Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Are you tired of scavs being utterly pointless after level 20? This mod is probably for you then.
Because all of the AI will level with you, they'll all start wearing gearing that gets better as you get better. Bosses and their guards will always have decent loadouts. Scavs will actually wear the gear they have been scavenging (sometimes). What the hell is the purpose of scavs outside the early game? Now they have a purpose. Maybe they'll spawn with armour worth yoinking the plates out of? Maybe they'll spawn with weapons that have useful attachments for you! Who knows! That's for you to try this mod and find out!
This gives you a reason to actually check your kills and maybe you'll find something shiny.
All AI have their loadouts adjusted with this mod. Not just scavs. Not just PMCs. All of them. (Boss weapons needed for quests will still spawn, I'm not that mean!)
Please review all of the mod page!
Do not use this with another progression mod.
This mod is still in active development. It may be missing features or configuration options you may want.
If you enjoy my work - you can buy me a coffee~
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Version 1.6.3
- acidphantasm
- 1.1k Downloads
This version will only work for SPT 3.10.4+
Minor Hotfix
Changes
- APBSConfig is now resizeable, theme changes, and framework checks
Bugs Squashed
- Fixed ArmBand/Belt import code from breaking when importing "belts" that aren't actually belts (ie, don't have slots)
Presets created in 1.4.0 are still usable
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Version 1.6.2
- acidphantasm
- 783 Downloads
This version will only work for SPT 3.10.4+
Minor Hotfix
(Sorry it's so quick from the prior hotfix, I view it as breaking because it's ugly and cursed)
New Features
- New config option to allow user control over mod import logic regarding weapons that can use MPR45 canted sights. Usually the MPR is only found on handguards/forward optic slots.
- Old Logic: Removed all attachments but the MPR45.
- New Logic: Removes all optics, checks if user configured if it should remove tactical devices or not and does that.
Bugs Squashed
- Fixed import mod code not respecting filter changes to fix most double optic scenarios on weapons
Presets created in 1.4.0 are still usable
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Version 1.6.1
- acidphantasm
- 104 Downloads
This version will only work for SPT 3.10.4+
APBS 1.6.0 and higher requires SPT 3.10.4 or higher
Minor Hotfix
Changes
- Adjusted FaceCover weights for T1-4 PMCs
- Blacklisted broken armband from Guiding Light
Bugs Squashed
- [APBSConfig] Fixed Scav Tier Delta field validation
- [APBSConfig] Fixed validation field in Secret configs
Presets created in 1.4.0 are still usable
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Version 1.6.0
- acidphantasm
- 706 Downloads
This version will only work for SPT 3.10.4+
It is advisable to delete the old APBS mod folder before updating (backup your preset if you use one)
YOUR OLD CONFIG IS NO LONGER VALID
APBS now ships with an 'APBSConfig.exe' (Windows only)
This application must remain in your /user/mods/acidphantasm-progressivebotsystem/ folder to be able to edit and manager your config file.
Source code for the app is available on the GitHub.
New Features
- Configuration application!
- Pack'N'Strap compatibility - belts will now be added to the armband slots on bots (lootable toggle in config)
- Resource Randomization (enable/disable/values) is now available for each bot type classification
- Generated Bot Loot (enable/disable/blacklist) is now available for each bot type classification
- Weapon Durability (enable/disable/values) is now available for each bot type classification
- Added some secret config options related to in-game Developer icons
Changes
- Config is now .json and completely overhauled.
