Friendly PMC 4.2.0

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Spawn with a squad of your side, recruit others while in the raid, and command them on the battlefield.

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 squad that is customizable through the Config Manager (default F12 key) 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 4.2.0

    • 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
  • Version 4.1.0

    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

    • 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.
  • Version 3.10.0

    • kills made by followers you spawned with (except Goons) will now count for any kill-based quests (quest conditions will be applied to their kills)
    • marksman can now switch to the secondary weapon when in close combat - you are responsible for what weapons he has, take note!
    • increased the distance the bot will go when using the "there gesture" command to 50 meters
    • fixed suppression command not using grenade launcher in some cases
    • code was refactored on cover and tactics logic to rely more on the in-game cover system for a more stable build (note: this can make your followers spread out more)
    • attempt to fix the run duck bug when transitioning from combat to follow
    • resolved some conflicts with the QuestingBots mod
    • ping squad now also displays the bot's distance from the player
  • Version 3.9.6

    • fixed issue with Knight trader not increasing when running with BirdEye or BigPipe
    • fixed spawned followers not having secured container so extra ammo could not be added to them
    • fixed the "enemy spotted" command not registering the enemy the player saw even if the bot didn't also see it
    • updated follower to not throw grenades when the enemy is out of throwing range
    • health multiplier now also affects the Goons' health
    • added option to increase the display time of the ping team (some key binds will need to be re-assigned)
  • Version 3.8.2

    • Fixed Team Status and Over There still being heard by the enemy
    • Some bug fixes in the Support Tactic related to suppression action
    • Improvements on the busy hand's bug detector for followers
    • Peaceful Zryachiy will not be considered an enemy until you interact with him
  • Version 3.7.0

    - !! all server configuration options have been moved into the Configuration Manager, you can now update them through that and they take effect at raid start


    - updated Come Here, That Direction and Stop gesture commands where you can now use them to move bots one by one where you want them.

    - updated some Phrase commands to be able to be used on individual followers by looking at them. Be careful, bots too close to your view will be picked up, and thus the command will not go for all. Being in bushes can interfere with this or not seeing the bot clearly.

    - altered "get back", "cover me", "hold position" and "go go go" voices to always say the same thing instead of going through different phrases in order to bring them closer to what the commands do relative to the followers


    - added "On Your Own" command. This will tell bots to stay at a distance (similar to "Get Back"), switch to their default tactic, and no longer prioritize their position and safety during fights. "Cover Me" resets this

    - added a field to provide a custom nickname for each follower in the Configuration Manager

    - added fields to provide custom uniform (top and bottom) for each follower in the Configuration Manager

    - added options for setting custom shortcut keys for Contact and Status Report phrase commands. (This means you can put these 2 on other than just F1-F12 keys)

    - added "Raid End Messages" in the config manager to enable/disable messages followers may send at the end of the raid (return loot messages are excluded)


    - fixed the issue with long spawn delay that was happening for some people

    - attempt to fix follower still getting stuck in healing animation under certain circumstances (still not 100% of the cause or how to replicate)

    - altered how the enemy is added to followers as the current method would make followers aware of any enemy position as soon as that enemy made the player his goal target.

  • Version 3.5.1-beta

    Fixed plugin throwing an error because the cfg file was not present at startup.
    Improved the cover-to-cover action as well as the regroup command.

  • Version 3.5.0-beta

    Updated squad spawning system where you can now select which equipment preset each squad member can spawn with as well as selecting their tactic.

    Images

  • Version 3.4.0-beta

    Upgrade to SPT 3.9.x.
    Added "report status" under TEAM STATUS (this was previously the ping command) which in addition to giving you the follower's status, it will also display the location of the enemy they are currently observing.
    Improved following during combat and the "balance" tactic.

    Added "englishBear" flag in config.json for the server side which will make all bear bots speak english.
    Followers now spawn before you, making this compatible with SWAG+Donuts and Questing Bots.

  • I recommend using dynamic maps mod when regular followers do not spawn next to you. To check if indeed they did not spawn. Because of the game's limited navmesh by default, your followers can spawn way off from your position. You have to deal with that until the waypoints mod is updated.

  • The process of upgrading to 3.11 is not over, but since there is so much to test, a little help won't hurt. So I am releasing it now, and we will see how stable it is and what else needs fixing. Despite my disablers, it seems SAIN did affect the followers in some ways. You will notice the difference as things run completely on the game's logic ( ex: expect them to die more often). Because "Waypoints" has not yet been released for 3.11, expect zones where followers can't reach you, and you will need to make use of the teleport command. One thing I have not reached is to test running with Goons, so I don't know if they are fine or broken.

    • do we still need to install unitytoolkit? the author is an indifinite hiatus and some people have issues with the outdated mod installed

    • No, it's not longer dependent of that

      Heart 1
    • sweet to hear that!! thanks ^^

    • I am currently on a Goons quest, but have noticed that they are not spawning.


