Posts by Fin

    Any reason why factionIdentifiers is set to true but no AI are wearing arm bands?

    Here is my modlist (any other tips or conflicts I don't know about would be appreciated too!)

    I mentioned this in the main comment thread as well, I think, but ABL is the culprit. If you look through ABL's bot entries, and change the 'chance' value for AmrBand to 100, that will fix it. I'll also put up something that should get around this on its own shortly.

    Fin added a new file:

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    This mod improves the ability of headsets to block out ambient noise and reduce distortion. Values are configurable.

    Fin added a new version:

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    Version 1.11, for AKI8, B.. Whatever. 1.1.0


    • Armor, primary and secondary weapons can now be given to bots based on relative rarity (calculated off of a combination of the item's ingame price, and it's spawn chance) instead of ingame price. This should mean more interesting but low-level weapons in the hands of scavs, using the default settings. No more legions of scavs with nothing but AK variants.
      • This has both a maximum, and a minimum value
      • This value works linearly. Setting it to [0, 50] gives you all the weapon, armor, or whatever else. Setting it to [0, 25] gives you half the lower half, [25, 50] gives you the upper half, etc.
    • The 'changeBots' config entry now allows users to specify which class of AI they want a given type of bot to receive. Most people probably won't want to change this, but for people who want to make, say.. Gluhar's raiders as good as PMCs, without making regular raiders any better, you can do that now.
    • Difficulty tweaks.
    • Config tweaks
      • The 'intended' difficulty setting is 'easy', at the moment. Using the default config settings, 'impossible' is intended to be nail-bitingly hard, and due to the way things get scaled by the mod right now, that means 'easy' ends up being about what I'd prefer 'medium' to be.
    • Some other changes I'm probably forgetting.
    • Bugfixes

    Does this mod change anything about boss spawns? I am using the AKIconfigurator and have bosses set to always spawn but I haven't seen any after installing this mod.

    It's not supposed to, but it's possible I've accidentally introduced a bug or something. -When you open up donottouch/debug/bigmap_bosses.json, is there an entry present that says "BossName": "bossBully"? If so, what does it say for that entry's BossChance setting?

    Hi! I've been trying to install the mod and getting this issue:



    How exactly would I go about fixing this?=

    It looks like you've got bots with item IDs in their inventories that don't correspond to actual items, but I can't be sure. The quick and dirty fix would probably be to find this line in mod.js:


    let item = itemdb[a]


    and add these lines beneath it:


    if (item == undefined)

    continue;


    If there are weird items in your bots backpack, pocket and / or vest inventory options though, you might still have problems down the line.

    Fin added a new version:

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    Changes:


    -Enabling barters_only_for_everything still allows players to purchase quest items like the multitool and signal jammer for roubles.

    I'm playing with this mod for some days and IMO this is the best AI mod available for SPT-AKI, You can adjust almost all bot parameters and in this way config the perfect game for you and for your level.


    IMO, there is just one option missing. It is the time the first wave spawn. It is always the same and always minutes after my spawn. I believe this is the only aspect "Riders AI Mod" is better than Fin's. I think it would be perfect if in this mod the time first wave spawns were random: sometimes late, sometimes normal and sometimes very early, as Riders Mod.


    Anyway, this mod is already fantastic.


    Congrats and thanks, Fin.

    There's actually an undocumented feature you might try out that could give you what you're looking for. If you set extraWaveSpawnSpeedFactor to a negative number, then spawn times don't get any biasing and will all be completely random between 30 and 2700 seconds in to a raid (or 30 and 1350 seconds, for Factory).


    I'll keep this in mind though, and try and make normal spawns a little more random again if people want that!

    I'll have to try and reproduce this one. Was useNewSpawnSystem enabled or disabled, out of curiosity?

    How i can check the problem? Or can you write any advice or can we talk in discord for this problem?

    The best way would be to (temporarily) remove your mods one by one until the error stops happening, and see which mod (or mods, it could be a problem caused by several) is causing the issue. If removing my mod fixes things, you might want to try putting it back and seeing if removing any other mods also fixes it, as.. Like I said, this is an error I've never seen before, at all, and I have no idea what could be causing it. I've caused infinite loop errors before, which in most cases could cause that sort of problem, but AKI's compiler.. Or whatever, will actually just break out of those on its own after a certain number of runs through, so I'm very thoroughly stumped.


