All Open Zones 1.0.6

A simple mod that ensures all pathing and roaming areas w​ithin each location are made available for all bot types to spawn in.

*** If you would like to support me and my work you can donate to me here. Thank you! ***

DISCLAIMER: AllOpenZones focuses solely on enabling encounters of PMCs and Scavs in various existing open areas that are by default closed off to only other bot types. It doesn't introduce new spawn waves or alter the quantity or spawn rates of bots. For comprehensive control over bot spawns and rates, check out my other mod, BetterSpawnsPlus.

--- All Open Zones ---

AllOpenZones is a simple mod that ensures all pathing and roaming areas within each location are made available for all bot types to spawn in.

--- Overview ---

- Please read the 'OpenZoneGuide' file in the 'info' folder for all open zone related information.

--- Installation Instructions ---

1. Begin by downloading the 'PreyToLive-AllOpenZones-v1.0.6.zip' file from the provided link or the Github repository.
2. Extract the contents of the downloaded archive. You should now have a folder named 'aPreyToLive-AllOpenZones' containing the mod files.
3. Navigate to the location of your SPTarkov folder on your computer.
4. Inside the SPTarkov folder, find the 'user/mods/' directory.
5. Place the extracted folder containing the mod files into the 'mods' folder within your SPTarkov folder.

  • Version 1.0.6

    --- ALLOPENZONES VERSION 1.0.6 --- COMPATIBILE WITH SPT-AKI 3.8.0 ---


    --CHANGELOG-----------------------------------------------------------------------------------------------------------------------------------------

    • Added open zones for Streets of Tarkov.
    • Added open zones for Shoreline.
  • Curious if this is different from the Open Zone Fix option in SPT Realism located in the Bots section?

    The text option says: OpenZones fix. Adds more zones that bots can spawn in. This will most likely interfere with Lua's spawn rework, leave disabled if you are using that.

    • I'm not sure what Realisms "Open zone fix" option is so I can't comment on whether its the same or not. This mod (AllOpenZones) does not interfere with any other spawn mods or anything at all. Its made specifically for them. Its what my mod BetterSpawnsPlus uses. It enables literally every zone BSG has made for any kind of bot to spawn in.

    • Yeah I figured, that's why I shared what it said, but that is good info to know, thanks for the answer.

  • this made it impossible to go through and interact with many doors on streets. they were half way open and i couldnt walk through or push them open any further, when normally they would.

    • This doesn’t change anything to do with doors so it can’t be this mod that caused that. Most likely it’s either another mod you have installed or you came across a BSG bug.

    • after testing, i believe the culprit was the pausing mod.

  • Is this compatible with SWAG + Donuts?

  • You mayyyy need to change the black text on the Overview page...no offense but I can't read a damn thing XD

    • Yeah thanks for catching that! I had my dark reader on so everything white was actually black to me lol.

    • All good, the mod however is awesome thank you for it!

      Thumbs Up 1
  • Is it even possible to make this also open for player/PMC spawns? There is many player spawn points on map and there is no AI so I can run through those areas without any scare. If this would also make player spawn open then edges of the map could be also occupied by bots right?

  • Yo bro im using Realism's spawn tweaks.

    does this go with that? and also i use extended waypoints idk if that matters

    • Yes, AllOpenZones is compatible with any mod. Although, if you are using my other mod BetterSpawnsPlus then this mod isn't needed since BetterSpawnsPlus already implements this mod into it.

    • Bet thanks G ill get it installed in a couple of days when im free from work again!


      gn for now.

  • would this work well alongside lua's custom spawnpoints?

  • I MAY BE TRASH


    But


    Just to be clear, is it going to make interchange more populated?


    And aren't the new spawnpoints going to ruin the concept of rogue's camp on the Lighthouse as it would literally spawn scavs and PMCs inside the territory of the rogue's base. If so, then I think it will turn to 3 side warzone, which is fun. If not, then it's good anyway


    Also, should I try using this with your second mod?

      1. No this mod doesn't add new/unused spawns points on interchange.
      2. Yes this mod will spawn both scavs/pmcs in the rogue camp.
      3. AllOpenZones is already a part of my mod BetterSpawnsPlus so you do not need both mods. My BetterSpawnsPlus mod prevents scavs from spawning in rogue camp as well as makes pmcs spawn in labs if that is what you are wanting.
      Thumbs Up 1
    • Heeeeeey, thank you for your answer, brother


      Do you have any assumptions on how to populate interchange?

