Featured ABPS - Acid's Bot Placement System 1.1.2

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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.



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

  • Version 1.1.2

    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.

  • 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

  • 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.

    • Probably not as that would make bosses easy to farm

  • 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.

    • also labs is in good state, people just want free loot :)

  • 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.

    • 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.

      Heart 1
  • 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.

  • 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

  • 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.

    • I have the same problem without Questing Bots, only SAIN, which loads before ABPS. Even without SAIn that problem occurs.

    • 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.

  • огромное влияние на производительность

  • hey man any reason why my no bots don't shoot each other nore do they shoot me ? but some raids they do

  • 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

    • 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

  • 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

    • 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.

  • 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

    • 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.

      Thumbs Up 1
    • 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.

    • 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

  • 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.

    • 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.

  • 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.

    • 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

  • 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.

    • 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.)

  • Quick question: would SAIN interfere with the difficulty settings or any settings this mod has?

  • Waiting for the option to customize rogue spawns, really drains my fps if they all spawn on vanilla spots on Lighthouse, is there a good work around for the meantime where I can spawn them but not that many?

  • Should I leave this at the top of the load order or can I move thiss to the bottom with the other bot mods like SAIN and Looting Bots? Thanks.

  • recommended settings to have a lot of bears, not a lot of usecs and a lot of scavs?

  • Sup Acid, idk how that shall work, but on wave spawn seems there is no check for "actual" pmc/scav in configured "spawn range". Today I've updated to latest version and noticed multiple times how pmc were spawned literally on the head of other pmc or scavs from previous waves when half map was free to spawn.

    Same thing near boss spawns (nearly 100% chance to have pmc spawn on MVD building on streets), sometimes same situation for Reshala, nearly 100% chance to have both pmc and boss spawn on barracks spawn for Glukhar; pmc spawn on cottage near mountain pass and Goons.

    So take a look please when u have time to. Cheers

  • SCAV snipers cannot spawn normally, there will be no hostility between AIPMCs, and raiders and AIPMCs will not be hostile to each other, which leads to them teaming up against players in the LAB.

  • Man, really hoping for the labs configuration. I understand something being difficult, but it is an onslaught that drains me of meds, heals, and sustenance. Looting isn't even an option as many more spawn nearby.

    • agree +1

    • If a user happens to have any mod that allows for AI bot limiting, they can go under that mods settings and limit the Labs bot count to 8 (similar to live).


      This allowed for challenging, yet rewarding, gameplay even in labs with a 3-man team.

    • ABPS already has bot limiting settings.


      I've already stated better configuration is coming, but I have other things I want to be doing right now and not modding - so I am doing those things instead.


      When I have the time that I want to work on it, I will. My original vision for labs is exactly how it's configured and I quite enjoy the fact it isn't a free loot fest like vanilla. It really is just a skill issue that it's too hard for some people and that's ok. It will be better configurable in the future. For now you can always swap to MOAR if you prefer that experience.


      My mods are always being worked on and evolving but I don't think people understand that maintaining 20+ mods and constantly updating them is very tiresome. I'm enjoying my break and will continue work when I have time.

      Thumbs Up 1 Heart 1
  • Can this spawn both SCAV and PMC in the form of waves?What should I do to solve the problem of only spawn PMC and not spawn ScaV waves in the game when I turn on both PMC wave spawn and ScaV wave spawn?

    • You have a mod conflict

    • When I set the SCAV soft upper limit to 0, it will generate SCAV because PMC is converted from SCAV. I think this mod also treats PMC as SCAV

    • That's not what the scav soft limit is. SPT doesn't convert scavs to PMCs. This mod doesn't treat them the same.

    • Thank you for your reply.is now working normally, but it seems that AI from the same camp will not attack each other yet

  • Your mod destroyed the labs, and in a 30 minute game, 40 raiders emerged one after another Only about 5 poor PMC...

    • Skill issue


      I'm aware labs is difficult, I made it that way originally. It'll be configurable for it in a future update as noted on the versions tab for the latest release!

      Heart 1
    • labs is unplayable , you only need 1 kill and all the map goes after you , i die because i run out of munition , a spawn cooldown would be good

      Thumbs Up 1
    • Unplayable...for you. It's literally just a skill issue and that's ok. As stated, it will be easier to configure in the future.

  • Can you spawn zombies or add them to the waves with this? I currently use MOAR.

    • No idea, it might work but probably won't. I have zero interest in zombies so there is no handling for them at this time

  • Hello! Is there something I can change to reduce the ai pmcs from swarming me with a minute of started the raid?


    Other then that one thing, I really like your system as it does not freeze my game like moar does!

    • This mod doesn't do anything after they have spawned. You would need to configure other mods that control their movement around the map.

  • Little Question about the Spawn things.

    Does Timer dictate when they spawn into a raid like it can start after 1 Minute (60 Seconds) and end in the last 5 minutes (300 Seconds)?

    And what does Active/Quiet Spawning exactly do?


    Asking because i have Raids where the spawns are just so low with nothing going on after the initial few are dead.

    • I believe every configuration option has a tooltip explaining them, if you are still having a hard time understanding, I would love to know how to improve the tooltips.


      If you aren't seeing spawns then you probably tweaked a setting you shouldn't have and may be best to return it to default.

    • Eh i think my tired brain must have misread all that yesterday after looking in the Discord Channel and then over at the Config.exe it became much clearer xD

      Thanks for creating the Mods :)

      Was just wondering because the Scav Spawns on Factory were to very low with the Quiet Timer being 0-60 and the Active Timer being 180-240.

      the "Check to Spawn Timer" is meassured in seconds too right or is it that it only check the Timer 15 times?

    • Factory has its own settings that are hard coded if it's enabled.. it's a setting on the same screen in the config app

  • Would the hostility code fix be when PMC's and scavs seemingly work together against the player?

    • Is there a hostility code fix included with this mod? I didnt see anything in the configs.

  • So my virus system labeled it as a trojan virus, whats up with that?

  • Got min starting pmc set to 6 and max to 10 in customs , yet only 3 pmc spawned , happened for each map , on woods only 6 pmc spawned

  • Sup Acid, is there any chance to add option to mix spawn points for pmc and scav? Or maybe increase spawn point weight near active quest POI? Some maps have very uneven distribution (like Shoreline and Lighthouse ) so some quest are kinda very hard to finish. In some cases things went better when SAIN being updated so I can pull pmc to POI, though in my last 12 shoreline raids I couldn't pull ANY pmc to sanatorium as well none of them went there for any reason

    • Questing Bots is used for that but it is not updated. PMCs spawn in player points, if you don't have a mod to get them moving through the map they won't really be in other places.


      I can probably add something in the future to assist with that but the assumption is that the spawn system is close to live spawning (which requires a mod to get them moving)

    • haha, maybe new flare to make all bots rush for the place it was used? would be fun af xD really have no other option until questing bots is live for 3.11

    • You could try roaming bots it's on github, It seems to get them moving.

      Thinking 1
    • Can you link? I cant find it. The Roaming Bots.