SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - Test Build 2
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SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - Test Build 2
Note: please see the "known issues" section at the bottom of this post before reporting issues.
The new questline will not function correctly if using any other mods to handle or change boss spawns (SWAG+Donuts, MOAR, SVM). Please remove or configure these mods for the duration of the questline and events so that they do not affect boss spawns if you want to do the questline .
If using Amand's Graphics, it's also recommended to set the fog settings to -100 for all maps.
Test Build 2 Notes:
- Adjusted quest rewards and requirements, some felt too hard/grindy.
- Increased cultist knife spawn chance.
- Reduced ambient audio playback frequency for toxic fog.
- Toned down weapon inertia/movement a little bit especially while aiming, strafing weapon inertia is reduced by active weapon light/laser.
- Added handling and aim stability stats to more attachments.
Testing Notes:
- A lot of the new mechanics to be tested are locked behind quests. Both the quests and mechanics need testing for funcitonality/bugs and feedback.
- The quest chain and these release notes are intentionally vague to keep the quest chain more interesting and surprising, please be mindful of this. The quest line is not fully completable at this stage and is still WIP.
- This questline will not function correctly if using any other mods to handle or change boss spawns (SWAG+Donuts, MOAR, SVM). Please remove or configure these mods for the duration of the questline and events so that they do not affect boss spawns if you want to do the questline.
Fixes:
- Fixed weapon SFX changes based on firerate not working correctly.
- Fixed weapon malf chance getting to 0 or below with certain builds, preventing malfunctions.
- Fixed gas mask filter resource being able to be reduced below 0 causing all sorts of bugs.
- Fixed incorrect handing of gas masks without filters.
- Fixed passive regen and hydro/energy drain rates not being calculated correctly or applying at all.
- Fixed how player level based boss chance is calculated which resulted in lower than expected chances overall over multiple raids.
- Fixed how regular bot spawn changes is handled which resulted in far too many bots spawning.
- Fixed gas coughing state not debuffing weapon manipulation.
- Refactored how player health is set which should fix issues with player scavs.
- Fixed how ammo durability burn stat was being calculated. A lot of ammo's durability burn has been increased, some decreased, and rebalanced overall.
Tweaks & Changes:
- Hazard Zone Questline: added a new quest chain related to hazard zones that will introduce new mechanics and have impacts on your raids for their duration, and has a spooky element to it for Halloween. The finale of this questline will only be available during Halloween. This questline will not function correctly if using any other mods to handle or change boss spawns (SWAG+Donuts, MOAR, SVM). Please remove or configure these mods for the duration of the questline and events so that they do not affect boss spawns if you want to do the questline .
- New Event: a new event is introduced by the questline .
- New Hazard Zone Mechanics: two new devices, RAMU and GAMU, can be placed in certain hazard zones to collect data. Once finished collecting data, they can be sold to a trader for significant sums of money. While operating these devices they are audible to bots. Hazard zones will now spawn radioactive or toxic samples that can be sold to traders. While in the player's inventory they will add toxicity/rads unless stored inside a SAFE container (new item). These new items are unlocked by the questline .
- Added two keybinds for toggling mute for geiger and gas analyser separately.
- Less harsh penalties for respirator vs. gas masks.
- Improved calculations for how geiger + analyser react to hazards.
- Added ability to add hazard zones for modders.
- Weapon Handling Changes: reduced the exaggerated up/down movement while walking introduced by the stances feature. Adjusted the walk animation in general to be smoother and be based on the weapon's ergo, weight, handling stat, stamina, injury etc. Tweaked weapon inertia overall. Tweaked stance animations (please reset your config or specifically all advanced stance settings otherwise there may be strange behaviours).
- Weapon Handling and Aim Stability stats: two new stats that affect weapon handling separately to ergo. Aim stability reduces aim sway, while weapon handling reduces weapon inertia, improved hipfire control and reduces penalties from sprinting.
- Movement Changes: reduced movement speed overall and increased inertia slightly, added more weighty feeling to movement between these changes and changes to weapon handling.
- Malfunction Chance Tweaks: weapons will have almost 0 malf chance till durability reaches 95 unless certain conditions are met (ammo, mag or weapon malf chance exceeds a threshold, heat, burst length etc.). Weapons have reduced malf chance till 90 durability. All this means that with reliable magazines, ammo and attachments, the gun will almost never malfunction unless heat builds up past a certain point or you fire more than 8 shots in a burst. This is aimed at preventing brand new guns with full durability from malfunctioning under most circumstances.
- Adjusted recoil for some weapons.
- Adjusted and improved ADS speed calculations to better take weapon stats into account.
- Cultist loadout changes: changed cultist loot and gear. Cultists use weapons from their victims. Cultists have a % chance to use weapons from PMCs, raiders and Rogues equal to their level. So low level cultists will use low level Bear or USEC weapons, and as you and PMCs level up cultists will use higher tier PMC weapons. Cultist priests will use higher tier PMC weapons by default as well as Rogue and Raider weapons. Priests have better loot than regular "sectants".
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Known Issues:
- Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
- Balancing is always on-going.
- Glock 18C recoil is bugged, BSG issue.
- High ready sprint animation bugs out sometimes, BSG issue.
- Can hit self with melee in the legs.
- SPT/EFT is cursed.