Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Please review the configuration app, as the default configuration is built the way it is because I enjoy it like this. All options in the configuration app have tooltips, please read them. You can adjust it freely to your liking. The configuration comes with starting PMCs only, and no additional PMC spawns - all bosses are set the same as vanilla defaults in SPT. The default Scav configuration will attempt to keep the map at near caps for the map at all times.
Both PMC & Scav spawning has been built to only spawn a specific distance from players, and any other bots to spread them around the map a bit. The distance values for this are configurable in F12 - but be careful not to go overboard making them as high as you can as that may delay spawns.
Support for Legion/Punisher is automatic, but ABPS allows those mods to control their bosses. There is no special configuration for them in this mod.
ABPS is also Fika compatible as far as I have tested, only the hosts settings will be used.
Do not use this with another spawn 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 1.1.2
- acidphantasm
- 13k Downloads
This version will only work for SPT 3.11.x
Hotfix
Changes
- Minor adjustments to spawn timers for scavs
- [ABPSConfig.exe] Removed bots per zone Scav config (no longer needed)
- Removed some misc unused code
Bugs Squashed
- Fixed marksman not spawning properly after the first raid
- Maybe fixed some hostility settings
Changes coming sometime soon for customizing Rogues/Raiders.. not in this release though.
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Version 1.1.1
- acidphantasm
- 11k Downloads
This version will only work for SPT 3.11.x
Hotfix
Changes
- Switched scavs to spawn after PMCs
Bugs Squashed
- Hopefully fixed issue that was preventing PMCs from falling back to "anywhere" spawns when no valid locations found
Config App Changes
- Updated MudBlazor (8.2.0 -> 8.3.0)
- Updated Microsoft Extensions
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Version 1.1.0
- acidphantasm
- 3k Downloads
This version will only work for SPT 3.11.x
Minor Version
New Features
- [ABPSConfig] PMC Ignore Max Bot Caps config
- [F12] Per Map Bot Caps config
- [F12] Scav Hotzones config
- [F12] Scav Zone Caps config
- [F12] Scav Hotzone Caps config
Changes
- Improved New Spawn system checks and balances
- Improved scav distance checks
- Improved PMC distance checks
- Adjusted maximum values allowed for F12 config for various items
Bugs Squashed
- Fixed distance check for PMC spawns to also check scavs
- Fixed various F12 config acceptable values
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Version 1.0.1
- acidphantasm
- 2.9k Downloads
This version will only work for SPT 3.11.x
Hotfix
New Features
- New config to use different Factory new spawn timers (enabled by default)
- This setting alleviates the pain of seemingly constant scav spawns on Factory (Thanks Lacyway for the report)
Changes
- Added check for specifically your player for PMC spawns, in case you are playing as a dirty scav
Bugs Squashed
- Corrected check for timer on New Spawn system
- Fixed a couple config values (non-user impacting)
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Version 1.0.0
- acidphantasm
- 1.3k Downloads
This version will only work for SPT 3.11.x
Initial Release
F4R0
Love your mod, nice configuration options, and good results. Thanks for sharing.
Sofit
What am I doing wrong? I chose the preset live like, but there are no PMCs on the map...The epicenter is generally empty
acidphantasm Author
There's no preset system for this mod.
Sofit
How do I set up this mod so that it places bots as well as swag and donuts?
MOAR is bad. Similar problems. Similar problems, but it's still not optimized.
acidphantasm Author
That's subjective. The default configuration is how I like it because that's how I configured SWAG+Donuts.
Sofit
Then what am I doing wrong if there are no bots at ground zero and no PMCs at customs?
acidphantasm Author
You have a mod conflict. Most likely Realism, but I'm not going to provide in depth support on a mod page - so going to the discord is your best bet if you cannot solve the conflict.
Watchman3001
Minor question, what really controls scav snipers spawns? I am trying to kill some for Tarkov Shooter, and holy damn, not even single one is spawning on customs, I even checked through the botmonitor. I doubt that your mod breaks them, really, but still asking, wonder what controls their spawn, and what chances do they have?
acidphantasm Author
If the map has sniper scav points at least 2 will spawn, if they aren't then you have a mod conflicting. (Except woods, that's busted until I update)
ehdudtkfkd7
Are the default boss spawn frequencies and locations the same as on the main Tarkov server?
acidphantasm Author
Yes
TheGuy69420
Hey, Acid. Is it possible that you can add Bloodhounds to the config?
acidphantasm Author
Bloodhounds don't exist anymore. They're now smugglers
TheGuy69420
Ahh I see. Because I was about to say that wild type "arenaFighterEvent" was used for both Smugglers and Bloodhounds
L4rin
This is the BEST bot spawner out of all of them. Acid you have some of the best mods for spt. One question I have does this need the Separate Hostility mod?
