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SPT Realism Mod v1.4.8 for SPT AKI 3.9.8

03 Nov 22:18
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SPT Realism Mod v1.4.8 for SPT AKI 3.9.8

Note: please see the "known issues" section at the bottom of this post before reporting issues.

Fixes:

  • Fixed Fence insurance soft locking profiles.

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.

SPT Realism Mod v1.4.7 for SPT AKI 3.9.8

25 Oct 11:08
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SPT Realism Mod v1.4.7 for SPT AKI 3.9.8

512442154324334313241533442411431324153344241115434421344244244315443413453145434335151344113343141545433334122443

Note: please see the "known issues" section at the bottom of this post before reporting issues.

Fixes:

  • Fixed some minor issues in preparation for final Halloween event.
  • Another attempt at fixing the erratic behaviour of some heavy weapons when ADSing or crouching.
  • Fixed average player LL miscalculating in cases where player count or average LL is 0/new profile
  • Fixed gas zones not spawning when player is below level 10 which should have a 100% spawn chance (such as the ones needed for quests).

Tweaks & Changes:

  • Weapon Handling: added some additional details to weapon handling. Guns have a slight cant to them based on ergo, which increases as you crouch. The weapon will also move closer, or further away, depending on the weapon type and stock situation. If ADSing through a gasmask or faceshield, ADS will be slightly canted. Excessively long magazines force the gun to cant more, including while aiming, if prone. Many thanks to adishee of TarkovIRL mod for some of the inspiration for this. Can be disabled in config to ensure compatibility with TarkovIRL if you use that.
  • Patrol Stance Rework: got rid of BSG's patrol stance and made my own, reminiscent of STALKER Anomaly's "holstered" state and such.
  • Small tweaks and rebalances for Halloween event.
  • Redid Fence nerf. There's some wackiness with the SPT config that I did not pick up on before.
  • Tweaks to stats of some weapons and attachments, slight AK-12 ergo buff.

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.

SPT Realism Mod v1.4.7 for SPT AKI 3.9.8 - RC 1

24 Oct 20:20
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SPT Realism Mod v1.4.7 for SPT AKI 3.9.8 - Release Candidate 1

512442154324334313241533442411431324153344241115434421344244244315443413453145434335151344113343141545433334122443

Note: please see the "known issues" section at the bottom of this post before reporting issues.

Fixes:

  • Fixed some minor issues in preparation for final Halloween event.
  • Another attempt at fixing the erratic behaviour of some heavy weapons when ADSing or crouching.

Tweaks & Changes:

  • Weapon Handling: added some additional details to weapon handling. Guns have a slight cant to them based on ergo, which increases as you crouch. The weapon will also move closer, or further away, depending on the weapon type and stock situation. If ADSing through a gasmask or faceshield, ADS will be slightly canted. Excessively long magazines force the gun to cant more, including while aiming, if prone. Many thanks to adishee of TarkovIRL mod for some of the inspiration for this. Can be disabled in config to ensure compatibility with TarkovIRL if you use that.
  • Patrol Stance Rework: got rid of BSG's patrol stance and made my own, reminiscent of STALKER Anomaly's "holstered" state and such.
  • Small tweaks and rebalances for Halloween event.
  • Redid Fence nerf. There's some wackiness with the SPT config that I did not pick up on before.

Known Issues:

  • Can't treat radiation or toxicity out-of-raid with med at this time due to limitations. There is a repeatable Therapist quest to heal rads, and toxicity is passively healed by hideout med station and vent upgrades.
  • 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.

SPT Realism Mod v1.4.6 for SPT AKI 3.9.8

21 Oct 21:07
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SPT Realism Mod v1.4.6 for SPT AKI 3.9.8

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.

Note that this is untested with Fika and likely will not work correctly (will not by synced between players and progression of the event will not be tracked correctly unless everyone completes quests at the same time).

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. Therapist has the questline which unlocks on completion of Sanitary Standards. 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".

512442154324334313241533442411431324153344241115434421344244244315443413453145434335151344113343141545433334122443

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.

SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - RC 1

20 Oct 17:10
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SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - Release Candidate 1

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.

RC 1 Notes:

  • Rebuilt the config .exe to flag less AV vendors, let me know if it doesn't work properly anymore
  • Added stability and handling stats for more attachments.
  • Tweaked quest requirements and rewards further and fixed some issues with barter unlocks, progression and locking off of quests.
  • Fixed Raiders spawns on labs.
  • Tweaked map gas event weather changes and strength.
  • Improved how the placement of GAMU/RAMU is handled to hopefully prevent it clipping into or below the ground or other objects, and prevent it from disappearing seemingly randomly.
  • Fine tuned weapon inertia changes.

Testing Notes:

  • A lot of the new mechanics to be tested are locked behind quests. Both the quests and mechanics need testing for functionality/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.
  • 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".

512442154324334313241533442411431324153344241115434421344244244315443413453145434335151344113343141545433334122443

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.

SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - Test Build 2

17 Oct 22:17
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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".

512442154324334313241533442411431324153344241115434421344244244315443413453145434335151344113343141545433334122443

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.

SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - Test Build 1

13 Oct 22:13
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SPT Realism Mod v1.4.6 for SPT AKI 3.9.8 - Test Build 1

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 .

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.
  • 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.

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.
  • 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.
  • 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".

512442154324334313241533442411431324153344241115434421344244244315443413453145434335151344113343141545433334122443

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.

SPT Realism Mod v1.4.5 for SPT AKI 3.9.8

24 Sep 15:59
07a2f6b
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SPT Realism Mod v1.4.5 for SPT AKI 3.9.8

Note: please see the "known issues" section at the bottom of this post before reporting issues.

Fixes:

  • Fixed very heavy weapons not being handled correctly in all cases, leading to strange behaviour including wiggling around. This should fix issues with really heavy custom weapons added by other mods IF they have a properly set up compatibility patch.
  • The player and bots will now be moved to the nearest "safe" location if about to be spawned inside a hazard zone. Most zones will block bots from trying to navigate through them where possible.
  • Fixed radiation not reducing the resource of filters.
  • Fixed 0 durability weapons being able to fire.
  • Various other minor fixes.

Tweaks & Changes:

  • "Dynamic" Hazard Zones: These are hazard zones accompanied by map assets that can appear in unexpected places, to block routes or high loot areas. These zones have a stronger concentration of hazardous materials, and contain loot spawns with rare to basic loot. For now there are a handful of them on Shoreline, Interchange and Customs but more will be added over time. They won't start spawning until the player has reached a certain level, or a new quest is started.
  • Hazards Rebalance: gas and radiation will now "stick" to the player after they've left a hazard zone, adding more rads/toxicity for some time. Being in a toxic zone without a gasmask will cause blurry vision, debuffs to movement and weapon manipulation, and causes damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Toxic gas zones will not spawn on Ground Zero at a low PMC level. At a low PMC level, hazard zones are less likely to spawn. Damage from built up radiation and toxicity has been increased.
  • Med station and vents now reduces toxicity while out of raid if generator is on. The higher the level, the more reduction.
  • Safe Zones: Labs has safe zones where radiation and toxicity is nullified, allowing the player to safely remove their gas mask. eat/drink, change filters, heal etc. These are locked behind hermetically sealed doors, and require the doors to be closed to function. Listen out for their SFX to locate them.
  • Radiation Sickness: Coughing from radiation sickness comes in waves instead of being constant and is chance based. The time interval and chance is based on immunity skill and total radiation level. Radiation has a chance to cause random light bleeds based on total radiation. Being on anti-rad meds reduces the damage received from radiation effect.
  • Passive Regen: passive regen has been expanded from only healing certain types of damage to include healing all types of damage, under specific conditions. For general passive regen by default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative status effects, must not be sprinting, not be affected by a hazard zone and it will only apply to body parts that have HP above 90%. The thresholds for remaining HP, hydration/energy and the time threshold are greatly affected by Vitality and Health skills. A fresh account will effectively have no passive regen capability, while a fully levelled account will have significant passive regen. Can be disabled in config.
  • Insurance Rebalance: Therapist gives cash value of items instead of the items themselves, Prapor still gives the items back but at a low chance of return. Can be disabled.
  • Rebalanced Malfunction Chance: Previous iterations didn't properly calculate malfunction chance. It is now much more closely linked to weapon durability, but is also significantly affected by weapon heat. In addition, increasing the fire rate of a gun through attachments, and long strings of fire, also increases malfunction chance. Effectively all this means that single and burst fire is less likely to cause malfunctions than mag dumping, and that durability more significantly affects malfunction chance. Remember that weapon attachments can affect malfunction chance too.
  • Weapon SFX: leveraged existing functionality to increase weapon SFX pitch based on modified weapon fire rate, and increased the impact of overheating. It's a subtle way to make the ROF sound higher/lower.
  • Globally increased the heat rate of weapons. They won't glow after one mag but heat management is much more important now.
  • Reduced bot weapon durability to make it harder to horde pristine weapons and encourage use of traders.
  • Recoil tweaks: tweaked default recoil config settings to make burst fire a bit smoother, and slow down vertical reset after firing especially for stockless weapons. Rebalanced a few weapons. Stockless weapons no longer get recoil reduction from player weight. Recoil dispersion/spread increases after 4 rounds to encourage burst fire further. I recommend resetting all recoil settings.
  • Significantly increased the accuracy on all pistols.
  • Tweaked deafening effect visuals to be more subtle.
  • Added compatibility/stats for all patch 0.15 items.
  • Increased fragment count of all grenades.
  • Tweaked weapon inertia to be more subtle at lower weapon weight.
  • Changed quest locations for Safety Technician Part 1.
  • Various other minor tweaks.

Known Issues:

  • Bots won't avoid some of the hazard zones, and will eventually die if they don't have a gasmask.
  • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
  • 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.

SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Release Candidate 1

23 Sep 12:20
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SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Release Candidate 1

Note: please see the "known issues" section at the bottom of this post before reporting issues.

RC 1 Changes:

  • Upped gun cool factor again.
  • Fixed 50 AE ammo stock count.
  • Changed Safety Technician Part 1 quest locations.
  • Adjusted bot loot odds and weapon durability.
  • Added weapon SFX modification based on weapon fire rate.
  • Upped weapon inertia.
  • Being prone with bipod always counts as mounting.
  • Tweaked body part bleed chances.

Fixes:

  • Fixed very heavy weapons not being handled correctly in all cases, leading to strange behaviour including wiggling around. This should fix issues with really heavy custom weapons added by other mods IF they have a properly set up compatibility patch.
  • The player and bots will now be moved to the nearest "safe" location if about to be spawned inside a hazard zone. Most zones will block bots from trying to navigate through them where possible.
  • Fixed radiation not reducing the resource of filters.
  • Fixed 0 durability weapons being able to fire.

Tweaks & Changes:

