Posts by Fin

    Fin added a new file:

    Fin

    I'll try and reproduce this problem, though the second part is a known issue, unfortunately, due to how AKI classifies certain bot types.


    I BELIEVE toggling behaviour changes off will fix the second issue, and may also fix the first one as well.

    Hi FIn,


    It seems like this mod effects the inventory of the bots in a way that makes the probability of them having a knife, half mask, and blue gunpowder is very high. Every bot I kill has the same stuff in their inventory with the exception of a few things. Do you know if there is a fix for this I can implement? I don't believe the loadout can be looked at through the debug, but I pasted anyways

    [snip]

    FAIT doesn't affect loose loot (Except to remove a few weird items like wooden AK grips and other ultra-low-value weapon parts), facemask selection (Except when it comes to the armored facemask), or melee weapons, at the moment.


    In addition, you seem to have gear changes disabled, so any issues you're experiencing shouldn't have anything to do with FAIT, unless that debug hash is from a period when you weren't having issues. -And while the hash doesn't include loadouts, it does include the settings necessary to regenerate most loadout issues a player might be having, so I very much appreciate you including it.


    SO I have been using this mod for about a day now and it seems ok (was honestly going for easier not harder so i turned the difficulty down A LOT) So i was using an old outdated spt from 12.10 which idk if the game audio files changed but after going to 12.12 and using the mod my audio is WAY off the mark. Guys sould like they are just on the other side of the wall but are well over 75m away.


    my primary question and it has happened to me a few times now and it frustrating me to no end. I keep having bots spawn within 15m of me and ill be looting or chilling in a bush and no sound no diologue just instant aggro and i get 1-2 tapped in seconds regardless of how i tweak the difficulty? Is there somewhere in the mod that sets a spawn boundary i missed?

    This mod shouldn't be able to make any changes to the game's audio. As for bots spawning ontop of you, that is unfortunately just a part of EFT, even on Live they can spawn virtually on top of you, and I'm not currently aware of a way to change this.


    Greetings Fin, I was wondering if you could provide some numerical values for the most impactful difficulty modifiers in your mod when it comes to AI behavior & difficulty, in comparison to default settings.

    [snip]

    I don't have any specific advice, I'm afraid, as everyone's preferences will be different. I'd recommend increasing the main difficulty values (That is to say, the base difficulty number) by 1 or 2 at a time until it becomes consistently 'too hard', and then selectively making things easier from there. There's also an option, in the 'Difficulty' tab, under 'Miscellaneous', to automatically adjust the difficulty level for you, lowering it when you die and raising it when you successfully extract, that you might try.

    Hi Fin, idk why, but every PMC have broken spawn loadouts in latest FAIT on Customs, i ll test it more, but bots have 0 meds in their inventories. There is no errors, but check debug hash)

    [snip]

    P.S. I found, why i had this bug, i deleted Assaultgroup from advanced med settings and added bear and usec. My bad)

    That's interesting! -I'll have to add some safeties in to make sure that adding bear and usec still works, since from a user's perspective that seems like the intuitive way it should work. I'm glad you found a solution, though, and thank you for posting your hash ^ ^

    Hi! Sorry for the delay in responding, I tend to only have time to check this thread on the weekends, lately. -I appreciate you posting your debug hash, you seem to be the only person who's gotten that particular message, though unfortunately I need it in copy-pasted form, and not as a screenshot (So I can break that hash down into a bunch of information that's vital to solving most bug issues).


    Edit: My mistake! Looking a bit closer at your screenshots, this seems to be an error that occurs before the hash would appear. -Which makes me a little unsure how you got the second screenshot, but.. Anyways! I'll start trying to reproduce it, though if you want to paste your hash anyways it always helps to have more information.

    Fin added a new version:

    Fin

    I'm seeing a lot of people posting errors here without attaching a debug hash. There are some rare few cases where the debug hash isn't useful to me, most often if the error is occurring before the hash can be generated, but if possible you should always be including your hash.


    The hash saves a ton of time and effort, and since the mod's comment section had to be disabled due to the strain it was creating on user's browsers, a back-and-forth where I have to ask for your information now takes up much, much more real-estate that makes the help thread harder to browse or keep track of. Instructions to post the hash along with any bug reports are also present atop every version of FAIT since its was introduced, as well as in the server, directly above the hash itself.


    Because of this, if I need it and it isn't there, I most likely will not help you.

    Hey, I need clarification since I cant find it in readme 😅 might be just blind...

    bot_inventories.json generates all loot possible to spawn, each ID had 1 at the end

    "6040de02647ad86262233012": 1,


    is the values 0/1 on-off or its probability factor? So I can tweak who ofter certain items will be spawned?

    Other than that I noticed that even if I put IDs in blacklist, they still get generated within bot_inventories :/

    The first bit is just the new inventory structure AKI uses, the value is the relative weight the item is given.


