Posts by MrBlu1911

    Getting an infinite "loading profile data" screen.

    This occurred right after updating this, Lua's, and FIn's relative mods.

    Bringing this up in case it's a multilayered problem that requires several things to happen at once to make the bug occur.

    EDIT : I derped on the description and missed the part where you say your thing is for a previous version of Lua's mod.

    Getting an infinite "loading profile data" screen.

    This happened after updating this mod, Fin's AI Tweaks, and zincoman's config/pattern changes both.

    Bringing this up in case it's a multilayered problem that requires several things to happen at once to make the bug occur.

    Getting an infinite "profile data loading" screen.

    It might be due to a combination of mods, including Lua's SpawnRework - Reborn and zincoman's config/pattern changes for both of your mods.

    I will inform them as well, since this could be a multi-layered problem where it requires several things to be happening at once.

    They may not have the FIR marker in the raid, but they are FIR. Just "survive" the raid with something from a PMC AI and you will see.

    It's a "bug" of sorts, but the gear/weapons/items you find on ANY AI in a raid (PMC, raider, or scav) will have the FIR marker when you extract....unless you die with it in your container or get a "run through" raid.

    1) It's always the simplest of things that screw us up. :)

    2) Awesome. I just wanted to make sure, due to how confusing some of the setting descriptions can be.

    3) Yes. The 2x, 3, 4x, etc. means the AI is more likely to spawn with that armor when compared to the default. With the example you gave as to what armor classes you want your scavs top spwn with, under the conclusion that you understand the min/max armor class setting, then your scavs have a 2x chance to spawn with class 1, 3x chance to spawn with class 2, and a 1x chance to spawn with class 3. The remainder settings are moot, given the min/max class settings you entered.

    And I agree. Class 1-3 is the preferred range for me. I would like for them to get SOME class 4 armors, as some are pretty low tier stuff and "easy to find", but that would require some special settings involving actually naming (with the relevant item ID number) what armors the scavs could/couldn't use. Such as filtering out TV-110's, as they're a bit OP for scavs, but allowing them to have 6B3TM-01M's or the 6B5-15 Uley class 4 armored rigs, but I'm a bit lazy for that. It would be cool if there was some sort of box to check for specific armors you want the AI to spawn with, but I can't imagine what the coding for something like that would be. It could be easy, but I have zero clue.

    Good luck on finding out what that weapon durability problem is. :)

    1) That's weird because I'm finding weapons in the durability settings I have. Do you have other mods that affect weapons? Is the "change gear for this group" setting -false-? (I've done that. Tweaked setting after setting, looking for a bug or thinking I didn't understand the setting itself, only to find out I forgot to "turn it on") :D

    2) The "Min/Max Armor Class Value" setting is pretty self explanatory. The 1st number is the minimum/lowest armor class you want them to have, while the 2nd number is the maximum/highest armor class you want them to have. Be it for scavs, raiders, or PMCs.

    3) The weight system is a bit confusing, but here is how I think it works. Using the previous setting as a guide (which armor classes you want the AI to have), choose a number between 1 - 6 (using the old name and example as a guide) to determine how each class is weighed. It's a weird term, I know. It's described as giving that class of armor X chance to be spawned on an AI. Just think of it as a form of "priority". The lower the number, the lower the priority when it comes to the game handing out gear when the AI is spawned.

    The number itself, within the algorithm, means that AI (scav/raider/PMC) has that level of chance or is "X times more likely" to be given that class of armor when compared to others. 2 = 2x likely, 3 = 3x likely, and so on. There are 6 slots, each according to the armor class from 1 - 6 in order. FYI - When numbering them, you don't have to choose which one is priority 4 and which is priority 2. If the min/max class range is 1-3, you can "weigh" class 2 above the others by giving it a higher number, such as 2, 4, 2. And using that example, having class 1 and class 3 at the same priority or weight means the AI has equal chance to spawn with either, but less than class 2.

    For my own sanity and ease of understanding how each class in the range given is able to spawn, I simply gave each class it's own number in its chance to spawn on an AI. Class 2 has 2x chance, class 4 has 4x chance, and so on. How you choose to it is up to you. You could have scavs more likely to spawn in with class 2 than class 4, if both of those classes are within the min/max range setting.

    And as the description says, you can't "weigh" an armor class that isn't within the min/max class setting above it. It's been "removed" from the spawn list.


    FIN - If I'm wrong in my explanation, I apologize. This is simply how I understand it and it seems to give me the results I want in the game.

    Here is a screen cap of the files in the Aki_Data\Server\database\bots\types folder.

    As for the other bug, I'll just write it off as an incompatibility issue and not use it. Eresh's AIO does the same thing. I just wanted to see what the differences were, such as the trader name change,. We're kind of getting close to whatever is ailing my game with regards to your mod.

    Well ...... it appears my above message was incorrect.

    I have a fresh profile and I just got the "assault bear pmcbot usec BACK UPS does not have an inventory entry" bug.

