Posts by Fin

    Fin added a new version:

    Fin
    Quote

    Version 1.4.1a for AKI 3.1.x


    • Should no longer add extra FIR items to purchases

    1. Yes

    2. Yes

    3. hearingSense (might not be capitalized..?)

    NVM i found the issue. apparently in the .json the loyalty requirement for level 1 is level 9. if the profile wasnt level 9 when the mod is added, it causes the items to vanish and not return unless the profile hits level 9 AND the server is reset.

    Oops. -That makes sense, though I hadn't expected it to require a server restart. I'll do some testing and see if I can't move the trader to a 5 loyalty level scale, where level 1 is unlocked by default, but nothing is for sale.

    FAIT may not work on 3.2.1. I won't have time to really check for a couple of days, though.


    Edit: Did a super-quick check on 3.2.1, and it starts up for me using the default config, and my own personal settings. Can you paste your config settings in a spoiler? I don't have time to test a bunch of config settings on my end, but I can at least try your specific setup that's having problems.


    Hi, one more question: it is possible to somehow force Boss things (like golden TT or Sturman Key to spawn 100% times? run into problem that everytime i kill boss, no this "special" item on them. Thanks for awesome work and help.

    I don't believe FAIT can do that right now, unfortunately

    Hey Fin, I think since 3.1.0 they changed the default PMC type to followerBigPipe for bear and exUsec for usec pmcs. But for the "gear" section the default categories is still "bear" and "usec", is there a chance you may want to update the default for those people who are unaware of this?

    It doesn't matter, FAIT accounts for that internally. You're likely to cause errors by adding those bots to the default list, actually, because then those changes will for sure affect Big Pipe and regular Rogues.

    The ai seem very bugged for some reason with this mod, i'll fire at them and they'll just walk around as if I'm not firing at them or they'll just never raise their gun towards me and when they do they cant hit the broad side of a barn, i've attached my ai settings and i get no errors in my server settings i've also attached my mods folder.


    Any help would be appreciated


    Could you two paste your debug hashes as text, please? That's the best way for me to replicate issues.


    1. Set the armored vest chance to 100%. If they spawn with an armored vest, they won't spawn with a rig. If they don't spawn with an armored rig, then they will spawn with an armored vest.


    2. Yes, progressive gear overrides that, and most other gear settings


    4. I believe that's an AKI issue. You can blacklist the injector's IDs, but I'm not aware of another way to affect that right now.


    3. Yes, as mentioned above, most gear settings are overwritten by progressive gear. The only ones that aren't that I remember are ammo quality, whether they'll use mod-added weapons / gear, and backpack size.

    Hey Fin!


    I wanted to corroborate something with you.

    I upped my overallAiDifficultyMod setting to 4 to try to get a little bit more of a challenge but I figured this would most likely also affect the bosses and their goons and they are already hard enough as they are at default.

    I added their names to the bots to leave unchanged section; would this do the trick?

    So for the most part that isn't necessary, as bosses are excluded by default. You have to specifically add bosses to the botDifficulties entry for them to be modified. -Except that there's currently a bug in how that's done, and bosses who don't have 'boss' in their name aren't considered bosses by FAIL. This only affects Big Pipe and BirdEye, so you can just add them to that list, however I'll be releasing an update soon with that fixed!

    Hello!


    Very noob question from my part, but I was wondering, should I be seeing a message in the server saying FAIL is loaded like other mods? I just went from FAIT to FAIL since I wanted to use Realism Mod and when I boot my server up I don't see any message saying FAIL is loaded or something like that.

    That's normal on pre-3.2.0 versions. As of 3.2.0, however, all mods will produce a message.


    1. Yes, that's exactly how it works


    2. It doesn't matter anymore, no. FAIL will assign the same difficulty values to a bot's 'easy', 'medium', 'hard' and 'impossible' settings, so that ingame settings won't have any effect. This is partially because only a few types of bots can actually be assigned anything asside from 'normal' difficulty. Basicallly only scavs and snipers can be, and everyone else is always on the same setting due to a quirk of EFT.

    Xd Fin, you forgot to add Zone_Island) I mean this zone in shoreline as default, but it must be into Lighthouse too like new one.( I have a question about Ai advanced config, i understand, that i can tweak boss AI with that, but how it works with main Ai settings?

    P.s.
    Zone in lighthouse

    Zone in shoreline

    Oops, my mistake. I edited the advanced spawns from the wrong .rar file. Should be fixed now.

