuc9aFg1oqc.png" type="image/png" length="0"/><dc:date>2026-07-12T15:24:39+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>DPX Melee Case</title><link>https://forge.sp-tarkov.com/mod/2813/dpx-melee-case</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2813/dpx-melee-case</guid><description><![CDATA[<h1>DPX Melee Case</h1>
<p>DPX Melee Case adds a custom storage container dedicated exclusively to melee weapons.</p>
<h2>Features</h2>
<ul>
<li>Custom 3D model and AssetBundle</li>
<li>Custom inventory icon</li>
<li>Stores melee weapons only</li>
<li>External size: 4x2</li>
<li>Internal storage grid: 8x8</li>
<li>Available from Jaeger LL1</li>
<li>Default price: 250,000₽</li>
<li>Default stock: 999</li>
<li>Fully configurable through <code>config.json</code></li>
</ul>
<h2>Configuration</h2>
<p>The following options can be changed:</p>
<ul>
<li>Enable or disable the mod</li>
<li>Trader</li>
<li>Loyalty level</li>
<li>Price</li>
<li>Stock quantity</li>
<li>External case size</li>
<li>Internal storage size</li>
<li>Debug logging</li>
</ul>
<h2>Installation</h2>
<p>Extract the archive directly into your SPT installation folder.</p>
<p>The archive contains both the required server mod and BepInEx client plugin.</p>
<h2>Compatibility</h2>
<ul>
<li>SPT 4.0.13</li>
<li>EFT 0.16.9.40087</li>
</ul>
<h2>Feedback and Bug Reports</h2>
<p>If you encounter any bugs, errors, compatibility issues, or unexpected behavior, please report them in the comments section.</p>
<p>When possible, include:</p>
<ul>
<li>A clear description of the issue</li>
<li>The steps needed to reproduce it</li>
<li>Your SPT version</li>
<li>Your server logs</li>
<li>Your BepInEx logs</li>
</ul>
<p>Known issues and useful feedback are always welcome and help improve future versions of the mod.</p>
]]></description><category>Items</category><dc:creator>DeePix</dc:creator><pubDate>Sun, 12 Jul 2026 00:18:44 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/vkZ0J9nrvt57XVCL5x1TM5mnt3greBU3DmrRPWKT.jpg" type="image/png" length="0"/><dc:date>2026-07-28T11:21:22+00:00</dc:date><dc:identifier>v1.0.5</dc:identifier></item><item><title>MoreQuickSlots</title><link>https://forge.sp-tarkov.com/mod/2812/morequickslots</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2812/morequickslots</guid><description><![CDATA[<p>Client-side mod that increases the number of freely assignable quick slots from the default 7 by up to 6 additional slots.</p>
<p>Key bindings and the number of slots can be customized in the BepinEx menu.</p>
<h1><img loading="lazy" decoding="async" src="https://raw.githubusercontent.com/maschine34675/MoreQuickSlots/refs/heads/main/example2.png" alt="example" /></h1>
<h1><img loading="lazy" decoding="async" src="https://raw.githubusercontent.com/maschine34675/MoreQuickSlots/refs/heads/main/example1.png" alt="example" /></h1>
<h2>Installation</h2>
<p>As usual, unzip to your SPT directory.</p>
<h2>Uninstalling</h2>
<p><strong>Important:</strong> Before removing the mod, <strong>empty all extra slots</strong> (drag the items off the slots). The bindings live in the server profile; the vanilla client does not know slot numbers 12+ and the character/inventory screen will no longer load until you either reinstall the mod, or delete the key manually in your profile.json</p>
]]></description><category>Tools</category><dc:creator>maschine</dc:creator><pubDate>Sat, 11 Jul 2026 10:47:19 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/XKHKbSIxWHcdJLOyATKrlw9J1TcEad4z14yR1aQd.png" type="image/png" length="0"/><dc:date>2026-07-11T10:48:08+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Kill&amp;Bill - Quest Condition Overhaul</title><link>https://forge.sp-tarkov.com/mod/2810/killbill-quest-condition-overhaul</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2810/killbill-quest-condition-overhaul</guid><description><![CDATA[<h1>Kill &amp; Bill - Quest Completion Overhaul</h1>
