Friendly PMC 4.4.9

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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 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 4.4.9

    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
  • Version 4.4.8

    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
  • Version 4.1.0

    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.
  • 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

  • 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. kanacurious

    Thanks for the amazing mod btw. <3

  • 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? kana_oO

  • 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.

    • 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.

  • 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.

    • 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.

  • 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?

    • 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.

    • 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 :)

  • 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?

    • 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.

  • i can´t access the file, because of Google Drive

    Thumbs Up 1
  • 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.

    • Because you have quests that either have you kill the Goons or kill Rogues

    • Ah I see, I didnt have the quests to kill Goons but rogues. Thank you very much.

  • 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.

    • 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?)

    • 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.

    • 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?

    • 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

    • 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.

  • emm,I have some problems when I using this mod with skills extended.When I go in raid with followers,skills extended will fail, and I have no idea what caused it.


    Has anyone here encountered this problem? This issue makes me sad. Once I want to play with my followers, I can't enjoy the benefits of Skills Extended.


    But overall, the friendly PMC has given me a very good gaming experience. I really hope this little isuue will be fixed one day in the future.

  • just wanted to thank you for your amazing work.


    Tried this mod in earlier SPT versions. They were not very useful in the past. But in current state they are great.


    One of my favorite mods right now!


    Please keep it up!

  • are these bots able to use magazines/medical supplies from their backpack?

    • pitAlex wrote in gameplay guide ,,Giving them items will not give any return after a raid, so stick to giving them only meds, if needed."


      so yes, i think so.

      But i think its not important, because they spawn with very very much ammo and meds in their secure container. You can see it in their loadouts when loading a raid. They never should be out of ammo in my opinion. Maybe meds, but they even carry multiple afaks.

    • yeah i was just wondering because i gave one an MG setup with a shitton of box mags though they never seemed to bother healing with the grizzly in their backpack nor did they refill empty vest slots with those magazines

  • i can't change the bots loadout. when i use the command /staticdefault nothing happens and even if i go into a raid and they die there loadout doesn't change

    • Have you created any custom equipment build? Otherwise they will use "Default" which changes only each time you re-select it from the profile view screen, and that is, unless you have /staticdefault on.

  • 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?

    • and I can't call bots to the squad during the raid, they always refuse

    • 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.

    • thx

  • 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?

    • There should be error in FullLogOutput.log in BepInex/plugins

  • 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?)

    • 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.

      Crying 1
    • E_lizard, if you're interested in digging into the vanilla files and some modified by mods like this one and SAIN, here are my notes and tests on what MIGHT affect how often they randomly murder you for no reason:


      --Configs/ pmc.json--

      Set Bot amount with "isUsec" for testing (recommend adding the dev_balaclava for this)

      "pmcType" might override bot brains? Try taking bosses and stuff out of "pmcusec"

      "usecEnemyChance": 0,

      "UsecPlayerBehaviour": "AlwaysFriends" instead of "UsecPlayerBehaviour": "ChancedEnemies"



      --USEC.json and pmcUSEC.json--


      "DEFAULT_ENEMY_USEC": false,

      "DEFAULT_USEC_BEHAVIOUR": "AlwaysFriends",

      "ENEMY_BY_GROUPS_PMC_PLAYERS": false,

      "CHANCE_FUCK_YOU_ON_CONTACT_100": 0.0,

      Thumbs Up 1
    • Thanks chiconspiracy, this is inspiring.

    • After lots more testing, I may have finally found a culprit.


      In your pmc's profile, it lists you as ' "Role": "assault" ' which I understood to be the same class as the NPC scavs.


      I tested a few maps by changing the "ChancedEnemies": lists for "BotRole": "pmcUSEC",

      (it looks like this now)

      {
                  "EnemyChance": 0,
                  "Role": "assault"
      },


      and just in case I added it to the "AlwaysFriends" lists instead.

              "AlwaysFriends": [
                "assault",
                "bossZryachiy",
                "followerZryachiy",
                "peacefullZryachiyEvent",
                "ravangeZryachiyEvent",
                "gifter"
      ],


      I've gone about a dozen raids in different maps without being attacked... USEC is still killing the Scav NPCS too... I'm not sure if they are initially friendly with them until being fired on or not though.


      Also another step I tried previously was setting USECEnemyChance to 0 and adding an additional line underneath so it looks like this:


              "UsecEnemyChance": 0,
              "UsecPlayerBehaviour": "AlwaysFriends",


      I'm not sure if it will be needed or not, but if the ChancedEnemies and AlwaysFriends changes alone don't work it might be worth trying.

  • Can we disable Knight as a trader altogether? Not gonna do his missions.

    • Set "enabled" to false in user/mods/friendlyPMC/traderKnight/settings.json.

  • 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...

  • 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)

    • 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".

    • Sorry, english is not my mother language. I meant that when I set to spawn with a partner, we always spawn in the same location (or two locations).


      So if coop spawn points is turned off then we would spawn normally?


      Thanks in advance :)

    • Turn it off and you will spawn in normal player spots

  • 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 :D

    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 <3

    Thumbs Up 1
  • 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

    • 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.

    • I don't see them dominating anything but scavs. They die against raiders, against other PMC, and they die in a way that makes me want to make them even more aim-pro.

  • hello why all friendly side pmc attack me (am not attack them ) ?

    p.s i use standart setting of you mod

    • Are you running with the Goons? You are an enemy to all when running with Knight or the other Goons.

    • am going with out squad(and no goons ) and only spawned and got killed by bear (am bear to) / i use sain

    • is SAIN uncompatibility ?

  • Hi ! Is there a particular reason why i can equip modded clothing on my squad members but not custom heads or voices ? :(

    • 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.

      Crying 1
    • 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 !

  • 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).

    • 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.

  • 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.

    • Depends on what other mods you have that mess with bot's brain.

  • 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.

    • 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.

    • That's annoying. I checked my profile and confirmed I have zero USEC kills.

    • Don't your followers react ahead of time?

    • 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.

    • 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.

  • 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)

    ————————————————

    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.

    • I don't understand your question.

    • 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.

    • You should go to that Island alone, not with followers.

  • 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??

    • 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.

    • 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.

    • 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

    • Are there no errors? Either in the server console or in FullLogOutput.log

    • 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.

  • It seems I lost enemy markers since last update? I always keep enemy markers on, and it's working fine before update.

    • Nvm. The markers' back in a new raid. It's odd.