  • "Dynamic" Hazard Zones: These are hazard zones accompanied by map assets that can appear in unexpected places, to block routes or high loot areas. These zones have a stronger concentration of hazardous materials, and contain loot spawns with rare to basic loot. For now there are a handful of them on Shoreline, Interchange and Customs but more will be added over time. They won't start spawning until the player has reached a certain level, or a new quest is started.
  • Hazards Rebalance: gas and radiation will now "stick" to the player after they've left a hazard zone, adding more rads/toxicity for some time. Being in a toxic zone without a gasmask will cause blurry vision, debuffs to movement and weapon manipulation, and causes damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Toxic gas zones will not spawn on Ground Zero at a low PMC level. At a low PMC level, hazard zones are less likely to spawn. Damage from built up radiation and toxicity has been increased.
  • Med station and vents now reduces toxicity while out of raid if generator is on. The higher the level, the more reduction.
  • Radiation Sickness: Coughing from radiation sickness comes in waves instead of being constant and is chance based. The time interval and chance is based on immunity skill and total radiation level. Radiation has a chance to cause random light bleeds based on total radiation. Being on anti-rad meds reduces the damage received from radiation effect.
  • Passive Regen: passive regen has been expanded from only healing certain types of damage to include healing all types of damage, under specific conditions. For general passive regen by default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative status effects, must not be sprinting, not be affected by a hazard zone and it will only apply to body parts that have HP above 90%. The thresholds for remaining HP, hydration/energy and the time threshold are greatly affected by Vitality and Health skills. A fresh account will effectively have no passive regen capability, while a fully levelled account will have significant passive regen. Can be disabled in config.
  • Insurance Rebalance: Therapist gives cash value of items instead of the items themselves, Prapor still gives the items back but at a low chance of return. Can be disabled.
  • Rebalanced Malfunction Chance: Previous iterations didn't properly calculate malfunction chance. It is now much more closely linked to weapon durability, but is also significantly affected by weapon heat. In addition, increasing the fire rate of a gun through attachments, and long strings of fire, also increases malfunction chance. Effectively all this means that single and burst fire is less likely to cause malfunctions than mag dumping, and that durability more significantly affects malfunction chance. Remember that weapon attachments can affect malfunction chance too.
  • Weapon SFX: leveraged existing functionality to increase weapon SFX pitch based on modified weapon fire rate, and increased the impact of overheating. It's a subtle way to make the ROF sound higher/lower.
  • Globally increased the heat rate of weapons. They won't glow after one mag but heat management is much more important now.
  • Reduced bot weapon durability to make it harder to horde pristine weapons and encourage use of traders.
  • Recoil tweaks: tweaked default recoil config settings to make burst fire a bit smoother, and slow down vertical reset after firing especially for stockless weapons. Rebalanced a few weapons. Stockless weapons no longer get recoil reduction from player weight. Recoil dispersion/spread increases after 4 rounds to encourage burst fire further.
  • Significantly increased the accuracy on all pistols.
  • Tweaked deafening effect visuals to be more subtle.
  • Added compatibility/stats for all patch 0.15 items.
  • Increased fragment count of all grenades.
  • Tweaked weapon inertia to be more subtle at lower weapon weight.
  • Changed quest locations for Safety Technician Part 1.

Known Issues:

  • Bots won't avoid some of the hazard zones, and will eventually die if they don't have a gasmask.
  • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
  • 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.

SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 6

20 Sep 13:49
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SPT Realism Mod v1.4.5 for SPT AKI 3.9.8 - Test Build 6

Note: please see the "known issues" section at the bottom of this post before reporting issues.

TESTING NOTES:

  • There are 3 dynamic zones on Customs, Shoreline and Interchange. They're time consuming to make so more will be added before release of v1.4.5 and after. Please give feedback on their hazard strength, loot and impact on gameplay.
  • If you fall through the map or see bots falling through the map, or notice any issues caused by the spawn changes, let me know.
  • Passive regen balance will be tweaked over time, please give feedback and keep in mind it's highly dependent on skills levelling.
  • Report any strange behaviours of bots trying to navigate in/through/around hazard zones.
  • Please test Therapist insurance thoroughly and report any errors in server log relating to insurance returns. Insurance is returned after an hour. Report any issues like getting the item back instead of the cash value.

Test Build 6 Changes:

  • Upped gun cool factor.
  • Added insurance rebalance, where Therapist gives cash value of items and Prapor gives the items back but at a low chance of return.
  • Rebalanced/fixed malfunction chances.
  • Coughing in gas zones has a threshold that needs to be met before you start taking damage, to give the player a chance to get out without taking damage. This threshold is modified by immunity skill.
  • Coughing from radiation sickness comes in waves instead of being constant and is chance based. The time interval and chance is based on immunity skill and total radiation level.
  • Med station and vents now reduces toxicity while out of raid if generator is on. The higher the level, the more reduction.
  • Reduced bot weapon durability.
  • Fixed/refined hermetic door sound effects when opening and closing them.
  • Dynamic zone spawn chance is no longer 100%.

