Posts by Fin

    Hey Fin, I was wondering if your mod still has aggressive sprinting behaviour for the AI, and if it falls under aggressive behaviour in any way or has been taken out of the mod?

    Also I find that the bots are more unresponsive than they used to be in previous updates while behaviours are enabled. They seem to be more dormant than recent versions, by that I mean they do not seem to move like I've experienced before.


    Is there a specific way the behaviour weights should be set up? Should the weights be balanced or can they be selected individually without affecting anything? ^^

    The weights can be however you like. You can set some to 0 if you don't want them, etc. etc., there's no need to balance it out, it's just the relative chance that one behaviour is picked vs. another.


    As for what they all do.. -That's in BSG's hands. The sprinting behaviour was the cursedAssault behaviour type, which is still available for PMCs or Raiders when they're set to 'aggressive'. Scavs are always set to followerTagilla on 'aggressive', though, to prevent PMCs or Raiders from being given melee behaviour.


    Similar issue here, I've tried messing with the config a lot but can't seem to get a good functionable point. PMC's seem to just not spawn and Rogues are replaced by Scavs, and their aim seems comedically bad sometimes, like they'll just spray while wiggling their mouse around.

    Link your debug hash? I'd like to see what settings you're using that could be turning rogues into scavs.

    Should be fixed in the new release!

    Fin added a new version:

    Fin
    Quote

    1.2.0

    • FRET is now compatible with mods that add new traders to the game, or modify trader inventories, via three new config options
      • I_am_using_a_mod_to_alter_trader_stock_and_want_FRET_to_play_nice_with_it
        • Set this to true to tell FRET to refer to the trader's inventory after it's been altered by other mods, rather than its vanilla version.
      • Use_mod_added_trader_settings_for_vanilla_traders
        • Mod-added traders are now set to use algorithmically determined values
          for their inventory sizes. If you're changing the inventories of vanilla traders, you might want to turn this on to scale the size of their selection to their new list of available goods.
      • new_trader_IDs_to_modify
        • You need to add the IDs of any new traders you want FRET to modify to
          this list. These are the ids they use internally, you should be able to find them inside of any trader-adding mod fairly easily. You can also add an entry called "ALL TRADERS", and it will just go ahead and modify every mod-added trader, regardless of what else you've entered.

    hey fin,

    i am wondering if you could add an option so that the starting roubles of 500,000 gets removed.

    i want to have the modpack start with no money. so you can go from zero to hero :)

    I may do that, though it's a bit of a low priority right now, since the play can do that themselves with just a couple of clicks. -Unlike deleting the entire starting inventory, which I found to take an annoyingly long amount of time.

    haha no problem. biggest problem i am running into is the hidden armband thing. i did fix 1 thing. bear seamed to have some hidden armbands. but usec i can always see. its nothing mayor anymore since i am trying to play witout scav runs.

    was more for when i was playing scav run not knowing if its pmc or scav but with the pmc all usec i can see the blue armband clear. just not wheter some scavs are white green or purple (not always)

    Oh! -I'm sorry, I derped there, and didn't realize you were the armband person. I'll plug your settings in and see if I can find anything with 'em.

    Hey! Just had time to check this out now, so I'm sorry for the delay. Glad you figured it out, though. Happy hunting :>

    I'm using the auto difficulty adjuster and I've died like 10 times and restarted the client and server every time I keep checking the config.exe and I'm not seeing any change in the difficulty numbers.

