Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
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Version 3.0.1-Experimental
- DewardianDev
- 4.7k Downloads
3.0.1 Experimental Update
- Added performance improvements option to the "advancedConfig"
This does a number of things to reduce unused AI and improve general performance on the worst maps for it.
It turns down zyrachis chance of spawning, reduces the guard max bot counts for bosses (increases min slightly to compensate), reduces rogue spawn chance across the board.
Turn off to make lighthouse spawn more rogues/zyrachi and have streets reduce it's fps back to an unplayable level.
OR
add the following line to the bossConfig to increase the chance of rogue spawning on lighthouse if that is what you are after."lighthouse": {
"exUsec": 45, - Major update to Pmc aggression and the introduction of faction based pmc aggression
(pmcs will work with and be friendly to their own faction if this is turned on) don't worry, all pmcs still have a strong desire to murder you.
This solved a long running bug that was causing performance issues, where pmcs that spawned together would murder each-other.
Now we have much less shooting in the beginning of raids, and with SAIN, watchout, as teams will use tactics functionally again!
Read the tooltip in the bepinex for more information. - StartingPMC logic updated
Be aware, you can now no longer use the cascade system with startingPmcs.
If you want to use both the cascade system and startingPmcs the closest you can do is reduce pmc distribution to the 0.1. - The 100% Partizan bug, and a few bugs around bosses have been fixed!
Partizans karma logic is now removed, his spawn percent is all that determines his spawn chance now.
Spawn updates:
- Vanilla player spawns have returned!
Players now have a few custom spawns and all the original spawns - PMC/SCAV spawns are now separated!
- PMCS now have 100+ spawns they can use per map.
- Moved all spawns to the config/Spawns folder, you can view your added points in there.
- There are now button bindings to add/remove custom spawns of each type to the bepinex advanced section.
NOTE: You may tempted to add a ton of spawnpoint; my strong recommendation, is there is kind of an art to spawn placement.
I'd suggest placing far less than you think you need. Keep an eye on the associated file in: config/Spawns folder to watch your spawnpoint changes.
MOAR culls spawpoints within a certain distance of eachother, so adding a ton in a certain area won't necessarily result in the behaviour you think it will.
Also avoid placing spawn-points in areas that a regular bot wouldn't be able to walk to, it can make the bot potato on spawn. (think tops of rocks, inside locked doors).
After adding spawns, it is advised to run the culling algorithm on your spawns via the advanced config, simply turn on "ActivateSpawnCullingOnServerStart" and run the server once. Then turn it off, and you're good to go.
This process removes unneeded duplicates and processing.
It is my hope that the community will begin to create packs that they can share of their custom spawn-points, which I will then parse and start incorporating in builds.
FIKA PLAYERS
- Many fixes have been attempted to fix the spawning apart bug, this is known, and this version has seen improvements there.
For now, I have gone with a solution that should have players either spawning together, or near to each-other (50 meters).
If you see this bug, know it's being worked on, and top of mind form me. Do feel free to report it in the Discord > Fika > DewardianDev mods chat.
Logs/map/location do help track down issues.
Bugs to watch out for:
- If you spawn without exfils and you are on a clean install of this version of MOAR, REPORT IT.
Requirements as of 3.0.0
- Waypoints is now required!
- The MOAR.dll is now required (both on clients and dedicated).
Up until now MOAR has been a server-side only mod, as of the previous release, the .dll is required. - Now more than ever, SAIN and Questing bots/Looting bots are highly recommended to get bots moving.
That's all for now!
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Version 3.0.0-alpha
- DewardianDev
- 7.2k Downloads
MOAR + Bagels - 3.0.0 Alpha Release
This is experimental and likely to have a few bugs, but is now stable enough to get feedback from the broader community.
Change Log:- Added more than 300 new spawn points, new Marksman spawns, and new player spawns included.
Expect bots in unexpected locations. - Added the cascading wave spawn algorithm: MOAR now looks at where you spawn, and roughly makes bots spawn in a ripple outwards from that location.