Fixes:

  • Fixed very heavy weapons not being handled correctly in all cases, leading to strange behaviour including wiggling around. This should fix issues with really heavy custom weapons added by other mods IF they have a properly set up compatibility patch.
  • The player and bots will now be moved to the nearest "safe" location if about to be spawned inside a hazard zone. Most zones will block bots from trying to navigate through them where possible.
  • Fixed radiation not reducing the resource of filters.
  • Fixed 0 durability weapons being able to fire.

Tweaks & Changes:

  • "Dynamic" Hazard Zones: These are hazard zones accompanied by map assets that can appear in unexpected places, to block routes or high loot areas. These zones have a stronger concentration of hazardous materials, and contain loot spawns with rare to basic loot. For now there are a handful of them on Shoreline, Interchange and Customs but more will be added over time. They won't start spawning until the player has reached a certain level, or a new quest is started.
  • Hazards Rebalance: gas and radiation will now "stick" to the player after they've left a hazard zone, adding more rads/toxicity for some time. Being in a toxic zone without a gasmask will cause blurry vision, debuffs to movement and weapon manipulation, and causes damage that can rapidly lead to death. The rad and toxicity treatment strength of meds has been generally reduced. Toxic gas zones will not spawn on Ground Zero at a low PMC level. At a low PMC level, hazard zones are less likely to spawn. Damage from built up radiation and toxicity has been increased.
  • Med station and vents now reduces toxicity while out of raid if generator is on. The higher the level, the more reduction.
  • Radiation Sickness: Coughing from radiation sickness comes in waves instead of being constant and is chance based. The time interval and chance is based on immunity skill and total radiation level. Radiation has a chance to cause random light bleeds based on total radiation. Being on anti-rad meds reduces the damage received from radiation effect.
  • Passive Regen: passive regen has been expanded from only healing certain types of damage to include healing all types of damage, under specific conditions. For general passive regen by default you must have received no damage for 10 minutes, have close to full hydration + energy, not be under any negative status effects, must not be sprinting, not be affected by a hazard zone and it will only apply to body parts that have HP above 90%. The thresholds for remaining HP, hydration/energy and the time threshold are greatly affected by Vitality and Health skills. A fresh account will effectively have no passive regen capability, while a fully levelled account will have significant passive regen. Can be disabled in config.
  • Insurance Rebalance: Therapist gives cash value of items instead of the items themselves, Prapor still gives the items back but at a low chance of return. Can be disabled.
  • Rebalanced Malfunction Chance: Previous iterations didn't properly calculate malfunction chance. It is now much more closely linked to weapon durability, but is also significantly affected by weapon heat. In addition, increasing the fire rate of a gun through attachments, and long strings of fire, also increases malfunction chance. Effectively all this means that single and burst fire is less likely to cause malfunctions than mag dumping, and that durability more significantly affects malfunction chance. Remember that weapon attachments can affect malfunction chance too.
  • Globally increased the heat rate of weapons. They won't glow after one mag but heat management is much more important now.
  • Reduced bot weapon durability to make it harder to horde pristine weapons and encourage use of traders.
  • Recoil tweaks: tweaked default recoil config settings to make burst fire a bit smoother, and slow down vertical reset after firing especially for stockless weapons. Rebalanced a few weapons. Stockless weapons no longer get recoil reduction from player weight. Recoil dispersion/spread increases after 4 rounds to encourage burst fire further.
  • Significantly increased the accuracy on all pistols.
  • Tweaked deafening effect visuals to be more subtle.
  • Added compatibility/stats for all patch 0.15 items.
  • Increased fragment count of all grenades.
  • Tweaked weapon inertia to be more subtle at lower weapon weight.

Known Issues:

  • Bots won't avoid some of the hazard zones, and will eventually die if they don't have a gasmask.
  • Can't treat radiation or toxicity out-of-raid except for Therapist quests at this time due to limitations.
  • 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.