Tried downloading multiple time but don’t know what to do with the download. Any help would be appreciated.
It should install just by dragging the Fin-InertiaTweaks folder into your user/mods directory
Tried downloading multiple time but don’t know what to do with the download. Any help would be appreciated.
It should install just by dragging the Fin-InertiaTweaks folder into your user/mods directory
Also, while using Advanced spawn config. BossBully spawns together with minions or i need to spawn them separately?
Also if i need to spawn them separately do they spawn together with BossBully or it's random?
And :"boss_spawn_chance_neg1_is_default": -1,
This means that maps boss by default is turned on right?
That's right.
Display MoreHi Fin, I am getting this error on Interchange playing as PMC the message doesn't appear on other maps, what could be causing this? = https://prnt.sc/HXl54Uv2-4Xy
I accidently closed the server and then realised I need the debug hash to give you more detail but I will try and replicate the error with the debug hash to hand sorry for that.
My last couple of raids I have had no extracts, the raid times were 30-35 minutes instead of 45 minutes and when I press the tilde key to show the console it spams red messages constantly every second = https://prnt.sc/nmFVUQdDj8Vx
I have no idea what it causing this to happen, I never had this problem in version 2.3.1.
The first ones are weapon generation errors, though I have no idea why they're only happening on Interchange. I don't know what the second ones are, or what they're related to. I do need a debug hash, however, to try and replicate the issue using your various config settings.
Display MoreHi Fin,
there's a bug in mod.js in lines 4114 and 4116 in function advancedSpawns():
mapNames[i] should be mapIDs[mapIndex]
(maybe wrong due to copy & paste from similar code in function setupBots())
Discovered that when trying the "advanced" value for the percentual scav replacement for the advanced spawn config.
BTW: Is there a spawn zone for the FOB (the outpost near RUAF Gate Exit) on Woods?Figured it out by trial and error: ZoneRoad and ZoneBigRocks
BR
I appreciate the detailed report! -I'll fix that, thanks for pointing it out ^ ^
Hey Fin ,
or to anyone who would be willing to help out, I'm enjoying the mod alot in terms of making the game actually difficult. I only editted some things inside the well made GUI. Im currently running into an issue where custom's seems to only be spawning PMC's around RUAF roadblock, in bulk. Like 6 or 7 will spawn there and only hangout there. I understand that AKI prevents us from being able to have bots roam outside their zones but I'm seeing every single game that this area spawns sooo many PMC's that just camp here... I've seen maybe 1 or 2 PMC's spawn in other places but thats it... it feels like the entire experience right now is PMCs at RUAF roadblock and thats about it... is anyone else having this experience or know a fix?
I'll take a look and see if I can replicate this, though outside of the advanced spawn config there should be nothing biasing PMCs to spawn in any particular location. -This is, actually, exactly the sort of problem I made the debug hash to fix, as it allows me to replicate all your config settings, among a few other things, with one easy copy-paste.
You might also want to take a look at your donottouch/debug folder. -Down at the bottom of the folder should be a file called map_bigmap_waves.json. This is a copy of your non-boss spawns on Customs, and you can use it to check if there's anything weird happening. PMCs are 'assaultGroup' spawns, and you should be able to check over that to see just where FAIT is trying to spawn them during your raids (The file is regenerated and randomized every time you run a new raid)
Fin added a new file:
QuoteThis mod allows the creation of custom weapons via json files. These weapons can then be crafted in the hideout, and several very silly guns are included by default, including a PPSH with AR-15 handguard options, an MP7 pretending to be an M14 EBR, and the F2000.
Also contains an option, disabled by default, that makes all mod parts compatible with all weapons, to aid in the creation of your weird guns.
Check the readme for more details.
did you look at my error? Is this the fault of the mod or did I do something wrong?
