Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
This mod is simply a BepInEx plugin that uses AKI.Reflection (Harmony) to PrefixPatch the "IsEnemyLookingAtMe" method that the game uses in a few places eg. ShallAttack() and EndHoldPosition() and return false instead of evaluating.
There are config options accessed via in-game menu F12 but the game must be restarted for them to take effect.
You can turn on the ESP override for Players, and/or for Bots. When the Player override is enabled it means a Bot won't know when a player is looking at it, but will know when another Bot is. When the Bot override is enabled it means a Bot won't know when another Bot is looking at it but will when a player is. And when both checkboxes are enabled it means a Bot won't know when either a Bot or a Player is looking at it.
I've used ILSpy to try and figure out where this function is used and it seems to me ShallAttack and EndHoldPosition are the only places, and there are other triggers for going into attack mode. For eg. bots will still spot you first if you are within their view distance. They react to being shot at and add danger points to investigate etc. I've had the whole map swarm my location after opening fire with a loud rifle with this enabled. I've been chased down and shot in the back many times even with this on too. Bots still engage each other in firefights with both settings enabled but I haven't done enough testing to see if there are any issues with turning it off for bots too, hence the config options.
I have had a ton of fun crawling through the grass on woods and taking my time to line up shots on AI moving far away. Waiting for them to get caught up in brush up ahead and slow down before pulling the trigger. Or waiting for them to finish wandering through terrain that goes up and down a lot before taking the shot etc. Prior to this as soon as my crosshair went over their body they turned to aim at me and attack. Even if I was aiming at a stationary AI with their back turned to me. It was driving me crazy.
IMPORTANT NOTE:
I play with Fin's AI Tweaks and AI Loader with fairly close to default values for most settings. I have not tested my mod with vanilla AI. The reason I made this mod is because even after tweaking all the AI look/aiming/mind variables with Fins I still couldn't get them to stop this ESP behaviour. I've set the values back to Fin defaults and the game is a lot more fun while remaining challenging.
COMPATIBILITY:
As far as I know this should be forwards and backwards compatible so long as the method isn't re-named or moved. It currently resides in EFT.BotOwner. I may need to update references and re-compile, not sure. If anyone has issues running this on 3.2.0 let me know and I'll update.
KNOWN ISSUES:
I have had one occasion where a Bot I had fired at around 100m away took cover behind a bush and just stared at me without attacking. Once I looted him I realized he just had a pistol, so it was likely because I was out of his engagement range. However I believe with ESP still enabled he would have ended his hold position loop when I aimed down sights at him instead of just staring at me. Whether that means he rushed me or just found better cover I don't know.
I personally am OK with this because
1) most times they have a rifle and will engage at that distance.
2) Without ESP disabled they would still just stare at you until you aimed-down-sights anyway (The check in code is player.GetPlayer.HandsController.IsAiming && bot.IsEnemyLookingAtMe(player) so you have to be aim down sights not just looking at them)
3) If you fire at them they do react.
SOURCE CODE:
I for some reason cannot receive the registration email for dev.sp-tarkov sign up so I've put the source code on GitHub for now. Feel free to peek around and see what I did. If someone wants to take a crack at properly overriding the method to take distance and angle into account so they will notice if you look at them ONLY if they are also looking at you and reasonably close enough to see you that would be great. I might get around to it, but vectors and angles are not my strong suit. Calculus class was 11 years ago for me now haha.
SPECIAL THANKS:
I have to thank Fin with Fin's AI Loader and AI Tweaks for getting me looking at the AI variables. If it wasn't for that configurability I wouldn't have realized this was NOT just an AI variable you could tweak (ENEMY_LOOK_AT_ME_ANG for eg changes nothing about AI ESP regardless of the value I put in there).
Also SamSWAT for his FOV tweak and weather tweak which got me looking at BepInEx and how he patched the game with it. Without his source code I wouldn't have learned you could even do this. Before reading into his changes I didn't even know Harmony existed or that AKI.Reflection uses it. I'm into a whole new world of holy crap you can do that?! In fact what started all this was trying to make an FOV mod that made aim-down-sights more zoomed in for myself (haven't figured that one out yet).
And of course the AKI team for their great documentation and examples of using AKI.Reflection.