    Just update my SPT-Aki and got this error

    [ERROR] Trace:

    TypeError: Cannot set property 'AccuracySpeed' of undefined

    I've had that error too with version 1.0.0, try using version 1.0.1, I don't see that error again.

    I didn't end up trying 1.0.0 myself, but a very brief glance tells me that its location files were... ..Uhh.. ..A little off, let's say. Things should work fine with 1.0.1, as they're back to normal again.

    Fin added a new file:

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    This mod aims to add optional difficulty increases themed around the various "Hardcore rules" from Live. All options are disabled by default.


    Note: Disabling smaller_stashes will restore your previous stash and gear.

    I'm afraid the problem seems to lay elsewhere, then. The 'main' function (called by the line this.main() ) is the entire mod, and since the command to print the "Loading finished" message comes after 'main' is finished running, that means my entire mod is being loaded successfully, and it's whatever it's trying to do next that's causing the issue.

    okay right now cmd just stopping on "[INFO] Fin's AI Tweaks: Created raiders bot 'followergluharsnipe' inventory." and doesn't go on

    If you open up mod.js, find the line:


    this.main();


    and change it to:


    this.main();

    console.log("Loading finished")


    Do the words "Loading finished" appear in your server log, after my mod's other messages? Sorry to make you open up the mod file and change things like this, but I've literally never seen this error before, so it's going to be a bit weird to troubleshoot.

    Strange, I have no PMC spawn with 1.10.3.1, but 1.10.1 works perfectly fine, and I can't see anything that would make it wrong... btw I have disableAllSpawnChanges true on both versions.

    What does your donottouch/debug/SpawnOverview.json file look like? Even if spawn changes are disabled, that should still be getting saved, along with the other spawning debug files. Are PMCs being scheduled to spawn and just aren't appearing, or are they not even being scheduled?


    Nevermind, found the culprit. I'll upload a fix in just a minute.

    Hi Fin, can you make something to remove KS-23 Star rounds from bots? I know you are not gonna touch shotgun and I believe that is the right choice, but bots with Star rounds are hilarious at best.

    I have ZaryaKiller, still get banged from the other end of map if a KS-23 with Star spawned, more annoying when their fights prolonged for some reason. I even got blinded for a solid 2 mins with a mag of Star shot into my face lol.


    Also I occasionally come into some PMC wearing no armor, is there anything you can do?

    You can already do that, actually. Any item you add to "doNotUseTheseThings" will be removed from bot loadouts, so if you add "5e85a9f4add9fe03027d9bf1" to that list, they shouldn't use star rounds anymore.

    That was a type on my account, when trying to make it more compatible with Advanced Bot Loadouts. Should be fixed in the latest update (1.10.3.1).

    Fin added a new file:

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    Disables the BlocksFolding attribute for all items in the game.

    Hmmn. -Try deleting everything inside of bot_inventories?

    Fin added a new version:

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    For use with AKI BX servers


    -Added a new option (Disabled by default) that does several things, with the goal of diversifying EFT's economy by both separating profit made from selling weapons from other types of profit (ie. Money made from selling weapons can't be used to by meds, ammo, armor, cases, etc.), and encouraging the sale of weapons, instead of hoarding them forever:

    • Removes all weapon mods from other traders and gives them to Mechanic
    • All mechanic's prices are now in euros, and are very high
    • Mechanic will only buy things from the player in exchange for euros
    • Mechanic will only buy weapons and weapon parts

    -Added another option to disable the flea market. It's highly recommended to use the two options together, if the first option interests you.

    Fin added a new version:

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    Leg armor mod for use with AKI BX servers


    -Added option to add leg protection to all armors

    -Added option to add stomach protection to all armors

    I can't be sure, since I can't reproduce the error myself, but it should be fixed in 1.10.1.1

    It seems like that's being caused by the mod trying to save debug files. ...I have no idea why, but I've released an update where saving the debug files is forcibly disabled, while I work on it.