Oh, yes! -Sorry, I thought I'd responded a while ago. -It appears that one of the weapons you're trying to assign as a preset doesn't have a magazine slot. It's fixed in the latest version of FAIT (Though it's fixed by preventing weapons without magazine slots from being used in that way, for now), and can be retroactively added to previous versions by opening mod.js and replacing this line:
let availMags = itemdb[rootItem._tpl]._props.Slots.find(i => i._name == "mod_magazine")._props.filters[0].Filter
With these:
let availMags = itemdb[rootItem._tpl]._props.Slots.find(i => i._name == "mod_magazine")?._props?.filters[0]?.Filter
if (availMags == undefined)
{
console.log(`Error during preset weapon assignment. Weapon with tpl ${rootItem._tpl} has no mod_magazine slot`)
return origInventory
}
getting this error
only have this installed
[snip]
That is the debug hash. There should be a line both right above and below it describing what happened. It's nothing to worry about
Is it possible to put a limit on max AI spawned?
Also is it possible to make them spawn slower while using "advanced spawn config" ?
Also maybe it's possible in future if you add like LUA did on his spawn config the min and max time for AI's wave to spawn? But this one is not so important as asking you first 2 questions love you.
Maximum AI can be controlled via the "Maximum bots alive at once" entry in the "Spawns" tab (bottom middle of the screen), if you're using the config editor .exe, or the "maxBotsAlive" entry if you're directly editing conig.json.
As for spawning slower, while using the advanced spawn config you can increase the end_spawns_at_time_seconds to spread bot spawn times further apart, or lower the total number of spawns to have a similar effect. -I may add a minimum spawn time option as well, in the future!
Display Morefirst error up!
xĀā,5225541017637790,ą518Ć962938ė3ă58ċČ2330Ĩ067,č91ħ9Ė8ĎħĘ,ĨĞĒĤ2Đĵ11ă98ĴĿğģ44ć6ĺĩĜ005č3ı2Œă85ď46ĭŌ8Đą,Ķ49ĝ8ŪĿĝĝ4,|ēŲ,Ń|assaultŰpmcboŽfollowergluharŷŹŻƄƆƈƊƌƎƐrscouƖƇƉƋƍƏƑsecurity,ƅƣƙƦƜsnipeƱƗƤrkojaƸưƲƘƋŹƸtƑƼƳƋbŻlư|ŶŸźżgrƠp,benjuƩcŰ-0.5,ē1.1Ǩ2.6ǨŃdzŴǵǴǷǬǩ.ġŃ3ŘǵǿŃǪǵēPMCsǩȊ|ƂtnameshƋƻƩƺƒtetȔmwƮhƟmmŷŰ2ǶȨǴȃȂȊȫȨȧǼȨųǕƔżŰ|ſƁƃǍLJƚƧƒǖƕȼƾƵƨƟơɃƴƛƨƪƬƮDžƽɊȿƷƹƻǔǞǠǢ,ƓǗtǙǛŰǷǺŎġ5ēĆŰēĩȷǪēǔŃůɯĺȷǽ,ůȧǴ|ĊĺǨǔŌťɽ|4ēĤȷɾǨśȷʃťɮǔ3Ǯʁēɱ|Ȱȷ-dzŎɺȄŰȷɩȊǴĮǦ8įăēɦɡʒʍɪʍɥȷġʓɢɷǵ|ʧʧǔć,ĒȷʸʺǔʷǨʽʴˀʍʔʩȷȧʓȧȧǔʗĔɮȪʜǔʞȮɻɸʫʀŰġʙʔ,˛ɢɢʴē7ʁDZŴřǔˣŴɻʾ|˥Ċʍ˩ł˄ħʥˇʦʪ˝ʍɵǔȧʁˍ2ɱɸăžumǜƂȶ˒ʚːȮʴdĄcc5ba4bĝŠ0śŒĬ˽cdebą9d7fŒc̜e7ceČɱɮȤpȏȑȓȕ,ȗƋaȚȜeȞȠȢȤȉűȭʛųɢʦʟʳʢȩ.ɸ͎ȲǰɡɶʒȀɳɵůŃȧɧĔ͖˽͜ǨǨ͜ĩų͇ͅŘͥȭ5:ć:řȧaƇɛͲͱlͳͶ͵ͷʛ
here's my mods list
is it a mod conflict or is something wrong with the base mod?