<p>Tarkov no longer needs excuses.<br />
Traders no longer care how the job gets done. They only care about the result.</p>
<p>In the end, every quest comes down to three things:</p>
<p><strong>Kill the target. Bring back proof. Pay the bill.</strong></p>
<p>Kill &amp; Bill replaces existing quest completion requirements with a more direct, mercenary-style system built around kills, PMC dogtags, and money.</p>
<p>No more running in circles.<br />
No more checklist busywork.<br />
The traders want results, proof, or cash.</p>
<div class="tabset"><div id="tabset-18-panel-1" class="tab-panel"><div class="tab-title">About</div>
<div class="tab-content"><p>Kill &amp; Bill is a quest completion condition overhaul for <strong>SPT 4.0</strong>.</p>
<p>It rewrites the <code>AvailableForFinish</code> conditions of loaded quests and replaces them with one of three objective types:</p>
<ul>
<li>Kill targets</li>
<li>Turn in PMC dogtags</li>
<li>Pay money</li>
</ul>
<p>The mod preserves existing quest IDs, quest chains, unlock order, traders, rewards, and <code>AvailableForStart</code> conditions.</p>
<p>It supports deterministic generation through a configurable seed. Using the same seed and configuration produces the same quest objectives.</p>
<p>Quest objective text is automatically updated to match the generated completion conditions.</p></div></div>
<div id="tabset-18-panel-2" class="tab-panel"><div class="tab-title">Objectives</div>
<div class="tab-content"><h4>Kill</h4>
<p>Quests may require the player to kill PMC or SCAV targets.</p>
<p>The following values can be configured:</p>
<ul>
<li>Required kill count</li>
<li>PMC target weight</li>
<li>SCAV target weight</li>
</ul>
<h4>Dogtags</h4>
<p>Quests may require PMC dogtags as proof of completion.</p>
<p>The following options are configurable:</p>
<ul>
<li>Required dogtag count</li>
<li>Found-in-raid requirement</li>
<li>Support for dogtags added by <strong>WTT - Content Backport</strong></li>
<li>Item ID used by the objective</li>
</ul>
<p>Changing the item ID also allows the objective to require a different item.</p>
<h4>Money</h4>
<p>Quests may require a money payment instead of a combat objective.</p>
<p>Minimum and maximum payment amounts can be configured.</p></div></div>
<div id="tabset-18-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>The mod includes a <code>config.jsonc</code> file.</p>
<p>Available settings include:</p>
<ul>
<li>Enable or disable the mod</li>
<li>Process all loaded quests</li>
<li>Include or exclude specific traders</li>
<li>Exclude specific quests</li>
<li>Set the randomization seed</li>
<li>Adjust kill, dogtag, and money objective weights</li>
<li>Configure kill count ranges</li>
<li>Configure PMC and SCAV target weights</li>
<li>Configure dogtag requirements</li>
<li>Configure money ranges</li>
<li>Customize objective text templates</li>
</ul>
<p>Changing the seed or configuration generates a different set of quest completion conditions.</p></div></div>
<div id="tabset-18-panel-4" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><ol>
<li>Download the release archive.</li>
<li>Extract it into your SPT root directory.</li>
<li>Confirm that the mod folder is located at:</li>
</ol>
<pre><code>SPT/user/mods/kazusa-QuestConditionOverhaul
</code></pre>
<p>Start the SPT Server.</p></div></div>
<div id="tabset-18-panel-5" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><p>Kill &amp; Bill processes quests during the PostDBLoad stage.</p>
<p>It supports vanilla quests and can process modded quests that are loaded before it applies its changes.</p>
<p>Compatibility issues may occur with mods that also add, remove, or rewrite AvailableForFinish conditions. When multiple mods modify the same quest conditions, the final result depends on load order.</p>
<p>Using Kill &amp; Bill together with another quest completion randomizer is not recommended.</p>
