There is no value in asking modders to update their mods - they're most likely well aware and spamming mod comments with requests won't change anything.
Modders - we encourage you to report people that annoy you either through DMs or with repeated comments asking about updates - Staff will happily hand out warnings to offenders.
HUGE Thanks to DrakiaXYZ, gaylatea, kiobu-kouhai, JustNU, Props, SSH, Fontaine, and everyone else in the SPTarkov discord for their help in learning to put this together and their help with my many dumb questions. It would have taken ages to figure out on my own.
New Features:
Added difficulty modifiers based on Bot Type (PMC, Scav, ect)
Implemented Limits for how often recoil is calculated, default is every 5 seconds. I had no performance loss when using the mod without limits, but it was a precautionary measure.
Implemented Limits for how often bots can check if they need to swap firemode and recalculate fire-rate. This removes the need for a buffer between the values. Swap distance and fire-rate are now broken down by weapon class (advanced settings)
Added lower and upper limits to f12 options to prevent unforseen consequences.
Redid f12 config settings and organization. Most settings are now under "Advanced Settings". Click the option at the very top of the f12 menu to enable full control.
Redid how the recoil calculations are handled. Weapons are now based on categories rather than 1 baseline value. This makes it completely independent of any server mods that modify stats on weapons. Simplified calculation while not removing any nuance. (Math is hard)
Added more limiters on how much a weapon's attachments can affect swap distance and fire-rate. There is an option in the "Debug" menu (advanced setting) to disable these.
COMPATIBILITY: This is fully compatible with Fin's AI mod, realism mod, POOP, and any other server mod. There are no known incompatibilities with other AI client mods such as No No Zone, No AI ESP, No Bush ESP, No Grenade ESP, ect.
If you use Fin's AI, I recommend setting the "recoil" value in its config to 0.25 or 0.5 at minimum, as SAIN goes around all the recoil values the AI usually use. I haven't tried setting it to 0 or 0.01 yet, but if anyone wants to try it, let me know how it goes. I also make the AI more accurate with Fin's, but a slightly higher scattering, and it seemed to work well in combination with SAIN. I used 0.9 for accuracy, and 1.15 for scattering. Need to play-test these more so keep that in mind. Let me know how it goes if you play-test with it.
v1.0 WILL NOT WORK ON 3.5.0, only 0.1 is compatible with 3.5.0 ( 0.1 only includes firemode swap at distance)
To Install:
unzip into your SPTarkov 3.5.2 main folder.
Current Features:
1. Swaps the rate of fire on a bot's gun depending on the distance to the target being shot.
By default, bots only fire in quick bursts even if at point blank range or at maximum range. Their recoil settings change how fast they fire those bursts depending on distance. This mod Prevent bots from rapid firing accurate bursts at long range, but lets them fire full-auto at short range.
Ignores guns that are not capable of select fire.
Swap distance is based on weapon class and caliber. See advanced options in the f12 menu for more information.
2. Distance Scaling for Semi-auto fire-rate for all bots.
Unlocks AI logic previously reserved for Sniper Scavs.
Adds additional wait time per shot based on the distance to the target.
3. Recoil Scaling for both Fire-mode Swap Distance and Fire-rate Scaling features.
The Recoil "Total" (horizontal + vertical) modifies the distance that bots will swap between full-auto and semi-auto. So when using a gun such as an mp5, they will swap to semi auto at a further distance, and stay on full auto up to a longer distance.
For distance scaling, the higher the recoil of their gun, the more time they will wait between shots, up to the maximum or minimum wait time as set in the difficulty overrides section.
4. Difficulty Overrides
Added toggles to circumvent difficulty settings for all bots globally. This lets you configure their "wait time" while in-game and allows the use of AI server mods that change other behavior settings without conflicting.
If you use Fin's AI Tweaks or POOP, I recommend setting their "recoil" difficulty setting in their config to something very low. This setting is unreliable at best of times, and I could never achieve good results from modifying it - hense the desire to create this mod.
I will add more difficulty overrides in the future to circumvent the pseudo recoil settings that bots use.
Note: There needs to be adjustments to bot behavior configs currently to achieve true full auto fire at close range, this will be controlled through this mod in the future.
