Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Spawn with a squad of your side, customize them, recruit others while in the raid, and command them on the battlefield.
This mod makes it possible to have bots follow you around and fight alongside you against
enemies. You can either spawn with a customizable squad or recruit others while in a raid.
Thank you all for your support and constructive feedback that helped me push
this mod to what it is today.
If you would like to continue to show your appreciation, you can support me at
Ko-Fi!
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Version 4.4.11
- pitAlex
- 752 Downloads
More compatibility changes for SAIN 4.1.3+
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Version 4.4.10
- pitAlex
- 4.8k Downloads
This version will only work for SPT 3.11.x
Fixed compatibility issues with SAIN 4.x and Questing Bots 0.10.x. It is far from perfect, but it should hold.
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Version 4.4.9
- pitAlex
- 4.7k Downloads
This version will only work for SPT 3.11.x
- fixed follower getting stuck in some cases when using stimulants
- fixed health modification not being applied to the Goons when doing transit
- fixed follower kill not counting towards a quest if, while the bot's equipment matched the quest requirements, the player's equipment did not match
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Version 4.4.8
- pitAlex
- 3.2k Downloads
This version will only work for SPT 3.11.x
- fixed issue with followers looking backward when going into "enemy search" mode
- made followers heal more often by changing at what health percentage (per limb) they should heal
- fixed marking Goons (when their friends) as enemies if they happen to be in sight, while marking someone else as an enemy
- other bug fixes
Notes from 4.4.7 release:
- followers can now use heal stimulators - only in combat
- fixed pmc of same faction becoming friendly when transitioning with the Goons
- improved the aim of followers while using SAIN
- made some updates in attempt to reduce teleporting that is too often with 3.11
Notes from 4.4.6 release:
- compatibility update to have the mod work with the latest SAIN
- fixed an issue with followers dropping items randomly in some cases
- fixed issue with same faction bots (including Rogues) turning hostile when doing multiple transits
- when spawning with followers, you will now spawn in the "Coop" spawn points instead of normal player points. This can be disabled from the configuration menu
- fixed Goons not being responsive to regroup during combat
Notes from 4.4.5 release:
- fixed followers ignoring grenades from other followers (including from self)
- fixed seeing the "view hideout" button when viewing the Goons' profiles
- fixed goons not spawning when doing map transition
- fixed followers ignoring come here or that direction during combat
- fixed an issue with raid end messages where if a follower sent you a message and then you changed his name, if you read his message again it would change the name back to the original one
- some changes on when the Support tactic switches to shotgun
- fixed recruitment being broken
- fixed issue with Pushher and Holder tactics reverting to Default on spawn
Notes from 4.4.4 release:
- added "Followers trash talk" setting to configure the frequency at which followers will trash-talk in combat
- fixed not being able to actually disable the Knight trader when setting "enabled" to false in user/mods/friendlyPMC/traderKnight/settings.json
- more performance improvements on the combat logic of followers
Notes from 4.4.3 release:
- fixed recruitment being broken
- fixed issue with Pushher and Holder tactics reverting to Default on spawn
Notes from 4.4.2 release:
- fixed issue with match accept screen sometimes turning on raid online mode, causing error when trying to start a raid while in a group with followers
- your party will now be displayed in the party panels, both in the Match Accept Screen and the Time Has Come screen
- fixed some performance issues with re-calling a follower to the player's location
Notes from 4.4.1 release:
- fixed goons seeing player scav as friendly
- followers will now equip the backpacks given if they have none. The same goes for armor, vests, and helmets
Notes from 4.4.0 release:
- added "auto join" command for followers, see updated squad manager commands for more details.
- fixed scav followers' health being multiplied again and again when transitioning between maps
- follower progress now saves when the bot or player dies
- performance improvements when 2 or more followers with tactic "Default" engage in combat
- other small bug fixes
Notes from 4.3.0 release:
- fixed bug where you could not pick up scav as followers during scav raids
- transit will now work with scavs as well
- restrictions command now affects scav run as well. When activated, the player's karma will determine how many followers he can spawn with and how many he can pick up. See the updated description for details, under Squad Manager, for the /restrictions command.