    4079081775ă4365,1699Ă82č30549,Ā6Č28352Ě512Ĝ55801Ć23ĘIJ067ďIJ3221ĚĺĉĥĜĹ8ăĭ2ćħą1ďįĩIJĤĘ987ĺ,6Ą7009ŗġħ4ĩ,7œ1āćĶ84ĐĖ,Č6Ļ1ņć8ůģ,|0,ŹŻŷassaultŷpmcboƄfollowergluharžƀƂƋƍƏƑƓƕƗrscouƝƎƐƒƔƖƘsecurity,ƌƪƠƭƣsnipeƸƞƫrkojaƿƷƹƟƒƀƿtƘǃƺƒbƂlƷ||ƚƁƃgrƧp,beǓuưcŷ-2ź.6ď.ŋ2ǯĎŋǷDZ3,ǭǭǸ0.8DZĎǿǺŋĺŹdzȈźďȋŋPMCsȋŹ|ƉtnameshƒǂưǁƙtetȝmwƵhƦmmžŷǽȌǸȲȱȓȍȴdzŭȷȵǜſǞƄǛƆƈƊǔǎơƮƙȽƜɄDžƼƯƦƨɋƻƢƯƱƳƵnjDŽɒɇƾǀǂǛǥǧǩ,ǝƜǠǢŷȳǿǰǺ5ŹĥŷŹĘŷŸďȔ|ŋ4ɳȆɺȹɹȰŋɷɱĎǛ4Ď8ʃ|Ā,ĭɳʄʆʈʊʌǛ|ŶɯǛŹɹǛǭǺǛ-ǷǰɷȌȔɳɨȺķǿȁķɭ,ʫʁĝɶɱɶɬɳǺʙʡǸɾȌ|ʫʭʻĎăɳī,ˀʓʾ˃ɶ˂˄ʚʘɶǭʶǼɳʞǻȔǾŷʤʷȷȊťʬŹʇŷɹʠʉŖɼȳǸʻŹĈɳčɵɶ˩įɶǛ˫ť˭Ƕ˛ʓ2Źʽ˸˜ɳŹŗʴʬɳːʝdzʙȰȔpumǣƉƃ˗ɩȶʀ5dĤcc5ba4b9Č7ĀʇŚĵǭ5cdebĻ9d7fŚc̢e7ceĆʙȔȭpȘȚȜȞ,ȠƒaȣȥeȧȩȫȭȒɴŋ˚ʢ̑ȋȃȶŸȀȷ.ǽ͖ȴǿʃŋʫļȌːɱĝ͎͟Ǹː́͑͝ʛŚȵ˕ɮͫͭ5:ī:ͫķaƎɣ͸ͷl͹ͼͻͽ͎

    The change is made to a separate value, and not to the config file itself. You can see what it's set to in the donottouch/progress.json file, if I recall correctly. Specifically, that should be what your base difficulty is set to by the feature.


    And what problem are you running into? -I think you may have forgotten to include that part x3

    Hey I can't seem to get the mod working because everytime I try to start the server with the mod installed I get this

    And I went through to each folder it told me to, added the two json files and then it eventually just started spouting things at me that I'm too inept to understand, I've removed the files and moved everything back to it's spots as I got the mod and now I'm just stuck here with the mod seemingly not working. Any ideas?

    It looks to me like you installed the mod by placing all the files inside the zFin-AITweaks folder inside your user/mods directory. Each folder inside user/mods is a separate mod, so you need to place the z-Fin-AITweaks folder itself in there in order for it to work.


    hey fin. i think i did i posted my first question on the wrong place. i posted it in reviews. so i post it here again i think thats where i have to post it.

    [snip]

    Some pieces of gear and shirt options (Especially raider shirts) can hide armbands, unfortunately, though it looks like you may have a different issue going on. I can see that one in the second image has a white armband, so it's at least partially working. Would you mind pasting your debug hash here so I can try and reproduce it? -Also your mod list, if you have anything that's adding new bots or changing gear or the like.

    [snip]

    Thanks for the report! -Looks like some old inventory code was still kicking around and causing problems. I'll upload the fix later today, but if you want to change it for yourself before then, it's pretty simple.


    Open up mod.js and ctrl-f for the line:


    let a = inventory[itemID]


    And change it to this:


    let a = itemID


    after like the 1st raid of server start my game has the tendency to not return to menu on "raid end".
    its saves progress according to the console but I just see an infinite black screen and then the game slowly starts to creep up in memory usage. the problem disappears if I uninstall FAIT.

    This is a known issue with progressive gear, I'm afraid. No ETA on a fix, as I'm still unsure what specifically causes it, and since the gear still saves it's a lower priority than other issues.

    so i made a Bot_inventories folder and that fixed the problem with that but the other issue i have is im missing

    spawnOverview.json. i really appreciate the help by the way.

