Waypoints - Expanded Navmesh 1.4.3

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 1.4.3

    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.

  • Version 1.4.0

    This version will only work with SPT 3.8.0


    Update for 3.8.0 support

    • Remove the capability to add new patrol points, and all associated code
    • Implement new method of handling locked doors, to work with the new method of navmesh generation
    • Add handling of special door types (Cargo doors on Labs, elevators on Labs, D2 door on Reserve)
    • Add a workaround for the fact BSG doesn't enable door carvers any more
    • Add a workaround for doors on some maps having a NavMeshObstacle instead of a NavMeshDoorLink
    • Regenerate all navmeshes using a new method, will more closely resemble the BSG meshes but expanded for the full map
    • Server mod is no longer necessary
  • Version 1.3.4

    This version will only work with SPT 3.7.1-3.7.6

    • Fix issue where multiple loads of Streets would throw an error, causing raid load to fail
  • Version 1.3.3

    This version will only work with SPT 3.7.1, 3.7.2, 3.7.3

    • Locked doors are now usable by bots once they're unlocked
    • Locked doors now properly cut the navmesh once unlocked and opened
    • Updated Streets navmesh:
      • Lexos mines now properly blocked off, no more suicide bots
      • Upper area of Lexos accessible to bots again
      • Escalator in new mall can be used by bots
    • Doors outside the usual AI cell coverage should now be usable by bots
    • Switch to 7-zip archives for releases
  • Version 1.3.2

    This version will only work with SPT 3.7.1, 3.7.2, 3.7.3

    • Resolved bots being braindead on certain parts of Streets and Interchange
    • Add rotation to editor panel
  • Version 1.3.1

    This version will only work with SPT 3.7.1

    Update for 3.7.1 / 26535

  • Version 1.3.0

    This version will only work with SPT 3.7.0


    Update for 3.7.0 / 26282

  • Version 1.2.0

    This version will only work with SPT 3.6.0-3.6.1


    Update for 3.6.0 / 25206

  • Yes I know the latest version is being flagged as a virus, no there's no virus in it, no there's nothing I

    can do about it.


    The DLL is clean, and submitting it for manual evaluation would take so long it would be pointless, as I'd probably have a new version out before the previous version was reviewed.


    Disable your AV, or use a different browser to download until Microsoft gets their shit together

  • 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/


    Updated Navmeshes Since Last Release (1.2.0)

    * None


    To apply updated navmeshes, copy the downloaded file to BepInEx/plugins/DrakiaXYZ-Waypoints/navmesh/

    • Hello! Getting 404 on the last link (Lighthouse)

    • Updated the Lighthouse link, sorry, Dropbox for some reason dislikes the navmeshes sometimes :)

      Thumbs Up 1
  • It says loading 0 server mods, What the hell is going on why is it not recognizing it at all? same for big brain mod

    • Because this and BigBrain are client mods

  • ERROR: This version of DrakiaXYZ-Waypoints v1.4.3 was built for Tarkov 29197, but you are running 29351. Please download the correct plugin version.

    • That's a you problem, my mods are designed for SPT

  • is there a way to get the compressed file download back? it gives me a individual file that wont allow me to have the mod recognized by the server

    • My mods are distributed as 7-zip archives, use 7-zip to extract them, I mention 7-zip multiple times in the installation instructions, and show 7-zip in the installation video

  • I don't know is it common issue or not, but I see stuck bots quite often in factory, where I'm playing a lot as scav. They can go to corner forever in spots marked as pink circles.

  • Are bots able to go up the stairs with the barbed wire (MG nest room above TarBank) on GZ? The purple pathing suggests they should, but don't. Then again I have 60 mods in 3.8.0 so that'll bork it.

    • Yes, there is navmesh connecting that area. However unless you're running the Questing Bots alpha release, they currently have no reason to go up there

  • Thank you for your work in improving the mod to fix the issues with SPT 3.8.0. Between waypoints and SWAG getting updated the major stutters and freezes i was getting are basically all gone and i can finally play now. 8o

  • does anyone have an issue with ai , boss or guard specifically. they get stuck sprinting into something or jumping and dont react at all? i have no clue what mod is causing it its so fucking annoying

  • It seems that the "user" Folder is missing when downloading the ZIP. With this set of Data, I can not get SAIN to work.

