Questing Bots 0.6.0

You're no longer the only PMC running around placing markers and collecting quest items. The bots have transcended and are coming for you...

The file structure has changed starting with the 0.6.0 release, so files from all previous versions of this mod must be removed before installing a new version!

SAIN 2.1.12 or later and Looting Bots 1.3.0 or later are highly recommended!


This mod may have a performance impact, but it should be minimal starting with the 0.5.0 release. If you notice performance problems, please try using the built-in AI limiter.


Mod Compatibility:

REQUIREDBigBrain (0.3.1 or later)
Waypoints (1.3.4 or later)
Highly Recommended
SAIN (2.1.12 or later recommended)
Looting Bots (1.3.0 or later recommended)
NOT Compatible
AI Limit or any other mods that disable AI in a similar manner. This mod relies on the AI being active throughout the entire map. Starting with 0.2.10, Questing Bots has its own AI Limiter feature. Please see the tab below for more information.

Traveler (You MUST use another mod like SWAG + DONUTS to manage bot spawning when using this mod. Otherwise, bots will spawn right in front of you.)
CompatibleSWAG + DONUTS (Bot spawning in this mod will be automatically disabled)
Late to the Party
Partially Compatible
Fika (you must set bot_spawns.delay_game_start_until_bot_gen_finishes=false in config.json or bosses may not spawn. Setting bot_spawns.spawn_initial_bosses_first=true may also help to ensure there are no long delays before bosses spawn.)


NOTE: Please disable the bot-spawning system in this mod if you're using other mods that manage spawning! Otherwise, there will be too many bots on the map. The bot-spawning system in this quest will be automatically disabled if any of the following mods are detected:


[tabmenu]


Please see the README or https://github.com/dwesterwick/SPTQuestingBots for information about the configuration options in config.json and how to add custom quests.

  • Version 0.6.0

    Because the file structure has changed with this release, files from all previous versions of this mod must be removed before installing this version!

    If you're using Fika, you must set bot_spawns.delay_game_start_until_bot_gen_finishes=false in config.json or bosses may not spawn. Setting bot_spawns.spawn_initial_bosses_first=true may also help to ensure there are no long delays before bosses spawn.

    SAIN 2.1.12 or later and Looting Bots 1.3.0 or later are highly recommended!

    • Allow the server and client to run on different machines. To accomplish this, the following changes were made:
      • Check the positions of all non-AI players, not only the main player, when determining which bots to disable in the AI limiter
      • Check the positions of all non-AI players, not only the main player, to determine where to spawn bots
      • Added interop support that provides a method to obtain the current bot-generation progress
      • Moved the client DLL into its own folder ("DanW-SPTQuestingBots")
      • Moved the "quests" folder from the server directory to the new client directory for this mod
      • Log files will now be stored within the new client directory for this mod
      • Removed the basic quest-file validation script that runs as the server starts
      • Added a basic quest-file validation script that runs as the game starts. If quests are missing or cannot be validated, a warning message will be written to the server console, but the mod will still function.
      • Added server and client checks for an older client DLL still remaining in the "BepInEx\plugins" directory. If so, show an error when the server or game starts and disable this mod.
      • If "quests" and "log" directories from older versions of the server files still exist, write warning messages in the server console, but still allow the mod to function
      • Bug fix for boss-spawn limiting not working when there are multiple non-AI players in the raid
      • Bug fix for multiple instances of components trying to be added when using certain types of mods (thanks to @belettee)
      • Bug fix for the raid-start delay-code running multiple times if multiple non-AI players are in the raid (thanks to @belettee)
    • Added config option to replace SPT's bot caps with EFT's when using the advanced spawning system. There are also options to only change the bot cap if EFT's is lower (enabled by default) and to apply additional map-specific adjustments.
    • If "As Online" difficulty is selected for a raid, random difficulties will be assigned to bots spawned by Questing Bots. The weighting of the difficulties is defined by the bot_difficulty_as_online array for each bot type in config.json.
    • Added AI-limiter option to keep certain bot types always active (accessible in the F12 menu). By default, Rogues and sniper Scavs will always be active.
    • Added a setting in the F12 menu to prevent bots from sprinting when they're within a certain distance of any quest objective (3m by default)
    • Disable BotStandby logic for all bots because it was causing problems and the AI limiter basically serves the same purpose
    • Reduced questing.bot_search_distances.objective_reached_navmesh_path_error from 20m to 2m because bots should be able to reach all quest positions now. This also prevents bots from trying to reach all steps for an inaccessible quest objective.
    • Added a configuration option to only reset a bot's decisions before looting if SAIN is a older than a specified version (2.2.1.99 by default). Additional improvements for switching between Questing Bots's and SAIN's logic will be included in future releases.
    • Added min_raid_time_remaining config option (180s by default) to prevent bots from spawning too late in the raid
    • Blacklist quest objectives on Scav island on Shoreline because Unity struggles to find complete paths to it (thanks to @MonstraG)
    • Ensure quest objectives on Lightkeeper Island on Lighthouse are blacklisted even if the first step is not on the island
    • If bots cannot form a valid path and are not on the NavMesh, teleport them to a valid NavMesh position (WIP)
    • Automatically disable the bot spawning system if Better Spawns Plus is detected (thanks to @xuvvy and @artofsound)
    • Added an error message when using DONUTS but not SWAG when EFT loads, but still allow the mod to function
    • Added null checks in case doors no longer exist (namely because they were destroyed by Backdoor Bandit)
    • Added bot difficulties to the "assignments" log file written at the end of each raid
    • Added rows for bots that were generated by Questing Bots but never spawned in the "assignments" log file written at the end of each raid
    • Removed the Questing Bots endpoint for writing error messages to the server console and will now use the SPT one
    • Changed the server message about the advanced spawning system ignoring bot caps for PMC's and PScavs from a warning to an info message
    • Bug fix for bots sprinting after completing objectives when they're still within maxRunDistance of them
    • Bug fix for Scavs not spawning later in the raid
    • Bug fix for bots unlocking doors requiring power (before it's turned on) when other mods are used that add context-menu actions
    • Bug fix for bots unlocking the inner KIBA door before the outer door
    • Bug fix for the AI limiter preventing bots from achieving the EBotState.PreActive state
    • Bug fix for bot and quest overlays not rendering properly when DLSS is enabled (thanks to Solarint)


    config.json files from previous releases are not compatible.

  • Version 0.5.0

    SAIN 2.1.12 or later and Looting Bots 1.3.0 or later are highly recommended!

