Featured Questing Bots 0.7.0

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

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 3.0.4 or later and Looting Bots 1.3.5 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 (1.0.1 or later)
Waypoints (1.5.1 or later)
Highly Recommended
SAIN (3.0.4 or later recommended)
Looting Bots (1.3.5 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
Fika (Requires client version 0.9.8962.33287 or later)


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 0.7.0

    SAIN 3.0.4 or later and Looting Bots 1.3.5 or later are highly recommended!

    • Updated to SPT 3.9.x
    • Increased required version of Waypoints from 1.4.3 to 1.5.1
    • Increased required version of BigBrain from 0.4.0 to 1.0.1
    • Improved the interaction between Questing Bots and SAIN:
      • Reduced brain-layer priorities of questing and boss-following to be less than SAIN's brain-layer priorities. This fixes issues where bots would prematurely end combat and run away, and bots will generally be much more alert, patient, and effective in combat. However, they will also tend to perform significantly fewer quests throughout the raid.
      • Added a new brain layer (with a higher priority than SAIN's) to make bots retreat and support their boss if their group is in combat and they're not in immediate danger. This prevents bot groups from becoming too spread out and running around the same general area chasing each other between engagements. The distance thresholds are configurable, but by default they will use this layer if they're more than 35m away from their boss, and they will stop using the layer once they are within 15m of their boss.
      • Only prevent followers from following or regrouping with their bosses if they need to heal, and ignore other "able-bodied" checks. This prevents bot followers from running away and ignoring their bosses for a while instead of healing.
      • Added separate min/max pairs to questing.bot_questing_requirements.search_time_after_combat that are automatically selected based on Questing Bots's brain-layer priorities vs. SAIN's. If SAIN is prioritized, questing.bot_questing_requirements.search_time_after_combat will be 5/20 s. Otherwise, it will be 20/45 s.
    • Changed the raid-start delay to occur before the final countdown until the raid starts instead of being in parallel with it
    • Added a config option to override the radius around the BTR within which questing bots will "avoid danger" (reduced EFT's 40m setting to 10m by default).
    • Added config options to change priorities of all Questing Bots brain layers
    • Updated bot-overlay information to include the new brain layer and to hide some information when one of SAIN's brain layers is active
    • Added an Advanced F12 menu option to show your current coordinates on the screen
    • Bug fix for bots ignoring their hearing (using SAIN) when sniping
    • Bug fix for not using the "default" Scav raid-time reduction settings to generate the player-Scav spawn schedule if the location ID cannot be found in the server data


    Please use my AI Hostility Fix mod if you're using SAIN 3.0.3 (or below) or SPT 3.9.1 (or below).


    config.json files from previous releases are not compatible.

  • Version 0.6.1

    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 2.3.3 or later and Looting Bots 1.3.3 or later are highly recommended!

    • Added map-specific distances for the AI limiter. These can be accessed via the "Advanced" F12 menu settings, and the actual distance used is the lesser of the map-specific distance and the global limiting distance for human players.
    • Increased default min/max values of questing.bot_questing_requirements.search_time_after_combat from 10/30 to 20/45 seconds to dissuade bots from leaving combat as quickly
    • Updated the algorithm used to find locations of EFT quests. All EFT quests can now be located, which fixes problems in previous releases with finding positions for the following quests:
      • Capturing Outposts on all locations (Customs, Woods, and Shoreline)
      • Background Check on Customs
      • Return the Favor on Woods
      • Overpopulation on Lighthouse
      • Knock-knock on Lighthouse
      • Seaside Vacation on Lighthouse
      • Safe Corridor on Reserve
      • No Place for Renegades on Reserve
      • One location for Bunker Part 2 on Reserve
      • All locations for Long Line on Interchange
      • No Swiping on Shoreline
      • Multiple locations for Scrap Metal on Shoreline
      • One location for Spa Tour Part 2 on Shoreline
      • One location for Eagle Eye on Shoreline
      • Gendarmerie Mall Cop on Streets
    • Added the ability for bots to open car doors and trunks. Added/updated the following quests to use this feature:
      • Merin Car on Lighthouse
      • Truck that spawns a violet card by the Sawmill Checkpoint on Woods
      • Giving Trunk on Customs
      • Car trunk that spawns the OLI Logistics key on Customs
      • Car trunk with the medbag in the Storage area on Customs
    • Added a config option to increase the desirability of quests that are currently active for you. Desirability is increased by 1.2X by default.
    • Added config option to scale the value of BotSpawnPeriodCheck to reduce the feeling of Scavs "swarming" you. The period is 3X longer by default.
    • Added the ability to override EFT quest properties using the new config/eftQuestSettings.json file. None are changed by default.
    • Added the ability to specify target positions for bots to collect EFT quest items and doors that must be unlocked to reach them using the new config/zoneAndItemQuestPositions.json file.
    • After each objective that a bot completes for an EFT quest requiring you to place a marker, it will wait for the "protect objective" time before selecting another quest.
    • After each objective that a bot completes for an EFT elimination quest, it will wait a configurable amount of time (60s by default) before selecting another quest.
    • Implemented SAIN interop method to instruct bots to ignore their hearing when in an ambush position defined by a quest. This is needed if questing.brain_layer_priority is reduced to be a lower priority than SAIN's brain layers.
    • Stop treating assaultGroup Scavs as bosses
    • Added debug option in the advanced F12 menu to write more information about bot spawning to the game console
    • Added unused method to find the bot's weapon with the longest sighting range
    • Bug fix for CloseNearbyDoors action not working
    • Bug fix for allowing SPT 3.9.0