To-do:
Modifications to how bot's reaction time is calculated at close range to get them reacting faster in close quarters such as dorms.
New movement options to make bots better at avoiding gunfire (if I can figure it out)
and much more?
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Version 1.1.1
- Solarint
- 790 Downloads
Moved AIPreset Changes to new Experimental Option in advanced settings (off by default) Need to test with it more to see resulting behavior differences.
Difficulty Multipliers are now applied before recoil is calculated if both are enabled.
Fixed several issues from having certain combinations of settings disabled in config menu.
Fixed SMGs using pistol swap distance (oops)
Adjusted a few default values in config menu.Cleaned up the code some more.
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Version 1.1
- Solarint
- 119 Downloads
Version 1.1
Implemented basic swapping of AIPresets to "fullauto" to get around a mistake by BSG. AI will now know their weapon is full auto after the first firemode swap it done through SAIN.
If a bot knows his weapon is full auto, it uses different logic and behavior variables handled else where. It should get them to increase their Rate of Fire, and increase scattering at the same time.
New Config option to change the distance to swap to "full auto" logic. Default is half the distance of the "swap firemode" distance. More control and fine tuning of this will come later.
Fixed Weaponclass config values in Firemode Swap section not actually doing anything (oops)Fixed PMC Difficulty Modifier not working as intended.
Cleaned up the code a bit. -
Version 1.0
- (1)
- Solarint
- 450 Downloads
Version 1.0
Most of the code has been redone.Advanced Settings: To see advanced modifiers, check the box at the very top of the f12 menu.
Added difficulty modifiers based on Bot Type (PMC, Scav, ect)
Implemented Limits for how often recoil is calculated, default is every 5 seconds. I had no performance loss when using the mod without limits, but it was a precautionary measure.
Implemented Limits for how often bots can check if they need to swap fire-mode and recalculate fire-rate. This removes the need for a buffer between the values. Swap distance and fire-rate are now broken down by weapon class (advanced settings)
Added lower and upper limits to f12 options to prevent unforeseen consequences.
Redid f12 config settings and organization. Most settings are now under "Advanced Settings". Click the option at the very top of the f12 menu to enable full control.
Redid how the recoil calculations are handled. Weapons are now based on categories rather than 1 baseline value. This makes it completely independent of any server mods that modify stats on weapons. Simplified calculation while not removing any nuance. (Math is hard)
Added more limiters on how much a weapon's attachments can affect swap distance and fire-rate. There is an option in the "Debug" menu (advanced setting) to disable these. -
Version 0.3
- (1)
- Solarint
- 398 Downloads
Added
1. Recoil values on the gun a bot is using affects fire-rate and the distance to swap to full-auto or semi-auto
2. Difficulty Overrides Enabled by default to circumvent default settings and any server mods. With this enabled, changing the semiauto firerate in POOP or Fin's AI Tweaks will have no effect.
3. More config options for distance fire-rate scaling.
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Version 0.0.2 3.5.2
- Solarint
- 450 Downloads
New Naming Scheme! SAIN - Solarints AI (n)Modifications
Added new features: Distance based scaling for semi-auto fire rate.
F12 in-game config options: Toggles for each feature and custom distance thresholds. Updates immediately so you can see how it changes.
Notes: With default AI difficulty settings, the AI will likely fire slower than they realistically should. More control over this coming in the future. If you find that they fire painfully slow, try increasing the start distance until you get the desired rate. -
Version 0.0.1 3.5.2
- Solarint
- 186 Downloads
Reuploaded so the 3.5.2 version is the default download. No Changes.
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Version 0.0.1 3.5.0
- Solarint
- 168 Downloads
A version that ONLY works with 3.5.0. No changes otherwise. Use the 3.5.2 version if you have that.
put in Bepinex/plugins
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Save yourself, Get this mod.
- Stealthsuit
- 1.0
How often, and I mean how often did you sneak on top of the hill overlooking port in shortline and PAM! full auto fire hits you... dead.... from port itself
At the same time, how amazing did it feel when you full auto PMCs in Dorms back and forth, both of you bleeding a lot. Close encounter EFT is always fun.