    • Updated for SPT-AKI 3.8.0
    • Increased required version of Waypoints from 1.3.4 to 1.4.3
    • Increased required version of BigBrain from 0.3.1 to 0.4.0
    • Changed required version of SPT-AKI to 3.8.x for client DLL and server files
    • Added standard quests for Ground Zero
    • Updated quests for Shoreline including expansion area
    • Added quests for new Streets locations
    • Implemented a bot pathing controller with the following features:
      • Paths are cached and only recalculated when needed.
      • Added the ability to create waypoints for quests. When the raid starts, static paths will be calculated from each of the quest's objectives to each waypoint defined for the quest. If a bot cannot find a complete path to its objective, it will check if a complete path can be formed to any of the quest's waypoints. If so, it will use that waypoint to get to the objective. This will help bots to navigate to quests locations that are difficult for Unity to calculate a path to them.
      • Quest waypoints and target positions for bot paths can be visualized by enabling debug options in the F12 menu. Bot-path target overlays are an advanced option.
      • The status of each bot's current path will be shown in the bot overlays enabled in the F12 menu
    • Added Ground Zero to AI-limiter options and config.json options
    • Reduced desirability of Boss Hunter quest type from 65 to 40
    • Added options for exporting custom quest locations in the F12 menu (requires advanced options to be checked)
    • Allow Kollontay and his followers to quest if questing.allowed_bot_types_for_questing.boss=true
    • Added a 20ms delay between each bot-generation task to attempt to reduce server retries
    • When making bots hostile toward bosses, excludes ones in questing.bot_quests.blacklisted_boss_hunter_bosses
    • Changed the text color of the bot's brain layer from yellow to magenta in the bot overlays enabled in the F12 menu
    • If a bot gets stuck, show a warning message in the game console instead of an info message
    • Only show a warning message about the Boss Hunter quest not being used if more than one bot zone exists on the map
    • Added shooterBTR to blacklisted bot brains for PMC's
    • Ensure LocationData component is destroyed before adding it to a GameWorld instance
    • Made "Show Quest Info for Spawn-Search Quests" F12-menu option an advanced option
    • Bug fix for bots trying to regroup with dead followers
    • Bug fix for failed bot paths not being drawn unless debug.show_zone_outlines=true
    • Bug fix for failed bot paths and zone outlines persisting across multiple raids (even if the map changes)
    • Bug fix for possible NRE's when trying to show bot overlays for despawned bots


    config.json files from previous releases are not compatible.

  • Version 0.4.2

    This will be the final version for SPT-AKI 3.7.x. All future work will be for SPT-AKI 3.8.x. Limited support will be provided for this version.

    Only compatible with SPT-AKI 3.7.6

    SAIN 2.1.9 or later and Looting Bots 1.2.1 or later are highly recommended!


    Feature Changes:

    • Increased required SPT version to 3.7.6
    • Revised spawn-location selection algorithm for PMC's and PScav's that spawn after the beginning of the raid
    • Separate bots from their groups if they take too long to heal (>120s by default) or get stuck too many times (8 by default). If the boss of a group is separated, a new boss for the group will be selected. The timer for determining if bots take too long to heal will be paused when bots hear suspicious noises or are in combat.
    • Added new Snipe quest step type that operates the same as Ambush but allows bots to be interrupted by suspicious noises
    • Increased bot_spawns.max_alive_bots for Labs from 8 to 9
    • Updated SPT-version check when the game starts
    • Use raid-time-adjustment properties provided in SPT 3.7.6
    • If bots stop questing or following because they got stuck, show "IsStuck" for the reason why they stopped instead of "CannotQuest"
    • Bug fix for constant exceptions when the game starts that "break" bots and cause them to shuffle and not engage enemies
    • Bug fix for bots continuing to perform quests with maxBotsInGroup limits below their group size if followers are assigned to them after they started doing the quest
    • Bug fix for bots being able to unlock or open doors that would have no interaction options for human players (i.e. the Saferoom door in Interchange when the power is off)
    • Bug fix (for broken bug fix) for bots being able to join other bot groups (for real this time?)
    • Bug fix for player Scavs spawning next to each other during the raid
    • Added debug messages to help troubleshoot spawn issues
    • If a PMC or PScav spawn was prevented because it would be too close to another bot, show the distance to that bot in the game console

    Quest Changes:

    • Updated all sniping quests to use the new Snipe quest step type instead of Ambush
    • Changed "Bridge Sniping" on Customs from being considered a camping quest to a sniping quest


    config.json files from previous releases are not compatible.

  • Version 0.4.1

    Requires at least SPT-AKI 3.7.4 with the 2023/12/06 hotfix or newer!

    SAIN 2.1.9 or later and Looting Bots 1.2.1 or later are highly recommended!


    New Features:

    • Implemented bot hearing sensor to make them less oblivious and more proficient in CBQ. This system has the following features:
      • If bots hear enemy footsteps or gunfire within a certain range, they will stop questing for some time between 5s and 20s (configurable). By default, the threshold for them to detect enemy footsteps is 20m, and the threshold for gunfire (including suppressed gunfire) is 50m.
      • If they continue hearing suspicious noises (described above), they will keep being prevented from questing until a maximum time is reached, which is configurable for each map. By default, the maximum time for all maps is 120s except Labs (60s) and Factory (30s Day, 45s Night). The more PVP-focused maps have lower maximum times to discourage bots from staying in one location for a long time. After this maximum time is reached, bots will ignore suspicious noises for a certain time, which is 7s by default.
      • The hearing sensitivity for bots is higher if they're wearing headsets and lower if they're wearing helmets that block sound.
      • If the loudness of the sound is below a certain configurable level, bots will ignore it. Currently, bots will ignore you crouch-walking at the slowest speed even if they're wearing headsets. That way, you can still sneak up on them. In contrast, bots that are wearing helmets that block noise and not wearing headsets will likely not hear you walking at all. All bots will hear you sprint, and all bots will hear gunfire regardless of their loadouts.
      • When bots first hear suspicious noises, they will not be allowed to loot for some time between 5s and 20s (same as the setting above). This requires Looting Bots 1.2.1 or later.
      • Bots will ignore suspicious noises if they're closing doors, planting items, toggling switches, or in an ambush position
      • If a bot in a group stops questing to investigate a suspicious noise, all other group members will stop questing
      • SAIN is highly recommended to complement this system
      • This system can be disabled if desired
    • Adjusted default configuration to make bots in groups travel closer together:
      • Reduced questing.bot_questing_requirements.max_follower_distance.target_range.min from 10m to 7m
      • Reduced questing.bot_questing_requirements.max_follower_distance.target_range.max from 20m to 12m
      • Reduced questing.bot_questing_requirements.max_follower_distance.nearest from 25m to 15m
      • Reduced questing.bot_questing_requirements.max_follower_distance.furthest from 40m to 25m
      • Reduced questing.bot_questing_requirements.break_for_looting.max_distance_from_boss from 75m to 50m
    • Removed legacy code that doubled the number of bots allowed to do a quest if it was for an EFT quest in a large area (i.e. locations for Capturing Outposts)
    • Increased questing.bot_questing_requirements.repeat_quest_delay from 300s to 360s so bots are less likely to bounce between nearby quests that have many objectives
    • Allow bots to loot after completing EFT quests if there is a non-EFT quest objective within a certain distance (5m by default) that allows looting. However, bots will never be able to loot at quest objectives requiring them to plant items.
    • Allow bosses of bot groups to wander around and patrol if they're regrouping and they've reached their nearest follower. Previously they would stand still after reaching their nearest follower, making them easy sniping targets.
    • Added configuration options to adjust the desirabilities of quests that are marked as camping quests or sniping quests
    • Reduced the minimum distance above which bots can be disabled by the AI limiter if they're near other questing bots from 50m to 25m
    • Added new fields to bot overlays to show why they are not questing or following their bosses. Logic checks for determining if bots can quest or follow bots were reorganized so the most severe reasons are shown in this field.
    • Relocated search_time_after_combat in config.json but did not change its values
    • Removed the F12 option to disable time-gating because there's no benefit
    • Fixed special quests like "Boss Hunter" have unnamed quest objectives
    • Bug fix for slow bot generation (and related lag spikes) compared to the 0.3.5 release
    • Bug fix for not all members of a Scav group being converted to PScavs when using another spawning mod like SWAG + DONUTS and having adjust_pscav_chance.enabled=true
    • Bug fix for bots attacking other bots that are disabled by the AI limiter
    • Bug fix (for broken bug fix) for bots being able to join other bot groups
    • Bug fix for pausing of questing brain layers not working. This mainly affected the transition between bots unlocking and opening doors.
    • Disabled old debug messages
    • Refactoring and removal of unused code


