Featured ABPS - Acid's Bot Placement System 1.1.1

Do not ask when mod authors will update their mods or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Due to an unusually high volume of traffic, our site may be experiencing intermittent slowdowns. If you notice any issues, log out of your account and browse anonymously so you can better utilize caching or try using forge.sp-tarkov.com to search for and download mods.

Configurable spawn mod, allows waves / starting PMCs / boss chances / progressive boss chances. ABPS will always try to keep your raids full and different each time.

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.



[tabmenu]

If you enjoy my work - you can buy me a coffee~

  • Version 1.1.1

    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
  • Version 1.1.0

    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
  • Version 1.0.1

    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)
  • Version 1.0.0

    This version will only work for SPT 3.11.x

    Initial Release

  • There is a problem with this mod and FIKA


    The problem is - raid is cannot be finished without ALT+F4 after.


    Log said - it is trying to recreate all bots so extract button doe not really extract.

    • I have zero issues using this with Fika. You'll need to provide more information - preferably in their Discord in my thread.

    • My bad mate. Your mod is fine. I've found the broken one :)

      Thanks for this mod

  • Hello! I'm trying to limit the PMC group size to 2 (I suck) but I definitely encountered a group of 3 in my last run. Is my load order overriding the setting?

    1. SVM
    2. Virtual's Custom Quest Loader
    3. Ref SPT friendly quests
    4. (ammo trader)
    5. Drakia's NoBossPMCs
    6. APBS
    7. ABPS
    8. Skwizzy-LootingBots-ServerMod
    9. (Merge consumables, Hideout in progress, Expanded task text, More checkmarks)
    • Group Size 2 =


      Leader PMC

      + 2


      The group size is the amount of followers, not the total size of the group. This is confusing but I haven't fixed it yet.

    • That’s done the trick, thank you!

  • Hi, thank you very much for creating such an amazing mod. Just wondering if zombies spawn work along well with this? I enabled the Halloween event on SVM and they don't quite spawn unless it's in lab and I'm thinking if this can also help spawn that? Thank you! Great mod.

    • ABPS doesn't do anything with zombies

  • Hey. How could I completely disable scav raider spawns in lab? I turned down the spawn setting for raiders to zero and I still had them spawn after activating an extract.

    • Did you disable them in the config? Did you turn off vanilla for them in the config?

  • Why are rogues at 0% by default in the config for lighthouse? I know there are 50% and 80% spawn rates on regular servers. How would I replicate that here?

    • Does changing the config in the middle of the raid while the game is open affect spawns?

    • ABPS handles rogues vanilla spawns by default, you don't need to mess with the config.


      Changes in ABPSConfig require a server restart to take effect. Changes in F12 denote whether or not they take effect in the current raid or next.

    • Okay, thank you for the reply. :) Love your mods btw!

  • hi first of all thank you for the amazing mod, just want to ask my ai only moves in their spawn zone. is it due to your mod or not. i have waypoints, bigbrains and looting installed. should i mess with load order. for now your mod is 2nd after svm

    • Once they are spawned my mod is done. Looting bots only gets them moving around their initial area if there is loot, you'd have to wait for questing bots

      Thumbs Up 1
  • My favorite mod for SPT is dead... SWAG+Donuts. I also dig out some info that there is MOAR mod that also help in BOT spwans but it is not updated to 3.11.3 and now in a YT video I foundf out about this mod!
    So I am happy that there is yet another spawn mod for this new SPT for spawning BOTs as default SPT makes huge amount of bots that kills my CPU performance and I need to reduce their numbers but also have dynamic spawn system.

    What you guys think about this mod? Can you describe the differences between SWAG+Donuts or MOAR to this mod and share your thoughts?

  • Sup, enabled extra spawns for raiders, set spawn timer to 300 sec, set 100% chance to subcommand and now I have raider spawn every 5 minutes there. Its recurring xD u enter there mid raid and face horde of raiders shooting walls and floor. Suppose they are counted like common scavs so wave respawn works ( have around 5 min also for scavs)

  • It seems that Enable Starting Scavs doesn't do anything, so at the beginning only PMCs spawn, but no Scavs.


    Scavs do spawn when Scav Waves is turned on though.

    • Starting scavs should spawn a couple seconds after the raids starts to ensure that PMCs spawn first. If you lowered your map caps then there may not be room for them.

      Thumbs Up 1
    • Acidphantasm, what is the recommended bot cap to not block spawns for bosses and other special bots?

