Posts by Fin

    Great to see you back, Fin. Can't wait to try this mod. I wanted to ask, does this address anything with bots and lasers/IR? I've been asking around to see if anyone's made a mod to fix that weirdness and FAIT seems well-suited. Basically lasers act like infinite-range flashlights for bots; in pitch blackness if their laser touches you - even from 300m away - they'll spot the player and open fire. Which is dumb.


    Also, IR lights/lasers: I've done limited testing but from what I've seen, it appears as though bots can see player IR light and IR lasers whether they have NVG's on or not, which kinda makes them pointless to use.


    Thanks again for all your hard work!

    It does not, I'm afraid, though I believe there's a value in the AI settings that appears to increase the distance at which bots can see you when you have a light activated. No idea if it actually does anything, though, a number of values are misleading and / or have changed / lost their function since I first made this mod, because BSG codes in ways alarmingly similar to my own chaotic 'style'.


    Edit: Found the suspect value, it's called "ENEMY_LIGHT_ADD". Again, don't know if it *does* anything, but in my old notes I used to suspect it made you easier to see when you had a light activated.

    Hi Fin, its great to see you again ) Is it bad that i have yellow errors(non-crititacl) about "CODJUICE isnt in cache of base items", same with special Zero weigh car battery. COD was turned off for sure.

    As far as I can tell it doesn't cause any issues, it's just annoying. It's on the list of things to fix if I can find the time, though with how long it took to track down just the spawn bug (And even then the fix is sloppy, and I mean to refine it) I'm not sure when that'll be.

    Fin added a new version:

    Fin
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    Version 1.25.2 for AKI 3.5.x


    1.25.2 - (March 25, 2023)

    • Fix for bots not spawning after the first raid

    I did a bit of research and this doesnt happen when using the default config. I believe it must be releated to the changes i made in the Gear section in the config exe

    I've figured out the source of your error: The weapon rarity settings (primaryWeaponRarityMinMax0_50 and sidearmRarityMinMax0_50) are meant to range from 0 to 50, but you have settings in them that are above 50, which is causing errors.


    As JuicyJ stated above, I'm having the same problem, for example when i load a factory raid for the first time in a session, bots load in, but for the second or third raids, the map is empty


    Hi, as from other ppl previously mentioned Iam experiencing exactly same thing and was delving into logs or whatever i can catch up with but i found literally nothing that i could send u than help u other than describe whats happening, and so far everything works fine on first raid after starting server and then any other raid is basically empty or having just scavs/bosses or just as someone mentioned tagilla only spawned on factory but no pmcs and scavs whatsoever, only restarting server works. I also tested if it will spawn any other things during the whole raid i was just running around and checking aki server console if something is spawned but nothing for whole raid

    [snip]

    I've been able to replicate the error, but I'm still trying to figure out the exact cause and a fix. It's on the way, though!

    Not exactly sure what causes it, but on my 1st raid all my ai spawns are fine, then on every raid starting on the 2nd and so forth, no ai spawn at all. So basically I have to restart my game AND server every time I wanna play a new raid. (i turned the file into a txt so i have space for all the lines)

    As mentioned in a couple comments above, it seems were having an issue with spawn changes. (I've tried everything including a clean install of SPT 3.5.2 with just FAIT installed, all multiple times.) I've started a fresh log file and attached it, hopefully to be of some sort of help if possible although I don't see any errors popping up in the server.

    [snip]

    Hey Fin! Thanks for the updates and your hard work on this. I'm intermittently experiencing raids where it seems only bosses/Goons will spawn on Woods or Factory, with no other PMCs or scavs loading in. Restarting the server and starting the raid again often fixes the issue, only for it to reoccur after a raid or two. I haven't seen any errors in console when this happens, and everything seems to be working great when the spawns actually occur. I have no other mods active besides FAIT as well. Any suggestions?

    Appreciate the reports! I'll be taking a look at this this weekend. I really, really appreciate some of the specificity you went into as well, it should make it much easier to reproduce and start fixing.


    Hi. im getting some mean error when using my config. The errors are with the bot generator,random weight helper, bot weapon generator, bot loot generator and bot controller. The error itself says "Error: Items must not be empty" So in raids the game just doesnt generate bots. Backup config.txt


    And just in case. This is the config i use for this mod Backup config.txt

    I'll try and have a look at this one too, thanks for linking your config. As with the above, it should make it easier to reproduce ^^



    Hi! I'm interested how to make it compatible with SWAG? Do I just disable all spawn changes in the config and that's it?

    I haven't tried SWAG, but that *should* work, yes.

    [snip]

    Cause: With no other mods installed, enabling the "progressive gear" setting in FAIT config editor causes this issue - it's disabled by default. There aren't many settings I want to tweak from default, so I haven't found any other settings that may also cause the issue. Turning off this setting or resetting configs to default resolves the issue.

    [snip]

    Should be fixed in the latest hotfix, 1.25.1a. Thanks for the reports! C:


    When I launch server.exe, it says that this mod is missing package.exe. I have not modified the mod at all, just unzipped it like the instructions say and then tried to launch, am I doing something wrong?

    That sounds like you may have unzipped the wrong part of the mod. You want to make sure that the folder "zFin-AITweaks" is inside your mod's folder.

    Fin added a new version:

    Fin
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    Version 1.5.0 for AKI 3.1.x

    • Compatibility update for AKI 3.5.x

    Fin added a new version:

    Fin
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    Version 1.6.0 for AKI 3.5.x

    • Compatibility update for AKI 3.5.x

    Fin added a new version:

    Fin
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    Version 2.6.0 for AKI 3.5.x

    • Compatibility update for AKI 3.5.x

    Fin added a new version:

    Fin

    Fin added a new version:

    Fin

    Heyo, am getting the same problem with improper faction names showing for PMC's. They behave like scavs but they do not fight the real scavs. I get their dogtags and such but upon the end raid statistics all those usecs and bears show as either scav, boss or rogue.

    You have behaviour changes enabled, and the chance for them to be on 'default' is set to 0. Asside from the current bug with disabling spawn changes, that's what I would expect to happen.

    For what its worth I got FAIT back working it the mod All The Backup Sights was conflicting with FAIT for some reason I really dont know why must have to do with weapon preset generation with the changes to where you can put offset sights and such,

    Looking into this now, I believe I'm able to replicate this bug. -I assume you were getting a server error about .includes and undefined? If so, that's on track to be fixed in FAIT and FiBIT (hopefully) sometime today.


    Edit: The root of the problem is that the backup sights mod adds attachment options that aren't ingame items. I'll try and create a workaround on my end, but this is primarily an All The Backup Sights bug, it seems, that will affect any mod that tries to programmatically alter bot inventories based on what attachment options are available to each item.

    Can you clarify exactly what you mean by this? Are they not counting for quests, not fighting eachother, etc.?

    Fin added a new file:

    Fin
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    I've been asked a few times about the possibility of separating FAIT into smaller and more purpose-built mods, and this is part 2 of that project, separating off the gear changes into their own standalone mod.


    This is intended to provide all the same functionality FAIT had regarding bot loadouts, and is also intended to have its own GUI, much like FAIT did, once I have the time to put that together.

    Fin added a new version:

    Fin

    Can you tell me how to do this?

    The advanced AI config contains directions, but to be more specific, you'd want to open it up, and find the "Goons" group under "bot_Categories". remove the ones you don't want modified from that group.


    Next, set "Enabled" to true


    Finally, go into "AI_setting_categories", and delete every entry for the group "Bosses", so that they all look something like:


    "Accuracy": {

    "setting_multipliers": {

    "Goons": 0.83

    },

    "setting_names": [

    "-1_BASE_SHIEF",

    "BOTTOM_COEF"

    ]

    }

    Fin added a new file:

    Fin
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    I accidentally poofed the old version from Dropbox. I had a WIP conversion that I believe I've hammered back into working order. It should have the same features the last upload had, plus some streamlining I'd been working on.


    This mod converts all armors in trader inventories, bot inventories, or spawned ingame to use a new plate-based system.


    • Plates can cover the chest, stomach, arms, or legs
    • Plates are generated based on the armor they were originally a part of
      • They will inherit the armor's material
      • They will inherit a portion of the armor's weight, ergo, move speed, and turn speed penalties, such that when the entire set of plates from a given piece of armor are present, you suffer the same encumbrance, ergo, and movement penalties as you would using the vanilla armor
      • They will inherit a certain amount of durability based on the original armor's durability, and the plate's location
        • Chest and stomach plates have 100% of the original armor's durability
        • Arm plates have 60% of the original armor's durability
        • Leg plates have 70% of the original armor's durability
      • Plates inherit the appearance of the original armor, but will be 2x2 in size, with a name that indicates what part of the body they protect
        • This is to aid in quickly identifying a plate's level and material
    • Plates cannot be swapped during a raid. They can only be swapped when you're back in the hideout
      • A plate carrier without a full set of plates will appear red in the inventory, but is still equippable\
      • This decision was made for balance reasons, moreso than technical or realism ones
    • Plates for a given area cannot be swapped to protect another area. IE: A stomach plate cannot be placed in the chest plate slot
      • This was done for both technical reasons and balance reasons
      • Similarly, for technical reasons it wasn't practical to make armored plates that only protect one arm or leg at a time
        • This is because right/left plates would be incompatible with eachother, which conceptually made no sense, and in testing was just annoying
    • All plate carriers will spawn with plates already inside of them

    xU5yUez.png

    anyone else having issues doing no place for renegades? I ran a few raids and ran into a few highly geared scavs but none counted as raiders,


    I have fins spawn changes turned on btw but not the gear changes

    I know that in vanilla SPT there used to be a problem where the raider spawns on reserve in the bunker were broken and there was a mod to fix it <that's outdated now> but since 3.0 I haven't done this quest so I'm not sure at what point it broke

    Having behaviour changes enabled will cause problems with these sorts of quests, because the bot type the quest is looking for is "pmcBot", which that setting can (And often will) alter. Try disabling that setting, and let me know if it fixes it.


    I still have a problem with the appearance of Big Pipe, is there a way to solve it?

    [snip]

    Looks like this may be an issue that pops up when spawn changes are disabled. Working on a fix, hopefully it'll be ready this weekend.



    i keep getting mod fin-aitweaksver 1-24-3a (3) is missing package.json on start up of the server

    Make sure your folder structure is correct


    user / mods / FAIT folder / a bunch of files including package.json



    Hi fin, can I take Birdeye and Knight out of the bosses? For me, these are Aimbots and Wallhack on the extreme, can see you over half the map and hit without equal. You never see them, unless you're standing right in front of them. In addition, the are on EVERY map, not only on Shoreline! So on Customs is not so the hit.


    But without this group is the mod Legendary and am mega satisfied with it.

    FAIT isn't able to selectively remove those bosses, no. -You can, however, specifically lower their difficulty using the advanced AI config.


    Hello,


    Playing 2.3.1 with the latest version of FAIT and the PMCs are not hostile to player scavs again, it used to be fixed up until 2.1.1 at least but now its broken again


    Thank you,


    First I want to say thanks to Fin, you are THE Giga Chad for making one of the best mods for SPT.



    I thought I was the only one. Playing as SCAV, PMCs won't attack me, but other SCAVS, until I attack them. I tried combinations of FAIT+FAIL without any other mods, but also in combination with LUA's Spawn Rework + CustomSpawnPoints. Until I found out that it's FAIT on SPT AKI 3.2.x :)

    [snip]

    Known issue, I'm afraid, but I've no ETA on a fix for it at the moment x.x

    Fin added a new version:

    Fin
    Quote
    • Upgraded armor should no longer appear in PMC backpacks