Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
SPT 3.9.x ONLY
REQUIRED MODS FOR SWAG + DONUTS
Waypoints by DrakiaXYZ
Unity Toolkit by Arys
STRONGLY RECOMMENDED MODS
SAIN by Solarint
Looting Bots by Skwizzy
Questing Bots by DanW
Unicorn (for more spawn points) by PenOkOh
This mod is no longer under active development - please see pinned comment for details
-
Version 3.5.1
- nooky
- 88k Downloads
SPT 3.9.x ONLY
SWAG + Donuts v3.5.1 for SPT 3.9.x
Huge thanks to props and Archangel from the Fika discord for their hard work!
IF YOU HAVE PREVIOUSLY INSTALLED SWAG + DONUTS PLEASE READ:
Delete this folder first: <YOUR_SPT_FOLDER\BepInEx\plugins\dvize.Donuts\Config
Donuts will recreate this with updated default settings. If you wish to keep your old Donuts settings then you do not have to do this step but I highly recommend it as many default values have changed.
Fixes
- fixed spawn chance checks: Donuts would continuously check the same point that would result in low spawn chance points spawning bots anyway
- fixed random preset selection not working as intended
- fixed slow bot prep/raid load on subsequent raids
- fixed list of coordinates per selected zone note being properly randomized
- fixed starting bot available zones not getting reset properly after all zones were used (resulting in some number of starting bots not spawning in some cases)
Other Changes
- global minimum spawn distance to player/bots improvements - this check should be faster overall for solo bots especially; spawn point selection by Donuts is a little smarter now, if a coordinate is too close then Donuts will retry the next coordinate defined to that zone (at random) until all coordinates have been exhausted, then it fails that zone and moves on to the next spawn.
- global min spawn distance to player/bots now ENABLED by default again, sorry for the close bots
- global min spawn distance to player/bots values adjusted
- added presets: crazyraids, starting-pmcs-only-quietraids
- added new spawn points to Factory, Lighthouse
- added new starting spawn points to Ground Zero
- PMC Donuts bot caps increased slightly for all starting-pmcs-only presets
- PMC Donuts bot caps increased slightly for morepmcs preset
- SCAV Donuts bot caps increased slightly for morescavs preset
- Max Spawn Tries Per Bot (advanced settings) is now set to 1 by default
- code optimizations
- SWAG: added options for Ground Zero High Level. Kollontay and Cultists have a chance to spawn by default.
Known Issues
- Boss problems: I'm aware there are some users experiencing issues with boss spawns, it doesn't affect everyone so it's difficult to troubleshoot but it's on my to-do list!
-
Version 3.5.0
- nooky
- 19k Downloads
SPT 3.9.0-3.9.1 ONLY
SWAG + Donuts v3.5.0 for SPT 3.9.0-3.9.1
SWAG + Donuts v3.4.0 for SPT 3.8.x
Sorry everyone for the wait, I hope it was worth it.A huge thank you as always to props, this update would not have been possible without him.
SWAG + Donuts now requires Unity Toolkit by Arys (in addition to Waypoints). Please download and install that first!
UnityToolkitUnity Toolkit allows for more performant and optimized code in SWAG + Donuts, a huge thanks to Arys for developing this!
For SPT 3.9.x ONLY: Please use DanW (Author of Questing Bots) AI Hostility Fix mod to fix buggy base game AI hostility: https://github.com/dwesterwick…ityFix/releases/tag/1.0.0
Please use the hub release of this once that is ready.IF YOU HAVE PREVIOUSLY INSTALLED SWAG + DONUTS:
You must uninstall and delete all SWAG + Donuts files first! All mod folders in addition to the BepInEx mod config file- com.dvize.Donuts.cfg file from BepInEx\config folder must be deleted.
MAJOR CHANGES
NEW: In-game GUI
Donuts now has a GUI (all credit goes to props!). Accessible with F9 by default.
NEW: zoneSpawnPoints folder
This new folder contains all the spawn points available for Donuts to use. Each spawn points is assigned to a custom zone (defined by you). These spawn points and zones are used by the new spawn config files (read below). All spawn points are entirely configurable, feel free to add/change/remove any as you see fit or try creating your own.