    • As noted in the 1.4.0 release notes, a server mod is no longer necessary for Waypoints. This has no bearing on whether or not SAIN works, as SAIN only looks for the client plugin of Waypoints.

  • I am also getting this flagged as a virus for the new update. Just for your awareness!

  • Just to let you know, Windows Defender is flagging the newest update as a Trojan.

    • There's nothing I can do about this, the DLL is clean, and submitting it for manual evaluation would take so long it would be pointless, as I'd probably have a new version out before the previous version was reviewed.

      Thumbs Up 1
    • Yep that's what I thought, just wanted anybody who were gonna lose their minds see visibility about it and you be like "no biggie" lol. Thanks for your work!

    • For whatever reason heaps of things are getting flagged as false positives since the 3.8.0 release. Did not have hardly any issue with previous SPT releases and mods.

    • We had similar issues back around 3.5.x when I first started modding, a bunch of mods ended up getting flagged as Wacatac and similar false positives.


      Trust me, it's as frustrating for me as it is for you guys, because there's literally nothing we can do about it (Outside of paying hundreds of dollars a year and adding a bunch of extra steps to each release for code signing, and even that isn't guaranteed to not encounter this issue)

  • There is still some stuttering, but nowhere near as much so amazing work there!!! Nothing to report other then letting you know that, and thanking you.

    • Generally I find the stutter now is entirely around bots spawning (I keep the BepInEx debug console up on my other monitor, so I can correlate the stutter with the bot brain being adjusted). There's a bit of a performance dip when bots are in combat, but that's always existed and expected (More calculations while in combat than while walking around)

    • Im sure everything will get ironed out with all mod autors, just take time. BSG code is a train wreck lol

  • Do these mods affect Boss's behavior as well? I've installed Sain/BigBrain/waypoints and noticed bosses are not where they usually are. For instance, on night customs (I installed the boss notifier mod), no cultists were at the location they always are at. The same thing happened on factory. Tagilla was pretty much silent and I found him walking toward gate 3 by those tanks.

    • These mods do affect bosses, but unless they've gone off chasing gunshots, they should be relatively close to their spawn areas. Unless you enable looting or questing for bosses, then they'll be anywhere.

  • Quote

    Note that this requires the Beta build referenced in the description.

    Seems to be outdated since the beta version has been fully released now.

  • Hi, i'm experiencing a weird issue with bot spawning behind walls/off map locations. Experienced this on three separate maps;

    • Factory - i can hear entire gun fights taking place behind walls where it's impossible for a player to reach.
    • Customs - in the centre of the map, near where the sniper scav spawns on the high tower, sometimes in the buildings around there which you cannot enter i can hear the ai running around.
    • Interchange - had it happen where you can leave the main road, run over the grass and get to the train line. To the left behind the sealed off wall is where i can hear the ai running around and they actually shoot at me.


    I have very few other mods in place, got the donuts and Sain but i don't believe these impact the spawn locations of the ai. I've not changed any settings either.

    Currently using version 1.3.4. I'm not enountering any errors messages or such, just freaky listening to entire battles taking place or footsteps running all around me but i cannot see anyone.

    https://pastebin.com/z5KrrCNe

    • Waypoints does not modify bot spawns, that would be SWAG+Donuts

      Thumbs Up 1
  • Hi, I did everything according to the instructions, the mod does not work. I installed BigBrain and waypoints. I downloaded version 1.3.4 for SPT 3.7.4 later - is this correct?


    Log output: [Error : BepInEx] Failed to download [DrakiaXYZ-Big Brain 0.3.2.0] because it lacks dependencies: com.spt-aki.core (version 3.7.1 or later)


    [Info : BepInEx] Download [DrakiaXYZ-Waypoints 1.3.4]


    [Error :DrakiaXYZ-Waypoints] ERROR: This version of DrakiaXYZ-Waypoints v1.3.4 was created for Tarkov 26535, but you are using 27622. Please download the correct version of the plugin. Thank you!

    • I do not offer support for SIT

  • This comment was made using Google Translate, so please understand that some of the context may be incorrect. I have a question right away, but I installed this mod according to the instructions and it started normally until the main screen, but the settings are not displayed even when I press F12. Why? The version is 3.7.6. Other mods are only introduced by BigBrain.

    jgwM4Px.jpgjLjLdiP.jpg

    • You would need to check the file `BepInEx/LogOutput.log` to see why it's failing to load

      Thumbs Up 1
    • Is it this file?