NCHPANTHER
I have a question, I was looking at the boss settings, and the raiders are disabled for Reserve. Will they still be triggered by the switch underground, or the buzzer switch?
acidphantasm Author
The default configuration raiders will be identical to vanilla SPT. There is no special configuration to do for raiders yet
Serps
Simply put this bot spawn system is the best. - Hope this feedback helps dev and other users if needed.
I have done a LOT of testing between this mod and the other bot spawning method (cough MOAR). I have ran multiple tests and scenarios almost to the point where I'm play testing rather than enjoying my time lol, too many tests to count. But I can conclude ABPS is best if you want an organic and dynamic/random feel in raid. Switching back to ABPS has made SPT feel alive again and not repetitive. Amazing work. Same with MOAR, awesome work but does not fit my personal playstyle.
Hostility issue? = Add Separate Hostility mod - I can confirm 0 issues with this pair.
Labs too overwhelming? = Skill issue get good
(I personally increased PMC pool instead of changed bot cap so that its even split between raiders / PMC).
Performance issue? = I can't really comment because I have a capable build so no promises (~80-90 in most quiet areas and ~57-75 fps in dense ai areas with my personal tune ~ 25-28 max bots on most maps, increased starting pmc pool + waves, etc). But what I can see is this mod is actually better for performance than the OTHER bot spawning method because MOAR just clumps bots together in my experience which cooks performance. ABPS does not and you'll see higher averages in all areas because the raid is evenly spread out. I also personally dropped Questing Bots for dvize ai limiter to keep ai activity conservative - no issues raids still feel alive and bots move freely still without Questing Bots. Benefit was just less "thinking" for ai which will always be lighter on CPU.
Overall incredible work - with custom tuning done correctly and paired with other mods, it makes this mod even better. Thank you.
Zealot111
Thanks for sharing, Could you please clarify, do you use SAIN with these settings?
Watchman3001
Something strange. Used your mod for long time. No mods updated for last month or so. Entering the game today, fps strangely high. Checking the devmenu - no PMCs spawned. At all. Server console spamming this shit - Failed to generate bot #1: Items must not be empty
Of course, with different numbers. What could've caused that?
acidphantasm Author
Not an issue with this mod, whatever is handling your server side loadouts is wrong.
booger
Can anyone explain to me how the scav config works? I have no idea what each of these variables do despite the tooltips, but the default settings are just swarming the map with scavs.
S4LCO
Just take to config.json and place it into ChatGPT and ask it to explain it to you.
Otherwise copy and paste the code you dont know what it do and ask GPT.
acidphantasm Author
please don't use AI to try to learn what a config does, it has zero idea the code behind it or the client code that handles it. This is bad advice.
If you have too many scavs swarming try adjusting the quiet timer to be a higher number, or lowering the active timer, or also adjust the scav soft cap in f12.
Default ABPS will always try to keep the raid full, those settings alter the timing of the cycles to refill the raid. The f12 setting prevents more scavs spawning as it approaches the map limits
booger
Thank you!
Zyhgar
I have noticed that PMC bots don't fight amongst each other unless they're a different faction ? Did I configure something wrong? is there a fix ?
Editd: I guess I did find a fix by using Separate Hostility
But I have noticed an issue that partizan has A really REALLY bad habit of spawning on the player for some reason.
spiderb0y
I noticed through a lot of testing that this is the only mods that interferes with the BTR spawning for me, MOAR or no bot spawning mod lets the btr work as intended, for some reason ABPS interferes with him, making him not spawn (but appears on the bottom left of the map about 500m out of bounds)
acidphantasm Author
Are you using Fika? Is it properly updated?
It spawning way out of bounds was an issue in earlier Fika builds and you'd be the first reporting it with ABPS.
spiderb0y
Well I did more testing and it seems to be delaying it's spawn more than it should, I also use extended raid timers which could be affecting it, I waited about 20-25 minutes and the BTR on woods went to the camp. Before that I would usually never notice it spawning. Who knows. Yeah I'm using the newest fika build, 1.2.8 I believe it was.
acidphantasm Author
Well..this mod doesn't alter the BTR variables. I haven't even looked into how that is spawned but it's unlikely to be impacted by ABPS.