<p>Mods that only add quests, modify rewards, or change start conditions are generally less likely to conflict.</p></div></div>
<div id="tabset-18-panel-6" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><p>塔科夫不再需要借口。
商人们不再关心过程，他们只看结果。</p>
<p>任务最终只剩下三件事：</p>
<p><strong>杀掉目标、带回证据、付清账单。</strong></p>
<p>Kill &amp; Bill 会将任务完成条件重写为更直接、更雇佣兵化的目标系统：击杀、提交 PMC 狗牌、支付金钱。</p>
<p>不再绕流程。
不再跑清单。
商人要的只有结果、证据，或者钱。</p>
<h4>模组介绍</h4>
<p>Kill &amp; Bill 是一个面向 SPT 4.0 的任务完成条件重制模组。</p>
<p>它不会添加新任务，也不会改变任务链、商人归属或任务奖励。模组只会重写已加载任务的完成条件，并将其替换为以下三类目标之一：</p>
<ul>
<li>击杀目标</li>
<li>提交 PMC 狗牌</li>
<li>支付金钱</li>
</ul>
<p>任务 ID、任务链、解锁顺序、所属商人和奖励都会保留。</p>
<h4>主要功能</h4>
<ul>
<li>支持原版任务，以及在本模组之前加载的其他模组任务</li>
<li>重写任务的 <code>AvailableForFinish</code> 完成条件</li>
<li>保留原始任务 ID、任务链、商人和奖励</li>
<li>不修改 <code>AvailableForStart</code> 开始条件</li>
<li>支持通过配置种子进行确定性生成</li>
<li>相同种子和相同配置会生成相同的任务完成条件</li>
<li>可配置击杀、狗牌、金钱三类目标的生成权重</li>
<li>自动重写任务目标文本，使其匹配新的完成条件</li>
</ul>
<h4>三类目标</h4>
<h5>击杀</h5>
<p>任务会被转换为击杀目标。
击杀数量和目标类型权重可在配置文件中调整。</p>
<h5>狗牌</h5>
<p>任务会要求提交 PMC 狗牌，作为目标已被处理的证明。</p>
<p>你可以在配置中调整：</p>
<ul>
<li>狗牌是否必须来自战局</li>
<li>是否使用 WTT - Content Backport 新增的狗牌</li>
<li>狗牌提交数量</li>
</ul>
<p>理论上，也可以通过修改物品 ID 将提交目标替换为其他物品。</p>
<h5>金钱</h5>
<p>有些任务不需要子弹。
只需要付清账单。</p>
<p>金钱提交范围可在配置文件中调整。</p>
<h4>配置</h4>
<p>模组包含 <code>config.jsonc</code> 配置文件。</p>
<p>你可以调整：</p>
<ul>
<li>是否启用模组</li>
<li>是否处理所有已加载任务</li>
<li>指定包含和排除的商人</li>
<li>指定排除的任务</li>
<li>随机化种子</li>
<li>三类目标的生成权重</li>
<li>击杀目标数量范围</li>
<li>PMC / SCAV 目标权重</li>
<li>狗牌提交需求</li>
<li>金钱提交范围</li>
<li>任务目标文本模板</li>
</ul>
<p>修改种子或配置后，会生成另一套任务完成条件。</p>
<h4>安装方式</h4>
<ol>
<li>下载 release 压缩包。</li>
<li>解压到 SPT 根目录。</li>
<li>确保模组文件夹位于：</li>
</ol>
<p><code>SPT/user/mods/kazusa-QuestConditionOverhaul</code></p>
<ol start="4">
<li>启动 SPT Server。</li>
</ol>
<h4>兼容性说明</h4>
<p>Kill &amp; Bill 会在 <code>PostDBLoad</code> 阶段修改已经加载的任务完成条件。</p>
<p>它不会生成新任务，不会重新分配商人，不会重写任务链，也不会修改任务奖励。</p>
<p>理论上，它可以作用于大多数已加载的模组商人任务。</p>
<p>如果同时使用其他会添加、删除或重写 <code>AvailableForFinish</code> 条件的任务重制模组，可能会出现功能重叠。最终效果通常取决于哪个模组最后应用修改。</p>
<p>为了获得最佳体验，不建议同时启用其他任务完成条件随机化模组。只添加任务、修改奖励或调整开始条件的模组通常更容易兼容。
{.endtabset}</p></div></div></div>
]]></description><category>Quests</category><dc:creator>Kazusa</dc:creator><pubDate>Wed, 08 Jul 2026 18:47:18 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/YO5A98UUbSdEfy6h2tbjyclUL9Sm02w812DD3ftn.png" type="image/png" length="0"/><dc:date>2026-07-10T16:44:05+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Map Progression</title><link>https://forge.sp-tarkov.com/mod/2808/map-progression</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2808/map-progression</guid><description><![CDATA[<h2>A mod that introduces map progression like in live Tarkov!</h2>
<p>&lt;<strong>Maps Locked</strong>&gt; By default every map in the game is locked except for Ground Zero.</p>
<p>&lt;<strong>Unlocking Maps</strong>&gt; In order to unlock a map you must complete its specific requirements.</p>
<p>&lt;<strong>Map Requirements</strong>&gt; To see the requirements for a specific map you can simply hover over the lock icon.</p>
<p>&lt;<strong>Scav Requirements</strong>&gt; If you want to run a map as a Scav you must survive on that map as a PMC enough times.</p>
<p>&lt;<strong>Configuring</strong>&gt; If the mod is too difficult or unbalanced for your mod setup, you can change every requirement through the client config! (press F12 and find the mods name)</p>
<hr />
<blockquote>
<h2>Installation</h2>
<p><strong>1.</strong> Move the downloaded zip to your SPT folder</p>
<p><strong>2.</strong> Unzip the .zip file with a tool like 7-zip</p>
<p><strong>3.</strong> Launch your game and enjoy the mod!</p>
</blockquote>
<h2>Preview Image</h2>
<p><img loading="lazy" decoding="async" src="https://i.imgur.com/SrGJ0eb.jpeg" alt="Preview Image" /></p>
<h2>Preview Image With Tooltips</h2>
<p>These are the things that pop up when you hover over the locked icon of a map.