      Sorry...I'm not familiar with this kind of thing, so I don't know how to look at it...

      aihEsEv.jpgJLayfIU.jpg

    • I don't see Waypoints listed there, which means it's not installed correctly. You should have a folder `BepInEx/Plugins/DrakiaXYZ-Waypoints`. If this folder doesn't exist, you didn't extract the files correctly.

      Thumbs Up 1
    • The file is still there...

      Why not?

      mMo6Uk8.jpg1LLzTmn.jpg

    • I would like to use the wonderful mod you have created, so please help me resolve the issue :)

  • Hey Drakia, just wondering if you've made any attempt at getting this working for 3.8.0 or if you've made progress in rewriting things without the cell data stuff. Doesn't seem fun.

    • No, there are no plans to even start looking at 3.8.0 compat for my mods until a BE is out, and then no code will be pushed to GitHub until 3.8.0 stable is released

      Thumbs Up 1
  • can i remove the little lines and waypoints showing somehow idk how theyre called lmao

    • Don't turn on debug settings if you don't want debug settings enabled. Turn them off in the F12 menu

    • theyre turned off but i still see the lines that ai moves on

    • s4XoqPU

    • nvm i didnt turn off the Sain debug mode. Sorry to bother u G.

  • I've noticed a small issue with container spawns.

    In some places the AI will get stuck running forever on the container.


    Prevalent locations are the container by the bunker near the scav island/tunnel extract and in factory where two containers spawn by the pillar between gate 0 and the staircase that goes up to the office.


    There's something called "NavMeshOffset" in the settings - would changing that help?

    • No, that's a debug setting.


      I don't have plans to re-make any navmeshes until 3.8.0, but I'll note to check the dynamic container locations

    • Okay, not sure how easily it can be accomplished, but perhaps it is a good idea to have all the containers possible spawned in when making them, that should avoid the issue.

  • Hey there, struggling to download the files for your WAYPOINTS MOD. When I click the blue "download" button, it downloads one singular file and I don't think that it looks right. File name is "DrakiaXYZ-Waypoints-1.3.4_3.7.3.7z", and is not a folder, just a file. I've downloaded other mods this way and they had either the BeInPex or user or both files.


    I then tried to download the files from the github source but that just downloads a lot more files not named BeInPex and user.


    I'm likely doing something wrong here, please advise. I'm also having the same issues getting the files for Solarint's SAIN 2.0.


    ?(

    • Waypoints and SAIN are archived as 7-zip files. You will need to download 7-zip to extract them.


      This was done because the built in Windows extraction has lead to corrupt files in the past, leading to us trying to debug issues that weren't actually a problem, and was just the DLL files being extracted incorrectly.

    • That makes sense :D


      Thanks a million! Will try that later.

      Heart 1
  • So a minor issue I have seen with the mod is that (with SAIN), bots will sometimes run into the gas station on shoreline and burn themselves to death. This is prevalent when bloodhound bot spawns.nKgXtZS.png

  • Is it possible to make all bots converge slowly to my current position

    • If you write a mod to do it, Waypoints technically allows bots to go anywhere a player can walk to.


      However that is not functionality that exists or will exist in Waypoints, and I have no plans to make a mod with that functionality.

    • doesnt tagged and cursed achieve this?

    • well, the newest SWAG supports bots only spawn within certain distance from the player

      that works for me

  • I can't load lootingbots, questing bots or sain. I downloaded all mods following the simple instructions given.


    https://pastebin.com/5iy60dzj

    • You don't have Waypoints installed...

    • I see where I went wrong along the way, I didn't have Big Brain installed in the correct folder, instead of it being in /plugins it was in /BepinEx.


      Thank you, I appreciate the work you and other mod creators do. It makes the experience that much greater.

  • I've noticed that on Shoreline the bots can't path out of the scav island.

    Anything that spawns there just stays there indefinitely. Does not matter if PMC or Scav.


    I have pretty much just SAIN, Questing Bots, Looting Bots and the BigBrain/Waypoints mod.

    Is it because there is an ever so slight elevation change on the derelict ship?


