Friendly PMC 4.4.1

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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 4.4.1

    Version for SPT 3.11.x only:

    • 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
  • Version 4.4.0

    Version for SPT 3.11.x only:

    • 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
  • Version 4.3.0

    Version for SPT 3.11.x only:

    This update focuses more on the scav run.


    • 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
  • Version 4.2.5

    Version for SPT 3.11.x only:

    • 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

    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.
  • I'm having issues with inviting knight once I received the first mission, I can see the message from him but I'm not sure how to invite him the my group the same way I invite other friendly PMCs.

    (Btw i would like to say this mod is amazing and has made my sptarkov experience easily 10x better. Thank u so much :))

    • Finish the first mission, then you will be able to invite him as he will appear in your friends list.

    • The problem is it says eliminate targets while teamed up with knight, but I don't know how to team up with him since I can't add him. Do I have to find him in raid and then try and get him to team up?

    • He will spawn with you automatically, provided you spawn alone. If he does not spawn, you got problems

    • ahh ok I see, I've been playing all my raids with a friendly pmc so I never got him. Thanks for the quick response times and thanks again for the amazing mod!!!

      Thumbs Up 1
  • After I add PMC teammates, they will only be generated when I enter the game for the first time. Even if I successfully invite them to join my team for the second time and thereafter, they will not be generated after entering the game. What is the reason?

    • What other mods do you have?

    • I uninstalled and reinstalled the mod and the three pre-installers, and now it works again, which is strange.

  • i could be wrong but looks like the keybind for ping squad teleport squad etc does not work


    i also cant find any errors on logs or console

    • Could be, but would be out of my control as that keybinding comes from the BepInex plugin. I just tell it I want to do something when a key is pressed. Try to assign different keys.

    • i tryed that already i tryed every key possible but it just wont work again but only the voice line menu works with ping squad etc

    • Is your game set to English? And what other mods do you have?

    • it is set to english and i noticed since i installed sain the pmc i spawn with keep changening there fire mode and i got to much mods to name them all

    • i found the problem it was sain for some reason sain makes to the pmc spawn with you but the hotkeys stop working they wont loot stuff if u tell them to they still follow you can run around attacking but just are a bit broken

  • Loving this as I can crank up the difficulty even more having buddies :)


    Everything seems to be working but knight doesnt seem to want to join after accepting the first quest(currently lvl 28). I've loaded all three maps. Am I missing something?


    ps from time to time ive also noticed when using the invite instead of autojoin I spawn in solo.

    fairly new here so let me know if i need to find logs or anything.


    currently running

    -Hideout Progress

    -Big Brain

    -Door Randomizer

    -Quest Tracker

    -Search Open Containers

    -Task List Fixer

    -Waypoints

    -More Checkmarks

    -Bosses have Lega Medals

    -Ref Friendly Quests

    -Amands Graphics

    -Dynamic Maps

    -Hephaestus

    -Increased Climb Height

    -Gilded Key Storage

    -Trader Scrolling

    -Load Order Editor

    -Looting Bots

    -Ammo Stats on Name

    -Quest Skipper(probably going to remove as I figured out the btr wheels thing and it doesnt work for that lol)

    -VCQL

    -SVM


    Will add when updated

    -Sain

    -Questing Bots

    • I think I figured it out. launched again and received a message "oh, you wanna fight. bring it"


      looked and I still had an active quest to kill knight, I didn't notice. would make sense he doesnt want to group lol

    • Goons won't join if you have a Rogue kill quest. This includes quests killing the normal ones that spawn in the lighthouse map.

      Heart 1
  • Hi, I'm getting an error and I can't log in to the raid. Here's the error "

    [Error] : 1 plugin failed to load due to errors:


    [Error] : Could not load [friendlyPMC 4.4.1] because it has missing dependencies: xyz.drakia.bigbrain

    "

  • Still such a Lovely Mod, had some fun Firefights with Friendly PMC's against Bosses and Zombies. I hope you keep up the lovely work thanks :)

    Would it be possible that the Bots you Recruited into your Party to appear in the Confirmation Screen when you just press "ready" instead of next?


