Posts by Fin

    heyo, been experiencing problems using the gear progression, I'm level 24 and pmc's suddenly run around with weapons they would have at level 1 (bad durability, bad/few mods)


    sorry if this is already being investigated, I'm using the latest version on 3.2.0

    That's odd. Would you mind pasting your debug hash? -Also, there should be a file in your donottouch/debug folder called "debugBots~~MasterInventory2.json". Are you able to upload that for me? It's a human-readable file of each bot's available gear, including weight values, created after progressive gear takes effect (MasterInventory1 is created before it takes effect, and actually now that I think about it it would be good to include that as well, so I can compare them). Unfortunately it doesn't include mods, but it would be a good first place for me to check to see if anything has gone wrong.


    Oh, and of course: Have you tried running the game with only FAIT installed, to be sure it isn't a mod conflict? -I'd recommend popping on COD mode and upping your HP to something crazy for testing purposes, and just zipping around Factory.

    [snip]

    Without you having tried running the game with only FAIT installed, I can't tell you just where the issue might be coming from. I can see you have multiple versions of the same mods installed, however, which itself can cause all sorts of issues. Your debug hash also seems to be somehow damaged, which I've never seen before. Which FAIT version are you currently using?


    I've added some speculative fixes to 1.24.2e that might help, but without that test run I really can't say more about what the issue might be.

    Thanks for the reply!

    Are Rogues identified by blue armbands but no dogtag, just as USECs are blue armband + dogtag? I came across some bodies like this and was wondering...

    ..They are, actually >_>;;. I just checked the code in my releases, and I forgot to include that fix, though a very messy version exists in the dev version. They aren't **supposed** to be, but they are, because as of a few AKI updates ago USEC PMCs use the same bot type as Rogues.

    [snip]

    no matter what I set it to, no matter what settings I change, the cursed weapons happen near-constantly. As many tactical devices as you can stick on one weapon, scopes inside of scopes, etc. Even when I narrow it down to just one bot type, the PMCs, their guns are just off the wall non-stop.

    [snip]

    I'm not sure about bots not sprinting, I'll have to look into that, but the extra optics / tacticals problem was fixed in the version of FAIT for 3.2.x. The 3.1.0 update included the removal of several item values that FAIT used to determine what should and should not be allowed, and that had to be worked around.

    Sorry to tell u that but your mod is broken.


    First i thought it was my fault, but i did a clean reinstal of aki and the only mod installed is yours. Debug Hash below, and server error msg.


    The bots won't spawn, when i start a raid there are a lot of errors.

    I'm a little confused by your issue, mostly because you say there are a lot of errors when you start a raid, but the error text you've provided seems like an issue that would stop you from starting the game in the first place. Does this error not always occur?


    Either way, the error whose text you've posted is my fault, I accidentally left two 'simulation' options enabled that require there to be a player profile present to work properly, and it looks like you were starting up without a profile already made.


    I'll release a quick fix for that shortly (Edit: It's out now), but if you want to fix that yourself you can open mod.ts and find these lines:


    //Performs the functions FAIT normally does only after the game has begun. You should enable this if you're doing any debugging.

    true ? AITweaks.runOnGameStart() : null

    //Runs progressive gear without an attached profile. Pass the simulated level to the function.

    false ? AITweaks.testProgressiveGear(10) : null

    //Simulates bot generation. Options are, in order: Print weapon info, print armor info, print bot info, bots to generate per bot type

    true ? AITweaks.simulateBotGeneration(false, false, false, 10) : null


    And replace them with these:


    //Performs the functions FAIT normally does only after the game has begun. You should enable this if you're doing any debugging.

    false ? AITweaks.runOnGameStart() : null

    //Runs progressive gear without an attached profile. Pass the simulated level to the function.

    false ? AITweaks.testProgressiveGear(10) : null

    //Simulates bot generation. Options are, in order: Print weapon info, print armor info, print bot info, bots to generate per bot type

    false ? AITweaks.simulateBotGeneration(false, false, false, 10) : null


    so far in the raids ive played bots only seem to spawn if the both the bot amount and difficulty are set to as online and for some reason by default my raid settings are set to easy for difficulty and medium for ai amount so its just an inconvenience of having to set it right every time i start a raid :(((

    debug hash>

    [snip]

    I'm still working on fixing that particular bug, I'm afraid. -I'll see about putting in a temporary workaround to set the default selection to "As Online", though (Edit: it's up). -By the way, can you confirm that changing the difficulty selection causes them not to spawn, as well? As far as I'm aware it should only be the spawn amount that has to be "As Online"


    Hello Fin,


    can you confirm that rogues spawn as intended?


    I just did a bunch of lighthouse raids and the roofs in the watertreatment plant where overrun by scavs and PMCs but no rogues.

    [snip]

    Rogues should be spawning as intended; I'm finding them when using the setting from your hash, but I'll give this a longer check over the weekend.

    somebody help me

    This looks like it may be due to a mod conflict. If you run the game with only FAIT installed, does the error still occur? -If so, would you mind letting me know what mods you're using, so I can look into them?


    And in either case, I can't use the debug hash unless it's the actual text, so I can copy-paste it. The image isn't useful, unfortunately :<


    Would you mind re-submitting it as a text paste?

    Fin added a new version:

    Fin
    Quote

    Further bugfix:


    • Fixed a more important error in the default AI template. I would highly recommend either downloading this update, or checking the comments for the change you'd need to make to (roughly) match the new, fixed default.

    Fin added a new version:

    Fin
    Quote

    Version 1.24.2c for AKI 3.2.x


    1.24.2c- (August 9, 2022)

    • Big difficulty fix. Very important.
      • Thanks to Lavax for pointing out an issue with FAIL's settings that, it turned out, stemmed from an issue that was also affecting FAIT.

    Looking at your folder structure, are you trying to use this on 3.1.1 still? -If so it won't work, I'm afraid, as SPT has changed some variable paths around that will make new versions of FAIT fundamentally incompatible with versions before 3.2.0

    Fin added a new version:

    Fin
    Quote

    Version 1.24.2b for AKI 3.2.x


    I'm half asleep, so this is getting its own version, incase it's horribly bugged and the link to 1.24.2a is needed.


    1.24.2b- (August 9, 2022)

    • Fixed more bot generation errors
    • Tactical / Optics limiting should work again
    • Some other fixes


    For me, ammo issue got just Fixed, thanks Fin..
    I have same issue with vux, saw bigpipe on Factory even I didn't enable the boss spawning option on game menu before start raid.
    And again, the tactical device setting(the buggy one) in gear setting is completely broken now, pmc bots always have cursed guns.

    I believe I've found the source of this one, as well. Aki changed a variable from convertFromChances to convertIntoPmcChance. I'm just testing now, but I believe switching that in FAIT should re-solve this issue.

    tried deleting them, but i still see NSV ammo in their caliber list, no idea what has happend, tried with all defaults but the error is still there

    The issue seems to be due to AKI's default blacklist. I'll add something in to automatically fix it, which should be up sometime tonight.

    Okay im sorry, but same error new caliber

    Can you post your debug hash? I'm not sure what settings you've used that are letting bots try to spawn with NSV ammo o_O


    Edit: Also try deleting all the files inside your bot_inventories folder, to force FAIT to regenerate them, as that might be the source of the issue.


    No bots are generating when i have gear changes enabled in mod, when i turn it off bots generate as normal. Really enjoy your mod and i really want the gear changes to work.

    Should be fixed, this was due to there technically being two types of 9x18PM ammo, one of which has no types available for it, which caused an error when FAIT added it to caliber lists.

    Fin added a new version:

    Fin

    At the moment you can alter the goon squad via the Advanced AI Config, or by adding them to one of the three main AI lists (High, mid or low tier)


    If using the advanced AI config, you'd want to make a new group called "Goons", that's set to ["bossKnight", "followerBigPipe", "followerBirdEye"], and you could then use that group to make specific changes as detailed in the config file itself.


    -I may actually add that group as a default, in the next update.

    Yeah idk, as soon as I switch to the new update the health changes, and I'm unable to change it back to normal in the config as it just reverts it self. Going back to the older version doesn't have this issue. If you can somehow look into this I'd appreciate it, no other mod is changing this for me, only when I install the new update for this mod. Really bizarre.

    Would you mind pasting your config here, inside of a spoiler tag? That'd help me in trying to reproduce the error :>

    Just did a woods run where big pipe spawned at scav house, checkpoint, lumber mill, and scav village. Everything was dead except him at each location lol.

    For clarification, was this using 1.21.1, or the 1.24.1a update that I put out a couple hours ago?

    The most current version of this mod makes it so both your PMC and Scav spawn with well over 1000 health. I'm pretty sure its the same for the AI too. Ive went back to the previous version and this wasn't an issue, but by downloading and loading up 1.24.1a the issue occurs. Tried searching through the files to somehow edit this back to normal but I'm unable to. Until this is fixed I'll be going back to the previous version.2022-08-05[21-08] (0).png

    I'm not sure what may have caused that, but I'm not certain FAIT is the culprit. -The only function it has for modifying HP values is only able to set your total health to even multiples of seven (Because it sets each limb to the same HP).


    However, to set your health back to normal you'd want to open your profile in the user/profiles folder, and search for:

    "Health": {

    below that you should see the HP values for your various limbs, and can edit them back down to normal.

    Fin added a new version:

    Fin
    Quote

    Version 1.4.1 for AKI 3.1.x


    • Fence should once more be disabled by this mod
    • Better integrates with the Unlock Weapons mod