<?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>Sun, 05 Apr 2026 16:17:07 +0000</lastBuildDate><item><title>Cultist Circle Improvements</title><link>https://forge.sp-tarkov.com/mod/2657/cultist-circle-improvements</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2657/cultist-circle-improvements</guid><description><![CDATA[<p>BONUS</p>
<ul>
<li>This mod also adds nearly all of the new Cultist Circle crafts, many of them also require WTT’s Content Backport.</li>
</ul>
<p>Go get it.</p>
<hr />
<div class="tabset"><div id="tabset-1-panel-1" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><p>Installation</p>
<ol>
<li>Download Cultist Circle Improvements</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 src="https://i.imgur.com/34vXXDj.gif" alt="34vXXDj.gif" /></p></div></div>
<div id="tabset-1-panel-2" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><ol>
<li>Delete <code>/ROOTSPT/SPT/user/mods/acidphantasm-cultistcircleimprovements</code></li>
<li>Done</li>
</ol></div></div>
<div id="tabset-1-panel-3" class="tab-panel"><div class="tab-title">CONFIG</div>
<div class="tab-content"><p>Configuration</p>
<p>To edit the configuration run your server after installing and go to:</p>
<ul>
<li><a target="_blank" class="external-link" href="https://127.0.0.1:6969/cci/" rel="noreferrer noopener">https://127.0.0.1:6969/cci/</a></li>
</ul>
<p>All configs can be updated and edited while the server is running.</p>
<p><strong>If you are using Fika then put the appropriate IP and port instead.</strong></p></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>Hideout</category><dc:creator>acidphantasm</dc:creator><pubDate>Sun, 05 Apr 2026 05:12:36 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/lMwkyPstHL9BZ7OB4e7UycUYQtGuoSzgW1LvRo2f.png" type="image/png" length="0"/><dc:date>2026-04-05T05:15:33+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Quick Loot</title><link>https://forge.sp-tarkov.com/mod/2656/quick-loot</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2656/quick-loot</guid><description><![CDATA[<p>Tired of manually picking through a scav’s pockets for ammo and meds? QuickLoot lets you grab exactly what you need with a single keypress.</p>
<p>Open a body or container, press your hotkey, and the mod automatically transfers matching items straight to your inventory. No dragging, no clicking, just loot and go.</p>
<div class="tabset"><div id="tabset-2-panel-1" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><p><strong>Auto Search</strong></p>
<p><strong>Configurable hotkey</strong> (default: F)</p>
<p><strong>Category filters</strong> - choose what to auto-loot: Ammo, Meds, Food &amp; Drink, Barter items</p>
<p><strong>High value filter</strong> - automatically grabs expensive items based on live flea market prices <em>(will be expanded in a future addon)</em></p>
<p>All settings are available in the F12 BepInEx menu in-game.</p></div></div></div>

]]></description><category>Other</category><dc:creator>20fpsguy</dc:creator><pubDate>Sat, 04 Apr 2026 19:21:53 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Jcn1Ts9EcinOiZq4WDvDfJ1gmaj6xuDCGIWK7Y7C.png" type="image/png" length="0"/><dc:date>2026-04-05T04:16:42+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Stat Rewards</title><link>https://forge.sp-tarkov.com/mod/2655/stat-rewards</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2655/stat-rewards</guid><description><![CDATA[<div class="tabset"><div id="tabset-3-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p>Every raid you run racks up stats — kills, distance walked, blood lost, armor shredded. But those numbers just sit there doing nothing.</p>
<p><strong>StatRewards turns your profile stats into repeatable milestones that send you random loot via mail.</strong> Kill 25 PMCs? Prapor sends you a weapon. Walk 25km? Jaeger mails you food and drinks. Lose 50 liters of blood? Therapist questions your biology and sends meds.</p>
<p><strong>Key features:</strong></p>
<ul>
<li><strong>48 milestones</strong> out of the box — kills, headshots, damage, healing, looting, exploration, economy, and every weapon type</li>
<li><strong>Random rewards by category</strong> — meds, ammo, gear, keys, barter items, money, food, drinks</li>
<li><strong>Repeatable</strong> — milestones trigger every N stats, forever</li>
<li><strong>Global threshold multiplier</strong> — one slider to make rewards more or less frequent</li>
<li><strong>Fully configurable</strong> — add, remove, or tweak milestones and reward pools via JSONC config</li>
<li>Safe for existing profiles — first install seeds milestones to current stats, no retroactive reward flood</li>
</ul></div></div>
<div id="tabset-3-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Extract the zip in your SPT root folder.</p>
<p>No client plugin needed — this is a server-only mod.</p></div></div>
<div id="tabset-3-panel-3" class="tab-panel"><div class="tab-title">Milestones</div>
<div class="tab-content"><p>All 48 default milestones with their thresholds:</p>
<p><strong>Combat</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Novice Hunter</td>
<td>25 kills</td>
<td>Prapor</td>
<td>Total kills, all types</td>
</tr>
<tr>
<td>Headhunter</td>
<td>15 headshots</td>
<td>Peacekeeper</td>
<td>Headshot kills</td>
</tr>
<tr>
<td>PMC Slayer</td>
<td>15 PMC kills</td>
<td>Prapor</td>
<td>Player kills (Bear + Usec)</td>
</tr>
<tr>
<td>Boss Hunter</td>
<td>3 boss kills</td>
<td>Jaeger</td>
<td>Boss kills (Reshala, Killa, etc.)</td>
</tr>
<tr>
<td>Sniper Elite</td>
<td>5 long shots</td>
<td>Peacekeeper</td>
<td>Long-distance kills (200m+)</td>
</tr>
<tr>
<td>Accuracy King</td>
<td>250 hits</td>
<td>Peacekeeper</td>
<td>Shots that hit a target</td>
</tr>
<tr>
<td>Body Wrecker</td>
<td>15 limbs</td>
<td>Jaeger</td>
<td>Limbs destroyed on enemies</td>
</tr>
</tbody>
</table>
<p><strong>Weapon Types</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Weapon</th>
</tr>
</thead>
<tbody>
<tr>
<td>Knife Maniac</td>
<td>5 kills</td>
<td>Jaeger</td>
<td>Melee</td>
</tr>
<tr>
<td>Pistolero</td>
<td>15 kills</td>
<td>Mechanic</td>
<td>Pistols</td>
</tr>
<tr>
<td>SMG Specialist</td>
<td>15 kills</td>
<td>Skier</td>
<td>SMGs</td>
</tr>
<tr>
<td>Rifleman</td>
<td>25 kills</td>
<td>Prapor</td>
<td>Assault Rifles</td>
</tr>
<tr>
<td>Carbine Expert</td>
<td>15 kills</td>
<td>Peacekeeper</td>
<td>Assault Carbines</td>
</tr>
<tr>
<td>Marksman</td>
<td>15 kills</td>
<td>Peacekeeper</td>
<td>DMRs</td>
</tr>
<tr>
<td>Sniper</td>
<td>15 kills</td>
<td>Jaeger</td>
<td>Bolt-action Snipers</td>
</tr>
<tr>
<td>Shotgun Surgeon</td>
<td>15 kills</td>
<td>Jaeger</td>
<td>Shotguns</td>
</tr>
<tr>
<td>Spray &amp; Pray</td>
<td>15 kills</td>
<td>Mechanic</td>
<td>Machine Guns / LMGs</td>
</tr>
<tr>
<td>Grenadier</td>
<td>10 kills</td>
<td>Prapor</td>
<td>Grenades / Throwables</td>
</tr>
<tr>
<td>Grenade Launcher Pro</td>
<td>5 kills</td>
<td>Prapor</td>
<td>Grenade Launchers</td>
</tr>
</tbody>
</table>
<p><strong>Factions</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Target</th>
</tr>
</thead>
<tbody>
<tr>
<td>Bear Hunter</td>
<td>15 kills</td>
<td>Peacekeeper</td>
<td>Bear PMCs</td>
</tr>
<tr>
<td>Usec Eliminator</td>
<td>15 kills</td>
<td>Prapor</td>
<td>Usec PMCs</td>
</tr>
<tr>
<td>Scav Exterminator</td>
<td>50 kills</td>
<td>Jaeger</td>
<td>Scavs</td>
</tr>
</tbody>
</table>
<p><strong>Damage &amp; Health</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Armor Breaker</td>
<td>5,000 armor dmg</td>
<td>Mechanic</td>
<td>Armor damage dealt</td>
</tr>
<tr>
<td>Bullet Sponge</td>
<td>5,000 combat dmg</td>
<td>Therapist</td>
<td>Combat damage taken</td>
</tr>
<tr>
<td>Patch Me Up</td>
<td>2,500 HP healed</td>
<td>Therapist</td>
<td>Health points restored</td>
</tr>
<tr>
<td>Blood Donor</td>
<td>50 liters</td>
<td>Therapist</td>
<td>Blood lost</td>
</tr>
<tr>
<td>Bones of Steel</td>
<td>10 fractures</td>
<td>Therapist</td>
<td>Fractures sustained</td>
</tr>
<tr>
<td>Dehydration Survivor</td>
<td>5 times</td>
<td>Therapist</td>
<td>Times dehydrated</td>
</tr>
</tbody>
</table>
<p><strong>Survival &amp; Raids</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Survivor</td>
<td>10 extracts</td>
<td>Prapor</td>
<td>PMC raids survived</td>
</tr>
<tr>
<td>Die Hard</td>
<td>10 deaths</td>
<td>Therapist</td>
<td>Deaths (consolation prize)</td>
</tr>
<tr>
<td>Win Streak</td>
<td>5 streak</td>
<td>Prapor</td>
<td>Consecutive raids survived record</td>
</tr>
<tr>
<td>Time in Tarkov</td>
<td>5 hours</td>
<td>Prapor</td>
<td>Total time in PMC raids</td>
</tr>
<tr>
<td>Scav Raider</td>
<td>10 scav raids</td>
<td>Fence</td>
<td>Raids played as Scav</td>
</tr>
<tr>
<td>Lead Spitter</td>
<td>1,000 rounds</td>
<td>Mechanic</td>
<td>Ammo fired</td>
</tr>
</tbody>
</table>
<p><strong>Movement &amp; Consumables</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Marathon Runner</td>
<td>25 km</td>
<td>Jaeger</td>
<td>Distance walked</td>
</tr>
<tr>
<td>Iron Stomach</td>
<td>15 foods</td>
<td>Jaeger</td>
<td>Food consumed</td>
</tr>
<tr>
<td>Hydration Expert</td>
<td>15 drinks</td>
<td>Jaeger</td>
<td>Drinks consumed</td>
</tr>
</tbody>
</table>
<p><strong>Loot</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Scavenger</td>
<td>25 bodies</td>
<td>Fence</td>
<td>Corpses looted</td>
</tr>
<tr>
<td>Safe Cracker</td>
<td>15 safes</td>
<td>Fence</td>
<td>Safes opened</td>
</tr>
<tr>
<td>Rat King</td>
<td>100 barter items</td>
<td>Fence</td>
<td>Barter items picked up</td>
</tr>
<tr>
<td>Key Collector</td>
<td>10 keys</td>
<td>Fence</td>
<td>Keys found in raid</td>
</tr>
<tr>
<td>Weapons Hoarder</td>
<td>25 weapons</td>
<td>Mechanic</td>
<td>Weapons picked up</td>
</tr>
<tr>
<td>Equipment Collector</td>
<td>50 equipment</td>
<td>Ragman</td>
<td>Gear picked up</td>
</tr>
</tbody>
</table>
<p><strong>Economy</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Millionaire</td>
<td>1,000,000 ₽</td>
<td>Ragman</td>
<td>Roubles earned</td>
</tr>
<tr>
<td>Dollar Man</td>
<td>2,500 $</td>
<td>Peacekeeper</td>
<td>Dollars earned</td>
</tr>
<tr>
<td>Euro Trader</td>
<td>2,500 €</td>
<td>Skier</td>
<td>Euros earned</td>
</tr>
</tbody>
</table>
<p><strong>Exploration</strong></p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Every</th>
<th>Sender</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Tourist</td>
<td>25 zones</td>
<td>Jaeger</td>
<td>Exploration zones visited</td>
</tr>
<tr>
<td>Door Kicker</td>
<td>250 XP</td>
<td>Prapor</td>
<td>XP from breaching doors</td>
</tr>
<tr>
<td>Locksmith</td>
<td>250 XP</td>
<td>Fence</td>
<td>XP from unlocking doors</td>
</tr>
</tbody>
</table></div></div>
<div id="tabset-3-panel-4" class="tab-panel"><div class="tab-title">Chatbot</div>
<div class="tab-content"><p>A <strong>StatRewards</strong> bot appears in your friends list. Send it any message to see your top 10 closest milestones:</p>
<pre><code>=== StatRewards Progress ===

93% — Headhunter (HeadShots) — 14/15
79% — Armor Breaker (CauseArmorDamage) — 3952/5000
76% — Rifleman (KilledWithAssaultRifle) — 19/25
75% — Accuracy King (HitCount) — 187/250
73% — PMC Slayer (KilledPmc) — 11/15
70% — Survivor (ExitStatus) — 7/10
68% — Scavenger (BodiesLooted) — 17/25
64% — Weapons Hoarder (Weapons) — 16/25
60% — Key Collector (Keys) — 6/10
58% — Lead Spitter (AmmoUsed) — 580/1000

+38 more
</code></pre></div></div>
<div id="tabset-3-panel-5" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>Edit <code>SPT/user/mods/StatRewards/config/mod_config.jsonc</code>:</p>
<p><strong>Global settings:</strong></p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>debug</code></td>
<td><code>false</code></td>
<td>Verbose server logging (shows seeding and trigger details)</td>
</tr>
<tr>
<td><code>threshold_multiplier</code></td>
<td><code>1.0</code></td>
<td>Scales all milestone thresholds. <code>0.5</code> = rewards twice as often, <code>2.0</code> = half as often</td>
</tr>
</tbody>
</table>
<p><strong>Per-milestone settings:</strong></p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>id</code></td>
<td>Unique identifier</td>
</tr>
<tr>
<td><code>stat_key</code></td>
<td>Profile stat to track (see <a target="_blank" class="external-link" href="https://github.com/Chazut/StatRewards/blob/main/DESIGN.md" rel="noreferrer noopener">DESIGN.md</a> for the full list)</td>
</tr>
<tr>
<td><code>stat_subkey</code></td>
<td>Optional second key (e.g. <code>"Survived"</code> for exit status)</td>
</tr>
<tr>
<td><code>every</code></td>
<td>Trigger every N of this stat (repeatable)</td>
</tr>
<tr>
<td><code>divisor</code></td>
<td>Set to <code>100</code> for float-type counters (damage, heal, blood loss)</td>
</tr>
<tr>
<td><code>sender</code></td>
<td>Trader ID who sends the mail</td>
</tr>
<tr>
<td><code>message</code></td>
<td>Mail message text</td>
</tr>
<tr>
<td><code>reward_count</code></td>
<td>How many items to pick per trigger</td>
</tr>
<tr>
<td><code>reward_pool</code></td>
<td>Weighted list of reward categories or specific items</td>
</tr>
</tbody>
</table>
<p><strong>Trader IDs (for <code>sender</code> field):</strong></p>
<table>
<thead>
<tr>
<th>Trader</th>
<th>ID</th>
</tr>
</thead>
<tbody>
<tr>
<td>Prapor</td>
<td><code>54cb50c76803fa8b248b4571</code></td>
</tr>
<tr>
<td>Therapist</td>
<td><code>54cb57776803fa99248b456e</code></td>
</tr>
<tr>
<td>Fence</td>
<td><code>579dc571d53a0658a154fbec</code></td>
</tr>
<tr>
<td>Skier</td>
<td><code>58330581ace78e27b8b10cee</code></td>
</tr>
<tr>
<td>Peacekeeper</td>
<td><code>5935c25fb3acc3127c3d8cd9</code></td>
</tr>
<tr>
<td>Mechanic</td>
<td><code>5a7c2eca46aef81a7ca2145d</code></td>
</tr>
<tr>
<td>Ragman</td>
<td><code>5ac3b934156ae10c4430e83c</code></td>
</tr>
<tr>
<td>Jaeger</td>
<td><code>5c0647fdd443bc2504c2d371</code></td>
</tr>
<tr>
<td>Ref</td>
<td><code>6617beeaa9cfa777ca915b7c</code></td>
</tr>
<tr>
<td>Lightkeeper</td>
<td><code>638f541a29ffd1183d187f57</code></td>
</tr>
</tbody>
</table>
<p><strong>Reward categories:</strong></p>
<table>
<thead>
<tr>
<th>Category</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>meds</code></td>
<td>Random medkit, drug, or stimulator</td>
</tr>
<tr>
<td><code>ammo</code></td>
<td>Random ammunition (always a full stack)</td>
</tr>
<tr>
<td><code>food</code></td>
<td>Random food item</td>
</tr>
<tr>
<td><code>drink</code></td>
<td>Random drink item</td>
</tr>
<tr>
<td><code>keys</code></td>
<td>Random mechanical key (no keycards)</td>
</tr>
<tr>
<td><code>barter</code></td>
<td>Random barter item</td>
</tr>
<tr>
<td><code>weapon_preset</code></td>
<td>Random weapon with full mod loadout</td>
</tr>
<tr>
<td><code>gear</code></td>
<td>Random armor, rig, helmet, or backpack (with plates if applicable)</td>
</tr>
<tr>
<td><code>money</code></td>
<td>Roubles (configure amount with <code>min_stack</code> / <code>max_stack</code>)</td>
</tr>
</tbody>
</table>
<p>You can also use specific item template IDs:</p>
<pre><code>{ "template_id": "5449016a4bdc2d6f028b456f", "min_stack": 50000, "max_stack": 100000, "weight": 2 }
</code></pre></div></div>
<div id="tabset-3-panel-6" class="tab-panel"><div class="tab-title">How It Works</div>
<div class="tab-content"><p><strong>Install → play. That’s it.</strong></p>
<p>After each raid, when you return to the main menu, the mod checks your profile’s overall stats against all configured milestones. When a threshold is crossed, random rewards are generated from the milestone’s reward pool and sent via in-game mail from the configured trader.</p>
<p><strong>First install:</strong> All milestones are seeded to your current stats. You won’t receive a flood of retroactive rewards — only new progress counts.</p>
<p><strong>Progress tracking:</strong> A small JSON file per profile is saved in <code>user/mods/StatRewards/progress/</code>. Delete it to re-seed.</p>
<p><strong>Nothing is permanent.</strong> Remove the mod and nothing changes in your profile. The mod only reads stats and sends mail.</p></div></div>
<div id="tabset-3-panel-7" class="tab-panel"><div class="tab-title">Addons</div>
<div class="tab-content"><p>You can create <strong>addons</strong> for StatRewards — no code needed. An addon is simply a modified <code>mod_config.jsonc</code> that adds or tweaks milestones.</p>
<p><strong>What you can do:</strong></p>
<ul>
<li>Add new milestones with custom stat triggers, thresholds, messages, and reward pools</li>
<li>Change existing milestone thresholds, rewards, or trader senders</li>
<li>Create themed packs (e.g. “Hardcore Mode” with higher thresholds, “Casual Mode” with lower ones)</li>
</ul>
<p><strong>How to create an addon:</strong></p>
<ol>
<li>Copy the default <code>mod_config.jsonc</code></li>
<li>Add, remove, or modify milestones</li>
<li>Share your file — users just replace theirs with yours</li>
</ol>
<p><strong>Available stats for milestones:</strong> see the full list in <a target="_blank" class="external-link" href="https://github.com/Chazut/StatRewards/blob/main/DESIGN.md" rel="noreferrer noopener">DESIGN.md</a> — 100+ trackable profile stats including kills by weapon type, kills by faction, damage types, looting, economy, exploration, and more.</p>
<p><strong>Example — adding a custom milestone:</strong></p>
<pre><code>{
  "id": "my_custom_milestone",
  "stat_key": "KilledWithTemplate",
  "stat_subkey": "5cadfbf7ae92152ac412eeef",  // specific weapon template ID
  "every": 10,
  "sender": "5a7c2eca46aef81a7ca2145d",
  "message": "You really love that gun.",
  "reward_count": 2,
  "reward_pool": [
    { "category": "ammo", "weight": 5 },
    { "category": "weapon_preset", "weight": 3 }
  ]
}
</code></pre>
<p>See “Configuration” tab</p></div></div>
<div id="tabset-3-panel-8" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><ul>
<li><strong>SPT 4.0.x</strong></li>
<li>Server-only — no client plugin required</li>
<li>Works with <strong>any mod</strong></li>
<li>Safe for <strong>existing profiles</strong> — install or remove at any time</li>
</ul></div></div>
<div id="tabset-3-panel-9" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><p>Report them on <a target="_blank" class="external-link" href="https://github.com/Chazut/StatRewards/issues" rel="noreferrer noopener">GitHub</a>.</p></div></div>
<div id="tabset-3-panel-10" class="tab-panel"><div class="tab-title">Support</div>
<div class="tab-content"><p>If you enjoy StatRewards and want to support my work, feel free to buy me a coffee!</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/chazut" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
<p>All my mods are free and open source. Your support keeps me motivated to create more!</p></div></div></div>
]]></description><category>Other</category><dc:creator>Chazut</dc:creator><pubDate>Fri, 03 Apr 2026 23:35:32 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/LBFkAE3PgpVUoY3RjXaPOAUcEU1hEygvP4FcrZWQ.jpg" type="image/png" length="0"/><dc:date>2026-04-05T07:25:16+00:00</dc:date><dc:identifier>v1.1.1</dc:identifier></item><item><title>Underbarrels Buffed</title><link>https://forge.sp-tarkov.com/mod/2654/underbarrels-buffed</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2654/underbarrels-buffed</guid><description><![CDATA[<p>Removes the ergonomic penalties from all underbarrel grenade launcher attachments, This means the following attachments:</p>
<ul>
<li>GP-34 40mm underbarrel grenade launcher</li>
<li>M203 40mm underbarrel grenade launcher</li>
</ul>
]]></description><category>Weapons</category><dc:creator>Haze_of_dream</dc:creator><pubDate>Fri, 03 Apr 2026 02:27:39 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/mNeJVc9WoKQ1IWQgCIidWKHLtouVAsKoojlNie4d.png" type="image/png" length="0"/><dc:date>2026-04-03T02:31:57+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Mission Control</title><link>https://forge.sp-tarkov.com/mod/2653/mission-control</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2653/mission-control</guid><description><![CDATA[<div class="tabset"><div id="tabset-4-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p>Tarkov has hundreds of quests. Even without mods, the quest list quickly becomes overwhelming — you don’t know what to prioritize, which weapon to bring, or which map to play.</p>
<p><strong>MissionControl picks 3 random quests from the ones you’ve unlocked and hides the rest.</strong> Complete one, a new one appears from your unlocked pool. Stuck? Buy a reroll at Prapor to get fresh picks.</p>
<blockquote>
<p><strong>By default, only vanilla quests are filtered.</strong> Modded quests are always visible and don’t consume slots. You can change this in the config.</p>
</blockquote>
<p><strong>Key features:</strong></p>
<ul>
<li>Only <strong>3 quests visible</strong> at a time, randomly picked from your unlocked quests</li>
<li>Complete a quest → a new random one appears instantly</li>
<li><strong>Reroll at Prapor</strong> — buy the Mission Reroll item to get 3 fresh picks. Stuck quests stay visible but stop consuming slots</li>
<li><strong>Trader whitelist</strong> — some traders’ quests are always visible (configurable by name)</li>
<li>Per-profile persistence across server restarts</li>
<li>Safe for existing profiles — remove the mod and all quests come back</li>
</ul></div></div>
<div id="tabset-4-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Extract the zip in your SPT root folder:</p>
<blockquote>
<p>The client plugin handles quest list refresh after completing a quest and after purchasing a reroll.</p>
</blockquote></div></div>
<div id="tabset-4-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>Edit <code>SPT/user/mods/MissionControl/config/config.jsonc</code>:</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>max_slots</code></td>
<td><code>3</code></td>
<td>How many quests you see at once (in-progress + available)</td>
</tr>
<tr>
<td><code>filter_modded_quests</code></td>
<td><code>false</code></td>
<td>Only vanilla quests are filtered. Set to <code>true</code> to also filter modded quests</td>
</tr>
<tr>
<td><code>trader_whitelist</code></td>
<td><code>["Kolya", "Guiding Light"]</code></td>
<td>These traders’ quests are always visible (case-insensitive, works with modded traders)</td>
</tr>
<tr>
<td><code>reroll_cost</code></td>
<td><code>50000</code></td>
<td>Rouble price for the Mission Reroll item at Prapor</td>
</tr>
<tr>
<td><code>debug</code></td>
<td><code>false</code></td>
<td>Verbose server logging</td>
</tr>
<tr>
<td><code>debug_refresh</code></td>
<td><code>false</code></td>
<td>Clear all saved selections on server start (dev only)</td>
</tr>
</tbody>
</table>
<p>If a trader name in the whitelist is not found, the server log will list all available trader names.</p></div></div>
<div id="tabset-4-panel-4" class="tab-panel"><div class="tab-title">Reroll</div>
<div class="tab-content"><p>Buy the <strong>“Mission Reroll”</strong> item at <strong>Prapor</strong> (Loyalty Level 1, 50,000₽ by default).</p>
<p><strong>What happens:</strong></p>
<ol>
<li>Your current in-progress quests become <strong>exempt</strong> — they stay visible but stop counting toward the slot limit</li>
<li>3 fresh random quests are picked from your unlocked pool</li>
<li>The game reloads your profile automatically</li>
</ol>
<p><strong>Why?</strong> If you’re stuck on 3 difficult quests and can’t progress, the reroll lets you get new ones without abandoning the old ones. You temporarily have more than 3 active quests until you finish the old ones.</p></div></div>
<div id="tabset-4-panel-5" class="tab-panel"><div class="tab-title">How It Works</div>
<div class="tab-content"><p><strong>Install → play. That’s it.</strong></p>
<p>From all the quests you’ve unlocked (met the level/prerequisite requirements), MissionControl randomly picks a few and hides the rest. The selection is persistent — you see the same quests until you complete them or buy a reroll.</p>
<p><strong>Quest slots:</strong></p>
<ul>
<li>You have 3 slots (configurable). In-progress and available quests both count</li>
<li>0 quests accepted → 3 random available quests shown</li>
<li>1 quest accepted → 2 random available quests shown</li>
<li>3 quests accepted → no new quests shown until you complete some</li>
<li>Complete a quest → a new random one fills the slot immediately</li>
<li>Failed quests stay in their slot (restart from the UI)</li>
</ul>
<p><strong>After a reroll:</strong></p>
<ul>
<li>Old in-progress quests stop counting toward slots (they’re “exempt”)</li>
<li>3 new quests fill your slots</li>
<li>Finishing an exempt quest → it disappears, no new slot opens</li>
<li>Finishing a new quest → a fresh random one takes its place</li>
</ul>
<p><strong>Modded quests (default behavior):</strong></p>
<ul>
<li>Modded quests are always visible and never consume slots</li>
<li>Only vanilla quests are subject to the slot limit</li>
<li>Change this with <code>filter_modded_quests: true</code></li>
</ul>
<p><strong>Nothing is permanent.</strong> Remove the mod and all quests return to normal. Safe for existing profiles.</p></div></div>
<div id="tabset-4-panel-6" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><ul>
<li><strong>SPT 4.0.x</strong></li>
<li>Works with <strong>any quest mod</strong> — modded quests are detected automatically</li>
<li>Works with <strong>custom traders</strong> — whitelist by name</li>
<li>Safe for <strong>existing profiles</strong> — if you have more quests accepted than <code>max_slots</code>, no new quests are shown until you drop below the limit</li>
</ul></div></div>
<div id="tabset-4-panel-7" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><p>Report them on <a target="_blank" class="external-link" href="https://github.com/Chazut/MissionControl/issues" rel="noreferrer noopener">GitHub</a>.</p></div></div>
<div id="tabset-4-panel-8" class="tab-panel"><div class="tab-title">Support</div>
<div class="tab-content"><p>If you enjoy MissionControl and want to support my work, feel free to buy me a coffee!</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/chazut" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
<p>All my mods are free and open source. Your support keeps me motivated to create more!</p></div></div></div>
]]></description><category>Quests</category><dc:creator>Chazut</dc:creator><pubDate>Thu, 02 Apr 2026 22:50:11 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/rIOvgupXgMCSCtJppL6sMWr91Kaub4OTST14TSqg.png" type="image/png" length="0"/><dc:date>2026-04-02T23:00:28+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Fair Progression</title><link>https://forge.sp-tarkov.com/mod/2652/fair-progression</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2652/fair-progression</guid><description><![CDATA[<div class="tabset"><div id="tabset-5-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><p>Installing quest mods (custom traders, quest overhauls, etc.) adds thousands of extra XP that breaks the vanilla progression curve. You level up too fast, outpacing your trader reputation — you have the level for LL3 gear but haven’t unlocked it yet.</p>
<p><strong>FairProgression fixes this automatically.</strong> It runs after all mods have loaded, analyzes every quest in the database, and scales XP rewards so the progression curve matches vanilla — no matter how many quest mods you have installed.</p>