<img loading="lazy" decoding="async" src="https://i.imgur.com/S76UCyb.jpeg" alt="Preview Image With Tooltips" /></p>
<h2>Future Plans</h2>
<p>&lt;&gt; More requirements (Give me some suggestions!)</p>
<p>&lt;&gt; Move map requirement config to a server mod.</p>
<p>&lt;&gt; Add direct support for Fika (Not allowing map queue if a party member doesn’t have it unlocked)</p>
<h2>Known Issues</h2>
<p>&lt;&gt; Transiting with Fika installed will not fulfill the transit requirement.</p>
<p>To any mod developers who view my mod and think they can help me with modding, or see a problem in my code, please let me know what I can do better! Thanks.</p>
]]></description><category>Locations</category><dc:creator>sorenbyte</dc:creator><pubDate>Wed, 08 Jul 2026 06:13:15 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/XupJXhb7jQHe4MUcaHuX2Y3xxsv3kBNBu9kLHxbT.png" type="image/png" length="0"/><dc:date>2026-07-22T04:51:11+00:00</dc:date><dc:identifier>v1.5.2</dc:identifier></item><item><title>Convoy</title><link>https://forge.sp-tarkov.com/mod/2806/convoy</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2806/convoy</guid><description><![CDATA[<h1>Check out <a target="_blank" class="external-link" href="https://github.com/cebarks/quartermaster/" rel="noreferrer noopener">Quartermaster!</a></h1>
<p>the client-side companion app for the Quartermaster control panel.</p>
<h2>Features</h2>
<h3>Currently only syncs client mods from the server to the client.</h3>
<h4>How it works</h4>
<ol>
<li>Fetches the mod catalog from your Quartermaster server (with ETag caching)</li>
<li>Diffs against local state to determine what needs to be installed, updated, or removed</li>
<li>Downloads changed mods as a batch ZIP, extracts, and verifies SHA-256 hashes</li>
<li>Prompts for a restart if any BepInEx plugin files changed (they’re already loaded by the time Convoy runs)</li>
</ol>
<h3>Planned Features</h3>
<ul>
<li>optional mod groups</li>
<li>per-user mods that are managed and updated by the server, then pushed to the user</li>
<li>server-authorative mod configs</li>
<li>client setting backup (keybinds, graphics settings, etc.</li>
</ul>
<p>Feel free to open an issue on github for any bugs or feature requests!</p>
]]></description><category>Tools</category><dc:creator>cebarks</dc:creator><pubDate>Wed, 08 Jul 2026 00:01:52 +0000</pubDate><dc:date>2026-07-16T04:35:54+00:00</dc:date><dc:identifier>v0.5.1</dc:identifier></item><item><title>Map Editor Lite</title><link>https://forge.sp-tarkov.com/mod/2805/map-editor-lite</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2805/map-editor-lite</guid><description><![CDATA[<h1>Map Editor Lite - Custom Map Editor Framework</h1>
<p><strong>Map Editor Lite</strong> is a server-side framework for SPTarkov that lets anyone create and share custom map content - loot spawns, loot zones, static objects, interactive objects, bot spawn points, extract zones, and light zones - using an in-raid editor and simple JSON packs, no programming required.</p>
<h2>What It Does</h2>
<ul>
<li><strong>In-raid editor</strong>: press <code>F8</code> while in a raid to place markers, preview items, and build custom map packs.</li>
<li><strong>Custom markers</strong>: loot spawns, loot zones, static objects, interactive objects (doors &amp; containers), bot spawn points, extract zones, and light zones.</li>
<li><strong>Pack system</strong>: export your map edits as shareable JSON packs.</li>
<li><strong>Web tool</strong>: import and tune exported packs, adjust spawn chances, mark quest/forced items, and finalize them for release.</li>
<li><strong>Server injection</strong>: the server mod reads pack JSON and injects the content into SPT raid loot tables, exfiltration points, bot zones, and lighting.</li>
<li><strong>Forced spawns</strong>: quest and guaranteed spawns are registered through <strong>WTT-CommonLib</strong>.</li>
<li><strong>Modder friendly</strong>: other mods can ship pack JSON files in their own <code>MapLoot/</code> folders; the server mod loads them automatically.</li>
</ul>
<h2>MEL Prefab Hub</h2>
<p>Anyone can make a prefab within the editor and submit them to the <a target="_blank" class="external-link" href="https://serenity-workshop.netlify.app/prefabs" rel="noreferrer noopener">prefab hub</a> for others to use.</p>