Y33
Hellos, i've noticed a strange bug when neither the starting pmcs amount, nor in-raid scaw spawn limit amount does not represent the actuall amount of bots. It's still possible to set the right amount of bots needed, but it takes a lot of attempts for each map individualy. For example: i have set the starting pmcs amount at 12 on shoreline, i start the raid and get a whole of 9 pmcs. Increasing to 13 results in 12 pmcs in raid, and 14 becomes 11. The max bot cap also works the same way strangely
I managed to find the right numbers of bots for each map, but the numbers in the app and beplenex menu have nothing to do with real amount of bots, so u gonna need to find experimentally which numbers you need to enter for desired amount of bots via botDebug.
Apart from that everything works fine
acidphantasm Author
You can't get to the cap if there's not enough spawns points within valid distance or if they don't group enough.
Max bot cap will never be reached with the default configuration because there's a reserved soft cap configured in F12.
The mod is doing what you tell it to do, but there's a thousand variables in BSGs spawn mechanics. If you want to configure it within specifications, it would require you to learn the spawn system and how it's built in Tarkov to understand what variables to set and use.
If it hit the exact numbers you specify every single time - the raids would no longer be dynamic and would be very predictable in group counts, locations, timing, etc. Which is not really the goal of the mod.
speedyemperor
Is there a workaround for the hostility issue? Does another mod cause it? Thanks for making this.
egbog
does SAIN overwrite the bot difficulties?
acidphantasm Author
SAIN doesn't control bot difficulties. It controls what difficulties can do.
egbog
thank you for the clarification
RedMantisFPS
Does this work with SAIN?
Kaltist
Currently, these two mods are not fully compatible. SAIN 4.1.1 has a bug that causes the first wave of spawned bots to get stuck in place. The original BSG bot spawning method is largely unaffected, but ABPS spawns too many bots at the beginning, resulting in most bots becoming stuck.
Kaltist
sain 4.0 is compatible
Finland6
Do you know if they're working on a fix for the compatibility?
jaxorsmthng
replying to this since it seems to make players reasonably wary
ABPS currently works with the current version of SAIN, spawning a shit load of bots may cause issues (might even be fixed already, i dont know) however its negligible.
Adim2P
Will there be plans for customizing guards from bosses, or is there a configuration option I overlooked? Really kills my fps when Kaban and Kolontay spawns at the same time in Streets.
acidphantasm Author
Probably not as that would make bosses easy to farm
Marked7
Mod is very nice, only problem is that bug where PMCs are locked in place in spawn. I know it's related to how many PMCS you have in the map but it's REALLY hard to find a spot where the map does not feel empty and the bug is not constant. Hope you find a way on next version cause for me it's the only thing that holds the mod down besides not beeing able to set custom spawn points.
Marked7
also labs is in good state, people just want free loot
CheekiB
There's so many raiders in labs with this mod. They just constantly spawn and couple that with SAIN they just push any gunfire they hear and it turns labs into a raider wave defense. Even with the limit set to 10 bots it's a little much. I'm just comparing to PVE tarkov where you only see 6-10 PMC and maybe 2-3 teams of raiders for the entire raid.
acidphantasm Author
Version notes already indicate configurability is coming soon for that.
Labs is working 100% as intended and designed by me. It's not a free loot map anymore - you're supposed to get in and get out before being overwhelmed.
CheekiB
Fair enough. Thanks for the work and the reply.
tzeapa
Great mod!
I wish there was an option to limit/configure Rogues spawns — I have 10–12 of them on Lighthouse.
For people having issues with bots not fighting, search for and install the SeparateHostility fix on GitHub. It’s working for me. Note that Rogues will also engage you even if you’re a USEC.
theS-Man
i cant find the separate hostility on GitHub, do you have the link by any chance?
tzeapa
https://github.com/gottyduke/SeparateHostility
Charlomako
Thanks for this mod! I shall test it with ABPS. It can also be found here in this site: separate-hostility
spagatom
Hi, love your mod. Is it possible to manually remove spawns. I wish to remove scav spawn from train depot on wood so no scav can sit there doing nothing
acidphantasm Author
No, the spawn points are all vanilla
Charlomako
Maybe you can delete related "BotZoneName" in
SPT_Data\Server\database\locations\woods\base.json. But it bother a lot.
CaptainKrunk
Seems like hostility issues are still a thing. Players do not engage with bosses or other teams of players. Monitoring spawns and squads with Dynamic Maps, players exist without much interaction in the world, even against svac most times too.
I have Questing Bots and SAIN installed. I'm not sure if the load order matters here, but if it does, please let me know.
Dunstorm
I have the same problem without Questing Bots, only SAIN, which loads before ABPS. Even without SAIn that problem occurs.