- Minor refactor to class handling majority of config changes
- Minor refactor to bot logging handling
- Added text indicating if bot was generated via APBS or Vanilla in APBS generation logs
- Added basic armbands to Scavs
- Added chance for Scavs to have armbands
- Removed PEQ from Sprut mount T1-3
- Removed tier appearance level from importing mod clothing
- Adjusted default Weapon Durability for most bots
- LICENSE updated to Creative Commons BY-NC-ND 4.0
- Updated example preset
Bugs Squashed
- Nearly every config should now be respected during all aspects of generation and configuration if you disable APBS control over a bot type
- Fixed Bot Name validation in PMC Secret configs
Presets created in 1.4.0 are still usable
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Version 1.5.1
- acidphantasm
- 1.7k Downloads
This version will only work for SPT 3.10.2+
Hotfix
Bugs Squashed
- Fixed potential undefined reference caused by custom item mods in tiering modded attachments
Presets created in 1.4.0 or higher are still usable
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Version 1.5.0
- acidphantasm
- 487 Downloads
This version will only work for SPT 3.10.2+
Major update. Thank you for all Discord testers
Epic's All in One is no longer incompatible - go wild!New Features
- Config option to normalize all AI health values (default disabled - also has exclusion options and custom values)
- Config option for modded attachment importing (will add modded attachments to vanilla weapons)
- Added logic to begin tiering modded attachments (Magazines/Stocks/Receivers/Optics)
Changes
- Refactor of Bot enablement checks
- Refactor of Mod Import code (almost completely, it looks/feels better now)
- Added grenade whitelists for all enabled bot types - only PMCs will have impact nades at higher tiers now
- Added invalid itemID checks and logging for mod items
- Added JohnB & Gas Welder goggles to PMCs/Scavs/Default Generation
- Adjusted all AI mod_handguard slots to 100%
- Adjusted Backpack Loot filtering
- Adjusted Scav Eyewear/FaceCover/Headwear chances
- Adjusted default mod weapon import weights
- Adjusted SPT weapon generation warnings to display itemID instead of name
- Adjusted SVT/AVT weight in BEAR T3
- Removed SVT/AVT from BEAR T4
- Rebalanced various optics/stocks/handguards
- APBS Debug Logging is now disabled by default (debug messages in user\mods\apbs\logs\debug.log)
- Updated example preset
Bugs Squashed
- Fixed Backpack Loot Pool logic that was filtering some bots down to a single item and then spawning multiple of them
- Fixed APBSLogger.ts having incorrect capitalization (Linux issue)
- Fixed missing APB/TT/Saiga/Grach mods/slots
- Fixed various optic blocking attachments (vanilla)
Presets created in 1.4.0 or higher are still usable
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Version 1.4.3
- acidphantasm
- 2.8k Downloads
This version will only work for SPT 3.10.2+
Special thank you to Chomp for some big brain updates to some custom logic I had
Changes
- Minor refactor for plate class level filter code
- Minor change to Med/Food/Drink randomization code
- Balance pass for T4-T7 PMC equipment
- Added missing headsets to PMCs T3-7
- Added missing Glorious-E facecover for Scavs T1-7
- Added missing Vertx Ready Pack for Scavs T1-7
- Adjusted Scav Backpack Weights
- Updated example preset
Bugs Squashed
- Fixed PMC Loot blacklist not actually working
- Fixed missing "mod_stock_002" value on PMCs at Tier7 (Thank you Foreiinas)
Presets created in 1.4.0 or higher are still usable
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Version 1.4.2
- acidphantasm
- 987 Downloads
This version will only work for SPT 3.10.2+
Bugs Squashed
- Actually fixed HP Resource for some food/drink items from being changed which made them unusable but still spawning as loot on AI
Presets created in 1.4.0 or higher are still usable
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Version 1.4.1
- acidphantasm
- 163 Downloads
This version will only work for SPT 3.10.2+
Changes
- Added additional weapons to low tier PMCs Long Range pools (lowers M700 chance a bit more)
- Removed front mount optic from M870 325mm barrel to prevent duplicate optics
- Adjusted weapon choice weights on Labs & Factory (slightly)
- Removed internal clothing blacklist as it is no longer necessary
- Updated preset
- Minor code cleanup
Bugs Squashed
- Fixed HP Resource for some food/drink items from being changed which made them unusable but still spawning as loot on AI
- Fixed T3 Scav missing Pilgrim Backpack
- Fixed fallback generation for Cultists mod_pistolgrip_000
- Fixed Blacklist invalid item ID logging to not spam console for each tier
Presets created in 1.4.0 or higher are still usable
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Version 1.4.0
- acidphantasm
- 1.7k Downloads
This version will only work for SPT 3.10.2+
IF YOU PREVIOUSLY USED A PRESET - YOU MUST UPDATE IT AND RECONFIGURE IT
Major update. Thank you for all Discord testers
New Features
- Implemented configuration option for enabled bots to roll ammunition choice again
- For external magazine fed weapons, this roll happens based on config chance for each magazine
- For internal magazine fed weapons, this rolls happens once based on config chance
- Implemented Bot Loot gen item whitelist w/ weighting system
- Implemented Bot Loot gen respecting item limits
Changes
- Added Pilgrim backpack for Scav Backpack equipment pre-T4
- Adjusted Pilgrim backpack weights for Scav
- Adjusted default level variance for tiers (tightened up slightly, it was too wide for my liking - you can still config this)
- Adjusted default food/med resource used chances and lower limit (you can still config this)
- Forced Bosses/Followers/Rogues/Raiders/Cultists to only use Tier4+ mod pools
- Removed Randomization options that were hardcoded (no longer needed)
- Refactored the mess of checks for if the bot is enabled/disabled via config
- Updated example preset
Bugs Squashed
- Fixed preset changes to Bot Loot gen weights and whitelist not functioning
- Fixed some changes taking effect even if bot is disabled in config
- Fixed Ultima variant of MP-155 never having correct stock due to misconfigured internal buttpad array
- Fixed various bot attachment chances for specific weapon types to prevent default weapon fallbacks
- Possibly fixed Realism Compatibility for gas masks not having filters installed (won't know until Realism is updated)
- Possibly fixed M700 w/ProMag Archangel chassis not getting correct mags in rig...maybe
acidphantasm Author
Please join the SPT Discord for support or create an issue on Github
Quicker Support and beta releases take place in Discord.