The result of this means you generally need less bots to have the same amount of action. - Added key to check preset your preset ('end' by default)
- Updated starting PMC functionality, MOAR will do what it needs to make sure your game is running the way it should.
- Optimized performance for lighthouse and streets.
- Many many bug fixes (this is effectively a rewrite)
- There are a lot of changes, and I will slowly start updating the mod page description, for now please just try it out and leave your feedback.
Requirements as of 3.0.0
- Waypoints is now required!
- The MOAR.dll is now required (both on clients and dedicated).
Up until now MOAR has been a server-side only mod, as of this release, the .dll is required. - Now more than ever, Questing bots / Looting bots are highly recommended.
That's all for now!
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Version 2.6.7
- DewardianDev
- 18k Downloads
Something Update
- Updated something (I can't remember anymore)!
- Added a second announce for when game starts.
That's all for now
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Version 2.6.6
- DewardianDev
- 4.1k Downloads
Small update
- Updated bosses/rogues/raiders/etc.. to have MOAR run the spawn chance roll instead of spt.
Basically this preemptively culls bosses that will not spawn (if they lose their roll), and assign those that succeed a 100% spawn rate.
This may help with load times and mods like ALP in particular, as when the bot isn't in the pool, the game will not run the loadout generation on them! - Updated the preset announce to be a bit earlier, after the game is confirmed to load in, but before the player spawns.
- Updated a few small things in presets.
That's all for now.
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Version 2.6.5
- DewardianDev
- 2.3k Downloads
Major update
- Updates spawn timing for pmcs
- Updates marksman spawning method
- Fixes and rewrites all of the zone related changes.
- Set pmcOpenZones to ON be default.
- Fixed bug with hotzones
- Fixed bug with pmcQuantity not changing properly.
That's all for now.
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Version 2.6.1
- DewardianDev
- 5.9k Downloads
The "Micro-itty-bitty-Labs" Update
- One last ditch effort to fix the bug with trapped pmcs behind the gates on labs
Let me know it works!
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Version 2.6.0
- DewardianDev
- 1.8k Downloads
Updated Features:
- Update bossConfig:
Add other boss types that are possible for custom spawning
Make console verbose on changes - Make minSpawnDistance configurable via mapConfig
- Make snipers a bit harder, make them spawn sooner
Bugfixes:
- Labs spawn zone fix (feedback wanted, I don't play labs)
- Fix bug preventing custom bosses in bossConfig from being applied
- Error handling for max escort amount
- Remove sniper Spawnpoints from minSpawnDistance calculation adjustment
That's all for now, happy holidays!
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Version 2.5.7
- DewardianDev
- 2.8k Downloads
Small update.
- Sets minimum spawn distance for all spawnpoints on all maps.
- Randomized PMC spawning.
That's all for now.
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Version 2.5.6
- DewardianDev
- 5.1k Downloads
Sniper Bug fix
- Fixes sniper spawning.
- Added maxBotCapOverride option to mapSettings.json config.
That's all for now
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Version 2.5.5
- DewardianDev
- 2k Downloads
Feature Update
- Removed event related changes (should help people getting errors due to christmas event)
- Moar now handles EscapeTimeLimit changes for those extending their raid times.
BE WARNED: Moar will limit the maximum escapetimelimit to prevent performance issues.
For those using longer than 2x escapeTimeLimits, Starting Pmcs will be automatically disabled to prevent performance issues. - Zombies can now spawn without halloween event.
- Updated pmc spawning to be EXACTLY like live values. Now correct pmc quantities are GUARANTEED to spawn.
That's all for now!
DewardianDev Author
MOAR + Bagels - 3.0.1 Experimental
Experimental Update
This does a number of things to reduce unused AI and improve general performance on the worst maps for it.
It turns down zyrachis chance of spawning, reduces the guard max bot counts for bosses (increases min slightly to compensate), reduces rogue spawn chance across the board.
