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 4.4.8
- pitAlex
- 1.9k 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
- 3.5k 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.
MARbor
I don't have a button to choose how many allies will be in the squad and choose their equipment, and I play in Russian, in F12 everything is in Russian. Can something be done about this?
MARbor
and I can't call bots to the squad during the raid, they always refuse
pitAlex Author
You are coming from a pre-4 version of the plugin. Starting version 4, things changed drastically in how you do squad setup. Please read the mod description fully.
MARbor
thx
MegaDweeb
I've been having an issue where one of my friendlies dying causes the game to freeze, then crash. I can't identify any pattern other than - they die, a second passes, then the game hard freezes. This doesn't seem to happen at all when I am the one to kill them, only when they're shot by another bot, and it's very unreliable, only seems to happen half of the time. Any ideas of what might cause it?
pitAlex Author
There should be error in FullLogOutput.log in BepInex/plugins
E_lizard
Got attacked by PMC from the same faction (usec) three times in a row, should not be related to pmc karma as I have not gotten any sound that indicates your karma being lowered ( or this mechanism is different from live?)
pitAlex Author
There is no guarantee that the same faction of PMC will all be friendly; sometimes, they make you an active enemy as soon as they spawn. Othertimes is right after combat. They glitch.
Can also be something with the USEC faction, whoever complains about this seems to always be USEC.
stasryb
Can we disable Knight as a trader altogether? Not gonna do his missions.
pitAlex Author
Set "enabled" to false in user/mods/friendlyPMC/traderKnight/settings.json.
ShadowRaptor
So for some strange reason, this mod seems to be crashing the game after a while in raid... I'm uncertain of exactly what log file or whatever to look into, if there even is one, to figure out what the problem is... even better is that i literally cannot tell why because it seems to be completely random... sometimes after only 10-15 minutes and sometimes it takes upwards of 30-40...
My literal only guess i have is the game trying to spawn knight and his squad later on in the map since it only ever seems to happen on maps they can spawn on (factory with SVM, lighthouse, most often on customs, much more rarely on shoreline for some reason, and woods is just its own bag of worms...) and the game seems to always last longer without squad active or if they die early
Also crashing heavily on ground zero but highly unlikely to be related, seems to happen randomly after like 10-20 minutes and with or without active squadmates...
idefelipe
Maybe I have some bad configuration, but... does it happen to you that the spawn spot is always the same? (or one each two times)
pitAlex Author
I am not sure why you would say "bad configuration". You can choose to turn off "Coop" spawn points. They are a lot less than "Player".
An7ero
I had to create an account just to say how much I appreciate your work!

Brings a whole new depth to the gameplay and I don't feel so screwed in intense boss/PMC group fights anymore. Healing for example feels safer, when you've got a support with a P90 next to you covering your ass and a shotty chad pushing the enemy with LVL5 juggernaut armor. Though occasionally I've been onetapped to the nape by my group as a swarm of enemies push us. But hey! That is part of the gameplay in PvP too
Works smoothly without issue with SAIN, BigBrain, MOAR + Bagels, LootingBots and Geko's better progression. Comms work relatively consistently, understandably so as there are a plethora of states the bot can be in.
Only issue or annoying thing I've ever come across is that sometimes the bots cover you by blocking the doorways even you tell them to scatter. Just a couple more commands and they start moving their ass out of the way. Other than that IMO, you've revolutionized the SPT gameplay the most, right after SAIN.
Well done, God bless
xx BUCKSHOT xx
Just wanted to say, Im a big dummy. I had this working on 3.9? but had NO IDEA you updated it so much!! adding in members through the menu like that.. SO COOL haha
Appreciate the work so much!!
My only 2 goals right now? Make him less of a CHAD. I want Support from him, but he's dominating enemies and bosses lmao.