      On my CPU numbers of bots like 15-25 is making FPS stutters and game unplayable for me. In SWAG+Donuts that maybe worked differently I had to set up SCAV limits to about 4-5 and PMC to 2-3 to have playable FPS for me. So about 8 PMC+SCAV was the safe limit and rare stutters as bosses and other type of bots like raiders etc had their own cap in SWAG+Donuts so I only focused on setting SCAV+PMC spawn cap which is at around 8 overral (I refuse to play SOT even with a f#@$ 2 bots as this s$#@ stutters from time to time even on empty map xD) so how it is with your mod and what is the safe MAX BOT CAP to set to not block other bots?

    • If you lower the cap you just need to lower the PMC/scav initial spawns counts. The scav waves will utilize the new cap space.


      If you're lowering the cap I would avoid enabling PMC waves though, as scavs may never be able to spawn.

  • Maybe this question was asked already, so this mod spawns PMC and Scavs in "spawnpoint zones" or everywhere, like without spawnpoints? like i can expect them spawn in the places where they are not belong?

    • Bots can only spawn in spawn points, period, no matter what mod you use. They don't activate if there's no point.


      This mod does not add new points, yet.

      Heart 1
  • How do I control the spawned bots' difficulty? I have it set it to As In Online for amount and difficulty in game, is that being overwritten by, or conflicting with, the ABPS config?


    However, if I set the in-game difficulty to impossible, will all the bots be impossible difficulty or will it still use the distribution in the ABPS config? Thanks, great mod.

    • Pre raid controls scavs, kinda, but not really. Its random. ABPSConfig controls PMCs/bosses.

    • Great, that's what I concluded from my testing as well. Thanks!

  • Hmmmm bro, take a look into sniper scavs spawns:

    • streets - never met more than 1 sniper scav per raid, 3 of 5 raids there are none at all. Never saw spawns on Lexos roofs (even when Kaban is there), Cardinal roof and Primorskiy 49 (next to Sparja)
    • customs - never saw spawns on Military checkpoint (next to streamer house) and depot rooftop. Also spawnrate is kinda joke: 1 of 3 raids I can see at least one sniper scav.

    Maybe u can add some manual configs for them?


    Also spawn problems with raiders on subcommand via switch trigger. I suppose there are not enough free slots, so they never spawn. Tried 11 raids and had 0 success, so had to configure them to be spawned within ur static boss config.

    • I have zero issues with marksman scavs, so if you're having an issue with it you're probably either spawning too many PMCs or you lowered the map caps so they don't spawn. It works just fine for me with default configs.


      I also dont have issues with the switch for raiders. They aren't guaranteed to spawn, it's the same chance as vanilla.

    • I've extended map caps, though maybe it's true about pmc horde config... Is there any chance for u to add guaranteed at least snipers spawn? Like init spawn pmc, bosses, snipers and only then leftover slots for scavs, I've already set to init 10 scavs and postponed to like +80% pmc wave timer, though didn't notice any changes. So looks like that it's kinda hard to play with pmc waves and with canonical sniper spawns.

      Also tell us pls: are raiders and other special non-pmc bots counted towards scav limit?

      And is there any chance to respawn snipers or they are only for init spawns?

  • Author.. Please explain. Why for about 20+ raids at customs, I did not meet one boss? Other modes for spawn change the logic of bots and so on do not use.

    • Because you configured it wrong or iinstalled it wrong, or you have something like SVM overwriting it.

    • But I didn’t configure anything. I just installed the mod and started the game. I do have a SVM, but there are no features that would affect bots.

  • Any plans to add PMC conversion control? Meaning to control how many will spawn as BEAR versus USEC.

    • Conversion doesn't exist anymore. Right now it's a flat 50/50 but I can make that configurable.

      Thumbs Up 1
  • Hi,

    Will this mod have a preset selection and a separate preset selection for players who will run a PMC or SCAV raid in the future? (Like SWAG + Donut config)

    • Unlikely, but possible. I have no plans for this, especially this early in development.

  • Seems that something changed between versions-- would love to see a version without a virus flag. If other mods don't have it, not sure why we're seeing it here. (This is coming from someone completely inexperienced, but doesn't feel great all the same.)

    • I can't fix this. It's literally the same app I use in APBS and it doesn't get detected like this one does.


      Submit it to your AV for a false positive - because I can't do anything about heuristic antivirus detections. It thinks it's malware because it happens to read/write things to a JSON file. If you don't trust it then don't use it.