    Since I'm answering that question: The blacklist should be being respected, doing a quick test on my end to remove '5648a7494bdc2d9d488b4583' seemed to work as expected. However, I need a debug hash to do any sort of bug fixing.


    I used the new feature where a bot can use your weapon presets. I have a preset for an AKMN and when the bots use it they use the wrong ammo. They use .366 instead of BP ammo and on top of that they have different magazines in their rig then in the gun itself. Any idea on how I could fix this?


    Another thing I've noticed, and I'm not sure if I can somehow go into the files and change this myself, is that a majority of the PMC bots always wear the Tarzan rig. I'd say 95% of them. Is there a way to adjust the probability of a PMC spawning with that rig? Not a big deal but when I kill 5 PMC's and all of them are wearing the same rig it is a bit immersion breaking. I haven't seen any PMC's with the MK3, Blackrock, CR MK2, LBCR for example. Just wondering if I can fix this on my end.


    Otherwise love your mod thank you for the great work!

    As the config settings in the advanced files aren't part of the debug hash, I can help a bit here. This seems to be an oversight on my part, on both counts. When updating to the new inventory system, a chunk of the code became actively harmful and would remove all non-armor rigs from bot inventories, which causes a safety I built in to automatically give them the Tarzan so that they still have a rig, if they aren't allowed both armored rigs and armored vests. As for the ammo issue, I hadn't considered weapons that could use multiple calibers.


    So.. To fix these things (And I'll release a proper patch this weekend), you'd want to do this, for the rig problem:


    Find these lines:

    //Non armors only

    for (let id in bot.inventory.equipment[armorSlots[slot]])

    if ((!itemdb[id]._props.armorZone || itemdb[id]._props.armorZone.length == 0) && (!itemdb[id]._props.armorClass || itemdb[id]._props.armorClass * 1 <= 0))

    delete bot.inventory.equipment[armorSlots[slot]][id]


    And delete them.


    For the ammo issue, I believe this will work, but can't verify it without ingame testing, which I can't do right now.


    You'd want to find this line:


    let newAmmoTpl = ammoPool[RandomUtil.getInt(0, ammoPool.length - 1)]


    And add this line right above it:


    ammoPool = ammoPool.filter(i => itemdb[i]._props.Caliber == itemdb[rootItem._tpl]._props.ammoCaliber)

    I'm getting this error when starting the server with this mod. I'm using both the latest version of this mod and the latest for the server itself.

    Oops, look like I missed something during the big inventory changes update. I got it for primary weapons, but missed it for secondPrimary.


    I'll put out a fix for it either tonight or tomorrow, however if you'd like it fixed faster you can open up mod.js and find this line:

    let weapon = DatabaseServer.tables.templates.items[bot.inventory.equipment.SecondPrimaryWeapon[i]]


    And replace it with this one:


    let weapon = DatabaseServer.tables.templates.items[id]

    I use version 1.21.3b for AKI 2.2.0 and 2.2.1

    And are you using 2.2.0 or 2.2.1? -The error you're getting looks like you're using a pre-1.21.4 version of FAIT with AKI 2.2.2 or greater, as there were some big changes to how AKI handles bot inventories in between versions.

    I'll put out an update to fix this when I get the chance, but it's a fairly easy fix to implement yourself.


    Open mod.js and find the lines (It should occur three times):


    delete(bot.inventory.equipment[slot][bot.inventory.equipment[slot].indexOf(itemID)])


    And replace them with this:

    delete(bot.inventory.equipment[slot][armorItem])


    Hi Finn, (I'm writing through a translator, sorry for the text) I have a question for you, is there a way to make bots walk on the map and not sit still? Fin

    I'm not sure what you mean. -Bots should be able to walk as-is?



    Im getting this issue:


    [snip]

    [ERROR] Trace:

    TypeError: Cannot read property '_name' of undefined

    at Function.saveDebugFiles (E:\Aki 16909\user\mods\zFin-AITweaks\src\mod.js:6236:32)

    [snip]

    You're using an old version of the mod. Updating to the latest version should fix that error.

    Hi, I was wondering if using the "start server at specific time" option would mess with the insurance timers, since it's resetting the server timer to a specific time. Is it safe to use? will the time to get gear back from insurance be retained or does it have any issues? thanks!

    It should be safe, yes.

    That seems to be occurring because you have an invalid item ID in your bot files, either a null value or a mod that added its item IDs incorrectly. The newest version should skip over the error you're getting, but won't fix the root issue, which may still cause you problems down the road.

    Fin added a new version:

    Fin

    Hi, thanks for your quick updates on the mod. I wanted to know if there was a possibility to set the chances of bots having grenades, depending on their faction? I don't want to disable grenades as a whole, but regular scavs have way too much grenades compared to the live, and I'd like to have a way to edit that.

    At the moment that isn't possible, but I can look into that one. If it doesn't require too much alteration to bot generation, I should be able to implement it.