<p><strong>Key features:</strong></p>
<ul>
<li>Detects vanilla vs modded quests automatically</li>
<li>Scales XP per bracket aligned with trader loyalty unlocks (LL2/LL3/LL4 phases)</li>
<li>Buffs under-rewarded quests where difficulty far exceeds the XP reward</li>
<li>Analyzes quest objectives (boss kills, map difficulty, restrictions, skills, etc.)</li>
<li>Detailed dashboard in server logs</li>
<li>Safe for existing profiles — only modifies rewards in memory</li>
<li>Works with any quest mod — no configuration needed</li>
</ul></div></div>
<div id="tabset-5-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><p>Extract the zip in your SPT root folder. Start the server. That’s it.</p></div></div>
<div id="tabset-5-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>Edit <code>SPT/user/mods/FairProgression/config/config.jsonc</code>:</p>
<ul>
<li><strong>mode</strong> — <code>"scale_all"</code> (default) reduces all quests proportionally. <code>"scale_modded_only"</code> only reduces modded quests.</li>
<li><strong>level_brackets</strong> — <code>"trader"</code> (default) auto-computes from vanilla trader loyalty levels. Or use a JSON array like <code>[5, 10, 20, 30, 40]</code>.</li>
<li><strong>min_coefficient</strong> — <code>0.25</code> (default). Quest XP never drops below 25% of original.</li>
<li><strong>buff_under_rewarded</strong> — <code>true</code> (default). Increase XP for quests where difficulty far exceeds the reward (capped at x2).</li>
<li><strong>buff_gap_threshold</strong> — <code>5</code> (default). Minimum level gap between difficulty and XP to trigger a buff.</li>
<li><strong>enable_dashboard</strong> — <code>true</code> (default). Print the rebalancing dashboard in server logs.</li>
<li><strong>dry_run</strong> — <code>false</code> (default). Calculate and log everything but don’t modify any rewards.</li>
<li><strong>verbose</strong> — <code>false</code> (default). Log every modded quest with difficulty scores, per-trader breakdown, and under-rewarded details.</li>
</ul></div></div>
<div id="tabset-5-panel-4" class="tab-panel"><div class="tab-title">Dashboard</div>
<div class="tab-content"><p>Every server start, FairProgression logs a dashboard showing exactly what changed:</p>
<pre><code>[FairProgression] ================================================================
[FairProgression]  XP Rebalancing Dashboard
[FairProgression]  Mode: scale_all
[FairProgression] ================================================================
[FairProgression]  Quests: 1492 total (558 vanilla, 934 modded)
[FairProgression]  Vanilla quest XP: 11.0M -&gt; 7.9M (-27.6%)
[FairProgression]  Modded  quest XP: 24.6M -&gt; 21.4M (-13.1%)

[FairProgression]  Bracket  Van.Q   Van.XP  Mod.Q   Mod.XP    Total  Coeff     After
[FairProgression]  1-12       167     2.0M    117    256.1k     2.2M  0.885      2.0M
[FairProgression]  13-20      145     1.8M    116    578.2k     2.4M  0.754      1.8M
[FairProgression]  21-32      151     3.2M    193      2.1M     5.3M  0.603      3.2M
[FairProgression]  33-42       55     1.7M    137      3.3M     5.0M  0.334      1.7M
[FairProgression]  43+         40     2.4M    371     18.4M    20.8M    ---     20.8M

[FairProgression]  Buffed 185 under-rewarded quests (+369.0k XP)

[FairProgression]  Total quest XP: 35.6M -&gt; 29.3M (-17.5%)
[FairProgression] ================================================================
</code></pre>
<p>Enable <code>verbose</code> for a full per-trader and per-quest breakdown with difficulty scores.</p></div></div>
<div id="tabset-5-panel-5" class="tab-panel"><div class="tab-title">How It Works</div>
<div class="tab-content"><p><strong>Install quest mods → FairProgression handles the rest.</strong></p>
<p>When you add quest mods, the extra XP makes you level up too fast. You reach level 30 but your traders are still LL2 because you haven’t done enough vanilla quests to unlock them.</p>
<p>FairProgression solves this by:</p>
<ol>
<li><strong>Detecting</strong> which quests come from mods and which are vanilla</li>
<li><strong>Estimating</strong> when you’ll realistically complete each quest based on its objectives, prerequisites, and reward</li>
<li><strong>Reducing</strong> XP from quests that would over-level you</li>
<li><strong>Boosting</strong> XP from quests that are harder than their reward suggests</li>
</ol>
<p>The XP budget is split into phases matching vanilla trader unlock levels — so your level always stays in sync with what you can actually buy.</p>
<blockquote>
<p><strong>Example:</strong> You have 934 modded quests adding 24.6M extra XP. FairProgression scales this down to keep you on the vanilla curve, while buffing 185 quests that were under-rewarded for their difficulty.</p>
</blockquote>
<p><strong>Nothing changes on disk.</strong> All adjustments are in memory. Remove the mod and everything goes back to normal. Safe for existing profiles.</p></div></div>
<div id="tabset-5-panel-6" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><ul>
<li><strong>SPT 4.0</strong></li>
<li>Compatible with <strong>any mod</strong> that adds quests</li>
<li>Compatible with <strong>QuestsExtended</strong> (detects placeholder conditions)</li>
<li>Safe for <strong>existing profiles</strong> — only modifies quest rewards in memory, not on disk</li>
<li>Adding/removing quest mods: just restart the server</li>
</ul></div></div>
<div id="tabset-5-panel-7" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><p>Report them on <a target="_blank" class="external-link" href="https://github.com/Chazut/FairProgression/issues" rel="noreferrer noopener">GitHub</a>.</p></div></div>
<div id="tabset-5-panel-8" class="tab-panel"><div class="tab-title">Support</div>
<div class="tab-content"><p>If you enjoy FairProgression and want to support my work, feel free to buy me a coffee!</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/chazut" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
<p>All my mods are free and open source. Your support keeps me motivated to create more!</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>Chazut</dc:creator><pubDate>Thu, 02 Apr 2026 13:26:21 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Y3leQiODN0ENnJ5SPY2xZ2yA6CGqYZsjw6SRM84Z.png" type="image/png" length="0"/><dc:date>2026-04-02T13:31:50+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>RainVolumeControl</title><link>https://forge.sp-tarkov.com/mod/2651/rainvolumecontrol</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2651/rainvolumecontrol</guid><description><![CDATA[<p>Grew tired of the rain so made this.</p>
<hr />
<h2>What does it do ?:</h2>
<p>Patches the rain volume and multiplies it by the value you set.<br />
Changes it across all rain presets and locations at the same time.</p>
<hr />
<h2>Installation:</h2>
<ol>
<li>
<p>Open the downloaded zip file.</p>
</li>
<li>
<p>Drag the BepInEx folder from the zip file into your SPT folder.</p>
</li>
</ol>
<p><img src="https://i.imgur.com/34vXXDj.gif" alt="" /></p>
<hr />
<h2>Support:</h2>
<p>Discord thread in the SPT discord : <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1482076311903146054" rel="noreferrer noopener">https://discord.com/channels/875684761291599922/1482076311903146054</a></p>
<hr />
<h2>Thanks:</h2>
<p>The whole SPT and Fika teams for making this awesome project.</p>
]]></description><category>Audio</category><dc:creator>Fiodor</dc:creator><pubDate>Thu, 02 Apr 2026 08:37:40 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/tExNF2XHc2Bu4TLP1RVX8e78koSVLvi2MUQnS0xv.png" type="image/png" length="0"/><dc:date>2026-04-02T08:39:18+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Holster Everything</title><link>https://forge.sp-tarkov.com/mod/2650/holster-everything</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2650/holster-everything</guid><description><![CDATA[<h1>HolsterEverything (SPT 4.0.13)</h1>
<p>HolsterEverything is a server-side SPT mod that expands what can be equipped in the PMC holster slot.</p>
<h2>Compatibility</h2>
<ul>
<li>Built and tested on <code>SPT 4.0.13</code></li>
<li>Other versions may work, but are not guaranteed</li>
</ul>
<h2>Installation</h2>
<ol>
<li>Download the latest release file from the links above.</li>
<li>Extract the release file directly into your SPT installation folder.</li>
</ol>
<p>You can also extract first, then drag-and-drop the extracted <code>SPT</code> folder into your SPT installation folder.</p>
<h2>Verify It Loaded</h2>
<p>Start the SPT server and check for a <code>HolsterEverything:</code> log line confirming the patch ran.</p>
<h2>Behavior After Removing The Mod</h2>
<ul>
<li>If you uninstall the mod while a non-default weapon is already in your holster, that weapon can remain there in your existing profile.</li>
<li>After you unequip that weapon, you will not be able to equip it back into the holster slot without the mod enabled again.</li>
</ul>
<h2>Uninstall</h2>
<p>Delete the folder:</p>
<p><code>SPT/user/mods/HolsterEverything</code></p>
]]></description><category>Weapons</category><dc:creator>yung_.</dc:creator><pubDate>Wed, 01 Apr 2026 10:49:14 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/AbBly8hvjSM5lTaEfCqF73DoQKnSQvxcJbfFGpS6.png" type="image/png" length="0"/><dc:date>2026-04-03T03:36:16+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Climbable Ladders</title><link>https://forge.sp-tarkov.com/mod/2649/climbable-ladders</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2649/climbable-ladders</guid><description><![CDATA[<p>Ladders.
Also pull up bars. When on a bar press [A/D] to swing.</p>
<div class="youtube-lite" data-video-id="iTMZqWME724" data-embed-url="https://www.youtube-nocookie.com/embed/iTMZqWME724?autoplay=1"><img src="https://i.ytimg.com/vi/iTMZqWME724/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
]]></description><category>Other</category><dc:creator>tarkin</dc:creator><pubDate>Wed, 01 Apr 2026 04:22:51 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/MuwWR4Wk4gWeYJOl8yw4h4Kn2ZCsPGM11Sbwsvtl.png" type="image/png" length="0"/><dc:date>2026-04-03T01:58:50+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>AllGoodsTrader</title><link>https://forge.sp-tarkov.com/mod/2648/allgoodstrader</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2648/allgoodstrader</guid><description><![CDATA[<div class="tabset"><div id="tabset-6-panel-1" class="tab-panel"><div class="tab-title">English</div>
<div class="tab-content"><p>This mod adds a complete full-goods trader system to the game, featuring four types of traders: Weapon Trader, Equipment Trader, Consumable Trader, and Barter Trader. It supports bilingual (Chinese and English) names, descriptions, and avatar path configurations. All traders have the ability to purchase items, while the Equipment Trader also offers repair and insurance services. The Equipment Trader can sell helmets, vests, armor, backpacks, and other equipment, and the Barter Trader allows the purchase of any secure container.</p>
<p>In terms of item handling, the mod enhances special items: rocket launchers are automatically paired with rockets and calculate total price, ammunition boxes automatically traverse slots to fill ammunition and set stack counts, and items with mandatory slots will be randomly filled with compatible items by default. The system includes built-in statistics tracking to monitor success counts for secure containers, special items, items with slots, and ordinary items, and outputs debug logs for critical operations such as rocket launcher handling, recording overall item addition success rates and categorical statistics.</p>
<p>The pricing system supports three modes: using only handbook prices, using average flea market prices, or automatically selecting the lower of the two (default). A global price adjustment multiplier (default 1.2) is also configurable. All settings are automatically loaded from <code>config.json</code> with fallback to default values. All static resources of the mod are centralized in the <code>/data/</code> directory for easy deployment and management.</p></div></div>
<div id="tabset-6-panel-2" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><p>该模组为游戏添加了完整的全货物商人系统，包含武器商、装备商、消耗品商和杂物商四类商人，支持中英双语名称、描述及头像路径配置。所有商人具备购买功能、装备商人具备维修和投保功能，其中装备商可出售头盔、胸挂、护甲、背包等装备，杂货商人可购买任意安全箱。</p>
<p>在物品处理方面，模组针对特殊物品进行了增强：火箭筒可自动配套火箭弹并计算总价，弹药盒能自动遍历插槽填充弹药并设置堆叠数量，带有必备插槽的物品会默认随机填充匹配物品。系统内置统计机制，可追踪安全箱、特殊物品、有槽位物品和普通物品的成功计数，并为火箭发射器等关键操作输出调试日志，记录整体物品添加成功率及分类统计。</p>
<p>价格体系支持三种模式：仅使用手册价格、使用跳蚤市场平均价格、自动取两者最小值（默认），并可配置全局价格调整系数（默认1.2）。所有配置通过 <code>config.json</code> 自动加载，支持默认值回退。模组的所有静态资源集中于 <code>/data/</code> 目录下，便于部署与管理。</p></div></div></div>
]]></description><category>Traders</category><dc:creator>Suntion</dc:creator><pubDate>Tue, 31 Mar 2026 15:07:12 +0000</pubDate><dc:date>2026-03-31T15:08:50+00:00</dc:date><dc:identifier>v0.5.0</dc:identifier></item><item><title>UI Scaling</title><link>https://forge.sp-tarkov.com/mod/2647/ui-scaling</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2647/ui-scaling</guid><description><![CDATA[<h1>SPT-UIScale</h1>
<hr />
<p><strong>NOTE: This was a mod I made because I got side tracked while trying to fix my other mods and a friend of mine playing SPT had a bag that didn’t fit in the UI properly. I probably wont spend anymore time on this unless there’s a major SPT version release</strong></p>
<hr />
<p>BepInEx client plugin for SPT 4.0.13 that unlocks UI scaling for the inventory and trader screens. Overrides EFT’s hardcoded 1080p canvas scaling with a configurable percentage, and adjusts panel layouts so the stash and gear panels properly fill the screen at higher resolutions.</p>
<p><strong>Once custom scale is set youll need to either restart the client or change resolutions for the affect to take place</strong>*</p>
<hr />
<h2>Features</h2>
<ul>
<li>Configurable UI scale as a percentage of vanilla (50–150%)</li>
<li>Automatically adjusts when changing resolution in-game</li>
<li>Inventory screen: gear panel expands to fill available space, stash anchored to the right</li>
<li>Trader screen: trader items anchored left, stash anchored right, deal panel centered</li>
<li>Works with any resolution (1440p, 4K, ultrawide, etc.)</li>
</ul>
<hr />
<h2>Installation</h2>
<ol>
<li>Download the latest release ZIP</li>
<li>Extract into your SPT installation directory — the DLL goes to <code>BepInEx/plugins/</code></li>
<li>Launch SPT</li>
</ol>
<hr />
<h2>Configuration</h2>
<p>After first launch, edit <code>BepInEx/config/com.vonbraunz.uiscale.cfg</code>:</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Enabled</strong></td>
<td><code>true</code></td>
<td>Toggle the mod on/off without uninstalling</td>
</tr>
<tr>
<td><strong>Scale Percent</strong></td>
<td><code>100</code></td>
<td>UI scale as a percentage of vanilla. <code>100</code> = no change, <code>75</code> = 75% size (more grid space), <code>50</code> = half size. Range: 50–150</td>
</tr>
<tr>
<td><strong>Log Canvas Names</strong></td>
<td><code>false</code></td>
<td>Debug logging to BepInEx console</td>
</tr>
</tbody>
</table>
<hr />
<h3>Recommended values</h3>
<table>
<thead>
<tr>
<th>Resolution</th>
<th>Scale Percent</th>
<th>Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td>1080p</td>
<td>100</td>
<td>No change (vanilla)</td>
</tr>
<tr>
<td>1440p</td>
<td>75–85</td>
<td>More inventory/stash space</td>
</tr>
<tr>
<td>4K</td>
<td>50–75</td>
<td>Significantly more grid space</td>
</tr>
</tbody>
</table>
]]></description><category>Tools</category><dc:creator>Dr.Braun</dc:creator><pubDate>Tue, 31 Mar 2026 04:02:18 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Uwo84qN7N33Ehm3BkRpw3gRmlmWQ09stRXh03EOa.jpg" type="image/png" length="0"/><dc:date>2026-03-31T04:06:05+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Flexible Builds</title><link>https://forge.sp-tarkov.com/mod/2646/flexible-builds</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2646/flexible-builds</guid><description><![CDATA[<div class="tabset"><div id="tabset-7-panel-1" class="tab-panel"><div class="tab-title">Overview</div>
<div class="tab-content"><blockquote>
<p>Weapon preset and build improvements for SPT</p>
</blockquote>
<p>I really like the concept of weapon builds. The idea of having different sets of parts for the same weapon — each optimized for a specific role (mobility, long range, low recoil, etc.) — is genuinely cool. However, Tarkov implements presets quite rigidly. A build is treated as an exact, fixed list of attachments and nothing else (thankfully, magazines are ignored).</p>
<p>Personally, <strong>I don’t care which exact flashlight or laser is mounted</strong> on my <em>SuperUltraLasergun</em> — I often just slap on whatever I have available at the moment. Yet I still want the weapon to be recognized and displayed as the <em>SuperUltraLasergun</em> build.</p>
<p>Additionally, preset names must be globally unique, meaning you cannot have the same name for different weapon models (e.g. an AK-74N “Zenit” build and an AKS-74 “Zenit” build at the same time).</p>
<p>This mod fixes these limitations. It lets you choose which attachment types are taken into account when matching a weapon in your inventory to a saved preset, and it allows you to use the <strong>same name</strong> for builds of different weapons.</p>
<h3>Examples</h3>
<h4>Same Names</h4>
<p>Builds for different weapons can share the same name without conflicts:</p>
<p><img src="https://i.ibb.co/tTYVyGjF/samename.png" alt="" /></p>
<h4>Flexible Matching</h4>
<p>Excluded attachment types (in these examples: sights, mags, mounts, tactical devices, and foregrips) are ignored when comparing builds, allowing them to be recognized as the same preset:</p>
<p><img src="https://i.ibb.co/Lz0HTCdK/flexibillity.png" alt="" /></p>
<p>Another example of flexible matching:</p>
<p><img src="https://i.ibb.co/Hf66ypVd/flexibillity2.png" alt="" /></p></div></div>
<div id="tabset-7-panel-2" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>You can configure which mod types will be excluded from the preset matching check. The list is generated dynamically from all classes inheriting from the base <code>Mod</code> class — basically, every weapon modification the game recognizes appears in the config. This makes it easy to ignore custom modification types added by other SPT mods (I haven’t seen any yet, but the option is there).</p>
<p><strong>If you want vanilla behavior</strong>, simply select only <strong>Magazines</strong> in the config.</p>
<p><strong>Note:</strong>
<em>Excluding a parent mod class (e.g., “Sights”) will automatically exclude all its child categories (collimators, optics, etc.). Any changes to child options won’t have any effect while the parent is selected. For more precise control, avoid selecting the parent group and choose only the specific subcategories instead.</em></p></div></div>
<div id="tabset-7-panel-3" class="tab-panel"><div class="tab-title">Important notes</div>
<div class="tab-content"><ul>
<li>Excluded mods are still saved as part of the preset. The settings only affect name matching and display in the inventory.</li>
<li>Settings apply only to your own builds and do not affect built-in presets (Mechanic, Prapor etc.).</li>
<li>After changing the configuration, you need to reload your player profile — or better, restart the game. Builds and inventory item names are heavily cached on startup, so changes may not take effect immediately even if it looks like they do.</li>
</ul></div></div>
<div id="tabset-7-panel-4" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><p><em>Potentially</em> compatible with all other mods, including those that add custom weapon modification types.</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>DeadLauncher</dc:creator><pubDate>Mon, 30 Mar 2026 15:14:50 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Z19V11oqcpYalKwA6a5PtCrwW5vdyUBYHZZnbFZW.png" type="image/png" length="0"/><dc:date>2026-03-31T11:16:24+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>duck</title><link>https://forge.sp-tarkov.com/mod/2645/duck</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2645/duck</guid><description><![CDATA[<p>the duck got a 4% chance to spawn in safes and its worth 300k and u can put it on the item show case</p>
<p>DA MOD IS BACK AFTER BEING TAKEN DOWN~!</p>
]]></description><category>Items</category><dc:creator>Teckel1000</dc:creator><pubDate>Sun, 29 Mar 2026 09:29:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/160hh7Ou99XnUoLzoKCXVWv6bGHjlElLGelxHdnt.jpg" type="image/png" length="0"/><dc:date>2026-03-29T10:21:54+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Roaming Zombies</title><link>https://forge.sp-tarkov.com/mod/2644/roaming-zombies</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2644/roaming-zombies</guid><description><![CDATA[<h1>Roaming Zombies</h1>
<p><em><strong>ABPS - Acid’s Bot Placement System Currently Breaks this mod, working on a fix</strong></em></p>
<p>A server + client mod for <a target="_blank" class="external-link" href="https://www.sp-tarkov.com/" rel="noreferrer noopener">SPT</a> that spawns mixed hordes of infected bots on all maps — <strong>night raids only</strong>. One horde per raid, arriving on a configurable delay.</p>
<hr />
<h2>Features</h2>
<ul>
<li>Spawns a mixed horde of <code>infectedAssault</code>, <code>infectedPmc</code>, <code>infectedCivil</code>, and <code>infectedLaborant</code> bots</li>
<li><strong>Night raids only</strong> (22:00 – 06:00 in-game time) — daytime raids are unaffected</li>
<li><strong>One horde per raid</strong> — spawns once on a timer, never again</li>
<li>Configurable spawn chance, horde size, and spawn delay per map</li>
<li>HUD notification when the horde arrives: <em>“The dead are rising…”</em></li>
<li>Optional custom alert sound (<code>horde_alert.ogg</code> / <code>.wav</code>)</li>
<li>SPT Forge compatible — version-checked against SPT automatically</li>
</ul>
<hr />
<h2>Requirements</h2>
<table>
<thead>
<tr>
<th>Requirement</th>
<th>Version</th>
</tr>
</thead>
<tbody>
<tr>
<td>SPT</td>
<td><code>~4.0.13</code></td>
</tr>
</tbody>
</table>
<hr />
<h2>Installation</h2>
<ol>
<li>Download the latest release ZIP from <a href="#">SPT Forge</a> or the <a href="../../releases">Releases</a> page</li>
<li>Extract the ZIP into your SPT root folder — files will drop into the correct locations automatically:</li>
</ol>
<pre><code>SPT Root/
├── BepInEx/plugins/ZombieHorde/
│   └── ZombieHorde.Client.dll
└── SPT/user/mods/ZombieHorde/
    ├── ZombieHorde.Server.dll
    └── config.json
</code></pre>
<ol start="3">
<li>Restart SPT Server and launch the game</li>
</ol>
<hr />
<h2>Configuration</h2>
<p>Edit <code>SPT/user/mods/ZombieHorde/config.json</code>:</p>
<pre><code>{
  "hordeSize": {
    "min": 2,
    "max": 4
  },
  "spawnDelaySeconds": 120,
  "spawnChance": {
    "bigmap": 70,
    "factory4_night": 100,
    "interchange": 70,
    "laboratory": 50,
    "lighthouse": 70,
    "rezervbase": 70,
    "sandbox": 50,
    "sandbox_high": 50,
    "shoreline": 70,
    "tarkovstreets": 80,
    "woods": 70,
    "labyrinth": 60
  }
}
</code></pre>
<table>
<thead>
<tr>
<th>Field</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>hordeSize.min</code> / <code>max</code></td>
<td>Number of bots spawned <strong>per zombie type</strong> (4 types × min–max each)</td>
</tr>
<tr>
<td><code>spawnDelaySeconds</code></td>
<td>Seconds after raid start before the horde spawns</td>
</tr>
<tr>
<td><code>spawnChance</code></td>
<td>Percent chance (0–100) the horde spawns on each map. Set to <code>0</code> to disable a map</td>
</tr>
</tbody>
</table>
<blockquote>
<p><strong>Total horde size</strong> = 4 types × <code>hordeSize</code> random roll each. With default settings (2–4 per type), expect 8–16 zombies per raid.</p>
</blockquote>
<hr />
<h2>Custom Alert Sound</h2>
<p>Drop an audio file named <code>horde_alert.ogg</code> (or <code>horde_alert.wav</code>) into:</p>
<pre><code>BepInEx/plugins/ZombieHorde/horde_alert.ogg
</code></pre>
<p>The sound plays for the local player when the first zombie of the horde is detected. If no file is present, only the HUD notification displays.</p>
<hr />
<h2>Fika Compatibility</h2>
<p>✅ <strong>Compatible with <a target="_blank" class="external-link" href="https://github.com/project-fika/Fika-Plugin" rel="noreferrer noopener">Fika</a></strong></p>
<table>
<thead>
<tr>
<th>Component</th>
<th>Notes</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Server mod</strong></td>
<td>Installed on the SPT server as normal — all players in the session get the same zombie spawns automatically</td>
</tr>
<tr>
<td><strong>Client mod</strong></td>
<td>Must be installed by <strong>all players</strong> (host + guests) to receive the HUD notification and alert sound. Zombies spawn correctly even if guests don’t have it installed</td>
</tr>
<tr>
<td><strong>Night check</strong></td>
<td>Runs on the host client (who controls bot spawning in Fika), so daytime filtering works correctly</td>
</tr>
<tr>
<td><strong>Spawn mode</strong></td>
<td>Uses <code>"regular"</code> spawn mode — correct for Fika co-op sessions</td>
</tr>
</tbody>
</table>
<p><strong>TL;DR:</strong> Install the server mod on the server, and have all players install the client mod for the full experience.</p>
<hr />
<h2>How It Works</h2>
<ul>
<li><strong>Server side:</strong> At startup, injects <code>BossLocationSpawn</code> entries for all four infected bot types into each map’s spawn data, using the map’s real bot zones</li>
<li><strong>Client side:</strong> On raid start, checks <code>GameWorld.GameDateTime.Calculate().Hour</code> — if it’s daytime (06:00–22:00), zombie entries are stripped before <code>BossSpawnScenario</code> processes them</li>
<li><strong>Detection:</strong> Subscribes to <code>GameWorld.OnPersonAdd</code> — when the first infected bot appears, fires the HUD notification and plays the alert sound (once per raid)</li>
</ul>
<hr />
<h2>License</h2>
<p>MIT — see <a href="LICENSE">LICENSE</a></p>
<hr />
]]></description><category>Bots</category><dc:creator>Dr.Braun</dc:creator><pubDate>Sat, 28 Mar 2026 23:33:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/GUhrgEhrFpr7TkIfkVw8diJQXqwzHAwFkCCtahFO.jpg" type="image/png" length="0"/><dc:date>2026-03-28T23:37:52+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Magazine Check Interrupt</title><link>https://forge.sp-tarkov.com/mod/2643/magazine-check-interrupt</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2643/magazine-check-interrupt</guid><description><![CDATA[<p><strong>Mag Check Interrupt</strong> allows you to interrupt a magazine check mid-animation and transition into a reload.</p>
<hr />
<div class="tabset"><div id="tabset-8-panel-1" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><h4>Features</h4>
<ul>
<li>Continue directly into a reload, no need to wait for the magazine check animation to finish</li>
<li>Finish the magazine check animation if no action is taken</li>
<li>Slow down animation during the reload window, to give you ample time to decide if you need to reload. Animations vary per magazine and some can be fast</li>