VividSole07
Try messing with the QB AI limit distance in regards to the player. I increased it to 500m and bots are def fighting more often for me now. Not 100% of the time but only rarely have I witnessed them walk by each other now within the set range I set in QB. The times they did it seemed to be tied to the group leader not being in the area with his group and the scavs. Once he actually saw the scav they all started fighting said scav. Its weird because I dont have to increase the range to get them to fight when not using ABPS. But when using this mod for spawning compared to QB spawning, my FPS is much more consistent with this mod. Hope it helps yall.
Antonius Askaloso
огромное влияние на производительность
zega
hey man any reason why my no bots don't shoot each other nore do they shoot me ? but some raids they do
spagatom
Hey man, I love your mod, this is much better than MOAR imo. Is is planned to have different configuration for scav raids. Right now, we are playing with the same config as eityher scav or pmc which doesnt make a lot of sense? Thx, love your work
acidphantasm Author
Scav raids are automatically handled to use the existing config and cut down the initial spawn counts based on the time remaining when you enter the raid
Godname5544
On shoreline the bots all got stuck and I couldn't find a single one I looked around the whole map(powerplant, gas station, the town I spawned in, health resort, the extension to the map, radio tower). It happened two raids in a row then seemingly stopped I took a screenshot the second raid before doing "one more test" https://imgur.com/a/j6CgTOa I like the way the mod spawns AI so hopefully it stops I am using these mods for AI
SAIN
APBS
ABPS
Questing Bots
Looting Bots
acidphantasm Author
Bots getting stuck has nothing to do with this mod. As soon as the bot is spawned my mod is done and your other mods take over.
hellchickens
Once more sup Acid,
I've met some strange behavior when scavs can be spawned without body (only floating vests/armor/hats and etc) and not counted as bot by bot monitor for some reasons. Though it can be killed and have guns, items and other common stuff. This started to happen after I've added Questing Bots mod and not even sure if it has to be here or into APBS (though I have only modded weapon and attachments import, not equipment). Attaching archive with logs and screenshots (that was last raid in logs). On map screenshot u can see tons of that scav bots, they are all directed strictly to south
https://drive.google.com/file/…LH0F9yMu/view?usp=sharing
acidphantasm Author
You will need to visit my thread in the SPT Discord for a log review - I apologize but I'm not going to download files from comments here!
You may want to validate that QBs spawn mechanic is disabled. If that does not work, try turning off modded item imports on APBS as you may have a mod item that is broken.
hellchickens
Seems the problem is only around QB. Disabled spawns in its server config, disabled APBS weapon and modules import, drastically decreased spawn rate for waves as well as quantity and still nothing happened. Though I've noticed that problem shows only when there are spawns on default red timer, even if raid timer is extended - still counted from default. Gonna contact QB maintainer to look into. Removed QB and bots started to normally spawn.
bsfurr
Hey I've found bots not moving and missing body parts. I've removed this mod, ABPS, and everything seems to work normally. I did update questing Bots before these encounters, so I believe its something going on between Questing Bots and this mod. thought I'd share
hellchickens
Sup Acid, have played already 30+ raids on streets after latest update and still there are no sniper spawns on Lexos when Kaban is spawned. Also, sniper scav chance to spawn feels lower than EFT live on streets. Other maps are totally fine.
acidphantasm Author
ABPS will always try to spawn 2 marksman. Whether or not that matches with live, I have no idea because this wasn't built to be identical to live as that would be impossible. It's mainly meant to give you configurable settings while also making PMC spawns and locations more live like.
Foreiinas
As several people have mentioned, Bot cap doesn't seem to work well.
Map bot cap at 18 but it goes over the cap, I set PMCS min at 6 max at 7, bot I see 10 PMCS at once.
I use Dynamic maps and bot monitor to see bots cap behavior. I'm on 3.11.3 with newest ABPS. Either I'm doing something wrong or mod has some issues.
acidphantasm Author
You probably need to review the tooltips in the app. There are different settings for different things - starting caps are only starting and have nothing to do with what happens after.
If you want support on this matter the discord in my thread is a much better place to have a conversation over your settings vs outcome
RoyalDox
Is PMCs not being hostile towards other of the same faction PMCs intended with this mod, if so how do I turn it off. Tried with Moar and QB and USECs fight USECs. But with ABPS they are completely passive towards each other, yet they don’t follow each other like a group does.
Charlomako
This maybe a bug from ABPS spawn logic, and I've tried to fix it a long time. Right now I'm using MOAR and giving up ABPS due to this issue. Not only pmcs keep friendly to the same faction, but also Bear and Usec don't fight each other (I watched the bots by dynamic map and found usec srun pass through bears and nothing happened. But they're not completely friendly, after a while the start to fight each other.)