As The_cat said, it's just the debug hash. There should have been a line above and below it explaining what was going on, I believe?
Fin added a new version:
QuoteDisplay MoreVersion 1.23.0c for AKI 3.0.x
1.23.0 - (June 21, 2022)
- Updated to work with AKI 3.0.x
- Expect bugs. 2.3.1 -> 3.0.0 was a big change in how mods have to function, and some things are probably still broken
- No other changes
Known issues:
- When doing scav raids, PMCs will not be hostile
- Potential black screen on raid end when using progressive gear. This does not interfere with your loot, but does make you 'skip' Therapist's healing screen when it happens.
Display MoreHello Fin,
Does the spawn rate (when set to evenly space spawn times over raid duration) play nice with the ZEreshkigal-AllinOneMod (when set the raid timers to a custom duration)?
The context block when hovering over the 'evenly spaced spawn' option says it assumes raids will last 45mins, but if I set the scav waves to 10 and have the AIO mod set the raid timer to 120min will I get a new spawn wave every 12 mins?(or every 4.5 mins?)
Edit: Perhaps I've already found a solution. I think I need to set the "end_spawns_at_time_seconds" in the 'advanced spawn config.json' file to 7200 (120min * 60sec). for the maps. Will try now.
Edit2: hmm, doesn't seem to affect it, after about 30-ish minutes in raid I don't see anymore spawn bots messages in the server console.
The built-in assumption that it's over a 45 minute duration is independent of the actual length of the raid, though doing what you did with the advanced spawn config should work, provided you don't hit your bot spawn cap.
Hey boss, seems this issue is still present even in the newest version. Still no hash, sadly. Really just seems to not like armbands not having a shortname.
Would you mind pasting the error you're currently getting, anyways? I've definitely disabled that part of code, and I'd like to see the line numbers of the error, so I can see if it's happening in a new place and, if so, at least try and fix it ^^.
Hi there! Is there any way to make Ai's loadouts more varied? It seems like 90% of the time they got only scar's and g28's with little bit of vector's. How to fix it?
Would you mind pasting your debug hash, so I can see what config settings you're currently using? I'm also curious, if you can open up your bot_inventories folder and see what the FirstPrimaryWeapon sections look like for assault and for whatever bots you're using for PMCs? -Though generally speaking, you'd want to alter the weapon rarity values each AI group is permitted to use, in order to increase their variety. [0, 50] should let them use all possible weapons.
N=ERROR=========
Thanks!
I've gotten a Hash, I hope this helps this time.
No need for that! If the error is gone now, then unless something else is happening I don't need any more information. Thank you though
Quite unfamiliar with this as I only wanted custom gear/weapons for bots in general.
[snip]
You're using a mod that hasn't properly established handbook entries for at least one of its items. You can bypass this issue by opening up mod.js and changing this line:
printout.push(`${Math.round(itemdb[rarities.sorted[check][i]].Fin.SpawnChance)} ${Math.round(itemdb[rarities.sorted[check][i]].Fin.FinsRarityRanking)} ${DatabaseServer.tables.locales.global.en.templates[rarities.sorted[check][i]].ShortName}`)
To this:
// printout.push(`${Math.round(itemdb[rarities.sorted[check][i]].Fin.SpawnChance)} ${Math.round(itemdb[rarities.sorted[check][i]].Fin.FinsRarityRanking)} ${DatabaseServer.tables.locales.global.en.templates[rarities.sorted[check][i]].ShortName}`)
But I can't promise it won't break elsewhere, unfortunately, as the root problem isn't inside of FAIT.
Oh, and to clarify about the missing debug hash: Errors that happen before the mod finishes loading won't display a hash, and I don't need it to diagnose the problem. -Most of the time, anyways.