- fixed Knight trader having an incorrect buying setup at level 0
Notes from 4.2.5 release:
- fixed bug where health multiplier would get saved as the follower's health, ending up being multiplied again and again
- made zombies attack followers as well, and followers now see them as enemies
- health multiplier now affects scav followers as well
Details from the previous 4.2.4 release:
- some improvements while the bot follower is fighting at a distance
- fixed a bug where if you started a raid with a squad member but then aborted the raid while in the loading screen, and then tried to invite Knight, he would decline the invite
- fixed a case where Pipe's launcher ended up spawning twice for the specified quest
- fixed ending up appearing as spawning with Knight after kicking him from the squad and then starting a raid
Merged details from previous versions (4.2.1 - 4.2.3)
- improved aiming time for followers (time between seeing an enemy and firing, most notably on first contact for spawn-in members)
- fixed "bad guy" flag affecting scav runs
- fixed followers seeing BTR as an enemy when BTR would spawn in late
- fixed having teammate kills count as kills for Knight quests when spawning in a map of a Knight quest with followers
- fixed friends list not refreshing after renaming or deleting a friend to correctly display the changes (you still need to have the friends list window closed in order for it to reflect)
- fixed an error that happened when adding a new member for some people
- When turning /recruit on pickups will now be set to 1 if they are 0 (which is default)
- When turning /restrictions on recruitment will be turned on automatically
- fixed Goons not spawning with the player
- fixed map transit not spawning followers on the next map
- fixed friend request keep coming back when recruiting is on and player is not accepting a friend request (until you do server restart)
Version 4.2.0 release notes:
- Upgraded to SPT 3.11
- Removed UnityToolkit dependency
- Fixed case where followers would start going way off during combat (Support and Default tactics)
- Fixed case where followers would turn and look behind while moving towards the enemy
- Fixed case where player shoots a friendly, then marks him as enemy (through 'contact' command), but followers do not attack
- Fixed case where the Goons, as followers, would not attack the same side bots as the player unless they were attacked first
- improvements on the reactions of the followers
- improved close combat behavior of followers
- Changed how Goon's health is set to allow BackEnd to control the base value of each body part before applying modifiers
- Followers equipped with a shotgun as a secondary weapon can now switch to it for close combat scenarios
- Killing any member of the Goon will turn all Rogues hostile for the duration of the raid
- "Default" equipment will no longer change when starting a raid. Instead, if staticdefault is not turned on for the bot, the equipment will change every time you re-select "Default" from the equipment dropdown.
- The 0.16 feature regarding underbarrel grenade launchers is also available to the followers, most noticeable during suppression fire
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Version 4.1.0
- pitAlex
- 3.9k Downloads
This version will only work for SPT 3.10.x
- Fixed stuttering issue in Factory
- Made map transit work with spawned followers
- Added patch for dealing with despawn of followers in Donuts - tested in a number of raids, along with FIKA and without. With prefetch on and off. It seems to work fine now.
Version 4.0.0 release notes:
- Revamped the setup for spawning with followers, check the updated description for more details
- Rogues (including the Goons) will now be hostile toward the player when the player has a quest that requires killing them. For example "Stray Dogs" will make them hostile.
- Knight trader can now be disabled. This will disable everything related to the Goons. See Gameplay Guide for more details
- Improved performance of cover search during combat
- The version has been tested with the latest SWAG+Donuts and squad spawning works. At least with default settings of the at mod.
TheGoldenaxe001
I'm having the issue where a PMC will freeze when added in raid or when killed. Im using the newest version of SAIN
MARbor
I have the same thing
TheGoldenaxe001
Would it be possible to add an option to see PMC karma?
SirKanye6
I remember awhile ago, if one of the teammates died i could loot their weapon. but now its locked. I cant find a option in the F12 or in the files to change this. is it hard coded? or am i missing something
pitAlex Author
You cannot loot them. Exploit prevention.
