Releases: space-commits/SPT-Realism-Mod-Client
SPT Realism Mod v1.3.1 for SPT AKI 3.8.3 - RC1
SPT Realism Mod v1.3.1 for SPT AKI 3.8.3 - Release Candidate 1
Fixed hazard zone syncing for Fika + gas mask filters.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Fixed Hazard Zones not being synced between clients when using Fika. For Fika, zones are selected deterministically rather than pseduo-random, using UTC time as a seed (credit to MadFrogz for the idea).
- Fixed mask overlays not being fully disabled if not enabling hazard zones or realistic ballistics. Fixed quest items still contaminating player if hazard zones is disabled.
Tweaks & Changes:
- Gas mask filters : filters are now attachable to gas masks, are required for them to function. They lose durability based on strength of rad or gas zone. Their durability modifies the protection offered by the gas mask. Bots will spawn with gas mask filters in their masks.
- Sprint and jump sway/ADS penalty is now more affected by a weapon's ergo stat, and now also affected by gear ergo penalty.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Can't treat radiation or toxicity out-of-raid.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, reset your config by deleting the Realism.cfg config file from BepInEx/configs. Make sure you install the new Realism folder with the new assets for hazard zones.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, hazard zones, new features, mechanics, tweaks and fixes.
Big thanks to Borkel for creating the overlays for gas masks and other masks. Also huge thanks to zlostnypopolnik for allowing me to use the Geiger sounds from his Fallout 4 mod: https://www.nexusmods.com/fallout4/mods/80798
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled. Fixed zero shift not working correctly, and being exaggerated for pistols.
- Fixed being able to lower face shield while eating/drinking if gear blocking is enabled.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
- Fixed health regen not being interrupted by taking damage. Fixed not getting limited health regen from blunt damage. Fixed not getting adrenaline effect if getting shot (was only working when getting suppressed).
- Fixed map and time based bot loadout changes "sticking" between raids under certain circumstances.
- Fixed sway changes not working if sprint penalty or movement changes is disabled.
- Fixed bots sometimes spawning with the wrong gear/weapons for the current map and time of day.
- Fixed weapon accuracy, scope accuracy and zero shift calculations.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): Yes, it requires medical changes to be enabled, suck it up or don't play with hazard zones. The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for TerraGroup amidst the chaos of the events that lead to the Contract Wars. There are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones have fixed spawns and are slow to kill, but can reach a stage where it's permanent, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones, mechanics and features will be added over time.
- Mask Overlays: gas masks and armored masks have new overlays like face shields and NVGs do. Big thanks to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is buffed by Immunity skill, duration of pain relief increases by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Food Poisoning Rework: toxin effect no longer reduces HP, but instead gives the same sort of debuffs as painkillers and the like.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with am inventory cell length greater than 6 cannot do high ready sprint. Lowered weight limit to 5.1kg.
- When using context menu or hotkey with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of non-HP 5.56 and 5.45 rounds by 5-10%. Tweaked various other ammo's stats.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil. Rebalanced recoil on most pistols, now have more muzzle flip. Tweaked auto-pistol recoil, APS/APB should now be more controllable without a stock.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
- Endurance skill reduces the effect of weight on hydration and energy drain.
- Rebalanced PMC and Scav ammo odds, less likely to have HP at lower levels.
- Tweaked trader repair costs, should be more reasonable now.
- Active aim no longer drains stamina while crouched.
- Stances now affect non-arm stamina regen speed too. Gear like gas masks and face shields also affect regen speed.
- Realism will no longer disable boss spawn changes and progression if SWAG is present. Recommend disabling SWAG from changing boss spawns for sake of balance/progression (UseDefaultSpawns).
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Can't treat radiation or toxicity out-of-raid.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - RC4
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Release Candidate 4
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, delete the Realism.cfg config file from Bepinex/configs.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new features, mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
Big thanks to Borkel for creating the overlays for gasmasks and other masks.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Release Candidate 4:
- Added and tweaked more zones.
