Posts by Fin

    This is probably not something I'll be able to do in a format more convenient than the current methods of disabling optimized loading and editing the bot_inventories files, using the "weapons to force onto gear list" config option, or using the advanced loadout config file.


    The advanced loadout config, actually, seems like it's what you're looking for, though I probably won't ever be turning it into a GUI due to how large and complicated it is.

    Is it normal, that most of generated bot json's have nothing into holster? I dont see any pistol in loadouts even if i am setting 50-100% holster generation into advanced config. + Latest FAIT cant add SamSwat weapon mods into gear list. I force it manually, but earlier in previous Fait's this mods were into bot loadouts by default


    Looks like when the 2.2.0 changes happened, I forgot to flip around the rarity comparison signs for sidearms. That'll be fixed in the next update, which should be this weekend. -I'm not sure why Sam's mods wouldn't get loaded in though, I'll have to take a look into that one.

    Unfortunately, the buggy PMC aggression when you're a playerscav is something I'm still fighting :<. I hope to have a solution, but it's a weird one, and there are so many things FAIT changes that it's been hard to try and test them all. I'll keep trying, though!


    Glad you (Mostly) got the weaponless bots fixed, though. -The yellow errors aren't anything to be too worried about, and even red ones during bot generation are generally fine. What you're seeing is AKI's weapon generation running into a dead end, and then trying to just equip the bot with a prebuilt version of the weapon instead, so mooooost of the time the bot still has some sort of gun on them, though as you noticed, it's always missing at least one magazine.

    So it's been a few days, google drive still hasn't updated the space, I will still pass it to you just for you to see probably out of curiosity :p

    I haven't yet played the new version, but hopefully all of the issues are gone.

    Cheers Fin

    Don't worry about it, though I appreciate the effort ^ ^. -I found out the cause, and I suspect your files would have the exact same corruption in them (Specifically, chance values being set to null values), so the worst of the issues should be slain. ..At least for a little while >->;

    Fin added a new version:

    Fin

    As promised!

    [snip]

    Hmmn. -Well, that's good to have confirmed! -I assume this never happened on your first raid after you started EFT, only on the second and further? And I may bother you on Discord, though more often than not my schedule makes dropping off forum posts more convenient x.x


    And thank you for your help so far. If you're interested, the next thing I'm hoping to get are copies of what the bot files look like at the time these errors occur. I've made a slight modification to 1.22.1b here: https://www.dropbox.com/s/5kgi…weaksVer1-21-2bx.rar?dl=0


    When you run into the "Spawned without a valid weapon" problem, it'll create a file in the donottouch/debug folder called ``[the bot's name]_error_data.json, that should give me a bit more insight into exactly how this error is being caused, and hopefully let me artificially recreate it. You don't need to complete the raid or anything, as soon as the error appears in the server it'll have made a log.


    One other thing.. And this is a bit of an annoying ask, but it's something I've thought of trying to test: If you wanted to compress and upload the AKI parts of your SPT install -That is to say, your user and Aki_Data folders, not any of the EFT files, I'd be interested in seeing if there's some sort of weird file difference there that makes the problem replicable.

    [snip

    The error in the log there appears to be caused by a preset that's loaded with a magazine that doesn't currently exist in the item database. If I had to guess, I would say it's a preset for a mod-added weapon that isn't currently available to your game. I'm putting in a filter right now for the next release that should let it just skip over any presets like that, in the future, too, so that's at least one bug shot down. If you'd like to add it in yourself before then, however, just open up the spoiler for instructions.



    Out of curiosity, have you had any durability issues with the recent FAIT versions, or instances of no bots at all spawning in your raid?

    Are rogues not supposed to spawn in the water treatment plant with FAIT or is something goofy on mine?


    Thanks for all your hard work Fin.


    Drax

    Depending on your spawn settings they should, but I haven't done any testing on Lighthouse, myself, so far.

    Did you add exusec to any of the AI categories? -I've left them off there by default so people can experience Rogues "As intended" before deciding if they want to change them or not, so they'll need to be manually added back in. If you have already done this though, let me know and I'll try and tackle this bug, as well.

    Did you add exusec to any of the AI categories? -I've left them off there by default so people can experience Rogues "As intended" before deciding if they want to change them or not, so they'll need to be manually added back in. If you have already done this though, let me know and I'll try and tackle this bug, as well.

    [snip]

    Tomorrow I will check if the weaponless bug persist for some bots, most likely it's SamSWAT weapons.

    Cheers once more!

    I heard from someone recently that the errors are being caused by 'null' tpls. -If you see an error message like that, I'd love to have that confirmed.