    Like to fill out the Spaces. For a nice group photo 8)

    • The screen you are talking about is the screen that should not show. It is the screen that messes things up and turns on appearing as online, thus preventing you from entering the raid. But it happens randomly, and I have yet to figure out a way to stop it.

      Thumbs Up 1
    • Ah so it is a bug then... Alright didn't know, thought it was a feature xD

  • Hi,

    Is there anything that can be done about the radio noise?

    I think something from the followers is making them communicate with me, but it's happening every 2-4 seconds and is constant throughout the raid.

    Even after they die, the radio noise continues.

    And it's so loud !

    • The radio noise? Do you mean the status report sound? How is that playing for you continuously? It plays only when you trigger the status report. It also has volume setting in the F12 configuration menu

    • ok, so I have updated to 4.4.0 and it seems to happen way less often

      but it still happens even when there is no friendly PMC with me

      or when they die.
      the silder that you have directed to me does nothing for me, no effect


      also... I don't trigger the stats report, the followers are doing it themselves,

      they do it -> there is radio sound (like walkie talkie) -> green text with their health and name appear above them

  • Huh. Are Goons supposed to be friendly when playing as Scav? Not sure it is intended...
    I am not friends with them as PMC, didn't start any quests yet, they still attack me as PMC e.t.c

    • Goons are friends with Scavs, all bosses do not attack scavs by default. But they will get mad if you stay near them too long.

    • Funny, guess I just never met them as scav before. Hanged around them for a bit, looting, they didn't care

      Btw, I don't think all bosses are friendly, judging by wiki some are always aggressive/very territorial. Tagilla is aggressive for sure, he always attacks me even with positive karma and without provocation

    • Yeah, I just realized the cause. Because bots have "warning" logic, where even if you are friendly with them, get too close, and they attack you, I turned that off. This in turn, makes Goons (in fact, the rogue faction altogether) not turn hostile towards anyone they would normally first give a warning. That's why they act like this.

    • You turned that off?? But why? Can it be enabled back somehow?
      They are also not shooting ai Scavs. Had a fun gathering now

    • Yes, it's turned off for the Rogue faction. No way to turn it on. I will have to see if I can do it some other way where you can still be friends with them, but not get shot if you stay too close to them. This is for PMC, but the flag is universal, so it affects scav runs as well.

  • not sure if its a bug but would be cool if followers could equip droped backpacks they only can loot the backpack when they got space but they dont equip it

  • Не работает ваша система бота друг, я даже ставил на голую систему EFT и все равно его там нет при нажатии F12, может исправите ошибку ?

    • 100%

    • You don't see the SquadManager in your friends list? That's how you manage followers since version 4, not through F12.

  • Is there a way to make it so that if they die i can take their gear. Because it says that everything is not lootable.

    • No, it's made this way to prevent exploiting them.

  • Really good concept... but i cant get this mod to work. i ask the Squad Manager to add a bot to squad but all it says is "Member **** added to the squad. check freinds list for details". but theres no added friend or friend request to interact with, unless I'm doing something wrong witn the prompts i have no idea how to get this to work. could you please type an example of what prompts is need for the SquadManager in the overview of how to add a squad member? i know youve typed out the instructions but they do not work as intended.

    Thanks!

    • Do you have acid bot progression? You can't add members with that mod on.

    • Thank you, that did the trick!

  • I saw the following error in the log, there are tens of thousands of lines, I don't know if it is caused by a mod conflict