    Quest Changes:

    • Reduced desirability of EFT quests from 65 to 60
    • Increased min_distance of "Boss Hunter" quests from 25m to 50m
    • Reduced max_distance of Airdrop Chaser quests from 500m to 400m
    • Changed "3rd Floor Office Rush" quest in Factory to have an ambush step instead of a hold-position step
    • Reduced desirability of "3rd Floor Bridge" in Factory from 35 to 25
    • Increased desirability of "Gate 3" in Factory from 10 to 15
    • Increased desirability of "Gate 3 Entrance" in Factory from 10 to 15
    • Increased desirability of "Gate 3 Camping" in Factory from 10 to 15
    • Separated ambush objective in "Cafeteria" quest in Labs into a new quest
    • Reduced desirability of "Medical Block Elevator Stairwell" in Labs from 30 to 25
    • Reduced desirability of "Ventilation Shaft Stairwell" in Labs from 20 to 10
    • Reduced desirability of "Parking Stairwell" in Labs from 20 to 10
    • Reduced desirability of "NE Stairwell" in Labs from 20 to 10
    • Reduced desirability of "Central Stairwell 1" in Labs from 20 to 15
    • Reduced desirability of "Central Stairwell 2" in Labs from 20 to 15
    • Reduced desirability of "Server Room SW Stairs" in Labs from 30 to 25
    • Reduced desirability of "Server Room NW Stairs" in Labs from 30 to 25


    config.json files from previous releases are not compatible.

  • Version 0.4.0

    Requires at least SPT-AKI 3.7.4 with the 2023/12/06 hotfix or newer!

    SAIN 2.1.9 or later and Looting Bots 1.2.1 or later are highly recommended!


    Huge update!



    Highlights:

    • Added and updated quests on every map, including new ones for the 0.13.5 Streets expansion
    • Added new questing features that instruct bots to loot, snipe, and camp. Requires SAIN 2.1.9 or later and Looting Bots 1.2.1 or later.
    • Implemented a new quest-selection algorithm that makes bots travel more naturally through the map
    • Implemented player-Scav spawning system. If the player-Scav spawning system is disabled (i.e. if you're using SWAG + DONUTS), the SPT player-Scav-conversion chance will adjust throughout the raid.
    • Allow player Scavs to quest without making all Scavs quest
    • Implemented advanced spawning system that tricks EFT into thinking bots spawned by Questing Bots are human players. This makes them not count toward the bot cap, and all other EFT spawns will work like they do in live Tarkov. This only applies to bots spawned by Questing Bots; it will not apply to bots spawned by mods like SWAG + DONUTS.
    • Added a system to wait for all PMC's and player Scavs to be generated before the raid starts. PMC's will now spawn immediately on all maps.


    Full Release Notes (too long to include here): https://github.com/dwesterwick…ngBots/releases/tag/0.4.0


    config.json files from previous releases are not compatible.


    IMPORTANT: If either the player-Scav spawning system or player-Scav conversion-chance adjustment system is active, the "/client/game/bot/generate" endpoint will be overwritten with a QuestingBots endpoint! This may affect compatibility with other mods!

  • Version 0.3.5

    Requires at least SPT-AKI 3.7.4 with the 2023/12/06 hotfix or newer!

    • Added "boss hunter" quest that instructs bots to search areas in which bosses may spawn. Bots must be level 15+ to select it.
    • Added "airdrop chaser" quest that instructs bots to go to airdrop crates within a certain time after they land (420s by default).
    • Instruct bots to extract based on raid time and the number of quests they complete. REQUIRES SAIN 2.1.7 or later. SAIN 2.1.8 or later is highly recommended.
    • Allow quests to instruct bots to extract immediately after completing them
    • Updated "Marked Room Rush" quest in Customs to instruct bots to extract after completing it
    • Display a notification in the EFT main-menu screen if SPT needs to be updated to support the current version of the mod
    • Abbreviate the ID's of doors being unlocked in the bot's "action reason" so they take up less space in BotDebug overlays
    • Added currently-unused method that can retrieve a CustomLayer object registered with BigBrain from another mod without adding it as a dependency
    • Changed inconsistent property name chanceOfHavingKeys to chance_of_having_keys in questing.bot_quests.eft_quests
    • Added debug option to force airdrops to occur at the beginning of every raid on applicable maps
    • Only show the "No custom quests found" server warning message if the user\mods\DanW-SPTQuestingBots\quests\custom directory exists but doesn't contain any quests
    • Added a server error message if no standard quests were found
    • Added more detail to the "/quests/standard/ directory is missing" server error message
    • Small performance improvement when initializing bots
    • Added more information to the message for exceptions thrown by LocationController.GetNearestSpawnPoint()
    • Bug fix for bots repeatedly trying to unlock or breach the same door
    • Bug fix for some properties not working when added to quests in questing.bot_quests
    • Bug fix for exceptions when loading quests added by mods that do not have any Conditions defined
    • Bug fix for exception thrown by LocationController.GetNearestSpawnPoint() saying that no spawn points are available, typically on Reserve
    • Bug fix for rare condition in which profile information is requested for a null bot
    • Bug fix for custom and standard quests being validated even if the mod is disabled


    config.json files from previous releases are not compatible.

  • Version 0.3.4

    • Increased required version of SPT-AKI to 3.7.4 (MUST have the 2023/12/06 hotfix or newer!)
    • Bots will now figure out how to unlock doors in locked rooms (i.e. the offices in Big Red)
    • Raid-time calculations changed to use methods in SPT 3.7.4
    • Added debug option to force Scav raids to always be full length
    • Minor performance improvement when multiple bots check if the same door can be unlocked
    • Replaced individual debug messages for locked doors that bots aren't allowed to unlock with one saying the total number of locked doors that bots are allowed to unlock
    • Added more details about bots in debug message written when a player kills another player
    • Removed "Initial PMC's remaining" part of the debug message written when a player kills another player if initial PMC spawns are disabled
    • Fail all objectives for killed bots after writing the debug message written when a player kills another player so reading the log makes more sense
    • Added null checks to be more flexible when processing quests added by other mods
    • Bug fix for exception thrown when bots try unlocking keycard doors that were just unlocked
    • Removed obsolete code
    • Refactoring for methods that can serve other purposes in the future


    config.json files from previous releases are not compatible.