ALso you said "If you use 'PAUSE' mod it may cause his footsteps to be silent?
that would be PERFECT! the stress I have and why I disable the mod, is constantly believing an enemy is running up on me keeps me on edge too much lol. But then he'd just "APPEAR"
which may be worse
adudewithbadaim
I had an issue with friendly PMC dominating as well. I made a loadout with lowgrade ammo and gave it to him. Worked out quite well.
RTXENJOER
hello why all friendly side pmc attack me (am not attack them ) ?
p.s i use standart setting of you mod
pitAlex Author
Are you running with the Goons? You are an enemy to all when running with Knight or the other Goons.
RTXENJOER
am going with out squad(and no goons ) and only spawned and got killed by bear (am bear to) / i use sain
RTXENJOER
is SAIN uncompatibility ?
Daten
Hi ! Is there a particular reason why i can equip modded clothing on my squad members but not custom heads or voices ?
pitAlex Author
The mod list, whatever is made available as customization, as seen when it was with "all the clothes" mod. But not all mod make things available in a standard way so they won't be available in the customization list.
Daten
I forgot to edit my comment yesterday but i eventually thought about a very simple workaround: just going into friendlyPMC's files and tweaking the squadmate's profile to edit the head id works just well !
Thekillergreece
I started replaying SPTarkov for real after >1 year inactivity and damn, this mod really progressed far. I applaud you for that.
Just a 3 questions as I didn't test it myself.
1. IF NOT PART OF YOUR SQUAD, you kill a Goon member (when they are friendly to you thanks to completing quests), will the surviving Goon members attack you?
2. If you got a squad with you, will Goons mark you as enemy? And your squad marks them as enemy?
3. If you get attacked by Scavs, Scav Boss, Partisan and the likes, will the Goons (WHILE NOT BEING PART OF YOUR SQUAD!) react and attack them or ignore them? I had Partisan attacking me and Goons didn't really react.
And one minor issue which I didn't test extensively; Rogues will flip you off if you approach their hood even if Goons are friendly to you (but not part of squad).
pitAlex Author
Depends on what other mods you have that mess with bot's brain.
But if you attack any Rogue (that includes the Goons), all Rogue factions turn hostile towards you. Careful with marking enemies, you can mark a Rogue as an enemy even though you are friends. And Goons do not jump to your help if you get attacked while not with them.
uoislame
does the friends feel super non responsive for anyone? i've had multiple times (before and after SAIN) where bro will just watch a scav walk up to me and blast me when im looting. even if i call out someone, they sometimes just do nothing. ive been behind cover just getting sprayed at by scavs and guy will be sitting there doing nothing.
pitAlex Author
Depends on what other mods you have that mess with bot's brain.
chiconspiracy
Is anyone else getting randomly attacked by the same side PMC bots? I'm USEC and have been testing on labs and they randomly open fire on me whenever they see me.
pitAlex Author
They are not random, there is no guarantee the same side will be 100% friendly all the time. This is mentioned under "known issues". There is an entire PMC karma system that can overwrite things, and it cannot be disabled.
chiconspiracy
That's annoying. I checked my profile and confirmed I have zero USEC kills.
pitAlex Author
Don't your followers react ahead of time?
chiconspiracy
Testing on reserve now, trying to get them to survive to another USEC attack point. I swear one time they were just happily shooting at some distant scavs while a USEC guy was churning up the pillar I was hiding behind though.
chiconspiracy
Ok, recreated. Random USEC guy with an M60 just killed my squad members while trying to hit me while they ignored him completely. I confirmed the after action stats and I still haven't shot any USEC guys.
*I repeated one more time. My team will mark the USEC guy who is blasting me as hostile but won't actually engage him.