Is there a blacklist for items to show in the traders or maybe you made some items super rare? It seems that most traders that sell/barter for guns only show the same few guns after resets. For example, I have yet to ever see an AKS-74U available from Prapor for sale or barter. I check every reset and really not much changes with Prapor's assort other than ammo. I am level 29 and have been using it since I started fresh on 2.3.1.
Oh, also the 60 round 5.45 mag is never available for barter either. I have been watching those very closely b/c Mechanic gunsmith quest and Punisher series.
Following up on this, it's not a bug, but I used some math to try and balance the number of items you'd have available when barters were enabled, so you didn't suddenly get a huge boost to what you could acquire. In practice it seems it was too stingy, so I'm going to adjust it.. Probably today.
Is there a blacklist for items to show in the traders or maybe you made some items super rare? It seems that most traders that sell/barter for guns only show the same few guns after resets. For example, I have yet to ever see an AKS-74U available from Prapor for sale or barter. I check every reset and really not much changes with Prapor's assort other than ammo. I am level 29 and have been using it since I started fresh on 2.3.1.
Oh, also the 60 round 5.45 mag is never available for barter either. I have been watching those very closely b/c Mechanic gunsmith quest and Punisher series.
There's no blacklist or rarity weighting, everything ought to be completely random. -I'll do some tests this weekend, though, and see if there's a bug I missed.
Oh, yeah, I can see it now. I just assumed it was the same from the log's formatting. Cool stuff, I'm looking forward to seeing what's new.
Also, I'm just now getting to run your mod with Lua's Spawn Rework and Custom Spawns. Are you able to confirm that the optimal way to do this (at least a priori) is to keep your mod marked with a priority z in the folder name and disable all spawn changes? Is there anything else I should watch out for? It's fine if you're not aware of compatibilty techniques.
I can't 100% confirm that, as I don't use Lua's rework myself (Not because it isn't good, but because if I use someone else's spawn system then I'm missing the chance to notice bugs in my own), but as far as I'm aware that's how one should go about it, yes.
Question for you:
Sometimes the raiders in D2 are replaced with a PMC and then the raiders and the PMC fight each other. Both the initial spawn and after throwing the lever. Is this a function of this mod? This is the only mod I have installed.
If so, is there a way to turn that off so that raiders aren't replaced with NPC's? I looked in the config files and scavsreplacewithNPC was set to 0 out of 100
At the moment, no. The location of all spawns are randomized, though the triggered spawn should be getting left alone, so I'll look into that and make sure it is.
Hello!
I have some problem with this mod. Usually I play on factory map, but in some moment game just close without any serious errors... I just don`t understand what to do. When i use standard bots there are no errors. I very like this mod! Can anybody help me with this problem? Server.log in attachment.
Sorry for my English is bad...
Can you give me any more details about when / how it's crashing? Is it crashing mid raid, at the end of raid, etc? What does the crash look like, is it straight to desktop or a black screen? -And anything else you can tell me about it.
Is there any way to force bots play more active?
Increase their chance to be given 'aggressive' behaviour. But asside from that, there is not.
Display MoreHey, Fin. Rad mod. I have to second what Rad Roach and SHunt05 have posted, and I've gone ahead and tried some of your troubleshooting tips:
1. No other mod directly interferes with weapons, ammunition, or any of their objects (magazines, containers, etc.)
The only mod I have which could do that is my recoil tweaker, which only alters camera recoil.
2. Only your mod will trigger this when added to the modlist.
It's rather clear the error is logged by FAIT and located in its own files, but you never know, I guess?
3. When triggered, it will stop the spawning process.
This is the only effect of the error I've found, nothing else.
4. It will do so on any map.
Just in case there was some config-specific thing for Factory or whatever, I've had this occur elsewhere as well in the same way.
I'll be posting my logs as well with the hash:
edit: seems like you figured it out a few mins before I posted. Looking forward to the patch!
Shunt05 was having a different error, but I should have just now fixed the one you and Roach were having ^^.