    Fin added a new version:

    Fin
    Quote

    Version 1.24.3 for AKI 3.2.x


    1.24.3 - (August 14, 2022)

    • Improved default PMC AI difficulty
      • Mostly recoil handling
    • Experimental changes to default Rogue AI difficulty
    • Slightly improved automatic fire accuracy for all bots
    • Rogues should no longer wear USEC armbands
    • Added Zone_Island to the advanced spawn config
    • Added a new group "Goons" to the default advanced AI config
      • This doesn't affect the default difficulty of the Goons, but should just make it easier for players who want to modify them to do so
    • Restructured miscellaneous_items_to_add_to_bot_inventories inside the advanced inventory config. It should work now?


    Known bugs:

    • Setting the bot amount to anything but 'As Online' may cause bots to fail to spawn at all
    • When doing scav raids, PMCs may not be hostile
    • Setting the server time doesn't do anything

    I get this aswell but spawns seem to be working just fine. (Got lua spawn rework)

    Similar to Haven, you're likely using an older version where I'd forgotten to disable some debug lines that simulated bot generation. Grabbing the latest version should fix that ^ ^

    Unfortunately the way EFT is built, bots can't roam outside their 'zone', and no mod has yet managed to fix or improve this.

    Hi Fin) I noticed, that on lighthouse we have new zone, called Zone_Island with default exusec spawn, you ll update advanced spawn config with that spawn zone?

    o7 I will now, thanks for pointing it out.

    Running into an issue where I'm seeing this error spammed upon starting server.


    "

    Unable to find spawn limits for bear, falling back to defaults

    Unable to find spawn limits for usec, falling back to defaults

    "

    theres about 40 lines of each of those upon server startup and now FAIT spawn changes are completely broken.

    [snip]

    You're likely using an older version where I'd forgotten to disable some debug lines that simulated bot generation. Grabbing the latest version should fix that.

    It's why I mentioned I'm running on 3.1.1, I just figured it would be compatible with it but I guess it's not, thanks anyways.

    Unfortunately not, there were some internal AKI references and names that changed. Not all mods used them, but any that did, like FAIT, can no longer be backwards-compatible with 3.1.x versions.


    This isn't a FAIT-specific error, but I should be able to put in a workaround anyways.

    how do we drop the price :O its insane

    They're supposed to be expensive at higher levels, to allow it to function as both a money sink, and to keep it from being too blatantly OP. -In general, upgrading enough armor to cover your chest and stomach (A fairly average armor set) should cost ~179,200 to upgrade from 4 > 5, which is actually cheaper than a lot of class 5 armors are. Upgrading that set from 5 > 6 would be 358400, which is actually substantially cheaper than purchasing a Slick, which covers only a single zone (I may need to adjust prices up some more at lower levels, actually >_>;;)

    From there, class 7 is ~700k, class 8 is ~1.4m, class 9 is ~2.8m, and class 10 is ~5.6m, which feels appropriate for armor that lets you shrug off any bullet in the game.


    (There's also the resale value of the original armor to consider, of course.. -You could sell your class 4, for instance, and then use that money to make buying a class 5 'cheaper', which can make upgrading them seem comparatively more expensive, but since this mod also currently fully repairs any armor that gets upgraded, I didn't want to account for that, since someone could already take a Slick with 23 maximum durability, pay 384,000 (Since a Slick only covers the thorax, by default, and armor price depends on which zones it covers), and have a class 7 slick at 80/80 durability, which is already a gigantic bargain.)

    You'd need to do trial and error to find out what feels right for you

    OK, So after about a few hours of playtime and rebooting the game all the upgraded armor just suddenly VANISHED. That I have no clue what would cause that. There were upgraded sets of armor both in stash and being worn and they disappeared.

    If you open your profile file manually, and ctrl-f through it, are there any item entries that contain the string "_Finup_"? If so, could you upload that file somewhere so I can have a look at it?


    Also, did this occur after you removed any mods? The items are created dynamically when the game begins, in order to account for the presence of mod-added or mod-altered armors, which means that removing those other mods will also prevent their armor bits from appearing.

    I believe you may have downloaded it in the brief period when I'd put the wrong version on DropBox? Try redownloading, and let me know if that doesn't fix it.

    Fin added a new version:

    Fin

    Fin added a new version:

    Fin
    Quote

    Version 1.0.0a for AKI 3.2.x


    • Upgraded armor attachments should now be compatible with upgraded armor items

    Fin added a new file:

    Fin

    Fin added a new version:

    Fin
    Quote

    Ver 1.6.1a for AKI 3.2.x


    • Bugfix for skills that might not appear in a default profile for some reason