NEW: map_start.json, map_waves.json files (patterns folders)
map_start - configs for all starting bots, PMC and SCAV.
map_waves - configs for all bot waves/respawns
For details on how these work please see the mod page > Donuts tab.
NEW: Max PMC/SCAV Respawns per Raid
You can now set the maximum number of PMC/SCAV respawns in each raid. Default is 0 which is unlimited.
NEW: Despawn Interval & Replenish Bot Interval
You can now change the interval at which Donuts despawns bots. Previously this was 10 seconds, now the default is 15 seconds.
Replenish Bot Interval is the frequency at which Donuts generates bot data during a raid for later use (so that bots spawn immediately when triggered).
OTHER CHANGES
- global minimum distance options are now DISABLED by default. if you don't want bots spawning too close to you then you need to enable this! keep in mind when using this option that if Donuts detects the spawn point is too close then it will skip that spawn entirely.
- performance improvements and code optimizations (thank you props, Arys for Unity Toolkit!)
- start of raid performance improvements: Donuts now only generates bot data it needs as defined by your starting bots configs. In other words, if you use lower bot counts/caps then Donuts needs to do less work = more performance.
- all presets have been changed to the new spawn config system; some presets have been removed
- SWAG: TotalBossesPerMap for all maps changed to from 1 to -1, this means any number of bosses can spawn per raid. If you do not want the chance of multiple bosses spawning in your raids then you need to change this!
FIXES
- fixed cooldown timers not working as expected
- fixed some grouped timers from not being reset properly resulting in too many spawns in some cases
- fixed bots sometimes "leaking" through the hard cap
- lots of other minor fixes, I forgot them all to be honest
-
Version 3.4.0
- nooky
- 2.2k Downloads
SPT 3.8.x ONLY
SWAG + Donuts v3.4.0 for SPT 3.8.xFor all who have been waiting so patiently, this one is for you. Please read the SWAG + Donuts v3.5.0 for SPT 3.9.0 changelog for a full list of changes.
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Version 3.3.5
- nooky
- 79k Downloads
SPT 3.8.0 ONLY
This update includes performance improvements, bug fixes and some new stuff.Performance Improvements
Some Donuts code has been refactored from running every frame and instead runs every second which should provide a significant performance boost. Huge thanks to Chomp for the idea and DanW (Questing Bots mod author) for using some of their code!
Global Minimum Spawn Distance From Player Improvements
Before this update the code for checking player distance from bots was slow at certain times which would still cause certain bots to spawn too close to the player. Now this code has been improved greatly so that it checks this distance value just before the bot is ready to spawn instead of earlier in the process which makes this check far more accurate.
NEW: Global Minimum Spawn Distance From Other Bots (Optional)
Similar to Distance From Player, these values set a minimum distance that bots can spawn from each other. If this check fails then that spawn will be skipped. Default is disabled.
NEW: Set your own Despawn Interval (Advanced Settings, Optional)
Under the BepInEx Advanced Settings for Donuts you can adjust how fast Donuts despawns bots in your raid. By default this is set to 10 seconds. Note: lowering this value may affect your performance!
DONUTS PRESETS
All spawn points re-balanced
SWAG
all boss spawn chances updated to match live (Kollontay added to Ground Zero)
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Version 3.3.4
- nooky
- 18k Downloads
SPT 3.8.0 ONLY
This in a minor update that adds compatibility and support for Punisher mod by GrooveypenguinX and Raid Overhaul mod by DjLang for custom bosses.
NEW: Legion - Raid Overhaul Custom Boss
The future SPT 3.8 update of Raid Overhaul will include a custom boss, Legion. To enable, go to bossConfig and scroll down to custom bosses. For more info, stay tuned for the new RO update (thank you DjLang!)
