Waypoints - Expanded Navmesh 1.7.0

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Expand where bots can explore with full map navmesh coverage!

Expand the area that bots can roam using Waypoints!

Installation

1) Open the downloaded zip file in 7-zip

2) Select the folders in the zip file in 7-zip

3) Drag the selected folders from 7-zip into your SPT folder


Demonstration Video (Yes, it's SAIN, but the same concept applies to all of my mods, I'm not making mod-specific extraction example videos):

vKRw58b.gif


Features

  • Full map navmesh coverage. Mods can now be created that allow bots to explore more areas of the map than ever before
  • Dynamic door blockers. Tired of bots getting stuck on locked doors, or "fake" doors? No more, now they're all blocked off to bots!

Recommended Mods

Waypoints works great by itself to make bots move a little more freely, but works much better when paired with mods that utilize the expanded nav mesh. Below are some mods that make Waypoints even better!

  • BigBrain by Drakia - While this doesn't interact directly with Waypoints, it does allow mod developers a way to fully take control of the AI in Tarkov. This is a dependency for both SAIN and Looting Bots.
  • SAIN by Solarint - Fully custom bot combat AI, utilizing a dynamic cover system which integrates amazingly well with the expanded nav mesh available in Waypionts.
  • Looting Bots by Skwizzy - Bots can now wander around and loot dead bodies, containers, and loose loot. This combined with the expanded navmesh in Waypoints allows bots into areas never before accessible, so they can loot the best of loot.
  • Questing Bots by DanW - Bot can now do quests! They will be given a quest to do, and go through the actions of that quest as if they were actually a player doing it. Encounter bots in places you never thought you'd see them.

Compatibility

This mod should be compatible with other bot-adjusting mods.

Limitations

I've created custom navmeshes for every map, so bots are now capable of getting almost anywhere that a player can walk to. Bots however are not capable of complex actions such as jumping, or crouching, so there are still some areas of maps that bots won't be able to traverse.


The newest iteration of the navmesh is based around the same settings BSG has used for creating their meshes, but expanded to the full map. This does limit bot navigation in certain areas, but ensures there is less likely to be issues created by trying to force bots into places they can't actually navigate.

Special Thanks

I want to give special thanks to Solarint for his assistance in making the collection of waypoints provided with the original version of the plugin, as well as being a sounding board for ideas and issues encountered during development. And for his work on SAIN to make Waypoints even better!


Thank you to TINYTEETH for testing the mod before release, and making sure I didn't destroy the world by accident! And for all the feedback on the custom nav meshes so I could make sure they were ready for release.


Thanks to Skwizzy for making Looting Bots, which makes great use of the custom nav meshes, and has resulted in many jump scares due to bots being nowhere near where bots generally wander.


Thanks to DanW for making Questing Bots, the added behaviour for bots due to that mod are amazing, and you will almost always encounter bots while running around doing your quests.


A huge shoutout to the SPT Discord's #mods-development channel as well, for their help in testing out the mod during development, and generally being an amazing resource for getting this mod developed.


If you enjoy my work, you can feed my caffeine addiction



NOTE: Any requests for assistance MUST be accompanied by the "BepInEx/LogOutput.log" file. Any support request without this file provided will be met with a request for this file, then ignored. Log content can be uploaded to: https://pastebin.com/

  • Version 1.7.0

    This version will only work with SPT 3.11.x


    Update for SPT 3.11

    • Includes a new navmesh for Customs expansion
    • Disable FindPath patch for now as it may not be necessary

    Note: All other maps are currently using their existing 3.10 custom navmesh, as I don't believe other maps have changed enough to warrant the time investment of re-creating all of their meshes

  • Version 1.6.2

    This version will only work with SPT 3.10.x

    • Add custom meshes for all maps
    • Tweak existing custom meshes


    Turns out BSG's meshes skip locked doors, which is problematic for other mods that depend on bots being able to walk through locked doors

  • Version 1.6.1

    This version will only work with SPT 3.10.x

    • Fix issue with Shoreline navmesh
  • Version 1.6.0

    This version will only work with SPT 3.10.x

    • Update for SPT 3.10.0
    • Reduced to only 4 navmeshes, as BSG has mostly full map navmesh for maps now. Included meshes:
      • Interchange
      • Lighthouse
      • Shoreline
      • Woods
  • Version 1.5.2