Turn off to make lighthouse spawn more rogues/zyrachi and have streets reduce it's fps back to an unplayable level.
OR
add the following line to the bossConfig to increase the chance of rogue spawning on lighthouse if that is what you are after.
"lighthouse": {
"exUsec": 45,
(pmcs will work with and be friendly to their own faction if this is turned on) don't worry, all pmcs still have a strong desire to murder you.
This solved a long running bug that was causing performance issues, where pmcs that spawned together would murder each-other.
Now we have much less shooting in the beginning of raids, and with SAIN, watchout, as teams will use tactics functionally again!
Read the tooltip in the bepinex for more information.
Be aware, you can now no longer use the cascade system with startingPmcs.
If you want to use both the cascade system and startingPmcs the closest you can do is reduce pmc distribution to the 0.1.
Partizans karma logic is now removed, his spawn percent is all that determines his spawn chance now.
Spawn updates:
Players now have a few custom spawns and all the original spawns
NOTE: You may tempted to add a ton of spawnpoint; my strong recommendation, is there is kind of an art to spawn placement.
I'd suggest placing far less than you think you need. Keep an eye on the associated file in: config/Spawns folder to watch your spawnpoint changes.
MOAR culls spawpoints within a certain distance of eachother, so adding a ton in a certain area won't necessarily result in the behaviour you think it will.
Also avoid placing spawn-points in areas that a regular bot wouldn't be able to walk to, it can make the bot potato on spawn. (think tops of rocks, inside locked doors).
After adding spawns, it is advised to run the culling algorithm on your spawns via the advanced config, simply turn on "ActivateSpawnCullingOnServerStart" and run the server once. Then turn it off, and you're good to go.
This process removes unneeded duplicates and processing.
It is my hope that the community will begin to create packs that they can share of their custom spawn-points, which I will then parse and start incorporating in builds.
FIKA PLAYERS
For now, I have gone with a solution that should have players either spawning together, or near to each-other (50 meters).
If you see this bug, know it's being worked on, and top of mind form me. Do feel free to report it in the Discord > Fika > DewardianDev mods chat.
Logs/map/location do help track down issues.
Bugs to watch out for:
Requirements as of 3.0.0
Up until now MOAR has been a server-side only mod, as of the previous release, the .dll is required.
That's all for now!
DewardianDev Author
For FAQ's sake, please read, before commenting:
Moar sets the difficulty preset (easy/medium/hard/impossible), sain or spt decides the bots behaviour from there.
Yes this works fine with SAIN, and is intended to be used with it.
Don't! Moar has it's own controls to disable bosses or handle difficulty. If you use the pre-raid menu, do not post about your broken game here.
Hover over the value in the bepinex and read the tooltip.
>>>>>> Hit "Save" at the bottom of the bepinex <<<<<<
For fika, the configuration is saved in memory on the server, the idea being that fika servers should be run on dedicated machines and have long up time.
If you want your settings to persist through restart and use FIKA, make sure to set those defaults in config.json/presetWeightings
I forgot to update the version for the client mod, if you downloaded latest, this is fine.
The client mod requires changes rarely, thus I don't always repackage it (updating the version).
If you are attempting to adjust the server configs and are not technically inclined please take a look at this handy tutorial.
People love the idea of startingPmcs as this is what live is like, what it actually does is forces your potato CPU to spawn (the most cpu intensive operation in spt) all of the pmcs for the entire raid at the same time (or over the first few minutes in the case of Moar), to add to this, all bosses, there followers, rogues, raiders, are already using this period to smash your potato CPU to bits.
When you spawn all of the pmcs at once, those pmcs will then go forth to murder each other and whatever other bots have spawned on the map (much like live), further heel smashing your already mashed potato cpu into the dirt.
I would suggest leaving startingPmcs off if you don't have a cpu with X3D in the name, or if you do not want the majority of your pmcs to die off in the first 10 minutes of the raid, or if you do not like finding piles of bodies around the map.