I just did a raid on Factory with the latest version of FAIT and no AI spawned and I got this reference error message in my local server - https://prnt.sc/EXzhoktbvs_7
My Debug Hash below -
4079081775ă4365,14ă241ē85Ć664,7294đĔ04693ē7,55801Ć2330ij06Ī1ijĨ215ċ2ĉŁ9,Ļ8ăĮ2ćĘą1,9637Ħ73ĬĞ19Ī6Ą700Ő02ėĐğĝ871āćĸ8Ĕ626ďĚ68Ŷ5şěʼn0,|ŎżżŎ|assaultŽpmcboƊfollowergluharƄƆƈƑƓƕƗƙƛƝrscouƣƔƖƘƚƜƞsecurity,ƒưƦƳƩsnipeƾƤƱrkojaDžƽƿƥƘƆDžtƞljǀƘbƈlƽ|ƃƅƇƉgrƭp,beǙuƶcŽ-0.ĎƁ.ľ,2.čďǽŎ1.2ǾȃǿǷ,dz3ǽĨƁǹȌǿǽżPMCsȐŽƏtnameshƘLjƶLJƟtetȟmwƻhƬmmƄŽȂȏȉȏſȄȇȸȵǽȂȴȃƀŽƠǤƊǡƌƎƐǚǔƧƴƟǣƢɈNjǂƵƬƮɏǁƨƵƷƹƻǒNJɖɋDŽdžLjǡǫǭǯ,ɁƢǦǨŽȶſǻŅȸŁŽżĴŽ|ƁżǡŎĜɺɰɽȉĜȲǽžɴĎǡ4ĎėɶĀ,Įɶʇʉʆ|ʌʎǡ|Ŗǹʒżɼ|ȼɶ-ǿŲžȖ|ɶɳȹȸĪdz8ĝȸŸɬʛɹɷŅʲȉʒʀɶȺʁʃʯʯǡĬŏʲˀăʏ|˃˂Ď˄ʖ2ʱɶȂʜʞǡʠȍɬʤʦʳȌɸďǴďȿĈŽȉʢʝ,ˢȺȺˆż˟ǡǼŪʲ˟İʲ˫Ď˭ɶ˯ŪʏIJīʲˌ˺ɶżŜˎɾˣʜ˓ēȱǽʆpumǩƏƉ˗Ⱥȿȿˆd52cc5ba4bħĸĀėşķȂ5cdeb2ğd7fşc̣e7ceĆɼɹȯpȚȜȞȠ,ȢƘaȥȧeȩȫȭȯȕ˘ʨ̒ȷżǵȃɷ.ʬȵȁ˛ʂɮʢɻʛȻɰŎʸŎȂżȂʂͥ˽̥īɱʴ͎˙ɱşȸ̒5:Ĭ:ͰȂaƔɧͺlͻ;ͽͿȖ
Oh, oops. -I forgot to call it with AITweaks.curateMagazine, so it's just sitting in there as 'curateMagazine'. I'll have that fixed in a minute.
First thank you for this mod, I think it has come long way since it's iteration. Is there a way to make my own faction bots be aggressive against me. I am playing BEAR and I think all of the BEAR's are friendly to me. I know I can make all PMC's USEC but it will mess with the quest progression afaik.
My hash just in case:
[snip]
The last time I looked into it it wasn't possible due to some of FAIT's particular quirks (Due to behaviour changes, if I recall), but I'll have another look and see if something has changed.
Ran into this error
[snip]
That's interesting. I think I know how to fix that (And should have in the latest release, now), though I'm not sure how that happened in the first place. -Are you using any mods that add weapons, by chance?