  • Version 0.3.3

    Hotfix 1:

    • Fixed incorrect version in package.json


    Feature Changes:

    • Bots can now unlock doors
      • The ability for (questing) bots to unlock doors can be enabled independently for PMC's, Scavs, and bosses. Only PMC's are enabled by default.
      • If a bot cannot reach its objective location, it will automatically search for the nearest locked door to it within a certain radius (25m by default)
      • If the bot can reach the door, there is a configurable chance that the required key will be transferred to the bot (by default: 50% for EFT quests, 25% for all other quests)
      • If the bot is a PMC, the key will first be placed into its secure container if there is space. For Scavs and bosses (and PMC's will full secure containers), keys will be placed elsewhere in their inventories (backpack, rigs, or pockets) if possible. If there is absolutely nowhere to put the key, the bot will not be able to unlock the door. These keys are NOT found-in-raid (for now).
      • For debugging, the test positions used to determine locked-door accessibility can be outlined. See the README for more information.
    • Increased the required version of Waypoints from 1.3.2 to 1.3.3 to allow bots to interact with initially-locked doors
    • Prevented bots from doing any quest objectives on Lightkeeper island
    • When "planting" items, bots tend to aim toward the position where bots are most likely to be (based on averaging the positions of all alive bots on the map)
    • Reduced the search radius for valid NavMesh positions for quest items and quest zones from 2m to 1.5m to prevent locations from being incorrectly found on the floors above or below them
    • Added server warning message about known performance issues when using QuestManiac
    • Bug fix for "Boss xxx has not been added to the follower dictionary" exception when followers are initialized before their bosses
    • Bug fix for multiple quest objectives being failed at the same time
    • Bug fix for quest objectives being failed when the bot isn't actively questing
    • Bug fix for race condition that may cause questing brain layers to be infinitely suspended
    • Bug fix for the mod internally reporting that it was unable to delete a quest objective when it actually was
    • Bug fix for very unlikely condition causing bots to get stuck in the "Plant Item" action indefinitely
    • Bug fix for some spherical outlines drawn for debugging not appearing

    Quest Changes:

    • Reduced the maximum number of bots simultaneously doing the same EFT quest from 4 to 3
    • Added "Marked Room Rush" quest for Customs
    • Added "Engineer's Office", "Gate 0", "Gate 3", "Med Tent Gate", and "Cellars" quests for Factory
    • Reduced chance of bots selecting the "Scav Camp Area" quest on Interchange from 20 to 10
    • Reduced chance of bots selecting the "Goshan Interior Tents" quest on Interchange from 30 to 15
    • Reduced chance of bots selecting the "Goshan Lockers" quest on Interchange from 25 to 15
    • Reduced chance of bots selecting the "Lexos Director's Office" quest on Streets from 15 to 5
    • Reduced chance of bots selecting the "Lexos North Entry" quest on Streets from 30 to 15
    • Reduced chance of bots selecting the "Lexos South Entry" quest on Streets from 30 to 15
    • Reduced chance of bots selecting the "Lexos Center" quest on Streets from 30 to 15
    • Reduced chance of bots selecting the "Lexos Garage" quest on Streets from 30 to 15
    • Reduced chance of bots selecting the "Lexos Offices" quest on Streets from 30 to 15
    • Reduced chance of bots selecting the "Checkannaya 15" quest on Streets from 15 to 10
    • Reduced chance of bots selecting the "Checkannaya 15 Upstairs" quest on Streets from 20 to 10
    • Reduced chance of bots selecting the "Sparja" quest on Streets from 30 to 15
    • Reduced chance of bots selecting the "Pinewood Hotel Sparja" quest on Streets from 20 to 15
    • Reduced chance of bots selecting the "Sawmill Cabins" quest on Woods from 20 to 15


    config.json files from previous releases are not compatible.

  • Version 0.3.2

    Feature Changes:

    • Bots will now toggle switches
    • Added prerequisites for some quests that require a switch to be in a certain position. For example, if the Hermetic extract switch is on in Reserve, don't allow bots to try and turn it on again (until it turns back off).
    • Automatically disable initial PMC spawns if MOAR is detected
    • Added logging message when a map has been loaded
    • Added logging message when quest data is being erased at the end of raids
    • Changed server message about PMC spawns being automatically disabled to a warning
    • Do not write a server message about PMC spawns being disabled if they're already disabled
    • Write a server message when the mod is completely disabled
    • Bug fix for dead bots still being assigned new quests
    • Bug fix for chanceForSelecting property for quests not working correctly (thanks, BSG...)
    • Bug fix for maxBots property for quests not actually being used
    • Bug fix for errors caused by rare condition where the mod searches for switches and doors in the map multiple times

    Quest Changes:

    • Added intermediate point for the "D2 Switch" quest in Reserve to reduce bot pathing failures to it
    • Reduced the chance for selecting the Customs "Power Switch" quest from 50% to 30%, and reduced the max distance to select it from 500m to 200m.
    • Added quests for KIBA alarm panels on Interchange that become available when the power switch is turned on
    • Changed the priority of the "Hidden Panel" quest in the Interchange Burger Spot bathroom from 19 to 20, changed the chance of selecting it from 15% to 20%, don't allow it to be selected until 180s after the raid starts, and only allow it to be selected when the power switch is turned on
    • Changed the priority of the "Safe Room" quest in Interchange from 19 to 18, changed the chance of selecting it from 30% to 10%, and only allow it to be selected if the power switch is turned on and keycard has been swiped in the Burger Spot bathroom
    • Added "Sewage Conduit Pump Switch" quest in Labs
    • Reduced the chance of the "Medical Block Elevator Power Switch" quest in Labs being selected from 10% to 5%
    • Reduced the chance of the "Cargo Block Elevator Power Switch" quest in Labs being selected from 15% to 5%
    • Reduced the chance of the "Main Elevator Power Switch" quest in Labs being selected from 10% to 5%
    • Only allow the "Parking Gate Controls" quest in Labs to be selected after 420s has elapsed in the raid and the gate isn't already open
    • Changed the priority of the "Parking Gate Alarm Controls" quest in Labs from 19 to 18, the chance of it being selected from 5% to 10%, at least 420s has elapsed in the raid, and only allow it to be selected if the Parking Gate is open and the alarm hasn't already been turned off
    • Only allow the "Hangar Gate Controls" quest in Labs to be selected after 420s has elapsed in the raid and the gate isn't already open
    • Only allow the "Hermetic Door Switch" quest in Reserve to be selected after 300s has elapsed in the raid and the switch isn't already on
    • Added D2-switch objective to the "D2 Area" quest in Reserve
    • Reduced the chance of the "D2 Area" quest in Reserve being selected from 30% to 15%
    • Added "Hermetic Alarm Patrol" quest in Reserve that can only be selected while the Hermetic extract switch is on


    config.json files from the 0.3.0 and 0.3.1 releases are fully compatible.

  • Version 0.3.1

    • Improved PMC group spawning system thanks to DrakiaXYZ
    • PMC's are no longer forced to be enemies with you
    • Removed the mod version number from the folder name
    • Removed obsolete code


    config.json files from the 0.3.0 release are fully compatible.


    Please make sure you delete previous versions of this mod from your \user\mods directory!

  • Is the bot spawning system based on % of time remaining or on how much time is left in minutes? I use EscapeTimeLimit === 120 on each maps, and on some maps it seems that there are a lot of scavs. In 15 minutes i can kill even 20 scavs without leaving resp~

    • Questing Bots doesn't control Scav or boss spawns; those are controlled by EFT.