- Gas masks and faceshields reduce stamina restoration speed.
- Potential fix for errors caused by bots despawning inside zones.
- Fix for server error related to bot spawns.
- Re-enabled non-boss bot spawn changes.
- Tweaked some stim buffs/debuffs.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Disabled non-boss bot spawn changes, as SPT's spawning of PMCs has changed since I first wrote it. I highly recommend using SWAG + Donuts.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
- Fixed health regen not being interrupted by taking damage. Fixed not getting limited health regen from blunt damage. Fixed not getting adrenaline effect if getting shot (was only working when getting suppressed).
- Fixed zero shift not working correctly, and being exaggerated for pistols.
- Fixed map and time based bot loadout changes "sticking" between raids under certain circumstances.
- Fixed sway changes not working if sprint penalty or movement changes is disabled.
- Fixed bots sometimes spawning with the wrong gear/weapons for the current map and time of day.
- Fixed weapon accuracy, scope accuracy and zero shift calculations.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for TerraGroup amidst the chaos of the events that lead to the Contract Wars. There are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones are fixed and are slow to kill, but can reach a stage where it's permanent, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones will be added over time.
- Mask Overlays: gasmasks and armored masks have new overlays to match faceshields. Big thanks to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Food Poisoning Rework: toxin effect no longer reduces HP, but instead gives the same sort of debuffs as painkillers and the like.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of non-HP 5.56 and 5.45 rounds by 5-10%.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil. Rebalanced recoil on most pistols, now have more muzzle flip.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
- Endurance skill reduces the effect of weight on hydration and energy drain.
- Rebalanced PMC ammo odds, less likely to have HP at lower levels.
- Tweaked trader repair costs, should be more reasonable now.
- Active aim no longer drains stamina while crouched.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - RC 3
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Release Candidate 3
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, delete the Realism.cfg config file from Bepinex/configs.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new features, mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
Big thanks to Borkel for creating the overlays for gasmasks and other masks.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Release Candidate 3:
- REQUIRES FULL CLEAN INSTALL! (yes, again).
- Huge thanks to zlostnypopolnik for allowing me to use the Geiger sounds from his Fallout 4 mod: https://www.nexusmods.com/fallout4/mods/80798
- Gas Masks have durability now, below 50% dura they're useless, otherwise effectiveness is factored by durability.
- Added more zones, fixed issues with existing zones, rebalanced strength of some.
- Fixed and improved how zone spawn chance is calculated.
- Various zone bug fixes.
- Added ability to add weapons to mastery categories via templates.
- Antidote now treats toxicity (gas zones). Blue blood no longer treats poisoning (food poisoning, cultist knife).
- Fixed bosses not having gasmasks on labs.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Disabled non-boss bot spawn changes, as SPT's spawning of PMCs has changed since I first wrote it. I highly recommend using SWAG + Donuts.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
- Fixed health regen not being interrupted by taking damage. Fixed not getting limited health regen from blunt damage. Fixed not getting adrenaline effect if getting shot (was only working when getting suppressed).
- Fixed zero shift not working correctly, and being exaggerated for pistols.
- Fixed map and time based bot loadout changes "sticking" between raids under certain circumstances.
- Fixed sway changes not working if sprint penalty or movement changes is disabled.
- Fixed bots sometimes spawning with the wrong gear/weapons for the current map and time of day.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for TerraGroup amidst the chaos of the events that lead to the Contract Wars. There are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones are fixed and are slow to kill, but can reach a stage where it's permanent, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones will be added over time.
- Mask Overlays: gasmasks and armored masks have new overlays to match faceshields. Big thanks to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Food Poisoning Rework: toxin effect no longer reduces HP, but instead gives the same sort of debuffs as painkillers and the like.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of non-HP 5.56 and 5.45 rounds by 5-10%.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil. Rebalanced recoil on most pistols, not have more muzzle flip.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
- Endurance skill reduces the effect of weight on hydration and energy drain.