This mod makes it so that enemies do not do full auto from a certain distance that you can conifig.
This mod saved my life, I was infuriated by how many times I get 1 shot Full autoed by PMCs who should not be accurate.
Then there was that Ash-12 death I had when the PMC was shooting single fire from a distance, that was my fault
My review is... Get this mod, it will save your PMC life and only well deserved death you will get
Reply from Solarint ():
Makes me giddy to hear how happy you are with it! I want my deaths in tarkov to be my own fault, and this is one step on the way to getting the bots to be difficult but fair. I spent literally 50 hours trying to get the bots in a good place by just modifying their behavior configs, but it was impossible. So I said fuck it and completely went around it with this client mod.
As I said, this is only the first step to fix a really annoying problem. Keep a lookout in the next few weeks for anything new from other modders in the client mods section. Big stuff coming -
Works as intended and compatible with many other mods!
- Plot_Device
- 0.3
Does exactly what is listed and makes the bots far more killable at range vs eating 15-20 rounds in a laser beam hacker style.
Can confirm SAIN works with No bush ESP, Fenix No AI ESP, No Grenade ESP, Dad Gamer Mode, No No Zone, AI Limit, SWAG, and Nooky's custom SWAG. All tested across 3.5.1, and 3.5.2 and currently using it in SPT AKI 3.5.3.
Solarint this mod of yours is brilliant and exactly what was needed as the cherry on top of the mod mix of a cake listed above. Bravo and thank you!
Solarint Author
This is fully compatible with Fin's AI mod, realism mod, POOP, and any other server mod. There are no known incompatibilities with other AI client mods such as No No Zone, No AI ESP, No Bush ESP, No Grenade ESP, ect.
If you use Fin's AI, I recommend setting the "recoil" value in its config to 0.25 or 0.5 at minimum, as SAIN goes around all the recoil values the AI usually use. I haven't tried setting it to 0 or 0.01 yet, but if anyone wants to try it, let me know how it goes. I also make the AI more accurate with Fin's, but a slightly higher scattering, and it seemed to work well in combination with SAIN. I used 0.9 for accuracy, and 1.15 for scattering. Need to play-test these more so keep that in mind. Let me know how it goes if you play-test with it.
zemtex
This is compatible with TingleSlayerParkov's Force Diffulculty Mod and SWAG?
bheadbird
what do i do if my f12 has never worked? is there a work around i have mods that say "f12 menu" but when i hit it nothing happens
Beaitukl
Hi,do the Mod work on 3.5.3?
Solarint Author
yes
SL4PSH0CK
essential mod and practical.
Stealthsuit
Alright now that I had a lot of raids under my belt I can safely say...
This mod saved my life multiple times from bullshiz deaths.
However I had an observasion... Scavs are also affected by this, as a result, they do burst file with their semi-auto weapons. not sure abotu full auto though, did not notice it... then again they rarely spawn with full auto weapons
All in all, this is a very good mod
Solarint Author
Thanks for the feedback!
Burst fire for the ai is essentially a consequence of how long they hold down their finger on the trigger. The firemode swap feature is only changing the state on their weapons in a similar way to what the player does when swapping to semi-auto, it doesn't change anything about how long they hold down the trigger - only that when they do, it only fires once instead of 3-4 times, since the weapon will not allow automatic fire. It's basically a work around to the weird bot behavior we are all aware of. There are checks in place before swapping firemode to make sure the gun is capable of select fire.
What I think you mean is how long the "wait time" between shots is.
You can disable the difficulty override to return to default behavior, or you can change the "base wait time" in the advanced settings to increase or decrease the absolute limit to how often a bot can pull the trigger to avoid the issue you are describing. It is set lower in SAIN than default due to the extra time I'm adding with the distance scaling. But that means that bots can fire faster in semi auto at close range. Try finding "base wait time" and increasing it to something that sounds right to you. 1.0 would mean they can only fire once in a single second. So try something like 0.3.
You can also change the difficulty modifier for scavs to something lower, which will result in additional wait time between shots. These difficulty settings only affect the other features in the mod, so it wont change anything else about their settings.
I'll consider changing the default setting in the future based on feedback and play-testing. I want the bots to be more deadly up close, but finding the right balance with all the extra things going on in the mod is tricky.