And the HarmonyLib team for their documentation on how PreFix and PostFix patches work etc.
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Version 1.0.3
- FenixPK
- 22k Downloads
Compatible with SPT-AKI 3.2.1
Changes:
-Included the BepInEx config file by default, might eliminate issues with the Menu? It should generate the config file the first time itself if not present but maybe that is causing issues for some users. Not sure but worth a shot.
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Version 1.0.2
- FenixPK
- 535 Downloads
For AKI 3.2.1
Changes:
-Rebuilt DLL against latest AKI 3.2.1 DLLs.
No other changes were made.
Readme is in .zip as per usual.
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Version 1.0.1
- FenixPK
- 1.2k Downloads
-Updated to Google Drive as my GitHub account was flagged for some reason? Same file as before. Compatible and tested with 3.1.1 but probably forward compatible with 3.2.0 as well.
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Version 1.0.0
- FenixPK
- 1k Downloads
datgakenbi1
is this work on 3.8.0?
koiecks
Is there a way for this to work without having to start a fresh character?
Vakari
Just thought I would mention that this 'feels' like it's working in 3.7.6. I only have anecdotal evidence, but it seems to work for me.
Without this mod, I zoomed in on a scav from ~130m that was facing away and it immediately turned to fire at me. It reminded me to download this mod, even though it appears outdated. After a couple of raids with it installed and staring at scavs for several seconds at a time through my scope, they don't sense me at those ranges anymore.
Aviergence
Any plans to update this for 3.7?
Cosm1c Gam3r
Anyone tested if this mod is still needed in 3.7.0/1 ?
I did not yet had opportunity to snipe some fools from far away to test if they have this spiderman sense on them.
DeLunaticAngel
Yea it is. Literally went into a night raid and got domed in the head by a scav from 100 meters or a little less. I don't think scavs are supposed to have imaginary night vision, lmao.
Slyder
I still get one tapped through bushes. This mod doesn't work properly! I just died to a bot on the other side of a bush that I had no LOS on but he still dommed me in the chest even after I went prone!! I hate this game's AI so much!! I think it's even worse than Ready or Not...
Cosm1c Gam3r
On what version? Why you do not mention what SPT you use. For me on 3.4.0 it works.
I think that it is no more needed on 3.7.0 as live version somehow have it already. At least for SCAVs as I did not test all bots because I play live version for very little just to see new stuff ETC.
AI set by BSG is just plain dumb and silly. It is somewhat made to be a challenge for those way to good players to give them some challenge. Thats why for other players they are like cheating AI aimbot. There are some mods that change their accuracy and behaviour. Just find one for yourself.
I went into tweaking AI myself and as I got deeper into AI parameters I noticed that they are damn unhuman alike. I am still tweaking them for my level of skills so they are not like cyborgs but more like humans, ranging from poor Tarkov fellas who want to just make some money and have no skills to rogues and bosses that are mostly very trained humans and they have skills and reactions matching what human can achieve with his senses. Anyway it is not that easy to tweak their behaviour. They have lots of parameters but making them less accurate is quite easy. So if you want them to be less accurate then search for such mod.
In bot params I also found some params for seeing through bush so this can be tweaked too.
Karma
just so im clear, when the boxes are checked its enabled, and when unchecked it's disabled?
DeLunaticAngel
Needs 3.6.1 ngl-
nyrus
Is it planned to carry on with this mod? I would be a happy man if no scavs would sniff me our from 400m away when I just happen to make aim on him.
SirDigby
I'm using this on 3.5.8 and seems to work fine.
Cosm1c Gam3r
Good to know. I will try this mod on 3.4.0
Radicon111
Is it possible please to disable whatever function it is that lets bots know where you're aiming? - ie. that makes them stop and run the other way if you try to lead them?? - is it the same ESP that this mod disables but then lets re-engage after you open fire? No problem with bots knowing where you are after you start firing, but knowing where you're aiming is just no good at all at any time or under any circumstances.
Radicon111
I've never actually noticed bots reacting to me scoping them or aiming at them - EXCEPT - after shooting at them they clearly seem to react to where I'm aiming - either with scope or iron sights. It's really frustrating and sometimes ridiculous - ie. shoot, miss, lead a bit, bot spins round and runs AWAY from my aim, lead again the other way, again bot spins around to run away from my aim... - can make bots run around in a circle for awhile in ideal circumstances...