- Rebalanced PMC ammo odds, less likely to have HP at lower levels.
- Tweaked trader repair costs, should be more reasonable now.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - RC2
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Release Candidate 2
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, delete the Realism.cfg config file from Bepinex/configs.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new features, mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
Big thanks to Borkel for creating the overlays for gasmasks and other masks.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Release Candidate 2:
- REQUIRES FULL CLEAN INSTALL! Some of your Bepinex settings will be reset.
- Huge thanks to Borkel for adding overlays specifically for TacticalGearComponent's gasmasks.
- Added option to disable zones.
- Added option to adjust detector audio.
- Fixed bugs related to nested zones.
- Fixed placement of some zones. Fixed streets not having radiation zones.
- Tweaked strength of hazard zones.
- Replaced Geiger audio, still somewhat placeholder.
- Optimized trader code.
- Rebalanced base price of some ammo.
- Made Tagilla cap and mask more common.
- Reduced energy drain from stim debuffs.
- Immunity skill reduces debuffs from radiation and toxicity.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Disabled non-boss bot spawn changes, as SPT's spawning of PMCs has changed since I first wrote it. I highly recommend using SWAG + Donuts.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
- Fixed health regen not being interrupted by taking damage. Fixed not getting limited health regen from blunt damage. Fixed not getting adrenaline effect if getting shot (was only working when getting suppressed).
- Fixed zero shift not working correctly, and being exaggerated for pistols.
- Fixed map and time based bot loadout changes "sticking" between raids under certain circumstances.
- Fixed sway changes not working if sprint penalty or movement changes is disabled.
- Fixed bots sometimes spawning with the wrong gear/weapons for the current map and time of day.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for TerraGroup amidst the chaos of the events that lead to the Contract Wars. There are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones are fixed and are slow to kill, but can reach a stage where it's permanent, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones will be added over time.
- Mask Overlays: gasmasks and armored masks have new overlays to match faceshields. Big thanks to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Food Poisoning Rework: toxin effect no longer reduces HP, but instead gives the same sort of debuffs as painkillers and the like.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of non-HP 5.56 and 5.45 rounds by 5-10%.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil. Rebalanced recoil on most pistols, not have more muzzle flip.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
- Endurance skill reduces the effect of weight on hydration and energy drain.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - RC1
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Release Candidate 1
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, delete the Realism.cfg config file from Bepinex/configs.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new features, mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
Big thanks to Borkel for creating the overlays for gasmasks and other masks.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Release Candidate 1:
- Added more zones.
- Various fixes and tweaks to zones.
- Inventory items can now cause radiation or toxicity. At the moment only applies to certain quest items.
- Fixed error spam when leaving a raid.
- Can add Geiger and gas analyser to special slots.
- Added radiation zones.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Disabled and non-boss bot spawn changes, as SPT's spawning of PMCs has changed since I first wrote it. I highly recommend using SWAG + Donuts.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
- Fixed health regen not being interrupted by taking damage. Fixed not getting limited health regen from blunt damage. Fixed not getting adrenaline effect if getting shot (was only working when getting suppressed).
- Fixed zero shift not working correctly, and being exaggerated for pistols.
- Fixed map and time based bot loadout changes "sticking" between raids under certain circumstances.
- Fixed sway changes not working if sprint penalty or movement changes is disabled.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for Terragroup amidst the chaos of the events that lead to the Contract Wars. For this first iteration there are randomized zones of toxic gas that will poison and eventually kill the player and AI. Radiation zones are fixed and are slow to kill, but can reach a stage where it's permanent, leading to a near-permadeath state at high levels of radiation poisoning. There are tools and means for detecting, preventing and treating contamination. More zones will be added over time.