  • Hi PreyToLive,


    I'm using this mod (latest version) and Valens Progression mod (Latest version).


    I'm getting these 2 errors, not sure if it's related to your mod or not?


    https://i.imgur.com/tiMrhtC.png


    https://i.imgur.com/P3QuCj7.png

    • I've never seen that issue before with this mod. It says that it is something to do with the game object grenade. So most likely its caused by valens progression.

      Thumbs Up 1
  • Will this make pmc spawn in labs on 3.5.0?

  • Hello, how to set the time, it takes about 30 minutes for bots to appear. Maybe starting the bot spawn time would be a good solution. thanks

  • I don't know if it's an issue or not, I played on the labs many times but it only spawns a raider, not PMC so umm I don't know if it conflicts with another mod ( SVM ) or just the wrong config THX.

    • Yes, I believe this is correct behavior. By default, labs only spawns 'pmcBot' which are the raiders and the raiders have a 15% to 35% chance of becoming a PMC when loaded in. So they do spawn there, but very rarely. I'm working on another mod at the moment that improves the spawn waves for each map and is meant to address these kind of issues. As of now though, you might try changing the conversion percent of raiders to PMC in the spt files or in SVM.

    • Dont look like they ever spawn and if they did raiders would absolutely obliterate them. So this is a tutorial on how to make them spawn (also scavs) while keeping or removing the raiders, its a bit of a reading session but its worth your time you will gain one more map to play.

    • Btw SVM doesnt work for raiders whatever you do they will keep spawning, the post ive linked is the only effective solution until a patch for SVM or a mod appear on the website.

    • Скажите, пожалуйста, а как изменить процент конверсии диких или рейдеров в PMC в файлах spt?

  • PMCs will sometime not shoot or just ignore your existence while being crouched (same for some scavs)

    Scavs and PMCs spawn out of nowhere and cleared areas or litteraly in front of you.

    6 Bear spawned next to eachother on pier (shoreline) and stayed crouched near the beach having a party, had to clear the escape for 20min.

    I'll pass until updates, after about 30 raids i havent noticed any bots roaming like they do without any mods ON, it basically feel empty until you get to some key spots. But i still support the essence of the mod, would be cool to have bots on really unexpected spots like health resort last floors or near extraction points to add some real suspense.

    • What other bot behavior mods are you by chance using? Maybe I should be more clear in what the mod does. The mod DOESN’T add new spawn zones. It just makes certain spawn zones that are available to bosses, cultists, etc, also available for scavs and pmcs. The issues you bring up shouldn’t be related to the mod and seem to be just normal spt/eft bot behavior. The mod also DOESN’T change amount of bot spawns. So seeing six bear on shoreline pier is unrelated to this mod. I will provide an updated description of the added bot locations to the mod post asap.

    • I also noticed that. So i guess either AI dont recognise new spawn location or something is wrong.

      Im using SWAG and POOP. So i dont think either of them should conflict with your mod.

    • I guess i need to rework on my reading and attention skills before downloading stuff, my bad on that. But the issues are still there and it seems pretty weird ive never faced them before using this mod or as an other example the Luas mod (bot being on drugs not reacting/spawning in front of me), and yes Luas was fully deleted before using this one. I triple checked my folders nothing beside KMC value modifier should influence bots spawn rates or behavior, but it might be the reason ? It also seems they are static overall because since i removed it i do end up finding random guys taking a walk in shoreline forest.

    • Okay, I will take a look into what may be the cause of this as several people have had issues. As of now I have updated the mod overview to show the extra locations that the PMCs/Scavs will spawn at.

    • Thanks !

  • Does it work for all maps? on interchange, bigmap, lighthouse only?

    • It works for customs, interchange, labs, lighthouse, reserve, shoreline, and woods. I did not include factory since it only has one spawn zone.

  • IS there anyway to get the rate of the spawn not so fast? I feel like ill come across like 2-3 pmcs and then cant even loot them by the time of another wave hits

  • Is it possible to get a higher spawn zone in dorms?

