Posts by Fin

    Excellent.

    Thank you very much for your hard work.
    ^^:thumbup:<3

    Out of curiosity, were my settings correct with regards to how I wanted the AI to behave and what I wanted them to be loaded out with?

    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

    Thanks, I'll turn off behavior changes for now.

    Just to be clear, it's possible this is an unfixable bug with behaviour changes. -It changes AI behaviours by changing the type of bot the game considers them. Normal raiders are pmcBot AIs spawned in via the boss spawn system, but using behaviour changes they can be switched around to a whole variety of other bots, usually boss followers who have specialized behaviours, and also spawn in via regular waves when the spawn system is enabled.


    As far as I'm aware behaviour changes can't work without swapping things around like this, so.. -It may just always be the case that that needs to be toggled off in order for quests involving raider kills to progress, though you should also be able to set everything but 'default' behaviour to zero for whatever AI type you've classified pmcbots as (Mid level AIs, by default).

    Excellent news about replicating the problem.

    As for the PMCs ..... I realized that I forgot to change the "convert scavs into PMC" number from 0 to anything else. So please disregard.

    DERP DERP :D

    1.19.2d is out, and the issue should be fixed. Using your config, at least, I was getting scavs that only spawned with class 2 and 3 armor.

    Not sure if I did that right.

    Oh. I forgot to mention that I'm not getting any PMC spawns.

    Good news, I seem to be able to replicate the issue using your config, and I'm tracking down the issue. -Not sure about PMCs yet, but I'll look into that afterwards.

    None of the spawned bots seem to count as raiders, so completing quests with raider kills is impossible. Did I miss a setting somewhere? Raider waves are on.

    That's a known bug. At the moment I believe behaviour changes and / or spawn changes need to be disabled in order for them to count, due to what exactly EFT counts as a 'raider'

    [snip]

    To get more precise information about just what might be happening internally, can you find these two lines inside mod.js:

    this.main()


    and


    static runOnGameStart(url, info, sessionID)

    {


    And add this beneath both of them:


    for (let bot in botTypes)

    {

    if (!botTypes[bot].inventory || !botTypes[bot].inventory.equipment)

    continue

    Logger.error(bot)

    console.log(AITweaks.checkBotArmorLevels(botTypes[bot], ["ArmorVest"]))

    console.log(AITweaks.checkBotArmorLevels(botTypes[bot], ["TacticalVest"]))

    }


    You should get a server printout both when the server starts and when the main menu loads up that tells you how many of each class of armor are in a bot's potential spawn list. Does it display classes here that shouldn't be there?


    Second, make sure you're using the latest version (And no other mods, because there are things other than loading order that could cause conflicts), and paste your config file here in a spoiler tag so I can run it on my end and see if I can replicate the issue.

    Fin added a new version:

    Fin
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    Version 1.4a for AKI 2.0.X


    • Fixed vendors not selling some quest items again.

    Still getting the same error.

    I'm going to remove all the weapon/gear mods and then reinstall the one by one to see which mod is incompatible.

    That's actually a slightly different error you're getting, this time not connected to a specific weapon, but to a bot (I suspect that when you go to check it after the fix, it'll be bossTest or followerTest (Actually looking at its index number, 27, I have no idea what it'll be. There are only 26 bots in vanilla AKI), which have no inventory entries by default, and also shouldn't be appearing in the game or to FAIT by default). -I fixed the way the other error displayed, but missed this one. I've just uploaded a small fix that should make it display the name of the bot when that occurs now.


    This error also isn't an error that will necessarily stop your game from running. It's just FAIT warning you that there's something weird going on with a bot, so that if you get weird behaviour happening in raids you have some clue what may have caused it.