- Mask Overlays: gasmasks and armored masks have new overlays to match faceshields. Big thanks to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Food Poisoning Rework: toxin effect no longer reduces HP, but instead gives the same sort of debuffs as painkillers and the like.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of non-HP 5.56 and 5.45 rounds by 5-10%.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil. Rebalanced recoil on most pistols, not have more muzzle flip.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - Test Build 6
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Test Build 6
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, delete the Realism.cfg config file from Bepinex/configs.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new features, mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
Big thanks to Borkel for creating the overlays for gasmasks and other masks.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Test Build 6:
- Rebalanced effects of toxicity a bit. It now can prevent tac sprint or force low ready depending on the level.
- Added some more gas zones.
- Fixed all PMCs having gasmasks after going to labs
- Expanded compatibility support for reskinned items
- Hopefully fixed Fika throwing errors when bots are inside gas zones.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Disabled and non-boss bot spawn changes, as SPT's spawning of PMCs has changed since I first wrote it. I highly recommend using SWAG + Donuts.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
- Fixed health regen not being interrupted by taking damage. Fixed not getting limited health regen from blunt damage. Fixed not getting adrenaline effect if getting shot (was only working when getting suppressed).
- Fixed zero shift not working correctly, and being exaggerated for pistols.
- Fixed map and time based bot loadout changes "sticking" between raids under certain circumstances.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for Terragroup amidst the chaos of the events that lead to the Contract Wars. For this first iteration there are randomized zones of toxic gas that will poison and eventually kill the player and AI. There are tools and means for detecting, preventing and treating contamination. For now the number of zones is limited, Streets currently has no zones, more will be added in the future. In the future Radiation zones will also be present.
- Mask Overlays: gasmasks and armored masks have new overlays to match faceshields. Big thank to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Food Poisoning Rework: toxin effect no longer reduces HP, but instead gives the same sort of debuffs as painkillers and the like.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of 5.56 and 5.45 non-HP rounds by 5-10%.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - Test Build 5
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Test Build 5
VERY IMPORTANT: Do a complete fresh reinstall, delete the "Realism" folder from Bepinex/plugins if updating from an existing install, delete the Realism.cfg config file from Bepinex/configs.
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new features, mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
Big thanks to Borkel for creating the overlays for gasmasks and other masks.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Disabled and non-boss bot spawn changes, as SPT's spawning of PMCs has changed since I first wrote it. I highly recommend using SWAG + Donuts.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
- Fixed bot loot pools not being handled correctly, leading to loot items not spawning in the correct inventory slot of bots. May require rebalancing of bot loot odds.
- Fixed bot SVT's not having a front sight.
- Fixed armor plates not having limited stock.
- Fixed toggling-off NVGs cancelling stances and causing stam drain.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Hazard Zones (WIP): The Tarkov region is littered with environmental pollution, toxic waste, radioactive and hazardous materials. Some say the region became a dumping ground for Terragroup amidst the chaos of the events that lead to the Contract Wars. For this first iteration there are randomized zones of toxic gas that will poison and eventually kill the player and AI. There are tools and means for detecting, preventing and treating contamination. For now the number of zones is limited, Streets currently has no zones, more will be added in the future. In the future Radiation zones will also be present.
- Mask Overlays: gasmasks and armored masks have new overlays to match faceshields. Big thank to Borkel.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These bonuses increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally. Buffed 7.62x25 penetration. Buffed the damage of 5.56 and 5.45 non-HP rounds by 5-10%.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil.
- Rebalanced trader stocks to be more scarce at lower loyalty levels.
Known Issues:
- Bots won't avoid gas for now, and will eventually die if they don't have a gasmask.
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - Test Build 1
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Test Build 1
Expanded compatibility to ammo and gear, Fika ballistics compatibility, tweaks and fixes.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity kill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Buffed 9x18 ammo pen generally.
- Tweaked stim buffs.