OTHER CHANGES- Punisher compatibility improvements for SPT 3.8 (contributor: GrooveypenguinX)
- Labs added to Killa in bossConfig (was previously missing)
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Version 3.3.3
- nooky
- 5.1k Downloads
SPT 3.8.0 ONLYThis update includes a number of fixes and improvements that should bring more consistency to spawn counts and PMC/SCAV numbers on all presets, especially at the start of raid.
Additionally, this update includes performance improvements with bot spawning stutters many people experience, special thanks to DrakiaXYZ!
Be sure to install Waypoints 1.4.2+ for the best possible performance.
As always, thank you all for reporting issues and providing feedback and thanks for using this mod! A special thanks to Nahl from the SPT discord for all of their time spent testing many of the changes below.
NEW: Despawn PMCs or SCAVs
You can now enable/disable despawning for either PMC, SCAV or both (thank you Solarint for the suggestion!)
NEW: starting-pmcs-only-late-scavs (preset)
Same as starting-pmcs-only-live-like but 0 SCAVs spawn at the start of raid (Default is some SCAVs may spawn). With this preset there is a 2-5 minute window from the start of raid before SCAVs can start spawning. This preset has also been added to the random selections of "Starting PMCs Only (Random)" from the Donuts preset selector.
FIXED
- Global Minimum Spawn Distance From Player for Each Map not working as intended
- Customs: SCAV sniper in odd places (was using an incorrect bot zone, thanks Nahl!)
PRESET CHANGES
- spawn point balancing for all points, all presets
- starting-pmcs-only-live-like-alt: some starting PMC points have been changed on certain maps for added variety
- live-like-alt-2: now uses the same starting PMC points as above for added variety
- starting-pmcs-only (all presets)
- balanced all SCAVs - SCAV pop on all maps should be much better (especially smaller maps)
MAP SPAWN CHANGES
- Woods
- re-grouped points so that it is less crowded in Zone_RedHouse at the start of raid
- Customs
- re-grouped points so that it is less crowded in ZoneCustoms at the start of raid
DONUTS
- performance improvements (contributor: DrakiaXYZ)
- improved some Donuts menu option descriptions for clarity
- re-adjusted default Global Minimum Distance From Player values for all maps to more sensible levels
SWAG
- re-zoned some bosses and other types (like Bloodhounds) so that no "boss" share a zone (by default). This is to avoid any spawn blockage due to zone sharing (thank you Luna for the suggestion!)
-
Version 3.3.2
- nooky
- 7.3k Downloads
SPT 3.8.0 ONLY
NEW: Global Minimum Spawn Distance From Player for Each MapInstead of a single value for all maps you can now set the global min spawn distance per map from the F12 menu. The global option must be enabled for these to work, otherwise the spawn point parameter is used instead (in the Donuts spawn files).
CHANGES
- all presets, all maps re-balanced
- added new SCAV hot spot spawn point to Old Gas on Customs (all presets)
FIXED
- boss-mania Labs properly spawns bosses instead of PMCs
- Woods Big Mountain cliff spawn point where bots would fall off and die
- Ground Zero spawn points inside of the bank, 2nd floor in particular would get pretty crowded
To Install
1. download zip
2. unzip to your SPT directory, overwrite if needed
3. play
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Version 3.3.1
- nooky
- 3.9k Downloads
SPT 3.8.0 ONLY
NEW: Global Min Spawn Player Distance option
If enabled, uses this distance (in meters) for ALL spawns as the minimum spawn distance from the player (you). Disabled by default (uses the spawn point configs instead).
- balanced all presets: minor increase to SCAVs; Labs and Factory should be more consistent in spawn count
- fixed Donuts Force Bot Type option
- fixed broken Woods spawn point by the big mountain
- fixed missing scav snipers on Lighthouse and Streets
-
Version 3.3.0
- nooky
- 8.4k Downloads
SPT 3.8.0 ONLY
SWAG + Donuts v3.3.0A huge thanks to the SPT development team for all of their time, efforts and hard work on releasing SPT 3.8 to the masses!
This is a big update - a lot of things have changed for both SWAG and Donuts. Please take a few minutes to read through the changes as well as the mod page, as I've re-written a lot of the mod page for more clarity. Thank you for using this mod and enjoy!