<h2>Web Tool</h2>
<p>The mod also includes a <a target="_blank" class="external-link" href="https://mapeditorlite-tool.netlify.app" rel="noreferrer noopener">web tool</a>, however it is mainly to be used for making micro adjustments to your existing packs, rather than for pack creation, that’s to be done with the client mod.</p>
<h2>Images</h2>
<p><a target="_blank" class="external-link" href="https://github.com/ShaneeexD/MapLootEditorLite#images" rel="noreferrer noopener">https://github.com/ShaneeexD/MapLootEditorLite#images</a></p>
<h2>Installation</h2>
<ol>
<li>Drag the <code>SPT</code> and <code>BepInEx</code> folders from the mod archive into your SPT installation directory.</li>
<li>Make sure <strong>WTT-CommonLib</strong> (<code>com.wtt.commonlib</code>) is installed as a server mod.</li>
<li>Start the server. Map Editor Lite loads automatically.</li>
</ol>
<p>On first launch the client creates:</p>
<ul>
<li><code>SPT/BepInEx/config/com.shaneeexd.mapeditorlite.cfg</code> — BepInEx configuration (editor toggle, hotkeys, etc.)</li>
<li><code>SPT/user/mods/MapEditorLite/</code> — client read/write data folder
<ul>
<li><code>editor/</code>          # in-raid editor saves</li>
<li><code>spawns/</code>          # built-in spawn directory</li>
<li><code>imports/</code>         # files imported into the tool</li>
<li><code>cache/</code>           # cached item data</li>
<li><code>prefabs/</code>         # saved prefabs</li>
<li><code>exports/</code>         # packs exported from the in-raid editor</li>
<li><code>packs/</code>           # final user packs for the server to load</li>
</ul>
</li>
</ul>
<h2>Configuration</h2>
<p>Edit <code>SPT/BepInEx/config/com.shaneeexd.mapeditorlite.cfg</code>:</p>
<pre><code>[General]
EnableEditor = false
EnableDebugVisuals = false
</code></pre>
<ul>
<li><code>EnableEditor</code> — set to <code>true</code> while developing. Default is <code>false</code>, so the F8 editor is disabled until you opt in.</li>
<li><code>EnableDebugVisuals</code> — show extra debug visuals in raid.</li>
</ul>
<h2>Creating a Map Pack</h2>
<ol>
<li>Install the client plugin and server mod.</li>
<li>Set <code>EnableEditor = true</code> in the BepInEx config.</li>
<li>Enter a raid and press <code>F8</code> to open the editor.</li>
<li>Place markers for loot, zones, objects, bot spawns, extracts, or lights.</li>
<li>Enter a pack name and click <strong>Export Pack</strong> in the editor.</li>
<li>The exported pack is written to <code>SPT/user/mods/MapEditorLite/exports/</code>.</li>
<li>Open the <strong>Map Editor Lite Tool</strong>, import the pack, tune anything you need.</li>
<li>Move the final pack into <code>SPT/user/mods/MapEditorLite/packs/</code>.</li>
</ol>
<blockquote>
<p><strong>Tip</strong>: Always test on a new developer profile (and clear temp cache) so you can verify spawns, loot, extracts, and lighting without affecting your main save.</p>
</blockquote>
<h2>Publishing a Pack</h2>
<p>The final pack is a JSON file that can be distributed as a standalone add-on.</p>
<p>When publishing:</p>
<ol>
<li><strong>State the dependency</strong>: Your add-on pack requires <strong>Map Editor Lite v1.0.0</strong> for SPT 4.0.13.</li>
<li><strong>Do not include</strong> the Map Editor Lite DLL or other authors’ packs in your zip.</li>
<li><strong>Test</strong> by extracting and running the server before publishing.</li>
</ol>
<p>Users install your pack by dragging the <code>SPT</code> folder (containing <code>SPT\user\mods\MapEditorLite\packs</code>) into their SPT install.</p>
<h2>Dependencies</h2>
<ul>
<li>SPTarkov 4.0.13</li>
<li>WTT-CommonLib (server mod)</li>
</ul>
<h2>More Information</h2>
<p>View my framework mods and user created add-ons for them <a target="_blank" class="external-link" href="https://serenity-workshop.netlify.app" rel="noreferrer noopener">here.</a></p>
<ul>
<li>Full documentation, JSON reference, and examples are in the <a target="_blank" class="external-link" href="https://github.com/ShaneeexD/MapLootEditorLite/blob/main/README.md" rel="noreferrer noopener">GitHub README</a>.</li>
</ul>
<h2>License</h2>
<p>MIT License</p>