If you have feedback or adjustment requests it is easier to have that discussion in Discord.
Join the thread #acidphantasm-mods in #mods-development
If you are having issues launching the APBSConfig.exe please ensure you have the Evergreen Bootstrapper installed from Microsoft. Link is found here:
https://developer.microsoft.co…/microsoft-edge/webview2/
Bing
sorry for asking, dose it work with moar? do i need to manually set anything?
acidphantasm Author
Yes it works with MOAR
Gintaras
Hi, what is APBSConfig for and how does it work? Can it be used for debugging or something like that?
acidphantasm Author
APBS now ships with an 'APBSConfig.exe' (Windows only)
This application must remain in your /user/mods/acidphantasm-progressivebotsystem/ folder to be able to edit and manage your config file.
Source code for the app is available on the GitHub.
It's what it says it is, a configuration tool for APBS.
MsDeni
Thank you for this, I love this sooo much
Ronin117
You fixed that fast! Hello from the discord thread!
AmmoDing
This mod is AMAZING, keep up the good work! (And the APBSConfig.exe is beautifully made for customizing basically everything)
Not being able to get OP gear all the time at low level is such a nice change of pace, especially with Zero to Hero.
Retrogoing
Hello, I would like to clarify a feature like the whole AI on your side, what else does it mean? I also noticed that the PMCs did not attack me in the raid, what could be the reason for this?
And the second question is how to increase the strength of wild weapons?
acidphantasm Author
APBS has nothing to do with hostility settings, that would be caused by your spawning mod if you have one - or vanilla SPT if you don't.
If you want stronger scavs then you can enable "Normalize Equipment Chance" in the config.
I'm not sure what you are asking on your first question.
Retrogoing
Sorry, I'm communicating through a translator.Thanks for the answer
Retrogoing
Excuse me, I have another question, does your mod change the ratio of PMCs BEAR and USEC?
acidphantasm Author
No, that would be your spawning mod that might impact that
rambo
Приветствую! Заинтересовал раздел редактора пресетов. Значит ли это, что для различных категорий ботов (чвк боты, например) планируется возможность прописать несколько вариантов пресетов, начиная от одежды и заканчивая обвесами на оружии?
acidphantasm Author
Предустановки — это доступные опции для каждого уровня бота. В настоящее время вы можете иметь несколько предустановок, но только одна может быть активна одновременно. В настоящее время вы можете создавать и использовать предустановки, но эта опция пока недоступна через приложение конфигурации.
acidphantasm Author
Я использую переводчик, извините, если что-то не так
rambo
Oh I'm sorry, mistakenly thought you speak the language
Gintaras
Hi, I wanted to ask, when I go on a raid for a scav and meet an enemy, I start a shootout with him, after a short fight I die - the enemy kills me, what is this connected with? Here in your settings, does this apply to the scav (my player) or not config.jsonc ---
Enable/Disable Normalized Bot Health
// If set to true, all bots will have the health values that you specify (below are default PMC values) - if false, will use vanilla values.
// excludedBots - Add bot types here that you don't want normalization to apply to (like bosses, if you want to keep them bullet spongey)
// Example: excludedBots: [ "assault", "bossgluhar", "bossknight" ]
"normalizedHealthPoolValues": false,
"healthHead": 35,
"healthChest": 85,
"healthStomach": 70,
"healthLeftArm": 60,
"healthRightArm": 60,
"healthLeftLeg": 65,
"healthRightLeg": 65,
"excludedBots": [],
acidphantasm Author
Off the top of my head, yes it applies to your player scav as well.