SAIN is no longer a requirement though it is strongly recommended along with Looting Bots and Questing Bots. Waypoints is still absolutely required, please make sure you have the latest version installed.
DONUTS
The majority of spawn points have been completely overhauled. I've created hundreds of new spawn points for all maps that correspond to custom zones. Additionally, some PMC starting points have been adjusted from their live counterparts for better map spread and balance. Each preset has been balanced separately for their given purpose.
Please see the Custom Zones sections of the mod page for more details.
NEW: Ground Zero spawn points and presets
Custom spawn points have been created in custom zones (see: Donuts - Custom Zone Maps). All starting PMC spawn points are separated by zone and side of map. In live, PMC spawns can be a bit too close to each other on Ground Zero. I've adjusted starting PMC spawns so that they make more sense in regards to location. There are 2-3 points per zone, 1 on each side.
NEW: Force All Bot Type
You can now force PMC or SCAV spawns for all spawn points from the Donuts F12 menu. This can be toggled mid-raid. I've removed the "all-scav" and "all-pmcs" presets since they are no longer necessary with this option.
NEW: PMC/SCAV Hotspot Spawn Boost
If enabled, forces all spawn points labeled with "Hotspot" to always spawn (100% spawn chance) when triggered. This can be toggled mid-raid.
NEW: PMC/SCAV Hotspot Ignore Hard Cap
If enabled, all spawn points labeled with "Hotspot" ignore the "Hard Cap" option. I'll explain with a couple of examples:
Despawn Enabled
Hard Cap Enabled
Spawn Boost Enabled
Hotspot Ignore Hard Cap Enabled
Customs - 10 PMC, 10 SCAV caps
- Raid is full (20 bots total)
- Player enters hot spot area
- Hot spot spawn point is triggered (100% chance)
- Donuts spawns bots over the cap (ignore hard cap is enabled)
- Donuts begins despawning bots furthest away from you down to the max caps
For an optimal experience I suggest enabling all 4 options above, you'll get extra hot spot spawns but save on FPS with the hard cap.
PRESET CHANGES
- some presets removed
- all Donuts caps are now the same for all presets by default. Configurable in the ScenarioConfig.json.
- boss-mania
- all PMCs removed - it's you vs everyone now
- bot type is more random now and includes a chance for Bloodhounds, Raiders or Rogues to spawn in addition to named bosses
MISC CHANGES
- 'INS' and 'DEL' default key binds removed from spawn point editor (not set by default now)
---
SWAG
All SWAG config files have changed name, location or both. Please be sure this is a clean SWAG install. All SWAG files have changed in some way and use a new directory structure:
user\mods\SWAG\config\bosses
user\mods\SWAG\config\custom
user\mods\SWAG\config\other
user\mods\SWAG\config\bosses\goons.json
or
user\mods\SWAG\config\other\cultists.json
etc...
Some older SWAG options have been removed (mostly because I don't want to maintain old features anymore), some new options have been added, please read the below:
NEW: disableAllSpawns
This new option provides a simple way to disable all bosses or other bot type spawns.
NEW: useGlobalSpawnChance & useGlobalBossSpawnChance
Set these to true to use the map spawn chance defined in config.json or bossConfig.json.
If set to false then SWAG will use the "BossChance" defined in the spawn files (i.e. user\mods\SWAG\config\bosses\kaban.json)
NEW: Add other bot types to all maps
You can now add/remove other bot types (i.e. rogues, raiders, etc.) by adjusting the map spawn chance. By default, SWAG adds a single spawn of each bot type to all maps each in a random zone. All spawns are configurable, you can add/remove as much as you would like, see: user\mods\SWAG\config\other\ and the mod page for more info.
- SWAG difficulty "asonline" is a valid option and now randomly selects between easy, normal, hard and impossible.
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Version 3.2.5
- nooky
- 34k Downloads
SPT 3.7.5-3.7.6 ONLY
SWAG + Donuts v3.2.5
Note: SPT 3.7.5+ is required for this update.