<li>Configuration is available client side</li>
</ul>
<p><img src="https://raw.githubusercontent.com/ozen-m/SPT-MagCheckInterrupt/refs/heads/main/Assets/showcase.gif" alt="Showcase gif" /></p></div></div>
<div id="tabset-8-panel-2" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><h4>Installation</h4>
<ul>
<li>Extract the contents of the .zip archive into your SPT folder.</li>
</ul>
<h4>Note to Fika users:</h4>
<ul>
<li>Must be installed on the <strong>host</strong> and <strong>all clients</strong></li>
<li>Configuration is set by the host</li>
</ul>
<p><img src="https://i.imgur.com/3N6gTe2.gif" alt="Installation" />
Thank you <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/27605/drakiaxyz" rel="noreferrer noopener">DrakiaXYZ</a> for the gif</p></div></div>
<div id="tabset-8-panel-3" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><h4>Configuration</h4>
<h4>Server Side</h4>
<p>In the BepInEx configuration manager <code>F12</code></p>
<ul>
<li><code>Enable Slow Animation</code> - Slow down the magazine check animation for a brief moment. Default is <code>true</code></li>
</ul>
<p>Advanced Configuration</p>
<ul>
<li><code>Reload Window Start</code> - How early you can reload during the magazine check animation, in normalized time</li>
<li><code>Reload Window End</code> - How late you can reload during the magazine check animation, in normalized time</li>
<li><code>Slow Percentage</code> - Multiplier for the magazine check animation speed when Slow Animation is enabled</li>
<li><code>Slow Animation Start</code> - When to start slowing down the magazine check animation, in normalized time</li>
<li><code>Slow Animation End</code> - When to restore speed of the magazine check animation, in normalized time</li>
<li><code>Smoothing Max Delta</code> - Max delta for the smoothing of the slow animation. A higher value slows/restores the animation faster</li>
</ul></div></div>
<div id="tabset-8-panel-4" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><h4>Compatibility</h4>
<ul>
<li>Compatible with <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2326/project-fika" rel="noreferrer noopener">Project Fika</a>. Must be installed on the <strong>host</strong> and <strong>all clients</strong></li>
<li>Compatible with <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1342/ui-fixes" rel="noreferrer noopener">UI Fixes</a>’ Reload in Place feature</li>
</ul></div></div>
<div id="tabset-8-panel-5" class="tab-panel"><div class="tab-title">Support</div>
<div class="tab-content"><h4>Known Issues</h4>
<ul>
<li>Animation events involving sounds may still fire on reload, resulting in duplicated sounds</li>
<li>Timings may vary slightly depending on the weapon/magazine animation</li>
</ul>
<h4>Support</h4>
<p>If you find any bugs, or have feature suggestions, feel free to post them on the comment section, or open an issue on GitHub, or most preferably through the <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1374428464999829555" rel="noreferrer noopener">SPT Discord, <code>ozen</code></a></p></div></div>
<div id="tabset-8-panel-6" class="tab-panel"><div class="tab-title">Credits</div>
<div class="tab-content"><h4>Credits</h4>
<ul>
<li>Thanks to <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/46005/tyfon" rel="noreferrer noopener">Tyfon</a> for lending me his Fika config sync code!</li>
</ul></div></div></div>
<hr />
<p>If you enjoy my work, you can <a target="_blank" class="external-link" href="https://ko-fi.com/ozenm" rel="noreferrer noopener">buy me a coffee</a> ☕</p>
]]></description><category>Scripting</category><dc:creator>ozen</dc:creator><pubDate>Sat, 28 Mar 2026 18:45:44 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/K6k2gHXRlaOCGFfCheE5OOvPSLQpj1JdvZ2COTiT.png" type="image/png" length="0"/><dc:date>2026-04-02T19:02:46+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Vagabond</title><link>https://forge.sp-tarkov.com/mod/2642/vagabond</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2642/vagabond</guid><description><![CDATA[<div class="tabset"><div id="tabset-9-panel-1" class="tab-panel"><div class="tab-title">About</div>
<div class="tab-content"><p>Vagabond is a SPTarkov gameplay overhaul mod, which aims to turn Tarkov into an open world game.</p>
<p>You start with limited money to buy a simple loadout from Fence, with some meds if you are lucky, and your challenge is now to survive. Using only transits to move around Tarkov and specific extracts to get access to traders.</p>
<p><strong>Heavily inspired by Path To Tarkov, hopefully this mod can help scratch that itch.</strong></p>
<p>If you want to see the trader locations, <a target="_blank" class="external-link" href="https://github.com/MrEliasen/SPT-Vagabond/tree/master/screenshots/traders" rel="noreferrer noopener">click here</a>.</p>
<h4>Remember Raid Position</h4>
<p><img src="https://raw.githubusercontent.com/MrEliasen/SPT-Vagabond/refs/heads/master/screenshots/remember_location.png" alt="SPT Vagabond" /></p>
<h4>Custom Extractions, Transits and Infil locations</h4>
<p><img src="https://raw.githubusercontent.com/MrEliasen/SPT-Vagabond/refs/heads/master/screenshots/custom_transitions.png" alt="SPT Vagabond" /></p>
<h4>Dynamic Maps Compatibility</h4>
<p><img src="https://raw.githubusercontent.com/MrEliasen/SPT-Vagabond/refs/heads/master/screenshots/dynamic_map_support.png" alt="SPT Vagabond" /></p></div></div>
<div id="tabset-9-panel-2" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><p>Any mod which makes changes to Extractions, Transits or player spawning (Like selectable entry mod or interaction mods), will likely conflict with this mod and prevent extracts from working.<br />
Labyrinth has not been tested with this mod.. but.. should hopefully work.</p></div></div>
<div id="tabset-9-panel-3" class="tab-panel"><div class="tab-title">Install</div>
<div class="tab-content"><ol>
<li>Download the latest version</li>
<li>extract and copy the <code>spt-vagabond\server\Vagabond</code> folder to <code>SPT\user\mods</code> and the <code>spt-vagabond\client\Vagabond</code> to <code>bepinex\plugins</code>.</li>
<li>If you use <strong>Headless</strong> clients, you will need to add the client plugin to the headless spt client as well.</li>
<li>Create a new profile, and it will get enrolled as a new Vagabond.</li>
</ol></div></div>
<div id="tabset-9-panel-4" class="tab-panel"><div class="tab-title">Configuration</div>
<div class="tab-content"><p>Configuration is limited for now, and might always be to some extend. Create and issue and/or make PR if need anything specific.</p>
<pre><code>{
  "PermaDeath": false, // if you die for whatever reason (according to the game), your profile gets wiped.
  "StartingRoubles": 175000, // The amount of money a player starts with
  "EnableFenceChanges": true, // makes fence less random and useful as a starter vendor
  "DisableFlea": true,
  "DisableEvents": true, // disables events such as halloween etc. They can break things
  "FixProfiles": false, // will enable SPTs profile fixes "RemoveInvalidTradersFromProfile". Helpful if you used older versions of this mod.
  "StripMailAttachments": true, // still allows mail, but removed all attachments from messages.
  "EnablePickRaidLocation": false, // if enabled, you can choose what map you want to go to.
  "WipeStashOnFirstRaidEntry": true, // first time you enter a raid, whatever is left over in your stash is wiped.
  "AlsoWipeCarriedMoneyOnFirstRaid": true, // this only works if "WipeStashOnFirstRaidEntry" is enabled
  "AdjustRaidTimeMins": 60 // adjust how long raids last by this amount of minutes, negagive values supported by be careful.
}
</code></pre></div></div>
<div id="tabset-9-panel-5" class="tab-panel"><div class="tab-title">Limits / Issues</div>
<div class="tab-content"><h4>Limitations</h4>
<ul>
<li>Stash is available at every trader (planned feature for this)</li>
<li>Customs traders not yet supported. (planned feature for this)</li>
<li>Limited configuration via this mod alone.</li>
<li>SVM Extracts settings will cause conflicts, like preventing extractions etc.</li>
<li>(Fika) If one of your teammates die and you use a transit after, the game will get stuck. I don’t think this is a mod issue however.</li>
<li>(Fika) the spawn-in location is determined by the player who initiates the game.</li>
</ul>
<h4>Known issues</h4>
<ul>
<li>Fence may become inaccessible once you leave. (fixed in 0.2.1, unreleased)</li>
</ul></div></div>
<div id="tabset-9-panel-6" class="tab-panel"><div class="tab-title">Thanks!</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/15099/trap" rel="noreferrer noopener">Trap</a>, for the original PTT mod, serving as strong inspiration.<br />
<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/108489/sacrificial-lamb" rel="noreferrer noopener">Sacrificial Lamb</a>, for testing a lot of cross compatibility between Vagabond, other mods and SVM settings.</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>Oogabooga</dc:creator><pubDate>Thu, 26 Mar 2026 13:51:10 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/izW0lUid47l1eul4fCSblOyWhrzy8H5tLs40A71Y.png" type="image/png" length="0"/><dc:date>2026-04-03T08:18:55+00:00</dc:date><dc:identifier>v0.2.1</dc:identifier></item><item><title>Change Version Label</title><link>https://forge.sp-tarkov.com/mod/2641/change-version-label</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2641/change-version-label</guid><description><![CDATA[<p>Hit F12, select <code>7Bpencil.ChangeVersionLabel</code> and change <code>Version Label Value</code><br />
To see your SPT version again, delete <code>BepInEx/plugins/7Bpencil.ChangeVersionLabel.dll</code></p>
]]></description><category>Other</category><dc:creator>7bpencil</dc:creator><pubDate>Thu, 26 Mar 2026 13:27:42 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/lEajHI2qORNz4I2VnghyttngehnkQntW3ES2BkgD.png" type="image/png" length="0"/><dc:date>2026-03-26T13:34:45+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Jelly Voices</title><link>https://forge.sp-tarkov.com/mod/2640/jelly-voices</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2640/jelly-voices</guid><description><![CDATA[<h1>Jelly Voices</h1>
<hr />
<p>This is a mod that adds various voices to SPT. Over time as i find good clips I’ll flush out the voices more. Do let me know if there are any problems also the voices are a bit loud. I get all my voice lines from recordings of the games their from or archived streams. <strong>There is no use of AI at all within this mod that includes the code and voices.</strong></p>
<h2>Showcase</h2>
<div class="youtube-lite" data-video-id="wys8Pn2Zxr0" data-embed-url="https://www.youtube-nocookie.com/embed/wys8Pn2Zxr0?autoplay=1"><img src="https://i.ytimg.com/vi/wys8Pn2Zxr0/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<h2>Voice Request</h2>
<p>You can leave a suggestion for a voice to add in the comments.
Requirements:</p>
<ul>
<li>Name</li>
<li>What there from</li>
<li>A video link to voice lines, with little background noise (optional)</li>
</ul>
<h2>Voice List</h2>
<ul>
<li>Jerma985</li>
<li>Hunk (RE9 &amp; RE:Operation Raccoon City)</li>
<li>Leon (RE4 remake)</li>
<li>Ada Wong (RE4 remake)</li>
<li>Stalker Bandit (Stalker)</li>
<li>Talon (COD MW2019 &amp; Warzone)</li>
<li>More to come!</li>
</ul>
<h2>Installing</h2>
<p>Just extract the folder and drop it in the main SPT directory. Make sure to extract using winrar or 7zip.</p>
<h2>Uninstalling</h2>
<p>Before uninstalling make sure you change your voice back to a default. Then you can safely delete the “<strong>JellyVoices</strong>” folder in your “<strong>SPT/user/mods</strong>”.</p>
<h2>Modding Guide</h2>
<p>I made a guide on how to make voice mods on my Github page in the wiki section.</p>
]]></description><category>Audio</category><dc:creator>Jejukon</dc:creator><pubDate>Mon, 23 Mar 2026 20:59:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/FEMJvQGpsPJBe2EYWigJjEmfCcBk4DkEtKAEtCPV.png" type="image/png" length="0"/><dc:date>2026-04-01T21:43:24+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>Stance Sync</title><link>https://forge.sp-tarkov.com/mod/2639/stance-sync</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2639/stance-sync</guid><description><![CDATA[<h3>So, what is this?</h3>
<p>Inspired by <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2201/hollywoodcam" rel="noreferrer noopener">HollywoodCam</a> which is created by the almighty <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/72916/jankytheclown" rel="noreferrer noopener">Janky</a>, I created this little offshoot mod as a standalone for those who, like me, only used HollywoodCam for the leaning. The configuration is more or less the same, with some variation; lean-shoulder-swapping works while you’re aiming with this mod. I have not noticed any problems with leaning during ADS, so I left it in.</p>
<hr />
<div class="tabset"><div id="tabset-10-panel-1" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><ul>
<li><strong>Extract the <code>BepInEx</code> folder into your source / root SPT folder, where SPT.Server is.</strong>
<img src="https://i.imgur.com/vKRw58b.gif" alt="alt text" /></li>
</ul></div></div>
<div id="tabset-10-panel-2" class="tab-panel"><div class="tab-title">Features &amp; Showcase</div>
<div class="tab-content"><ul>
<li>Syncing of left leaning and shoulder swapping;
<ul>
<li>Works for going into and out of a lean, and sync can be disabled independently;</li>
</ul>
</li>
<li>Disable leaning when in ADS;</li>
<li>Disable leaning when in ADS <em>only if in ADS with a magnified optic</em>
<ul>
<li>This feature only works if the first ADS feature is active</li>
</ul>
</li>
</ul>
<h3>Video: <img src="https://i.imgur.com/yl1UOGN.gif" alt="alt text" /></h3></div></div>
<div id="tabset-10-panel-3" class="tab-panel"><div class="tab-title">Credits</div>
<div class="tab-content"><p>Thank you to the almighty <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/72916/jankytheclown" rel="noreferrer noopener">Janky</a> for his original code, of which I trimmed some and cut out so it could be used standalone.</p>
<p>Thank you to me for, well, making it standalone? :)</p></div></div></div>
]]></description><category>Scripting</category><dc:creator>Devraccoon</dc:creator><pubDate>Mon, 23 Mar 2026 20:30:44 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/PTaUXehk53O1vXxNfCuDqUzyn1rdKDpLOn0GWRD0.png" type="image/png" length="0"/><dc:date>2026-03-29T21:26:09+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>Quick Barter</title><link>https://forge.sp-tarkov.com/mod/2636/quick-barter</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2636/quick-barter</guid><description><![CDATA[<h1>Quick Barter</h1>
<p>This is a very simple mod I made, just adds a quick way to buy barter offers and skip manually purchasing each requirement. I was getting tired of doing it…</p>
<p><em>Here is a video of it in action</em></p>
<div class="youtube-lite" data-video-id="4hIwn-AfPJI" data-embed-url="https://www.youtube-nocookie.com/embed/4hIwn-AfPJI?autoplay=1"><img src="https://i.ytimg.com/vi/4hIwn-AfPJI/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
]]></description><category>Other</category><dc:creator>Boogle</dc:creator><pubDate>Sun, 22 Mar 2026 19:13:38 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/T3CeU582BZ2T6sfCv0N6dj8muiYj2rQ3W1uHRElW.png" type="image/png" length="0"/><dc:date>2026-03-22T19:15:06+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Smooth Talker</title><link>https://forge.sp-tarkov.com/mod/2635/smooth-talker</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2635/smooth-talker</guid><description><![CDATA[<p>If your flatmates/special one are tired of you yelling “Grenade!”, “One down!” or “Reloading!” then this is the mod for you.</p>
<hr />
<h2>What does it do ?:</h2>
<p>Heavily inspired by <strong>ssh’s VocalPlayer</strong>, this mod autoplays voicelines when your PMC performs specific actions like :</p>
<ul>
<li>Killing a PMC</li>
<li>Killing a Scav</li>
<li>Reloading</li>
<li>Throwing a grenade</li>
<li>Firing with an empty chamber</li>
<li>Ping close to one of your team mates’ ping</li>
</ul>
<hr />
<h2>Customizable:</h2>
<ul>
<li>Cooldown between voicelines</li>
<li>What voicelines to play</li>
<li>Delay between kill and confirming the kill</li>
<li>Schizo mode if you’d like to talk to yourself or multiplayer only if you’re more of the social type</li>
</ul>
<hr />
<h2>Installation:</h2>
<ol>
<li>
<p>Open the downloaded zip file.</p>
</li>
<li>
<p>Drag the BepInEx folder from the zip file into your SPT folder.</p>
</li>
</ol>
<p><img src="https://i.imgur.com/34vXXDj.gif" alt="" /></p>
<hr />
<h2>Support:</h2>
<p>Discord thread in the SPT discord : <a target="_blank" class="external-link" href="https://discord.com/channels/875684761291599922/1482076311903146054" rel="noreferrer noopener">https://discord.com/channels/875684761291599922/1482076311903146054</a></p>
<hr />
<h2>Thanks:</h2>
<p>ssh for his original mod and the permission to upload mine on the Forge.<br />
Drakia for the original gif.<br />
Illustration is talkative by Daria Szymonowicz from Noun Project (CC BY 3.0)</p>
]]></description><category>Audio</category><dc:creator>Fiodor</dc:creator><pubDate>Sun, 22 Mar 2026 14:25:30 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/BPxt0E5QOT9PzGEGfttsrNWbwXq37M4fHKwsfhd0.png" type="image/png" length="0"/><dc:date>2026-04-03T22:29:39+00:00</dc:date><dc:identifier>v1.1.2</dc:identifier></item><item><title>Escape From Low Frames</title><link>https://forge.sp-tarkov.com/mod/2634/escape-from-low-frames</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2634/escape-from-low-frames</guid><description><![CDATA[<p>‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎‎<img src="https://i.imgur.com/rJCC2np.png" alt="Logo" /></p>
<h1>‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Escape From Low Frames</h1>
<h5>‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ A way to escape that disturbingly low framerate</h5>
<p>‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ <img src="https://img.shields.io/github/stars/NRK-git/Escape-From-Low-Frames?style=for-the-badge" alt="GitHub stars" />
<img src="https://img.shields.io/github/issues/NRK-git/Escape-From-Low-Frames?style=for-the-badge" alt="GitHub issues" />
<img src="https://img.shields.io/github/downloads/NRK-git/Escape-From-Low-Frames/total?style=for-the-badge" alt="GitHub downloads" /></p>
<hr />
<h2>🧩 Overview</h2>
<p><strong>Escape From Low Frames</strong> is a <em>Performance</em> focused project designed to try fixing <em>Framerate</em> &amp; <em>Latency</em> issues with <em>Tarkov</em></p>
<h3>Escape From Low Frames Utilizes</h3>
<ul>
<li>⚙️ <strong>NVIDIA Profile Inspector Revamped (NVPI-R)</strong></li>
</ul>
<p><strong>NVIDIA Profile Inspector Revamped (NVPI-R)</strong> is a community-driven, enhanced fork of the original NVIDIA Profile Inspector (NVPI), designed to improve usability, documentation, and user experience. It was created to address the limitations of the original tool, which had become outdated and lacked support, as well as the incomplete state of other forks.</p>
<hr />
<h2>⚡ What Does My Preset Try To Achieve?</h2>
<ul>
<li>📈 Increases framerate</li>
<li>📉 Tries to reduce 1% lows</li>
<li>🧠 Tries to reduce the CPU bottlenecks</li>
<li>📊 Tries to keep frames consistent</li>
<li>⚙️ Utilizes Smooth Motion &amp; <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2621/tarkov-dlss-45" rel="noreferrer noopener">DLSS 4.5</a></li>
</ul>
<hr />
<h2>📥 Mod Installation</h2>
<h4>“Outdated” YouTube Guide (Will Update It)</h4>
<div class="youtube-lite" data-video-id="_oKisGVTAio" data-embed-url="https://www.youtube-nocookie.com/embed/_oKisGVTAio?autoplay=1"><img src="https://i.ytimg.com/vi/_oKisGVTAio/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<ol>
<li>Download from <strong><a target="_blank" class="external-link" href="https://github.com/NRK-git/Escape-From-Low-Frames/releases" rel="noreferrer noopener">Latest Release</a></strong></li>
<li>Extract the <em><strong>Escape From Low Frames.zip</strong></em> file</li>
<li>Open the <em><strong>Escape From Low Frames</strong></em> folder</li>
<li>Open the <em><strong>NVPI-R.exe</strong></em> as Administrator</li>
<li>Click on Profile and search for <em><strong>Escape From Tarkov</strong></em></li>
<li>Click on <em><strong>Export user defined profiles</strong></em> and then <em><strong>Export current profile including predefined settings</strong></em></li>
<li>Save <em><strong>Escape From Tarkov.nip</strong></em> to your desired location</li>
<li>Click on <em><strong>Import user defined profiles</strong></em> and then <em><strong>Import profile(s)</strong></em></li>
<li>In the <em><strong>Escape From Low Frames</strong></em> folder, open <em><strong>Preset</strong></em> folder</li>
<li>Now select the  <em><strong>Escape From Low Frames.nip</strong></em> and <em><strong>Apply Changes</strong></em></li>
</ol>
<hr />
<h2>❓ Running Into Issues?</h2>
<h4>If you are running into issues, Leave a <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2634/escape-from-low-frames#comments" rel="noreferrer noopener">Comment</a> With your issue or Contact me on Discord if you have a specific issue: <strong>@nrk_z</strong></h4>
<hr />
]]></description><category>Other</category><dc:creator>NRK.Z</dc:creator><pubDate>Fri, 20 Mar 2026 18:47:32 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/LZwuOx1elSWlLuN6FhlN799gfVmScen2268f7NT0.png" type="image/png" length="0"/><dc:date>2026-03-23T19:33:48+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>SPT Scaffold</title><link>https://forge.sp-tarkov.com/mod/2633/spt-scaffold</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2633/spt-scaffold</guid><description><![CDATA[<div class="tabset"><div id="tabset-11-panel-1" class="tab-panel"><div class="tab-title">What is this?</div>
<div class="tab-content"><p><img src="https://media0.giphy.com/media/v1.Y2lkPTc5MGI3NjExZjVqbm9ueTVzeTFob3Y0MmxhdGh4Y3BvZm8ybHZ0bDBpZnR6aDNtMiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/1ZUBF93ibXGuPnLT6u/giphy.gif" alt="terminal" /></p>
<p>A terminal wizard (TUI) that scaffolds a ready-to-build <strong>SPT 4.x</strong> mod project in seconds — no manual setup required.</p>
<p>Supports both <strong>server mods</strong> (C# / .NET 9 / NuGet) and <strong>client mods</strong> (BepInEx / netstandard2.1).</p>
<p>Just run the binary, answer a few prompts, and get a fully configured project with correct namespaces, references, packaging target, and README.</p></div></div>
<div id="tabset-11-panel-2" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><ul>
<li>Interactive <strong>step-by-step TUI</strong> — no flags, no config files to edit</li>
<li><strong>Live SPT version picker</strong> — fetches available versions from NuGet so you always pin the right one</li>
<li><strong>Server mod</strong> — generates a <code>.csproj</code> pre-wired with <code>SPTarkov.Common</code>, <code>SPTarkov.DI</code>, and <code>SPTarkov.Server.Core</code></li>
<li><strong>Client mod</strong> — generates a <code>.csproj</code> targeting <code>netstandard2.1</code> with local DLL references auto-resolved from your SPT install path</li>
<li>Correct <strong>C# namespace</strong> and metadata filled with your name, version, and GUID</li>
<li><strong>Build + packaging target</strong> baked into <code>.csproj</code> — <code>dotnet build</code> produces a ready-to-distribute <code>.zip</code></li>
<li><strong>Multiple starter templates</strong> per mod type</li>
<li><strong>License picker</strong> with 17 SPDX options</li>
<li>Also generates a <code>.sln</code>, <code>README.md</code>, and <code>.gitignore</code></li>
<li>Input validation on every field (mod name, semver, URL, SPT install path, etc.)</li>
</ul></div></div>
<div id="tabset-11-panel-3" class="tab-panel"><div class="tab-title">Templates</div>
<div class="tab-content"><p><strong>Server mod templates:</strong></p>
<ul>
<li><code>Empty</code> — minimal <code>ModMetadata</code> + <code>IOnLoad</code> entry point</li>
<li><code>Edit Database</code> — <code>DatabaseService</code> injection example</li>
<li><code>Read JSON Config</code> — reads a custom <code>config.json</code> via <code>ModHelper</code></li>
</ul>
<p><strong>Client mod templates:</strong></p>
<ul>
<li><code>Empty</code> — minimal <code>BaseUnityPlugin</code> with <code>Awake()</code></li>
<li><code>BepInEx Config</code> — comprehensive <code>Config.Bind</code> examples (bool, int/float sliders, string, enum, keybinds, color picker)</li>
<li><code>Harmony Patch</code> — <code>ModulePatch</code> with <code>Prefix</code>/<code>Postfix</code> in a <code>Patches/</code> subfolder</li>
</ul></div></div>
<div id="tabset-11-panel-4" class="tab-panel"><div class="tab-title">Generated Project Structure</div>
<div class="tab-content"><p><strong>Server mod:</strong></p>
<pre><code>MyMod/
├── MyMod.sln
├── MyMod.csproj   ← NuGet refs + auto-zip packaging target
├── Mod.cs         ← ModMetadata + IOnLoad entry point
├── README.md
└── .gitignore
</code></pre>
<p><strong>Client mod:</strong></p>
<pre><code>MyMod/
├── MyMod.sln
├── MyMod.csproj   ← Local DLL refs + auto-zip + PostBuild copy to BepInEx/plugins/
├── Plugin.cs      ← BaseUnityPlugin + [BepInPlugin]
├── README.md
└── .gitignore
</code></pre></div></div>
<div id="tabset-11-panel-5" class="tab-panel"><div class="tab-title">Usage</div>
<div class="tab-content"><ol>
<li>Download the latest binary from the <strong>Files</strong> tab</li>
<li>Place <code>spt-scaffold.exe</code> inside the folder where you want your mod created</li>
<li>Run it — the wizard will ask for:
<ul>
<li><strong>Mod Type</strong> — <code>server</code> or <code>client</code></li>
<li><strong>Template</strong> — starter template for your mod type</li>
<li><strong>SPT Install Path</strong> <em>(client mods only)</em> — used to resolve local DLL references</li>
<li><strong>Mod Name</strong> (used as C# namespace and GUID)</li>
<li><strong>Author</strong></li>
<li><strong>Version</strong> (semver, defaults to <code>1.0.0</code>)</li>
<li><strong>SPT Compatibility</strong> (pick from live NuGet versions)</li>
<li><strong>Description</strong> <em>(optional)</em></li>
<li><strong>Repository URL</strong> <em>(optional)</em></li>
<li><strong>License</strong></li>
</ul>
</li>
<li>Done — open the generated folder in your IDE and start coding</li>
</ol></div></div>
<div id="tabset-11-panel-6" class="tab-panel"><div class="tab-title">Contributing a Template</div>
<div class="tab-content"><p>Want a template added to the wizard? Open a Pull Request on <a target="_blank" class="external-link" href="https://github.com/viniHNS/spt-scaffold/pulls" rel="noreferrer noopener">GitHub</a>.</p>
<p>A template is just a folder with two things:</p>
<p><strong>1. <code>template.json</code></strong> — displayed in the picker UI:</p>
<pre><code>{
  "Label": "My Template",
  "Desc": "Short description shown in the wizard"
}
</code></pre>
<p><strong>2. One or more <code>.tmpl</code> files</strong> — the filename (minus <code>.tmpl</code>) becomes the generated file.