Props
updated for 3.5.5 temporarily until someone releases this as there own.
https://github.com/dvize/SPT-T…enix_NoAI_ESPFor3.5.5.zip
King
Props to you
Klinical
your goated my man! hell of an update!
footlicker
i know am not supposed to ask it here but would someone plz take a look at Fin's Eerie Silence
Props
It probably still works fyi. i don't see the logic changing for fin's eerie silence.
backdoorbreacher
Fin's Eerie Silence seems to be working fine for me
aaaaaaaaahhhhhh
Is this compatible with the newest version ?
za_
yea it works w 3.5.3
TheFanManIsAFan
I know the description says that this should be backwards and forwards compatible, but has anyone verified that with 3.50?
TheFanManIsAFan
Nevermind, I just saw that Props has been recompiling this mod in the comments below.
RogueTech67
Laser50 updated this mod - Laser50's Updated FenixAI No ESP Mod!
JoshKiller
Can you update this to 3.5 pleaseeee???
RogueTech67
Laser50 updated this mod - Laser50's Updated FenixAI No ESP Mod!
Props
3.3.0 recompiled while you gone.
https://github.com/dvize/SPT-T…ixNoAI/Fenix_NoAI_ESP.dll
realjeff
Thanks
Im HIgh Tom
how do i apply this?
Props
drop it in the <spt aki installation folder>/bepinex/plugins folder
RogueTech67
Now maybe Props will recompile it again for SPT-AKI 3.4.0?
Props
https://github.com/dvize/SPT-T…ixNoAI/Fenix_NoAI_ESP.dll
recompiled for 3.4.0.
ttv__r3x
2.3.1???
Sempra7
not sure if this does not work without FAITH or if the ai is just too active without FAITH but without it it always detects me when looking at them unless at extreme ranges
S_gamez
Any chance there's going to be an update should there be issues? Asking before hand as it was stated in AKI's 3.2.4 changelog that most mods won't work with the newest AKI being 3.2.4
RogueTech67
Just downloaded. How come the 1.0.3 (21st) version [ Fenix_NoAI_ESP_AKI_311.zip ] has the same file name as the 1.0.2 (19th) [ Fenix_NoAI_ESP_AKI_311.zip ], is the exact same size, and has the exact same files with the same date and time stamps? Did anything actually change? Thanks
Surfingnet
I never noticed the AI magically knowing im targeting them. Isn't it already fixed in AKI ? If not, I might download the mod but does it work on 3.2.3 ?
RogueTech67
Would be nice to have (FenixPK) let us know if this 3.2.1 version works on 3.2.3, or if it needs an update, and we simply need to wait.
realjeff
Thanks so much made this mod The Woods map was hell.
Medina
It is one of the most important mods out of all of them in my opinion, so thank you for making it. Could you please update the mod?
lastocka
Thank you very much. World of Tarkov is now more realistic place.
peebee
Hi, im probably being stupid but i cant seem to get the mod to work, Ive placed the .dll in to the Bepinex>plugins section but when i press F12, i get Bepin menus but i dont get any options for the NoAi ESP, Am i just being stupid?
FenixPK Author
I couldn't figure out what caused that. User "Brin" down below said the following about BepInEx mods not working:
"I've had similar issues with bepinex mods in the past. The solution was to do a fresh install of the same version of SPT, and to just move all the mods and profiles from the first install to the second.
I think the problem is that either something went wrong during the server's first launch install processes, or something got broken after that point."
I'm wondering if it has to do with creating the config file the first time on launch. I've uploaded a new 1.0.3 version of the mod that includes the config file by default.
peebee
The new one didnt fix it ,but a fresh install did fix it, my own fault just being lazy really and not doing fresh installs when upgrading from 3.2.0 to 3.2.1 i guess, Thanks for the help though
wwolf5555
Hi. Thx for update. I put the mod in the right place but I can't activate it because f12 don't work 😭..
