Posts by Fin

    [snip]

    Those errors are usually caused by a bad item being added in somewhere. You should see if (A) the error occurs on a fresh character, (B) see if the error occurs if you remove this mod, and then (C) see if the error occurs if you remove ALL your OTHER mods (So this mod is the only one in your mods folder). Doing these three things should give you a better idea of the error's source: If it's a problem with your profile (If A fixes it), with my mod (If B fixes it but C does not), or with another mod adding a bad item or interacting with this mod in a weird way (Any other combination).

    Fin added a new version:

    Fin
    Quote

    Version 1.16 for AKI 1.5.1 and 1.6.0



    1.16:

    • Added a new config editor (config editor.exe), to make navigating the basic config file easier and more convenient.
    • Added a new config option to spawn all waves in a raid at the start of the raid.
    • A few small miscellaneous tweaks to how the mod runs.

    help me!

    If Fin's AiTweaks mod is applied, the health value cannot be modified. Is there any solution??

    There is, actually. -If you go into Aki_Data\Server\database\globals.json, and look for PlayerHealthFactors, any values you enter into the 'Maximum' settings will be applied as the new player defaults.


    I'll add that information to the readme, too, since it probably should be in there.

    Fin added a new version:

    Fin

    Fin added a new version:

    Fin

    Fin added a new version:

    Fin
    Quote

    1.14


    This is being released a little early, because I was dumb and managed to perma-delete every last one of my EFT backups. There won't be any progress, changes or bugfixes until AKI is synced with live again.

    • Ingame spawn frequency can now be set to values other than "As Online" without error
    • scavsFight[BEAR/USEC]Bots is working again
    • Small AI difficulty changes
      • lower difficulty AI settings should be a little bit more competant, without being too much more dangerous. Higher difficulties are untouched.
    • Added the option to alter AI field of vision
    • Added the option to disable deliberate AI headshots
      • You can still be hit in the head due to bullet scatter and recoil, but the AI won't purposefully aim at your head
    • Added options to alter AI grenade throwing distances
    • Added an option to give the AI infinite ammo
      • They still need to reload, and the player won't be able to loot any extra ammo off them (All the extra ammo is in their secure container)
    • Added an option to give the AI (Nearly) infinite self-healing
      • There's still a delay before they heal, and this also doesn't give the player any extra things to loot
    • Added an option to limit the number of tactical devices on AI gear (Finally)
      • This one might still be a little buggy
      • An option to limit optics is in the works, but at the moment there are massive problems that still need to be fixed.
    • small miscellaneous bugfixes and optimizations

    Hey, very new to using SPT-AKI, so sorry if this is the wrong thread to ask this question in;


    Is this mod compatible with Bread and Butter? I think they both change AI behaviour, though it sounds like yours makes them more deadly because of their fire patterns while B&B gives them proper gear.

    I haven't tried Bread and Butter myself, but it should be. -All the major features of my mod (Gear changes, spawn changes, and AI changes) can be completely disabled via the config, so you can pick and choose which parts you're using, if there is a conflict.


    -And this is probably the sort of question you'd put in the comments section, but it really doesn't matter xD. People ask everything everywhere.

    Is there a setting in your mod that causes any boss to spawn on any map because I was killed by Killa on Customs and would like to turn the settings off.

    Not as far as I'm aware. -I just replied to your comment in the comments section, so you can find a little more information there.

    Hey Fin as always thank you for this mod. Unfortunely these crazy bot are still too hardcore for me, i really would like to have a casual experience when i'm playing to the game with some challenging moments. I already asked you, previously but do you think, it's possible to modify their rate of fire (of bots), i just need to reduced it by half maybe; that way i can stand a chance, when they're engaging first? Thanks in advance, i really miss the previous AKI versions when bots where stock-configured challenging.


    Pretty much what Roach said, though you might also want to look into changing aiShotSpreadMult. It won't alter how fast they fire, but it can make their shots a bit less likely to land (I don't remember if higher or lower is better off the top of my head, though, you'd have to experiment a bit). -And while you can't change their full-auto fire rate, if you want to make them less likely to fire full-auto you can do that with a small modification to mod.js.


    Ctrl-f for either CHANCE_TO_CHANGE_TO_AUTOMATIC_FIRE_100 or BASE_AUTOMATIC_TIME (They're positioned right next to one another, so once you've found one you've found the other). You'll notice each one of those lines has a series of six numbers inside square brackets, these numbers are used to define the different difficulties. Each bot type uses one of those numbers depending on the difficulty setting, so for difficulties easy/medium/hard/impossible, scavs use 1/2/3/4, raiders use 2/3/4/5, and pmcs use 3/4/5/6. The [low/med/high]LevelAIDifficultyMod_Neg3_3 config entry can push these numbers up or down, so if that value is set to 2 for scavs, then scavs are now using 3/4/5/6.


    Anyways, knowing that, you can change those two settings around in mod.js to change how long their full-auto bursts are, and how likely they are to full-auto in the first place.

