Posts by Fin

    X.X Sorry, it's super late and I misread your first post. -Though I just tried a run on Customs with your config (Altered to place followertagilla in the high level AI list) and things seemed to work as expected using FAIT 1.20.1 (Which I posted after your comment here, so you might try that and see if it makes a difference) and SPT 2.1.0.


    I'll give this another look in the morning when I'm more awake, unless you find a solution in the meantime : )

    You can't leave an AI category empty. -If you only want two levels of difficulty, then you'd want to adjust the high level bots to have the same difficulty value as one of the other types. If you wanted to make them the same as mid level AIs, for instance, you'd set it to 1 below whatever you set mid level AIs to.

    Fin added a new version:

    Fin

    I haven't manually edited bot_inventories or the advanced configs, just the GUI config editor. I did a slight edit to mod.js to use faction armbands for only PMCs, but this issue existed before that. I'll paste my config.

    Unfortunately, I still can't reproduce that error on my end. -I'm wondering if it might be due to some damaged files in Aki_Data? You might try downloading a fresh copy of SPT, and pasting in the fresh copy's Aki_Data folder to see if that makes a difference. You might also try making a new profile for testing purposes, just to check and see if it's some sort of corruption in your current profile.

    Didn't you tell me to do that when I asked you about the bot_inventory files not so long ago? My idea was to edit the bot_inventory files manually in such a way were the bots had their respective items Scavs for example, would have the basic of gear - a stock AK, a small-ish type bag like a sling bag, 1 or 2 meds etc.. but the issue I had was that when changing and saving the files it just didn't show in-game (more than likely a conflict or an error with the config on my part) and I just can't seem to get a solid build for my game it's so frustrating I'm sure you know all too well. I'd rather the mod loads from the bots_inventories rather than the main config just so there's no confusion, hopefully I explained it clearly enough.

    There may be a small misunderstanding here, then. -The three loading options control how the bot_inventory files are handled, and whether or not the settings in the config are applied. Reposting from before:


    Because of this, it's impossible to both have the config affect bot loadouts, and be able to make manual edits to the bot_inventories files at the same time. You need to pick one or the other, which is determined by those three options. -Going by the config you sent me, it seems currently set up to load from the bot_inventories file. If you wanted to have it respect the config instead, you'd want to enable Optimized Loading.

    Howdy Fin, I'm here again with an issue concerning your mod. It might be one you're already aware about, as I have a feeling it's tied to how your mod functions. Here's the link to my Support Forum post about it. Basically, having FAIT installed causes my Player Scav model to be different in-raid compared to the one in the main menu/loading-into-raid screen. It also causes the Player Inventory Menu to lockup until the game is restarted if you enter the "Overall" tab. Is there anyway I can use you mod and get around this?

    I've never heard about this issue before, I'm afraid. If you'd like, you can either zip your FAIT folder and upload it to dropbox (If you've done anything unusual, like manual edits to the bot_inventories files or the advanced configs) or paste your config here in a spoiler, and I can see if I can use your settings to reproduce the issue.

    Hi Fin, I would like to continue our previous conversation from the other day with regards to the AI's inventories and I would like to know if this is a known issue or hasn't been brought up yet. If you remember I asked you about the medical items the AI would spawn in raid with that seems to be working okay at the minute but the armour, weapons and ammo don't seem to take in to account what ever changes I do in the config. PMC's have OP gear, Scavs have semi-decent but OP gear and Raiders have decent but OP gear also. I'll share with you my config in a spoiler so I don't clog up this thread page lol -

    Taking a quick look, I see you still have Optimized Loading disabled, and Load Gear From File enabled. This means that your bots will be pulling all their gear settings from the bot_inventory files, and ignoring the config.

    Oh that's great! There are 4 inventories I am currently trying to edit and hopefully get working it's just been a bit of a nightmare lmao. I had no idea about those two things, so just to be clear if I disable Load Gear From File and set Optimized Loading to False the files won't update or refresh?


    Thanks for the quick reply mate.