SirKanye6
its SPT, the whole concept is an exploit. is there away to remove this prevention? it kills immersion.
Theres literal mods that make you a god-mode... like... cmon
8i8
SPT itself isn't meant to be one big exploit its to allow you to play tarkov in singleplayer and be moddable. If you insist on using exploits just use the give ui mod and a dev account to just give yourself anything you want. The guns the AI uses isn't even good most of the time. Hence why the mod allows for you to change their loadouts.
pitAlex Author
You could still cheat by putting stuff in their backpack (as a loadout) and then killing them at the end and taking it. As it clones the items from your stash (even with the restriction mod on). So I am aware this is not bulletproof by any means, but it is a way to say "play nice". I am guessing you were in a situation where you needed a gun, and this just prevented you from having one. I think it's an inconvenience that can be lived with.
As far as immersion, just think of it as a biometric lock on the equipment. It was actually what I wanted to do at one point, and make it buyable, combined with no longer cloning stash items, but actually use them so that the only way to ensure you don't lose the gear you give them is through the lock.
Polarius
Honestly i love the way it is right now, that Lock thing would just make it a bit time wasting to just buy gear over and over if you forget it and they run off and get blown to smitherins xD
tyler17
I haven't found any issues with spawning but I can't ping squad or teleport them. Bots also have stuttered movement. Comments mention questing bots mod might have a conflict. I have the latest versions of all mods below:
acidphantasm-progressivebotsystem
BRNVG_N-15Adapter
Questing Bots
MOAR
HoodsEnergyDrinks
LootValueBackend
Raid Overhaul
Looting Bots
UI Fixes
SAIN
Live Flea Prices
Are there any other mods that conflict with friendly pmc other than questing bots? Thank you
Polarius
SAIN HAS BEEN UPDATED thus sain is not Compatible right now.
Because how Sain overwrites how the Bots work and they have recently changed how they walk and shoot.
JeksonMickle
There is a problem, I did not find where to write, I will leave it here. I get killed by my own people all the time. Not with a grenade, but with shots. Moreover, on spawn, they immediately pinch and hit me in the head (when they shoot at the enemy, although I can't even see him). This also applies when I storm the enemy, I run through the line of fire of my teammates and they don't even understand that you can't shoot. There are no mods that conflict with reputation, etc.As it is, the mod is great. I would like to have more opportunities for interaction if possible. Separately for each one. Specify a point where they can go (far), etc.
Polarius
Running into the Firing Line of your Allies and getting killed that is 100% your own fault.
The Spawn and getting murdered that sounds like you spawn on Custom with a near full man Squad and they see the Sniper on the Tower i would suggest that you reduce their range of Enemy Spotting for atleast when you spawn and put it back to Normal after you moved a bit away.
Trish3899
Hi! This is one of the best mod i have ever played for spt-tarkov, but i have one problem, i think its not this mods fault but maybe this happens to more people.
Im using SPTRealism mod (Test build available in the GitHub) , with the custom medical system enabled, and i had noticed that Knight dont heal himself, even if i give him a IFAK or CMS, once he gets wounded he will slowly let himself bleed out. I cant say much about the other bots, because i havent seem them (Scavs, PMCs) but i let this here, in case someone experience the same as me, probably is SPTRealism fault but as i say i cant say it with 100% accuracy.
Thanks!
MoGumbo
Its spt realism, they can't heal with medchanges on
votepzplzne
Can i summon into grp Knight or i must make in it raid ? Idk how i can make Quest with him
pitAlex Author
You just reach level 20 and do the quest with him. Just don't die and kill the required number of targets. Then he will become your friend.
Coal
Letting y’all know it’s not compatible with path to tarkov spawning
ZwiastuN
For anyone having problems with SAIN - install SAIN version 3.3.1 and this eliminates most of problems. This works best for me
pitAlex Author
So what exactly are the prolems with the latest SAIN (4.1.3) - join discord and give details :
https://discord.com/channels/8…99922/1276236908451856526
I see things working.
