v.1.5.3 Release Candidate 2 Available for Testing
https://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.3-RC2
2025-02-27 13:08:15 +0000 UTC View Post
https://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.3-RC2
2025-02-27 13:08:15 +0000 UTC View Posthttps://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.2
In case you missed it, v.1.5.2 was released.
This is just a simple proof of concept, the final iteration will require multiple valves to be turned on or off in order to deactivate certain hazards. Some hazards can't be deactivated.
2025-02-08 17:44:10 +0000 UTC View PostPreview of work to make some hazard zones more interactable
2025-02-08 02:17:50 +0000 UTC View Post
https://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.0
Thank you to everyone who helped test and give feedback, and special thanks to Spud for helping with the class references.
https://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.0-RC2
If there's no issues/bugs, this is the final release build for v1.5.0! Thanks to all he helped test and leave feedback.
https://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.0-test6
This build reworks recoil completely in order to fix long-standing bugs. Make sure to reset your Realism BepInEx config completely before testing, by deleting it in BepInEx/config/ Realism . cfg
2025-01-27 10:21:59 +0000 UTC View Posthttps://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.0-test4
Bot loadout and loot changes are re-enabled. Needs extensive testing, so will likely see errors generating bots time to time.
2025-01-20 16:05:37 +0000 UTC View PostJust want to get a feel for what features people care about most
2025-01-19 00:18:56 +0000 UTC View Posthttps://github.com/space-commits/SPT-Realism-Mod-Client/releases/tag/v1.5.0-test3
There have been fixes and the reintroduction of the deafening mechanic since build 1.
2025-01-18 17:08:44 +0000 UTC View Post
Hit some snags, but finally got the mod to compile and get into raids. Now begins the slow process of testing and verifying every feature one by one. Server-side features will be temporarily disabled for the initial test builds in order to focus on client-sided features. That's stuff like bot changes and insurance, those will be updated once everything else is stable.
First test build can be found here: 2025-01-14 20:04:01 +0000 UTC View Post
I finally have the time so start updating Realism mod to SPT 3.10! I appreciate everyone's patience and support. I will be posting any development updates here and in the discord thread.
2025-01-10 17:33:33 +0000 UTC View Posthttps://github.com/space-commits/SPT-FOV-Fix/releases/tag/v3.0.0-test1
Before FOV fix is pillaged to the point of being made redundant, I decided to quickly make a streamlined version. Check the release notes for what features were temporarily removed or made redundant.
You know the drill, test different combinations of sights, toggle zoom etc. and let me know if t...
2024-12-16 16:57:18 +0000 UTC View PostI've gained a number of new followers and supporters so I just wanted to let everyone know that I will indeed be returning to SPT mod development once I have more free time. This will most likely be in the Jan-Feb period.
I will focus on getting FOV Fix done first, it'll be a streamlined version for the initial release till I workout how BSG's variable zoom works.
Realism is a big mod that touches virtually of of EFT's gameplay systems. It's not enough to just target the latest ...
3.10 is out, and it has brought a lot of changes both from the SPT and EFT side of things. It will take a long time and a lot of effort to update. I do not have the free time or energy to work on the mod at the moment, so it will be some time before Realism mod is updated to 3.10 or whatever version of SPT will be out at the time.
If and when I have any progress updates I'll post them here.
2024-11-28 11:06:42 +0000 UTC View PostA very early WIP of improved weapon collision handling. I got rid of BSG's implementation as it's janky, especially with the changes I made for stances. The interactions in the video are slowed down for testing purposes, in the final state it will be based on weapon ergo and other factors.
The intent is to stop the gun over-reacting to cover where it quickly snaps back and forth, especially in cases like railings. It's also to make he overall experience smoother, while giving a more si...