If you still have performance issues:
An alternative to turning off starting pmcs would be to reduce the maxBotCap, but be aware, pmcs/bosses will blast through that limit, meaning you will have a harder time finding marksman/scavs early game if you do both turn on startingPmcs AND turn down the maxBotCap.
Thus, I recommend only reducing maxBotCap if startingPmcs is already off, pmcs will still largely spawn in the first 10 - 15 minutes by default.
One can also set the maxBotCap via the mapConfig.json per map if so desired.
Extra potato mode:
Some settings to try if you are still having issues.
Change these values in your user/mods/Dewar...Moar/config.json to ensure they are always active.
"pmcWaveDistribution": 0.5,
(this makes it so pmcs will spawn over the entire period of the map)
"scavWaveDistribution": 0.3,
(as bosses spawn at the beginning this pushes those initial scav waves a bit later in the raid to balance cpu load).
"maxBotCap": 18,
(lowest recommended 15)
"maxBotPerZone": 3,
(lowest recommended 3)
"pmcMaxGroupSize": 3,
"scavMaxGroupSize": 3,
Once you open the game, reset the default settings in the bepinex by clicking "reset to default".
PurpleBat686
ADV1
is it testet on latest 3.10.5 ? fresh install sain + moar ONLY, standart preset everything on low - extra potato mode (i9k 10th 5ghz 32ddr4) stable 60 fps on streets BUT everytime i kill someone fps drops to 23!
in the name of the lord emperor. what i need to do to stop fps drops like this..
DewardianDev Author
This isn't a faq, play with your settings do other things.
Remove this comment. And place one below.
PortalPots
So not entirely sure what's causing this issue but ever since i installed this along side Entry point selector 2.0 it spawns me wherever basically make Entry point redundant. any assistance is appreciated and if you need logs or anything lmk tyia
DewardianDev Author
The issue is entry point selector is not supported at the moment.
PortalPots
Got it thank you for replying
enigmaburrito21
No PMCs or Scavs spawn when I use this mod. I disabled all the bot tweaks in Realism but still nothing.
beikaqiu
I'm the administrator of a FIKA server that I use privately. I've encountered some issues when modifying the mod presets. Anyone can upload custom presets to the server. As a result, once a user changes a preset, all other users will be forced to change theirs accordingly. This has led some people to maliciously modify certain presets. I really hope there's a way to solve this problem, like restricting users from uploading custom presets to the server and so on.
Tannheuser
I'm really trying to get this mod working, but the performance is just constantly garbage, and I need some input. As soon as ANYTHING happens during a raid I get massive fps drops followed by a lot of stuttering. This means that MOST of my raid is subject to stuttering. I'll lose around 40% of my FPS over the course of the first 5 minutes of a raid when a lot of the spawning is taking place. These two issues combined make the game hard to play. If I am getting close to the end of a long raid, I will have lost another 20-30% of my initial fps, and the stutters will get worse.
I started out with "quiet raids" preset, because anything else is just a constant meat-wave of enemies. I have further decreased the max bots count to 18. I have decreased the PMCWaveQuantity to 0.5 to further reduce the BARRAGE of enemies thrown at you. Random spawns is enabled TO EVEN IMPOSSIBLY FURTHER decrease the experience of soloing the defense of Helm's Deep against every single orc in Tarkov.
I am not using Performance Improvements since it not even ironically reduces performance and has compatibility issues with every other mod known to mankind.
I AM using Realism (duh) with Spawn Tweaks, Boss Spawn Tweaks, OpenZones Fix and Increased Bot Cap disabled.
If I remove MOAR and instead use the current test build for SWAG I have zero performance issues. Zero stuttering. Performance doesn't degrade as bad over the course of a long raid. No modern Russian infantry tactics of non-stop throwing every single breathing organism in Tarkov at the player, without remorse.
Rant over. How the fuck do I improve performance and remove the stuttering? The answer CANNOT be to disable every feature of the mod.
DewardianDev Author
Make changes in the server config.json so they persist.