Gintaras
Ok

Foreiinas
You are a beautiful human being, thank you for configuration exe, and for feature to edit bots health on spot. Keep the good work.
Thanks for your time and effort. Beautiful, just beautiful my dude.
StoLeNRaCCooN
Hey, yo, Im using ur mod for a long time, I changed a couple of parts for myself and this is DEFINITELY best mod for bot's appearence. U r legend, my man, shoutout for ya
Travestyx
Getting this in Server Console
acidphantasm Author
Are you using a preset?
Travestyx
Everything's Default, All i did was turn off Scav Generation. Since they were spawning with Kits instead of "Scav" Gear.

No Presets were Used
My Preset Setting in the config
acidphantasm Author
I don't think you are using defaults. This should only appear if you have enable mod weapon attachments enabled, and the safeguard turned off.
Travestyx
You're right, I forgot about that. That's my Bad.
That completely slipped my Mind, I did that when i first added the mod to my server.
But the Message only recently started to Appear in console. I Assume that's when We reached The Tier for the Modded parts.
I Apologize for wasting your time with such a matter.
acidphantasm Author
It's the most recent versions that added attachment importing - those warnings are expected if you turn off the safeguard.
The vanilla APBS database removes some problematic attachment slots and attachments from weapons so they don't create cursed weapons. With the safeguard turned off, chaos reigns supreme and mods will add all those attachments and slots back to vanilla weapons
No waste of time, glad you got it figured out.
wang1120
Is there a way to adjust Bloodhound's equipment chance separately in APBS? I tried creating an arenaFighterEvent entry under TierX_chances, but it doesn't seem to work that way.
acidphantasm Author
Not at the moment. They pull from the default entries at the bottom.
Likely for SPT 4.0 I will be redoing this to individually support all bots
wang1120
I guess I need to find another way. Thanks for your answer!
StoLeNRaCCooN
Thank you so much for "All in One"!
Blind7125
Have you ever considered making the appearance presets by outfits instead of chances for random assortments of clothing? Modded clothing is cool in theory, but a lot of outfits simply won't fit together stylistically and how they fit. If it were by outfit you could ensure the pieces would match.
I don't imagine that would be too hard of a change. Leave the structure as is with weight chances, but make it roll through the outfits and pick one (maybe with a parameter for isSeasonal.) This way you could have the vanilla PMC "outfit" with all the regular clothes and another for each modded clothing set.
acidphantasm Author
I have no control over modded clothing. If you don't want weirdly matched up modded clothes then don't enable that feature.
APBS just goes, are you custom? Yes? Put it in the pool. There's no way for me to check if they match except building specific code handling for specific mods - and that's just not realistic unfortunately.
Blind7125
WE misunderstand each other I think. The mod already kinda works this way with seasonal clothes where it selects a different outfit pool. Currently, I can remove all vanilla clothes from a preset and only added modded ones, but there's only one outfit pool each for USEC and bear if not using seasonal. What if the user could add pmcUSEC2, 3, 4, and so on with a chance to select each with their own clothing pools?
This way if pmcUSEC2 were selected it would only pull from clothes in that type, allowing you create outfit sets.
acidphantasm Author
Hm... yeah that is potentially possible but it might be a bit since I just did a release.
If you can please make an issue on the Github I'll try to get it added in the next version.
Blacksheep25
If we have specific gear that can only spawn on bosses (Shturman & Birdeye) such as the "Walther WA 2000 Sniper Rifle" by Choccy Milk, Will blacklisting it from tier1 -> tier 7 also blacklist bosses spawning with it? I'd like no bots spawning with it apart from the specific bosses the respective mod makes spawn with it.
acidphantasm Author
Any changes that mods to do bots loadouts are completely nullified by using APBS as long as the bots are enabled. Meaning those bosses will never use it anyway if you have bosses enabled. If you want bosses to have it and nobody else, then you can do that but you have to toggle the switch in the config for disableBossTierGeneration, and then blacklist the weapons in the t1-7 blacklist so it doesn't spawn on any APBS bots.
Blind7125
Aside from just blacklisting the plates, is there a way to limit what plates spawn in armor? In a single raid, I had multiple T2/3 PMCs spawning with T5+ plates. I don't want to blacklist those plates entirely, but imo Tier1-4 should mostly be running up to armor level 4.
acidphantasm Author
T2 PMCs have a 3% chance for L5 plates.