  • Normal tarkov loads quickly but with this mod I sit waiting for 20 minutes to load in the bots. Is it normal for it to take to long? Anyone else have this issue?

    • No, that's not normal. There are a few reasons this can happen:

      • Bot-generation requests are failing in the server (which you can see as server errors with references to bot generation in the stack traces)
      • There is some kind of communication issue with the server, and the request are getting "lost"
      • Somebody reported that Nvidia Reflex Low Latency and VSync can cause this, but I've not personally tested this.
  • Hi Dan, I'm having a bit of an issue after installing the mod. I just updated to SPT 3.8.3 with a clean install only copying my profile and settings folder. However when I launch the server I get the error "Please remove SPTQuestingBots.dll from previous version." I checked other posts here and made sure my install was correct. I even deleted the current dll just to check. I still get the error. I'm no stranger to modding and troubleshooting but I feel like I'm either over looking something or something is broken.

    • That means you have SPTQuestingBots.dll in the wrong location. That's either due to installing the mod incorrectly or still having a previous version of the file. That file shouldn't exist in BepInEx\plugins\.

    • Wow... I had already checked when I first got the error, but I must have accidently drug it out of the folder or from the zip into plugins and just overlooked it. Knew I had over looked something.


      TY

  • I adjusted Scav raid time so that I can raid more often, does that impact anything with scav spawning when using Questing Bots spawn system?

    • I assume you're talking about the Scav cooldown timer, not the actual raid times? If so, that won't have any impact.

  • Hi Dan, thx for awesome mod, I've a question about amount of bots. I've read github manual, but still have some (brain) issues. For example, I want to swarm Factory by casual Scavs. I'm going to config.json, edit
    bot_spawns.bot_cap_adjustments.max_additional_bots
    bot_spawns.bot_cap_adjustments.max_total_bots

    Code
    "max_additional_bots": 30,
    "max_total_bots": 50

    restart server to apply changes, starting raid. And I see like ~12 bots (include PMC's). What did I forget?

    upd: Changed bot_spawns.advanced_eft_bot_count_management.bot_cap_adjustments several times and made it work on Tarkov Streets (I mean like ~60 bots were spawned). Are there any restrictions for smaller map like Factory?

    • The changes you made will only work on maps that use BSG's "new" spawning system. Their "new" spawning system regularly keeps spawning Scavs until the bot cap is reached, and it checks if they're allowed to spawn every ~15 seconds. In contrast, BSG's "old" system has predefined bot waves, and each wave has ranges for the time it will spawn and the number of bots that will spawn in it.


      In SPT 3.8.x, all maps use the "new" spawning system except Factory and Reserve. Therefore, you'll notice that bots will spawn much slower on those maps compared to all of the others.


      There is a flag that can be changed for each map to toggle between the spawning systems, but I've never tried changing it. I'm not sure what will happen.

      Thumbs Up 1
    • Thx, one more question about spawning system. If I tested and understand correctly, bot_spawns.advanced_eft_bot_count_management.bot_cap_adjustments is like individual increment to the cap for each map, that ignores bot_spawns.bot_cap_adjustments.max_total_bots (which is global cap). But what about bot_spawns.bot_cap_adjustments.max_additional_bots ? Does it increase some kind of special (additional) bots or this variable increase bot_spawns.bot_cap_adjustments.max_total_bots cap? And if my last thought is correct, what can trigger this event?

    • Basically, advanced_eft_bot_count_management and bot_cap_adjustments aren't intended to be enabled at the same time. You can think of bot_cap_adjustments as Questing Bots's old spawning system and advanced_eft_bot_count_management as its new one. max_additional_bots defines the limit that the bot cap for each map is allowed to be increased when add_max_players_to_bot_cap=true. By default, it's 5, which means that if the bot cap for a map is 20, and the lobby size for it is 10 players, the bot cap will be increased to 25 instead of 30. Regardless of this setting, max_total_bots still defines the upper limit for the bot cap if bot_cap_adjustments.enabled=true.

      Thumbs Up 1
  • Is it possible to increase the boss spawn chance in the mod settings? I played more than 20 interchanges and didn't find a single boss

    • Nope, this mod doesn't change anything related to boss spawns with the exception of limiting the total number of bosses that are allowed to spawn (which mostly just limits Rogue spawns on Lighthouse).


      If you're using Fika, please be sure to follow the compatibility note in the Overview tab. If that doesn't apply to you, it might just be bad luck.

  • Hi I'm trying to get PMCs to spawn at the start of a raid at the map maximum every raid. so 14 players on woods, 16 players on streets etc. with vanilla scav amounts how would I do this?


    Also how do I randomize the spawns to get some PMCs to spawn on my side of the map, Most of the PMCs seem to spawn on the other side of the map and stay there on bigger maps likes Woods so most of the action is happening away from me.
    Thanks for the help!

    • If you increase the values of bot_spawns.max_alive_bots to match the maximum player count for each map (minus one, because you count as one of them), all of the PMC's will spawn at the beginning of the raid. However, please keep in mind that this will have a performance impact. Factory and Labs are set up this way by default, and the other maps have lower limits for performance reasons.


      The spawning system purposely makes bots spawn in remote areas to spread out the action. This is both for performance reasons and so the majority of the raid doesn't feel dead compared to the first 5-10 min. There isn't a way to change this behavior. However, allowing more PMC's to spawn at the beginning of the raid will inherently mean that some will spawn closer to you.

    • Thank you that helped! I use lossless scaling to offset the performance hit, slight ghosting and input lag is worth the extra activity on the map!


      Damn thats a shame, it's not a huge issue mainly on woods PMCs seem to stay in their zones and not venture down so 95% of my raids I'm just finding scavs.


      Thank you so much for the help!

      Thumbs Up 1
  • Hi @DanW. Could you please help with configuration of Questing Bots spawns. I couldn't figure out how to configure what I needed. For example, on Interchange i want to have a maximum of 26 bots (including PMCs, PScavs, common scavs). Bosses are beyond this limit. The number of initial PMCs corresponds to the number of players on the map. No other spawn mods installed. The settings are as follows:


    Changing "max_total_bots" or "bot_cap_adjustments" (setting -7 to interchange for example) does not change anything. For some reason there are still a maximum of 33 bots on the map. Is it possible to configure spawns this way? Thanks

    Thumbs Up 1
    • I'm not the mod author, but I think this is how it works.


      Bot cap refers to AI scavs and presumably bosses, "max_alive_bots" refers to PMCs and PScavs.

      Total bot cap is calculated as max_alive_bots + bot cap + offset. In your case 14 + 17 + -5 = 26.


      Try this:


      Also, you might struggle to reach the total bot cap with such a high "max_alive_bots" value, as AI scavs seem to repopulate much faster than PScavs. From my understanding lowering this value reduces the number of PMCs/PScavs which can exist simultaneously, not the overall number of PMCs per raid.

      Thumbs Up 1
    • @CodyL is correct. When you have bot_spawns.advanced_eft_bot_count_management.enabled=true (which is the default setting), EFT only respects your bot cap for Scavs and bosses. PMC's and PScavs will be allowed to exceed the bot cap, and they have their own cap defined by bot_spawns.max_alive_bots.