    Lastly, how would I go about making the AI only have the minimum amount of Meds and not 10 injectors, 20 Grizzlies, 10 CMS kits? (over-exaggerating of course). The AI tend to have a sh*t tonne of meds which takes about 5 minutes to loot per corpse and I would like to get them as similar as online, could you help me with this?

    Ah, yes! -Sorry if I didn't make that clear, but I'll just quickly go over the process now so we're both on the same page.


    The file loading options will take priority over one another in a deliberate order:

    Optimized Loading > Load Gear From FIle > Save Gear To File


    If Optimized Loading is enabled, then the game will forcibly update the inventory files if it detects a major discrepancy between the current files, and the files the config settings would create (Essentially, it's trying to figure out if you've changed any of your settings, and if you haven't it loads from the files to save time. If you have then it generates the files from scratch and overwrites what's there so that next time it can, hopefully, save time by not having to do that).


    If Load Gear From File is enabled and Optimized Loading is disabled, then the mod will ignore all gear settings, except for Progressive Gear, and just load whatever is in the file. If progressive gear is enabled, I believe that most of what's in those files will be ignored, with a few small exceptions, but the files themselves won't be updated.


    If Save Gear to File is enabled, and neither of the other two are enabled, then the mod will do the full inventory generation procedure, and then overwrite the bot_inventories files afterwards.



    As for meds, that's currently controlled by the advanced inventory config, by default. There are a number of options in there, but settings medical_inventory_changes_enabled to false will allow the min / max meds option in the regular config to be used instead, which is the easiest way to control how many meds they get, though it won't let you control the type at all.

    It's definitely an issue with the mod dude there's really no other reason, I tested 3 times today starting from scratch and only adding FAIT to my mod list and only changing the AI inventories JSON files and AI gear changes section, I am honestly confused. Have you tried removing items from the AI's inventories and checking to see if it reverts back to default or deletes any changes?


    It could be my Notepad++ being a complete arse and not saving properly but that likely isn't the root cause.

    I've tried adding new items to their inventory list, and I've tried deleting all but one item from each category under 'Equipment', and both changes seem to stick. -Bots spawn ingame with the gear I'd expect them to have, and the files don't update or refresh themselves until I turn Optimized Loading back on, or disable Load Gear From File. I believe there's someone else recently in the comments who's also been modifying bot_inventories successfully, though they're having a slightly different issue where extra items are occasionally appearing on bots ingame, and I plan to try and replicate both problems again tomorrow.

    Yeah I haven't modified anything in the main config or the AI's inventories since posting my previous comments as I didn't have the time to mess with it until now. Have you noticed anything strange or been able to reproduce the issue?

    I gave it a couple of runs today, and so far inventory modifications seem to work as I'd expect them to. I'll have more time tomorrow though, I'm hoping.

    Yeah this was intentional, I was doing some tests on whether or not the bot_inventories config gets reverted back when set to true or false. Any changes that I make even if I set the file to read-only it goes back to default.

    Ah, gotcha. -So if I set that to true, I'll be using your config in the state it was in when you were having issues?

    if i turn bechaviour changes to false i get this error:


    [ERROR] Bot with name 18 does not exist, or is missing at least one difficulty entry.

    This error must be fixed, or you'll likely experience errors. Check your AI category entries in the config and make sure they're all valid bot types.

    [snip]

    That's odd. I suspect you may have a misspelled bot name somewhere in your config, but it appears I messed up that error message. To replace '18' with the actual name, you'll need to open up Mod.js and find this line:

    Logger.error(`Bot with name ${i} does not exist, or is missing at least one difficulty entry.

    This error must be fixed, or you'll likely experience errors. Check your AI category entries in the config and make sure they're all valid bot types.`)


    And replace it with this:


    Logger.error(`Bot with name ${botName} does not exist, or is missing at least one difficulty entry.

    This error must be fixed, or you'll likely experience errors. Check your AI category entries in the config and make sure they're all valid bot types.`)


    You should also be able to look in your config file and count through the bots under 'changeBots'. -The nineteenth bot from the top will be the problematic one, though if there is no nineteenth bot, then you'll want to change Mod.js to find out more.