]]></description><category>Other</category><dc:creator>shaneeexd</dc:creator><pubDate>Tue, 07 Jul 2026 03:22:40 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/URXE5JbXDR7275SJ18sywwReCwSFW3W6giRc28wN.png" type="image/png" length="0"/><dc:date>2026-07-28T03:52:59+00:00</dc:date><dc:identifier>v2.0.1</dc:identifier></item><item><title>BetterLoadouts</title><link>https://forge.sp-tarkov.com/mod/2804/betterloadouts</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2804/betterloadouts</guid><description><![CDATA[<h2>What it does</h2>
<p>Vanilla behavior: applying a loadout preset strips <strong>all</strong> your equipment and re-equips from the preset. Slots the preset doesn’t define are left empty.</p>
<p>With BetterLoadouts: only slots the preset defines are touched. Everything else stays equipped.</p>
<h3>Example</h3>
<p>You have a preset with just a weapon and armor. You’re wearing a helmet, headset, and backpack that aren’t in the preset.</p>
<ul>
<li><strong>Vanilla:</strong> helmet, headset, and backpack get unequipped. You have to re-equip them manually.</li>
<li><strong>BetterLoadouts:</strong> weapon and armor swap in, helmet/headset/backpack stay on.</li>
</ul>
<p>If the preset defines every slot, behavior is identical to vanilla.</p>
]]></description><category>Equipment</category><dc:creator>cebarks</dc:creator><pubDate>Tue, 07 Jul 2026 02:29:59 +0000</pubDate><dc:date>2026-07-07T02:32:17+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>ItemGen</title><link>https://forge.sp-tarkov.com/mod/2803/itemgen</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2803/itemgen</guid><description><![CDATA[<h1>ItemGen - Custom Item Framework</h1>
<p><strong>ItemGen</strong> is a server-side framework for SPTarkov that lets anyone create custom items - quest items, keys, containers, and stims - using simple JSON packs, no programming required. Custom 3D models and use animations are supported through the included client bundle injector.</p>
<h2>What It Does</h2>
<ul>
<li>Loads item packs from <code>user/mods/ItemGen/items/</code></li>
<li>Clones existing item templates and overrides names, descriptions, stats, prices, and stack sizes</li>
<li>Registers custom items with the item database, handbook, and flea market</li>
<li>Supports <strong>Quest Items</strong>, <strong>Keys</strong>, <strong>Containers</strong>, and <strong>Stims</strong> with category-specific behavior</li>
<li>Adds custom items to vanilla traders with configurable prices, loyalty levels, and stock</li>
<li>Handles all item registration, validation, and locale injection internally</li>
<li>Includes a client-side bundle injector for custom 3D models and use animations via <code>BepInEx/plugins/Serenity-ItemGen/bundles/</code></li>
</ul>
<h2>Web Tool</h2>
<p>Create item packs visually with the <a target="_blank" class="external-link" href="https://itemgen-tool.netlify.app" rel="noreferrer noopener"><strong>ItemGen Tool</strong></a> - pick a base item template, set your custom stats and details, configure traders, drop in custom bundle files, and export a ready-to-use zip.</p>
<h2>Installation</h2>
<ol>
<li>Drag the <code>SPT</code> and <code>BepInEx</code> folders from the mod archive into your SPT installation directory.</li>
<li>Start the server. ItemGen loads automatically and waits for item packs.</li>
</ol>
<h2>Making an Item Pack</h2>
<ol>
<li>Open the ItemGen Tool.</li>
<li>Select a base item template, set your custom name, description, and stats.</li>
<li>Configure traders and, if needed, drop custom bundle files into the Bundles tab for custom 3D models.</li>
<li>Click <strong>Export</strong> to download a zip.</li>
<li>Drag the <code>SPT</code> folder (and <code>BepInEx</code> if bundles are included) into your SPT install to test (<strong>ALWAYS</strong> use a new temporary profile when testing).</li>
</ol>
<blockquote>
<p><strong>Tip</strong>: Always test on a new developer profile (and make sure to clear temp cache) so you can verify trader listings, item rendering, and bundle injection without affecting your main save.</p>
</blockquote>
<h2>Publishing an Item Pack Addon</h2>
<p>The ItemGen Tool export zip is already structured for distribution, users just drag the <code>SPT</code> folder into their install directory.</p>
<p>When publishing:</p>
<ol>