Fin added a new version:
QuoteVersion 1.22.0 for AKI 2.3.x
1.22.0 - (May 16, 2022)
- Updated default config values
- Bugfixes for debug functions
- Bug fixes for preset weapons
- Should no longer cause an error if there are no available ammunition types for the weapon in question
- AI armed with preset weapons should now respect the config's ammo settings
- Small bugfix for PMC hostility
- Added an advanced AI config file
- This file's main practical use is to modify boss AI, but it can be used in general to modify AI groups with much more precision than the default config's three AI categories allow
- The default settings are designed to give users a basic grasp of which settings affect what, but there's significantly more that can be modified
- The default settings are also set to affect only bosses and boss minions, reducing the settings of the former by ~20% and the latter by ~30%
- This file is disabled by default
- Altered internal weapon weighting system
- Scavs used to have an approximately equal chance to use any weapon they had available, leading to things like a scav being just as likely to use an SKS as an RPK
- Scavs are now more appropriately biased towards lower-end weapons, raiders to midrange weapons, and PMCs to higher-end weapons
- Internal tweaks for weapon rarity settings
- New standard debug function to display rarity of items
- The first
number is their rarity value, while the second is their ranking. This ranking is what FAIT uses to determine if a bot should have access to a given weapon or not- These are found in the donottouch/debug folder, with the prefix 'rarities_'
- Small tweak to loose loot items on PMCs
Known issues:
- When doing scav raids, PMCs will not be hostile
- Potential black screen on raid end when using progressive gear. This does not interfere with your loot, but does make you 'skip' Therapist's healing screen when it happens.
[snip]Also, I have another question, is it possible to disable spawns within a certain range of player? I've died a few times just because new bots spawn faster than I can kill them or while I'm looting
Did a few testing runs with your config, and I had bots spawning the way I'd usually expect them to. -I assume you haven't modified the advanced spawn config at all? -If not, the only thing I can think of is some kind of weird mod conflict or esoteric. specific-system issue it's having with your install.
As for limiting where bots can spawn, as far as I know that's not possible with my level of programming skill, and it's something that's still an issue on Live as well.
Hey Fin, had an issue that I couldn't piece together after moving to 2.3.1 and setting up your newest version of FAIT, sadly no debug hash from the server. Here's what I got, not sure if I fucked something up somewhere with armbands, or if it's a new issue.
[snip]
From the server:
Feel free to call me a moron if it's an obvious error on my end.
I left a debug function in by accident in the latest update, and it's getting caught encountering a broken ID in your install. -I've disabled the debug function now (1.21.8d), and you should be okay, the rest of the mod has filters built in to sift out any broken items, but due to its nature as a debugging function, the bit of code I'd left running before didn't have those safeties.
Hey there dude, been playin' with your mod for a while now and I still can't get something off my mind. Is it even possible to make spawns more online-like, when pmcs spawn a bit earlier than scavs? Besides of that, on customs there are no bots at factory at all I dunno why tho online there are spawns either for reshala and ordinary scavs
Also, bots are always spawned to certain points, on customs I meet raiders on an old gas station for the 3rd time, can smth be done with that?
It's possible, though probably beyond what FAIT can accomplish without bloating its already-large config. -It sounds like you might have a different issue however, as there should be bots spawning in the factory area on Customs, and all spawn locations (except bosses) should be being randomized. Would you mind posting your debug hash, and I'll see if anything stands out as being weird to me?
Fin, a couple things.
The first thing is that it looks like when PMC's use the weapon presets that they use terrible ammo and the mag size decrease regardless of having the percentage for that to happen at 0.
The second thing, for some reason the PMC's constantly have blue gunpowder, a knife, and half masks in their rigs. I'm not sure what is causing this but I know it has something to do with this mod because if I turn the gear changes off for PMC's it fix's this issue. I have attached a picture and the debug hash for you to take a look at.
[snip]
Humn. -Okay, for once these screenshots do help a bit, I hadn't realized (Maybe I just derped, though) people were saying that they were getting knives and gunpowder in their rigs.
And the ammo issue is something I meant to do ages ago for presets, but forgot about >_>;;. There's even a note in the code about it, so I'll get on that!
Hello, Could anyone help me figure out how I can get PMC bots to spawn with NVG's at night?? When I do night raids they dont spawn with them at all.
[snip]
Unfortunately at the moment AI gear is independent of the time of day. I'll see if I can do something about that.