      You should be able to do what @CodyL suggested and adjust bot_spawns.advanced_eft_bot_count_management.bot_cap_adjustments, but this is ONLY used when bot_spawns.advanced_eft_bot_count_management.use_EFT_bot_caps=true. That's why you're not seeing any effect by changing it. If that setting is enabled, you'll see the bot caps displayed in the server when you start it, so you can make adjustments accordingly based on your bot_spawns.max_alive_bots settings.

      Thumbs Up 1
    • Thanks for clarifying @DanW. I've corrected my mistake.

    • Thanks to both of you, it really worked. Now there is another problem - when PMCs and PScavs leave the map, then a maximum (26-14 = 12) bots remain, which is somehow not enough.
      I wonder if it is possible to set it up so that regular scavs replace PMCs (and PScavs) that leave the map?
      I tried disabling the "advanced_eft_bot_count_management", but then:

      1. it’s not clear how to increase the base SPT bot limit (for example at the Interchange it is 20). I tried config located at "Aki_Data\Server\database\locations\interchange\", config in QB's "bot_cap_adjustments" section, but nothing changes

      2. it seems that in this case not all PScavs will always spawn after a PMC (as intended in QB); regular bots may spawn instead of them

    • Unfortunately, mixing bot types like that isn't possible with this spawning system. It's another drawback of having all PMC's spawn when the raid starts (unless you allow many extra bots to be on the map at the same time).


      If you want to define specific bot caps for each map with the advanced spawning system disabled, it might be best to use another mod like SVM. There are some basic changes that bot_cap_adjustments provides, but I'm not sure it will give you exactly what you're looking for.

  • Hi @DanW. Firstly thank you for all your hard work on this mod, it's excellent!


    I have 0.6.0, have read through all of your documentation and am trying to increase the number of starting PMCs in my raids. I have tried many variants of configurations, increasing max bot cap + increasing max starting bot values etc. I simply cannot seem to enable more than 12 PMCs (including myself) to spawn at the start of the raid.


    I do not have any other mods enabled that control spawns, Questing bots is loaded/enabled in the server logs when it launches.


    Any help would be greatly appreciated, it's clearly user error but I can't figure out what I'm doing wrong. I have been testing on Shoreline, here is an example of the config I have been trying:


    "bot_cap_adjustments" : {

    "enabled": false,

    "min_other_bots_allowed_to_spawn": 2,

    "add_max_players_to_bot_cap": true,

    "max_additional_bots": 5,

    "max_total_bots": 26

    },

    "limit_initial_boss_spawns" : {

    "enabled": true,

    "disable_rogue_delay": true,

    "max_initial_bosses": 14,

    "max_initial_rogues": 10

    },

    "max_alive_bots": {

    "default": 6,

    "factory4_day": 5,

    "factory4_night": 5,

    "bigmap": 7,

    "woods": 8,

    "shoreline": 20,

    "lighthouse": 7,

    "rezervbase": 7,

    "interchange": 8,

    "laboratory": 9,

    "tarkovstreets": 8,

    "sandbox": 7


    Thank you in advance!

    • This is because the number of PMC's is limited by the lobby size for the map. At the start of the raid, a random number between the minimum and maximum PMC's for the map (per EFT's data) is selected, and no additional PMC's beyond that will be allowed to spawn during the raid.


      If you want to exceed EFT's lobby size, you can add the config option fraction_of_max_players to bot_spawns.pmcs. You can reference bot_spawns.player_scavs.fraction_of_max_players as an example.

    • Thanks Dan, I had that on my list to try based on your documentation but was confused by the config data. I was looking to increase the ratio from 1 (as I notice the scav ratio is 1.5) as I assumed this would increase the capacity for the PMC lobby, but when I looked at the config option I didn't understand what to adjust within these ratios:


      "fraction_of_max_players_vs_raidET": [

      [0, 0.2],

      [0.2, 0.2],

      [0.6, 0.5],

      [0.8, 0.7],

      [0.9, 0.9],

      [0.95, 1],

      [1, 1]


      Compared to the scav ratio option which has a clearly defined value:


      "fraction_of_max_players": 1.5,


      Please can you advise what I should be adjusting in the PMC config to enable the lobby size to increase.


      Many thanks again.


      Rich

    • fraction_of_max_players_vs_raidET reduces the lobby size if you spawn in late as a Scav. For example if the normal lobby size is 10 players when the raid starts, the array you posted would mean that after 40% of the raid has elapsed (i.e. 24 min remaining in a 40 min Customs raid), the number of PMC's allowed to spawn would be reduced by 50% (5 instead of 10).


      If you want to boost the PMC count regardless of when you spawn into the raid, adding the fraction_of_max_players setting will accomplish this. However, if you only want to boost the PMC count when you spawn into a raid that just started (as a PMC), then increasing the values of fraction_of_max_players_vs_raidET would also work. You would just want to increase the values in the right column when the left column is near 1.


      Hope that helps.

      Heart 1
    • Thanks Dan - this worked perfectly. Much appreciated.

    • I don't really understand what to do here would you mind posting the contents of your config file after these changes as I'm trying to get more PMCs at the start too!

  • I only have 20FPS after the update

    • I'd need a lot more information to help you understand the cause. How many bots are in your raids before vs. after the update? Are you seeing any errors?

    • I don't seem to see an error message, the number of bots hasn't changed, and for some reason I'm losing about 20 fps, and when I switch back to the previous version, my fps is back to normal.

    • Sorry, I have no idea. If the number of questing bots hasn't changed, there should be a negligible performance difference.

    • It might be related with the disabled BotStandby in 0.6, I'm experiencing a similar drop in fps but I think that's due to bots becoming more active and are actively going places/fighting other AI. The difference maybe more prominent with AI limiter turned off or set to a higher range setting

    • Yeah, that's possible. Between that change and fixing broken Scav respawns, there is definitely more AI activity now in 0.6.0. In theory using the AI limiter should make performance comparable to 0.5.0 (but likely still a tad worse), but maybe that's not the case depending on your PC and other mods.

  • Clients are getting error saying Plugin can't talk to server. Is it still normal ?

    • Nope. Is everyone using version 0.6.0?

    • Yes, I made sure to re download the latest release just in case. Still same error message from clients on another computer. Me running the server and playing, no issue. I asked them to remove the Questin bots user folder to try, but still having the error message.

    • Can you please share the error message they're seeing? I can only think of two possibilities for this:

      1. They're still using an old version of the mod (specifically the DLL)
      2. They didn't remove the old DLL when upgrading to 0.6.0
  • How to increase pmc to scav ratio?

    • You can increase the number of PMC's alive at the same time using the bot_spawns.max_alive_bots config setting, but the mod will only generate one "lobby" worth of PMC's for each raid. However, please keep in mind that increasing this setting will have a performance impact.

      Thumbs Up 1
    • thx

  • Are there a quests to turn on power on maps like Interchange and Reserve?