<li><strong>State the dependency</strong>: Your add-on pack requires <strong>ItemGen v1.0.0</strong> for SPT 4.0.13.</li>
<li><strong>Do not include</strong> the ItemGen DLL or other authors’ packs in your zip.</li>
<li><strong>Test</strong> by extracting and running the server before publishing.</li>
</ol>
<h2>Dependencies</h2>
<ul>
<li>SPTarkov 4.0.13</li>
</ul>
<h2>More Information</h2>
<p>View my framework mods and user created add-ons for them <a target="_blank" class="external-link" href="https://serenity-workshop.netlify.app" rel="noreferrer noopener">here.</a></p>
<p>See the full documentation, JSON reference, and examples in the <a target="_blank" class="external-link" href="https://github.com/ShaneeexD/ItemGen/blob/main/README.md" rel="noreferrer noopener">GitHub README</a>.</p>
]]></description><category>Items</category><dc:creator>shaneeexd</dc:creator><pubDate>Tue, 07 Jul 2026 00:12:57 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/ONjHcQzOhEa1yNlZbili0L9M4c6yzXWMgqo0s81L.png" type="image/png" length="0"/><dc:date>2026-07-27T07:07:02+00:00</dc:date><dc:identifier>v1.5.0</dc:identifier></item><item><title>FSR4 Bridge</title><link>https://forge.sp-tarkov.com/mod/2801/fsr4-bridge</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2801/fsr4-bridge</guid><description><![CDATA[<h1>FSR4 Bridge - AMD FSR4 for SPT</h1>
<p>Routes the game’s FSR3 upscaler to <strong>AMD FSR4</strong> (or the latest <strong>FSR 3.1.x</strong> as a fallback) via a
native D3D11 -&gt; D3D12 bridge. This is built using the latest FSR SDK, so it supports FSR 4.1.1 which works with RDNA3.</p>
<p>If your card does not support FSR4 and you select it, it will auto fallback to 3.1.x.</p>
<p><strong>NOTE: Keep in mind, this is a <em>bridge</em>, which means it needs to convert dx11 output to dx12 and back to dx11. It is extra processing power to do, on top of FSR4 itself being heavier in general. You may notice performance drop compared to FSR3.0 especially if you are using an RDNA3 card</strong></p>
<h2>How to Use</h2>
<ol>
<li>In the game’s <strong>Graphics</strong> settings, select an <strong>FSR3</strong> quality mode</li>
<li>In the BepInEx <strong>config</strong> (F12 ConfigurationManager, or edit
<code>BepInEx/config/com.matsix.fsr4bridge.cfg</code>), set <strong>Enable FSR4 = true</strong>.</li>
</ol>
<h2>BepInEx Config</h2>
<ul>
<li><strong>Enable FSR4</strong> - the master toggle.</li>
<li><strong>Sharpness</strong> (0–1) - RCAS post-sharpen. FSR4 is smoother than FSR3 by design (bypassing the game’s
own FSR3 sharpen pass too), so raise this (~0.6–0.9) if edges look soft.</li>
<li><strong>Native AA</strong> - Toggle between native resolution AA and upscaled AA</li>
</ul>
<h2>SPT-VR Support</h2>
<p>You will need to be on version 1.3.1+ of SPT-VR for this bridge to work (will be available soon). I had to add special support for the VR mod since it changes
a lot of upscaler code.</p>
<h2>Credits</h2>
<ul>
<li>AMD Fidelity FX SDK - <a target="_blank" class="external-link" href="https://gpuopen.com/amd-fidelityfx-sdk/" rel="noreferrer noopener">https://gpuopen.com/amd-fidelityfx-sdk/</a></li>
<li>Claude for a lot of the bridge logic</li>
</ul>
<p>You can support my work on Ko-fi:
<a target="_blank" class="external-link" href="https://ko-fi.com/matsix" rel="noreferrer noopener">https://ko-fi.com/matsix</a></p>
]]></description><category>Other</category><dc:creator>matsix</dc:creator><pubDate>Sun, 05 Jul 2026 21:45:56 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Oe0KxBW3g6ytcpUOEUvV63Z6clMP4TRfBvgVIPwi.png" type="image/png" length="0"/><dc:date>2026-07-11T02:34:22+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Loot Search Speed</title><link>https://forge.sp-tarkov.com/mod/2800/loot-search-speed</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2800/loot-search-speed</guid><description><![CDATA[<h1>Loot Search Speed</h1>
<p>Loot Search Speed is a lightweight client-side mod for SPT that allows you to independently configure both the initial container search delay and the item reveal delay while preserving vanilla gameplay.</p>
<hr />
<h2>Features</h2>
<ul>
<li>Configurable container &amp; corpse search speed</li>
<li>Configurable item reveal speed</li>
<li>Vanilla-friendly behavior</li>
<li>Configuration Manager (F12) support</li>