In the future, I'm going to look at getting bots to react a bit faster at close range, so I can nerf their time between shots to compensate.
Again, I appreciate you using the mod and letting me know! Most of my time has been spent making this damn thing rather than playing myself, so getting a good feel for what the settings should be requires time.
Tinyteeth
WOOO 1.0!!!!!!!!!!!!
Stealthsuit
This actually works wonders, making them switch to semi auto does indeed semi-fix the full auto BS bots do from a distance.
It is not a perfect solution, but it is managable at least.
Solarint Author
Yeah, it's currently pretty bare-bones and just to get around the non-sense of default behavior. I'm currently working on expanding on it to properly adjust things based on bot difficulty setting and type. I also completely redid the recoil calculations to be simpler and more reliable + mod agnostic so any server mods that modify stats on weapons will be accounted for automatically.
Aspore
Does this make the bots more difficult or less difficult?
Solarint Author
It'll be a nerf, but the idea is to boost their other stats later to compensate. Since they don't laser burst at long range anymore, they can be much more accurate and deadly without being unfair, and react a lot faster as close range without seeing you instantly far away and laser beaming you with bursts.
Tabi
The man himself
ajdrigs
Do you think this would be compatible with the no bush ESP mod, And Fenix No AI ESP mod?
Solarint Author
Should* be. Haven't tested it myself, but I can't think of a reason why.
ajdrigs
Alrighty thank ya, I'll give it a try.
Plot_Device
Can confirm SAIN works with No bush ESP, Fenix No AI ESP, No Grenade ESP, Dad Gamer Mode, No No Zone, AI Limit, SWAG, and Nooky's custom SWAG. All tested across 3.5.1, 3.5.2 and currently using 3.5.3
Solarint this mod of yours is brilliant and exactly what was needed as the cherry on top of the mod mix of a cake listed above. Bravo and thank you!
Solarint Author
Thank you Plot_Device! That means a lot to me. I learned the basics of programming just to make this, and there were many tears over the past 2 weeks.
More coming soon, and there are other big projects people are working on to get the AI in SPTarkov to a much better place
Tinyteeth
Not sure how the backend works on this site, but you may want to reupload the 3.5.2 version as the 3.5.0 version is now the default download, may confuse people.
Solarint Author
yup fixing now, my bad.
MechanicMan396
I watched you work on this is discord for weeks. Have to say well done! You never gave up, and that makes this community what it is. W mod, and W mod author
gFresh
How well does this interact with other behaviour mods?
put it last in load order?
Solarint Author
It should have no incompatibility. It only connects 2 pre-existing parts of the game code to get them to communicate essentially. Nothing was swapped out or altered, just an extra few lines before a bot decides to shoot a target.
KILLEROLOVE
Thank you for this, tho It somehow stops the bot from shooting at all on 3.5.0.
Solarint Author
Ah, yeah I had that issue when going from a 3.5.0 build to 3.5.2. Nobody could really figure out why! I'll build a 3.5.0 version for you since .2 is so new and not everything has been updated.
Solarint Author
Check the versions on the mod page. I included a 3.5.0 version for those who haven't updated yet.
KILLEROLOVE
It works! Thanks again for the compatibility.
Lewismay
I press F12 but there is no option to adjust the distance
wara
It's not implemented yet, hence why it's in the todo list...
Solarint Author
coming soon! I'm currently figuring out server mods now, but I think I've got it. This is mostly a proof of concept and I released it so others could avoid the annoyance of laser bursts at max range killing them as soon as possible.
Solarint Author
done
Rad Roach
Hopefully this helps stop or in some way lessens the AI speed-throwing bullets past my head at 1000mph. That little pwush-pwush-pwush-pwush-pwush-pwush you hear when bullets fly at you, it sounds like a cheater is trying to kill you lol. Can't wait to try this mod!
Solarint Author
Haha, I know exactly what you mean. Super Annoying.
sadgeBoi
If you think about it, it's almost like playing the live version kekw
Tinyteeth
Awesome, a welcome, logical change. Looking forward to all you have planned in the future.
Solarint Author
Thanks! I was honestly amazed that it isn't default behavior