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Mods
Every mod that ships with aowlspt. Ports carry their upstream licence unchanged and name their original author.
registry/mods.json in your install is the index: every mod, and every named list that selects a set of them. A list is a document, so "my raid night setup" is something you can commit and send someone.
Core
These are the system, not content.
| mod | side | what it does |
|---|---|---|
Tarkov game server — aowl.tarkov | server | Profiles, the stash, traders and trading, the flea market, quests with their conditions evaluated, the hideout and its production queue, raids with generated loot, bots and scavs, skills, insurance, mail. Written entirely on the public mod API. |
Mod manager — aowl.manager | server | Reads the registry, resolves it against your selection, and serves the answer — including why a mod is not loading — under /aowlspt/mods. |
| Settings hub | client | The MODS tab in Tarkov's own settings screen: a subtab per mod, drawn as native game controls from what each mod declares. |
Feel and visuals
| mod | side | what it does |
|---|---|---|
FOV Fix — aowl.fovfix | client | Fontaine's Fontaine-FOVFix, rewritten natively. Optic and non-optic FOV multipliers, camera distance offsets, a zoom toggle. CC BY-NC-SA 3.0. |
Classic Movement — aowl.classicmovement | client | TheBoogle's Old Tarkov Movement: no inertia, quick tilting, no bush slowdown, optional nostalgia mode — and the same for bots. MIT. |
SPT-SWAY — com.savannt.sptsway | client | Five physically modelled sources of weapon sway — 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. |
Graphics — aowl.graphics | client | A togglable full-frame post-processing stack: tonemapping, exposure, contrast, saturation, temperature. Ported and expanded from TarkovGraphics. The game's own PostFX controls are folded in as a subtab of the Graphics tab. Defaults are still being tuned against real raids. |
Textures — aowl.textures | client | High-res PBR texture replacement from ambientcg sets, with a quality tier and a VRAM budget. |
| Resource packs | client | Swapping whole packs of game resources, with a drive-grade setting so a slow disk is not asked to do a fast disk's job. |
Performance — aowl.perf | client | Engine-level quality, HUD, application and time settings, plus a frame sampler. |
Bots, factions and maps
| mod | side | what it does |
|---|---|---|
Bot AI — aowl.sain | server + client | The enemy-behaviour driver, and one mod with a nested family. Layered decisions, per-bot personalities, real cover use, searching that looks like searching, squads that behave like squads. Its Population (aowl.morebots) and Patrols (aowl.waypoints) layers, and the folded-in flanking behaviour, all render as sub-pages of one Bot AI tab rather than as competing mods. A from-scratch native rewrite of the layered enemy-AI design. Full page → |
Black Division — aowl.blackdivision | server | A hostile PMC faction — six roles with their own names, gear, difficulty and spawn behaviour — registered through Bot AI's Population API. MIT. |
Icebreaker — aowl.icebreaker | server | The nuclear icebreaker BOREAS, locked in arctic ice: a map, delivered by rebinding the dormant suburbs location slot. MIT. |
Path To Tarkov — aowl.pathtotarkov | server | 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. |
Tools
| mod | side | what it does |
|---|---|---|
Admin panel — aowl.admin | client | F6 for an in-game menu of togglable cheat modes: ESP, god mode, infinite stamina, no recoil, no weight, instant heal, unlimited ammo, thermal and night vision, fly, teleport. ESP and god mode default on; everything else off. It lives on F6, not in the settings screen. |
Maps — aowl.maps | server + client | One position feed, three views of it: an in-game map, a radar, and on-screen direction indicators, drawn on the overlay. Real terrain art from calibrated map tiles served by the backend. One file touches the game, and it resolves no name and installs no detour — it borrows the world pointer the host already holds and reads guarded offsets. |
Debug — aowl.debug | client | The F3 overlay — a draggable, Minecraft-style info panel (fps, frame time, map, raid, bots, position) whose every line, position and hotkey is a setting instead of a hand edit — plus a per-mod profiler that funnels each mod's per-frame work into named prof lines on the panel. |
Mod lists
| list | what it selects |
|---|---|
aowl.list.core | The mod manager and the game server. The minimum that can serve. |
aowl.list.vanillaplus | Core plus the mods that change how the game feels without changing what is in it: FOV, sway, classic movement, performance, textures. The default for a fresh install. |
aowl.list.raidnight | Vanilla Plus with the bots turned up: Bot AI, Black Division, Icebreaker and Path To Tarkov on top. |
aowl.list.headless | Raid Night as a server operator wants it: the same content, with the client-only feel mods switched off. |
Turning mods on and off
The mod manager serves your selection, and disable/enable record a decision that /aowlspt/mods/apply performs. On the server that happens while it is serving; on the client it happens while the game is running, provided the host has a backend port to poll. Without one, the change takes effect the next time the game starts. See Configuration.
A note on the registry
The registry does not yet name every mod that ships — the resource-pack and settings-hub mods have no player-facing entry yet. If a mod is installed but not listed, the manager reports it as an unmanaged stray rather than pretending it is not there.
Deeper
Changing the mod set while everything runs is the mechanism behind the live enable and disable on this page — including the part it is honest about, that the client-side half was wired end to end against the stand-in rather than proven against BSG's client. Getting a new mod to stay loaded is the checklist for when it does not, and what a mod may do on the load path is the budget every shipped mod is held to.