    This version will only work with SPT 3.9.x

    • Tweaks to the Lighthouse navmesh to better allow bots to navigate to and from lighthouse island
  • Version 1.5.1

    This version will only work with SPT 3.9.x

    • Add new Woods navmesh
  • Version 1.5.0

    This version will only work with SPT 3.9.x

    • Update for 3.9.0
    • Drop woods expanded navmesh for now, needs to be re-generated due to map restructuring
    • Handle Ground Zero level 21+ map
    • Disable GroupPoint patches, as BSG refactored that part of the code. Will need to see if it performs better
  • Version 1.4.3

    This version will only work with SPT 3.8.0

    • Block barbed wire on Shoreline
    • Fix navmesh break on Ground Zero
    • Instead of copying the cached points to all bots, just reference our cached list directly
  • Version 1.4.2

    This version will only work with SPT 3.8.0

    • Further performance improvements when bots spawn


    Technical details:

    Utilize a shared list of CustomNavigationPoints or all bots, there was no need for every bot to get its own. There were only 3 properties out of the entire object that was bot dependent, and only a single bot can be on a point at a time, so that wasn't even necessary.


    Should be no change in bot behavior

  • Version 1.4.1

    This version will only work with SPT 3.8.0

    • Attempt to fix stuttering caused by BSGs pathfinding
    • Update Ground Zero navmesh


    NOTE:

    The fix for the stuttering in pathfinding is to use a less strict form of pathfinding. While during my testing I didn't notice any issues, this doesn't mean the behaviour will be 100% without problems. I will be continuing to watch for any strange behavior and try my best to fix anything that comes up while not re-introducing the stuttering I'm trying to fix.

  • My bots just spawn, stay in place, and don't react to anything.

    Maybe the first wave works, but every one afterward is just catatonic.

    I uninstall this and things go back to normal.

    Anyone know what's up with this?

    • That is not caused by this mod, if anything it's some other mod that isn't being loaded without Waypoints being installed

    • Well, reinstalled and nothing seems to be wrong. Like taking a car to a mechanic...


      Again, though. It is weird. The only change, at the time, had been installing this. Then, uninstalling it had put it back to normal. This time, the only change was installing it, again. So, I don't know. I'm certain you're correct, but this kinda crap seems to happen to me way too often. I'm just glad nothing seems scuffed, now.


      Thanks, bossman.

  • Made an account just to thank you. THANK YOU!

  • My prayers have been answered! Thank you!

  • thanks

  • I USED TO PRAY FOR TIMES LIKE THESE

    Thumbs Up 1
  • why when I download it the User folder does not appear?

    • Because there's no longer a server component to Waypoints, there hasn't been for multiple versions

  • thank you legend

  • i love you Drakia

  • Update version tag

  • Does the 3.8.0 version works on 3.8.3 as well?

    • I do not offer support of outdated SPT builds

  • So, I'm downloading the Sain mod and this is a dependency mod for it. Do I have to downgrade my version of spt and the version of the BigBrain that downloaded to get this to work?

    • SAIN is not currently compatible with SPT 3.11, and there's no way to install old versions of SPT, so you are unable to use SAIN or Waypoints currently

  • I'm just curious. But what does it take to get this mod to work on 3.11.1?

    best regards

    • The mod will be updated when it is updated. As it is, no mods depend on it to function, and it only serves to expand bot navigation, so I'm in no rush

    • I don't care when it comes out.

      I only wanna know what changes from 3.10.5 to 3.11.1 only wondering

    • Rebuilding the navmeshes, same as every update

    • Yeah Oki. Thank you

    • Mine does. In a way.... As I am getting mine to work I noticed that when the follower spawned it kept teleporting where normally there should've been a nav path. I guess they'll have to bear with that until this is out.

  • Code
    Hello, can I use the mods from version 3.10.x in the new version 3.11.0?
  • Lets gooooooooo -

    Appreciate all your work!

  • > ... bots being able to walk through locked doors
    Do they teleport through them or unlock them? What if door is locked with a quest key?

    • Locked doors have blockers on them while locked, but BSG doesn't have navmesh through locked doors at all.


      Bots won't phase through doors, Waypoints doesn't change how bots interact with doors, it just gives the ability for other mods to navigate through a path previously blocked by a locked door

      Thumbs Up 2
  • RAWR sometimes this ponys comes out of stables with navigation! RAWWWWRR! Nice mods! bugcatchillin bugcatrainbow bugcatdrunk

  • Hello, anyone has any ideea why bots don't go "everywhere"? Like on Interchange, I never see bots outside the mall on the big plains, on Ground Zero they never go upstairs in any of the buildings, they just look up, on Reserve, they won't go on the 2nd or 3rd floor. etc. Thank you.