    [Error :friendlyPMC] AIAgent Error
    [Error :friendlyPMC] System.NullReferenceException: Object reference not set to an instance of an object
    at BotReload.get_MaxBulletCount () [0x0002e] in <13b3da31885d4b8d827d4190298e367f>:0
    at GClass130.method_14 () [0x00026] in <13b3da31885d4b8d827d4190298e367f>:0
    at GClass130.ManualUpdate () [0x00071] in <13b3da31885d4b8d827d4190298e367f>:0
    at AICoreLayerClass[T].Update (System.Nullable`1[T] prevDecision) [0x00023] in <13b3da31885d4b8d827d4190298e367f>:0
    at DrakiaXYZ.BigBrain.Patches.BotBaseBrainUpdatePatch.PatchPrefix (System.Object __instance, AICoreActionResultStruct[T,U] prevResult, System.Nullable`1[AICoreActionResultStruct[BotLogicDecision,GClass26]]& __result) [0x000b3] in <05447b5405e74c3a834b7e8e9d549c39>:0
    at (wrapper dynamic-method) AICoreStrategyAbstractClass[BotLogicDecision].DMD<AICoreStrategyAbstractClass[[BotLogicDecision, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::Update>(AICoreStrategyAbstractClass<BotLogicDecision>,AICoreActionResultStruct<BotLogicDecision, GClass26>)
    at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Glue:ThiscallStructRetPtr<AICoreStrategyAbstractClass[[BotLogicDecision, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::Update,DMD<AICoreStrategyAbstractClass[[BotLogicDecision, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::Update>>(AICoreStrategyAbstractClass<BotLogicDecision>,System.Nullable`1<AICoreActionResultStruct<BotLogicDecision, GClass26>>&,AICoreActionResultStruct<BotLogicDecision, GClass26>)
    at DrakiaXYZ.BigBrain.Patches.BotAgentUpdatePatch.PatchPrefix (AICoreAgentClass[T] __instance) [0x00012] in <05447b5405e74c3a834b7e8e9d549c39>:0
    at (wrapper dynamic-method) AICoreAgentClass[BotLogicDecision].DMD<AICoreAgentClass[[BotLogicDecision, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::Update>(AICoreAgentClass<BotLogicDecision>)
    at friendlyPMC.Components.FollowerAIAgent`1[T].Update () [0x00000] in <ebf2f3a30db743ff97dd8d89bc3c10f3>:0

    • Are you spawning bots without guns? Because bots need at least 1 weapon, not just melee.

    • This error only occurs when the bot uses custom equipment, but the robot can shoot normally in the raid

  • Hello,

    First, thank you for the great job behind this mod.

    I'm quite used to EFT and mods, I've carefully read and followed instructions, and still can't get it to work.
    I have no SquadManager in the mail, and, when I invite SquadManager to join the group, the invitation stays in the "sent" state. I've run a raid, not better.
    Could you please tell me what I'm doing wrong ?
    Thanks

    • SquadManager is used for managing. The invite is for inviting bots you added as friends through the SquadManager. The manager is to be used just like the commando chatbot that comes with SPT can be used. You send messages to it.

  • Hello. I've been using the 3.10.0 version for a long time, and recently when I tried the newer version - the 4.1.0 (I'm still on SPT 3.10), I found out that I couldn't customize the bots who will join a raid with me in the F12 menu; there were no options to choose the amount of bots to go with, their loadout (I made a long list of presets just for this), and their classes. Is this intentional?


    The option to customize each bot in their profile and use commands to make them a friend and join a raid is just very inconvenient compared to doing so in F12

    • I think you will find the ability to choose which bots to have in the raid, without losing any of their configurations, is a fair trade-off and better. Now you know their stats via the /info command, which gives you an idea of which weapon can be better handled by the respective bot. So now you can choose between a sniper, an SMG, or an assault without losing bot configuration. Previously, if you changed the size of the squad, you would have to reconfigure everything again when increasing it back. Now you have a roaster and you choose who you want based on their skills, your objectives, and so on. Give it some time, you will get used to it.

  • I deleted BirdEye and Big Pipe as friends. Is there a way to recover it?

    • Restart the game, you can't perma delete them. In fact, every time your friends list gets refreshed, they will be put right back.

  • how do I get the loot of my allies after the raid do I kill them before I extract or is there way to get the loot after raid in character screen

    • Items will be sent to you via a specific account, similar to how insurance works.

    • OKAY SO I JUST HAVE TO WAIT FEW DAYS FOR STUFF

    • No man, it happens on the spot. SquadManager will be the one sending it. If it didn't happen, then you did not give them any loot. Or you gave it to the wrong followers - only PMCs you spawn with return loot. And you have to extract with them alive.

  • Knight has a slight infinite money glitch at max level because he buys blue keycards for more than he sells them

    • It's fixed with the latest

  • I think im buged, my PMCs always spawns with the same equipments instead of generating a random one each raid, is this normal?

    • Yes. Randomness happens when you re-select "default" in the equipment list and no longer on spawn. This is so you have a better picture of things, as you can leave the bot with equipment you find satisfying.

