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 4.4.10
- pitAlex
- 1.3k 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
- 4.6k 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
- 3.7k 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.
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
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?
20fpsguy
would it be possible to add so that teammates can loot bodys?
i often are full with loot and its kinda sucks haveing to drop stop telling them to loot then wait and repeat would be cool if they can loot bodys if told so they grab loot ammo meds etc from bodys
baconslapper
might be a issue with the new SAIN update 4.0.0, seeing an issue with the teammates not repacking mags and just trying to fire with empty mags. even with ammo in bag, pockets, and rig. may just be a SAIN bug?
pitAlex Author
Most like it conflicts with the latest SAIN.
20fpsguy
hello not sure if its a bug but i noticed i spawn on the same spot every raid when spawning with teammates
baconslapper
go into the plugin/mod settings and disable co op spawn point, that will fix the issue
20fpsguy
Thanks!
Bobert
Hello, is there any way to disable friendly ai to have grenades? My AI teammate threw a grenade off the wall that bounced back to me, killing me.
pitAlex Author
Yes, you have the grenade disabler in General Configuration, under F12.
evgenbish
Good afternoon. No matter how hard I try to make this mod work, I can't find any followers. I've set up the settings through a message, and I've configured the squad's equipment, but there's no one in the raid. I'm using the following additional mods: Big Brain,
Virtual's Custom Quest Loader, WAYPOINTS
The last working version of the mod was 3.10. Everything was fine there.
What am I doing wrong?
pitAlex Author
Are you inviting them in raid?
evgenbish
Yes, first /add, then /scavsquadsize . The message shows that it worked.
I use the following mods:
SPTQuestingBots version 0.10.1 by DanW
MOAR mod version 3.1.6 by DewardianDev
modparameter mod version 2.2.0 by Yox
spt-recoil-standalone mod version 1.0.11 by watsy & son
LootingBots-ServerMod mod version 1.5.2 by Skwizzy
SpecialSlots mod version 311.3.1 by jbs4bmx
Virtuals Custom Quest Loader mod version 2.0.4 by Virtual
SVM mod version 1.11.1 by GhostFenixx
Painter - Trader mod version 1.1.6 by MoxoPixel
friendlyPMC mod version 4.4.9 by Pit Alex
uifixes mod version 4.2.1 by Tyfon
SAIN mod version 2.3.0 by zSolarint
I tried removing mods and plugins, but the result was the same.
HGAMEKILLER
Did you invite them into the raid? Like how you invite your friends?
On main menu, bottom left, there's 4 slot with plus sign. Click it then invite them to group before raid. Or you can use "/autojoin nickname" and they will auto join when you ready for the next raid.
evgenbish
Thanks buddy, it worked.
HGAMEKILLER
You're most welcome.
TheGuy69420
Hey there. I have got an issue. It might be caused by SAIN or a preset I am using but wanted to ask you as well. When I team up with same faction PMCs during a raid, they tend to run, skid and halt a lot before trying to sprint again and get into a loop. This happens almost every time when they are away and trying to reach me as if their sprinting behavior is getting canceled every 1-2 seconds. But this does not happen with spawned followers from the beginning of the raid as they can follow and sprint with me without any issues. Here is the list of every mod and plugin I use. I use the latest version of these mods as I am running SPT 3.11.3;
- SVM (Only Player Scav Settings enabled)
- Delayed Flea Sales
- Ref SPT Friendly Quests
- Bot Callsigns
- Questing Bots
- MOAR
- Friendly PMC
- Like A Boss
- Live Bitcoin Redux
- Looting Bots
- Twitch Players Preset for SAIN
- Virtual Custom Quests Loader
- Virtual Custom Quests Updated
- SAIN
- Live Flea Prices
- Waypoints
- Amands Graphics
- Big Brain
- Left Stance Wall fix
Edit: After some further testing. This does not happen with every PMC who I came across and added to the current raid team at the time. I am not sure why this is happening with some of them but not the others though. It kinda feels random.
pitAlex Author
It might be the QuestionBots new version. I have yet to look into possible conflicts with that.
TheGuy69420
I was running Questing Bots 0.10.0 when I posted the previous comment and the edit. I think 0.10.1 was released last Friday, so I will check that out to see if the issue is resolved on its own or not.
pitAlex Author
Yeah, I am referring to any version made for SPT 3.11.
TheGuy69420
Fyi, I checked the 0.10.1 Questing mod and the problem still persists on my side.
HGAMEKILLER
Hi author, will there be new command and more option for customization?

Tbh, I'm trying to get the best loadout for my team but unfortunately, it kind of took me a long time to finish just for one of them. So I'm wondering if there's any plan of making customization option in the future.