    • Great work with the last update, bots followed me all the way up in Ground Zero. Keep it up!

  • I dont have the User folder under my BepInEx folder

    • There isn't supposed to be a user folder for Waypoints

  • A lot of times the bots seem to get stuck on doors, run in circles, or run into the side of a building going nowhere until shot at. The bots running in circles still try to shoot but never stop the circle running. Is this to do with this mod or should I be looking at something else for this issue?


    I've had it happen several times on woods particularly between prapors convoy and the camp with the minefield.


    They seem to get stuck on most doors though, it doesn't seem map specific.

    • That's pretty much entirely BSGs bad pathfinding and movement code, not related to this mod or any other mod really.


      Some mods might make it seem more obvious, but I've encountered pretty much every bot movement related issue people mention in live PvE

      Heart 1
  • Hi, I wanted to ask when I installed DrakiaXYZ-Waypoints-1.6.0, the bots spawned somewhere in the middle of the game, and in Waypoints-1.6.1 at the beginning of the game there were about 15 bots and then all silence at Customs - is there any way to fix it so that the spawn would be a little later?

    • Waypoints does not touch spawning in any way

  • Great mod, thanks :)

    Question: every now and then, after looting for a bit, as soon as I start moving again I get multiple bots (4+, sometimes 7+) spawning 20m away from where I just was. As if the game was just waiting for me to 'free' that spawn area to dump all the bot spawning backlog right there. Is this spawn-wave-related? Nav-related? Thanks!
    PS: I only use SAIN, Looting Bots and this mod.

    • Waypoints has no control over spawning, unless you're running a spawn mod (MOAR), spawning is entirely handled by the base Tarkov client

  • Whats about Bosses, the Goons are 24/7 stuck under the stairs on Fortress on Customs?

    Can this mod fix this problem?

    • No, the navmesh I generate matches BSGs pretty closely for areas of the map BSG covers, and only expands it on maps where BSG doesn't already cover the whole map.


      BSGs pathfinding is bad, which isn't something I plan on trying to correct

  • hi when I go to open file im not getting the user file just bepinex then i try to run server and launcher and it says i cant run sain because im missing the mod

    • There is no longer a server portion of waypoints , it's only the bepinex folder

  • What exactly is com.SPT.core? I can't get mod to work with [Error] : Could not load [DrakiaXYZ-Waypoints 1.5.2] because it has missing dependencies: com.SPT.core (v3.9.0 or newer). Same problem with BigBrain too. Any help? ;(

  • Hey there, it would be very cool.

    if one could make a mod, that have custom spawn points like these.
    and use the mapping.
    in combination with something like Path to tarkovs custom extraction points.

    to have one point for bots to go for
    and one extraction point, for the players to extract at.
    and be it the same.
    with a long exfil countdown.

    creating a survival / wave defensive mode.
    where they have to defend each other. and standoff combatants.

    then one for each map in tarkov, creating a "end game"

    then, only having the trader. to stock up on food, ammo etc.
    in between the exfiltration's.

    giving the players only a certain amount of money to start with.
    To try different strategies.

    then using a custom trader.
    have custom missions. like get 5, 10, 15, 20 Headshots / kills etc.
    rewawarding money. as a additional way to buy in between maps.
    to try and make it trough all maps.

    then if the players die, they start over to the first map.

    so kinda combining
    waypoints.
    path to tarkov.
    custom traders.
    custom quests.

    additionally, maybe custom achievements.
    or people in the FIKA, SPT community.
    bragging and competing against each other.

  • 3.9.5 worked?

  • <3 Thanks for this amazing mod as always . Any chance of an on/off option in the F12 menu, having some issues with zryachiy followers on Lighthouse shooting from inside the rocks :/

    • There's already a toggle:


      public static ConfigEntry<bool> EnableCustomNavmesh;


      You need to enable it BEFORE loading into a map though, the navmesh can't be changed on the fly

    • Amazing, ty :)

  • :thumbup: <3

  • Hey Drakia, Thanks for the amazing work. Looking forward to that woods navmesh!

    Heart 1
  • why can i see the navmesh in game. how do i turn this off?

    • F12, Waypoints, disable Show Navmesh