Perhaps try reducing waves in the mapConfig if you have a potato.
Also maybe try reducing maxbots to 15 or so.
Also as a reminder, I don't work for you, I owe you nothing.
This is a mod given freely to the community.
Use it or not
Bepis01
I noticed when using the more scavs preset, I see boss guards sometimes roaming on the map and raiders, is there a way to turn this off?
vismen
Я устал, без этого мода на Резерве одни дикие, с этим модом только босы с ЧВК-диких нет да что такое то!!!
fijicup
my sain menu isnt opening with f6. any ideas why?
stupidbullshit
Having a minor issue; the PMC waves seem to all pick the same area I spawned in to spawn no matter if I am PMC or Scav. I've tested with both Dynamic Maps and Raid Review to see the behavior, and it does not seem to matter what map.
I run MOAR on default settings, and do not use Realism.
DewardianDev Author
Turn on random spawns. If you don't wamy cascade spawning.
And read the mod description before commenting
DarkstarBoards
Quick question, how do I stop the horde of raiders on labs? I tried setting the pmcBot setting in bossconfig to 0 and I still get swarmed. Thanks in advance!
zezika
I have an issue that some PMC's are spawning behind the Parking/Warehouse door in Labs.
Didn't add any custom spawns, using Livelike for the preset.
DewardianDev Author
This is known, I don't like labs so bugs there are bottom of the list.

zezika
hahaha It's a great mod regardless!
Blueford
I can confirm that this has a soft incompatibility with Realism. Had pretty much zero PMC spawns (or boss spawns, now that I think of it) with version 2.6.7, had pretty much zero spawns at all with 3.0.1.
I had to go into the out-of-game Realism configuration GUI and untick "boss spawn tweaks" and "OpenZones fix" ("spawn tweaks" was already off, but one should make sure it's off because that would probably break it too). I turned both of them off at the same time so, to be fair, I don't know for sure which one was the culprit and I don't really care, all I know and care about is that it fixed it.
After doing that, I went to test and Woods had turned from a horror game, where everything is dead silent and you keep jumping at shadows and expecting something to be around the next bend (although there never is), back into the ironically calming warzone we're all used to.
I also got a Rogue in the (metaphorical) killfeed on Woods, which means that spawn variety is working as intended too.
TunnelNugget
Thank you for posting this. I had this exact issue and this fixed it for me.
Teamson
thx man. this is so much appreciated!
egbog
Simply disabling spawn tweaks and boss spawn tweaks works for me. OpenZones fix is left on and I get normal PMC and boss spawns on latest MOAR and Realism
enigmaburrito21
This didn't work for me. Only when I remove MOAR from my Tarkov directory do Scavs and PMCs spawn.
Hairy0tter
Is there a way to see what preset the game is, incase I miss it on load up?
DewardianDev Author
Press end key.
Ewos
Every map feels like an absolute warzone with this, like 40 bots in 10 minutes, whats up with that ?
DewardianDev Author
what are your settings?
Ewos
default settings
Parza
Hi, when I enable MOAR no AI spawns. what am I doing wrong? thanks.
DewardianDev Author
Try reinstalling.
Parza
Nvm I found the Issue for anyone wanted to play with SPT realism disable all spawn related options in file settings.
Rappo
Where exactly did they do that ?
Parza
@Rappo. go to your SPT folder go to mods. find the realism mod. there should be a launcher, open it. bots. then disable anything that has "spawn" in the title or description.
Rappo
@Parza
I don't have the realism mod or I don't see it. I'll upload a picture for you.
can you link the mod for me?
watsy
Legend Thank you
vekst
So glad to see that FIKA spawn thing fixed, my friends kept making fun of me when I'd spawn on the opposite side of the map from them
DewardianDev Author
I'm working on it!
Let me know if you see it.
egbog
How should I use this with Realism's progressive boss rates? Should I just set all boss rates to 0 in bossConfig.json and load before Realism?