Watchman3001
Does that break AI of all npcs, or only followers for now? If used with SAIN
Polarius
Only Followers and if used to some extent your game.
Legentschuk
I invite NPCs to the group, but they don't join. What's the problem?
NossreWolf
I assume its the SAIN mod that's bricking the Bots, but after about 1 minute they just stop and stare into space even if they are getting shot. Cannot get the teleport function to work, and when they are frozen even the commands don't work.
Probably just SAIN but I wanted to post this in general, not sure why the Teleport function isn't working tho....
~Thanks for the hard work!~
Polarius
100% Sain since they have reworked how the Bots move and Shoot
Shark1
yep cant even get squad report bind to work
NossreWolf
Yep removed SAIN and all features work perfectly, even teleport
pitAlex Author
SAIN 4 messes everything up. I don't know when I will be able to look more into it, it seems to go in and completely take over the AI instead of running side by side with the normal AI component.
metamorcat
Hi, thank you for the god-tier mod! this mod is legendary.
I got some questions.
I'm using sain(v3), and the AI of the friendly pmcs is based on Sain, right?
1. Do the friendly pmcs run out of ammo? (If no, I don't need to give them any ammo?)
2. Do they go hungry or thirsty in raids?
3. Do they run out of meds?
4. I changed the health pool of every bot and the player pmc by a mod and editing the ~templates/profiles.json. Do the friendly pmcs have the same health pool as other bots or my player pmc?
thanks!
pitAlex Author
1) only secondary and holster
2) no
3) yes
4) They have their own JSONs in friendlyPMC/squad/ folder
metamorcat
Oh thank you so much for your reply!!! It really helps!
and sry for the additional questions...
1. So their secondary and handguns run out of ammo. They can reload when it's empty if I get them new mags, but, can they also 'load' ammo into empty mags if I get them loose ammo?
2. Regarding the friendly pmcs own jsons, actually, I'm still playing on 3.9, and friendlyPMC mod ver.3.8.2, so this is before the overhaul. there's only Squad file, Trader file, and ZOZExports file in the src folder. Can I still edit the PMCs health by editing any of these above?
baconslapper
running into another small issue may still be SAIN related, but Friendly PMC's are not reloading there mags, even though they have ammo? may uninstall later after work and renstal to see if it fixes the issue.
baconslapper
(update) more than likely a SAIN issue with the 4.x.x
sasaveliky386
Hello, will there be an update that will make your teammate kills count towards your Scav/Pmc quests?
pitAlex Author
PMC quests - they already count. Just make sure they meet the quest condition ( required gear, required weapon, etc)
Polarius
Noticed just like SuperBoy that the Bots only use Semi Fire even in CQC besides that if the player is a bit too far away from them and they look into a Direction they don't run after the player but rather fast side walk towards the player.
The Last thing could be a Sain thing though. (conflicting with Friendly Pmc's)
CabbageTryant
Thanks o7
Deeper
I seem to have the same issues than before the update except the bots felt more responsive but when i drop ammo on the ground they dont take it, when i tell them to not move they follow me anyway.
SuperBoy_1
I don't know why, but my teammate uses semi-automatic fire mode when engaging in close-quarters combat with an assault rifle.
Deeper
Good lord, thx for the update
fallenq
Hey, is it possible that after deleting this mod and reverting profile to a backup it still causes issues? I mean like does it change the agresssion for pmcs agains other pmcs from the same faction.
syzz
Knight doesnt have his mask and I almost shot him in his head sobbing - why doesnt it show on him?
clapstain
I think that's a regular Tarkov bug, not caused by this mod. It wasn't fixed in live until a week ago.
Polarius
it's a tarkov version bug even without FriendlyPmc's he was Maskless
Deeper
I have seen people saying if you put ammo on ground ai mates will get them, but it did not work for me. Knight suddenly stopped to shoot after few fights with enemies completely ignoring him. But i'm guessing it's due to the fact i have SAIN and Questing Bot.
clapstain
they're incompatible. You can use an older version of sain before version 4.