Boidmachine
I don't want him to be my teammate when I'm doing Knight's mission, what should I do? (He will affect my lightkeeper mission)
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以下内容是给中文用户的Debug提示,如果你使用此MOD,同时使用ODDBA论坛提供的中文翻译,请在F12的菜单中检查你是否有“使用COOP Spawn Point”的选择,如果没有,请卸载汉化,否则会导致无法使用藏身处
The following are Debug tips for Chinese users. If you use this MOD and use the Chinese translation provided by the ODDBA forum, please check whether you have the option of "Use COOP Spawn Point" in the F12 menu. If not, please uninstall the Chinese translation, otherwise you will not be able to use the hideout.
pitAlex Author
I don't understand your question.
Boidmachine
When I am doing the knight's mission, my teammates will be knights. When I want to do the lighthouse trader's mission, they will actually attack the cultists, which prevents me from entering the lighthouse trader's room.
pitAlex Author
You should go to that Island alone, not with followers.
hypnoex
Mod simply does not work. i don't know if I'm doing something wrong, but I tried even on a clean install and installing only this mod and it's dependencies. I can create friends and invite them just fine, but once I join a raid, they don't spawn. They're not there, I cannot teleport them using the hotkey, there's basically no indication of them spawning. Maybe I'm missing a step or something??
pitAlex Author
You are having conflicts, another mod in interfering with the spawning process. Moar and Acid bot placement work fine, I don't know of others.
hypnoex
As I said I tried launching the game only with this mod and it's independencies, so I'm guessing it's not an issue with mod conflicts, probably something on my end.
InhumAnts
This happens for me as well but only on the first raid. However it is every client launch this happens. likewise, I have tested with a fresh install with only this mod and its dependencies. It still happens on its lonesome. I have found a work around to get them to spawn in on the first raid every time though if you do not want to do any raid solo.
Invite or do autojoin setup>Kick bots>Escape from Tarkov>Select PMC>Select a map(Thats when bots should join again or send an invite)>kick bots again>Back out to main menu>Escape From Tarkov>Select PMC>Select Map(they should join for a third time or invite them again at this point)>Head into raid and they load with no issue
shorter version not 100% like 60ish maybe
Escape>PMC>Select a map>Setup Auto join>kick bots>Back out to main menu>Escape>Select PMC>Select Map(Autojoin will kick in)>Head into raid and if they load, they load with no issue
oooor what I normally do is just setup up autojoin, let them not load, just do a raid solo and it works itself out for the next one. I will add I did notice this for both autojoin and invite but like i stated for myself its only the inital raid after launch
pitAlex Author
Are there no errors? Either in the server console or in FullLogOutput.log
InhumAnts
Nope, I've not seen any errors in console. Only "error" I get is a plate mismatch when a bot spawns with no plate in a slot but that more or less just a warning not an error. I will double check the Log output when I'm on next.
kiksuya44
It seems I lost enemy markers since last update? I always keep enemy markers on, and it's working fine before update.
kiksuya44
Nvm. The markers' back in a new raid. It's odd.
Boidmachine
Geko's Better Progression might be incompatible with Friendly PMC. The error below appears when both mods are active, but goes away when I disable Friendly PMC
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An7ero
Try reinstalling Geko's mod. For me both work in 3.11.
Doc'Minty
idk how or if at all possible but does anyone know a way to allow custom heads and voices to be applied to the ai squadmates? the selection only shows vanilla ones
pitAlex Author
Edit their json directly. In user\mods\friendlyPMC\database\squad
Doc'Minty
awesome ill look into it, thank you
uoislame
my man out here updating this mod every day it seems
Polarius
Thank you very much for improving their AIM with Sain now they are on par with the PMC's and the Firefights ain't one sided anymore
kiksuya44
I'm playing with /restrictions on. I want to ask if I need to prepare my followers with medical items? I see new update says "followers can now use heal stimulators", so I need to give them stimulators too? Thank you.
pitAlex Author
Even without restrictions you still have to create an equipment build with meds or they won't heal. This update is about the use of seringes, like Adrenaline shot. They will be prioritized during combat.