      I don't know how many more times I can say I have zero control over this. I can't make it go away without just deleting the config app, and most people like APBS/ABPS *because* it has an easy to use config app.

    • Latest version, 1.1.1 isn't flaged as malware in virustotal.

      Published version on github and checked version on virustotal link are not the same. I suppose the checked version is a Github pre-tag 1.1.1 or an error in the process.

      File hash checked in virustotal published link is ad3bfe1b3a11fff1ea673328c65319b0788830bf5c67d6c6f57a21c4e147a8e7, but Github release version 1.1.1 has 04eeabf8adb5e324e1e1dbf6a6d1a53df962686b997c1a3e21413b0e1fdd5222 sha256 hash when download, so they are not the same file.

      Maybe a variation before the build process, I don't know.
      https://www.virustotal.com/gui…b997c1a3e21413b0e1fdd5222

      This is the correct link to a virustotal analysis with no flags.

      But I recommend don't trust me and download de file (where no antivirus should detect anything) from Github and uploaded manually to virustotal if it is true by yourself.

    • As I said, I literally can't do anything about false positives. Sometimes it happens and sometimes it doesn't. Its going to vary release to release.


      I'm very much over the constant false positive flag discussion and it's making me want to stop developing this mod.


      If you don't trust something, don't use it. :notlikethis:

    • I was trying to help you out, man.

      I think you're going into a spin when you see the word antivirus in a comment.


      Let me simplify: version 1.1.1 is NOT been tagged as malware by any antivirus.

      I really appreciate the effort and time you put into the mod.

    • That's probably because I've had like 50 people ask about this in the past 3 days. It gets old very quickly, especially when it has nothing to do with anything I can control.


      I know it's not flagging now, but I also can't say why it was flagging before. It'll likely flag again in a future release.


      I know you're trying to help. I'm speaking in general. The more times this is brought up, the less likely I am to continue work on it. Its so much easier when you do a server mod and it never flags for anything because it's typescript. ^^

  • try to download but it keeps saying "virus detected"...

    • go to anti virus settings and turn off real time protection

    • A self-proclaimed "war crimes fan" tells you, "You know that message telling you the file you downloaded is a Trojan, forget about it and disable what is probably the only security system you probably have on your PC".
      :/

      I haven't the knowledge or time to say what acidphantasm is using in the code to trigger the antivirus alert, if it is a dependency or a bad practice, but I prefer not to use this version to disable my antivirus.

      I already had the experience to be infected with a Trojan and I prefer to wait for an "undetetected version".

      Take care of yourself.

      ? 1 Thumbs Up 1 Thinking 1
    • I can't tell you why it's flagging. Its the exact same base as my app for APBS.


      Everytime I do a new release and have to rebuild the app, it gets flagged initially and goes away eventually because all these vendors use heuristic detection which always follows the practice of "it's an EXE/DLL in a zip, must be a virus"


      If you don't trust it then don't. But the source is linked to the hub page and can be reviewed or manually built.


      I unfortunately cannot fix their crappy detection from detecting nothing as a virus, even though I wish I could. The only real thing I could do is purchase a trusted certificate and sign my app with it - but I'm not paying $200-500/year for a certificate when I do this in my spare time.

    • I'm sorry if I was misunderstood, but I wasn't criticizing you or your work. In fact, I still use the previous version of your mod because I find it very useful.


      As I said, I don't have the knowledge or time to figure out why the alarm is triggered, but normally, downloading executables or libraries is allowed even if they're not signed; it's the execution what is blocked by windows if the file is not signed (not the antivirus). So, I'd neither spend money buying a certificate. Antivirus neither omit the check of files signed by a certificate. Would be a bad practice blind trust in developers, don't be offended.


      What I don't agree with is telling a user who receives an alert from their antivirus saying they've downloaded a Trojan "turn off the real time protection and go on". We have to be a little more cautious in life and ignore the first person who says that, especially without justifying their response. Because if we like risk, we can always include whatever triggers the antivirus as an exception rule and not disable the real-time protection that's supposed to protect us against that and any other potential threat.


      From a place of ignorance and interfering where I'm not supposed to: if you suspect the alert might be from the .exe in a .zip, have you tried extracting the .exe from the zip and serving it separately?

      Anyway, in version 1.0.1, the zip had an .exe inside and it didn't trigger the antivirus. So, either it's something random in the build process (and I don't believe in randomness), or it's something that's changed since version 1.0.1. Maybe in the next build the alert disappear, shouldn't be the first time.