    If you're missing spawnOverview, that... Should be in the donottouch/debug folder, so make sure that folder exsts as well and you should be good! : )


    And it appears that your PC may be refusing to extract / deleting empty folders it finds in the archive (As both bot_inventories and donottouch/debug are empty until you run the mod for the first time), though I'm not sure why it would do that.


    I'm not sure if my case is just an isolated incident, but since I've upgraded to the new current versions of Tarkov, AKI, and as well as this mod I have been experiencing more stutter than usual to the point that the it makes the game unplayable. The stutters become really noticeable when the server generates a number of bots or even when an AI fire it's weapon, so whenever a new wave spawns or a bot takes a shot at me my game freezes and stutters until the server is finished doing whatever processes it is trying to complete.


    I've tried troubleshooting to the best of my ability on my end by lowering bot spawn rates and removing other mods I had installed as well. I tried disabling certain features of the mod in the config executable that I believed may have been a cause but no change or improvement in performance was made unless I remove the mod

    Unfortunately I don't have a lot of information regarding the stutter issue. -Out of curiosity, have you tried disabling the AI changes the mod makes? That's the primary culprit I can think of, once you're sure it's not a "Too many bots" issue. I'll try and look into this a bit more myself, but in the past this has been an ellusive issue that doesn't seem to affect all SPT installations equally.

    [snip]

    I would like to come back to the issure SHunt05 raised regarding half masks, gunpowder kite and hunting knives spawning excessively in bot inventories. I#m having the same issue and thought it might help to clarify that those items only spawn in chest-rigs/armoured vests. Depending on the size of the rig you end up with having several half masks gunbpowders and knifes filling up the "empty" slots in the rig.

    [snip]

    Can you confirm that this still happens when FAIT is the only mod you have installed? X.X I'm scratching my head over this, because FAIT really should not be making things like knives spawn in rigs. As far as I and my ctlf-f just now are aware, it shouldn't even touch that particular inventory array.


    Oh, actually.. -One other thing I just thought of: Would you mind uploading a copy of your bot_inventories folder? Rig items should be contained in that, so it would be useful to have as a point of comparison against my own version using your config settings.

    so I'm getting this when i start my game and I'm

    not sure what it means i have 8000 lines of errors lol. i have changed nothing in any of the files or the editor. while in game all scavs and pmcs come straight to me. hope this is what you need for information to figure it out. thanks

    [snip]

    You appear to be missing a whole bunch of files. -Try redownloading the mod and verifying that the file structure and its contents inside the archived file (The .rar file) are the same as what's in your folder inside the mods directory. If they aren't the same (Looking at your errors, you'll likely find that the bot_inventories folder is missing, and some others may be as well) then copy the over from the archived file, and verify that they aren't being deleted by something.

    Fin added a new file:

    Fin

    Fin added a new version:

    Fin
    Quote

    1.2.0

    • 2.3.1 compatibility
    • New config option, "condense_identical_items_into_one_stack"

    Fin added a new version:

    Fin
    Quote

    1.1.1

    • New config options:
      • allow_barter_trades
        • Allows barter trades to appear in trader inventories
        • Barter trade items have 50% more durability than cash trade items
      • show_unavailable_barters_as_zero_stock
        • Shows unavailable barters (As in, those that this mod didn't give the trader stock for) as having 0 stock.
          • If this is not enabled, and allow_barter_trades is enabled, then unavailable barters simply will not be short
          • Enabling this allows you to see what trade goods are required for barter trades, even if that barter isn't currently in stock
      • reduce_armor_durability
        • Subjects armor to the same durability loss as weapons

    Fin added a new version:

    Fin
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    Version 1.4.1 for AKI 2.x.x


    1.4.1

    • Added a config option to have this mod also affect your player scav's skills. This option is still experimental!

    Fin, In Aki 2.3.1 cultists can spawn at day time) So technically if i add cultists into advanced spawn config, they'll spawn on each map even in day raids? And second question is - if i want to add cultists only on night factory, i must change src and factory settings?

    I.... Am going to say probably, on this one? I wasn't aware they could spawn in the day, however if they can then you'd have to make some major changes to mod.js in order to get them to only spawn at night. Major major changes, though I think it can be done. I just finished copying over my EFT folder to upgrade to 2.3.1, so I'll see if can answer that question with some ingame testing on the new version.