FIX: extra spawns (vanilla spawns) would sometimes occur in the first raid after game load
This would unfortunately cause a significant performance drop simply due to the number of bots in that raid. This has been fixed. Special thanks to DrakiaXYZ for investigating and troubleshooting and PreyToLive (BSP mod dev).
NEW: Force PMC faction option
In the F12 menu under a new section, Additional Spawn Settings, you can set to force all your PMC spawns to be USEC, BEAR, or Default which is random.
NEW: PMC & SCAV Spawn Hard Stop option
If enabled, all PMC/SCAV spawns are skipped once there is 300 seconds or less (default) remaining in your raid. The time left in raid is configurable per PMC or SCAV. This is particularly useful for those who prefer fewer spawns depending on time in raid.
Plans for 3.8.0
I'm in the process of a huge spawn point rework with what will be custom "zones" on every map with new, properly labeled spawn points throughout. This will hopefully increase spawn location density and parity significantly for all presets, allow for easier user customization, new mod features in the future and some other cool stuff, stay tuned!
nooky Author
Dev update - Sep 2024
hello all,
I’ll be taking an indefinite break from all modding. Some things in my life are priority and taking care of myself and my family comes first before anything else, I simply no longer have the time anymore. I sincerely apologize to all who have been looking forward to future updates, unfortunately real life happens sometimes.
It’s been a lot of fun being a part of this community, thank all of you who use mods and support modders each and every day. A huge thanks to the SPT team for making any of this possible. A special thank you to props, I couldn’t have done any of this without him.
As for mod development - all of SWAG+Donuts is open source, MIT licensed. If anyone is brave enough to do it please feel free to carry the torch forward, I encourage it.
Kickyflips
Thankyou so much man, SPT is in a better place because of you
gaming11
You have contributed an ungodly amount to this community. SPT wouldnt be SPT without people like you. If you ever want to return, we will gladly hand the torch right back.
Until then I think I speak for everyone when I say Thank you.
D Rose_01
God bless you brother. I hope whatever is going on works itself out for you and you have the best possible outcome in life period. Your mods have brought me much enjoyment and helped me start my own career in the modding community. God bless
c0verfire
Hey Nooky,
I just want to say thank you for all of your work; you have genuinely revolutionized SP-Tarkov in so many ways. Wish you and your family all the best!
Ederys
Thank you for all your work
Take good care of you!
nooky Author
Known Issues
Boss problems
I'm aware that many are experiencing issues with boss spawns. Unfortunately this is a tricky issue to troubleshoot because it doesn't affect everyone and it is not easily reproducible. My assumption is that since bosses are spawned via the server (SWAG) they are much slower to generate bot data than the client (Donuts). For those that are experiencing issues please try the following workarounds for the time being:
- first, make sure that your SWAG settings are correct
- second, consider that bosses cannot spawn in the same zone at the same time. If a SWAG boss zone is "null" then SWAG will pick a random zone.
Try:
- increase raid load delay (Donuts, advanced settings)
- change boss spawn time; by default they're set to -1 which is intended to be the start of the raid. try setting this to a little later and see if that makes any difference (value is in seconds)
- Use vanilla bosses (or other mods): you can disable SWAG from overriding the spawn system from the SWAG config.json (down at the bottom). Set use default spawns to true for bosses, then feel free to use a different mod for your bosses. If you run into any compatibility issues please let me know
Update:
Some people have reported success trying the following:
- raid delay to 0 (boss spawns are more consistent but pmcs/scavs can be slow at the start
- clear temp files from the SPT launcher before loading the game
PlebChamp
quick question mate, how do you change the boss spawn time?
PlebChamp
unfortunetly ive applied all of the points you mentioned however it has not fixed it for me personally
idpftw
Tried the suggestions mentioned as well, and had no positive effect on spawning bosses. Disabled bosses section of SVM to see if that had any conflict, but didnt seem to help. Disabled SWAG + Donuts and bosses spawned as normal.
Msg for and further info needed.
Durzobl
Had this issue - disabled all other mods that touched spawning and started playing around.
Haven't been able to get them to spawn, but using dynamic maps to test and confirm. Found a few interesting things that may be related (or may not be).