  • Hey - I installed Lotus and now I get this error when I enter a raid


    [Client Request] /QuestingBots/GenerateBot/0

    Error: Items must not be empty

    Error: Items must not be empty

    at WeightedRandomHelper.weightedRandom (C:\snapshot\src\helpers\WeightedRandomHelper.ts:54:19)

    at WeightedRandomHelper.getWeightedValue (C:\snapshot\src\helpers\WeightedRandomHelper.ts:31:33)

    at BotWeaponGenerator.getWeightedCompatibleAmmo (C:\snapshot\src\generators\BotWeaponGenerator.ts:603:60)

    at BotWeaponGenerator.generateWeaponByTpl (C:\snapshot\src\generators\BotWeaponGenerator.ts:150:30)

    at BotWeaponGenerator.generateRandomWeapon (C:\snapshot\src\generators\BotWeaponGenerator.ts:84:21)

    at BotInventoryGenerator.addWeaponAndMagazinesToInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:543:57)

    at BotInventoryGenerator.generateAndAddWeaponsToBot (C:\snapshot\src\generators\BotInventoryGenerator.ts:484:22)

    at BotInventoryGenerator.generateInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:80:14)

    at BotGenerator.generateBot (C:\snapshot\src\generators\BotGenerator.ts:195:52)

    at BotGenerator.prepareAndGenerateBot (C:\snapshot\src\generators\BotGenerator.ts:116:20)

    Error: Items must not be empty

    Error: Items must not be empty

    at WeightedRandomHelper.weightedRandom (C:\snapshot\src\helpers\WeightedRandomHelper.ts:54:19)

    at WeightedRandomHelper.getWeightedValue (C:\snapshot\src\helpers\WeightedRandomHelper.ts:31:33)

    at BotWeaponGenerator.getWeightedCompatibleAmmo (C:\snapshot\src\generators\BotWeaponGenerator.ts:603:60)

    at BotWeaponGenerator.generateWeaponByTpl (C:\snapshot\src\generators\BotWeaponGenerator.ts:150:30)

    at BotWeaponGenerator.generateRandomWeapon (C:\snapshot\src\generators\BotWeaponGenerator.ts:84:21)

    at BotInventoryGenerator.addWeaponAndMagazinesToInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:543:57)

    at BotInventoryGenerator.generateAndAddWeaponsToBot (C:\snapshot\src\generators\BotInventoryGenerator.ts:484:22)

    at BotInventoryGenerator.generateInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:80:14)

    at BotGenerator.generateBot (C:\snapshot\src\generators\BotGenerator.ts:195:52)

    at BotGenerator.prepareAndGenerateBot (C:\snapshot\src\generators\BotGenerator.ts:116:20)

    [Client Request] /QuestingBots/GenerateBot/0

    Required slot 'mod_muzzle' on muzzle_pp-91-01_zmz_std_9x18pm mod_muzzle was empty on sptusec

    Weapon 57f3c6bd24597738e730fa2f weapon_zmz_pp-91-01_9x18pm was generated incorrectly, falling back to weapon preset see error above

    [Client Request] /QuestingBots/GenerateBot/0

    [Client Request] /QuestingBots/GenerateBot/0

    • Questing Bots doesn't control bot generation at all; it just reroutes the request. Lotus or another mod that affects bot loadouts is likely the cause of the errors.

    • Got it


      I think I have narrowed it down to ALP


      I have been trying a lot of ways to isolate it and it keeps popping up during bot spawn- but not in every raid


      Sorry for bothering you- was just following the log data - seemed to point at QB

  • If I enable AI limitation, there are a lot of errors in the console

    Code
    Coroutine couldn't be started because the the game object 'Bot7' is inactive!

    is this normal?

    • It's "normal" in the sense that you can ignore it. I think it's caused by either SAIN or Looting Bots, but either way it won't hurt anything.

  • I am using the latest version, and on labs PMCs just keep spawning, the log said questingbots generated 44 bots before I ran out of ammo and died, how do I limit the continuous spawning, is SWAG doing this, should I enable bot hard cap? Its not going this crazy on other maps.


    Also the default config settings caused major fps loss and stuttering on maps like lighthouse, the indoor maps no problem. I have a higher end intel cpu and rtx 2080 super, and getting less than 20 fps on the default config.

    • If you're using SWAG, Questing Bots's spawning system will be automatically disabled. The reason you're seeing a Questing Bots endpoint in the server is because this mod reroutes the bot-generation requests to adjust the PScav conversion chance for Scav spawns. The generation requests are all still coming from SWAG+DONUTS.

    • thanks for the response dan. So all spawning is handled by swagnuts if it is intalled? It seems like the bots just keep infinately respawning when one is killed, even though there is a cooldown timer which I've set to 450 seconds, for the wave spawning.

    • Hopefully you can find a way to optimize the mod in the future, it is a great mod- thanks

  • hi DAN.Why are there so many SCAVs ?currently using the latest version of SAIN

    • The new version fixed a bug that would suppress all Scavs after the initial waves spawned. What you're experiencing is actually normal EFT behavior (which is my intent).

    • it is possible to disable it ?

    • You would need to use another mod (not sure which) to modify the spawn settings for the map. I'm looking into alternatives for the next release, but it will take some time to test.

  • Thank you for your work, but this new version makes me lose 30-40 FPS, I had to go back to 0.5 (sain is up to date)

    • What spawning system are you using?

    • My mod is : Realism, Sain, looting bot and questing bot

    • This is likely caused by the increased Scav spawns in 0.6.0. The new version fixed a bug that would suppress all Scavs after the initial waves spawned.

    • Okey, thank you !

  • Getting client hard crashing after installing this, unsure why. Just crashes straight to desktop with no error. Is there a log I should check?

    • When does it crash?


      You can look for errors in the following files:

      • LogOutput.log in BepInEx\
      • The file that ends in "errors.log" within the folder inside Logs\
    • It seems to be somewhat random, 10-20 minutes into a raid. I haven't noticed anything reliable as a trigger, but if it's being caused by something a bot is doing I wouldn't be able to tell. Only error I noticed in the logs when I checked earlier were about a bad item in my profile. I've since cleared that out and I'm reinstalling Questing Bots to see if there's any change.

    • You might also want to look for .NET exceptions in the Windows event logs around the time that the game crashes. If there are any, it probably will give you a very vague description of the error, but it's better than nothing.

    • Just had another crash.... errors.log shows... an Out of Memory Exception? Weird, I don't normally have that happening. I'm going to do some optimizing and see if that helps. There's a couple other things I'll test as well.

    • Looks like it's some kind of memory leak issue. I started the raid at 60% RAM usage (out of 32GB), and over the course of a raid in Woods it slowly climbed up to 100% before crashing. Tarkov was using about 26GB of RAM by the end. Going to test again with QuestingBots disabled.

  • Still having issues with 0.6.0 on MPT/fika. I am the server host and while things are OK for me, my teammates are experiencing extremely high ping (700+ ms) a minute or two after raid start and the raid becomes unplayable for them and the problem does not subside after time. This only happens with QB installed (removing QB instantly fixes this problem). Any possible solutions or config settings that may fix this?

    • I'm not sure why this mod would affect ping that much. Is anyone in your group seeing errors in the game console? I'm told that many other people are using this mod with Fika without issues.

  • Hi Dan,

    I am getting weird PMC behaviour with this, just ran 4 raids for testing, I am using bot monitoring and live maps to find what the hell they were doing lol, I am getting a lot of 4 man spawns, last 3 raids all had 2x 4 man squads, no big issue, the issue however is that for some reason, while one squad moves about as "normal" the other squad does nothing but play follow the leader in one small section of the map.

