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Features

What aowlspt does today, on a post-1.0 client. Everything on this page has been played; anything still being tuned says so in its own row.

Raids

  • Offline raids on every map, populated by bots: scavs, PMCs and bosses, by faction and role.
  • Real bot AI. SAIN rewritten natively — layered decisions, per-bot personalities, cover use, search behaviour, squads. MoreBots raises the population; Black Division adds a hostile PMC faction with its own roles, gear and spawn behaviour.
  • Generated loot, extracts, insurance and death handling. Dying does not cost you your stash.
  • Path To Tarkov, if you enable it: the deploy screen stops being a teleporter. You are standing somewhere, you may only go where that place connects to, and the map you climb out onto is where you now are.

The progression loop

Served by the game server that ships with the system:

  • Profiles, and profile selection at launch. Profiles survive a restart.
  • The stash, traders and trading, with trader, quest and handbook images served to the client.
  • Quests, with their descriptions and their conditions evaluated.
  • The hideout and its production queue, the flea market, insurance, mail, skills, and the scav.

Feel and visuals

FOV fixOptic and non-optic FOV multipliers, camera distance offsets, a zoom toggle.
Classic movementNo inertia, quick tilting, no bush slowdown, optional nostalgia mode — and the same for bots.
Weapon swayFive physically modelled sources — respiration, cardiac, tremor, postural drift, weapon inertia — summed, scaled by the shooter's condition and the weapon, and pushed into the game's own rotation springs.
TexturesHigh-res PBR texture replacement, with a quality tier and a VRAM budget.
Resource packsSwapping whole packs of game resources, with a drive-grade setting so a slow disk is not asked to do a fast disk's job.
PerformanceEngine-level quality, HUD, application and time settings, plus a frame sampler.
GraphicsA togglable full-frame post-processing stack: tonemapping, exposure, contrast, saturation, temperature. Defaults are still being tuned against real raids.

Running the thing

  • In-game settings. F12 gives one settings page per mod, plus the game server's own settings and the full server config surface (28 pages, 323 values). Edits persist back to that mod's config.json and hot-apply where the mod supports it.
  • A mod manager. Turn mods on and off — on the server while it is serving, and on the client while the game is running. Your selection is a file, and so is a named mod list, so "my raid night setup" is something you can send someone.
  • Clean window and exit handling. Closing the game closes the game; the launcher can take the backend down with it.
  • An admin panel on F6: ESP, god mode, infinite stamina, no recoil, no weight, instant heal, unlimited ammo, thermal and night vision, fly, teleport.
  • Two logs that say what happened — one for the client host, one for the server. Troubleshooting is organised around the lines in them.

For mod authors

  • One small C ABI, three exported functions, and a mod library that the host loads, ticks and unloads.
  • Reach into the running game: types and methods by name, live objects as handles, fields by name, hooks that read their arguments and can suppress the original, and a bind-once fast path for per-frame code.
  • Reach into the server: routes, the database, the notifier websocket.
  • A simulator that loads your mod with no game and no server behind it, so the edit-build-run loop is about a second.

For mod developers.

Scope

Single-player, offline, PvE, Windows, post-1.0 clients only. Not multiplayer, not a cheat against BSG's live service, and not a manager for other people's BepInEx mods — see the FAQ.

aoughwl — self-hosted platform for things n stuff. Contact / Support on Discord for access to the private backends.