Known Issues:
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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 v1.3.0 for SPT AKI 3.8.3 - Test Build 4
SPT Realism Mod v1.3.0 for SPT AKI 3.8.3 - Test Build 4
Expanded compatibility to ammo and gear, Fika ballistics compatibility, new mechanics, tweaks and fixes. v1.3.0 will most likely be for 3.9.0 ultimately, depends which is done first.
For stance replication between clients while using Fika, host and clients require this plugin:
https://github.com/space-commits/Realism-Stance-Replication/releases/tag/v1.0.1
Note: please see the "known issues" section at the bottom of this post before reporting issues.
Fixes:
- Ballistics with Fika should now be 1:1 with SPT.
- Fixed issues with pain relief system either not registering injuries or not registering pain relief correctly.
- Fixed zero shift being exaggerated if "Increased Inaccuracy" is disabled.
- Fixed being able to lower faceshield while eating/drinking.
- Fixed stress skill basically nullifying all pain.
- Fixed headsets with high NRR rating having very low volume overall, should be more audible now. However the point is still to have these headsets reduce volume more overall to simulate hearing protection. Use the gain keybind or config option to compensate.
- Refactored ballistics to significantly improve performance, especially for buckshot with high pellet counts.
- Disabled and removed airdrop changes as it was causing too many issues and largely redundant now. May bring back in future.
- Fixed surgery kits not selecting any body parts when using keybind or context menu.
Tweaks & Changes:
- Compatibility : presets have been removed in favor of the new compatibility system. Expanded to include gear and ammo. If you're a modder interested in making your content compatible with Realism, DM me.
- Reduced the impact of armor durability on further durability loss, blunt damage and penetration.
- Rebalanced pain relief: the contribution of injuries to pain is now factored by the Stress Resistance skill, meaning less pain meds are needed at higher levels. The threshold for overdosing on pain meds is reduced by Immunity skill, duration of pain relief increased by Immunity skill. If player has pain relief, but gets an injury that creates pain exceeding current pain relief strength, pain relief will be removed until the injury is fixed or more pain meds are taken. Damage and Adrenal stims remove all pain for their duration.
- Alcohol now acts like the painkillers do, the stronger the alcohol the more pain relief and debuffs it gives. Alcohol contributes to the overdose mechanic. It no longer gives a blanket pain relief regardless of pain.
- Adrenaline Rework: Adrenaline has been refactored so that it can give additional bonuses. It boosts weapon manipulation speeds (reloads, stances, ADS, etc.), and movement speed (sprint + walk). Bonuses scale with Stress Resistance skill, no bonuses if not levelled.
- Movement Speed Rebalance: the impact of various effects and stances on movement speed has been increased. These effects increase the max walk speed, not current walk speed. Meaning you cannot exceed max base speed, but can reduce the impact of weight and gear on walk speed. Weapon ergo + weight, ground surface type, firing, stances, health, and adrenaline affect movement speed. Increased the impact of weight on walk speed (as factored by comfort stat). Tweaked weight penalties and base movement speed in general.
- Option to "remember" last used stance when using items like meds, food and grenades. On by default.
- Weapon durability now reduces rate of fire.
- Weapon rate of fire delta now affects malfunction chance. Higher ROF = less chance, lower ROF = greater chance. So weapon mods that affect rate of fire also affect malfunction chance, on top of any malfunction stats they may have.
- Changed the default position of some weapons like the SCAR rifles to take up less of the screen or reduce issues with stances and melee animation.
- Weapons with a cell length greater than 6 cannot do high ready sprint.
- When using context menu or shortcut with surgery kit, it will now select the body part with the least HP.
- Buffed 9x18 ammo pen generally.
- Tweaked stim buffs.
- Upped min and max reload speed.
- Increased max quick reload speed significantly.
- Buffed bot loot slightly. Decreased chance of splints, increased chance of tourniquets.
- Buffed M4 recoil.
Known Issues:
- Gear blocking healing does not work when using quickslots/keybinds if using Fika.
- 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.