    • I think the spawn zones are hard coded, so it isn’t possible to increase the radius of the spawns.

    • You mean more bots spawning there? Yes, but you need a mod that allows you to change the weighting of spawn zones to favour more bot spawns in specific zones.


      With Lua's spawn rework mod you could do this, but it is not updated to work with latest SPT releases unfortunately. Maybe there are other mods that can do this, not sure.

  • if I change AI count before raid mod is still work?

    • Yes you can change the AI count before a raid and it will still work.

    • thank you for your answer. :)

    • how do you change the ai count before a raid. thanks.

    • There is an option to change the AI amount before entering a raid while in-game. It should already be set to 'As in online' by default. It also has options of low, medium, high, and horde.

    • Thanks, I had a hunch that was what it was referred to in the previous comments. Nonetheless, I have noticed that for whatever reason for me the raid menu defaults to Easy for AI difficulty and Medium for AI amount, so I need to remember myself to change it both to As in Online because it doesn't save the changes after each raid. LOL no wonder I was running around Reserve with little to no scav or PMC ...go figure.

  • Is it possible that AI gets stuck and just Running in position it spawned and not going anywhere? like stuck in running animation? Some of them i get like that, especially ones in your fixed zones

    • I have seen this happen a few times, however not when they spawn in. The only place that I have seen the AI get stuck running in place is when they try to go up the stairs at the scav base on Customs. I think the pathing for the AI to go up the stairs is a little off, but they eventually find their way up the stairs.

  • Can you share about the eft trainer plugin like the picture you show.? I want to check if my spawning mod works or not.

    Thumbs Up 1
  • I'm happy to find that it seems like the mod works well with SWAG :) Scav fortress in customs had PMCs get on the mounted guns there and it presented some fun new scenarios while on the map!

  • This would be a great alternative to Lua's customspawns, which has some issues that stop me from using it

    • Yes i stopped using custom spawn points with extended spawn points as well. Bots that spawn in locations outside the open zones often just are perma frozen or will talk but never move, even after being shot. No response. It is an EFT issue which the SPT team might be able to fix one day, but it is a major downside to using that mod.


      This mod so far is working great. I would much rather have enemies in less places, but that all work properly, than enemies in all places that are frozen most of the time.

  • Just to let you know, the zip download only contains loose mod files and not a mod folder.


    Some newer players to SPT might not know what to do to use this mod. Maybe put instructions on the overview page or re upload it if you can. Not a huge deal, but might catch some people out.


    Really looking forward to trying this out as I used to have the fortress full of bots using SPT 3.2.4 with Lua's spawn rework and custom spawn points with extended spawn points mods. Sadly with spawn rework no longer working the maps feel really empty now in many locations.

    • What is the right way to install this? Create a Folder inside the BepInEx/plugins folder?

    • I believe it's the user/mods folder. Create a folder there and drag the loose files in. Works for me at least.

    • Yeah. That's how it's supposed to be for a mod built like this one.

      Mod folder (with all the mod goodies) inside SPT/user/mods.

      Looks like this is this person's first mod and that's OK. Everyone had their first one and it wasn't always perfect or properly built. I just like that more people are making mods, which takes some of the pressure of always adding/updating off of the regular modders. :)

    • Thanks for letting me know! I will fix it asap! Its been fixed!

  • I look forward to trying it out! I'm surprised mods like this aren't more popular.

    I think the game loses some enjoyment after you become familiar with all the typical AI spawns and navigation routes. This will definitely help

  • Does this pair well with or conflict with Lua's Custom Spawnpoints? (using Extended Bot Spawnpoints and MC WitchDoc)

    • I think it should work with Lua's Custom Spawnpoints as long as it gets loaded before Lua's Custom Spawnpoints. So you may have to rename the folder to something like aPreyToLive-AllOpenZones, so it gets loaded first in the mod load order. I've never used Extended Bot Spawnpoints or MC WitchDoc before so I am not sure about those, but I assume they would work too.

    • alright thanks. I'll comment again if they do conflict. Can't wait to try your mod!

  • wow !👌

  • Nice, the skeleton areas on customs have always been devoid of any AI. It'll be cool to actually have fights there now