T3 PMCs have a 10% chance for L5 plates
Right now, actual plate levels aren't configurable because it isn't 1:1 config to selection. If a bot spawns with an armour that can't take the plate level selected, it increases the level by 1 and tries again.
If you look in the APBS logs for the PMC generation you can see the actual plate levels all PMCs spawn with to see an idea for the variance.
Blind7125
Don't worry, I was poking around at the logs. It was feeling off because I'm in the 2-4 bracket yet almost half my PMCs were consistently spawning with a t5+ front or back plate. I weighted the percentages just a little different in TierInformation.js (do chances for an item have to total 100?) as well as ammo in the presets.
It basically just makes it so Tier 4 is the primary armor "mid wipe" bot lvls 3-5 with still a bit of random chaos. Going the extra step to the add the logs is massive. I'm sure there's a mod I haven't found, but it's sweet to pull up the log when I die and see what they had.
acidphantasm Author
If you edited the .js file it's just going to revert next server boot. If you're going to edit the mod, you need to edit the .TS
Editing them also removes support for the mod.
They are weights, I just made it total to 100 so I could tell users the % chance easier.
If you're going to adjust the ammos, actually make a preset and use that and it'll be fine. But editing core APBS .ts files invalidates support because that's the actual code for the mod.
Blind7125
Okay, I did some more testing and realized why the weights seem like they are so off. I played Tarkov heavy back in the 0.12 days and not much since so I didn't know exactly what plates there are. There are no side plates lower than Tier 5, so even a tier 1 bot can get Tier 5 or 6. Obv, side plates aren't a huge deal.
It just made the averages look off at a glance with T5 appearing to be the most selected. I'm sure if I collected averages for just front or back it would work out to your weights.
acidphantasm Author
Yeah, side plates throw a wrench in things. They do have a lower chance for side plates until T3/T4 and higher.
If you made a preset, in the chances JSON, you can set the side plate chances individually. If you don't want to use a preset, there is a config value for plate chances but it'll remove the ability to use different percentages per each slot and instead pairs them.
Also keep in mind that you can validate what plates every bot rolls and uses by looking at the APBS logs in the APBS\logs folder in your user\mods.
Shturman
i have a problem that i cant drink or eat items from bots that they have in there loot
acidphantasm Author
You haven't updated APBS
Shturman
i have but sometimes food is not useable
acidphantasm Author
Any food you looted prior to updating will remain unusable, it will need to be deleted.
The bug that caused unusable food/drinks is absolutely fixed in the newer versions but it's only new loot that is generated.
SystErr
Hi, how can i blacklist modded items from spawning? For example, shiny airdrops mod, it has items ids listed, but when i put them in blacklist in this mods config, server don't start with an error. APBS is the last in mod order, maybe I'm putting ids in the wrong way?
Link to screenshots of configs: https://imgur.com/a/fSp2dUI
acidphantasm Author
You edited the blacklist incorrectly and are missing a comma or bracket
Khadafi
bots are having different ammo types in each magazine. Which setting might be causing this?
acidphantasm Author
enableBotsToRollAmmoAgain
SVR_TTV
Добрый день, есть такая проблема что у меня не спавняться бойцы чвк, я уже 10 лвл бегал Резерв,Таможня,Эпицентр и у меня только Дикие спавняться, если есть проблема то как её пофиксить или хотя бы скажите с какого лвл акка будут чвк спавниться
acidphantasm Author
Этот мод не влияет на спавн.
SVR_TTV
А неизвестно как можно исправить проблему с которой я столкнулся?
SVR_TTV
проблему я устранил, стояла версия мода вашего 1.3.0, как только поставил 1,4.2 так сразу появились чвк)
oakentech
I was wondering which mod was messing up my food loot!
acidphantasm Author
Are you still having issues with newly acquired food on the latest release?