    Fin added a new version:

    Fin
    Quote
    • Added granular control of AI weapon selection via an advanced loadout file
      • The spawn frequency, mod quality, specific blacklisted or whitelisted mods, and which maps specific weapons are not allowed to spawn on can all be set via this file
        • Details for how this file functions are contained inside the file itself
      • I seriously recommend anyone using this file view it in Notepad++, or another similar program that can collapse categories, or you'll have an extremely difficult time navigating more than one or maybe two bots worth of weapon information
    • Added boss spawn chance to the advanced loadout config
    • Changed debug settings to make them more convenient
      • By default, debug data is now saved for all maps and bot types instead of only one at a time
    • Changed the backpack size config entry to have settings for both min and max backpack size.
      • Setting the minimum value to a negative number will set the minimum to the size of whatever the smallest backpack in their default loadout is.
    • Bugfixes
    • Very small AI tweaks

    I'll check out Woods in particular and see if I can find anything odd happening there on my end. -You can also set the mod up to give you a report on the Woods spawns by changing showBosses in the config to "woods". Then once you've loaded up a raid for woods, there'll be a file in donottouch/debug called woods_bosses.json that'll have an entry mentioning "bossKojaniy", which refers to shturman. The main thing to look for are abnormal spawn times or BossChance values.

    Hey, Fin. Is there some ways to make sure that pmc always born with armor vests?

    and why the pmc don't spawn until i move severa paces

    You can change the chance values in the AI files, and set ArmorVest to 100. And they spawn with a slight delay, is why.

    So is there a way for the same faction as you to NOT engage you but engage everyone else?


    I had an option for that in the config a month and a half or so ago, but it never worked consistently so I ended up removing it. As eastwind has discovered, its fragments live on inside mod.js, and it's possible to re-enable with a few changed lines and by adding the relevant config option back in, but.. Yeah. Personally, I wasn't able to get it working consistently.


    From one of the mod's comments I replied to, on the main, uh.. Comment page:


    Quote

    If you want to play around with what I had setup before, your starting spot in the mod would be:

    let PMCROE = "Default"//config.aiChanges.sameFactionPMCsShootPlayerOnSight_true_false_Default

    Change that to:

    let PMCROE = config.aiChanges.sameFactionPMCsShootPlayerOnSight_true_false_Default

    Add sameFactionPMCsShootPlayerOnSight_true_false_Default under the aiChanges section of the config, and then you could start messing around.

    =======

    by the way, how can i equip pmc with mod gears and weapons correctly?

    should i add their parent id directly into the bot_inventories folder


    //I've already got it. Your mod is really fascinating!

    And I'm glad you find it interesting xD. -It's a bit of a tangled web, I'm afraid, but so far it works.. Well enough.

    Hi there. I'm a noob to all this. I just installed everything last week and started modding away, first this mod is great. I have a, probably, noob question though. All of a sudden I'm not taking any damage from others. My armor will deplete, i can take fall damage, but I can just stand in front of scavs blasting away at me and I shake and get the concussion vision, but I never take any damage. What have I done?!?

    I'm afraid I have no idea, I've never seen anything like that.

    Sorry, but there's a new error

    [ERROR] bot bossTest does not have properly defined chance values.

    [ERROR] bot followerTest does not have properly defined chance values.

    That means that some other mod (Unless you've gone in to those files yourself and done something manually) has modified those files in a way that removes their chance values. -It shouldn't affect your gameplay unless some mod is also trying to spawn those bot types, though.

    Hey sorry I am a bit of a noob here but after installing this mod i no longer see Bosses every raid. I have this option turned on in Ereshkigal's All in One Mod and prior to installing this mod i saw them every raid. Is it possible i need to tweak a setting in your mod and if so can you point me in the right direction please? I am loving the mod tho! :)

    Load into a raid on Customs, and then go into donottouch/debug/bigmap_bosses.json and look for the entry that mentions bossBully. -Is it present, and if so, what are its BossChance, BossZone and Time settings? That should tell me a little more about what's happening.

    That looks like something is adding a type of bot that doesn't have an equipment entry, assuming you're using 1.12.3.1.


    I can't be certain this will fix it, but if you go into mod.js and ctrl-f for the line:


    let a = botTypes[i].chances.equipment


    and then add this right under it:


    if (a)


    That should fix the issue. If it doesn't, setting factionIdentifiers to false will definetely solve it, but will also remove AI armbands.

    Yup, that's the fix for it. -The download link now points to a pre-fixed version, as well.

    Hello,
    I am having some issue with the mod, i put difficulty multiplier on 0 and tweak the aim speed multiplier and shot spray value to 1. But i am always getting one tap top of head by the AI first bullet playing on Easy difficulty.
    Is there a way to make them like actually bot instead of aimbot god ? a way to turn down the difficulty ? i am searching but can't find anything.

    The easiest way would be to lower the aiShotSpreadMult below one (those multipliers accept decimal values), or raise the aiRecoilMult above one, both should have the effect of making your bots less accurate.


    I've been fiddling around with them a bit myself; in the latest version I've lowered the default aiShotSpreadMult to 0.6, and raised aiRecoilMult to 1.2, and that seemed to be a better 'default' state.

    Fin added a new version:

    Fin
    Quote

    Version 1.12 for AKI 1.1.0 (And probably 1.2.0)



    • Added granular spawn controls via an advanced spawn config file
      • It is not necessary to use this file, and it is disabled by default.
      • Explanations of how it works can be found inside the file itself
      • It's not as complicated as it seems, but I don't have any plans to make it more user-friendly. It exists purely for those who want to be highly specific with how their bots spawn.
      • It is recommended that you use Notepad++ to view this file. I've done my best to use tabs to keep everything neat and orderly, but I can't guarantee that other programs will display it appropriately.
    • To clarify functions, useNewSpawnSystem has been broken up into two options, both disabled by default
      • spawnPMCsAsBosses enables the spawning of PMCs via the boss entry, instead of the regular wave entry. This seems to help them work as a unit.
      • breakUpSpawnWaves contains the functions that broke up spawn waves to improve control over the exact number of bots that spawn
    • More difficulty changes
      • Difficulty feels like it's in a good spot again, but there are still some tweaks to be done for higher difficulties