      I have Questing Bot, Unda, etc. installed, so I have tried disabling them or disabling the April Fool's event that is currently going on, but the Knight does not spawn with me at the start of the raid.

    • It is a bug, no workaround fixes it. I have to. It is part of the 3.11 breaking changes

  • ok i guess im retarted. i followed the very simple instructions but i dont have any friendly pmc spawning with me. my double tap "y" works so im guessing i did something right lol. any help would be greatly appreciated. im on spt version 3.11 with this mod at the updated version. thank you for your time

  • I am having a problem knight is not spawning for the first qeust i have not invited anyone else or any quests active. Could you give me some troubleshoot tips cause those quest sound awesome and i want to do them



    -edit i saw that you are aware that thats a thing

  • my companion mag dumped me in the legs while i looted and i died cause of it 10/10

  • running raids with some ai help is feeling great, lvl 20 got the goon quests but cant seem to get knight to spawn in unsure if something else is interfering, inviting him didn't work either ( used skipper to get past 1st quest to get him on friends list) side note transition does not hold the teammates would be amazing if they did

    • Read pinned comment - I did say I have not reached that part in my tests yet. Incidentally, I just did one test and saw they are not spawning.

    • sorry a bit of misunderstanding, i did read that since you had not tested it, i thought id give you a heads up that there is something there
      atleast that was the intent

  • YESS! @!!!! I MISS MY BOOS!!!!!! 😚😚😚

  • It is unclear to me how to first message the Squad manager as all options i have found are greyed out is there something im missing?

    • Screenshot-2025-04-01-234614.png


      From right side, the messenger pop-up, on the top right corner - the friends list - right-click the manager from there and select start chat

      Thumbs Up 1
    • Ty works quite fine atm i did get a couple small freezes sometimes when they saw an enemy other than that not bad at all. Is is gonna be compatable with SAIN once it updates?

  • Doesn't work.

  • Sweet! Can't wait to try this out today

  • little question about the /add command.

    Does it create a new PMC with just that Name or can it be only used with existing PMC's (aka. Collected Dogtags as a example)

    • It generates a bot with the given name and saves it as a friend.

    • Thanks for the Answer pitAlex small question do i still have to install Unity Toolkit?

      Because the latest version (3.10) causes a Infinite Loading screen on my end.

    • No, it's no longer dependent on that.

      Heart 1
    • Thanks for the Answer, i noticed that on Custom, the Tower Sniper once he get's spotted by my Teammates it causes massive FPS Stuttering.

      Edit: Doing the first Quest with Knight right now it appears that he doesn't spawn but i atleast get progress. Finished the Quest Knight doesn't appear at all.


      Edit2: I think the Health Multipler doesn't get reset, one of my guys that i have with me is already at 440000 Health Points i believe...

  • Epic mod hope it continues on 3.11

    Thumbs Up 1
    • Yea i hope so too, it's a very lovely and Great mod!

    • It's going to take a while. Many, many things need to be updated.

      Heart 7
    • Yes, I'm also waiting for this version.

  • It's a very successful mod <3 , but there's a bug that bothers me and I don't know if it's a mod or the original game. When there is a friendly AI PMC in a match, and I discard some items and pick them up again in certain areas or at certain times, the item model will remain in place, and these items can be duplicated using a special method, and will remain in the map until the game is restarted. When I enter the battle alone, this bug doesn't appear. (SPT3.10) ;( ;( ;(

    • I don't know how the item would remain there even after the map ends unless you are using that "leave it there" mod which I have no idea how it works or what conflicts it has.

    • Thank you for answering me, I didn't find which file triggered this bug, I'm trying to see if I can fix it by other methods, maybe it's not a mod problem, maybe I modified a certain file, since it was a long time ago, so I'm going to recall

    • After several days of troubleshooting - including reviewing the "Known Issues and Conflicts" section on the website and completely reinstalling the game - the persistent item retention bug remains unresolved. While I've developed a basic understanding of this glitch (where discarded items maintain physical presence), as a non-technical user I'm seeking your expertise to confirm these potential trigger conditions:

      1. Multi-item zone persistence: When multiple corpses/items exist in an area, player-discarded items may retain physical models.
      2. AI interaction anomaly: In squads with multiple friendly AI PMCs, items either discarded by players or spawned in-world maintain visual presence after being looted.
      3. AI population correlation: Setting "AI Amount" to "None" pre-raid significantly reduces bug occurrence frequency, even when friendly AI PMCs remain present during gameplay.
    • Do you tell your followers to pick up the item? Otherwise, I do not interact with a discarded item in any way. And do you have any errors in FullLogOutput.log?