Primary among them, is if I disable Donuts Spawns in the F12 config (which, to my understanding, disables Donut spawn points, but bots should still spawn at vanilla locations?) - no bots spawn at all. Not scavs, PMCS... nothing. The moment I re-enable Donuts spawns, scavs and players spawn in (but not bosses).
GnomeSayin
Strangely I have Knight (only he chases) who spawns and stalks me on 90% of my raids (and kills me a lot). I know of the SAIN hearing bug and turned it down.I run a FIKA server with 5 people. We all have the same Mods (FIKA/SAIN/Looting Bots/ Waypoints/ Bigbrain/ SWAGNuts) All default settings and I have piles of bodies at the end of the raid from the bots going all out war. 2 other people hosted with minimal spawns (1/4 of the spawns) and the difficulty was a lot less. The one difference was I run a 13th gen Intel and they run AMD 5800X's. My question is does this mod generation scale with CPU?
Dietre
wondering if anyone on here can lend me a hand, I like to mod myself for my personal tastes and was able to accomplish custom spawns in past spt versions. I took some time away from tarkov for other things and now editing the locations/big map spawns doesnt seem to work anymore. editing bosses on that file will work like raiders on customs for example, but rogues will stop the map from loading, says like Tasks cant revert back to final state or something and the game will go back to the main menu. I never had this b4, arena fighters wont spawn, even like cursed assault custom waves wont spawn in. ever since they added the bot brains, only regular scavs are spawning and regular marksman in their spots.
eg, on woods before you could make marksman spawn like at the scav house and they would snipe at you coming to the exit, now you can change every spawn to marksman and they still wont spawn in.
i am a bit confused with the newest spt. anyone point me to how to get bots i want where i want.
I know the mod will kinda do it what i am after but more mods = worse performance or 100 pmc running around.
DVEv_l
maybe its too low level for boss spawn or it doesnt matter?
macmanollos
Thank you for great work
biggusdickus
Anyone know where the config file for donuts is? I don't want to keep changing the spawn setting every time I close the game.
I can't press 'save settings' in the bottom right because I'm playing on a 720p resolution and the donuts settings window doesn't scale properly.
DVEv_l
i have no bosses spawn..
MRClaude
There is in game settings to increase bots and bots spawn? prefer to change in the GUI and not in the mods file
konkov_aleksandr
Hello all,
I’ll write MY method of spawning boses that works for ME. I do not give any guarantees that it will work for you but hey, better than nothing, right?
First, set load delay from 60 to 0.
Second, set max spawn retries to 10.
Third, in config and boss config set number of bosses to 9 and their chance to 100.
Fourth, set their spawn time to 60, instead from -1.
I do have bosses now. Will you?
banneduserHDDDD
emm i cant find load delay and should i set spawn chanse to 100 in config and boss config or only in one of it
konkov_aleksandr
1-f9 then advanced config.
Raid Load Time Delay
(default: 60 seconds)
This is the amount of time (in seconds) that Donuts is allowed to generate bot data during raid load. This is important for your starting bots to spawn with you, at the same time.
If this delay is too short then some bots may spawn late at the start. A longer delay means your raid load might take a little longer but your spawns should be more stable at the start.
2-i sugest you do both
banneduserHDDDD
Hi I need more explanation for boss spawning because I want all bosses on all maps
konkov_aleksandr
this mod has A LOT of problems with bosses. Like REALLY a lot. Chek comments.
jANE
Hi!
this is probably too late ? im running swag 3.6.0 and just wanted to ask if its possible to edit config files to make AI spawn at the start of raid. Thanks!
First001
May I ask if this mod will affect the refresh of Halloween event bosses?
GuntherTheSpelunker
I'm having an issue with certain bot types spawning. I like to play with all bots being BEAR PMCs, which I'm able to achieve without issue via SVM. However, when using SWAG + DONUTS, if I set Force Bot Type for All Spawns to PMC, certain special SCAVs still spawn (namely, the BMP driver). If I set Force PMC Faction to BEAR, some USECs still spawn, even with the PMC Faction Ratio set to 0.