X3R0S6
Something wrong with Blacklisting items for PMC. I am trying to delete from loot pool TerraGroup Labs residential unit keycard, but this keycard still spawns into every PMC backpack.
acidphantasm Author
That keycard is already blacklisted. I cannot help without logs, if you need assistance you'll need to join the discord and report it in my thread
Foreiinas
Hey, I have noticed that one config line has zero value set as default only on Tier 7 config under "weaponMods" tab:
presets > example > Tier7_chances > "weaponMods" > "mod_stock_002"
All other tier configs from 1 to 6 has value at 100
"mod_stock_002": 100,
it's a typo or something to be aware of ?
acidphantasm Author
Could have just missed it, the DB files are like 140k+ lines of JSON. I'll double check it. The preset example is copy pasted from the DB so if something is wrong in that, then it's also wrong in the db. Luckily that mod slot is rarely rolled.
acidphantasm Author
Yep, confirmed it's set to 0 instead of 100 for PMCs on Tier7. It'll be fixed in the next release - if you're building a preset and don't use "force_stock" in the config then you should go ahead and change those to 100 as well
Foreiinas
Yeah I use "force_stock" option. One more question if you don't mind.
If you force every weapon attachment to be at "100" chance under "weaponMods" does that work? Or simply generation will not understand how to correctly modify weapon?
Because I have tested 1 raid, and I have seen some truly kitted weapons, but sometimes there is still attachment(s) slot empty... Like SR-2M have a scope mount on, but no scope anyway.
acidphantasm Author
The weaponMods section only applies if the weapon being generated doesn't have a specific classification. For instance, assault rifles use assaultRifles, not weaponMods.
If you want to only use the default weaponMods, then disable "enablePerWeaponTypeAttachmentChances" in the config.
Additionally, just because a scope mount spawns doesn't mean a scope will spawn in it, you would need to enable "forceScopeSlot" in the config. Keep in mind that not every spot is named properly because of BsG so enabling this may force more tactical attachments than wanted.
Foreiinas
Oh, I did all of these configs. I see, game itself is not perfect to create 100% perfect generations. And mod itself can do as much. Thank you.
lunaticdanni1705
Hello is there anyway that you can force AI PMC uses face shields all the time?
acidphantasm Author
You can make a preset. In that preset you only give PMCs helmets that can use face shields in the equipment JSONs. After you do that, in the chance JSONs set their mod_equipment_000 and probably mod_equipment_001 to 100.
You'll probably also have to add the face shields to those helmets in the mods JSON if you want them before tier 4.
It's possible to do what you're asking but it isn't easy. BsG did not name attachment slots consistently or use them for consistent purposes.
lunaticdanni1705
thx dude!
Khadafi
Thank you, looks great. Quick question: Raiders and Rogues are pulling their ammo from boss or pmc pools?
acidphantasm Author
Boss pools
CaptainXing
I used the latest APBS, but I found that the AI gun still does not produce muzzle. So I enabled the muzzle of the Force weapon, but I had a question: "muzzleChance" : [10, 25, 40, 55, 65, 75, 75], based on the base value of the configuration, does a higher number mean a lower probability of generation?Because I found that even with forced muzzle generation enabled, the weapon held by the AI still had no muzzle
Second issue: I enabled disable PMC ammo layer sliding. Does a slideChance value of 33 mean a probability of 33%?
Sorry, my comprehension is a little poor. Can you answer that for me? thank you
acidphantasm Author
The chanice is a chance out of 100. If you set force muzzle it uses the chances configured there. This is stated in the config.
If you didn't change the chances they still might not have them. The force muzzle just allows you to easier set the muzzle chances without making a preset.
CaptainXing
Thank you for your explanation. I get it now
CZPZ
When using Simple Season Selector with earlyspring
acidphantasm Author
I'll double check the code, what level are you?
Also - are you using a preset? If so - you need to update your preset appearance JSONs with the new ones
CZPZ
level 29, default settings
acidphantasm Author
I've found the issue and will be pushing a fix shortly
acidphantasm Author
Update has been released, this latest version should fix the issue with SPRING_EARLY
Thank you for the report!
Islarf
i would love an option for us to be unable to loot any items the pmcs spawn in with (or PMCs at all). so they can be strong, but we dont get boosted because of it
acidphantasm Author
Unfortunately that's outside of the scope of this mod (but is a cool idea)
angryviking
In that case, there may be a solution for you.
Hardcore Loot
You can configure it, so I see no reason why it can't be configured to allow looting bags/rigs but no guns/armor et cetera.
Combine it with this and you should have your dream come true.
Ashens
I am sorry to ask such a stupid question, but where can I modify the probability of the muzzle appearing? The muzzle issue has also been bothering me, I really like your mod, thank you. :竖起大拇指:
acidphantasm Author
Latest update has increased default chances for PMCs and additional configuration options.
Ashens
感谢您的辛勤工作。 :竖起大拇指: