Posts by Fin

    Fin added a new version:

    Fin

    Here are some extra error logs which might or might not help you, Figured you'd appreciate them :D



    Unfortunately those are what I consider 'standard' errors for the mod. -Due to the way AKI generates bot weapons, and the way some weapon mods conflict with others, it's relatively easy for AKI to paint itself into a corner while generating a weapon and be left with no compatible options for a certain vital part. It's possible to remove them entirely by setting modQuality to 10 for all types of bots, but the errors themselves aren't very harmful. -When the game can't generate a weapon, it just defaults them to a known-to-work preset.


    But I've made some progress with ACW, I believe. It's not fixed yet, but it seems to happen less often now that I've changed how it figures out what bullets a gun should use.

    So looks like that the "No ammo in mags issue" is a conflict with EliteCheez's Advanced Custom Weapons issue because of the fact that most (if not all) of the guns I find that have this issue are using mags or ammo types that are foreign to the weapon in reference, and your mod or his just doesn't know how to read it or what to do I'm guessing. But I believe that's the issue

    I appreciate you narrowing it down, I'll take a closer look at ACW and see if there's anything I can do to make them more compatible.


    -As for the scavs and OnlyWorksProperlyWhenTaggedAndCursedIsEnabled, it's named that because I was having trouble getting them to be aggressive unless tagged and cursed was enabled. ..But now I seem to have done something that fixed that, so the tag name might get changed around again if it's consistent.

    Is it possible that sniper scavs are spawning anywhere now and not just on their intended position?

    Just killed a scav carrying an SVDS right next to the bunker on coastline, where he would be normally supposed to stand on top of the rock. This happened at least on "usenewspawnsystem" = true and "removevanillaspawns" = false

    I don't think it should be possible, since only newly-added spawns will be given randomly generated spawn points, and I don't actually add any new sniper spawns. But I'll take a look and make sure, just in case.


    Edit: Oh, actually, I can think of one way that could happen. If evenlySpreadAllSpawnLocations was set to true, that could possibly do it, and I'll need to add something in to keep that from happening.

    NVM that, they are now using the weapons and also spawning with some of the best armor in the game?

    I have two waves of five cultists (One priest and four warriors) set to spawn by default in the config, but you ought to be able to turn the off without any issues.


    As for their gear, I don't actually touch cultist loadouts yet, they're just.. Yeah. They're apparently supposed to have hexgrids and BS ammo and whatever else, it's this way on live as well. -Maybe they summon them in their weird little cultist rooms?


    Or.. Just to confirm, what do you mean by 'weapons they don't use'? Is there anything not on the warrior and priest lists here?


    Just to add to this, I am still occasionally seeing this behaviour on 1.9.2.2, even with the difficulty modifiers set to 0. It's always been PMCs too, pretty sure I have never seen a scav or raider do it.


    I am not using the new spawn system, as it creates the empty raid issue for me.

    Hmmn. Well, I'll keep at it, and see what I can find.

    That was my mistake, I'd forgotten that there were legitimate reasons for the mod to reach that particular state. It's fixed now, and should be handling the actual error quietly in the background, if it's what I think it was.

    5d52cc5ba4b9367408500062 is the last item ID which is the AGS grenade launcher

    That's odd. -Did you clear out the doNotUseTheseThings entry in the config? By default the AGS is in there, so if you didn't clear it and it's slipping through, then I've left a hole somewhere where the blacklist isn't being respected.

    Also getting this error, I'll spawn fresh into a raid, kill someone within the first 30 seconds and sometimes they will have no ammo in their guns or in any of their mags. My game is heavily modded though, so I can't help all that much aside from saying I also am having this issue

    I'll keep looking into this. If you want, post the errors you get when starting a raid in the thread as a spoiler, and I'll see if there's anything unusual popping up there.

    Man I don´t get it. I remember it working with Andrudis QoL-Configurator alone, which has the same option, then it suddenly stopped and I can´t find the reason why. Since with your or his mod alone and a fresh install it also won´t work, I suspected something laying in the user or temp folders... I´ll keep looking :crying_face:

    It seems to be working for me, but.. Yeah. There's already some weirdness that happens with PMCs, but only for some people, so I can't be sure my results are typical. -This is just a thought, and I'm sorry to be putting the burden of testing on someone else, but you might try disabling AI changes for all types of bots in the config, and seeing if that does anything, since AI changes and PMC ROE are handled in separate sections of the code, and ROE changes will happen even if AI changes don't. It.. Shouldn't change anything, but at this point I'm willing to start blaming black magic.


    Edit: I'm a bit of an idiot. I was forgetting which faction my new testing account was, because it uses the awesome invisible head option. It's not working as it's supposed to, and I'm disabling it in the next version update while I search for answers.

    ok I tried it, not working still I´m afraid... :(...

    Did it work for you when you tried?

    Because I´m beginning to think the problem could be on my end, although I completly reinstalled aki and only used your mod....

    It seems to be working for me, but I didn't have the chance to do more than a couple quick tests tonight. Honestly, since you were having problems with it while using a version that shouldn't have been doing anything at all, I suspect the issue lies elsewhere. ..I'm just not sure exactly where.

    Hey, sometimes I am coming across Scavs, PMCs and Raiders who have guns and mags but no ammo for them. I do get an error in yellow in the server when this happens, could this be a conflict with another mod?

    So what's probably happening there is that they're running out of ammo while fighting other bots. AKI gives each bot four stacks of extra ammo in their secure containers that they can use to instantly reload their mags with, but once that runs out they'll have empty mags and guns.


    The yellow errors likely aren't the culprit, there, since when you get those it's usually alongside an error where the game replaces their weapon, ammo and magazines with a default set that should always have ammo.

    I have to correct myself: pmcs from the same side are still not atacking me, even when set to true.