    config.json files from previous releases are not compatible.

  • 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.

  • I think I've figured out my problem a little bit, but I need to check something. If "max_alive_bots" is responsible for the presence of PMCs and PScavs on the map right now, then how can I increase the supply of PMCs that should appear after the death of the previous ones? And is there a time interval after which PScavs will start appearing instead of PMCs (if so, can this also be changed)? Now the timer that prevents new PMCs from appearing after the death of old ones seems to be too short.

    • The total number of PMC's that can spawn is determined by the EFT lobby size for the map (i.e. 10-12 for Customs). You can add a "hidden" field, fraction_of_max_players, to bot_spawns.pmcs to scale the lobby sizes. You can reference bot_spawns.player_scavs.fraction_of_max_players as an example.


      There is no spawn delay for new PMC's to spawn, but there is a minimum time for each PScav. The PScav minimum spawn times are determined algorithmically using the SPT raid-delay settings for Scav raids for each map. You can see them in the bepinex console just as the raid is about to begin. The only way to change this is by altering the SPT raid-delay settings.

    • Something like that?


      I tested about 8 raids on the customs location. 1 time the PMCs died from bosses/from me and I saw how they instantly respawned and there really were about 12 of them. But the other times, a maximum of 1-3 PMCs could appear and the respawn stopped or it might not start at all.

    • Yes, that change will increase the lobby size by 50% for all maps.


      If the map is crowded, there may not be enough open space for new PMC groups to spawn. You can look for messages about this in the bepinex log. If you're only seeing 1-3 PMC's spawn at the beginning of the raid, something seems wrong. That should only happen if the mod thinks you're entering a Scav raid. In this case, I'll need to see your bepinex log to see what's happening.

    • "Change lobby" that is the maximum reserve of PMCs*?


      No-no, 6 PMCs appear as they should. I saw 7 once. But when they die, the PMCs may not respawn or respawn only 1-3 times, most often only 1 PMC respawns. This is not enough to reach 10-12. I don't have the knowledge to check everything correctly, but it seems that PMCs tend to respawn in the first 5 minutes or so, but after 10 minutes the respawn stops altogether. This is if we are talking about customs with a 40-minute raid.

    • Correct, lobby size = max bot reserve


      Most likely there are so many Scavs on the map that there isn't room for more PMC's to spawn. This is something I intend to improve in the next release, but I'll never be able to completely prevent it from happening.

  • I want to use questing bots spawn system. However, upon entering raid, Im stuck in a loading loop of generating bots. 10 minuets and counting. No errors in the log. Just server checks and bot generation requests. Since removing S&D completely, and clearing temp files. I can no longer load into raid.

    • Please try the following:

      • Ensure nVidia Reflex is off
      • Try toggling VSync on or off
      Heart 1
    • Nvidia Reflex is the culprit! Thanks!

  • how does this mod effect bot spawning and in vanilla spt do bots spawn like they do in normal tarkov?

    • There's a description of the spawning system in the Overview tab.


      There are only two differences between vanilla SPT and EFT spawns:

      • SPT has a chance to convert normal Scav spawns to PMC's or PScav's (disabled in this mod)
      • SPT changes bot caps, typically higher to accommodate PMC spawns (reverted by this mod by default)
    • thanks for replying

  • I am having issues with bot generation on both scav and pmc raids. The time taken to get past the scav and pmc bot generation stages of loading has gradually increased the more I play on the profile. It is now at the point where I am unable to load into a raid within any reasonable amount of time. I am not blaming this mod but since the loading is based on the bot generation added in this mod its the only thing I have to go off of. I am currently loading a factory scav and it is at 15 mins with 0% scavs generated. No new bot ai/generation mods were added/updated in between the slightly long load times and the infinite loading.

    Edit: additionally no errors or unrelated messages are being sent in the console and I am not well versed enough to debug/troubleshoot more than I already have.

    • Please try the following:

      • Ensure nVidia Reflex is off
      • Try toggling VSync on or off
    • I have not tried it yet but now that I think about it I had just turned on Nvidia reflex for whatever reason and then started noticing problems.

      Edit: turning off nvidia reflex fixed the issue completely thank you so much this was so frustrating trying to figure out

  • Would it be difficult for you to briefly describe how PMCs and PScavs should spawn? It seemed to me that either I encountered a bug, or something changed after I updated to the latest version.


    At the beginning of the raid, 6 PMCs spawn and they will not spawn again. Previously, I constantly heard the fuss of bots, but now almost the entire raid is silent.


    Oh, and is it normal that regular Scavs only spawn near the player? And it’s not clear how. Often I can run from one corner of the map to the other and not encounter a single normal Scav.

    • There's a description of the spawning system in the Overview tab.


      Scav spawns are vanilla EFT; this mod doesn't change anything with them.

    • Sorry, I'm trying not to be that dude who doesn't read the obvious parts, but I just forgot to check. Okay, I have no idea what's going on and it looks like I'll have to reinstall the game to find out.


      By the way, I wanted to give you an idea, if suddenly it would be useful to you. Since PMCs represent the basis of life, this will only apply to PScav. All PScavs that are not within the range of the player's and PMC's ai disable settings will be disabled and enabled. For example, we have 8 PScav, which means 4 of them will be disabled, then which bots will be disabled is selected randomly to maintain randomness of actions. After 30 seconds, disabled PScavs change randomly. This may save productivity, but it will not slow down life a little, but it will not completely turn it off.

  • Does anyone know how to resolve this error? I have extracted both files in the correct location however its saying it can't find the config.json file.


    [Questing Bots] !!!!! Cannot retrieve config.json data from the server. The mod will not work properly! !!!!!


    [SPT.Singleplayer] 1 plugin failed to load due to errors:

    Could not load DanW-QuestingBots because it cannot communicate with the server. Please ensure the mod has been installed correctly.

    • Please see my response below.

  • I When i boot SPT, i get an error saying that Questing Bots cant communicate with the server. I'm sure I've installed it correctly. is there something i am missing? have i done something incorrectly?

    • Also seeing the same error from installing today, posted above yours

    • This would only happen if you don't have a "DanW-SPTQuestingBots" folder in your "user\mods" directory. If this is the case, you didn't install the mod correctly.


      If you've verified it exists there, please send me your latest server log.

    • I think i may have noticed my issue is the mod compatible with SPT 3.9.3?

    • As long as you're using version 0.7.0, yes.

    • Resolved mine, went into versions, and downloaded the 0.7.0 version. Not sure if the download button at the top of the page has directed to a previous version.

  • anyone know why pmc are spawning so close to me every raid after installing the mod i haven't changed any settings left everything on default

    • Please send me your LogOutput.log file after reproducing this problem.


      Also, I assume you're not using SWAG+DONUTS?

    • I am using swag+donuts but i have left it on default havent changed anything, after installing questing bot i get pmc spawn every close to at the start of the raid and i had a scav spawn behind be a in room lol


      [Info :DanW-QuestingBots] Loading QuestingBots...enabling patches...

      [Info :ModulePatch] Enabled patch TarkovInitPatch

      [Info :ModulePatch] Enabled patch AddActivePlayerPatch

      [Info :ModulePatch] Enabled patch BotsControllerStopPatch

      [Info :ModulePatch] Enabled patch OnGameStartedPatch

      [Info :ModulePatch] Enabled patch BotOwnerBrainActivatePatch

      [Info :ModulePatch] Enabled patch IsFollowerSuitableForBossPatch

      [Info :ModulePatch] Enabled patch OnBeenKilledByAggressorPatch

      [Info :ModulePatch] Enabled patch AirdropLandPatch

      [Info :DanW-QuestingBots] Found type for ServerRequestPatch: Class270

      [Info :ModulePatch] Enabled patch ServerRequestPatch

      [Info :ModulePatch] Enabled patch CheckLookEnemyPatch

      [Info :DanW-QuestingBots] Loading QuestingBots...changing bot brains for sleeping: Assault, CursAssault, Obdolbs, BossBully, BossSanitar, BossGluhar, BossKojaniy, BossBoar, BossKolontay, Tagilla, Killa, ExUsec, PMC, Knight, ArenaFighter, FollowerBully, FollowerSanitar, TagillaFollower, FollowerGluharAssault, FollowerGluharProtect, FollowerGluharScout, FollowerKojaniy, BoarSniper, FlBoar, FlBoarCl, FlBoarSt, FlKlnAslt, KolonSec, BigPipe, BirdEye, SectantWarrior, SectantPriest, Marksman, BossZryachiy, Fl_Zraychiy

      [Info :DanW-QuestingBots] Loading QuestingBots...changing bot brains for questing: Assault, CursAssault, Obdolbs, BossBully, BossSanitar, BossGluhar, BossKojaniy, BossBoar, BossKolontay, Tagilla, Killa, ExUsec, PMC, Knight, ArenaFighter, FollowerBully, FollowerSanitar, TagillaFollower, FollowerGluharAssault, FollowerGluharProtect, FollowerGluharScout, FollowerKojaniy, BoarSniper, FlBoar, FlBoarCl, FlBoarSt, FlKlnAslt, KolonSec, BigPipe, BirdEye, SectantWarrior, SectantPriest

      [Info :DanW-QuestingBots] Loading QuestingBots...changing bot brains for following: Assault, CursAssault, Obdolbs, BossBully, BossSanitar, BossGluhar, BossKojaniy, BossBoar, BossKolontay, Tagilla, Killa, ExUsec, PMC, Knight, ArenaFighter, FollowerBully, FollowerSanitar, TagillaFollower, FollowerGluharAssault, FollowerGluharProtect, FollowerGluharScout, FollowerKojaniy, BoarSniper, FlBoar, FlBoarCl, FlBoarSt, FlKlnAslt, KolonSec, BigPipe, BirdEye, SectantWarrior, SectantPriest, Marksman, BossZryachiy, Fl_Zraychiy

      [Info :DanW-QuestingBots] Loading QuestingBots...done.

    • If you're using SWAG+DONUTS, Questing Bots doesn't control spawning at all. Please ask for help there instead. Also, please check the version notes because I think this was a known issue with that mod in its original 3.9.x release.

    • sorry about the confusion! thank you for the mods :)

  • Hi,
    Just got a problem where my game freezes whentrying to head into raid with your mod. Can cofirm it is due to the error message.

    Error :DanW-QuestingBots] System.StackOverflowException: The requested operation caused a stack overflow.

    at (wrapper managed-to-native) System.Object.__icall_wrapper_ves_icall_object_new_specific(intptr)

    at SPTQuestingBots.Controllers.BotJobAssignmentFactory.FindQuest (System.String questID) [0x0000e] in <3203c4be88ba4107a1fd4dd45f80a8b2>:0

    at SPTQuestingBots.Helpers.QuestHelpers.GetMinLevel (SPTQuestingBots.Models.Quest quest) [0x00133] in <3203c4be88ba4107a1fd4dd45f80a8b2>:0

    at SPTQuestingBots.Helpers.QuestHelpers.GetMinLevel (SPTQuestingBots.Models.Quest quest) [0x00168] in <3203c4be88ba4107a1fd4dd45f80a8b2>:0


    I I've attached my mod lists as well



    M944qH4

    • This would happen if you're using a mod (likely a trader mod) that adds new quests that reference each other as prerequisites in a way that has circular logic. The name of the quest should be in the line before this exception appears in LogOutput.log.

    • Yep found the problem. removed the quest mod, thanks

    • Whats the mod?

    • Life Saver!!!! Thank you so much teggs200. Been having the same issue and couldn't figure out which quest mod it was

  • Just wanted to clarify in case you haven't updated the Changelog yet. If we use spt 3.9.3 and the new sain 3.0.6, do we not need AI Hostility Fix?

    • Correct; it's not needed

      Thumbs Up 2
  • have an issue, its taking about 10 mins to load into raid (like live i know lol) but it says this in the console.... about "questing bots generatingbot/0" ... removed questing bot and load time is normal

    • Please try the following:

      • Ensure nVidia Reflex is off
      • Try toggling VSync on or off
      • Check the server console for bot-generation errors (in which case another mod is causing it to fail)
    • YEAH NO ERRORS JUST THAT LINE "QUESTINGBOTS GENERATING BOT/0" AND LOTS OF THEM... opps sorrry caps..... weird as never had that with this mod before, relflex was off too

    • Did you try toggling VSync? That and Reflex seem to affect this problem the most.