    Fin added a new version:

    Fin
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    FAIT 1.19.2 for AKI 2.0.X


    Progressive gear expansion, mods and armor

    • Progressive gear now affects bot armor and mods
      • Bot armor will gradually improve and grow more common as the player increases in level


        • High level armor can still appear early on, but it should be much less common
      • Weapon mods will generally do the same
      • Bot ammunition is still unchanged
      • Armor durability is currently unchanged
    • Changes to bot generation
      • Weapon generation errors should be significantly less common
      • Because of this, the default state of 'Mute weapon generation errors' has been set to false
    • Progressive gear can no longer be enabled when gear changes are disabled
      • The server will print a warning if this is detected
    • Server warnings regarding invalid mods are now better formatted
    • Limiting bot optics should now be more strictly enforced
    • Small changes to a rarity calculations
    • Tweaks to AI accuracy
    • Bots are now slightly more likely to move instead of taking cover
    • Small fix to bot health increases (Thanks Kiobu)

    Got the following error after updating your mod, Lua's spawn configuration, and zicoman's AI Configuration.

    In addition, a USEC PMC's arms were spinning around. I saw something similar when a mod was incompatible with a certain weapon from another mod. I can't remember the weapon, so I will go into another raid and look for the same bug.

    ..Looks like I messed up the formatting of that error message. But you're right, it's likely a mod adding in an id somewhere that doesn't actually exist in the item templates database. I'm just getting ready to release the next version, and I'll make sure to update that error printout so that it will actually tell you what ID is the issue, and what bot it's on.

    Hi Fin

    even without progressive gear, the spawn gear system seems to ignore the settings on "min and max value armor class avalible" "primary weapon value" and "armor value"
    I setted my AI to have low chance of a good armor and the max lvl of armor to [1, 2] but most of the scavs still spawn with a slik and high value weapons "val, vector etc"

    So I've tracked the weapon issue down and fixed it as of the latest update (1.19.1f), but I still can't replicate the armor issue on my end. I'll keep trying over the weekend, and hopefully I'll have that sorted out before the next major update.

    Fin added a new version:

    Fin
    Quote

    Hotfix for progressive gear. -If you don't use progressive gear, you don't need to bother, if you do.. You probably should


    • Bot values are not set correctly when it comes to determining weapon options
      • Previously, bots were always being set to their maximum possible range of weapons

    Love this mod but I'm having trouble setting a value for "Percent of Hi-Pen and Low-Pen ammo to remove from gear list" would setting the value at [1, 1] give the widest possible range of ammo or would there be a better set of values?

    [0,0] would give you the widest possible range of values. -I believe [1,1] would remove both the absolute highest and lowest pen ammo from the range, because it will remove any ammunition with a pen greater than 1% below the pen of the highest pen round, as well as any ammunition with a pen lower than a value 1% above the pen of the lowest pen round.


    ..Typing that out, I'm realizing again how hard this setting is to explain, so I'll just give you a few examples:

    If you had an ammo type where the lowest pen round had 20 pen, and the highest pen round had 50 pen, then a setting of [10,50] would remove anything above 47 pen or below 35 pen. Since the range is 30 (50 - 20), and the first value is 10% of that range (2), and the second value is 50% of it (15), then the maximum is 50 - 3, and the minimum is 20 + 15


    If you had an ammo type where the lowest pen round had 0 pen, and the highest pen round had 87 pen, and the setting was [32,11], then it would remove anything below (0 + 32% of 87) = 27.84 pen, and anything above (87 - 11% of 87) = 77.43 pen


    I hope that helps a bit

    Fin added a new version:

    Fin
    Quote

    Version 1.19.0 for AKI 2.0.X servers


    • Added in an option to enable a progressive gear system
      • This is still in its very early stages. The values it uses will need some adjusting, but at the moment the following things are affected:
        • Weapons available to bots
        • Weapon durability
        • Armor frequency
        • Magazine size
        • Helmet frequency
      • This scales entirely off your level, at the moment, but it may be changed to account for other factors in the future
      • PMCs will have better gear than raiders, and raiders will have better gear than scavs, as usual
      • This option currently has no configuration options, it's either on or off
    • Added an option to enable adaptive difficulty
      • Every time you die, the difficulty goes down
      • Every time you survive, the difficulty goes up
      • Difficulty changes can only take effect after the game and server are restarted
        • This means for optimal performance you should restart after every raid
      • The differences in difficulty between different types of bots will be respected, but the base difficulty value will be ignored as long as this option is enabled
      • This option is currently disabled by default, but that may change in the future depending on feedback
    • Added options to affect the maximum and current durability of AI weapons
    • Armor weighting should now be better respected by vests when bots are disallowed from having both an armored rig and armored vest
      • This isn't a perfect fix, but it's an improvement
    • Disabling behaviour changes should prevent any bots from being assigned melee behaviour
    • Improved ability of PMCs and scavs to fight when behaviour changes are disabled
    • Tweaks to the spawning system
      • Somewhat reduced the tendency of the AI to 'clump' into just a few spawn zones
    • Difficulty tweaks
      • Bots should scatter less at close ranges
      • Bots should be less 'wiggly'
      • Increased bot reaction speed by about 18% across the board
    • Changed the behaviour of the "AI aiming time multiplier" difficulty multiplier. This no longer affects accuracy, it's purely how quickly they acquire their target
    • Bugfixes
    • New bugs

    Fin added a new version:

    Fin
    Quote

    Version 1.2

    • The helmet should now actually be equipable
    • A config option is available for switching between the simplified and detailed texture versions

    Fin

    Hello. I've updated your mod to the most recent version from previous one. I went in raid to the customs and all bots were without weapons, just standing still with knifes out and not doing anything even if I go right up close to them. I will try to remove "z" in the mod folder name and see what will happen.

    Changing the name of the folder is unlikely to do anything. -The first thing you should do is remove all your other mods, make a fresh profile, and see if the error still occurs. If it does, let me know. If not, keep adding things back until the error occurs again, and you'll know what's causing the error.

    im getting this:[snip]


    there is some solution for this)?

    Are you using AKI 1.5.1, or AKI 2.0.x? The line you're getting that error on suggest you're probably using the wrong AKI version.


    Same for me: [snip]

    That's a different error happening in a different part of the mod. You appear to be using version 1.18.3a or earlier, and that bug should have been fixed in 1.18.4 and onwards.

    Fin added a new version:

    Fin
    Quote

    Version 1.18.4 for AKI 2.0.X servers


    This is hopefully the last primarily bugfixing update for 1.18. If PMC spawning is reliable after this, I can move on to poking at new gear and difficulty options.


    • No huge changes, just some little tweaks and fixes
      • PMC spawning should be more reliable
      • Improved compatibility with Lua's CPSRR
        • The folder name has been changed for this reason. You can change it back if you'd like, but it will almost certainly cause fewer issues this way.
      • Small bugfix for melee-capable bots
      • Slight changes to AI accuracy
      • Small fixes to some of the debug information

    good afternoon I don't know if I'll be able to describe my problem, but when I open the config editor application that facilitates changing settings it appears incomplete on my pc screen and for that reason I can't change the settings I tried to enlarge the screen but nothing that's any use you could help me help me

    If Eldgrim's advice doesn't help, the other option is to manually edit the config.json file in the configs folder. It does all the same things, it's just not as user-friendly.

    Fin added a new version:

    Fin
    Quote

    Version 1.18.3 for AKI 2.0.0


    • Assaultgroup is back!
      • Thanks to Lua for clueing me in to the fact that this category still existed internally, even if it was removed from AKI_Data
      • All references to cursedassault in the config have been changed back to assaultgroup
      • This should help fix some of the "Not fighting X or Y type of bots" issues in the future
        • For now it should slightly improve BEAR vs USEC fighting when behaviour changes are disabled
    • Slight nerfs to melee-capable bots
    • Changes to spawns that should help prevent or reduce clumping
    • Small miscellaneous bugfixes
    • Slight changes to default difficulty
      • Scavs are a bit better
      • All bots react a little faster
    • Optimized the order of some spawn changes
      • No change should be able to get in another change's way now
    • Gravestone is still disabled

    Fin added a new version:

    Fin
    Quote

    I couldn't decide which looked better, so this is an alternate, simplified facemask texture.


    Still just as silly, but less detailed.


    9iDWjIj.png

    Fin added a new file:

    Fin
    Quote

    Adds an ahegao-themed faceplate and helmet for Killa.


    This magnificent item can only be gotten from Killa himself, it isn't available on the flea market.