    I tried it with this mod alone and no other active.

    It even overrides the standard setting of customs where every PMC should be hostile, so they are frindly now.

    That's very strange, because I just fixed a bug where that setting was having no effect on PMCs whatsoever, due to a variable in the config I misnamed in the release. ..That's what I get for trying to make things more legible x.x.

    That sounds like there's a bad item that's slipped through my filters. -Some mods add weapons or attachments or whatever else that will reference things that don't exist, and that's almost always what's causing the issue. I suspect that the All In One mod wasn't the root culprit, in Muffin's case, but I can't be sure.


    I have an idea for a potential fix, and a way to see if it's a bad item causing the issue. If you open up mod.js and find these lines:


    let slotLoc = database_f.server.tables.templates.items[i]._props.Slots.findIndex(i => i._name == n)

    if (bot.inventory.mods[i][n].length == 0 && database_f.server.tables.templates.items[i]._props.Slots[slotLoc]._required)


    and change them to:


    let slotLoc = database_f.server.tables.templates.items[i]._props.Slots.findIndex(i => i._name == n)

    console.log(i)

    if (bot.inventory.mods[i][n].length == 0 && slotLoc && database_f.server.tables.templates.items[i]._props.Slots[slotLoc]._required)


    The last item ID that appears before the error will be the one that's causing the problem, assuming I'm reading everything correctly. It's also possible you won't get that error anymore, due to the extra check to make sure slotLoc was given a value (If there was a mismatch in slot names that could cause that type of error, and this would fix that)


    I think it's this. I lowered it to 2 and haven't seen any brainless bot eversince, but I'll keep my eyes open.


    Edit: Nevermind, happens on 2 also...

    On top of all the weirdness, it was a group of two PMCs. While one was working as intended,

    the frozen one was an excact copy of the first one. Same name, same equipment, same level. A scav was a few meters away, ignoring him the whole time. It's almost like the bot creation progress got interrupted.

    So is it just PMCs that are doing this for you? I'm having a bit of a look over it this weekend, and if it's just PMCs that makes it a little easier to troubleshoot (I hope >>;).


    The sameFactionPMCsShootPlayerOnSight_true_false_'default' option also needs default to be in reqular quotes. -It's hard to make that clear, though, without breaking the JSON format.

    So apparently I don't get notifications when new messages appear in this thread. Sorry for the delay in getting to some of these.

    Hey im new to SPT Aki and i was wondering if i can make this work in spt aki r7 of the thing ^^ not sure if its possible and how and what not :D but i like the idea to have harder scavs.
    Same for the Economy Tweaks. i would love to use both of the modfs

    Economy tweaks only works with r7, so that shouldn't be a problem, and as long as you download the versions of the AI mod marked as being for AKI7, that should also work just fine for that!

    Hi its me again :D

    So i tried to use this mod and i really like how the bots react and how hard they are. even that you can disable their voices.

    but i get like 30 fps less then without this mod. (from 60[vsync] to 30). tried to change bot variables of spawns. used the vanilla spawn thingy and tried all i can think of. any ideas what else i could try?

    FPS is largely tied to the number of living bots in your raids, so reducing the amount set to spawn in the config should help improve FPS, though I made some small changes in the latest version that also help things a little bit.

    Should the removevanillaspawns (for scavs and AI) and newspawnsystem be enabled together or not? I had removevanillaspawns enabled and newspawnsystem enabled and had a completely dead Customs raid. I heard no shooting and traversed most of the map without even seeing a single AI.

    I think I answered this in the main comments page, but that's probably due to useNewSpawnSystem, unless the config was set to spawn 0 extra waves of bots. You can use them together without errors, though.

    Unless the [bot]DifficultyMod_Neg3_3 values are changed, the AI is using almost the exact same values it was using in the previous version, so the only two things I can think of that could be causing that are the sameFactionPMCsShootPlayerOnSight_true_false_'Default' setting in the config, and the stat rounding function. Try setting sameFactionPMCsShootPlayerOnSight_true_false_'Default' to 'default', and see if that changes anything.


    As for stat rounding, I don't expect this will do anything but give you slightly worse performance, but you can try disabling it by changing the line:


    this.roundAllBotStats()


    to


    //this.roundAllBotStats()


    Oh and in my Opinion there are way to many raiders now, at least on factory.

    Is there a way to reduce their numbers with the new spawn system?


    And when setting newspawnsystem to false, PMCs are absent again, at least for me on coastline.

    The only raiders that should be getting added are ones set to spawn in the config, so you should be able to reduce them there. However, if useNewSpawnSystem is set to false, the precise number you get will be higher than whatever you enter, usually by about 50%, but it varies depending on the size of waves you add (The exact formula per-wave is 50%, and truncating the result. So 5 becomes 7, 2 becomes 3, and 10 becomes 15). This is not a problem unique to my mod, and occurs even with manual edits to the map wave entries. Setting useNewSpawnSystem to true fixes this, but can cause problems for some people.

    Fin added a new version:

    Fin

    Fin added a new version:

    Fin
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    Version 1.9 for AKI8.8 servers.


    This is completely untested. I can verify that the server loads, but that's as much as I've checked so far. Individual parts of the mod may fail to function properly in the current bleeding-edge release.

    Fin added a new file:

    Fin
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    This mod makes any armour that covers the stomach also cover the legs.


    That's pretty much it! -It doesn't add any kind of visible armour to the legs, and it will apply to scavs as well.

    Fin added a new file:

    Fin

    Fin added a new file:

    Fin
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    This mod lowers the price at which you can sell guns, gun parts, and armor to traders. To accomplish this, mechanic also no longer buys weapons.


    In addition, the value of all barter items with a base value of less than 50000 has been increased, so that there are fewer totally worthless barter items.