    In 6 raids on Woods yesterday, one group constantly went to the old train yard and just walked around for 30 mins, on Snoreline they always seem to want to go to swamp village.

    • There have been a lot of pathing issues since BSG updated to 0.14.x, so this could be a symptom of that.


      It's really difficult to say what happened without seeing it occur live. At the very least, you'd need to watch the Questing Bots's bot overlays to see what each bot in the group was doing. Some of this information might be in the LogOutput.log file, but likely not enough to really understand what happened.


      Also, two things to keep in mind are:

      1) Bots WILL get stuck, so as long as this doesn't occur frequently, we have to accept it

      2) Bots don't need to exactly replicate human behavior. The real objective of this mod is to have bots move around the map in a somewhat plausible manner while interacting with their environment (looting, unlocking doors, etc.) along the way. If they stick around one location doing seemingly nothing for a few minutes, that's not super unrealistic. If you weren't using debugging tools, you probably wouldn't notice.

  • An excellent mod, however, terribly overloads the system and causes -20 fps on good hardware, to pass 50 meters you need to kill about 50 wild ones that will appear from all sides. I liked the first versions better, where bots just walked around the quest places, and did not turn the game into a zombie apocalypse.

    • The new version fixed a bug that would suppress all Scavs after the initial waves spawned. What you're experiencing is actually normal EFT behavior (which is my intent). Please make sure you're using the latest SAIN because it did have a bug that caused bots to have extremely sensitive hearing for a bit.

    • Да, я использую последнюю версию SAIN

    • In that case, you're experiencing normal EFT spawn behavior. BSG applied this system to all maps except Reserve and Factory for what SPT 3.8.x uses. All you can really do is reduce the bot caps for the maps, either via the bot_spawns.advanced_eft_bot_count_management.bot_cap_adjustments settings in this mod or using another mod.

      Thumbs Up 1
  • Heres an error im getting, removed all Questing Bots files before updating to the new version. You are an amazing creator keep up the great work!!


    [Questing Bots] Please remove BepInEx/plugins/SPTQuestingBots.dll from the previous version of this mod and restart the server, or it will NOT work correctly.

    • *SPT* not FIKA

    • The only way you would get that error is if that file still exists.

      Thumbs Up 1
  • I found the new version to be wayyyy more overwhelming than the previous one. I had to kill 35 scavs to get through my first Custom raid after updating, they just keep spawning in!

    • Did another one before bedtime, I had to murder 27 scavs again to get to the other side of the map. I think the amount of bot spawning is significantly changed, but I'm not sure if it's intended

    • The new version fixed a bug that would suppress all Scavs after the initial waves spawned. What you're experiencing is actually normal EFT behavior (which is my intent). Please make sure you're using the latest SAIN because it did have a bug that caused bots to have extremely sensitive hearing for a bit.

    • Got it! Thanks! If you don't mind can you let me know if it's customaizable? If so where and how should I change in the config file?

    • Also do you have a place that I can buy you a coffee? For making the game so fun for me.

    • Great question! I'm looking into that, and it might be something I add to the next release.


      You don't need to buy me a coffee. Creating content like this and sharing it with people is plenty rewarding for me. I appreciate it though.

      Heart 3
  • How to disable BOSS scav spawn? Those bots are too difficult for me, they often spawn in groups and cooperate in combat.a9e9b3d5953bc6ee39e05.png

    Thinking 1
    • Questing Bots uses vanilla EFT spawns, including those for Bloodhounds and Scav groups. You would need to change their spawn settings using another mod like SVM.

  • Does ai limit disables only scav ai? Not PMC? Because I can`t catch any PMC sleeping overviewing them.

    • AI limit disables any AI except those with quests. There is a separate checkbox for disabling AI with quests, as well as setting the range of disabling.

    • Thank you

  • If you use questing bots with FIKA ai limit enabled makes bot sleep in distance from host only or from any player, I mean client players too?

    • The current release only works for the host player. The next release will work with all players.

    • Thank you! So for now the solution is uninstalling questing bots if multiplayer? And what is planned next release date? Thank you again very much!

    • About 2 minutes ago!

    • Thank you!

  • Hi! I noticed that the Goons tend to be invisible when I approach them (sometimes just have their weapons hanging in the air) when they are late spawning into a match. When I open Show Bot Info Overlay it shows the following for them: (Boss: Birdeye, Layer: SleepingLayer, Reason: Sleep;Distance: 30.1m)

    I think it might be the AI limiter messing them up, but I don't know what I'm talking about since you are the expert here, so I figured I should raise it to your awareness

    • I assume you're using a co-op mod? If so, there is a known incompatibility with the AI limiter, and this will be fixed in the next release.

    • Sorry, I have deleted this information

    • Thank you.

    • Hi, I'm not using a co-op mod, the mod I'm using are:

      {

      "order": [

      "Fontaine-FOV-Fix",

      "tyfon-uifixes",

      "Virtual's Custom Quest Loader",

      "Jehree-GildedKeyStorage",

      "AAAArtemTrader",

      "AAArtemEquipment",

      "Lotus",

      "aMoxoPixel-Painter",

      "MoxoPixel-BlackCore",

      "MoxoPixel-MagTape",

      "MoxoPixel-TacticalGearComponent",

      "odt-iteminfo-4.0.3",

      "MoreCheckmarksBackend",

      "ServerValueModifier",

      "Skwizzy-NoDiscardLimit",

      "zSolarint-SAIN-ServerMod",

      "DanW-SPTQuestingBots",

      "DewardianDev-AlgorithmicLevelProgression"

      ]

      }

    • I'd recommend ensuring you're using the latest version of SAIN. There was a small period of time in which it was breaking the Goons, but I don't know exactly which versions were affected.


      Otherwise, please send me the following after you next see this happen:

      • LogOutput.log in BepInEx\
      • Everything in Logs\
      • The most recent server log in user\logs\
  • When you say Fika is not supported, do you mean it is explicitly broken, or that it's simply not tested for compatibility? I had no issues last time I used it with Fika.

    • There are known issues with the AI limiter and spawning system when Fika is used with the current release. These will be addressed in the upcoming release.


      Unfortunately, I don't plan to ever "officially" support Fika because I don't have the time to do enough testing with it. If people are able to isolate problems caused by the combination of Questing Bots and Fika, I can help with troubleshooting them, but that's as much support as I'm able to provide.

      Thumbs Up 1
  • Hi guys
    I spent a whole day today to find out why the generation of pscavs and PMCs takes 10 minutes, the answer in nvidia reflex low latency.
    Disable nvidia reflex low latency and disable vsync (not sure) and get 4-6 seconds of generation.
    The mod is the best, the game feels much more alive.
    Thank You.

    Heart 1
    • Wow, that is not intuitive at all! I wonder why that causes server requests to be lost. I'll have to do some experimentation. Thanks for letting us know!

    • Thats interesting. Months ago i turned this exact setting (vsync+reflex) off because it was causing me major stutters during bot spawning.

    • Holy fuck. thank you so much for commenting, I was having the same issue and was gonna lose my mind. It's way better now, and yeah I agree this mod is absolutely top tier

      Thumbs Up 1