FenixPK Author
Do you mean the key doesn't work? You can edit the key used to open the menu by editing the BepInEx config here:
BepInEx\config\com.bepis.bepinex.configurationmanager.cfg
There's an entry: Show config manager = F12
wwolf5555
I try your solution, change key activation by "M". The mod appear. I enable player and bot. I restart the game. "enable" still activate.
I repost a message to tell you if I see a change in the gameplay.
Thx for you service! 👍
Platnum42
Has anyone tested this with 3.2? Im sure Fenis will update to 3.2.1 when he gets time, but I'm curious and don't wanna bork everything.
FenixPK Author
Uploaded a version for 3.2.1 just now.
Dichebach
This sounds fantastic. Combine this with (a) normal human hp for ALL representations of humans in the game (bosses, rogues, PMC bots, Scavs, cultists, whatever . . . perhaps with some 10 to 15% buffs here and there to some body areas [basically everything except head] to account for muscularity, toughness, or fanaticism . . .); and perhaps (b) proper telemetry on the host of parameters in the "difficulty" sections so that the values used for the myriad of parameters reflect something akin to actual mortal human capacities, and you've got the makings of a "Mere Mortals Bot Overhaul" mod to last the ages.
I'm a retired psychological anthropologist. Having observed how the computer opponents behave, and having looked at the objects in the various bot<type>.json files I can say with some confidence that none of these difficulty settings make any sense in terms of game design. "Easy" should be easy (not pretty damn hard tbh): your grandma can manage to master it at that difficulty. "Normal" should be normal (even harder it seems); Granny MIGHT be able to manage if she tries hard for many scores of hours, and a typical gamer can probably get to the point of it feeling "too easy" after enough time (a dozen hours?) to feel comfortable with the games control and movement mechanics. Hard should be hard; once they've become familiar with the game (50 or 100 hours?) the majority of non-geriatric, non-impaired gamers should be able to flourish on this difficulty albeit not without paying the price of death if they are not on top of their game, etc.
It is a single player game (with the mod), let each player choose what level of challenge and difficulty they wish to face! That means that there likely needs to be more difficulty settings than there are a present, that the necessary changes to the low end of the scale need to be made so that it REALLY IS _EASY_ (not just a bit less hard), and maybe even one or two higher level settings which make it even harder than the hardest setting presently available!
Just before 3.2 released, I went through all the bot types in my copy of 3.11 and gave them all the same hp as player. I also compared values on many of the parameters in the difficulty objects between difficulty levels and between different types of bots to get a sense for what some of the more obscure parameters do and what a relatively high versus relatively low value might be. I then adjusted the "Easy" object for many of the parameters in assault.json down by a good bit (making Scavs easier on "Easy"). I then set both bear and usec to have the same stats as scavs--with the intent of iteratively adjusting things upwards based on game play--and that is when 3.2 was released.
So now I need to either just stick with playing 3.11, or attempt to carry over all those edits from the 3.11 files to 3.2. If anyone is interested, let me know; knowing that anyone else might be interested in such changes would be motivating to get it done.
The idea is not to make the game "easy" (I intend to try to stick to a Dead is Dead rule and see if that is even doable, meaning: you die, you start over), but to provide an option for bot opponents which ARE EASIER for those players who might like it.
zxcGhoulXXX
man.....
ArgusJr
Hey its not giving me access to your mod via the f12 menu. How do i get access to that, or is there a fix for that?
FenixPK Author
Does the BepInEx menu come up but the ESP mod just isn't listed in there? Or does the menu not come up at all?:
Version of SPT-AKI?:
ArgusJr
The Esp mod does not come up. Menu does though
Brin
I've had similar issues with bepinex mods in the past. The solution was to do a fresh install of the same version of SPT, and to just move all the mods and profiles from the first install to the second.
I think the problem is that either something went wrong during the server's first launch install processes, or something got broken after that point.
kiester kid
Unsure whether it's just me or not, but the GitHub link is non-functional. The only information given is "Not Found".
FenixPK Author
Woah thanks for the heads up! My GitHub account was flagged for some reason. Judging from the comments about other people suffering from that there's a chance it'll never be resolved so I've moved it to google drive. Both the mod itself and source code links are updated.
kiester kid
Sweet, thank you! Mod looks sick, can't wait to put it to use.