    I believe I see the source of the error, it should be fixed in the next minor bugfix update. For some reason certain modded weapons are skipping past the step where they should have some vital stats assigned.

    Which post are you referring to, exactly? -The last one I can see if the one where the mod wasn't working for 2.2.2, I think? If that's the case, there's been an update since then (1.21.4) that addressed the issue. The structure of AI inventory files changes significantly in 2.2.2, and it needed significant changes to work again. That said, if you're having an issue with 1.21.4a, please let me know, and drop off a debug hash so I can try to replicate the issue : )


    After deleting this mod still bots spawn without weapon and gear only with backpacks and melee weapon // Update: after backuping everything to default and setting again bots have vests and armor but still they're spawning without weapons

    I need your debug hash, please.

    I have a quick question. One of my favorite parts of the mod is that it adds armbands to distinguish usec, bear, scav etc. I am color deficient, and wonder is there a way to change their colors? Trying to make it so bear, usec, rogues, raiders have the same color, hopefully blue. Is very hard for me to see the difference from some with scav. it helps me from killing scavs as a scav lol

    It is, yes! -You have to modify mod.js, but this particular change is a little bit complicated. -You'd want to search for this line:

    static addFactionIdentifiers()


    And then below it you'll see the function that assigns armbands.


    There will be a chunk of code, in particular, that looks like this:

    let blue = {"5b3f3af486f774679e752c1f" : 1}

    let green = {"5b3f3b0186f774021a2afef7" : 1}

    let red = {"5b3f3ade86f7746b6b790d8e" : 1}

    let white = {"5b3f16c486f7747c327f55f7" : 1}

    let yellow = {"5b3f3b0e86f7746752107cda" : 1}

    let purple = {"5f9949d869e2777a0e779ba5" : 1}


    This determines which variable name is assigned to various armbands. If you scroll up, you'll see a list of all the armband IDs in the game on the left hand side, with their names on the right.


    There are two ways to proceed from here: You can either change the ID that each colour references (eg: change the blue one to let blue = {"619bde7fc9546643a67df6f4" : 1} to give all bots that would normally have a blue armband the labs armband, instead), or you can add new variables following the same format (eg: add a line like: let kiba = {"619bde3dc9546643a67df6f2" : 1}) and then scroll down and assign that new colour to whichever bots you like.


    On that note, most assignments look like this:

    botTypes.assault.inventory.equipment.ArmBand = green. In this case, this is modifying the 'assault' bot.


    If you wanted to give them the kiba armband from the example above, you'd just change that line to this:


    botTypes.assault.inventory.equipment.ArmBand = kiba


    However, there are also these four lines modify PMCs, accounting for the various new ways AKI can move the bot type of PMCs around, so just bear that in mind as well:

    botTypes[botNameSwaps.usec].inventory.equipment.ArmBand = blue

    botTypes[botNameSwaps.bear].inventory.equipment.ArmBand = red

    botTypes[BotConfig.pmc.usecType].inventory.equipment.ArmBand = blue

    botTypes[BotConfig.pmc.bearType].inventory.equipment.ArmBand = red


    I hope that made sense!

    Hey Fin Im getting this error for the updated Fait, i am using 2.2.2. Im not able to load my profile. But i have found out that if i change "Save Debug files' to 'false' and set "Disable all gear changes' to 'True'. i get a different prompt in the server, the second picture, and i can load my profile from 2.2.1

    That's odd. -I've put out a fix that should get around that, but it might be indicative of a deeper problem.

    Fin added a new version:

    Fin

    Hi Fin, I know this might seem like a silly post but I seem to be having an trace error in the console (I know the current version of FAIT is outdated) but I changed the line in package.json to "akiVersion": "2.2.2" just to see if that would help make it run and it doesn't seem to.


    Any help or ETA on another update would be great! :thumbup:


    Hi, I am having a similar issue with a fresh AKI 2.2.2 install, which seems to be related to gear changes. FAIT is the only mod used, when trying to use the client, player profiles don't show, and trying to create one ends in a crash after character creation, before the game's main menu.

    Hope this will help you debug it!

    2.2.2 changed the structure of bot files, and it may be a day or so before FAIT is compatible again. -I'll post it as a new version, though, so if you're on the Discord it should pop up there when it's out.


    hey,

    I'm using Andrudis Quest Maniac and sometimes when killing normal Scavs, I'm receiving quest progress towards killng boss minions (Gluhar Raiders Security, ...). Is this a thing with the bots behaviour feature? Would it help to just disable it completly?


    Also: is it save to put "exusec" into "Raider bots" section in "AI categories" or would this result into raiders and rogues to ignore each other?

    I believe it is related to Behaviour changes, yes. -I'll see what I can do about that, though I haven't looked at AQM before, so I can't promise anything.



    I have a little question about Ammo, i want to add PMCS all range ammunition, but still dont understand which settings to use( Can you help with it Fin?

    Setting it to [0,0] should do that, I believe