    Do you think it is possible to do anything about it at all?

    Or maybe I should edit the spawnzones to exclude it? Otherwise there's always someone sitting there and it's like free pickings - they just run around like headless chickens.

    • There is no navigable path from scav island to the mainland, this is due to the level geometry. If you can't walk (With zero jumping, or dropping off ledges) from one location to another, neither can bots.


      Scav island has always had atleast one scav running around on it, even with base SPT spawns, this isn't caused by or made worse by Waypoints.

  • Must Have Mod as all Drakia Mods are! 10/10 Tushonkas

  • how do i go about using the new file once ive added new waypoints? im a bit confused

  • Bots often run forward on open regular doors or car doors, like ambulance or the like. Could say that they are blocking each other.
    A good example is the 3 story Dorms on Custom, room 220. Raider or Guard wanted to run to me inside but couldn't enter the room because the door was open. I gave it a few seconds that maybe he would close the door, but nothing happened. Only parts of the character model were clipping out of the door as he ran towards it.

    • Yeah, known issue, BSG doesn't have blockers on some doors when they're open. Not much I can do about it without way more effort than I feel like doing, honestly

    • I just give feedback.

  • I decided to test this mod with bigbrain and questing bots. What I noticed is that on Interchange some bots go to corner of the map where no extract is etc and they just sease to use their brain. They stay there and do nothing. Enemies do not even engage me. Just wait for me to headshot them.
    Not sure if this may be bigbrain issue or navmesh mod or questing bots.

    • Waypoints does not modify where bots go, outside of adding a few additional patrol points within their existing patrol zones (All existing navmesh covered areas). The expanded navmesh is only utilized by external mods (Looting bots, Questing bots, SAIN) to allow bots to more freely roam the map.


      BSGs AI however is very dumb, and sometimes goes places that they get stuck, or try to path through objects due to the inertia system. There's not much that can be done about this at the moment.

    • All bits that I encountered at the spot where they go they did not stuck on anything, they just "parked" and disabled their brains so no seeying or hearing reaction.
      Normally questing bots do not utilize SCAVs by default. I added them to use questing so if scav went to that bot brain graveyard they also did not stuck on anything. Just parked always on same spots and SCAVS only did one action, which was check mag. No voice lines, nothing.

      Questing bots mod does make bots to travel which is awesome thing. So they need navigation points and mesh coverage so they know how to get to those points.
      Your two mods help or are mandatory to allow bots to travel to marked points. So if navmesh mod does not make this issue and lets say 50/50 questing bots does not also so one mod left is which like 90% can cause this weird behaviour. And it is "bigbrain" which rather should be named small brain xD Something in your mod must disable their AI brain. They do not try to pick other spot to go instead they park and switch off brain. Or maybe your waipoints? Hmm I just thought of this. Maybe waipoints somehow interfere with questingBots?
      I must try to use slightly different mod combination and see. As of now something is really broken.

      Last raid with mentioned mods I had super weird issue. On exfil railroad on interchange I got extreme slow down and like 1 FPS per 20sec. And I could not extract as timer disappeared and only raid timer was shown. Time ran out and game was still in this super slow state like forever untill I alt+F4

      No idea which mod caused it or was it SPT itself. I played already on 3.7.1 for quite some hours and raids. This issue was just with mentioned mods.

    • It could be SAIN extractions, some weird quest location that's out of bounds of where bot brains work (There's some oddities in how bots handle moving beyond certain coordinates that will be fixed in an upcoming version of Waypoints), or just BSGs code throwing hidden exceptions (Which it often does).


      For now, just take them as free kills

    • I do not use SAIN. I decided only to test limited mods on 3.7.1 which again are:

      1. Waypoints - Expanded Bot Patrols and Navmesh 1.3.1
      2. DrakiaXYZ-BigBrain-0.3.1_3.7.1
      3. DanW-SPTQuestingBots-0.2.8

      LOL no, I hate free stuff. Totally not killing such bots as I would be simple d**k not a true gamer like myself. And I would really feel bad. It is like sin in my gaming book. So BIG NO NO.

    • The new version of Waypoints includes a patch to resolve a bug in BSGs code that causes bots to become braindead if they go to certain areas on some maps. This may resolve the issue you were encountering

      Heart 2