Looking through the code, it seems removing the boss entries ie. "bossKnight": 30 from each map in bossConfig should do it?
Based on buildBossWaves.ts:190
It simply checks if any entries exists for the given mapName inside bossConfig.json and if not it sets the record to {} or essentially empty, correct?
DewardianDev Author
Make sure realism loads first, remove all references in the bossConfig.
Pray...
I don't know if Realisms changes will cause issues, but many have complained of no pmcs.
egbog
Yeah Realism seems to change raider and rogue spawns as well with it's boss spawn tweaks setting so I'm not sure how that will conflict. I tested it but I'd rather just use MOAR's boss spawns at this point for the sake of simplicity
vlad76
My preset keeps resetting itself to Random every server restart. Client restart retains settings.
I've checked config,json, and it's not updating. It also doesn't have a setting for a starting preset.
Is that somewhere else?I don't believe write permissions are an issue.
Edit: BepInEx\config\MOAR.settings.cfg updates settings when I change them in F12. It looks like the settings update when I make changes, but it resets itself back to default every time the server starts. I've tried setting it to Read Only, but then those settings go missing in F12.
Is it possible that the mod keeps doing some kind of first time setup every boot?
DewardianDev Author
Adjust your weightings in the presetWeighting configs.
Set everything else to 0.
vlad76
Looks like it still reset the options, but kept the preset as Custom.
Before your reply I was going to write this:
Found this line in GlobalValues.ts:
public static forcedPreset: string = "random";
When I run the game it generates a .js and a .js.map files with the same name.
I've changed it to this:
public static forcedPreset: string = "";
deleted .js and .js.map, restarted server and client. IT STILL RESET MOAR.settings.cfg
It seems to trigger when I start the client for the first time after starting the server.
I guess, I could force a preset through that .js file and manually edit it to my liking.
Edit: I did this:
GlobalValues.js
static forcedPreset = "quiet-raids";
Presets.json
"quiet-raids": {
"randomSpawns": true,
"spawnSmoothing": true,
"scavGroupChance": 0.2,
"scavMaxGroupSize": 3,
"pmcGroupChance": 0.2,
"pmcMaxGroupSize": 4,
"scavWaveQuantity": 1,
"pmcWaveQuantity": 1,
"mainBossChanceBuff": 10,
"bossOpenZones": true,
"bossInvasion": true,
"bossInvasionSpawnChance": 5,
"gradualBossInvasion": true,
"randomRaiderGroup": true,
"randomRaiderGroupChance": 10,
"sniperGroupChance": 0.1,
"sniperMaxGroupSize": 2,
"randomRogueGroup": true,
"randomRogueGroupChance": 10,
},
Something I found:
Both rogue invasion and rader invasion are the same. They both reference randomRaiderGroup and randomRaiderGroupChance. I found randomRogueGroup settings in "insanity" preset. So I assume that's what it should be.
DewardianDev Author
Or you could just set your preset to custom, and edit it to your liking, and it will always save it.
Always remember to hit the "save" button.
vlad76
It doesn't seem to keep those settings. Every time i restart it resets preset settings to default.
Above workaround works for me, so I'm happy.
BertjeDP
Awesome mod, my guy. Question: any way to change the text that appears when you spawn with a selected preset? For example: 'Live-Like' changed to something like 'Normal' or something?
Cheers!
Foxxee
One feature I *really* miss with SWAG+Donuts is being able to disable bot spawning at X amount of time in the config for both scavs and PMCs. Is it possible to implement in this mod as well?
DewardianDev Author
You can just have the distribution something like 0.5 for both scavs and pmcs.
That make the last spawn of the raid like halfway through or so.
Teamson
Is it possible in this mod to alter the max bots per map?

Like 30 on woods is ok - on factory its definitly not
DewardianDev Author
MapConfig
Teamson
Thanks mate - understood!
Teamson
[MOAR] Starting pmcs turned on, turning off cascade system and smoothing.
Do i understand this correctly, that turning on starting pmc´s does disable one of the core features of the mod... smoothing?