I've tried removing the changes to bots from my SVM preset, but that hasn't had any effect. I'm not sure what else could be causing this.
egbog
I set use default spawns to true for bosses and forced 100% spawn rates with another mod.
I encountered Glukhar twice, once at raid start and again ~30 minutes into the raid.
Settings used -
I had "useGlobalBossSpawnChance" set to true on accident still, so I just changed that to false.
As a failsafe, i set max bosses on each map -
mods load order- SVM->ALP->SWAG->SAIN->Custom Boss chance mod
bRZOZKA
Any fix to start respawning raiders on reserve?
K.lever
I want to create a Zryachiy spawn point in the Reserve, Forest, Customs and Coast. This is so that I always feel alert and it is not safe to loot a body in the open field. How is this done? And what spawn points do you recommend for this? (Note: Sorry if my English is shit)
Chazu
For the boss spawning bug, I've found something working for me !
I use starting pmc only and I've done the following :
Example for Custom: 8 PMC max on pattern, 16 max PMC on ScenarioConfig.json
This way, max of 8 PMC will spawn at raid start (and none after that), and we have 8 more space to spawn boss/goons/etc
Also, I've change some values into donuts menu (F9) but IDK if this also contribute to the fix:
And on each boss config file on user/mods/SWAG/config/bosses I've edited "Time" from -1 to 60
That's all and now bosses are spawning for me (between 0 and 60s from start)
Main mods used : swag, QB, LB, ALP, SAIN, Realism, RaidOverhaul
Hope this will help someone !
PS: I've tried on live-like and it's also working
gucatanho
Worked for me, Thx. Worked for bosses raiders and guards
Smellyfishfings
i can't find a single boss in raid how do i change the spawn settings for them
Smellyfishfings
i hate these spawns bro this usec just went up to me the second i spawned and said "Shh quiet" then killed me
miragae
I've been digging to find the root cause of ALP - SWAG interference and I accidentaly discovered that Raid Load Time Delay in Advanced Settings in Donut's in game menu (F9) directly impacts the chance of spawning bosses.
On lower settings, eg. 1-10s I get the bosses to consistently spawn according to bossConfig.json, while setting it to higher number (40s) almost guarantees they won't spawn (along with raiders, rogues, sniper scavs, ...).
I'm now running 10s and although not all Scavs/PMCs may spawn at raid start, most of them do and bosses work just fine.
Tested on ALP v5.2.0 and SWAG+Donuts v3.5.1
I'm using rather performant PC (7950X3D, 64GB RAM), so the settings may work differently for you, but definitely worth to try.
kandrey
Yes. It works. I set it to 1
HyperMoriV1
the bosses are spawning whit their guard's?
i ask because, i play with that settings and guards are not spawning
miragae
Yeah, for me the guards spawn as well.
CabbageTryant
It works, but if use "starting-pmcs-only" preset may result in no PMC being generated.
Smellyfishfings
do you know how i can change the spawns of the bosses cuz im not getting a single one of them in any raids and ive done about 100+ raids
ligma929130
there's no "boss mania" preset for donuts anymore? it was fun and useful for some quests...
Roo
Would this conflict with Normalized Bots?
soifua
I want to create a preset where all the scavs spawn as raiders, but I'm having a tough time IDing where in the code raiders are so I can see the correct syntax. Can someone point me in the right direction please. Thanks.
phawlanx
how do i reset the ui it went off my screen and i cant move it back
TaskMaster115
can you add custom spawn points for player pmc?
ChunMa
I'm using 3.5.2 v2 currently and my boss spawn problem is solved they're spawning but now even tho they are spawned they are like deactivated until I shoot at them once. They don't move at all. ı got into a fight about 5 meters behind Kaban and his guards and they didn't even turn.Is this about sain not being compatible with the new version of swag or something else?
Riggzly
Similar issue here. What works for me which idk why is just not using questing bots. When I use questing bots bosses don’t spawn and sometimes spawn with no brain like you described. When I don’t use questing bots everything works fine.
Riggzly
I would also like to say I got everything working fine using questing bots without swagdonuts if that helps anyone. Idk what configuration I’m misusing.
DatBvB
Hi,
I noticed something odd while reading your Instructions.
It says:
Max Spawn Tries Per Bot
(default: 20)
Maximum number of times Donuts will try to spawn a bot (if it fails) before it skips.
You generally never need to change this unless you know what you're doing.
Mine defaults to 1 and I can't set it higher than 10. Is that correct?
DatBvB
Oh well, I see that it changes to 1 with version 3.5.1
This_Is_HOV
I've seen the known issues about bosses not spawning and haven't been able to get a fix from any of the suggestions so far. I've even tried disabling SWAG's boss spawning from the config file but still having issues, however, if I remove the mod entirely, bosses began to spawn normally. I'm not sure why but setting "UseDefaultSpawns" for bosses and "TriggeredWaves" from the config file to true doesn't make a difference for me as SWAG still appears to be controlling the spawns when it should be disabled. I'd like to at least use SWAG for scav and PMC spawning and have another mod like SVM or Realism control boss spawns but it looks like I can't use SWAG at all if I want bosses to spawn consistently. Any ideas to what I may be missing?
Cynco
I know the problem of bosses not spawning is unclear for a lot of people but what I've found works for me the most is just not using Algorithmic Level Progression. For some reason, atleast in my instance, it affects spawns for non pmc bots like bosses, scav snipers, and rogues. So for a quick bandaid solution I would suggest not using ALP and either running no progression mod or switching to Valens progression.
I tested the latest stable S+D without any progression mods and with a 100% global spawn chance for bosses and other non pmc bots, and they would spawn everytime. When I used it with ALP even despite the 100% global spawn chance, the bosses and non pmc bots would not spawn at all.
One interesting thing to note though is that with the 100% spawn chance and no progession mods, the bosses and non pmc bots always spawn, however they do not all spawn right away. For example, for the goons about 15 seconds into the raid one of them would spawn, then the rest at the 30 second and 1 minute mark subsequently (time values are not actual values, just an estimate).
Using Valens Progression instead of ALP, I noticed that while the bosses and non pmc bots spawn 100% of the time with the 100% global spawn chance, they take longer to spawn. Using the previous example of the goons, it might instead take 1 minute for one of them to spawn, then another minute then another minute.
This is where I have a theory that the reason ALP interferes with S+D boss spawns, and the reason why it's different per person is because each person has a different set up with different capabilities of handling server spawns.
Essentially I theorize that the reason having ALP messes with S+D is because the server has trouble spawning whatever items the boss is supposed to have based on their level, if you have ALP. Because it seems that the bosses don't really have priority even without ALP (Given that they don't all spawn right away) then this would mean, the more complex the progression mod, the harder the server (and your pc) has to work to spawn the bosses. If it's too complex then the bosses won't spawn at all.
This would answer why it's hard to replicate the problem since everyone has different specs.
As for a solution to this, I'm not sure yet as I don't really have the time at the moment to keep testing and changing values in both mods but I would prioritize looking into maybe how ALP affects boss equipment, and also how to make boss spawns the first priority in S+D,regardless of their equipment.
miragae
Good tip, I had the same issue. Disabling ALP brought back the non-PMC/non-scav spawns (raiders, bosses, sniper scavs,...) for version 3.5.1.
I tried 3.5.2-alpha2 and it works with ALP, but interfers with some other mods I have, possibly Questing Bots - bosses were working fine, but Scavs were glitched - getting stuck in place (moving by a meter and then snapping back).
ThunderChild
Where can I find this 3.5.2-alpha2? Seems like It's not on the git
miragae
Yeah, I also didn't see the repo linked anywhere in the mod page, but found it mentioned in the comments, here you go:
https://github.com/p-kossa/nookys-swag-presets-spt/releases
(there are assets to download under 3.5.1 release, and you'll find alpha versions there)
CabbageTryant
It works, and by far the most effective
Another way is to change "Raid Load Time Delay", but this will affect the PMC generation