Kamilo
Does this mod work with fika and a headless client?
pitAlex Author
It does not
HDSpens
This is a bit of an obscure question, but I was curious if it were somehow possible in a future update to make bots have raid stats saved to their profile, like kills and raids survived for example. My assumption is no, but I figured I'd ask since it's a little detail that I would enjoy.
Anyway, I've used this mod since it originally released to the public, it's essential to my playthrough and I adore it
pitAlex Author
Bots do not have such stats, meaning I would need to make, set, and monitor the stats for them
ManeraIta
The best mod !!!
Yurian
Thank you so much for all the updates, I love this mod1
Murasame_chan
The mission requires that you and the knight cannot die, which is too difficult.The Knight can't really beat the PMCs with good bullets. When I was doing custom missions(My land), the knight try to engage enemies, but then
Knight was killed by the AIPMCs and the mission failed again.
pitAlex Author
But the task does not say kill PMC - kill any target. You can avoid PMCs if you want. You should scout ahead, you can tell Knight to stay in place with "stop" while you look at the base to see what targets are around. Knight can be vulnerable at close range. You have to approach things where he has a wide angle of visibility, and he will put targets down one by one in no time, unless you change the bot's config, where you made bosses less aimbot-like.
Murasame_chan
It could be bad luck. I waited for 20 minutes at the SCAV base and killed 4 PMCs, but only one SCAV. A PMC hidden in the grass used a PKP with 7BT1 bullets to directly send me and Knight back to the menu.
pitAlex Author
Consider that the quest is made with default bot stats. If you use things like custom bot equipment where their guns become better and better... then things will get more difficult. Then, if you are using SAIN and change difficulty there as well, again - you can end up with a very difficult task.
Watchman3001
Not sure if that is vanilla or Friendly PMCs thing
Sometimes I notice that my companion, trying to reach me, gets into some weird teleporting loop. Basically: He runs from his point into my direction, teleports back, runs to me, teleports back. And it is not even like he has troubles with pathfinding and has his path blocked by something, nah, happens even on open areas. Notably often, and really unsure what causes that
Polarius
Maybe install Waypoints - Expanded Navmesh That eliminated Most if not all of that Teleporting for me. Besides that Sain has the Bug that Ai tends to teleport around.
gucaboy
Brillant!
It works perfectly fine for me, thank you for updating so fast.
I'm impressed
bl6sio
wanted to say the same, update came so fast, thank you @pitAlex for the crazy fast work!
wjoshe
Hi, I couldn't find anyone with this same problem in the comments, but does anyone know what might be causing my friendly PMC to not move at the start of the raid (he just stands there frozen the entire time....)?
baconslapper
if your rocking SAIN's they will target whatever is with in a 600m radius, the way i can get one to follow thats target locked is using the voiceline to call for help one of them will disengage and follow
pitAlex Author
Turn off "prefetch" if you have this problem.
Watchman3001
Thanks for the swift update, @pitAlex! That prefetch you mentioned is Sain setting? What does it affect?
pitAlex Author
No, its a friendlyPMC setting under the configuration menu. Among the last in the list - See Overview > General Configuration - Prefetch follower data
wjoshe
Thank you so much for the quick response! I'll run a few raids and report back if the issue happens again. I'd say it was occurring about...70%ish of the raids?
For clarification, I'm not using SAIN.
Watchman3001
Hoo boy, guess it's first time I hit the "unplayable till mandatory mod for me is fixed". Gonna disable Sain for now, but hopefully some compatibility patch will be released eventually
InhumAnts
right, can't ping, teleport or use heal/fix for weapon swap / grenade animations not to mention they shit talk 105% of the time(even disabled) when anything is on their radar. lol like Die, come here, reloading, im hit, yada yada yada xD cracked me up but cant do raids like that if they draw everything to me due to unlimited speech .
baconslapper
now im able to ping but thats due to having it hotkeyed to my function keys like the commands, but yes im not able to fix them, not TP them when they get stuck or if i just hopped a fence and don't feel like waiting for them to run the whole fence line