DewardianDev Author
Starting pmcs as an idea is a bad one, I support it, but why would you want smoothing if you want 10 spawn waves all at the same time at the beginning of the raid.
An alternative if you want smoothing and something similar to starting pmcs is just to to put pmcDistribution to 0.1.
Teamson
Ok, will try - thx for your reply!
DogsInTrousers
OK this is an odd one. Since this version of MOAR, scavs won't aggro me, they just chill past me. They voiceline near me then just trot along, no worry in the world.

I thought it was Please Just Fight, removed it, tested it, same behavior. I then removed MOAR (and put PJF back) then they were back to normal. Reinstalled MOAR and no aggro again
Is anyone else experiencing this?
EDIT: Disregard, it's not MOAR. Or PJF. I have NFI what it is!
tishio
Hey! I'm experiencing the same issue rn. With MOAR installed no aggro - just angry voicelines and then they past me or just gather around me and do nothing. Have you solved this problem by any chance?
Mods list: SAIN, QB, LB, PJF (tried to disable it as well but the same result).
DogsInTrousers
I'm starting to think it's something in MOAR again. I removed QB, and it fixed it temporarily. Now, even without QB, it's gone back to doing it again. I just can't figure it out! It must be some combination of settings. I've even gone as far as removing SAIN this time.
Need to do more testing.
tishio
I believe it's something inside "AI brain" feature since both of SAIN and MOAR have difficulty settings. With SAIN I have one pattern of behavior and with SAIN+MOAR another.
DogsInTrousers
I currently have MOAR removed (using default SPT spawning) with only Looting and PJF active. Scavs are back to blasting away at me. I'll drop MOAR back in and see what happens.
Timmons
1 issue I've noticed with the Moar mod. When you start up a raid in the menu screen and choose to unclick the Bosses box for that raid, you always have empty raids,no bots at all. ( TESTED THOROUGHLY )
So basically if you want a raid without a boss in it and untick that box on raid setup,you'll get a dead and empty raid. Only option is boss or nothing now. Does not bode well when I want a boss less raid now.
*without the moar mod the unticked boss box works fine.
Im I missing something on this issue?
DewardianDev Author
Read the FAQs.
Don't! Moar has it's own controls to disable bosses or handle difficulty. If you use the pre-raid menu, do not post about your broken game here.
Timmons
No worries then young man. Didn't mean to upset you with my prior post.
Farewell, good luck
mrhankmardukas
I noticed, after updating to 3.0.0, Shturman and his followers leave the sawmill and sprint to the power lines to the NW. This started happening after updating MOAR. I have several RAID Reviews showing it. Let me know if you want me to post them. I love the mod updates, great job!
DewardianDev Author
This is known, much has been changed since 3.0.0.
The current test build is 3.0.1 alpha 7.
Spawns and movement is dramatically different from then.
reQuit
Bro, I'm using your mod with RM and here's the problem.
I set up all the raid parameters, go to the raid - everything is fine. Bots and PMCs spawn normally, but as soon as I leave the raid and go to a new one, I have a completely empty raid. There are no scavs or PMCs. What could be the problem?
DewardianDev Author
turn of spawn related changes in realism, and make sure it is before moar in the load order.
This is a spawn mod. Realism has spawn settings, they conflict.
reQuit
TY Bro it`s help me.
Hubz
Does this mod allow you to spawn Zombies in your raids? Im new to Spt and havent played Tarkov for awhile, I missed that event.
chigagad
Is it possible to limit Raider spawns in Labs and Reserve? More often than not in Labs at some point I literally get unlimited waves of Raiders spawning very fast, like 6 every minute (!) and it never stops, they all know where I am and it's a real slog. I tried using the quiet raids preset but that only changes PMCs and regular Scavs as it would seem. I am using Realism but I have the spawn settings off.
DewardianDev Author
just turn down their spawn rate in the bossConfig for labs or whereever.
pmcBot: 30 <