Gpk
I downloaded your version 4.1.0 and my game is spt3.10.4. Now there is an issue where I invited my teammate AI according to the instructions, but he cannot be generated in raid. Is it because I used FIKA and Headless?
NotDifficult
this mod does not work with a headless client. Only through a regular client. I understand that the bot spawns are the HOST, if you start a game with friends, then the one who CREATED THE MAP (raid host), only he will be able to spawn a bot.
And since headless is the host and you are the client, he should spawn the bot, but how?))) You need to come up with a command that will force headless to spawn a bot, at least your own, or a random one created, for example.
Gpk
Thank you for your reply. I would like to know if there is a way to enable a headless host to generate AI teammates, such as by modifying the configuration files of FIKA or donuts
PyroLa8z
You can use headless, you need to run headless in graphics mode by pressing G when its launching, and then add them to your party
It will work, but you can't give the followers commands or anything on the client
They will still follow you around but you cant give them commands or see their status at least that ive found
ckkk58
After multiple tests in version 3.11 of SPT, a serious issue was discovered where a friendly PMC would experience stuttering when damaged by another friendly PMC/player, especially when multiple damage was caused by grenade fragments, resulting in a zero percent utilization rate and crashes of the graphics card. But surprisingly, it has no effect when friendly PMC attacks or is attacked by hostile robots
ckkk58
Make some additions: We have used the latest version of SAIN and four friendly PMCs that support the combat logic. Finally, thank you for your mod
Karkoff
So uh... I had some creepy things happening when using your mod. I tried changing my companion's equipment and it got an error. It was something about APBS mod, so the game crashed and I decided to restart it but... I found a strange .txt file on my desktop. It was called a "DO NOT LOOK AT THE NIGHT SKY" written in all caps and there was nothing inside. I shitted my pants and quickly asked my friend that knows something in computers and could help me. He immediately replied and said it's a virus. I shitted my pants the second time, but when I mentioned that it appeared after an error with using one of these mods (Friendly PMC and APBS), he gave me an idea that this could be an Easter egg from the developer.So the question is: is this an easter egg or was my friend right and I should check my computer with an antivirus?I tried to find something familiar on this site or on the Internet, but without success.Sorry to bother you.
It was the moon mod. My bad.Mitro
Do you happen to have the moon item mod?
Karkoff
Yeah, I do... I think some cogs started rotating in my head.
Karkoff
Well, alright, I think I solved the problem and can go watch the night sky.
Mitro
lmao, I remember seeing something about that in the comment section of that mod so I just guessed lol. Glad I could help
Karkoff
Thank you really much! If I didn't get the response, I would've been sitting here for the next hours to find the answer for this creepy shit... And I could never think that it was this moon mod.
Thanks again!
FloppyWeener
If you use SAIN and bots don't work right, just swap it for the old SAIN (pre 4.0), works fine on SAIN 3.3.1
SuperNight
Hi dear author, I just found that if I invite a friendly PMC into a raid like the Lab, then none of AI PMC (with SAIN moded) is hostile to me. Like they just keep shooting my friendly PMC and it happens that they just looked at each other and freeze. Is there any conflict with some mod?
baconslapper
current issues with SAIN atm, or may be a conflict with the current friendly PMC, as of 4.0.2 still having the issue, as PMC's pay no mind to the bots or player, but scavs will target non scavs
Jabroninextdoor
This mod is so awesome. My teammate ran out of ammo so I dropped mine, and he actually picked it up. Good job, can't wait for it to work with SAIN 4.0
WinandMe
My premade squad can't change their loadout randomly. Yes, /staticdefault off and still nothing changes. if they die, their loadout won't change (yes, I made coustom loadout and change it back to default and still nothing changes)
also, I'm using the SAIN 4.0. is it because of SAIN bug?