<li>Lightweight Harmony patches</li>
<li>Open source</li>
</ul>
<hr />
<h2>Configuration</h2>
<h3>InitialSearchDelayMultiplier</h3>
<p>Controls how long the initial <strong>Searching…</strong> animation takes.</p>
<table>
<thead>
<tr>
<th>Value</th>
<th>Result</th>
</tr>
</thead>
<tbody>
<tr>
<td>1.0</td>
<td>Vanilla</td>
</tr>
<tr>
<td>0.5</td>
<td>2× faster</td>
</tr>
<tr>
<td>0.25</td>
<td>4× faster</td>
</tr>
<tr>
<td>0.0</td>
<td>Instant</td>
</tr>
</tbody>
</table>
<hr />
<h3>ItemRevealDelayMultiplier</h3>
<p>Controls how quickly items appear after opening a searched container.</p>
<table>
<thead>
<tr>
<th>Value</th>
<th>Result</th>
</tr>
</thead>
<tbody>
<tr>
<td>1.0</td>
<td>Vanilla</td>
</tr>
<tr>
<td>0.5</td>
<td>2× faster</td>
</tr>
<tr>
<td>0.25</td>
<td>4× faster</td>
</tr>
<tr>
<td>0.0</td>
<td>Instant</td>
</tr>
</tbody>
</table>
<hr />
<h2>Compatibility</h2>
<ul>
<li>SPT 4.0.13</li>
<li>Client-side only</li>
</ul>
<hr />
<h2>Source Code</h2>
<p>GitHub:
<a target="_blank" class="external-link" href="https://github.com/moon11yy/LootSearchSpeed" rel="noreferrer noopener">https://github.com/moon11yy/LootSearchSpeed</a></p>
]]></description><category>Other</category><dc:creator>moon11yy</dc:creator><pubDate>Sun, 05 Jul 2026 14:14:42 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/4tiHQBmegw9UMNwd35OHR6Cp4sWcW1vAkgHZf0qm.jpg" type="image/png" length="0"/><dc:date>2026-07-05T14:18:46+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>SPTarkov ModOrganizer 2 Plugin</title><link>https://forge.sp-tarkov.com/mod/2799/sptarkov-modorganizer-2-plugin</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2799/sptarkov-modorganizer-2-plugin</guid><description><![CDATA[<p>Manage SPT 4.x mods with Mod Organizer 2. Inspired by <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/964/spt-modorganizer-integration" rel="noreferrer noopener">SPT ModOrganizer Integration</a>.</p>
<p>Please report any problems in the comments.</p>
<h2>Features</h2>
<ul>
<li>Adds a <strong>Launch SPT</strong> button that starts the SPT server, then opens the launcher when it is ready.</li>
<li>Adds separate <strong>SPT Server</strong> and <strong>SPT Launcher</strong> entries for troubleshooting.</li>
<li>Installs client mods to <code>BepInEx/plugins</code>.</li>
<li>Installs server mods to <code>SPT/user/mods</code>.</li>
<li>Keeps your profiles, logs, launcher data, certificates, and settings in your real SPT folder.</li>
<li>Keeps server mods managed by MO2, so you can enable or disable them without manually moving files.</li>
<li>Recognizes common SPT mod archive layouts during installation.</li>
</ul>
<h2>Requirements</h2>
<ul>
<li>Mod Organizer 2 2.5.x</li>
<li>SPT 4.x</li>
</ul>
<h2>Installation</h2>
<ol>
<li>Extract the plugin into your Mod Organizer 2 installation folder.</li>
<li>Start MO2 and create or select an SPT instance.</li>
<li>When MO2 asks for your game folder, select your SPT client root.</li>
</ol>
<p>Choose the folder that contains:</p>
<ul>
<li><code>EscapeFromTarkov.exe</code></li>
<li><code>BepInEx</code></li>
<li><code>winhttp.dll</code></li>
<li><code>SPT</code></li>
</ul>
<p>For example, choose <code>C:\Games\SPT</code>, not <code>C:\Games\SPT\SPT</code>.</p>
]]></description><category>Tools</category><dc:creator>nadeko11</dc:creator><pubDate>Sun, 05 Jul 2026 13:42:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/WUHKtKAgGGYNu6SLmMLBJsVm7yLCXORqsP4AzjZ5.png" type="image/png" length="0"/><dc:date>2026-07-10T13:44:26+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Key Tips</title><link>https://forge.sp-tarkov.com/mod/2798/key-tips</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2798/key-tips</guid><description><![CDATA[<p>This mod does two things:</p>
<p>Adds a durability prompt when you use a key or keycard, and notifies you when it breaks.</p>
<p>Shows which key is needed for a door when you approach it.</p>
]]></description><category>Other</category><dc:creator>HiddenCirno</dc:creator><pubDate>Sun, 05 Jul 2026 10:23:41 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/cKw96oscl7GmRISbQILlHXwmND27kbPoUM16ZuDh.png" type="image/png" length="0"/><dc:date>2026-07-26T04:26:54+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item></channel></rss>