    I am afraid to say that you are, in fact, looking at the wrong thing. ...But it's my fault >>;. I left some debug option on, and you were seeing the durability values (And other progressive gear settings) for a level 10 player. I've updated the download link, or you can open up mod.js and find the lines:


    //Performs the functions FAIT normally does only after the game has begun. You should enable this if you're doing any debugging.

    false ? AITweaks.runOnGameStart() : null

    //Runs progressive gear without an attached profile. Pass the simulated level to the function.

    true ? AITweaks.testProgressiveGear(35) : null

    //Simulates bot generation. Options are, in order: Print weapon info, print armor info, print bot info, bots to generate per bot type

    false ? AITweaks.simulateBotGeneration(true, true, true, 10) : null

    //Displays a printout of all bot equipment slots in the server

    true ? AITweaks.printAllBotGear() : null


    And swap those 'true' values on the left to 'false' to turn them off.


    Nice to know the hash works, though! -Your config was deciphered perfectly.

    Fin added a new version:

    Fin


    Hi Fin, I seem to be experiencing the same as Paies I have a couple screenshots of it -

    1) https://prnt.sc/26pd1ml

    2) https://prnt.sc/26pd2dd

    That seems to be related to mod-added traders. There should be a fix up in a few minutes.

    Fin added a new version:

    Fin
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    Version 1.21.1 for AKI 2.2.x


    1.12.1

    • Config options for durability have been changed
      • A config option for armor durability has been added
      • Both maximum and current durability are now handled in the same entry
        • The first set of square brackets in an entry controls the maximum durability, and the second set controls the current durability
    • A config option to control the maximum number of AIs alive has been added to the spawn tab
    • Speculative fixes for the PMC -> PlayerScav aggression problem
      • If behaviour changes are disabled, or the only behaviour type available to PMCs is 'default', they will now retain their vanilla AKI bot class
    • Miscellaneous bugfixes related to ensuring no bad items are allowed into AI inventories
    • Chance values of '0' in the advanced inventory config should now be respected

    Hi, there appears to be an issue with PMC Bots being friendly towards the player when playing as Scav.


    PMC Bots appear to be friendly towards the Scav Player while this mod is enabled. This seems to be the case with both behavior changes enabled and disabled.


    Once I removed the mod, PMCs became hostile again. So something about this mod breaks their hostility towards Scav Players, but not against Scav Bots as they will still fight those.

    I'm aware of this one, but unfortunately don't have a solution just yet. There's a fundamental conflict between the things that need to happen in order for behaviour changes to work, and what seems necessary for PMCs to aggro player scavs, and right now I'm trying to find some way to selectively disable those parts of behaviour changes when the player runs a scav raid (Though it's more complicated than that, as simply disabling behaviour changes isn't enough to solve the issue, as the underlying things that enable behaviour changes and cause this problem are still left in place when the option is simply set to 'false').

    Ah, looks like I forgot to include the updated advanced spawn config in the release. -The old one didn't have any information about Lighthouse. I'll put the right advanced config in there and upload a new version shortly.

    Fin added a new file:

    Fin
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    Reuploaded after I first managed to upload the wrong config file.. And then managed to accidentally delete the entire mod off the hub.


    Why yes, I am a professional. Why do you ask?

    Fin added a new file:

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    This mod is only intended for people who want an ultra-realistic Tarkov experience.


    In order to achieve that, the MK-18 can now use barrels and handguards from these weapons:

    • RSASS
    • SR-25
    • MK47

    Fin added a new file:

    Fin
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    Stack 'em high.

    Fin added a new version:

    Fin
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    Version 2.2.0 for AKI 2.2.x


    • Compatibility changes for 2.2.x

    Fin added a new version:

    Fin
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    Version 1.21.0 for AKI 2.2.x


    I am aware that the post-raid screen will show a strange mishmash of RAIDER, GUARD, BOSS, etc. kills. I can't fix it, it's a BSG thing, I hate it too. Assume everything that doesn't say "BEAR" or "USEC" just says "Scav". Any comments mentioning this will be ignored.


    • Compatibility changes for 2.2.x
    • Bugfixes
    • Spawn and control options for raiders
      • Raiders are not present on the default AI lists, meaning that, by default, FAIT does not change their AI. This is to let people experience them in their vanilla form, and get feedback on how / if they should be changed
      • They can be added to the AI lists if you want their AI to be changed, though they will be unaffected by Behaviour Changes
    • Probably some other changes I'm forgetting about
      • Probably quite a lot, actually. If I remember any specifics, I'll amend this list.

    Happy hunting!