    Here are ALL the settings I have in your config editor.

    I tried the same settings in a brand new install of AKI on a totally different drive and I didn't get this bug, so what in the world could be causing this for the original AKI install? It's a fresh profile. Fresh as in "starting new and choosing which faction to play" fresh. Can the AKI server installation get corrupted?

    I tried a bunch of stuff and I just can't understand why your mod would have the error I showed before when it's the only mod loaded.

    I tried different back ups, different mod combinations, etc. Nothing "fixed it".

    Therefore, I simply deleted the save and am starting fresh. Please consider the matter closed. If you want to keep looking into why raiders would spawn instead of PMCs, please continue. I'm sure you'll find something. There is always room for improvement and I look forward to experiencing those improvement. :)

    Have a good day.

    It looks like you still had a modded item somewhere in there. In general I'd recommend creating a new temporary testing profile instead of trying to make your current one work, but.. -I had a question for you, just to try and get a better idea where the bug you're experiencing might be lurking.


    If you set "Allow bots to use both armor rigs and vests" (In the misc tab) to true, do you still get the mismatched armor classes?


    I'm still poking around at what might be causing PMCs to cease spawning.

    OK. Did a fresh install of AKI with only your mod and everything is fine. So there is some sort of corruption somewhere in the original profile.


    I will do more testing.

    It looks like you still had a modded item somewhere in there. In general I'd recommend creating a new temporary testing profile instead of trying to make your current one work, but.. -I had a question for you, just to try and get a better idea where the bug you're experiencing might be lurking.


    If you set "Allow bots to use both armor rigs and vests" (In the misc tab) to true, do you still get the mismatched armor classes?


    I'm still poking around at what might be causing PMCs to cease spawning.

    I reinstalled the mod and reread the mouse over descriptions of settings, like the ammo pen settings. I had it backwards.

    Scavs spawn with the proper gear. What's wrong is I'm getting raiders instead of PMCs, which probably why I thought scavs were getting raider gear. I will do what you recommend and create a new profile for testing and see what happens. I shall return soon with the results.

    While trying to test for a bug regarding Fin's AI Tweaks (scavs were being given gear Fin's config editor supposedly filtered out in the settings I put in), I removed all the mods and relevant items/presets so I wouldn't get an error when the game loads and looks for certain things. Everything we going fine, until I tried to go into a raid with zero mods (more testing for the bug) and I got a bugged insurance screen and avatar on the loading screen. I then got an "object reference" error message and the game closed when i clicked OK.

    The files linked above in the required sections are from after I had removed the mods and tried to play vanilla.

    I provided a screen cap of the mods in use, in case I missed one or misspelled something. Disregard the folder location, as this was taken mid testing and they weren't in the user/mods folder.

    That's possible to do (In theory. At the moment it can't be done in the mod), and when I was designing the system it's one of the options I considered, but in the end I opted for the current system because it's better for allowing a 'spread' of ammo, and also works better between calibers (A good pen value for 7.62x54 weapons, which are all either bolt or semi-auto, is not going to be a good pen value for 5.56x45 weapons, or 5.7x28 ones, whereas being able to say "Use only the top 30% rounds available to this gun" works better when arming bots with a variety of weapons).


    I might look into a way to toggle between the modes if I have the time, though.

    Well ..... it didn't work. Still getting scavs with armor class above settings. And after setting PMC conversion to 50%, I now know I'm NOT getting PMCs.

    I'm getting raiders (or what seem like raiders, given the gear they have) instead.

    FYI - This was with all the mods listed before, so I will clean up my PMC and remove any non-vanilla items/presets...then try again.

    In terms of armor I believe they were, though your ammo settings were a little off. -So with scavs you were removing 35% of their good ammo, and 25% of their bad ammo, meaning that..


    Let's take 5.45 ammo as an example: The lowest pen round is SP or HP, with 11 pen, and the highest pen round is PPBS, with 62 pen. Your settings would remove anything below 11 + (61-11 * 0.25)) = 23.5 pen, and anything above 61 - (61-11 * 0.35) = 43.5 pen.


    So you'd wind up with bots armed with PS, PP, and BP ammo, which I believe is a bit more than you want, since you said you wanted them to use ammo < 30 pen. If you want that, I'd say you should set that to about.. [50,0], or something like that, which would have them using only ammo with less than 36 pen, for 5.45

    OK. Thanks.

    It's a bit confusing, but I think I'm starting to wrap my head around it.

    Is there a way to have the setting be where you give 2 numbers and they be the min/max for pen like with the armor class setting? If not, due to how the game is coded, I understand. It would just make things a LOT easier.

    Now I just need to pray for raiders to spawn in the command bunker rooms for Prapor's quest.

    You and me both. I've gotten a few, but sometimes they're already dead due to me spawning so far away that they get into a fire fight before I can get there.

    RNGesus. It's all RNGEsus.