    • ill give it anothr go m8 and let you know

  • I have used Questing Bots with Dounts and I suddenly started to see this big red error at the bottom right. Anyway to make it disappear? As I thought the Questing bots spawn will automatically disabled if detected DOUNTS + SWAG is being used?. Thank you.


    Using Questing Bots spawns with DONUTS may result in too many spawns. Use at your own risk.

    • That would happen if you removed SWAG from your server mods (in user\mods) but still have DONUTS in your client mods (in BepInEx\plugins).

      Thumbs Up 1 Heart 1
    • Got it. Let me fix that now. Thanks!

  • Hey, a quick question.

    Scenario while using Fika:

    I am playing a raid on lighthouse *The Server is running on machine* and questing bots seems to be working correctly.

    My Friend is playing on Ground Zero at the same time and it seems that 0 PMCs are spawning.

    This seems to continue happening regardless of the map. Is this by design, or something not available while using Fika?

    • I never wrote this mod thinking that there would be multiple raids running concurrently, so most likely that won't work. However, it may still be worth asking in the Fika Discord to see if there is a workaround solution. I'm guessing updating this mod to support multiple concurrent raids will not be trivial.

  • Hi, today the following happened: Two bots were just standing there shooting me (15 minutes straight) on GZ through every wall (even multiple concrete walls), and at every distance I tested.


    Now I realize this is probably not a issue with your mod, but maybe you can point me in the right direction: The bots were at layer "SecurityKln" with the reason "rnd". I have the usual suspects: looting bots, questing bots, sain and that's lit.


    If you have any idea, huge thanks man.

    • That's a vanilla EFT brain layer for one of Kollontay's followers.

    • Thx, I will report to SPT discord then.

  • you are an angel

  • how can i edit more than 7 bots questing? also my other question is how dose this control what bots are questing when i have the bot spawns turned off beacuse i have swag+donuts. i was testing in factory and i did 5 raids in a row and only 2 pmcs spawned each raid and i dont know why.

    • If you have SWAG+DONUTS, every PMC and player Scav will quest by default. Spawning is completely controlled by that mod. The only thing this mod will change is the player-Scav conversion chance.

  • This mod is amazing but it kills my FPS :(

    Is there a way to hardcap or set X amounts of bots and prevent them from spawning?
    For example: going on interchange with botcap of 20 and if some bots are killed new ones won't spawn?

    • You can adjust the bot caps either in this mod's config file or by using another mod like SVM.


      I'm not sure what you mean by selecting a certain number of bots and preventing them from spawning.

  • Ty for the mod mate very appreciated

    Heart 1
  • What does distance from human players (m) do? Does it completely disable ai and makes them just stand in one spot until you get close enough to activate them? Are those 2 sliders (distance from human and distance from pmc) used to determine when the ai limiter is turned on, or are those 2 sliders and ai limiter two separate things?


    And how does enable ai limiting and enable ai limiting for bots that are questing work? In what way do they limit the ai, do they turn the ai completely off or do they just limit some thing?

    • The bots that are "limited" are completely disabled. I'm not quite sure what your first question is asking.

    • So when you press F12 in game you open mod menu, and in questing bots menu there are two sliders (Distance from human players (m) and distance from pmcs (m)). Are those two sliders used to determine the distance for when the ai limiter is activated? And outside of chosen range the ai just stands in one spot turned off?

    • and also since questingbots only allows 7 bots on the map at once, then in lootingbots mod the maximum number of bots that simultaneously run looting logic could also be set to 7 since thats the maximum number of players on the map at once, which could maybe increase some performance since maximum amount of bots that run looting logic is set to 20 by default in lootingbots?

    • Oh yeah and since ai limiter disables ai outside of a certain range from player or another ai pmc, what happens if 2 pmcs get into a fight, one gets killed, the other is bleeding, and there isnt a player or any other pmc close enough to be inside the ai working range? Since the ai is deactivated if there isnt a third pmc or a player close enough, does that pmc just bleed out and die?

    • and does ai limiter only affect bot pmcs and bot player scavs or does it also affect just regular ai scavs since I have vanilla scavs turned on in sain?

  • For some reason, QB makes me and my friends not spawn together in Fika. AFAIK we don't have any other mods touching spawns, and we spawn together again if we remove QB, and spawn apart once more when we added QB back in.