Templates use Go’s <code>text/template</code> syntax. Available fields:</p>
<table>
<thead>
<tr>
<th>Field</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>{{.ModName}}</code></td>
<td>Mod name (also used as namespace)</td>
</tr>
<tr>
<td><code>{{.Author}}</code></td>
<td>Author name</td>
</tr>
<tr>
<td><code>{{.Version}}</code></td>
<td>Mod version (semver)</td>
</tr>
<tr>
<td><code>{{.SptVersion}}</code></td>
<td>Pinned SPT version (e.g. <code>4.0.13</code>)</td>
</tr>
<tr>
<td><code>{{.SptVersionRange}}</code></td>
<td>Version range (e.g. <code>~4.0.0</code>)</td>
</tr>
<tr>
<td><code>{{.Desc}}</code></td>
<td>Mod description</td>
</tr>
<tr>
<td><code>{{.RepoURL}}</code></td>
<td>Repository URL</td>
</tr>
<tr>
<td><code>{{.License}}</code></td>
<td>SPDX license identifier</td>
</tr>
<tr>
<td><code>{{.ProjectGuid}}</code></td>
<td>Auto-generated UUID for <code>.sln</code></td>
</tr>
<tr>
<td><code>{{.SptInstallPath}}</code></td>
<td>SPT install path <em>(client mods only)</em></td>
</tr>
</tbody>
</table>
<p><strong>Folder location:</strong></p>
<ul>
<li>Server template → <code>internal/templates/server/myTemplateName/</code></li>
<li>Client template → <code>internal/templates/client/myTemplateName/</code></li>
</ul>
<p>Look at the existing templates in those folders as a reference before writing your own.</p></div></div>
<div id="tabset-11-panel-7" class="tab-panel"><div class="tab-title">Requirements</div>
<div class="tab-content"><ul>
<li>Windows x64</li>
<li>.NET 9 SDK — to <strong>build</strong> generated server mods</li>
<li>An existing SPT installation — required for <strong>client mods</strong> (DLL references are resolved from it)</li>
</ul></div></div>
<div id="tabset-11-panel-8" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><p>Issues? Open one <a target="_blank" class="external-link" href="https://github.com/viniHNS/spt-scaffold/issues" rel="noreferrer noopener">HERE</a></p></div></div></div>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/Q5Q116JYQN" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
]]></description><category>Tools</category><dc:creator>viniHNS</dc:creator><pubDate>Wed, 18 Mar 2026 00:20:12 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/sPWdpzJyN8PAxuaJFqs9QKJDx4DMFXtMmPvoY9aY.png" type="image/png" length="0"/><dc:date>2026-03-21T19:57:04+00:00</dc:date><dc:identifier>v0.2.0</dc:identifier></item><item><title>Softcore Meds</title><link>https://forge.sp-tarkov.com/mod/2631/softcore-meds</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2631/softcore-meds</guid><description><![CDATA[<h1>Features</h1>
<h3>1. Restore Limbs with Stims</h3>
<p>Now you can restore destory limb with stimulator,  just that simple.
Current only apply to <strong>“eTG-change regenerative stimulant injector”</strong>.</p>
<h4>Balance</h4>
<p>Not without some <strong>debuff</strong> to balance gameplay, Include side effect:</p>
<blockquote>
<ul>
<li>Hands Tremor  (60s)</li>
<li>Tunnel Effect  (60s)</li>
<li>Energy Drain (equals the amount of limb max health, reduced by the “Metabolism” skill)</li>
<li>Hydration Drain (equals the amount of limb max health, reduced by the “Metabolism” skill)</li>
</ul>
</blockquote>
<h3>2. Quick Access Limb Selector</h3>
<p>Also works with limb selection via the quick access slot.</p>
<h3>3. Multi-Limb Surgical Restoration</h3>
<p>Restore multiple destroyed limbs with a single surgical action, consuming resources based on the number of limbs.
Currently applies to <strong>“Surv12”</strong> and <strong>“CMS”</strong>.</p>
<hr />
<h2>Demo GIF</h2>
<div class="tabset"><div id="tabset-13-panel-1" class="tab-panel"><div class="tab-title">Restore Limbs with Stims</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://imgur.com/p0OADSZ" rel="noreferrer noopener"><img src="https://i.imgur.com/GeSieXg.gif" alt="demo-gif" /></a></p></div></div>
<div id="tabset-13-panel-2" class="tab-panel"><div class="tab-title">Quick Access Limb Selector</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://imgur.com/pKTpNpl" rel="noreferrer noopener"><img src="https://i.imgur.com/26Sxi9U.gif" alt="demo-gif" /></a></p></div></div>
<div id="tabset-13-panel-3" class="tab-panel"><div class="tab-title">Surgical  QOL</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://imgur.com/xW6LNpc" rel="noreferrer noopener"><img src="https://i.imgur.com/Mk75O51.gif" alt="demo-gif" /></a></p></div></div></div>
<h2>Other</h2>
<div class="tabset"><div id="tabset-12-panel-1" class="tab-panel"><div class="tab-title">FIKA + Headless</div>
<div class="tab-content"><p>It runs without errors or crashes, but player state syncing has not been tested,
as I only have one PC. This plugin is 100% client-side and does not need to be installed on the Headless instance.</p></div></div>
<div id="tabset-12-panel-2" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><ul>
<li>Continous Healing (just disable “Heal Limbs” option in that mod )</li>
<li>Healing AutoCancel</li>
</ul></div></div>
<div id="tabset-12-panel-3" class="tab-panel"><div class="tab-title">How to install</div>
<div class="tab-content"><p>Download the zip and copy (drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p></div></div>
<div id="tabset-12-panel-4" class="tab-panel"><div class="tab-title">Uninstall</div>
<div class="tab-content"><p>Just remove the dll file in YourSPT/BepInEx/SoftCoreMeds/SoftCoreMeds.dll</p></div></div></div>
<h1>Feedback</h1>
<p>If you encounter any issues, please report them on GitHub Issues with log, it’s easier that way.</p>
]]></description><category>Items</category><dc:creator>BigBoy69</dc:creator><pubDate>Mon, 16 Mar 2026 06:16:59 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/ocqANc0YvgPuEeQs1BCJmyCMhCW5quzJhO6SEqTV.png" type="image/png" length="0"/><dc:date>2026-03-26T09:44:51+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>WATCHDOG - The Headless Client Operations Suite</title><link>https://forge.sp-tarkov.com/mod/2629/watchdog-the-headless-client-operations-suite</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2629/watchdog-the-headless-client-operations-suite</guid><description><![CDATA[<p><strong>COMMENTS ASKING FOR TROUBLESHOOTING SUPPORT, OR COMMENTS POSTING ERROR CODES WILL BE DELETED FROM HERE ON. IF YOU ENCOUNTER AN ERROR, PLEASE CLICK THE LINK BELOW TO JOIN MY NEW SUPPORT SERVER.</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://discord.gg/VT6nB53VYC" rel="noreferrer noopener">https://discord.gg/VT6nB53VYC</a></li>
</ul>
<h1>WATCHDOG v2.1.2 – SPT/FIKA Operations Suite</h1>
<p><strong>WATCHDOG</strong> is a lightweight, set-and-forget utility built to manage and stabilize an <strong>SPTarkov + Project FIKA</strong> server environment.</p>
<p>It monitors both the <strong>SPT Server executable</strong> and the <strong>FIKA Headless Client</strong>, fully automating startup, shutdown, crash recovery, and scheduled restarts according to your settings.</p>
<p><strong>This tool is designed specifically for 24/7 dedicated servers running on a separate machine</strong> (second PC, mini-PC, old laptop, etc.).<br />
It is <strong>not</strong> intended for local single-PC setups, if you run everything on your main gaming PC, this program is overkill.</p>
<h2>Installation</h2>
<ol>
<li>Download the release from this page.</li>
<li>Extract the files anywhere on your <strong>dedicated server machine</strong>.</li>
<li>Run <code>WATCHDOG.exe</code>.</li>
</ol>
<p>No files need to be placed in your game folder.<br />
<strong>Windows only</strong> some features will not work on other operating systems.</p>
<h2>Quick Setup</h2>
<ol>
<li>Open WATCHDOG and go to the <strong>Settings</strong> tab (left sidebar).</li>
<li>Set your <strong>Server Executable</strong> and <strong>HeadlessManager Executable</strong> paths.</li>
<li>Configure the runtime settings:
<ul>
<li><strong>Headless Start Delay</strong> (seconds) — Recommended: 30–60 seconds (gives the server time to fully load, heavier mod load = more time needed).</li>
<li><strong>Scheduled Restart Interval</strong> (hours) — Default 24. Heavily modded servers are recommended every 4–12 hours for stability and memory cleanup.</li>
<li><strong>Monitor Check Interval</strong> (seconds) — How often the program checks process health (5–30 seconds recommended).</li>
</ul>
</li>
<li>Enable any options you want (auto-restart on crash, minimize to tray, start with Windows, Discord notifications, etc.).</li>
<li>Return to the <strong>Dashboard</strong> and click <strong>Save Config</strong>.</li>
</ol>
<h2>Main Features</h2>
<p><strong>Dashboard</strong><br />
Core control panel showing live status cards, recent activity log, quick controls, and update checker.</p>
<p><strong>Additions Tab</strong><br />
Simple tracker for mods, version updates, config changes, etc. Useful when installing multiple mods at once.</p>
<p><strong>Issue Tracker</strong><br />
Designed for servers where friends or clients have remote access. They can RDP in and log issues directly; you can review and fix them later.</p>
<p><strong>Appearance Dropdown</strong>
Choose an App Color Scheme that matches your liking if the Default Scheme isn’t your Speed!</p>
<p><strong>Discord Webhook Integration</strong><br />
Receive real-time notifications in your Discord server:</p>
<ul>
<li>Monitor start/stop</li>
<li>Crash + auto-restart</li>
<li>Scheduled restarts</li>
<li>Next restart time</li>
</ul>
<p>Perfect for keeping your players informed without constant messages.</p>
<h2>Status Cards</h2>
<ul>
<li>Server, Headless, and Monitor status (green = running, red = stopped)</li>
<li>Next Scheduled Restart time</li>
</ul>
<h2>Set &amp; Forget</h2>
<p>Once configured:</p>
<ul>
<li>Click <strong>Start Monitor</strong> on the Dashboard.</li>
<li>The server and headless client launch automatically.</li>
<li>WATCHDOG keeps everything alive 24/7, auto-restarts on crashes, and performs scheduled restarts.</li>
<li>If tray mode is enabled, it minimizes to the system tray. Right-click → <strong>Show</strong> to restore it.</li>
</ul>
<p><strong>Important:</strong> Always use the <strong>Stop Monitor</strong> button to shut everything down cleanly. Manually closing processes will cause WATCHDOG to relaunch them.</p>
<h2>Discord Webhook Setup (Recommended)</h2>
<ol>
<li>In your Discord server, create a text channel.</li>
<li>Right-click the channel → <strong>Edit Channel</strong> → <strong>Integrations</strong> → <strong>Webhooks</strong> → <strong>New Webhook</strong>.</li>
<li>Copy the Webhook URL.</li>
<li>In WATCHDOG Settings, enable Discord notifications and paste the URL.</li>
<li>Restart the Monitor, messages will start appearing.</li>
</ol>
<p><strong>⚠ Never share your webhook URL publicly.</strong></p>
<h2>Notes &amp; Clarifications</h2>
<ul>
<li>This program shines when the server machine is <strong>not</strong> directly accessible (no easy monitor/keyboard &amp; mouse switching).</li>
<li>If your dedicated machine is always right next to you &amp; accessible, it’s still nice QoL, but the real value is for true remote 24/7 setups.</li>
<li><strong>VirusTotal &amp; Windows Defender flags</strong>: Some vendors &amp; Windows Clients flag the .exe due to process monitoring and auto-restart behavior. These are false positives. The full source code is public.</li>
</ul>
<h2>Support</h2>
<p>I’m relatively new to coding, so bugs can happen.<br />
If you run into issues, Join the Discord &amp; submit a report with:</p>
<ul>
<li>A clear description of the problem</li>
<li>Your <code>watchdog.log</code> file (located in `%APPDATA%\WATCHDOG, but just click “Open Log Folder in the WATCHDOG Dashboard!)</li>
</ul>
<p>Constructive reports only, please don’t spam.
This started as a private tool for me and my friends. I released it publicly so others running dedicated SPT/FIKA servers can benefit too.</p>
]]></description><category>Tools</category><dc:creator>NOCTIDE</dc:creator><pubDate>Mon, 16 Mar 2026 00:12:29 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/94dZBYICoG2BPb09RyRgsUrEikngWSSNX3uCv1TY.png" type="image/png" length="0"/><dc:date>2026-03-19T18:49:07+00:00</dc:date><dc:identifier>v2.1.2</dc:identifier></item><item><title>Tarkov Craft Loader</title><link>https://forge.sp-tarkov.com/mod/2628/tarkov-craft-loader</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2628/tarkov-craft-loader</guid><description><![CDATA[<div class="tabset"><div id="tabset-14-panel-1" class="tab-panel"><div class="tab-title">What is this?</div>
<div class="tab-content"><p>A simple mod that lets you add custom hideout production recipes by placing JSON files in the <code>recipes</code> folder — no coding required.</p>
<p>Use the <a target="_blank" class="external-link" href="https://vinihns.github.io/TarkovCraft/" rel="noreferrer noopener">TarkovCraft website</a> to generate your recipes easily!</p></div></div>
<div id="tabset-14-panel-2" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><ul>
<li>Automatically loads <strong>all</strong> <code>.json</code> files from the <code>recipes</code> folder</li>
<li>Supports <strong>multiple files</strong> — organize your recipes however you like</li>
<li>Logs loaded recipes and errors in the server console</li>
<li>Seamlessly integrates with the existing hideout crafting system</li>
</ul></div></div>
<div id="tabset-14-panel-3" class="tab-panel"><div class="tab-title">Usage</div>
<div class="tab-content"><p>Place your recipe <code>.json</code> files inside <code>user/mods/TarkovCraft-Loader/recipes/</code>.</p>
<p>You can have as many <code>.json</code> files as you want — any name works!</p>
<p>Need help creating recipe JSON files? Use the <strong><a target="_blank" class="external-link" href="https://vinihns.github.io/TarkovCraft/" rel="noreferrer noopener">TarkovCraft website</a></strong>.</p></div></div>
<div id="tabset-14-panel-4" class="tab-panel"><div class="tab-title">Installation</div>
<div class="tab-content"><ol>
<li>Download the latest release <code>.zip</code></li>
<li>Drag and drop the files directly into the root folder of your SPT installation</li>
<li>The folders should merge automatically. If you get a prompt to overwrite files, say yes</li>
</ol></div></div>
<div id="tabset-14-panel-5" class="tab-panel"><div class="tab-title">Notes</div>
<div class="tab-content"><ul>
<li>Malformed JSON or invalid item IDs will be <strong>skipped</strong> and logged as errors in the server console</li>
<li>Adding many recipes to one hideout area may cause a <strong>brief freeze</strong> when first opening that station — this is a client-side limitation</li>
</ul></div></div>
<div id="tabset-14-panel-6" class="tab-panel"><div class="tab-title">Issues</div>
<div class="tab-content"><p>Issues? Open one <a target="_blank" class="external-link" href="https://github.com/viniHNS/TarkovCraft-Loader/issues" rel="noreferrer noopener">HERE</a></p></div></div></div>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/Q5Q116JYQN" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
]]></description><category>Hideout</category><dc:creator>viniHNS</dc:creator><pubDate>Sat, 14 Mar 2026 18:45:47 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/4Xed3kwQcj941yFdsZYWzOG16VqA1ADZXutamufL.png" type="image/png" length="0"/><dc:date>2026-03-14T19:10:24+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title> Bounty Board — Dynamic PMC Contracts </title><link>https://forge.sp-tarkov.com/mod/2627/bounty-board-dynamic-pmc-contracts</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2627/bounty-board-dynamic-pmc-contracts</guid><description><![CDATA[<h1>Bounty Board — SPT 4.0.13</h1>
<p>A dynamic bounty contract system for <strong>Single Player Tarkov (SPT) 4.0.13</strong>. A new “Bounty Board” contact appears in your in-game messenger with a rotating list of PMC targets. Hunt them down, bring back their dogtag, and collect your reward.</p>
<p><strong>New in 2.0.0</strong> — PMC Hunters can now be sent after <em>you</em>. Survive enough raids and someone puts a contract on your head.</p>
<hr />
<h2>Features</h2>
<h3>Bounty System</h3>
<ul>
<li><strong>Bounty Board contact</strong> appears in your messenger alongside Commando and SPT Friend</li>
<li><strong>Randomized PMC targets</strong> generated from the real SPT bot name pool each cycle</li>
<li><strong>Live HUD notifications</strong> — get an in-raid alert the moment a bounty target spawns, and another when they’re eliminated</li>
<li><strong>Claim rewards</strong> by typing a command after extracting with a target’s dogtag in your stash</li>
<li><strong>Auto-rotating cycle</strong> — when all contracts are completed, a fresh set of targets is immediately generated</li>
<li><strong>Timed refresh</strong> — bounty cycle resets every 24 hours regardless of completion (configurable)</li>
<li><strong>Persistent state</strong> — bounty progress is saved to disk and survives server restarts</li>
</ul>
<h3>Hunter System (New in 2.0.0)</h3>
<ul>
<li><strong>Escalating threat</strong> — hunter PMCs can spawn in your raids, starting at 25% chance and increasing by 5% per survived raid</li>
<li><strong>Death resets</strong> — die in raid and the hunter chance resets back to 25%</li>
<li><strong>Same-faction pairs</strong> — 2 PMC hunters spawn as a group (same faction so they don’t fight each other)</li>
<li><strong>Delayed entry</strong> — hunters arrive ~3 minutes into the raid, giving you time to get moving</li>
<li><strong>Contract alert</strong> — receive a notification when hunters are dispatched after you</li>
<li><strong>Kill confirmation</strong> — notification fires when you eliminate a hunter, with a kill counter</li>
<li><strong>Fully configurable</strong> — faction, difficulty, spawn delay, escort count, base chance, and scaling all set via <code>config.json</code></li>
</ul>
<h3>Intel Scanner (New in 2.0.0)</h3>
<ul>
<li><strong>Press O in-raid</strong> to scan for active bounty targets and hunter status</li>
<li>Shows target names if spotted, and whether hunters are active with a kill counter</li>
<li>Scan key is configurable via BepInEx config</li>
</ul>
<hr />
<h2>Compatibility</h2>
<ul>
<li>Bot Callsigns - Reloaded</li>
<li>[SAIN] Twitch Players</li>
</ul>
<p>No known incompatibilities.</p>
<hr />
<h2>Installation</h2>
<p>The release zip contains both the server mod and BepInEx client mod — fully drag-and-drop:</p>
<ol>
<li>Download <code>BountyBoard.zip</code></li>
<li>Extract and drag the <code>SPT</code> and <code>BepInEx</code> folders into your SPT install root</li>
<li>Start the server — the Bounty Board contact will appear the next time you log in</li>
</ol>
<p><strong>What goes where:</strong></p>
<pre><code>&lt;SPT Root&gt;/
├── SPT/user/mods/BountyBoard-drb/
│   ├── BountyBoard.dll       &lt;- server mod
│   └── config.json
└── BepInEx/plugins/
    └── BountyBoard.Client.dll  &lt;- client mod
</code></pre>
<h3>Server Mod Only</h3>
<p>If you don’t want in-raid notifications or the hunter system, copy just the <code>BountyBoard-drb</code> folder into <code>SPT/user/mods/</code>. The bounty board messenger commands work without the client mod. Note: hunter spawns will still be injected but the client-side chance roll and stripping won’t occur — disable hunters in <code>config.json</code> if running server-only.</p>
<hr />
<h2>HUD Notifications</h2>
<p>When the BepInEx client mod is installed, you’ll receive native EFT-style notifications during raids:</p>
<ul>
<li><strong>BOUNTY TARGET SPOTTED</strong> — fires when a bounty target PMC spawns in your raid</li>
<li><strong>BOUNTY COLLECTED</strong> — fires when a bounty target is eliminated</li>
<li><strong>CONTRACT ALERT</strong> — fires when hunter PMCs are dispatched after you (~3 min into raid)</li>
<li><strong>HUNTER ELIMINATED</strong> — fires when you take out a hunter, with kill count (e.g. 1/2)</li>
</ul>
<h3>Intel Scanner (O Key)</h3>
<p>Press <strong>O</strong> at any time in-raid to get a status report:</p>
<ul>
<li>Names of any active bounty targets currently alive in the raid</li>
<li>Whether hunters are active and how many you’ve eliminated</li>
</ul>
<h3>Client Mod Configuration</h3>
<p>Settings are available in the BepInEx configuration manager (F12 in-game) under <code>BountyBoard.Client</code>:</p>
<table>
<thead>
<tr>
<th>Setting</th>
<th>Default</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Bounty State Path</td>
<td><em>(auto)</em></td>
<td>Path to <code>bounty_state.json</code> — only change if your install is non-standard</td>
</tr>
<tr>
<td>Hunter State Path</td>
<td><em>(auto)</em></td>
<td>Path to <code>hunter_state.json</code> — tracks raids survived for hunter spawn chance</td>
</tr>
<tr>
<td>Scan Target Key</td>
<td><code>O</code></td>
<td>Keybind for the in-raid intel scanner</td>
</tr>
</tbody>
</table>
<hr />
<h2>Usage</h2>
<p>Open the <strong>Bounty Board</strong> contact in your in-game messenger and type:</p>
<table>
<thead>
<tr>
<th>Command</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>bounty list</code></td>
<td>Show the current active kill contracts and reward info</td>
</tr>
<tr>
<td><code>bounty claim</code></td>
<td>Scan your stash for matching dogtags and collect any earned rewards</td>
</tr>
</tbody>
</table>
<h3>How it works</h3>
<ol>
<li>Check <code>bounty list</code> to see your current targets</li>
<li>Find and kill a target PMC in raid — you’ll get a HUD alert when they spawn</li>
<li>Extract with their <strong>dogtag in your stash</strong> (not inside a container)</li>
<li>Message the Bounty Board and type <code>bounty claim</code></li>
<li>Reward mail arrives with your configured currency and a random bonus item</li>
</ol>
<hr />
<h2>Configuration</h2>
<p>Edit <code>config.json</code> in the mod folder (<code>SPT/user/mods/BountyBoard-drb/</code>):</p>
<pre><code>{
  "TargetCount": 3,
  "RefreshHours": 24,
  "Rewards": {
    "CurrencyTpl": "5449016a4bdc2d6f028b456f",
    "CurrencyAmount": 1000000,
    "MedicalItems": [
      "544fb45d4bdc2dee738b4568",
      "590c678286f77426c9660122",
      "590c661e86f7741e566b646a",
      "5d02778e86f774203e7dedbe",
      "590c657e86f77412b013051d"
    ]
  },
  "Hunters": {
    "Enabled": true,
    "BaseChance": 25,
    "ChancePerSurvival": 5,
    "MaxChance": 100,
    "EscortCount": 1,
    "Difficulty": "hard",
    "SpawnDelay": 180,
    "Faction": "pmcUSEC"
  }
}
</code></pre>
<h3>Bounty Settings</h3>
<table>
<thead>
<tr>
<th>Field</th>
<th>Description</th>
<th>Default</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>TargetCount</code></td>
<td>Number of targets per bounty cycle</td>
<td><code>3</code></td>
</tr>
<tr>
<td><code>RefreshHours</code></td>
<td>Hours before the cycle resets regardless of completion (<code>0</code> to disable)</td>
<td><code>24</code></td>
</tr>
<tr>
<td><code>Rewards.CurrencyTpl</code></td>
<td>Item template ID of the currency reward</td>
<td>Roubles</td>
</tr>
<tr>
<td><code>Rewards.CurrencyAmount</code></td>
<td>Stack size of the currency reward</td>
<td><code>1000000</code></td>
</tr>
<tr>
<td><code>Rewards.MedicalItems</code></td>
<td>Pool of item template IDs for the bonus reward</td>
<td>High-tier medicals</td>
</tr>
</tbody>
</table>
<h3>Hunter Settings</h3>
<table>
<thead>
<tr>
<th>Field</th>
<th>Description</th>
<th>Default</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>Hunters.Enabled</code></td>
<td>Enable/disable the hunter system entirely</td>
<td><code>true</code></td>
</tr>
<tr>
<td><code>Hunters.BaseChance</code></td>
<td>Starting hunter spawn chance (%)</td>
<td><code>25</code></td>
</tr>
<tr>
<td><code>Hunters.ChancePerSurvival</code></td>
<td>Additional chance per survived raid (%)</td>
<td><code>5</code></td>
</tr>
<tr>
<td><code>Hunters.MaxChance</code></td>
<td>Maximum hunter spawn chance (%)</td>
<td><code>100</code></td>
</tr>
<tr>
<td><code>Hunters.EscortCount</code></td>
<td>Number of escort hunters (total hunters = 1 leader + escorts)</td>
<td><code>1</code></td>
</tr>
<tr>
<td><code>Hunters.Difficulty</code></td>
<td>Bot difficulty: <code>easy</code>, <code>normal</code>, <code>hard</code>, <code>impossible</code></td>
<td><code>hard</code></td>
</tr>
<tr>
<td><code>Hunters.SpawnDelay</code></td>
<td>Seconds into raid before hunters spawn</td>
<td><code>180</code></td>
</tr>
<tr>
<td><code>Hunters.Faction</code></td>
<td>Hunter faction: <code>pmcUSEC</code> or <code>pmcBEAR</code></td>
<td><code>pmcUSEC</code></td>
</tr>
</tbody>
</table>
<h3>Currency Template IDs</h3>
<table>
<thead>
<tr>
<th>Currency</th>
<th>Template ID</th>
</tr>
</thead>
<tbody>
<tr>
<td>Roubles</td>
<td><code>5449016a4bdc2d6f028b456f</code></td>
</tr>
<tr>
<td>Dollars</td>
<td><code>5696686a4bdc2da3298b456a</code></td>
</tr>
<tr>
<td>Euros</td>
<td><code>569668774bdc2da2298b4568</code></td>
</tr>
</tbody>
</table>
<p>Changes take effect on the next server restart.</p>
<hr />
<h2>Rewards</h2>
<p>Each completed bounty contract pays out:</p>
<ul>
<li>Configurable currency and amount (default: 1,000,000 roubles)</li>
<li>One random item from the configurable bonus pool (default: high-tier medicals)</li>
</ul>
<hr />
<h2>Changelog</h2>
<h3>2.0.0 — “The Hunted”</h3>
<ul>
<li>Added Hunter system: PMC hunters can spawn in your raids with escalating chance based on raids survived</li>
<li>Added Intel Scanner: press O in-raid to check for bounty targets and hunter status</li>
<li>Restructured project into proper Server/Client solution with combined release zip</li>
<li>Removed debug test keys (F8/F9)</li>
</ul>
<h3>1.2.0</h3>
<ul>
<li>Added BepInEx companion client mod for in-raid HUD notifications</li>
<li>Bounty target spotted and collected notifications</li>
<li>Dogtag detection improvements</li>
</ul>
<h3>1.0.0 — Initial Release</h3>
<ul>
<li>Bounty Board messenger contact with list/claim commands</li>
<li>Randomized PMC targets from bot name pool</li>
<li>Configurable rewards and cycle timing</li>
<li>Persistent state across server restarts</li>
</ul>
<hr />
<h2>License</h2>
<p>MIT</p>
]]></description><category>Quests</category><dc:creator>Dr.Braun</dc:creator><pubDate>Fri, 13 Mar 2026 16:00:13 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/AZAgmmNMwUZFv9VJWAWpLPpXurIuGwlVSkXMzvP2.jpg" type="image/png" length="0"/><dc:date>2026-03-29T19:37:09+00:00</dc:date><dc:identifier>v2.0.1</dc:identifier></item><item><title>SEGI</title><link>https://forge.sp-tarkov.com/mod/2626/segi</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2626/segi</guid><description><![CDATA[<p>Global illumination system <a target="_blank" class="external-link" href="https://github.com/sonicether/SEGI" rel="noreferrer noopener">SEGI</a> in Tarkov.</p>
<p>This mod will <strong>halve</strong> your FPS, and has frequent artifacts and flicker. More usable for pretty screenshots than actual gameplay, but you do you.
In F12 config there are a billion sliders you can tweak to your liking, maybe even could get to a decent framerate while not looking like ass.</p>
<blockquote>
<p>Press <code>PgUp</code> to quickly toggle on/off SEGI.</p>
</blockquote>
<p><img src="https://i.ibb.co/6J4qNsvF/2026-03-13-04-31-124-63-1-60-10-18-0-02831-0-97099-0-14810-0-18561-18-48-1.png" alt="native" />
<img src="https://i.ibb.co/6QV5d9m/2026-03-13-04-31-124-63-1-60-10-18-0-02831-0-97099-0-14810-0-18561-18-48-0.png" alt="segi" /></p>
<h5>Known issues:</h5>
<ul>
<li>light bleeds through walls and ceilings in a lot of places.</li>
<li>conflicts with tarkov’s culling. some interior places get lit as if outside. especially gnarly in reserve underground, terrain gets culled and doesn’t block tracing light as it should resulting in wrong lighting</li>
<li>won’t work on laboratory and labyrinth (need main light source)</li>
<li>limited render distance. indirect lighting and reflections get visibly cut off, noticeable when moving</li>
<li>inside interchange mall or any building with high ceilings the voxel space gets cutoff too soon before reaching ceiling, reflections start rendering the sky instead of a ceiling, looks wrong. can be alleviated by increasing the voxel space (which reduces detail), lowering sky intensity for reflections (then reflections will look too dark outside), or turning off reflections altogether (render only indirect bounce, less pretty)</li>
</ul>
]]></description><category>Other</category><dc:creator>tarkin</dc:creator><pubDate>Fri, 13 Mar 2026 04:39:00 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/Ek5sTEUgPr3oVpVD4tY8BzFR2sw7l7lraxtIbwNN.png" type="image/png" length="0"/><dc:date>2026-03-13T04:40:44+00:00</dc:date><dc:identifier>v0.1.0</dc:identifier></item><item><title>VAI: SchizoPMC</title><link>https://forge.sp-tarkov.com/mod/2625/vai-schizopmc</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2625/vai-schizopmc</guid><description><![CDATA[<p>Ever felt tired of your PMC being a silent protagonist?</p>
<p>Want to bring that shit-talking aestetic from BSG’s trailers?</p>
<p>Then this mod is for you! It will make sure your PMC never shuts up.</p>
<p>Settings: F12 menu</p>
<p>Installation: Extract into SPT folder</p>
]]></description><category>Audio</category><dc:creator>VioletAmbush</dc:creator><pubDate>Thu, 12 Mar 2026 11:20:37 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/8mhJfewyG2l1qTzObDw85JoGXZpH31cufYthOoK1.png" type="image/png" length="0"/><dc:date>2026-03-12T11:21:35+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>SharedHideout</title><link>https://forge.sp-tarkov.com/mod/2624/sharedhideout</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2624/sharedhideout</guid><description><![CDATA[<p>Are you tired of being the only one investing in your hideout? Want to share production rewards with others?</p>
<p>SharedHideout is a mod that allows you to have a shared hideout between players. Area upgrades, production states, and rewards are synchronized between players, including bonuses given by area upgrades and item crafting. You can work together towards completing the hideout and sharing the cost of investment and rewards!</p>
<p>There are configurations (currently very limited) for you to decide what should be synchronized. As development continues, more features will be added.</p>
<h1>Disclaimer</h1>
<p>This is an early version. There are most likely bugs. <strong>You have been warned.</strong></p>
<p>Please help with development by reporting bugs and edge cases using <a target="_blank" class="external-link" href="https://github.com/trippyone/SharedHideout/issues" rel="noreferrer noopener">GitHub Issues</a>.</p>
<h1>Reporting Bugs</h1>
<p>When reporting bugs in GitHub Issues, make sure that you provide a clear description of the issue. You need to provide:</p>
<ul>
<li>Did you create a new profile? Are you using the same edition across all players?</li>
<li>The hideout area affected by the issue (Water Collector, Generator, etc.)</li>
<li>The action taken (start producing, retrieving production, placing an item in an area slot, upgrading, etc.)</li>
<li>Did the synchronization fix itself by restarting the game?</li>
</ul>
<h1>How to Install</h1>
<ul>
<li>Place <code>SharedHideoutServer.dll</code> in <code>SPT\user\mods</code>. Only required by the server host.</li>
<li>Place <code>SharedHideoutClient.dll</code> in <code>BepInEx\plugins</code>. Required for all players.</li>
</ul>
<h1>Requirements</h1>
<ul>
<li><strong>A new playthrough is required.</strong> You need to create new profiles to have the hideout synchronized properly. If you use an existing profile, the hideout progression won’t match and you will encounter issues.</li>
<li>Create profiles with the same edition to avoid synchronization issues.</li>
<li>SPT 4.0.13 ONLY. Do not use on any other version.</li>
</ul>
<h1>Features</h1>
<h2>Area Upgrade Synchronization</h2>
<p>Area upgrades will be synchronized with other players. The cost of the upgrade is only paid by the player who upgraded the area.</p>
<h2>Area State Synchronization</h2>
<p>Area states will be synchronized with other players. Examples: generator toggle, placing items in area slots, producing items, etc. This means that if a player starts a production, you will not be able to use that area to produce items until the production is complete. Area upgrade synchronization must be enabled for this to work.</p>
<h2>Production Rewards Synchronization</h2>
<p>Production rewards can be obtained by other players if enabled. This means that if a player produces an item and retrieves it, other players will also receive that item free of cost. However, you must make sure your inventory has free space, otherwise the item will not be given.</p>
<h2>Circle of Cultist Synchronization</h2>
<p>The Circle of Cultist can be synchronized independently of other areas. Rewards can also be shared, and the rewards can also differ per player from the same sacrifice recipe.</p>
<h1>Not Implemented</h1>
<ul>
<li>Mannequin synchronization</li>
<li>Gun rack synchronization</li>
<li>Possibly more that I’ve missed</li>
</ul>
<h1>Configuration</h1>
<p>The configuration is available in <code>SharedHideoutServer\config.json</code>. It will be generated when SPT is launched with the mod installed. Here is the current format:</p>
<pre><code>{
  "sync": {
    "areaUpgrade": true, // Enable or disable area upgrade sync
    "areaState": {
      "enabled": true, // Enable or disable area state sync
      "rewards": true  // Enable or disable sharing production rewards
    },
    "circleOfCultist": {
      "enabled": true, // Enable or disable circle of cultist sync
      "rewards": true, // Enable or disable sharing sacrifice rewards
      "sameRewards": true // Whether sacrifice rewards should be the same or different for players
    }
  }
}
</code></pre>
<h1>Notes</h1>
<ul>
<li>Area upgrade costs and item production costs are only paid by the player who initiated them.</li>
<li>In most cases, a synchronization issue will fix itself by restarting the game. Please report if that is not the case.</li>
</ul>
]]></description><category>Hideout</category><dc:creator>trippyone</dc:creator><pubDate>Wed, 11 Mar 2026 13:53:23 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/3YHFFCj4cqz4MQy5RrOJAjVUxVExBighOlyyXwCj.png" type="image/png" length="0"/><dc:date>2026-03-11T15:28:44+00:00</dc:date><dc:identifier>v0.0.1</dc:identifier></item><item><title>Refined Flea Offer List</title><link>https://forge.sp-tarkov.com/mod/2623/refined-flea-offer-list</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2623/refined-flea-offer-list</guid><description><![CDATA[<h1>Abstract</h1>
<p>Smarter and easier view of flea!<br />
Help you hide those duplicate offers when linked search or browse categories.<br />
Can manually show additional cheapest Ruble offers or full-state items in list.<br />
Different weapon or armor builds are identified and shown together.</p>
<h1>Customize functions in F12 menu</h1>
<ul>
<li>Main Activation</li>
<li>No GP Offer<br />
<em>Hide all GP coin offers on normal flea page.</em></li>
<li>Page Capacity<br />
<em>Overwrite the vanilla num of flea offers per page.</em></li>
<li>Retain Full-condition Offer<br />
<em>Retain cheapest full durability offer when browse &gt;1 type of items.</em></li>
<li>Retain Ruble Offer<br />
<em>Retain cheapest Ruble offer when browse &gt;1 type of items.</em></li>
<li>Single Item Offers Quantity<br />
<em>When select one specific item, show the N cheapest offers.</em></li>
<li>Vanilla Single Item Page<br />
<em>When select one specific item, show all offers in original arrangement.</em></li>
</ul>
<h1>Preview image</h1>
<p>Browse a category
<img src="https://i.imgur.com/tEARcqU.jpeg" alt="view1" />
Search linked items
<img src="https://i.imgur.com/AxmuHTG.jpeg" alt="view2" />
For specific item
<img src="https://i.imgur.com/sB9OrUy.jpeg" alt="view3" /></p>
<h3>How to install</h3>
<p>Download the zip and copy(drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p>
<h3>To uninstall</h3>
<p>Just remove the dll file in YourSPT/BepInEx/plugins/RefinedFleaOfferList.dll</p>
]]></description><category>Scripting</category><dc:creator>ciallomako</dc:creator><pubDate>Mon, 09 Mar 2026 17:44:56 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/fNhv6FnvWx2a7LyqYtRCYQhy48ui9hqTCtNifOf0.png" type="image/png" length="0"/><dc:date>2026-03-11T11:44:09+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Tarkov DLSS 4.5</title><link>https://forge.sp-tarkov.com/mod/2621/tarkov-dlss-45</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2621/tarkov-dlss-45</guid><description><![CDATA[<h1>Tarkov DLSS 4.5</h1>
<p>This pre-patcher enables <strong>DLSS 4.5</strong> support in SPT/Fika.</p>
<h2>Installation</h2>
<blockquote class="is-warning">
<p>Backup <code>nvngx_dlss.dll</code> located in <code>EscapeFromTarkov_Data\Plugins\x86_64</code> of your SPT installation folder before proceeding.</p>
</blockquote>
<ol>
<li>Locate <code>nvngx_dlss.dll</code> in the live <code>EscapeFromTarkov_Data\Plugins\x86_64</code> folder. (if you don’t have version <code>43415</code> installed, download it below)
<ul>
<li>The 4.5 DLL is also available <a target="_blank" class="external-link" href="https://www.techpowerup.com/download/nvidia-dlss-dll/" rel="noreferrer noopener">here</a>.</li>
</ul>
</li>
<li>Copy and paste the DLL into the SPT <code>EscapeFromTarkov_Data\Plugins\x86_64</code> folder.</li>
<li>Extract the downloaded pre-patcher.</li>
<li>Select one of the new presets in-game.</li>
</ol>
<h2>Notes</h2>
<p>Set DLSS to any setting after <strong>Preset J</strong> before installation to prevent loading failures. This plugin removes obsolete presets that are incompatible with <strong>DLSS 4.5</strong>.</p>
<p>Selecting any preset below <strong>J</strong> will result in an automatic reversion to <strong>Preset K</strong>; this behavior occurs natively when using the updated DLSS DLL.</p>
<p>Disable driver-level overrides before use.</p>
<p>If you fail to read the instructions I will block you and report you to the IRS (or equivalent of your country).</p>
<h3>Show love</h3>
<p>You can support me on Ko-Fi</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/lacyway" rel="noreferrer noopener">Click</a></p>
]]></description><category>Tools</category><dc:creator>Lacyway</dc:creator><pubDate>Sun, 08 Mar 2026 18:46:13 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/SE6rDg7mibDNHSSAvn530cP6nn7aXBssVY6YaWQ9.png" type="image/png" length="0"/><dc:date>2026-03-08T18:47:39+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>RZCustomItemTiers</title><link>https://forge.sp-tarkov.com/mod/2620/rzcustomitemtiers</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2620/rzcustomitemtiers</guid><description><![CDATA[<blockquote>
<p>🎨 Now includes several color themes !</p>
</blockquote>
<blockquote>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/tI3S0US.png" rel="noreferrer noopener"><img src="https://i.imgur.com/tI3S0US.png" alt="Themes" /></a></p>
</blockquote>
<div class="tabset"><div id="tabset-15-panel-1" class="tab-panel"><div class="tab-title">🔎 Overview</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2430/odts-item-info-spt-40" rel="noreferrer noopener">ODT-ItemInfo</a> is a great mod and its item information display is very useful. That said, I was never fully satisfied with its color coding implementation, and this mod is my own attempt at doing it better.</p>
<p>In ItemInfo’s approach, items are colored by <strong>rarity</strong>, essentially, how hard they are to obtain. The problem is that acquisition difficulty and actual usefulness are two different things. For new players especially, this creates a confusing visual language where high-value colors don’t reliably mean “this is what you want to use”.</p>
<p>I also realized that most immediately recognizable items (weapons, medical supplies, gear…) don’t really benefit from color coding at all. When you already know what everything is at a glance, adding colors to those items creates visual noise more than anything else.</p>
<p>So the approach ended up being fairly simple :</p>
<ul>
<li><strong>Most item categories get no color</strong> : weapons, armor, meds, and other instantly readable items are left as default. Less clutter.</li>
<li><strong>The tier system is small and intentional</strong> : instead of 7+ color grades, there are only 6 tiers, focused almost exclusively on ammo and a handful of important categories like armor plates and keys.</li>
</ul>
<p>The goal is a color system you can actually trust : if something is glowing red, it means it’s genuinely the best option in its class.</p>
<hr />
<p>⚫ <strong>Default</strong> — Unassigned or not worth highlighting.</p>
<p>🔵 <strong>Notable</strong> — Ammo &amp; armor plates : decent option. <em>- OR -</em> Other items : valued 30k–60k roubles.</p>
<p>🟣 <strong>Superior</strong> — Ammo &amp; armor plates : good, reliable choice. <em>- OR -</em> Other items : valued 60k–90k roubles.</p>
<p>🟡 <strong>Excellent</strong> — Ammo &amp; armor plates : high-end, strong performer. <em>- OR -</em> Other items : valued 90k–200k roubles.</p>
<p>🔴 <strong>Elite</strong> — Ammo &amp; armor plates : best-in-class, hard capped at 1 or 2 per category. <em>- OR -</em> Other items : valued 200k+ roubles.</p>
<p>⚪ <strong>Situational</strong> — Ammo only : high damage but low pen aka leg meta (white/grey).</p>
<p>🟢 <strong>Quest</strong> — Required for a quest.</p>
<hr />
<blockquote>
<p>💡 Quest-only items are colored automatically. Quest keys for Customs and Reserve have been manually added on top of that. Other maps are not covered yet, if you want to add them, drop the TPLs in <code>config/keys.json</code>.</p>
</blockquote>
<blockquote>
<p>💡 Situational tier colors are intentionally slightly lighter than Default. These rounds are niche enough that new players don’t need to pay attention to them, so they must stay visually quiet.</p>
</blockquote></div></div>
<div id="tabset-15-panel-2" class="tab-panel"><div class="tab-title">📸 Screenshots</div>
<div class="tab-content"><blockquote>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/LzYeLW2.jpeg" rel="noreferrer noopener"><img src="https://i.imgur.com/LzYeLW2.jpeg" alt="1" /></a></p>
</blockquote>
<hr />
<blockquote>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/2c9nQGC.jpeg" rel="noreferrer noopener"><img src="https://i.imgur.com/2c9nQGC.jpeg" alt="2" /></a></p>
</blockquote></div></div>
<div id="tabset-15-panel-3" class="tab-panel"><div class="tab-title">⚙️ Configuration</div>
<div class="tab-content"><p>All config files live in <code>config/</code>. The system runs 4 passes on every item at server startup, in order of increasing priority.</p>
<hr />
<h3><code>masterConfig.json</code></h3>
<p>Defines the color for each tier name and the global price thresholds used for automatic tiering. Supports multiple color presets via the <code>Theme</code> field : set to <code>dark</code>, <code>bright</code> or <code>verybright</code>.</p>
<hr />
<h3><code>categoryRules.json</code> — Pass 1</h3>
<p>Maps item category IDs to tier names. Walks the DB parent chain, so assigning a category also covers all its sub-categories automatically. The full vanilla category hierarchy is included as comments for reference.</p>
<p>By default, no category is assigned a meaningful tier, every root category is mapped to <code>Default</code>. This means the file currently serves as a blanket reset, but you can assign any tier to any category if you want to color entire item families at once.</p>
<p>Quest items flagged by Tarkov’s <code>QuestItem</code> property are automatically assigned the Quest tier at this pass. However, this does not cover quest-required keys, which are not flagged as quest items in the DB : those are handled manually in <code>config/keys.json</code>.</p>
<hr />
<h3><code>priceRules.json</code> — Pass 2</h3>
<p>Lists category IDs whose tier should be assigned automatically based on handbook price, using the thresholds defined in <code>masterConfig.json</code>. Items below the lowest threshold fall back to <code>Default</code>. Uses the same DB category IDs as <code>categoryRules.json</code>.</p>
<hr />
<h3>Override files - Pass 3</h3>
<p><code>ammo.json</code>, <code>armorplates.json</code>, and any other <code>*.json</code> in <code>config/</code> map individual item TPLs to tier names with absolute priority. Set <code>"Enabled": false</code> to disable a file without deleting it.</p>
<p>The per-TPL overrides are intentionally split across multiple files rather than lumped into one. This makes updates easier to manage : if you’ve built your own custom config, you can replace or ignore individual files without touching everything else. It also makes it easier to contribute to specific categories. If you know the ammo meta better than I do and want to submit a corrected <code>ammo.json</code>, you’re welcome to contribute.</p>
<hr />
<h3>Ammo boxes - Pass 4</h3>
<p>Automatically inherits the color of the corresponding loose round. No configuration required.</p>
<hr />
<h3>Quick testing</h3>
<p>The fastest way to preview tier colors across all items is to use <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2604/rzcustomeconomy" rel="noreferrer noopener">CustomEconomy</a> alongside this mod :</p>
<ol>
<li>Open <code>RZCustomEconomy/config/masterConfig.json</code> and set <code>EnableRoutedTrades</code> to <code>true</code>.</li>
<li>Open <code>RZCustomEconomy/config/routedTradesConfig.json</code> and set <code>ForceRouteAll</code> to <code>true</code>.</li>
</ol>
<p>This routes every item in the game to all traders, giving you instant visual feedback on any tier change. Once you’re done tweaking, CustomEconomy can be safely removed, it is fully non-destructive.</p></div></div>
<div id="tabset-15-panel-4" class="tab-panel"><div class="tab-title">🔌 Compatibility</div>
<div class="tab-content"><h3>ODT-ItemInfo</h3>
<p>Runs after ItemInfo, so both mods are fully compatible, we will simply overwrite whatever colors it assigned. That said, if you’re using ItemInfo alongside this mod, it’s cleaner to disable its color feature in its config to avoid doing the work twice.</p>
<hr />
<h3>WTT - Content Backport</h3>
<p>Items added by <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT - Content Backport</a> are covered in the default config out of the box.</p>
<hr />
<h3>Other mods</h3>
<p>Any mod that adds new items is supported, category-based and price-based tiering will apply automatically as long as the items follow the vanilla parent chain. Items that require manual tier assignment will need to be added to the appropriate override file.</p></div></div>
<div id="tabset-15-panel-5" class="tab-panel"><div class="tab-title">🐱</div>
<div class="tab-content"><p><img src="https://static.boredpanda.com/blog/wp-content/uploads/2025/10/funny-cat-memes-go-hard-cover_675.jpg" alt="description" /></p></div></div></div>
]]></description><category>Items</category><dc:creator>RemzDNB</dc:creator><pubDate>Sat, 07 Mar 2026 04:50:45 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/J8DqJ8333y5FqrHaYn6x0Yx3TEFvJKglkmz4ouOX.png" type="image/png" length="0"/><dc:date>2026-03-15T06:42:57+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>SSR Overkill</title><link>https://forge.sp-tarkov.com/mod/2619/ssr-overkill</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2619/ssr-overkill</guid><description><![CDATA[<p>This lightweight mod makes the ‘Ultra’ setting for Screen Space Reflection actually use Unity’s highest available quality level, reflections look clearer and with less shimmering.  BSG uses Unity’s ‘High’ SSR preset for their Ultra in-game setting instead of the better looking Ultra or Overkill presets, this mod makes Ultra use Unity’s Overkill preset.</p>
<p><a target="_blank" class="external-link" href="https://ibb.co/zTKjXGdf" rel="noreferrer noopener"><img src="https://i.ibb.co/q3bXNk61/Screenshot-20260306-112926.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/d0ghsp5c" rel="noreferrer noopener"><img src="https://i.ibb.co/HDdJLPH2/Screenshot-20260306-112928.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/qMhqY1By" rel="noreferrer noopener"><img src="https://i.ibb.co/kgzb2cKH/Screenshot-20260306-114445.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/6c7MHpTL" rel="noreferrer noopener"><img src="https://i.ibb.co/mrVj9Y2g/Screenshot-20260306-114448.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/nsgMrVmT" rel="noreferrer noopener"><img src="https://i.ibb.co/vxw41rqb/Screenshot-20260306-144717.png" alt="Screenshot" /></a>
<a target="_blank" class="external-link" href="https://ibb.co/5gkMJ5dg" rel="noreferrer noopener"><img src="https://i.ibb.co/wF702KTF/Screenshot-20260306-145032.png" alt="Screenshot" /></a></p>
]]></description><category>Other</category><dc:creator>Landonk89</dc:creator><pubDate>Fri, 06 Mar 2026 23:23:14 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/49j5U4UzHjUuzPnPkBj2UuUjAF7ttihMdSPoYkup.png" type="image/png" length="0"/><dc:date>2026-03-07T17:15:37+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Tripwire Improvement</title><link>https://forge.sp-tarkov.com/mod/2618/tripwire-improvement</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2618/tripwire-improvement</guid><description><![CDATA[<h1>Change everything in F12 menu</h1>
<ul>
<li>Infinite tripwire<br />
Use one tripwire to plant grenade unlimited times.</li>
<li>Reduce Explosion Delay = 0~5s<br />
Only for tripwire grenades. Changing this will affect those planted before.<br />
<strong>Beware of Partizan!</strong> His F-1 has “3.5s - thisvalue” countdown.<br />
If higher than grenade fuse, it will detonate instantly.</li>
<li>Max tripwire planting length = 3~10m</li>
<li>Max tripwire planting height difference = 0.2~3m</li>
<li>Effective Seconds = 3600<br />
EFT default=300, after this second the grenade will fall to ground like defused.<br />
Changing this won’t refresh existed tripwire.</li>
</ul>
<h1>Fika compatible</h1>
<p><strong>All the host (Headless) and clients should install this mod, and using the same settings.</strong><br />
You can copy the configured BepInEx\config\ciallo.inftripwire.cfg to other client (headless) in the same path.</p>
<p><img src="https://i.imgur.com/ugg6wAW.png" alt="Effectview" />
<img src="https://i.imgur.com/U0NdAwE.png" alt="Effectview" /></p>
<h2>How to install</h2>
<p>Download the zip and copy(drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p>
<h2>To uninstall</h2>
<p>Just remove the dll file in YourSPT/BepInEx/plugins/TripwireImprovement.dll</p>
]]></description><category>Scripting</category><dc:creator>ciallomako</dc:creator><pubDate>Fri, 06 Mar 2026 17:54:32 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/vHMsLhAlRgMS14oCmb8ou0QAByrmFxG1Rn1fTVuW.png" type="image/png" length="0"/><dc:date>2026-03-06T17:56:03+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Don't Shoot The Bus</title><link>https://forge.sp-tarkov.com/mod/2617/dont-shoot-the-bus</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2617/dont-shoot-the-bus</guid><description><![CDATA[<p>Ever wonder why your PMC buddies have a death wish? PMC bots look at a 13-ton armored personnel carrier and think “yeah, I can take him.” Spoiler: they can’t. The BTR fires back, and suddenly Streets of Tarkov turns into a warzone with you caught in the crossfire.</p>
<p>Dont Shoot The Bus gives PMC bots the survival instinct they clearly lack. They’ll walk right past the BTR without picking a fight, and the BTR won’t turn them into modern art on the pavement.</p>
<p>One file, no config, zero headaches. Install and enjoy.</p>
<blockquote>
<p>Compatible with SAIN and other AI mods — this patch runs before any AI decision logic.</p>
</blockquote>
<h3>Support</h3>
<p>If you enjoy Don’t Shoot The Bus and want to support my work, feel free to buy me a coffee!</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/chazut" rel="noreferrer noopener"><img src="https://ko-fi.com/img/githubbutton_sm.svg" alt="ko-fi" /></a></p>
<p>All my mods are free and open source. Your support keeps me motivated to create more!</p>
]]></description><category>Bots</category><dc:creator>Chazut</dc:creator><pubDate>Thu, 05 Mar 2026 19:11:18 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/KZL4Ua97tBnwg43LeO28Wfh7HZxYqBBj7RMpvL9v.png" type="image/png" length="0"/><dc:date>2026-03-05T19:12:22+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Better (Picatinny) OKP</title><link>https://forge.sp-tarkov.com/mod/2616/better-picatinny-okp</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2616/better-picatinny-okp</guid><description><![CDATA[<p>Just replaced the big red circle with the classic OKP green chevron.</p>
]]></description><category>Items</category><dc:creator>bushtail</dc:creator><pubDate>Tue, 03 Mar 2026 22:24:36 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1tjghgVhAhfS7IlD1BiFK8gOu1ceWmhnVQZdQcbb.png" type="image/png" length="0"/><dc:date>2026-03-03T22:26:11+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Updated collector quest and streamer case (EFT 1.0 Backport)</title><link>https://forge.sp-tarkov.com/mod/2615/updated-collector-quest-and-streamer-case-eft-10-backport</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2615/updated-collector-quest-and-streamer-case-eft-10-backport</guid><description><![CDATA[<p><em>Excellent Raid Gentlemen, Excellent Raid</em></p>
<p>Adding one line to the streamer’s case and updating the Collector quest accordingly allows you to include new streamer items in the case using the WTT Backport.</p>
<p>Added items:
Nut Sack Balaclava
Mazoni Golden Dumbbell
Tigzresq Splint
Domontovich Ushanka Hat</p>
<p>P.S. The source code of Headwear_config_2.json in WTT has been updated. You can now add streamer items to loot containers.</p>
]]></description><category>Other</category><dc:creator>garfieldmd.</dc:creator><pubDate>Tue, 03 Mar 2026 20:32:37 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/WwjJfwmVxrmgC6vpeayogJ6duDmirXVpY3UjDY3t.png" type="image/png" length="0"/><dc:date>2026-03-04T08:19:44+00:00</dc:date><dc:identifier>v0.1.1</dc:identifier></item><item><title>RZCustomProfiles</title><link>https://forge.sp-tarkov.com/mod/2614/rzcustomprofiles</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2614/rzcustomprofiles</guid><description><![CDATA[<blockquote>
<p>Define custom profile editions that appear in the SPT launcher at character creation, each with their own starting items, trader standings and more.</p>
</blockquote>
<p><em>This is part of my personal suite of mods that I use to run my server.</em></p>
<p><em>All in all a pretty boring mod, but the basics deserve a clean foundation, so here it is.</em></p>
<hr />
<hr />
<hr />
<h2>⚫ How it works</h2>
<p>The mod runs at server startup and registers your custom profiles into SPT’s profile template system. When a player creates a new character in the launcher, your editions appear alongside (or instead of) the vanilla SPT ones.</p>
<p>Each profile is defined by a separate <code>.json</code> file dropped in the <code>profiles/</code> folder. All files are loaded automatically, just drop and go.</p>
<p>Global settings (unlocks, blacklists, enabled base profiles) are controlled via <code>masterConfig.json</code>.</p>
<hr />
<hr />
<hr />
<h2>⚫ masterConfig.json</h2>
<p><em>Applied at server start, globally for all profiles.</em></p>
<ul>
<li><strong><code>EnabledBaseProfiles</code></strong> — List of vanilla SPT profiles to keep visible in the launcher alongside your custom ones.</li>
<li><strong><code>UnlockAllOutfits</code></strong> — Unlocks all Ragman outfits.</li>
<li><strong><code>UnlockHideoutCustomizations</code></strong> — Unlocks hideout customization items by category. Set a category to <code>false</code> to leave it locked.</li>
<li><strong><code>UnlockJaeger</code></strong> — Unlocks Jaeger by default.</li>
<li><strong><code>UnlockRef</code></strong> — Unlocks Ref by default.</li>
<li><strong><code>ExaminedCategoryBlacklist</code></strong> — Excludes all items belonging to the listed categories.</li>
<li><strong><code>ExaminedBlacklist</code></strong> — Excludes specific items by TPL.</li>
</ul>
<hr />
<hr />
<hr />
<h2>⚫ Profile files</h2>
<h3>Identity</h3>
<ul>
<li><strong><code>Enabled</code></strong> — Whether this profile is registered and visible in the launcher.</li>
<li><strong><code>BaseProfile</code></strong> — Vanilla SPT profile to clone as a base (same indices as <code>EnabledBaseProfiles</code>).</li>
<li><strong><code>Name</code></strong> — Profile name shown in the launcher.</li>
<li><strong><code>Description</code></strong> — Profile description shown in the launcher.</li>
</ul>
<hr />
<h3>Progression</h3>
<ul>
<li><strong><code>AllItemsExamined</code></strong> — Examine all handbook items on character creation. Respects <code>ExaminedCategoryBlacklist</code> and <code>ExaminedBlacklist</code>.</li>
<li><strong><code>MaxLevel</code></strong> — Start at max level.</li>
<li><strong><code>StartingLevel</code></strong> — Start at a specific level (1 to max). Ignored if <code>MaxLevel</code> is true. <code>null</code> = leave unchanged from base profile.</li>
<li><strong><code>StartingPrestigeLevel</code></strong> — Starting prestige level (1–4). <code>null</code> = no prestige applied.</li>
<li><strong><code>MaxSkills</code></strong> — Max out all skills.</li>
<li><strong><code>SkillOverrides</code></strong> — Override specific skills individually (values 0–51). Ignored if <code>MaxSkills</code> is true.</li>
</ul>
<hr />
<h3>Inventory</h3>
<ul>
<li><strong><code>ClearEquipment</code></strong> — Wipe equipped items from the base profile.</li>
<li><strong><code>ClearStash</code></strong> — Wipe stash items from the base profile before injecting additional items.</li>
<li><strong><code>SecureContainer</code></strong> — Override the starting secure container.</li>
<li><strong><code>AdditionalStartingItems</code></strong> — Items injected into the stash on character creation. If <code>ClearStash</code> is false, they are added on top of whatever the base profile already contains. For items with required slots (weapons, armor…), missing children are resolved automatically from the database.</li>
</ul>
<hr />
<h3>Traders</h3>
<ul>
<li><strong><code>TradersLoyalty</code></strong> — Per-trader standing and sales sum, keyed by trader ID.</li>
</ul>
<hr />
<h3>Hideout</h3>
<ul>
<li><strong><code>HideoutStartingLevels</code></strong> — Starting level for each hideout area.</li>
</ul>
<blockquote>
<p>💡 <code>HideoutStartingLevels</code> entries are optional : delete any area you don’t want to override.</p>
</blockquote>
<hr />
<hr />
<hr />
<p><em>If you made it this far without falling asleep, you earned a cat picture.</em></p>
<p><img src="https://media1.popsugar-assets.com/files/thumbor/lWUURoKYv9B2XqBJ8WGzUsllkLs=/0x0:2003x2003/fit-in/1584x1584/filters:format_auto():upscale()/2019/09/23/864/n/1922243/74b4f2275d89208a0f2ad4.00493766_.jpg" alt="cat" /></p>
]]></description><category>Tools</category><dc:creator>RemzDNB</dc:creator><pubDate>Tue, 03 Mar 2026 19:52:07 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/32xyvFVK2NIrQ2oEDa6b7Ln9dtR2MYRiCIbPiT6V.png" type="image/png" length="0"/><dc:date>2026-03-08T19:22:20+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Brighter Interiors</title><link>https://forge.sp-tarkov.com/mod/2613/brighter-interiors</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2613/brighter-interiors</guid><description><![CDATA[<div class="tabset"><div id="tabset-16-panel-1" class="tab-panel"><div class="tab-title">About</div>
<div class="tab-content"><p>BSG put fake “shadow cubes” inside every interior to compensate for non-existing GI.<br />
This mod gives you ability to tweak opacity of interior shadows.<br />
In game press F12 and select mod to tweak settings.</p>
<p><img src="https://raw.githubusercontent.com/7Bpencil/SPT-ReduceFakeInteriorShadow/refs/heads/master/preview/preview_1.png" alt="Preview" /></p>
<p><img src="https://raw.githubusercontent.com/7Bpencil/SPT-ReduceFakeInteriorShadow/refs/heads/master/preview/preview_0.png" alt="Preview" /></p></div></div>
<div id="tabset-16-panel-2" class="tab-panel"><div class="tab-title">Videos</div>
<div class="tab-content"><div class="youtube-lite" data-video-id="vhwed0I2r7E" data-embed-url="https://www.youtube-nocookie.com/embed/vhwed0I2r7E?autoplay=1"><img src="https://i.ytimg.com/vi/vhwed0I2r7E/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<div class="youtube-lite" data-video-id="jhVJkcdYPXU" data-embed-url="https://www.youtube-nocookie.com/embed/jhVJkcdYPXU?autoplay=1"><img src="https://i.ytimg.com/vi/jhVJkcdYPXU/hqdefault.jpg" alt="YouTube video thumbnail" /></div></div></div></div>
]]></description><category>Other</category><dc:creator>7bpencil</dc:creator><pubDate>Tue, 03 Mar 2026 11:14:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/VejclLjdj2rgw60sdA8i87aGLItCNiGSW9BVeQRu.png" type="image/png" length="0"/><dc:date>2026-03-17T09:49:52+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Super Sprint and Jump</title><link>https://forge.sp-tarkov.com/mod/2612/super-sprint-and-jump</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2612/super-sprint-and-jump</guid><description><![CDATA[<h1>All functions in F12 menu</h1>
<p>Won’t affect bots.</p>
<ul>
<li><strong>Multiply sprint speed x1.0~20.0</strong><br />
Due to physical effect, actual speed is limited to not higher than 1.5~2.0x.</li>
<li><strong>Sprint speed overlimit</strong><br />
Break the physical limit but buggy:<br />
Speed &gt;5x will get uphill obstacled sometimes, and downhill floated that can’t jump.<br />
Speed &gt;10x could break physical collision, may run into ground and die (please stop sprint before hit on hill or wall).</li>
<li><strong>Walk acceleration</strong><br />
Also speed up normal walking.</li>
<li><strong>Multiply jump height x1.0~20.0</strong><br />
Sprinting jump distance depends on Sprint Speed coef, which is recommanded higher than jump coef*0.5.<br />
Speed overlimit won’t affect jump, you could set high sprint speed but disable overlimit.</li>
<li><strong>No fall damage</strong><br />
Fall damage is automatically divided by jump height coef, and you can further remove it by this.</li>
<li><strong>Hotkeys and HUD</strong><br />
You can set hotkey for +- speed or height conveniently.<br />
The current multiplier values are shown on bottom left (near stamina HUD)</li>
</ul>
<h1>Suggestion</h1>
<p>If you just want to play normally but travel faster between position, only set sprint speed x2.0 is good.</p>
<h1>Compatible</h1>
<ul>
<li>Conflict with JiangHu, or other mod changing sprint speed or jump height. I don’t know which one will cover another. Test on your own!</li>
<li>In Fika server, this only affect your client</li>
</ul>
<h3>How to install</h3>
<p>Download the zip and copy(drag) the BepInEx folder in package, to your SPT main folder (where EscapeFromTarkov.exe locates)</p>
<h3>To uninstall</h3>
<p>Just remove the dll file in YourSPT/BepInEx/plugins/SuperSprintJump.dll</p>
<h1>Reference</h1>
<p>Thanks <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2274/jiang-hu" rel="noreferrer noopener">JiangHu</a> for speed patch method.</p>
]]></description><category>Other</category><dc:creator>ciallomako</dc:creator><pubDate>Sun, 01 Mar 2026 21:26:03 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/NNUfxr0IQ9ZuluXg1MKeASuFzqtnT8CNalxfL0N3.png" type="image/png" length="0"/><dc:date>2026-03-08T17:09:05+00:00</dc:date><dc:identifier>v1.2.1</dc:identifier></item><item><title>Boosty's Hideout Lights Always On</title><link>https://forge.sp-tarkov.com/mod/2611/boostys-hideout-lights-always-on</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2611/boostys-hideout-lights-always-on</guid><description><![CDATA[<h1>Boosty’s Hideout Lights Always On</h1>
<h2>Overview</h2>
<p>This mod allows hideout lighting to function without generator fuel while preserving normal hideout progression and user light settings.</p>
<h2>What It Changes</h2>
<ul>
<li>Removes the fuel requirement for hideout Illumination.</li>
<li>Keeps standard progression behavior:
<ul>
<li>Illumination still needs to be built/upgraded normally.</li>
</ul>
</li>
<li>Keeps user-selected light mode behavior (it does not force a custom light level preset).</li>
</ul>
<h2>Compatibility</h2>
<ul>
<li>SPT target: <code>~4.0.0</code></li>
<li>Works in single-player and Fika setups.</li>
<li>Fika note:
<ul>
<li>Server part must be installed on the host/server.</li>
<li>Client DLL must be installed on each player client.</li>
</ul>
</li>
</ul>
<h2>Installation</h2>
<ol>
<li>Close server, launcher, and game.</li>
<li>Extract the release zip into your SPT folder.
<img src="https://i.imgur.com/3N6gTe2.gif" alt="Generic Mod Install demo" /></li>
<li>Confirm files:
<ul>
<li><code>BepInEx/plugins/BoostysHideoutLightsAlwaysOn.Client.dll</code></li>
<li><code>SPT/user/mods/boostys-hideout-lights-always-on/BoostysHideoutLightsAlwaysOn.dll</code></li>
</ul>
</li>
<li>Restart server and game.</li>
</ol>
<p>If your setup is single-root (no nested <code>SPT</code> folder), use:</p>
<ul>
<li><code>user/mods/boostys-hideout-lights-always-on/BoostysHideoutLightsAlwaysOn.dll</code></li>
</ul>
<h2>Verify It Loaded</h2>
<ul>
<li>Server log should include:
<ul>
<li><code>[BoostysHideoutLightsAlwaysOn] Illumination no longer requires generator fuel.</code></li>
</ul>
</li>
<li>Client <code>BepInEx/LogOutput.log</code> should include:
<ul>
<li><code>Client patch enabled (light gating override).</code></li>
</ul>
</li>
</ul>
<h2>Uninstall</h2>
<ol>
<li>Remove <code>BepInEx/plugins/BoostysHideoutLightsAlwaysOn.Client.dll</code></li>
<li>Remove <code>SPT/user/mods/boostys-hideout-lights-always-on</code> (or <code>user/mods/...</code> on single-root setups)</li>
<li>Restart server and game.</li>
</ol>
<h2>Found an Issue?</h2>
<p>Please leave a comment on the mod and I will look into it as soon as I possibly can. Please include any errors or steps to reproduce if possible.</p>
<h2>Source Code</h2>
<ul>
<li><a target="_blank" class="external-link" href="https://github.com/BKBoosty/BoostysHideoutLightsAlwaysOn" rel="noreferrer noopener">https://github.com/BKBoosty/BoostysHideoutLightsAlwaysOn</a></li>
</ul>
<h2>License</h2>
<p>Creative Commons BY-NC-SA 4.0 (non-commercial, share-alike).
Commercial use requires separate permission from the author.</p>
<h2>Have Mod Ideas!?</h2>
<p>Leave a comment on my SPT profile (<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/106200/boosty" rel="noreferrer noopener">https://forge.sp-tarkov.com/user/106200/boosty</a>) and I’ll reach out to you to see what we can do :)</p>
]]></description><category>Hideout</category><dc:creator>Boosty</dc:creator><pubDate>Sun, 01 Mar 2026 18:30:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/sHb44HjVF6pD3wAX8GX3X8kVS0s5xvYA2h7esvYe.png" type="image/png" length="0"/><dc:date>2026-03-04T21:12:04+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>RZCustomLoot</title><link>https://forge.sp-tarkov.com/mod/2610/rzcustomloot</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2610/rzcustomloot</guid><description><![CDATA[<blockquote>
<h3>Why not just edit the loot pool?</h3>
<p>SPT’s native loot system assigns weights to items in a pool and rolls randomly when generating a bot. The higher the weight, the more likely an item is to appear, but it’s never guaranteed.
This mod sidesteps that entirely by injecting items directly into bot pockets after generation, so you get exactly what you configured every time.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>⚙️ How it works</h2>
<p>The mod runs after the bot is fully generated and injects items in two passes:</p>
<ol>
<li><strong>Free slots first</strong> — empty pocket slots are filled first.</li>
<li><strong>Overwrite SPT items</strong> — if all slots are full, SPT-generated items are replaced.</li>
</ol>
<p>This guarantees your configured items always end up in the pockets, regardless of what SPT put there.</p>
<blockquote>
<p>⚠️ Currently covers pocket injection only. Backpack and vest support may come later, but it’s not a priority right now.</p>
</blockquote>
<blockquote>
<p>⚠️ Only <strong>1x1 items</strong> are supported. There are no safeguards but anything larger will most likely cause issues.</p>
</blockquote>
<blockquote>
<p>⚠️ Since the mod runs at the start of each raid, a config validator runs at server startup and logs warnings for any invalid entries : unknown TPLs, incorrect stack ranges, items larger than 1x1, chance values out of range.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>🔧 Configuration</h2>
<h3>Roles</h3>
<p>Bot roles are fully configurable directly in the config file via <code>BossRoles</code> and <code>FollowerRoles</code>. Any role listed in <code>BossRoles</code> gets boss loot, any role in <code>FollowerRoles</code> gets follower loot. The Goon followers (Big Pipe, Birdeye) are in <code>BossRoles</code> by default.</p>
<pre><code>  "BossRoles": [
    "bosstagilla",     // Tagilla
    "bossknight",      // Knight (goon)
    "followerbigpipe", // Big Pipe (goon)
    "followerbirdeye"  // Birdeye (goon)
    ...
  ],

  "FollowerRoles": [
    "followergluharscout",
    "followergluharassault",
    "followergluharprotect",
    ...
  ],
</code></pre>
<h3>Boss config</h3>
<p>Bosses support two modes controlled by <code>UseGlobalConfig</code>:</p>
<ul>
<li><strong><code>true</code></strong> — one config applies to all bosses</li>
<li><strong><code>false</code></strong> — each boss has its own pocket loot list via <code>PerBoss</code></li>
</ul>
<p>If <code>UseGlobalConfig</code> is false and a boss has no <code>PerBoss</code> entry, it falls back to <code>Global</code> automatically.</p>
<h3>Per-item config</h3>
<pre><code>{ "Tpl": "59faff1d86f7746c51718c9c", "Chance": 100, "MinStack": 1, "MaxStack": 1 }
</code></pre>
<ul>
<li><code>Chance</code> — 0 to 100. 100 = guaranteed, 0 = never drops.</li>
<li><code>MinStack</code> / <code>MaxStack</code> — Stack size range. A random value between the two is picked on each injection. Defaults to 1/1 if not specified. Automatically clamped to the item’s max stack size.</li>
</ul>
<p>Items are processed <strong>in order, top to bottom</strong>. A failed chance roll does <strong>not</strong> consume a slot, the next item in the list gets a chance to fill it. Put your highest priority items first.</p>
<h3>Overwrite priority</h3>
<p>When all pocket slots are full and the mod needs to overwrite SPT items, it always targets the <strong>cheapest item first</strong> based on handbook price. This preserves the most valuable SPT loot as much as possible.</p>
<h3>Overwrite blacklist</h3>
<p>Items protected from being overwritten when the mod needs to make room. Two ways to blacklist:</p>
<ul>
<li><strong><code>Tpls</code></strong> — Exact TPL match.</li>
<li><strong><code>Categories</code></strong> — Any item whose parent chain contains the category ID is protected.</li>
</ul>
<blockquote>
<p>💡 Blacklisted items are never touched, regardless of their handbook price.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>🔀 How the sequential logic works</h2>
<p>Say you have 4 pocket slots and configure 3 items, with SPT already filling 3 of them:</p>
<pre><code>"Pockets": [
  { "Tpl": "Bitcoin",    "Chance": 100 },
  { "Tpl": "GP Coin",    "Chance": 50  },
  { "Tpl": "Lega Medal", "Chance": 30  }
]
</code></pre>
<ol>
<li><strong>Bitcoin</strong> — rolls 100%, passes. One free slot available → injected. ✓</li>
<li><strong>GP Coin</strong> — rolls 50%, fails. Slot is <strong>not consumed</strong> → next item gets a shot.</li>
<li><strong>Lega Medal</strong> — rolls 30%, passes. No free slots left → overwrites an SPT item. ✓</li>
</ol>
<p>A failed roll never wastes a slot. Only a successful roll claims one.</p>
<blockquote>
<p>💡 The injection loop stops as soon as all slots are claimed, either by your configured items or by SPT items that are blacklisted. If a bot has 4 pocket slots and 4 blacklisted SPT items, none of your configured items will be injected.</p>
</blockquote>
<hr />
<hr />
<hr />
<h2>🔌 Compatibility</h2>
<ul>
<li>Safe to use alongside other loot mod, because it runs after all vanilla loot generation is complete.</li>
<li><strong>Fika</strong> — Should work if the mod is installed server side, but this hasn’t been tested yet. Please let me know.</li>
</ul>
]]></description><category>Bots</category><dc:creator>RemzDNB</dc:creator><pubDate>Sat, 28 Feb 2026 21:38:09 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/XXLIhLR6uSmMCrCjiPlnAAW28PCaspNreHTgg7be.png" type="image/png" length="0"/><dc:date>2026-03-01T04:16:31+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>SuntionCore.SPTExtensions</title><link>https://forge.sp-tarkov.com/mod/2609/suntioncoresptextensions</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2609/suntioncoresptextensions</guid><description><![CDATA[<div class="tabset"><div id="tabset-17-panel-1" class="tab-panel"><div class="tab-title">English</div>
<div class="tab-content"><h3>SuntionCore.SPTExtensions</h3>
<p>This module consolidates utility classes that depend on SPT-related classes. It serves as an extension to the <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2600/suntioncore" rel="noreferrer noopener">SuntionCore</a> module. By default, this module supports both Chinese (“ch”) and English (“en”) and utilizes the default logging path provided by SuntionCore.</p>
<blockquote>
<p><strong>To change the display language:</strong><br />
<code>SuntionCoreSPTExtensionsMod.I18NSPTExtensions.Value.CurrentLang = "target_language"</code></p>
<p><strong>To extend language support:</strong><br />
Fork my repository, refer to the content within the <code>OnLoad</code> function in the C# code under <code>SuntionCore.SPTExtensions/Services</code> to add your extensions, and then submit a Pull Request. Please avoid making extensive modifications to files, as this makes the review process difficult.</p>
</blockquote>
<h3>Features</h3>
<h4>ModMailService</h4>
<ul>
<li><strong>Smart Message Splitting</strong>: Automatically splits long texts by newlines (<code>SplitStringByNewlines</code>) to prevent client overflow.</li>
<li><strong>Async Batch Sending</strong>: Supports high-volume asynchronous dispatch (<code>SendAllMessageAsync</code>).</li>
<li><strong>Economy Integration</strong>: Handles multi-currency payments, payouts, and item mailing.</li>
<li><strong>Error Handling</strong>: Includes comprehensive exception catching with localized error messages.</li>
</ul>
<h4>ProfileAndAccountService</h4>
<ul>
<li><strong>ID Mapping Cache</strong>: Maintains a bidirectional cache between Player IDs (Pmc/Scav) and Account IDs.</li>
<li><strong>Fast Lookup</strong>: Provides <code>GetPmcDataByPlayerId</code> to retrieve player profiles instantly using any ID type.</li>
<li><strong>Auto-Indexing</strong>: Implements <code>IOnLoad</code> to automatically build account data indices on server startup.</li>
</ul>
<h4>Infrastructure</h4>
<ul>
<li><strong>Lazy Initialization</strong>: Static entry point (<code>SuntionCoreSPTExtensionsMod</code>) provides on-demand <code>Logger</code> and <code>I18N</code> instances.</li>
<li><strong>Localization</strong>: Registered translation keys for English and Chinese (e.g., <code>KeyInvalidMoneyId</code>, <code>KeyProfileNotFound</code>).</li>
</ul>
<h3>How to Reference This Library in Your Project</h3>
<ol>
<li>Create a <code>libs</code> folder within your mod project directory (optional).</li>
<li>Install both this module and the SuntionCore module into SPT (this module’s releases are packaged by default for universal mod installation). Copy <code>"YourGameFolder\SPT\user\mods\SuntionCore\SuntionCore.dll"</code> and <code>"YourGameFolder\SPT\user\mods\SuntionCore.SPTExtensions\SuntionCore.SPTExtensions.dll"</code> to the <code>libs</code> folder mentioned above.</li>
<li>Add the following content to your <code>YourProjectName.csproj</code> file:
<pre><code>&lt;ItemGroup&gt;
    &lt;Reference Include="SuntionCore.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
    &lt;Reference Include="SuntionCore.SPTExpand.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.SPTExtensions.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
&lt;/ItemGroup&gt;
</code></pre>
<blockquote>
<p>Note: <code>HintPath</code> should be the relative path of the actual DLL files relative to your <code>.csproj</code> file.<br />
<code>Private</code> must be set to <code>False</code> to prevent incorrectly bundling all referenced libraries during the build output.
Please refer to the documentation in my repository, as HTML tags within the <code>.csproj</code> file are stripped/blocked when rendered on the webpage.</p>
</blockquote>
</li>
<li>Your compiler will now be able to correctly reference and use the contents of this library.</li>
</ol>
<p>Create mod dependencies using the following code:</p>
<pre><code>class YourModMetadata
{
    public override Dictionary&lt;string, Range&gt;? ModDependencies { get; init; } = new()
    {
        { "com.suntion.suntioncore", new Range("&gt;=1.0.0") },
        { "com.suntion.suntioncore.sptextensions", new Range("&gt;=0.1.0") }
    };
}
</code></pre>
<h3>Credits</h3>
<p>Inspiration sources:</p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2587/massivesoftcore" rel="noreferrer noopener">MassivesoftCore</a> | <strong>Regarding the creation of SPT class libraries</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2588/massivesoftweapons" rel="noreferrer noopener">MassivesoftWeapons</a> | <strong>Regarding referencing SPT class libraries</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2341/raid-record" rel="noreferrer noopener">Raid Record</a> |
<ul>
<li><strong>Fund deduction/claim processing/message sending/item sending functionalities</strong></li>
<li><strong>Retrieving player saves/handling conversions for sessions, profileIds, etc.</strong></li>
</ul>
</li>
<li><a target="_blank" class="external-link" href="https://github.com/sp-tarkov/server-csharp" rel="noreferrer noopener">SPT.Server</a> | <strong>Logic for splitting items, deducting funds, adding money, etc.</strong></li>
</ul></div></div>
<div id="tabset-17-panel-2" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><h3>SuntionCore.SPTExtensions</h3>
<p>本模块整合了依赖 SPT 相关类的工具类，作为 <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2600/suntioncore" rel="noreferrer noopener">SuntionCore</a> 模块的扩展。默认情况下，本模块支持中文 (“ch”) 和英文 (“en”)，并使用 SuntionCore 提供的默认日志路径。</p>
<blockquote>
<p><strong>更改显示语言：</strong><br />
<code>SuntionCoreSPTExtensionsMod.I18NSPTExtensions.Value.CurrentLang = "目标语言"</code></p>
<p><strong>扩展语言支持：</strong><br />
Fork 我的仓库，参考 <code>SuntionCore.SPTExtensions/Services</code> 下 C# 代码中 <code>OnLoad</code> 函数的内容来添加您的扩展，然后提交 Pull Request。请避免对文件进行大量修改，这会增加审核难度。</p>
</blockquote>
<h3>功能特性</h3>
<h4>ModMailService</h4>
<ul>
<li><strong>智能消息分割</strong>：自动按换行符分割长文本 (<code>SplitStringByNewlines</code>)，防止客户端溢出。</li>
<li><strong>异步批量发送</strong>：支持高容量异步分发 (<code>SendAllMessageAsync</code>)。</li>
<li><strong>经济系统集成</strong>：处理多货币支付、支出和物品邮寄。</li>
<li><strong>错误处理</strong>：包含全面的异常捕获，并返回本地化的错误信息。</li>
</ul>
<h4>ProfileAndAccountService</h4>
<ul>
<li><strong>ID 映射缓存</strong>：维护玩家 ID（Pmc/Scav）与账户 ID 之间的双向缓存。</li>
<li><strong>快速查找</strong>：提供 <code>GetPmcDataByPlayerId</code> 方法，可使用任何 ID 类型即时检索玩家档案。</li>
<li><strong>自动索引</strong>：实现 <code>IOnLoad</code> 接口，在服务器启动时自动构建账户数据索引。</li>
</ul>
<h4>基础设施</h4>
<ul>
<li><strong>懒加载初始化</strong>：静态入口点 (<code>SuntionCoreSPTExtensionsMod</code>) 按需提供 <code>Logger</code> 和 <code>I18N</code> 实例。</li>
<li><strong>本地化</strong>：注册了英文和中文的翻译键（例如 <code>KeyInvalidMoneyId</code>、<code>KeyProfileNotFound</code>）。</li>
</ul>
<h3>如何在您的项目中引用此库</h3>
<ol>
<li>在您的模组项目目录中创建一个 <code>libs</code> 文件夹（可选）。</li>
<li>将此模块和 SuntionCore 模块都安装到 SPT 中（本模块的发布包默认为通用模组安装格式）。将 <code>"您的游戏文件夹\SPT\user\mods\SuntionCore\SuntionCore.dll"</code> 和 <code>"您的游戏文件夹\SPT\user\mods\SuntionCore.SPTExtensions\SuntionCore.SPTExtensions.dll"</code> 复制到上述的 <code>libs</code> 文件夹。</li>
<li>在您的 <code>YourProjectName.csproj</code> 文件中添加以下内容：
<pre><code>&lt;ItemGroup&gt;
    &lt;Reference Include="SuntionCore.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
    &lt;Reference Include="SuntionCore.SPTExpand.dll"&gt;
        &lt;HintPath&gt;libs\SuntionCore.SPTExtensions.dll&lt;/HintPath&gt;
        &lt;Private&gt;False&lt;/Private&gt;
    &lt;/Reference&gt;
&lt;/ItemGroup&gt;
</code></pre>
<blockquote>
<p>注意：<code>HintPath</code> 应是相对于您的 <code>.csproj</code> 文件的实际 DLL 文件路径。<br />
<code>Private</code> 必须设置为 <code>False</code>，以防止在构建输出时错误地打包所有引用的库。
请参考我仓库中的文档，因为在网页上渲染时，<code>.csproj</code> 文件中的 HTML 标签会被剥离/屏蔽。</p>
</blockquote>
</li>
<li>您的编译器现在可以正确引用并使用此库的内容。</li>
</ol>
<p>使用以下代码创建模组依赖：</p>
<pre><code>class YourModMetadata
{
    public override Dictionary&lt;string, Range&gt;? ModDependencies { get; init; } = new()
    {
        { "com.suntion.suntioncore", new Range("&gt;=1.0.0") },
        { "com.suntion.suntioncore.sptextensions", new Range("&gt;=0.1.0") }
    };
}
</code></pre>
<h3>致谢</h3>
<p>灵感来源：</p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2587/massivesoftcore" rel="noreferrer noopener">MassivesoftCore</a> | <strong>关于 SPT 类库的创建</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2588/massivesoftweapons" rel="noreferrer noopener">MassivesoftWeapons</a> | <strong>关于引用 SPT 类库</strong></li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2341/raid-record" rel="noreferrer noopener">Raid Record</a> |
<ul>
<li><strong>资金扣除/领取处理/消息发送/物品发送功能</strong></li>
<li><strong>获取玩家存档/处理 session、profileId 等的转换</strong></li>
</ul>
</li>
<li><a target="_blank" class="external-link" href="https://github.com/sp-tarkov/server-csharp" rel="noreferrer noopener">SPT.Server</a> | <strong>物品拆分、扣除资金、添加资金等逻辑</strong></li>
</ul></div></div></div>
]]></description><category>Tools</category><dc:creator>Suntion</dc:creator><pubDate>Sat, 28 Feb 2026 12:17:26 +0000</pubDate><dc:date>2026-02-28T12:24:55+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Smajlec's Stamina</title><link>https://forge.sp-tarkov.com/mod/2608/smajlecs-stamina</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2608/smajlecs-stamina</guid><description><![CDATA[<p>This mod allows you to run indefinitely. When stamina is depleted, your character slows down to a jogging pace, similar to how it works in Squad.</p>
<p>It also lowers the stamina requirement for jumping and vaulting, allowing you to get over obstacles with just a pixel of stamina. You will no longer be staring at a road barrier for 20 seconds waiting for stamina to regenerate.</p>
]]></description><category>Other</category><dc:creator>Smajlec</dc:creator><pubDate>Fri, 27 Feb 2026 13:00:08 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/tXk4Vp1RbXMHhIOnsmdJMOKEfPWyzJviUScF1LPc.png" type="image/png" length="0"/><dc:date>2026-03-01T09:34:48+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>Easy Game</title><link>https://forge.sp-tarkov.com/mod/2607/easy-game</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2607/easy-game</guid><description><![CDATA[<div class="tabset"><div id="tabset-18-panel-1" class="tab-panel"><div class="tab-title">English</div>
<div class="tab-content"><h3>Easygame Mod for SPTarkov</h3>
<p>This is a feature-rich mod for the Escape from Tarkov SPTarkov server that provides comprehensive game customization through a unified configuration file. The mod offers independently toggleable features covering character attributes, raid mechanics, item systems, economy, and access cards.</p>
<h3>Core Features</h3>
<h4>Character and Raid Adjustments</h4>
<ul>
<li>Modify base health, energy, and hydration values for all profiles</li>
<li>Adjust raid duration across all maps</li>
<li>Customize item carry limits when entering raids</li>
</ul>
<h4>Weapons and Ammunition</h4>
<ul>
<li>Adjust magazine loading, unloading, and checking times</li>
<li>Modify stack sizes for all ammunition types</li>
</ul>
<h4>Items and Market</h4>
<ul>
<li>Remove flea market selling restrictions on items</li>
<li>Adjust maximum active offer counts per level</li>
<li>Set all items as examined by default</li>
</ul>
<h4>Consumables</h4>
<ul>
<li>Configure stimulator usage times, weight, and price multipliers for all injectors except morphine</li>
</ul>
<h4>Access Cards</h4>
<ul>
<li>Customize maximum usage counts for both Labs and Labyrinth access cards</li>
</ul>
<h4>Map Display</h4>
<ul>
<li>Optionally show the Labyrinth map in the map selection screen</li>
</ul>
<p>All features are managed through a centralized <code>config.json</code> file, allowing users to flexibly enable or disable specific functions and adjust parameters to achieve a personalized gaming experience.</p>
<hr />
<h3>Configuration Guide</h3>
<p>The <code>config.json</code> configuration file is located by default in <code>SPT/user/mods/Easygame/data</code>.</p>
<ul>
<li><strong>Version v1.0.0</strong>: The server must be run at least once to wait for the configuration to be automatically generated. You can also manually create a configuration file containing all the following keys and set up the desired functions in advance according to your needs.</li>
<li><strong>After Version v1.0.0</strong>: A configuration file will be provided by default, allowing you to set the desired functions before starting the server.</li>
</ul>
<pre><code>{
    // Function enable/disable switches
    "EnableFunction": {
        // Whether to remove all flea market selling restrictions on items
        "IsUnlockAllItemsSellLimit": true,
        // Whether to display Labyrinth map in map selection screen
        "ShowMapToChoiceScene": true,
        // Whether to customize item carry limits into raid
        "EnterGameItemLimit": true,
        // Whether to modify health, energy and hydration values
        "EnergyHydrationModify": true,
        // Whether to modify raid duration
        "RaidTimeModify": true,
        // Whether to modify magazine loading/unloading/checking times
        "AmmoTimeModify": true,
        // Whether to modify flea market max active offer count per level
        "MaxActiveOfferCountModify": true,
        // Whether to adjust Labs access card usage count
        "AdjustLabsAccess": true,
        // Whether to adjust Labyrinth access card usage count
        "AdjustLabysAccess": true,
        // Whether to modify stimulator durability (excluding morphine)
        "AdjustSimulatorMaxHpResource": true,
        // Whether to adjust ammo stack size
        "AdjustAmmoStack": true,
        // Whether to set all items as examined by default
        "AllExaminedByDefault": false
    },
    // Stimulator configuration settings
    "StimulatorConfig": {
        // Number of uses for stimulators
        "UseTimes": 10,
        // Price multiplier for stimulators
        "PriceModify": 5,
        // Weight of stimulators in kilograms
        "Weight": 0.5
    },
    // Maximum item limit when entering raid
    "EnterGameItemLimit": 3600,
    // Health multiplier for all profiles
    "HealthModify": 1.5,
    // Energy and hydration multiplier for all profiles
    "EnergyHydrationModify": 1.5,
    // Raid duration multiplier
    "RaidTimeModify": 3,
    // Magazine loading time multiplier
    "TakeInAmmoTimeModify": 0.05,
    // Magazine unloading time multiplier
    "TakeOutAmmoTimeModify": 0.05,
    // Magazine checking time multiplier
    "CheckAmmoTimeModify": 0.45,
    // Flea market max active offers multiplier per level
    "MaxActiveOfferCountModify": 7,
    // Labs access card maximum usage count
    "LabsAccessMaximumNumberOfUsage": 10,
    // Labyrinth access card maximum usage count
    "LabysAccessMaximumNumberOfUsage": 10,
    // Ammo stack size
    "AmmoStack": 300
}
</code></pre>
<hr /></div></div>
<div id="tabset-18-panel-2" class="tab-panel"><div class="tab-title">中文</div>
<div class="tab-content"><h3>Easygame SPTarkov 模组</h3>
<p>这是一个功能丰富的 Escape from Tarkov SPTarkov 服务端模组，通过统一的配置文件提供全面的游戏自定义功能。该模组提供独立可切换的功能，涵盖角色属性、战局机制、物品系统、经济和访问卡。</p>
<h3>核心功能</h3>
<h4>角色与战局调整</h4>
<ul>
<li>修改所有档案的基础生命值、能量和水分值</li>
<li>调整所有地图的战局时长</li>
<li>自定义进入战局时的物品携带上限</li>
</ul>
<h4>武器与弹药</h4>
<ul>
<li>调整弹匣装填、卸弹和检查时间</li>
<li>修改所有弹药类型的堆叠数量</li>
</ul>
<h4>物品与市场</h4>
<ul>
<li>解除跳蚤市场物品售卖限制</li>
<li>调整每等级最大活跃报价数量</li>
<li>默认设置所有物品为已检查状态</li>
</ul>
<h4>消耗品</h4>
<ul>
<li>配置 stimulator 使用次数、重量和价格倍率（除吗啡外所有注射器）</li>
</ul>
<h4>访问卡</h4>
<ul>
<li>自定义实验室（Labs）和迷宫（Labyrinth）访问卡的最大使用次数</li>
</ul>
<h4>地图显示</h4>
<ul>
<li>可选在地图选择界面显示迷宫地图</li>
</ul>
<p>所有功能通过集中的 <code>config.json</code> 文件管理，允许用户灵活启用或禁用特定功能并调整参数，以实现个性化的游戏体验。</p>
<hr />
<h3>配置指南</h3>
<p><code>config.json</code> 配置文件默认位于 <code>SPT/user/mods/Easygame/data</code>。</p>
<ul>
<li><strong>v1.0.0 版本</strong>：必须至少运行一次服务端以等待配置自动生成。您也可以手动创建包含以下所有键的配置文件，并根据需要预先设置所需功能。</li>
<li><strong>v1.0.0 之后版本</strong>：默认会提供配置文件，允许您在启动服务端前设置所需功能。</li>
</ul>
<pre><code>{
    // 功能启用/禁用开关
    "EnableFunction": {
        // 是否解除所有物品的跳蚤市场售卖限制
        "IsUnlockAllItemsSellLimit": true,
        // 是否在地图选择界面显示迷宫地图
        "ShowMapToChoiceScene": true,
        // 是否自定义带入战局的物品上限
        "EnterGameItemLimit": true,
        // 是否修改生命值、能量和水分值
        "EnergyHydrationModify": true,
        // 是否修改战局时长
        "RaidTimeModify": true,
        // 是否修改弹匣装填/卸弹/检查时间
        "AmmoTimeModify": true,
        // 是否修改跳蚤市场每等级最大活跃报价数量
        "MaxActiveOfferCountModify": true,
        // 是否调整实验室访问卡使用次数
        "AdjustLabsAccess": true,
        // 是否调整迷宫访问卡使用次数
        "AdjustLabysAccess": true,
        // 是否修改 stimulator 耐久度（不含吗啡）
        "AdjustSimulatorMaxHpResource": true,
        // 是否调整弹药堆叠数量
        "AdjustAmmoStack": true,
        // 是否默认所有物品为已检查状态
        "AllExaminedByDefault": false
    },
    // 刺激物配置设置
    "StimulatorConfig": {
        // 刺激物使用次数
        "UseTimes": 10,
        // 刺激物价格倍率
        "PriceModify": 5,
        // 刺激物重量（千克）
        "Weight": 0.5
    },
    // 进入战局时最大物品上限
    "EnterGameItemLimit": 3600,
    // 所有档案的生命值倍率
    "HealthModify": 1.5,
    // 所有档案的能量和水分倍率
    "EnergyHydrationModify": 1.5,
    // 战局时长倍率
    "RaidTimeModify": 3,
    // 弹匣装填时间倍率
    "TakeInAmmoTimeModify": 0.05,
    // 弹匣卸弹时间倍率
    "TakeOutAmmoTimeModify": 0.05,
    // 弹匣检查时间倍率
    "CheckAmmoTimeModify": 0.45,
    // 跳蚤市场每等级最大活跃报价倍率
    "MaxActiveOfferCountModify": 7,
    // 实验室访问卡最大使用次数
    "LabsAccessMaximumNumberOfUsage": 10,
    // 迷宫访问卡最大使用次数
    "LabysAccessMaximumNumberOfUsage": 10,
    // 弹药堆叠数量
    "AmmoStack": 300
}
</code></pre></div></div></div>
]]></description><category>Overhauls</category><dc:creator>Suntion</dc:creator><pubDate>Thu, 26 Feb 2026 15:24:33 +0000</pubDate><dc:date>2026-02-28T04:57:36+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Recoil Rework (Rewrite)</title><link>https://forge.sp-tarkov.com/mod/2606/recoil-rework-rewrite</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2606/recoil-rework-rewrite</guid><description><![CDATA[<div class="tabset"><div id="tabset-19-panel-1" class="tab-panel"><div class="tab-title">Information</div>
<div class="tab-content"><h3>Introduction</h3>
<p>Tarkov’s vanilla system feels weightless, this full recoil replacement mod attempts to improve it. Recoil is now mostly based on your weapon’s caliber, which makes weapons of the same caliber/platform perform similarly across the board. As an added benefit it also makes things easier to balance, which wasn’t really possible before with the Legacy version of Recoil Rework. The mod also overhauls visual recoil and makes things more wibbly-wobbly and stuff.</p>
<p>The mod is still in it’s early stages so any feedback is welcome.</p>
<h3>Why not update the original Recoil Rework?</h3>
<p>I wanted to keep the original Recoil Rework readily available for those that prefer it or need it for some other reason. The two mods also have a very different approach to handling recoil so I think a new release is warranted. Do not install both versions (Legacy &amp; Rewrite), only pick one!</p>
<h3>Preview</h3>
<div class="youtube-lite" data-video-id="yycOOx8OXoE" data-embed-url="https://www.youtube-nocookie.com/embed/yycOOx8OXoE?autoplay=1"><img src="https://i.ytimg.com/vi/yycOOx8OXoE/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<h3>Installation</h3>
<p>Drag and drop. Like any other mod.</p>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/wByb5Ln.gif" rel="noreferrer noopener"><img src="https://i.imgur.com/wByb5Ln.gif" alt="wByb5Ln.gif" /></a></p>
<h3>Known Issues</h3>
<ul>
<li>Sprinting while in left stance messes up your weapon position for the rest of the raid (fixed in 1.0.1)</li>
<li>Inspection screen recoil values lie to you</li>
<li>Only certain attachments (grips and muzzle devices) currently contribute towards recoil reduction. This is due to bullpups being incapable of having stocks, upper receivers and such.</li>
<li>Some weapons cause busy hands in the hideout and you’ll have to restart your game if this happens. Probably an invisible <code>nullref</code> somewhere, I wouldnt know.</li>
<li>Probably something else, let me know!</li>
</ul></div></div>
<div id="tabset-19-panel-2" class="tab-panel"><div class="tab-title">Compatibility</div>
<div class="tab-content"><h3>Compatibility</h3>
<p>The mod is compatible with <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT-Content Backport</a> and <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2246/wtt-armory" rel="noreferrer noopener">WTT-Armory</a> out of the box. However, if you’d like to add your own custom calibers then you can do so within the server mod in <code>SPT/user/mods/RecoilReworkServer/Config/CaliberData/</code>. You can also modify weapon data in <code>SPT/user/mods/RecoilReworkServer/Config/WeaponData/</code>. There are plenty of examples, so go wild!</p>
<p>Example caliber data:</p>
<pre><code>// example_caliber.jsonc
{
    "CaliberOne": {
        "BaseVerticalKick": 40,
        "BaseHorizontalKick": 30,
        "BaseRollKick": 250,
        "BaseBackwardsRecoil": 4
    },
    "CaliberTwo": {
        "BaseVerticalKick": 20,
        "BaseHorizontalKick": 15,
        "BaseRollKick": 120,
        "BaseBackwardsRecoil": 4
    }
}
</code></pre>
<p>Example weapon data:</p>
<pre><code>// example_weapon.jsonc
[
    {
        // use either weaponId or weaponIds. DO NOT USE BOTH!
        "weaponId": "5fb64bc92b1b027b1f50bcf2"
        "weaponIds": [
            "5fb64bc92b1b027b1f50bcf2",
            "5fc3f2d5900b1d5091531e57"
        ],
        // caliber multipliers for the specified weapons, in case a weapon has a special recoil mitigation system
        "weaponRecoilModifiers": {
            "VerticalKickMultiplier": 0.3,
            "HorizontalKickMultiplier": 0.25
        },
        // you can override any vanilla weapon properties here
        "overrideProperties": {
            // really nice recoil pivot value
            "RecoilCenter": {
                "x": 0.05,
                "y": -0.3,
                "z": 0
            }
        }
    }
]
</code></pre></div></div>
<div id="tabset-19-panel-3" class="tab-panel"><div class="tab-title">Recommended Mods</div>
<div class="tab-content"><h3>A small list of mods I would recommend using alongside Recoil Rework:</h3>
<ul>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/942-fontaine-s-fov-fix/" rel="noreferrer noopener">Fontaine’s FOV Fix</a></li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2176-better-rear-sights/" rel="noreferrer noopener">Better Rear Sights</a></li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2683-hollywoodfx/" rel="noreferrer noopener">HollywoodFX</a></li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2949-eye-relief-tweak/" rel="noreferrer noopener">Eye Relief Tweak</a></li>
</ul>
<p>… and a few others, but I’m gatekeeping them.</p></div></div></div>
]]></description><category>Overhauls</category><dc:creator>pein</dc:creator><pubDate>Wed, 25 Feb 2026 22:02:31 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/MPTSes6poROVC3Y0uhLPT58Bp4EFjKCEMdOHhtk8.png" type="image/png" length="0"/><dc:date>2026-02-26T13:38:10+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>RZCustomEconomy</title><link>https://forge.sp-tarkov.com/mod/2604/rzcustomeconomy</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2604/rzcustomeconomy</guid><description><![CDATA[<div class="tabset"><div id="tabset-20-panel-1" class="tab-panel"><div class="tab-title">🔎 Overview</div>
<div class="tab-content"><blockquote>
<p>Full control over SPT’s economy through config files. Every feature is independently toggleable and fully configurable : pick what you need, ignore the rest. Whether you want to tweak a few trader stocks or rebuild the economy from scratch, it’s all just config.</p>
</blockquote>
<hr />
<hr />
<hr />
<h3>Getting Started</h3>
<blockquote>
<p><strong>⚠️ By default, every feature in this mod is disabled.</strong> Install it as-is and nothing changes in your game - it’s a clean slate.</p>
</blockquote>
<p>Each feature has a dedicated on/off switch in <code>masterConfig.json</code>. Flip it to <code>true</code> and the feature is live. That’s it. Every switch maps directly to one of the tabs in this description, which contains the full documentation and config reference for that feature.</p>
<ul>
<li>🏷️ <strong><code>EnableDefaultTrades</code></strong> — 🟢 On by default → see the <strong>Default Trades</strong> tab</li>
<li>🔀 <strong><code>EnableRoutedTrades</code></strong> — 🔴 Off by default → see the <strong>Routed Trades</strong> tab</li>
<li>🛒 <strong><code>EnableManualTrades</code></strong> — 🔴 Off by default → see the <strong>Manual Trades</strong> tab</li>
<li>👤 <strong><code>EnableFenceConfig</code></strong> — 🔴 Off by default → see the <strong>Fence</strong> tab</li>
<li>🏪 <strong><code>EnableBuybackConfig</code></strong> — 🔴 Off by default → see the <strong>Buyback</strong> tab</li>
<li>📦 <strong><code>EnableSupplyConfig</code></strong> — 🔴 Off by default → see the <strong>Supply</strong> tab</li>
<li>📝 <strong><code>EnableHandbookPricesConfig</code></strong> — 🔴 Off by default → see the <strong>Handbook Prices</strong> tab</li>
<li>📈 <strong><code>EnableFleaMarketConfig</code></strong> — 🔴 Off by default → see the <strong>Flea Market</strong> tab</li>
<li>🛡️ <strong><code>EnableInsuranceConfig</code></strong> — 🔴 Off by default → see the <strong>Insurance</strong> tab</li>
<li>🏠 <strong><code>EnableHideoutConfig</code></strong> — 🔴 Off by default → see the <strong>Hideout</strong> tab</li>
<li>⚗️ <strong><code>EnableCraftingConfig</code></strong> — 🔴 Off by default → see the <strong>Crafting</strong> tab</li>
</ul>
<p>Pick what you need, leave the rest off. Features are fully independent - run any combination you want.</p>
<hr />
<p>The three main features that control what players see at traders are <strong>Default Trades</strong>, <strong>Routed Trades</strong> and <strong>Manual Trades</strong>. It’s worth understanding the difference before diving in.</p>
<p>🏷️ <strong>EnableDefaultTrades</strong> keeps vanilla trader assorts intact and applies patches on top of them, for instance replacing barter requirements with a straight cash price. Setting it to false wipes all vanilla assorts entirely and ignores <em>defaultTradesConfig.json</em>.</p>
<p>🔀 <strong>EnableRoutedTrades</strong> takes a completely different approach : it rebuilds trader offers from scratch based on the handbook. Every item gets automatically assigned to a trader according to category rules you define. If set to false, <em>routedTradesConfig.json</em> will be entirely ignored.</p>
<p>🛒 <strong>EnableManualTrades</strong> lets you define specific offers for specific traders with full control over every parameter : item, price, currency, barter, durability, attachments. Completely independent from the other two. If set to false, <em>manualTradesConfig.json</em> will be entirely ignored.</p>
<hr />
<hr />
<hr />
<blockquote>
<p>⚠️ Use Notepad++ or VSCode to edit your config files, the default Windows Notepad will mess up your formatting and won’t warn you about syntax errors. —–&gt;
<a target="_blank" class="external-link" href="https://notepad-plus-plus.org/downloads/v8.9.2/" rel="noreferrer noopener">Download Notepad++</a> - <a target="_blank" class="external-link" href="https://code.visualstudio.com/" rel="noreferrer noopener">Download VSCode</a></p>
</blockquote>
<blockquote>
<p>💡 The mod ships with an <code>extras</code> folder containing <code>category_dump.json</code> and <code>item_dump.json</code> : direct dumps of the database. If you’re just looking for a specific item or category ID, these are significantly more conveninent to copy&amp;paste from than <a target="_blank" class="external-link" href="https://db.sp-tarkov.com/" rel="noreferrer noopener">ItemFinder</a> : open the file, Ctrl+F, done. <code>item_dump.json</code> includes all items added by WTT - Content Backport.</p>
</blockquote></div></div>
<div id="tabset-20-panel-2" class="tab-panel"><div class="tab-title">🏷️ Default Trades</div>
<div class="tab-content"><blockquote>
<p>Patches vanilla trader assorts without replacing them entirely. Useful when you want to keep the default stock but clean up how trades work.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>defaultTradesConfig.json</code></h4>
<p><strong><code>Blacklist</code></strong> — List of TPLs to remove from all trader assorts unconditionally. Applied before any other patch.</p>
<p><strong><code>PriceMultipliers</code></strong> — Per-trader cash price multiplier. Only affects cash-only offers (rub/usd/eur) — barter schemes are ignored. Keyed by trader ID.</p>
<p><strong><code>NoBarterTraders</code></strong> — Replaces barter schemes with a straight cash payment at handbook price, per trader. Each trader entry supports:</p>
<ul>
<li><strong><code>Enabled</code></strong> — whether this trader’s barters are converted</li>
<li><strong><code>Currency</code></strong> — currency to use for the converted price : <code>"rub"</code> | <code>"eur"</code> | <code>"usd"</code>. EUR and USD amounts are calculated from the handbook rouble price using the in-game exchange rate.</li>
<li><strong><code>ExcludedBarterTpls</code></strong> — list of item TPLs to exclude. If every item in a barter scheme belongs to this list, the scheme is left untouched. Useful to preserve GP coin or lega medal trades selectively.</li>
</ul></div></div>
<div id="tabset-20-panel-3" class="tab-panel"><div class="tab-title">🔀 Routed Trades</div>
<div class="tab-content"><blockquote>
<p>Reads every item in the handbook at runtime and automatically assigns it to a trader based on a category map you define in config. The routing system follows the handbook’s category hierarchy : define a route for “Weapons” and every sub-category inherits it automatically. Ships with a full pre-built map covering all vanilla item categories.</p>
</blockquote>
<p><strong>For modded content</strong> — <code>RouteModdedItemsOnly</code> detects items not present in the vanilla handbook and routes only those to traders. Every item added by every mod you have installed shows up at a trader immediately, at handbook price. The vanilla_items.json file in the mod’s root folder is used as the reference to determine what’s vanilla and what isn’t.</p>
<p><strong>For visibility</strong> — <code>ForceRouteAll</code> bypasses all filters and routes every item in the handbook. Combined with <code>AllItemsExamined</code>, nothing is hidden.</p>
<p><strong>For economy overhauls</strong> — instead of hand-editing dozens of assort json files, you maintain a single config that describes the intent and the mod handles the rest.</p>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>routedTradesConfig.json</code></h4>
<ul>
<li><strong><code>ForceRouteAll</code></strong> — Route every handbook item regardless of category routes and blacklists.</li>
<li><strong><code>RouteModdedItemsOnly</code></strong> — Only route items not present in vanilla_items.json (modded items). Mutually exclusive with RouteVanillaItemsOnly.</li>
<li><strong><code>RouteVanillaItemsOnly</code></strong> — Only route items present in vanilla_items.json (vanilla items). Mutually exclusive with RouteModdedItemsOnly.</li>
<li><strong><code>FallbackTrader</code></strong> — When ForceRouteAll is true, items with no matching category route go here. Always priced in roubles.</li>
<li><strong><code>TraderCurrencies</code></strong> — Currency used for routed offers, per trader.</li>
<li><strong><code>Blacklist</code></strong> — Items that are never routed to any trader, regardless of category routes.</li>
</ul></div></div>
<div id="tabset-20-panel-4" class="tab-panel"><div class="tab-title">🛒 Manual Trades</div>
<div class="tab-content"><blockquote>
<p>Completely independent from auto-routing. Define specific trades for specific traders with full control over every parameter.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>manualTradesConfig.json</code></h4>
<p>Each offer supports:</p>
<ul>
<li>Rouble price or barter payment (or both combined)</li>
<li>Stack count (<code>-1</code> for unlimited)</li>
<li>Loyalty level requirement</li>
<li>Durability for weapons and armor</li>
<li>Manual children (explicit attachments)</li>
<li>Auto-resolved required children — for items with required slots (armor plates etc.), the mod automatically injects the correct child items by reading the template from the DB, recursively.</li>
</ul></div></div>
<div id="tabset-20-panel-5" class="tab-panel"><div class="tab-title">👤 Fence</div>
<div class="tab-content"><blockquote>
<p>Controls Fence’s item generation and offer injection. Fence is handled differently from other traders internally : this feature is independent from <code>EnableDefaultTrades</code>, <code>EnableRoutedTrades</code>, and <code>EnableManualTrades</code>.</p>
</blockquote>
<h4>⚙️ Configuration : <code>fenceConfig.json</code></h4>
<p>The config is split into three sub-sections.</p>
<hr />
<hr />
<hr />
<h3>⚫ <em>Default Item Pool</em></h3>
<p>SPT’s native Fence generation system. On each refresh, SPT randomly picks items from a built-in pool and generates offers from them.</p>
<ul>
<li><strong><code>EnableDefaultItemPool</code></strong> — Master switch for default item pool. If false, zeroes all native generation counts entirely and also disables Default Item Pool Additions, regardless of <code>EnableDefaultItemPoolAdditions</code>.</li>
<li><strong><code>AssortSize</code></strong> — Number of regular items (ammo, meds…) per refresh.</li>
<li><strong><code>WeaponPresetMinMax</code></strong> — Number of preconfigured weapons with mods per refresh.</li>
<li><strong><code>EquipmentPresetMinMax</code></strong> — Number of preconfigured armor rigs per refresh.</li>
<li><strong><code>ItemPriceMult</code></strong> — Price multiplier applied to all regular items.</li>
<li><strong><code>PresetPriceMult</code></strong> — Price multiplier applied to all weapon and equipment presets.</li>
</ul>
<p>All of the above also have a <code>Discount*</code> variant that applies to the secondary discount tab, unlocked at Fence rep level 6.</p>
<hr />
<hr />
<hr />
<h3>⚫ <em>Default Item Pool Additions</em></h3>
<blockquote>
<p>🚨 EXPERIMENTAL, not battle-tested.
This feature was added mostly out of curiosity and hasn’t received much attention since. I don’t personally use it and have no plans to in the near future, so I haven’t invested time in making it robust. It will likely misbehave with weapons or armors. If you just want to throw a couple of simple items into the vanilla pool it might do the job, but if you actually care about controlling what Fence stocks, just set EnableDefaultItemPool: false and use the Custom Item Pool : it’s more reliable and more flexible.</p>
</blockquote>
<p>Extends the built-in pool with extra items of your choice. Only active if <code>EnableDefaultItemPool</code> is also true.</p>
<ul>
<li><strong><code>EnableDefaultItemPoolAdditions</code></strong> — switch for this sub-section only.</li>
<li><strong><code>DefaultItemPoolAdditions</code></strong> — list of items to inject into the native pool. Each entry supports:
<ul>
<li><strong><code>Tpl</code></strong> — item template ID</li>
<li><strong><code>RoublePrice</code></strong> — price in roubles</li>
<li><strong><code>LoyaltyLevel</code></strong> — Fence rep level required (<code>1</code> = always visible)</li>
</ul>
</li>
</ul>
<hr />
<hr />
<hr />
<h3>⚫ <em>Custom Item Pool</em></h3>
<p>Completely independent from the default pool. Defines a weighted pool of offers that are injected directly into Fence’s assort on every refresh, on top of whatever the default pool generates.</p>
<ul>
<li><strong><code>CustomItemCount</code></strong> — How many offers to draw from the pool per refresh.</li>
<li><strong><code>CustomItemPriceMultiplier</code></strong> — Global price multiplier applied to all custom offers. Useful to scale the entire pool up or down without editing each entry individually.</li>
<li><strong><code>CustomItemPool</code></strong> — the pool to draw from. Each entry supports:
<ul>
<li><strong><code>Tpl</code></strong> — item template ID</li>
<li><strong><code>Weight</code></strong> — relative draw chance. Higher values mean the item is more likely to be picked. Items with <code>Weight: 0</code> are ignored.</li>
<li><strong><code>StackSize</code></strong>**** — quantity per offer slot</li>
<li><strong><code>CurrencyTpl</code></strong> — currency TPL (roubles, dollars, euros, GP coin, Lega medal, or any other item)</li>
<li><strong><code>Price</code></strong> — price in the chosen currency, before <code>CustomItemPriceMultiplier</code> is applied</li>
<li><strong><code>LoyaltyLevel</code></strong> — Fence rep level required (<code>1</code> = always visible)</li>
</ul>
</li>
</ul>
<blockquote>
<p>💡 The weighted draw means you can mix rare and common items in the same pool — a weapon with <code>Weight: 2</code> is twice as likely to appear as one with <code>Weight: 1</code>. Set extreme values (e.g. <code>Weight: 100</code> vs <code>Weight: 1</code>) to simulate truly rare drops.</p>
</blockquote>
<blockquote>
<p>💡 Example config included. The default fenceConfig.json ships with a ready-to-use custom pool listing every weapon in the game — including all weapons added by WTT - Content Backport — all priced in GP coins. Feel free to use it as a starting point or strip it down to whatever you actually need.</p>
</blockquote></div></div>
<div id="tabset-20-panel-6" class="tab-panel"><div class="tab-title">🏪 Buyback</div>
<div class="tab-content"><blockquote>
<p>Controls what each trader will accept from the player. Each trader can be configured independently — or left untouched if you want to keep vanilla behavior for specific ones.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>buybackConfig.json</code></h4>
<p>Each trader can be set to one of four modes:</p>
<ul>
<li><strong>Default</strong> — leaves the vanilla buy policy untouched</li>
<li><strong>Disabled</strong> — trader refuses to buy anything from the player</li>
<li><strong>Categories</strong> — trader only accepts items from the specified handbook category IDs</li>
<li><strong>AllWithBlacklist</strong> — trader accepts all handbook items except those explicitly blacklisted</li>
</ul></div></div>
<div id="tabset-20-panel-7" class="tab-panel"><div class="tab-title">📦 Supply</div>
<div class="tab-content"><blockquote>
<p>Controls trader restock timers and stock amounts per restock cycle.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>supplyConfig.json</code></h4>
<p><strong><code>RestockTimes</code></strong> — Restock interval in seconds for each trader. If the configured interval is shorter than the trader’s current timer, the timer is clamped immediately on server start — no need to wait out the old one.</p>
<p><strong><code>StockMultipliers</code></strong> — Multiplies the purchasable quantity (<code>BuyRestrictionMax</code>) of trader items per restock cycle. Items with no buy restriction (truly unlimited) are not affected.</p>
<ul>
<li><strong><code>EnableByTrader</code></strong> — Apply a flat multiplier per trader.</li>
<li><strong><code>EnableByCategory</code></strong> — Apply a multiplier per handbook category. Sub-categories inherit the parent multiplier automatically.</li>
</ul>
<blockquote>
<p>💡 Both modes can be active simultaneously — multipliers are combined.</p>
</blockquote>
<blockquote>
<p>⚠️ <strong>Stock multipliers are not compatible with routed trades.</strong> Routed offers are automatically injected as unlimited stock, which means they have no <code>BuyRestrictionMax</code> to multiply, the supply patcher skips them entirely. This is a known limitation with no planned fix for now, as unlimited stock is the intended behavior for routed trades. If you need stock restrictions on specific items, use manual trades instead.</p>
</blockquote></div></div>
<div id="tabset-20-panel-8" class="tab-panel"><div class="tab-title">📝 Handbook Prices</div>
<div class="tab-content"><blockquote>
<p>Overrides the handbook price of any item by TPL.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>handbookPricesConfig.json</code></h4>
<p>A flat dict of <code>TPL → price in roubles</code>. Any item in the game can be overridden here.</p>
<pre><code>"62330c18744e5e31df12f516": 186, // .357 Magnum JHP
"59faff1d86f7746c51718c9c": 35000 // Physical bitcoin
</code></pre>
<p>Handbook prices are the foundation of several SPT systems, this feature has broad effects beyond just what’s visible at traders :</p>
<ul>
<li><strong>Routed trades</strong> — routed offer prices are derived from handbook price, so overriding a price here directly changes what it costs at the trader.</li>
<li><strong>Trader sell prices</strong> — what traders pay when buying items from the player is also handbook-based.</li>
</ul></div></div>
<div id="tabset-20-panel-9" class="tab-panel"><div class="tab-title">📈 Flea Market</div>
<div class="tab-content"><blockquote>
<p>Controls dynamic flea market offer generation. Trader flea offers are not affected by any of these settings.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>fleaMarketConfig.json</code></h4>
<ul>
<li>
<p><strong><code>Disable</code></strong> — Disables all dynamic flea market offer generation entirely. Both blocks new offer generation and purges any offers already present at server start. Trader offers are not affected.</p>
</li>
<li>
<p><strong><code>DynamicForceDisable</code></strong> — List of TPLs to remove from dynamic flea offers. Sets <code>CanSellOnRagfair = false</code> on matching item templates. Nothing outside the listed TPLs is touched.</p>
</li>
<li>
<p><strong><code>DynamicForceEnable</code></strong> — List of TPLs to force into dynamic flea offers. Sets <code>CanSellOnRagfair = true</code> on matching item templates. Nothing outside the listed TPLs is touched.</p>
</li>
</ul>
<blockquote>
<p>Both lists are applied independently and can coexist. If the same TPL appears in both, <code>ForceEnable</code> wins as it runs last.</p>
</blockquote>
<blockquote>
<p>The flea market is, in my opinion, a leftover from the live game that has no place in a balanced solo/coop experience. It adds a lot of clicking for not much actual fun, and there are better ways to introduce randomness into the economy. That said, I’ll add the occasional feature for it if needed.</p>
</blockquote></div></div>
<div id="tabset-20-panel-10" class="tab-panel"><div class="tab-title">🛡️ Insurance</div>
<div class="tab-content"><blockquote>
<p>Disable insurance globally or selectively by category and item TPL.</p>
</blockquote>
<hr />
<h4>⚙️ Configuration : <code>insuranceConfig.json</code></h4>
<ul>
<li><strong><code>DisableAll</code></strong> — Disables insurance on every item in the game. If true, the blacklists below are ignored.</li>
<li><strong><code>CategoryBlacklist</code></strong> — Disables insurance on all items belonging to the specified handbook categories. Sub-categories are included automatically. Ships with the full vanilla category list pre-filled, all disabled by default.</li>
<li><strong><code>TplBlacklist</code></strong> — Disables insurance on specific items by TPL.</li>
</ul>
<blockquote>
<p>💡 <code>CategoryBlacklist</code> and <code>TplBlacklist</code> are cumulative, an item is blacklisted if it matches either one.</p>
</blockquote>
<blockquote>
<p>📝 All other insurance-related settings are already covered by ServerValueModifier. No point duplicating them here.</p>
</blockquote></div></div>
<div id="tabset-20-panel-11" class="tab-panel"><div class="tab-title">🏠 Hideout</div>
<div class="tab-content"><blockquote>
<p>Full control over hideout area requirements, construction times, and the bitcoin farm through config files.</p>
</blockquote>
<blockquote>
<p>💡 The default <code>hideoutConfig.json</code> ships with every area pre-configured to match vanilla exactly. Enabling the feature without changing anything produces zero difference in-game, it’s just a clean starting point. Edit only what you want to change, leave the rest as-is.</p>
</blockquote>
<hr />
<hr />
<hr />
<h4>⚙️ Configuration : <code>hideoutConfig.json</code></h4>
<hr />
<h4>Area fields</h4>
<ul>
<li><strong><code>RemoveFromDb</code></strong> — removes the area from the database entirely.</li>
<li><strong><code>Enabled</code></strong> — whether the area is available to the player.</li>
<li><strong><code>DisplayLevel</code></strong> — whether the current level is displayed in the UI.</li>
</ul>
<hr />
<h4>Construction time</h4>
<ul>
<li><strong><code>UseCustomConstructionTime</code></strong> — master toggle. If false, vanilla construction times are left untouched.</li>
<li><strong><code>ConstructionTime</code></strong> — dict of stage level → time in seconds. Stages not listed default to <code>0</code>. Use an empty dict <code>{}</code> to set everything to instant.</li>
</ul>
<hr />
<h4>Requirements</h4>
<p>Each requirement type (<code>Item</code>, <code>Area</code>, <code>Skill</code>, <code>TraderLoyalty</code>) is controlled independently via a <code>UseCustom*</code> toggle and a matching dict.</p>
<ul>
<li>When <strong>true</strong> : vanilla requirements of that type are <strong>cleared</strong> on every stage first, then the dict is injected per stage.</li>
<li>When <strong>false</strong> : vanilla requirements of that type are left completely untouched.</li>
<li>To <strong>only clear</strong> without injecting anything, set the toggle to true and leave the dict empty <code>{}</code>.</li>
</ul>
<p>Dict keys are stage level strings (<code>"1"</code>, <code>"2"</code>, <code>"3"</code>…). Stages not listed are left as-is after the clear.</p>
<p>Each requirement type expects the following fields per entry :</p>
<ul>
<li><strong><code>ItemRequirements</code></strong> — <code>ItemTpl</code>, <code>ItemCount</code></li>
<li><strong><code>AreaRequirements</code></strong> — <code>AreaName</code> (matches <code>HideoutAreas</code> enum, case-insensitive), <code>AreaLevel</code></li>
<li><strong><code>SkillRequirements</code></strong> — <code>SkillName</code>, <code>SkillLevel</code></li>
<li><strong><code>TraderRequirements</code></strong> — <code>TraderName</code> (trader nickname, case-insensitive), <code>TraderLoyalty</code></li>
</ul>
<hr />
<h4>Found in Raid</h4>
<ul>
<li><strong><code>RequireFoundInRaid</code></strong> — forces <code>IsSpawnedInSession</code> on every item requirement across all areas and all stages, after all custom patches have been applied. <code>true</code> = FIR required everywhere, <code>false</code> = FIR removed everywhere, <code>null</code> = untouched.</li>
</ul>
<hr />
<h4>Bitcoin farm</h4>
<ul>
<li><strong><code>ProductionSpeedMultiplier</code></strong> — divides the base production time. e.g. <code>2.0</code> = twice as fast. (default: <code>1.0</code> → 145000s per bitcoin)</li>
<li><strong><code>MaxCapacity</code></strong> — maximum number of bitcoins that can accumulate. (default: <code>3</code>)</li>
<li><strong><code>GpuBoostRate</code></strong> — GPU boost rate per card. (default: <code>0.041225</code>)</li>
</ul></div></div>
<div id="tabset-20-panel-12" class="tab-panel"><div class="tab-title">⚗️ Crafting</div>
<div class="tab-content"><blockquote>
<p>Define custom crafting recipes per hideout area, and optionally clear all existing recipes for specific areas before injecting your own.</p>
</blockquote>
<blockquote>
<p>💡 The default <code>craftingConfig.json</code> ships with all vanilla recipes pre-configured. Enabling the feature without changing anything produces zero difference in-game; it’s just a clean starting point. Add your own recipes, remove ones you don’t want, or wipe entire areas and rebuild them from scratch.</p>
</blockquote>
<hr />
<h4>⚙️ Configuration : <code>craftingConfig.json</code></h4>
<ul>
<li><strong><code>ClearAreas</code></strong> — list of hideout areas whose vanilla recipes will be wiped before injection</li>
<li><strong><code>Recipes</code></strong> — recipes grouped by hideout area. Each recipe supports area level requirement, end product, count, production time, fuel requirement, and a list of input requirements (items or area levels)</li>
</ul></div></div>
<div id="tabset-20-panel-13" class="tab-panel"><div class="tab-title">🔌 Compatibility</div>
<div class="tab-content"><p>Most features work out of the box with modded content. Auto-routing, manual offers, buyback rules, <code>AllItemsExamined</code>, and handbook price overrides all operate on TPLs — as long as you know the correct TPL for a modded item, you can reference it anywhere in the config exactly like a vanilla one. I haven’t done extensive compatibility testing though, and this is something I’ll look to improve in future updates.</p>
<p><strong>Tested compatible mods:</strong></p>
<ul>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1688/more-energy-drinks" rel="noreferrer noopener">More Energy Drinks</a> by Hood</li>
<li><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2512/wtt-content-backport" rel="noreferrer noopener">WTT - Content Backport</a> by GrooveypenguinX</li>
</ul>
<blockquote>
<p>⚠️ Any mod that touches the same systems as RZCustomEconomy will conflict. This includes mods that modify trader assorts, flea market offers, hideout requirements or production times, crafting recipes, or trader buyback policies.</p>
</blockquote></div></div>
<div id="tabset-20-panel-14" class="tab-panel"><div class="tab-title">🔞 Hot Anime Girls</div>
<div class="tab-content"><p><img src="https://i.redd.it/i8ijkqb0v2cf1.gif" alt="Rick" /></p></div></div></div>
]]></description><category>Traders</category><dc:creator>RemzDNB</dc:creator><pubDate>Mon, 23 Feb 2026 20:24:43 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1Iy9e6RqRREFqxyW8UR5kwLMHjZ9Hx7armsCAAQs.png" type="image/png" length="0"/><dc:date>2026-03-12T17:34:29+00:00</dc:date><dc:identifier>v1.2.1</dc:identifier></item><item><title>Da Grog's Subsonics</title><link>https://forge.sp-tarkov.com/mod/2603/da-grogs-subsonics</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2603/da-grogs-subsonics</guid><description><![CDATA[<p>This mod adds clones of base ammo with altered stats to provide subsonic velocities with end game tier penetration. The reasoning is because SAIN does actually provide an option on hearing range based on suppressor usage and suppressor + subsonic usage, or maybe you just want to be more accurate in your kit and it bothers you that all most base subsonic offerings in this game are low tier ammos.</p>
<p><strong>YOU NEED TO HAVE WTT-COMMONLIB 2.0.15 or NEWER FOR THIS MOD TO WORK</strong></p>
<p>NO NEW MODELS ADDED, all ammo is top tier or near top tier for their caliber platform:</p>
<p>Added Ammos and where to get them (Also on flea):</p>
<ul>
<li>9x18mm Dyrokol, Prapor LL2 350 Rubles</li>
<li>7.62x25mm TT DU, Prapor LL2 345 Rubles</li>
<li>9x19mm Subsonic Barrier Blind Projectile, Peacekeeper LL2 400 Rubles</li>
<li>.50AE Subsonic Brass Solid, Peacekeeper LL2 600 Rubles</li>
<li>9x21mm 7U4X, Prapor LL3 700 Rubles</li>
<li>.357 Magnum CWSS, Mechanic LL2 400 Rubles</li>
<li>5.7x28mm SS181AD, Peacekeeper LL3 415 Rubles</li>
<li>4.6x30mm Subsonic BS AP SX, Mechanic LL3 700 Rubles</li>
<li>.366 TKM US, Mechanic LL3 500 Rubles</li>
<li>5.45x39mm US AP, Prapor LL4 850 Rubles</li>
<li>5.56x45mm Variant G, Peacekeeper LL4 850 Rubles</li>
<li>7.62x39mm US AP, Prapor LL4 900 Rubles</li>
<li>.300 BLK Silence, Peacekeeper LL3 650 Rubles</li>
<li>6.8x51mm SIG Model E, Peacekeeper LL3 675 Rubles</li>
<li>7.62x51mm AP Type K, Skier LL3 1250 Rubles</li>
<li>7.62x54mm R US Kopye, Prapor LL3 1500 Rubles</li>
<li>12.7x55mm PS12 Tikhiy Molotok, Prapor LL3 725 Rubles</li>
<li>.338 Lapua Magnum SAP, Mechanic LL4 2550 Rubles</li>
<li>12/70 Lights Out Slug, Peacekeeper LL3 950</li>
<li>12G Tungsten Disc Shot shell added to Skier</li>
<li>20G Tungsten Disc Shot shell added to Prapor</li>
</ul>
<p>==========================================
I have tested this mod on my SPT install and found it compatible with some common add on mod packs and my own mods. Please note any incompatibilities but install at your own risk, I try to fix errors as reported and when I find them but I am limited in skill and time. Appreciate the understanding.</p>
<p>Install = Download .7z file, extract to your maile SPT directory
Uninstall = Start SPT, delete all ammo from mod in your inventory, then Follow Path in directory SPT&gt;user&gt;mods&gt; then DELETE DaGrogsSubsonics folder. Done.</p>
]]></description><category>Weapons</category><dc:creator>Carbon Black</dc:creator><pubDate>Sun, 22 Feb 2026 19:09:49 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/lIsTTHXHuJC70V5NFkbiAIIpUECFbooi2OrmF1vB.png" type="image/png" length="0"/><dc:date>2026-03-21T19:26:39+00:00</dc:date><dc:identifier>v1.0.3</dc:identifier></item><item><title>22 Crackshot</title><link>https://forge.sp-tarkov.com/mod/2602/22-crackshot</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2602/22-crackshot</guid><description><![CDATA[<div class="tabset"><div id="tabset-21-panel-1" class="tab-panel"><div class="tab-title">Disclaimer</div>
<div class="tab-content"><p>This mod is not to be taken seriously</p>
<p>22 Crackshot is the wretched mind child of me seeing a drug bust gun that was made from a flare pistol and thinking “that’d be funny in tarkov”
and now we have this..<br />
<img src="https://i.ibb.co/RpQFgcpv/22crackshot.png" alt="22CrackshotGun" title="22CrackshotGun" /></p>
<p>The gun and ammunition can be purchased from Skier.</p>
<p>Huge shoutout to <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/36153/epicrangetime" rel="noreferrer noopener">EpicRangeTime</a>, <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/30890/grooveypenguinx" rel="noreferrer noopener">GrooveyPengiunX</a>, and <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/33775/bushtail" rel="noreferrer noopener">Bushtail</a>. This mod would have taken ALOT longer without their generous assistance.</p>
<p>Another thank you to <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/84418/bobinstien" rel="noreferrer noopener">Bobinstein</a> for their .22 models that i used for refs.</p></div></div>
<div id="tabset-21-panel-2" class="tab-panel"><div class="tab-title">Inspiration</div>
<div class="tab-content"><p><img src="https://i.ibb.co/S4kr2Kf0/inspo1.png" alt="LOS BANOS, California - Tweaker Gun" title="LOS BANOS, California - Tweaker Gun" />
<img src="https://i.ibb.co/9mMwpCPN/inspo3.png" alt="22 SUPER long“" title="22 SUPER long" />
<img src="https://i.ibb.co/p6N8vxS3/inspo2.png" alt="22Spear" title="22Spear" />
I do not remember what video the 22spear is from. image was sent by a friend.</p></div></div>
<div id="tabset-21-panel-3" class="tab-panel"><div class="tab-title">Demonstration Video</div>
<div class="tab-content"><div class="youtube-lite" data-video-id="l-gB_NO9lOU" data-embed-url="https://www.youtube-nocookie.com/embed/l-gB_NO9lOU?autoplay=1"><img src="https://i.ytimg.com/vi/l-gB_NO9lOU/hqdefault.jpg" alt="YouTube video thumbnail" /></div></div></div></div>
]]></description><category>Weapons</category><dc:creator>Dar'Zhar</dc:creator><pubDate>Sun, 22 Feb 2026 18:52:48 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/YylDBfPPmPpZ6e7kvrZHj8wlKPV0iyfGOJKo6Ep3.png" type="image/png" length="0"/><dc:date>2026-02-22T18:54:07+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item></channel></rss>