Thanks for the amazing mod btw.
pitAlex Author
There won't be anything new - I am done with Tarkov. I will maintain what I can.
HGAMEKILLER
Ah, I see. I was hoping for individual equipment change if possible but that's alright tbh. Thanks for replying.
poipoi~
Hello author, your mod is very interesting. Can I share the latest version of the mod on the Chinese oddba forum so that many players can experience the fun of this mod?
pitAlex Author
Sure.
poipoi~
OK,Thank your perrmited and reply!
66thMarauder
Hi, love this mod. One problem with the friendly's, they don't ever switch off single-fire mode. I've only had the time to test them with the M4A1.
66thMarauder
Apologies, I think it's because certain attachment mods to the M4. I tried a different build with less mods (and im sure with a fully vanilla one as well) they do use the automatic firing mode.
QuiverQuill
Are the equipments found in raid count as loot for friendly PMCs? Sometimes they would return the guns and helmet as loot and sometimes they don't. It's kind of strange.
pitAlex Author
Whatever you give them, they return - if they make it out alive. And the thing about that is, you do not get the loot of the one that died because you extracted with one that lived.
Polarius
Little questions do the Friendly PMC's with the Logic "Sniper" change their weapons in case the Enemy get's to close?
Like as if the "On Sling" is the Marksmen/Bolt Action, they change to their "On Back" that would be a smg or vice versa?
pitAlex Author
Marksman switches to the secondary weapon. It assumes it's for close combat, so be careful what you give him; there is no actual check of what type of gun it is.
Polarius
okay that's good to know.

So Primary should be used for Sniper, Secondary for CQC (Assault Rifles etc) and then as a last resort a Pistol thanks
CabbageTryant
Thank you for your mod! It's working perfectly for me so far, with no critical bugs encountered. I was wondering, if I enable it together with "SAIN", which one is recommended to load first for better results?
pitAlex Author
It works with SAIN, though the current SAIN seems to do something to the healing, and they rarely appear as healing even though they are.
Gladio780
i can´t access the file, because of Google Drive
RogueTech67
Same here
Polarius
Yep same.
pitAlex Author
It's fixed. Sorry about that, forgot to properly set the sharing options
Krammmit
Hey, I havent seen anyone else have this problem so ive been wondering why this just happened. I unlocked BirdEye as a companion to invite in raids. Then when I try to invite any of the goons they decline my invite and send me a threating message. Does anyone know why this is happening? I have good karma and all.
pitAlex Author
Because you have quests that either have you kill the Goons or kill Rogues
Krammmit
Ah I see, I didnt have the quests to kill Goons but rogues. Thank you very much.
QuiverQuill
Hi, there's a small issue I discovered. The problem might be in the looting bots mod? The issue is that when I let my squardmate pick up my loot, he didn't return it at the end of the raid. I also noticed that no 'end raid' message was sent. It had happened for a few times in a row, so I thought something was up. The possible cause was the looting bots mod, cause my squadmate returned loot normally before the mod was installed. I will do some experiments and see if it's truly the cause. If anyone has had similar experience, please leave a reply.
QuiverQuill
Updates: I uninstalled Looting Bots and tried again. My squadmate didn't return loot at the end. I was testing by dropping my own gun and telling him to loot it, then extract. I deleted the old squadmate and created a new one, thinking the system might mistake him for a 'rogue' or something like that, so my loot wasn't returned. The result was still negative. I am clueless now... I am pretty sure the mod worked fine when I installed it. I don't know what might have caused it.
(I use my squadmate to carry heavyweight for me. I will drop my heavy back to him and then run to extract. Do equipments not count as loot? I think he returned my rig and backpack just fine before?)
QuiverQuill
Also, the only mods I was using were this mod, its dependencies listed in the installation guide, Dynamic Map, AI Limit, Raid Time Toy, and Budget Bullet Time.
QuiverQuill
Huh... strange... The problem seems to lie in my loadout? I assigned a loadout with only a gun to my squadmate so I can drop my own full backpacks and rigs to let him carry them for me. I tried let him use default loadout this time and he did return my backpack and the loot inside it... So the problem lies in my way too simplistic loadout?
pitAlex Author
You are going to have problems if you don't give them at least a rig. Bots are just not made to have no "loot container" on them
QuiverQuill
Uh, yes, that's where the problem lies. I took the issue in the wrong direction. I noticed that bots won't move if I don't assign him a weapon, so I thought the reason behind the loot-return issue lies in the problem that he doesn't have space for the mags. I tried give him a pistol. Then I tried assign him a backpack with the same result.
Thanks for answering and making this wonderful mod. I remember playing the earlier version of this mod, when the friendly PMCs are more like guards that follow you around and, more often than not, block my path, It has advanced so far from that point. Appreciate your work, mate.