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aowlspt — deprecated ​

Deprecated — folded into Jester

aowlspt is no longer where this work happens. It has been folded into Jester, the modding engine: a small Unity host, mods written in aowlmony and hot-swapped while the game runs, with the whole boundary between a mod and the engine being 220 host calls.

What that means for the Tarkov work specifically:

  • The bot AI — the layered decision ladder, personalities, hearing, vision, suppression, search, squads and cover scoring — is a Jester mod. It was written as pure logic over numbers, which is why it could move at all.
  • Content comes in through Jester's importers: a mod claims a scheme, reads the player's own installed copy of a game on their own machine, and publishes a catalog. Nothing is bundled and nothing is redistributed — and each game's licence governs what a player may extract.
  • The settings schema, the inventory and quest-condition maths, and the world model port the same way: as mods, over the same catalogs.

Nothing that reaches into a running Tarkov client — the injection and detour layers, the IL2CPP work, the server emulator — moves. That is prior art for Jester's own host rather than code to port, and it is the reason this section is kept rather than deleted.

These pages stay up as the record of how it was done. They are no longer maintained. Start at Jester.

The source is public now

The code is at github.com/aoughwl/aowlspt, under the PolyForm Noncommercial License 1.0.0 — read it, build it, learn from it, do anything with it that is not for commercial advantage.

With it come its own 63 engineering documents, published here as the manual: the ABI reference, the IL2CPP work, the RVA tables resolved offline, the emulator's coverage audit, the boot-flow and screen maps, and the decision records for the things that were shelved. They are working notes, not tutorials — but they are precise, and they are why this section is worth keeping.

Mods for post-1.0 Escape From Tarkov. A native mod host, a game server that speaks the real client's protocol, a launcher, a mod manager, and a set of mods — offline, single-player, on your own machine.

Tarkov 1.0 moved the client to IL2CPP. There are no managed assemblies left, so BepInEx does not load, Harmony has nothing to patch, and every mod written for the Mono era stopped working. The usual answer is to roll your client back to a pre-1.0 build. aowlspt does the other thing: it mods the client you actually own.

→ Install it · First run · What it does · Mods

Looking for exhaustive detail?

The Reference section is generated directly from source — every host config flag with its type, default and read site; every ABI header with its functions and design notes; every mod with every settings key.

See also Automation for driving the client without a human, the method for how this project decides something is true, and traps for the hard-won facts that keep being rediscovered.


What you get ​

Offline raidsEvery map, with bots, generated loot, extracts and death handling. No server but yours.
A working progression loopProfiles, the stash, traders and trading, quests with their conditions evaluated, the hideout and its production queue, the flea market, insurance, mail, skills, the scav.
Bot AI worth fightingSAIN, rewritten natively: layered decisions, personalities, cover use, squad behaviour. MoreBots raises the population; Black Division adds a hostile PMC faction.
The mods people actually runFOV fix, classic (no-inertia) movement, physical weapon sway, Path To Tarkov, a graphics overhaul, high-res PBR textures, resource packs, engine performance settings.
In-game settingsA settings page per mod, edited while the game runs, persisted back to the mod's config.json.
A mod managerEnable and disable mods live — on the server while it serves, and on the client while the game is running. Mod lists are files you can commit and send someone.
A mod APIWrite mods against one small C ABI, build them with one command, and test them without launching Tarkov.

The full list, with what is playtested and what is still being tuned, is on Features.

Install it ​

aowlspt-install install --source D:\Games\Tarkov --target D:\Aowlspt --payload payload
aowl importdb --from D:\SPT --out D:\Aowlspt\aowlspt
aowlspt-launch --root D:\Aowlspt

Three commands, once. Your existing install is only ever read — everything is built into a second directory. The long version, including what each refusal means, is on Installation.

Who this is for ​

  • Players who want a modded single-player Tarkov on a post-1.0 client, and are willing to run an installer and import a database once.
  • Mod authors who want to reach a post-1.0 client at all — hooks, live objects, fields by name, and a per-frame fast path, with no BepInEx underneath. Start at For mod developers.

Scope, plainly ​

  • Single-player and offline only. PvE. The client this produces plays against a backend on your own machine.
  • It must never talk to BSG's live service. The installer does not carry BattlEye across and the launcher does not start it. Injecting a DLL into a process that is talking to BSG's servers has consequences for your account. These tools will not stop you pointing the client somewhere else, and they will not help you either.
  • Your existing install is only ever read. If it goes wrong, delete the second directory.
  • You need an SPT install to import the game's item, trader, quest and map data from. This project does not distribute BSG's data. Without that step the server starts, answers every route, and has nothing in it.
  • Windows only.

The code ​

The repository is github.com/aoughwl/aowlspt, public, under the PolyForm Noncommercial License 1.0.0: free for anything that is not commercial. Every page in the manual links back to the files it describes.

A built, installable copy is no longer sold — see the store page for what that means for existing licences — but nothing obliges you to buy one; the source is there. Questions first: Discord timbuktu_guy.

Where to go next ​

InstallationRequirements, the commands, and what lands where.
Getting startedYour first launch: the launcher, the profile, the menu, the first raid.
FeaturesWhat the system does today, and what is still being tuned.
ModsEvery mod that ships, and what each one is for.
Bot AIThe enemy-behaviour driver, and how SAIN, population, waypoints and ORBIT fold into one mod.
ConfigurationThe in-game settings pages, config.json, and where each file lives.
TroubleshootingThe failures people hit, in the order they hit them.
FAQShort answers: pre-1.0, multiplayer, BattlEye, SPT, updates, uninstalling.
For mod developersWhat a mod is, the build command, and the shortest path to a running one.
Under the hoodThe internals: the hosts, the ABI, IL2CPP, the game server, the engineering record.
The manualAll 63 of the repository's own engineering documents, published as they stand.

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