    • If I don't give any commands to my followers, bugs still occur during raids. I checked the FullLogOutput.log file, and there are no severe errors shown—only a '[Warning: SPT.Core] Validation failed' warning. However, I believe this warning is insignificant. In raids on The Lab and Factory maps, bugs are much more likely to occur.

  • Just want to note that the option to disable Knight trader does not work.

    Thumbs Up 1
    • The instructions were wrong. To disable Knight, you have to go to your

      user/mods/friendlyPMC/tradeKnight folder and edit settings.json, and change the key "enabled" to false

  • Is there a way to get this mod to work with modded heads and voices? Such as "WTT - The Long Lost Heads of Yojenkz" and "WTT - W.A.A.C. (Women's Advanced Assault Corps)" ?

    • I can't do anything on my end. I simply list available items. WTT is adding them differently.

  • I think a number of people would appreciate if there was a mention somewhere in the Overview that this mod does not work when using Fika's dedicated client. I read the entire Overview like I would be expected to, but I only found out that it doesn't work with the dedicated solution until mid-raid when I read the comments.

    • But why do people expect things to work with FIKA when officially SPT does not support FIKA? Therefore, in general, you should not go with the expectation that a mod works with FIKA unless it says so explicitly.

  • This is a brilliant and wonderful mod to enjoy Tarkov with.

    As you mentioned this mod is developed with SAIN, SWAG+DONUTS mods installed..
    Question on fPMCs setting 1. maximum scan distance & SAIN's difficulty "vision distance & vision speed multiplier". Which mod takes priority in these settings? or is SAIN's multiplying fPMCs settings? Does mod load order matter here?

    Also fPMCs 2.Patrol Radius & 3. Time to forget enemy. Which mod takes priority in these settings? Because I have both of these setting set to the lowest and in-game my bot teammate will dart across half the map to a enemy it sees (example, pusher with a shotgun)

    Im only using fPMCs, SAIN, SWAG+DONUTS mods.

    • SAIN does not affect followers. The maximum scan distance is for the maximum distance to do a scan toward where you are looking when doing "Contact".

  • Hi noob question but how do i add members to my squad?

    Appreciate all the mods tho <3

    • You read the overview - > Squad Manager

  • Hey Alex, I found this mod from SPT 3.9 that adds custom markers above enemies - any chance you could incorporate this to be also over allies so there's no friendly fire? Would be an awesome feature

    Enemy Marker

    • Really, you have not looked at a teammate when doing the status report? It does something more detailed for followers.

    • No no I have, I'm just talking about a constant marker like another comment suggested. Regardless this mod is awesome!

    • I don't see the point of that. The enemy marker is not constant and I don't want it to be constant, It is performant impacting to translate the position in 3d space of an object into a 2d plane that is the HUD. And the follower labels give better details (such as distance) than the marker does.

      Thumbs Up 1
  • after i compelete the first mission of knight, i invite him to the squad and he refuse, i do not have any mission that ask to kill rogues. something goes wrong?

    • and after compelete the first mission i do not have any other mission. is it correct that knight only offer one mission?

    • And what does his decline message say? I think if you read it you'll understand (the Goons don't mix with squad members). And he has more quests, there are cooldowns between them.

    • he say something like "ah, you are funny""not gonna happen""you go ahead, our bullet will come before us". It suppose to mean I accept the mission that ask to kill rogues(which I do not)?

      and I don't have invited any other squad member

    • Yes, it does mean you have a quest that either requires killing the Goons or killing Rogues. Check what quests you have for lighthouse map

    • i use profile editor to turn all my mission from "started" to "available for start". it change nothing, knight still not join my squad. really dont know what is wrong

  • 您好,朋友,为什么我的常规配置中没有 13.15.16.17 的这些选项?

    • I don't know what you mean. What options?

    • 我的意思是,在我按 F12 打开游戏中的配置菜单后,我在友好的 PMC 中找不到选项 13.Ping Squad 和 15.Enemy Report 和 16.Followers Teleport 和 17.Followers Heal。

    • I mean, after I press F12 to open the configuration menu in the game, I can't find the options 13.Ping Squad and 15.Enemy Report and 16.Followers Teleport and 17.Followers Heal in the friendly PMC.

    • You should give screenshot of what do you see

    • Sorry, I overlooked this point.

      xX0C0n95

  • why knight sometimes react slowly....like someone is shooting him from his back or from a long distance, he just stand there and got shot, do not find cover or shoot back...does "sain" is effective for knight ?

    • The regular AI can do that sometimes and the followers use regular AI not SAIN as SAIN is not built to deal with player being a boss.

  • hello friend, where can I see my karma and how can I tell if a bot is friendly to me or not, just when I turn off " PMS side FRIENDLY", all of whom I have met are aggressive



    Thank you in advance for your reply

    • It's not visible. This is something from the game, that is does based on I don't even know what actions - you will have to read the 0.15 patch release notes.