    • I have no intention of separately distributing the configuration app, especially because the source is required and I cannot put two source links.


      I don't agree with their solution of turning off your AV, but I can't directly fix the flag. You can whitelist the app, or not use it. That's pretty much your choice until those vendors stop flagging it. Maybe the next release won't flag, maybe it will. Its not something I'm going to dedicate any time to solving - because I can't.

      Thumbs Up 1
  • Hello acidphantasm, Love your work. I tried to download your latest file but it has been flagged with a virus. Trojan:Script/Wacatac.B!ml

    • go to anti virus settings and turn off real time protection

  • Firstly thanks for your work Acid! I'm looking to use this mod with Fika and im wondering if any of the changes made to the ABPSConfig would need to be made by just the host or all of the clients aswell?

    • Whoever is running the server is whose changes take affect.

  • Lastest version (1.1.0) is being reported as having malware on VirusTotal, and Brave is blocking the download automatically. I downloaded 1.0.1 instead with no detections or issues downloading.

  • Whenever i try and download I get a notification from Opera "download interrupted - virus detected."
    I have never seen this before downloading mods and am gonna steer clear to be on the safe side. Obviously I highly doubt that you're trying to whack a virus on my laptop, but I thought it was worth mentioning that something in those files is getting flagged as such by certain search engines.

  • For use with Finka does this mod require all users to have it installed, or just the host?

  • Apologies if I've missed something that already enables this, but would it be possible to add the option to make base game bosses mutually exclusive when they spawn, for example on customs if the goons spawn then Reshala can't? Or like, a configurable maximum boss cap, something to that effect? I personally don't like fighting multiple bosses per raid.
    Regardless, thank you for this great mod, it's made 3.11 a super fun experience and I've really been enjoying playing with it :)

    • It used to be that way in past client versions but it appears that BSG now allows multiple bosses per zone.


      I can maybe look into that but I make no promises.

      Heart 1
  • Hello!

    I’ve encountered a small problem: using Server Value Modifier (SVM), I set the boss spawn chance to 100%, but after installing your mod, they no longer spawn reliably—even though your mod’s settings don’t explicitly affect spawn rates.

    It would be great if you could either:

    • Allow manually adjusting the boss spawn chance up to 100% (instead of capping at 25%),
    • Or ensure your mod doesn’t override SVM’s settings.
    • ABPS absolutely explicitly sets spawn chances for bosses, stop using SVM to do it. Its also not capped at 25 so I'm not sure where you're getting that from.

    • I want bosses to spawn with a 100% chance, which I’ve configured using SVM. However, when launching the game with your ABPS mod enabled, bosses no longer spawn reliably—even though the Progressive Boss Chances setting in ABPS is disabled.

      The settings show:

      • Minimum spawn chance: 25%
      • Maximum spawn chance: 100%

      Yet, even with progression disabled, bosses don’t spawn at the 100% rate set via SVM. Does this mean ABPS still overrides these values despite the option being turned off?

      Am I understanding these settings correctly? If so, is there any way to make SVM and ABPS work together for guaranteed 100% spawns?

    • Did you look at the config tab on the mod page?


      There's a server side and a client side. Client only handles progressive chances, server handles it if you don't use that.

    • Thanks for the help! I didn't realize that's how it worked. I appreciate your responses.

  • Thank you :love: :love: :love:

    I was just asking about a max bot cap setting in Discord! You have truly answered this man's prayers!

    Happy 1
  • latest version showing virus detected

    • me too

    • It tends to happen with client mods unfortunately. They usually stop getting flagged after awhile, but any new updates usually re trigger the flag


      I know it's safe because I wrote it, but ultimately it's up to you. The code is linked on the source and you can review it or build it yourself if you'd like.

    • Yeah I know its safe, just wanted to make you aware its flagging up. No drama.

    • p.s. I am grateful we now have a bot spawning mod :)

    • Windows won't even let me interact with the file

  • Hi wanted to ask if I can install your two mods APBS Acid's Progressive Bot System and ABPS Acid's Bot Placement System together?

  • Thank u for adding the caps, it helps potato system users like myself.

    Happy 1 Heart 2
  • amazing mod, thank you for your work

    Heart 1
  • With this mod can PMCS spawn anywhere on the map? or is it just limited to bsg spawns?

    • PMCs will spawn in a player spawn position if possible, if not possible they spawn anywhere a bot can.