    I've literally spent the last few hours searching through and deleting dozens of items from 3 bots inventories so far, USEC, SCAV & BEAR (screenshots provided as an example). I am trying to get the AI's inventories to a place where there inventory isn't clogged up full of common, low-tier loot and what I think would be in a more realistic way that represents their respective bots, for example, USEC only use non-Russian based weapons etc.. BEAR & SCAVS only use Russian-based weapons etc.. but the damn thing keeps getting reverted back to default and I'm literally pulling my hair out trying to figure it out. I am still going through each bots' inventory probably take me a few more hours.

    Can you link your config settings? I can have a look over those, and see if it's an error I can reproduce on my end.

    Is it possible that the bosses/raiders are not beeing counted into quests because i changed their AI level?

    [snip]

    I don't believe so, it's more likely due to having Behaviour Changes enabled.

    It sounds like your gear file options aren't set up properly. Make sure optimized loading is disabled, if you want to edit bot inventories.

    I believe CPSR is the only one of those that can change the location of a boss's spawn. -FAIT doesn't touch bosses, unless you're using the advanced spawn config.

    Hey Fin,


    Saw the post regarding the problem about the bots being extremely difficult, only seeing a lot of impossible or hard bots being generated and spawned in the server once I've loaded into a raid, tried the two different solutions and messed with settings but still the same outcome.

    The ingame difficulty values, 'easy', 'hard', etc. have no effect when using FAIT, and are only used to distinguish between low, mid, and high tier bots while debugging.

    Hi Fin, hope you are doing well bud,


    I'm having issues with the gear for the AI, Scavs seem to be similar to online but a lot of the AI seem to be spawning with several meds, tech and general hideout items/equipment which I don't like, it helps me get things for my hideout that much quicker and I was wondering if you knew or know why this happens? I really don't want to start my config from fresh again which I've tried several times but I need this mod to work lol.

    Meds are handled by the advanced inventory config, and there are a few options there you can use to tweak things to your liking, or revert them to the default SPT meds allocation system. As for other loot items, however, FAIT doesn't affect those.

    Couple of questions about the current version of FAIT:
    - Is it still a requirement to use AsOnline for amount/difficulty? Does either option currently make a difference?

    - Does the bullet tracers change any ammo from the player to have tracers too, or just shots bots fire?

    - Is it intended behavior that scav spawns arent logged in the console even when set to all?

    Thanks again for the great work you've done on this mod!

    In order, top to bottom:
    -It isn't, no, it should work find with any ingame settings, though ingame difficulty settings won't make any difference. Ingame spawn settings should still have an effect, though I don't know what exactly each option does.

    -It just adds a tracer effect to all bullets, without changing their other stats

    -If you're referring to the console information you see after you've started a raid, then kind've. That isn't actually related to the debug settings in the config, it's something else that I was using while testing things out and forgot to disable. If you mean something else, however, then the answer is probably 'no', and I'll try and fix it if you can tell me more precisely which log you mean x3

    So how do I got about testing this? Is there a way to force boss spawns with this mod for debugging purposes?

    Also while I got you here I'm assuming this is a no, but should I worry about conflicts with Andrudis QOL Configurator or Random Loot Gen? When I was running it earlier I wasn't using either but I've been messing around testing with and without them and I haven't noticed any issues.

    Thanks in advance!

    I don't believe either of those mods should interfere.


    As for testing, if you use Eresh's AIO mod with a fresh config, and only change the setting that forces bots to spawn, that should still be an otherwise-sterile environment to test FAIT in.

    Fin added a new version:

    Fin
    Quote

    Small bugfix, switching config options after first use should no longer unlock everything

    2 quick question, every time I load up SPT Server with this mod enabled it states that its out of date and may cause unintended consequences, etc. Anything to worry about?


    And, secondly, it seems that bosses are never spawning while using this mod and only this mod.

    Nothing to worry about there, it's just the version checks not matching up.


    As to the second issue, do the bosses appear either in donottouch/debug/[mapname]_bosses.json, or when you use https://dev.sp-tarkov.com/Ereshkigal/azsteal-BotMonitor?