      Thumbs Up 1
    • I think I understood that they will shout evil phrases if they are aggressive.


      it says so:


      The PvE mode adds variation in the behavior of bots when they see another bot or player. The behavior model is chosen depending on the relationship between the factions according to ent.

      Possible reaction options:

      Aggression and attack;
      Friendliness, if there is no reverse aggression;
      Absolute friendliness;
      Threat warning and subsequent attack if not heard;
      Neutrality, if there is no aggression.
      The choice of whether to show aggression depends on the “mood” of the bot and on the opponent's faction. For example, if a “Bear bot” meets a bot of the “Usec bot” faction, then he is more likely to engage in battle with him (but not 100%) than if he met a bot of the “Bear bot” faction.

      The bot decides whether to be aggressive or peaceful in relation to both wild and PMCs players.

  • I am probably just an idiot, but i hit level 20 accepted the quest from knight, but he is not popping up on my friends list, i added him through the messaging with but unless hes undercover as a scav then look alike it did not work lol. i just need to know what im doing wrong, im sorry if this is explained in the description, i looked but didnt see anything.

    Awesome mod btw


    So after reading again you did mention after you complete the first quest, so im assuming i do said quest without him then he will be on friends list?

    • The first quest, his quest, is with him, After completing it, he will appear in your friends list. Until then, he will only spawn as part of the quest requirements. But you must not invite any squad member with you.

    • gotcha, thank you for the reply. and thank you for the mod! i love having someone else get domed so i dont have to hahaha

  • Hey Alex - love the mod so far. Just started using it and feel like this could be a gamechanger. Any plans to make it work with the dedicated client? I noticed it doesn't spawn me with a member despite inviting him to my group. Seems to work fine when not using the dedi. Thanks man!

    • Are you refering to FIKA? I am not interested in making it FIKA multiplayer compatible. It would require my mod to become dependent on FIKA and things will be more complicated as the network gaming starts to come into play. It works when using being alone in the server and that is as far as I go with it.

    • Unfortunate to hear but understandable. Using a dedicated client results in a massive performance boost that makes it hard to be willing to not use it. However, this mod may be the one that convinces me to. Thanks for taking the time to respond.

  • I've noticed an issue where followers mark and engage already dead opponents, I'm not sure if it's tied to this but I've had followers continue to shoot for a few seconds after an engagement concluded.

    • Some people have reported this before and it's a result of some conflict. But it was never clear what mods they have that caused this conflict. I know if you use "performance improvements" or "please just fight" you will have issues.

    • understood, thanks for the info.

  • The members dont spawn after the update. Whats the reason?

    Maybe Ive done smth wrong or needed tocadd members through the chat (not F12 menu)

  • is there a way to modify knight's hp ? i would like to lower it

  • Does friendly teammates require starting gear? I've noticed when I give them absolutely nothing they just freeze and don't do anything.

    • Do you mean Default gear? I don't see any problems when using Default.

    • No, I've created a preset that literally just has the AI equipped with absolutely nothing. No knife, nothing and they just freeze.


      (Might I add they work as expected with default)

    • Oh, no - bots have to have at least a pistol. They will not work otherwise.

    • Ahhh, I see.

  • hello, when I input command `/recruit on`,server will cause error


    Code
    TypeError: Cannot read properties of undefined (reading 'success')
    TypeError: Cannot read properties of undefined (reading 'success')
        at Timeout._onTimeout (Client\user\mods\friendlyPMC\src\SquadChat.ts:194:101)
        at listOnTimeout (node:internal/timers:573:17)
        at processTimers (node:internal/timers:514:7)
    TypeError: Cannot read properties of undefined (reading 'success')
    TypeError: Cannot read properties of undefined (reading 'success')
        at Timeout._onTimeout (Client\user\mods\friendlyPMC\src\SquadChat.ts:194:101)
        at listOnTimeout (node:internal/timers:573:17)
        at processTimers (node:internal/timers:514:7)
    • EEhh.. well it still turns on and off, you just don't get a confirmation message back. You can also re-download 4.1.0 - it now has the fix.

    • Thank you very much!

      Also I found a conflicting mod, "APBS - Acid's Progressive Bot System", which causes command errors and prevents the use of /add and /delete commands. The server reports an error: "Cannot convert undefined or null to object". However, if you uninstall APBS, use /add to add bots, and then reinstall APBS, the game can still run normally, and you can invite them to team up, and the bot's equipment seems to be affected by the APBS system (suspected, still needs testing). This is not a request for an error to be fixed, but just a notification, in case someone else uses APBS and can solve the problem in this way. English is not my native language, I use AI to assist with translation, please forgive me if there's any offense.

      Thumbs Up 1
    • Yea, the issue is with the ABS expecting what is only available in during a raid. While SPT works normally in and out of the raid to generate a bot with their equipment.