  • Setting a health multiplier for your teammates can lead to some truly extraordinary outcomes. Here's the fascinating part: if you transition to another map during a match instead of extracting, your teammates' health will be multiplied by that set factor once again. And this multiplication effect doesn't stop there—it continues to compound each time you move to a new map.


    Let's say you've configured a tenfold health multiplier. In the first map, your teammates will have 4,400 health points. But when you shift to the next map, that number skyrockets to 44,000. And with another map transition, it balloons to a staggering 440,000. It's an insane exponential growth that completely redefines the gameplay dynamics!

  • so how do i get the loot from my allies after a raid

    • Please do I just kill them at end raid fo get stuff they pick up or there way to get it after the raid im so conufsed

  • I feel betrayed as heck.
    The scav squad i set for running a goofy time on labs... one of them just shot me in the head jaws randomly

    -not sure if this was bugged or just the way the mod is in terms it's janky obviously.
    ;(

    But i was about to ask how the Knight quests start, Re-read it properly im not even level 20 yet smh.

    • Friendly fire - best stay out of their way, or you can end up getting clipped.

  • Is there a way to make the PMCS loot. IT would be awesome if they could because if they get a kill in a raid id like to seem them take the scav loot or even if they die other pmcs can take their loot or i can take it

    • No, that is very complex. That is why there is a special mod that tries to do that (looting bots). Here, instead, you sort the loot and give them what you want them to carry.

  • Maybe we should increase the limit for pmc and make it equal to scav (10)? the game interface in lobby and loading screen can show about 10-12 teammates, besides, now there is an opportunity to choose more than 4 pmc allies, if you invite them to the team fast enough

    • That limit is imposed by the game's mechanism regarding the group invite flow. And I would not recommend you go beyond 4 either way - it will impact performance.

  • Author. Please tell me, is it possible to make PMC silent? Honestly I love this mod, but it annoys me that he always yells some phrases.

    • You can use the silence command to have them silent for a minute. But no permanent silence.

  • Hi there!

    This is a fantastic mod!

    I may have run into a bug though

    After setting the restrictions to "on" and recruiting a bot from a raid, i can see the friend request and I accept it. However, after switching between a bunch of screens or reloading the game, the bot vanished from my friend list...

    Any thoughts?

    • I am not able to replicate. After I accepted the request, I saw the new json in the user/mods/friendlyPMC/database/squad/{sessionID}/ folder that does not delete even after game restart.

    • Hmmmm
      I guess ill have to test it some more

      But thanks for the response!

    • I am thinking of a scenario, but I have to get the time to test it. Could it be, you had the request, but decided to accept it after a game restart? The bot information would be lost, but I think the game itself still preserves the invite and so it would end up with not being able to add the bot since it would not actually exist. Maybe that's what you did?

    • Hi!

      Sorry for the late reply ^^

      Well, I accepted the invite when i saw it and then the bot got added as a friend, but the moment i switched screens, the bot would just vanish from the friend list.


      Another thing to note, is that i have kicked a bot as a friend before, because it was a test bot i added. Maybe removing the bot as a friend causes an issue in the code somewhere?

  • Yeah, that's subjective probably, but Knight's prices feel oddly good. I have zero relations with him yet, and some relations with Peacekeeper, yet Knight gives twice the money for sold goods than Peacekeeper. Odd

    • In tradeKnigh/base.json under "loyaltyLevels", the first item has buy_price_coef set to 0. If you change it to 55 will that make it like the rest?

    • Huh. Well, it did the trick! Now he has same prices as Peacekeeper, so more reasonable I suppose. Thanks

  • how to add bots i dont understand ? In the old versions there was a grid from which I could select the quantity, but it's not here

    • See Overview -> SquadManager. Ever used the spt commando chatbot? It is the same way.

  • I have all the mods loaded and plugins plugged in, I'm level 20, any idea what i might be missing to get quests from knight?

  • Yo hello

    i get same problems it said he game servers are too busy or unavailable rigth now

    • If you guys do not post mods and steps, what can I do? What mods do you have installed and at which point to do invite a teamember to join the raid? At what screen.

      Thumbs Up 1
    • What would help the most is if you could do a screen record, start from the initial screen, add however you add to replicate the issue, and post it here. That will be much appreciated.