    • Actually just seems to be the host, so far. Everyone else spawns together, but the host spawns alone.

    • This mod shouldn't affect player spawning, so I'd ask for support in the Fika Discord.

    • Turns out I updated the docker container, which pulled player spawn breaking changes from the main branch of fika-server. And then got autistic about it having to be a mod. And then autistic about a version number because the Dockerfile I was using was badly written and I should make my own. With blackjack, and hookers.


      Sorry. Didn't do enough troubleshooting it turns out. Thanks for the update!

      Thumbs Up 1
  • Now my wipe begins. Thanks for the new version, I'm sure I wasn't the only one who was looking forward to it.

    Thumbs Up 2
  • Not sure if this simply due to it being a newer version, but the most recent Waypoints 1.5.1 (released 10 hours ago or so), is causing the QB mod to fail. Just wanted you to be aware my friend! Thanks again for everything!

    • Just kidding, fresh installed both waypoints & bigbrain, no issues now. Wishing you a positive weekend!

  • I get an error "Could not load [DanW-QuestingBots 0.7.0] because it has missing dependencies: xyz.drakia.waypoints (v1.5.1 or newer), xyz.drakia.bigbrain (v1.0.1 or newer)." I have both Waypoints and BigBrain installed. QuestingBots is the only mod giving this error

    • delete the modes written there and re-download the problem will be solved

  • Looting mods load very late for me, I have to wait 10-15 minutes for almost every game. What is the reason for this? It wasn't like this before, I was waiting for at least 1 minute. I have ssd.

    • Are you saying that you have to wait 10-15 min for the raid to start? If so, please ensure nVidia Reflex is turned off, and some people have also mentioned that VSync should be turned off. Otherwise, that sounds like either a communication problem between the client and server or you're using mods that affect bot loadouts and they're causing bot generation to frequently fail.

  • Just for clarification, there are two ai limits in this mod, one for bots that are questing and one for bots that aren't questing and we can enable one or both of those limits, correct?

    • Correct

  • glad to see the update

    btw:

    Code
    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.

    is this bool still need to be set?

    • oh i get it from github readme

      Code
      Compatible with:
      
      SWAG + DONUTS
      Late to the Party (if bot_spawns.enabled=true in this mod, ensure adjust_bot_spawn_chances.adjust_pmc_conversion_chances=false in LTTP)
      Fika (Requires client version 0.9.8962.33287 or later)
    • So the answer is: No, you don't need to set the config options below for compatibility with fika?

      Code
      bot_spawns.delay_game_start_until_bot_gen_finishes=false
      bot_spawns.spawn_initial_bosses_first=true

      The GitHub readme for 0.7.0 didn't mention any extra steps regarding Fika, so I assume that the two settings above no longer need changes.

    • If you have the listed Fika client version or later, you don't need to change any settings.

  • Hello! Very cool mod, I can’t imagine SPT without it.

    Question: Can I reduce the number of scav bots (namely regular scavs, not scav players)? They spawn endlessly in the same places. I killed one, and instead of him three appear nearby. And so on until the end of the raid. In online Tarkov, this is not at all the case.

    And since there are a lot of bots, PMCs practically don’t live to see me. As a result, on the kill screen I always have 1-3 PMCs and 20-30 scav bots. And so many scav bots can only be killed while in a dormitory, for example.

    I'm not sure if this mod controls the spawning of scav bots, if it doesn't, maybe you just know how to reduce their number in SPT files?


    SPT 3.8.1

    QuestingBots 0.6.0


    I'm sorry, but this is Google Translate.

    • In version 0.6.1 and above, there is a bot_spawns.non_wave_bot_spawn_period_factor that you can increase to lengthen the time between Scav spawns. By default, it increases the time between Scav spawns by 3X. Besides that setting, everything else is vanilla EFT.

  • Can the maximum number of active AI be added (AI exceeding this number will be disabled based on distance,like AILimit)

    • There would be a lot of edge cases to worry about with a that type of setting, so I'm not planning to add it.

      Crying 1
  • How to only spawn PMCs with questing bots and disable SPT default conversion of scavs to PMCs? This is the onyl mod I am using that deals with spawns

    • This mod only spawns PMC's and player Scavs. All other spawns are vanilla EFT. The conversion chance is set to 0%.

    • so it automatically handles it then, thank you for all your work. I read the readme and sir, you have put in your time! Much appreciated. I played with this mod on previous updates and when I updated to 3.9.1 it just felt so wrong without it haha

      Thumbs Up 1
  • Woohoo so stoked!