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Getting started
You have installed aowlspt and imported a database (Installation). This is what the first session looks like.
Start the game
D:\Aowlspt\aowlspt\aowlspt-launch.exeThe launcher does three things in order:
- Starts
aowlspt-backend.exeand waits until it actually answers on127.0.0.1:<port>— a socket that accepts is exact, because the backend opens the port only after the last mod has loaded. It prints a line every five seconds while it waits and gives up after--backend-waitseconds (300 by default) with a warning rather than silently. - Starts
EscapeFromTarkov.exesuspended, loadsaowlspt-host-il2cpp.dllinto it, and resumes. - If it cannot inject, it kills the client rather than resuming it — a game running without its host is worse than no game, because you would be in a raid before noticing.
Nothing in the install pretends to be a Windows component: no winhttp.dll, no doorstop, no BepInEx.
Useful flags:
| flag | what it does |
|---|---|
--dry-run | report what it would start, start nothing |
--wait | keep the launcher open until the game exits, then stop the backend |
--no-backend | start the client alone, when a backend is already running |
Want the server in its own window? Start it yourself and launch with --no-backend:
D:\Aowlspt\aowlspt\aowlspt-backend.exe --root D:\Aowlspt\aowlspt --port 6969
D:\Aowlspt\aowlspt\aowlspt-launch.exe --no-backendStopping the server is killing it. There is no shutdown route; --wait terminates the backend when the game exits, and closing its window does the same. That is safe by design rather than by luck — a profile write is a temporary file renamed over the key, so there is no half-written value to find afterwards.
What a cold launch costs
The host waits for the game to bring the IL2CPP runtime up before it can resolve anything; aowlspt-host.json sets how long (waitForRuntimeMs).
The backend is the slow half. Measured on the development machine with the default mod set and a 39 MiB imported database: the game server alone answers in 0.6 s, and a full payload in about 2.9 s.
The two logs
Between them they answer nearly every question you will have.
| file | what it holds |
|---|---|
D:\Aowlspt\aowlspt\aowlspt-host.log | the client host: which mods loaded, what it resolved in the game |
D:\Aowlspt\aowlspt\aowlspt-backend.log | the server: which mods loaded, which routes exist, what the mod manager resolved |
If something is wrong, start there — Troubleshooting is organised around the lines you will find in them.
In the game
- Your profile. The server keeps profiles and they survive a restart. You pick which profile to play on at launch.
- F12 opens the settings pages: one page per mod, plus the game server's own settings and the full server config surface. Edits are written back to the mod's
config.jsonand hot-applied where the mod supports it. See Configuration. - F6 opens the admin panel, if
aowl.adminis enabled — ESP, god mode, no-recoil, fly, teleport and the rest. - Raids are offline. Pick a map, deploy, and you get a populated raid: bots by faction and role, generated loot, extracts, insurance and death handling. There is no other player and there is no matchmaking.
The mod set you installed with
A fresh install starts on aowl.list.vanillaplus: the game server plus the mods that change how the game feels without changing what is in it — the FOV fix, classic movement, sway, the performance settings and the texture pack. Other lists ship in the registry: aowl.list.raidnight turns the bot population up and adds the AI and faction mods, aowl.list.core is the minimum that can serve.
To change what is running, see Mods. Mods can be turned on and off while the server is serving, and client-side mods while the game is running.
What to do next
- Features — what the system does today.
- Mods — what ships, and what each one is for.
- Configuration — where the settings live.
- Troubleshooting — when it does not do the above.
- For mod developers — writing your own.