    I have run these settings and they have been working flawlessly for over 3 days and randomly stopped working. I have tried using the "recommended" settings and I was still running into aim bot head shots from across them map so I pushed far beyond to stop that from happening and it was working perfectly fine. I was just curious if there is something in the hash or a mod conflict that stopped it from working one raid to the next. keep in mind these vastly broken setting have been working for over 70 raids

    I'm not sure just what might be happening here. After loading up your config settings from the hash I had the problem you described (Bots hitting me from absurd distances with basically no chance to miss), as well as loadouts that completely ignored the settings of the config. However, when I went to look at the actual difficulty values the AI was using, they had all been loaded in correctly.


    More confusingly, when I then exited the game and the server and re-launched SPT using those same config settings, the problem disappeared, and stayed disappeared for two runs after that, all three of which were on Customs.


    There are a few things I'd recommend trying, not necessarily in this order:


    1.) Make a new profile and do a quick test run on a map that isn't Factory (Since it's very small, and can lead to some misleading results when it comes to judging the AI's accuracy). Enable Cod Mode and set your HP in each limb to 5000 or something, so you can make sure any insane accuracy isn't a fluke.


    2.) Remove all your mods except for FAIT, and then give it a test run.


    3.) Try using the mod.js file from this experimental version. The changes are small, but they have a couple of just-in-case changes I've made just now that may solve your issue. It's also set up to save copies of all the bot difficulty files into your doNotTouch folder. It saves one copy when the game starts, and another when you load into a raid, just in case there are any differences between he two. If the problem persists you can try sending me those, though I suspect that, like when I tested it on my end, they'll be normal. But it never hurts to check.


    I'll keep giving it pokes on my end, as well.

    [snip]

    I didn't change something, i just tried to set new AKI. And after i add FAIT(just only FAIT) - i got this problem. Also i didn't touch anything in config

    This isn't an error, it's just a code I need to see if you have to submit a help request ^ ^. If things are working fine, don't worry about it.

    Fin added a new version:

    Fin
    Quote

    Version 1.21.8 for AKI 2.3.x


    1.21.8 - (April 8, 2022)

    • Haven't fully tested this one, but while checking out a help request I had reason to check this release for preliminary bugs and.. Surprisingly, there were none that popped up. So it's out a day early.
    • Config editor update
      • This is a behind-the-scenes update, but it's the main reason this is getting a whole new release number instead of just incrementing the letter version
        • The process by which it updated out-of-date configs has been dramatically improved
          • Old and unused entries are now removed, and can no longer cause problems
          • New entries are added in the correct order every time, and can no longer cause problems
    • Difficulty adjustments
      • Default AI should be less accurate for the first few seconds of a given engagement
      • Spotting time for the AI has been increased at longer distances
    • A new difficulty config option has been added
      • "AI aim spread multiplier" affects the AI's general accuracy
        • This value affects the AI's accuracy. Higher values make the AI's aim worse, while lower values make it better
        • This value is distinct from "AI shot spread multiplier" because the AI's accuracy will improve with time, while random shot spread is a relatively static effect
    • If both "All PMCs are BEARs" and "All PMCs are USECs" options have been set to true, FAIT will randomly decide which side to spawn at the start of every raid. You'll still only get all BEARs or all USECs, but it will be randomized every raid.
      • This has been made the new default setting
    • Changes to bot loadouts when using progressive gear
      • Their chance to be armored no longer increases linearly with the player's level, but now rises logarithmically to a preset 'cap' for each class of bot
    • General bugfixes
      • Backpack stuff
      • Armor ratio stuff
      • Stuff
    • License update


    Known issues:

    • When using progressive gear, the game can go to a black screen when extracting
      • When this happens, your loot is still saved as if you'd extracted normally
    • When doing scav raids, PMCs will not be hostile

    I think it will be better to upload all my configs here. I hope, its not forbidden)
    https://drive.google.com/drive…anEHHHWCvcvUz?usp=sharing

    Looking at your config, you have both "All PMCs are BEARs" and "All PMCs are USECs" set to false, which would mean you'd get a mix of both BEARs and USECs.


    Popping your config into my version, and changing "All PMCs are BEARs" to true had the expected result, at least in my server test, since I don't have time to hop into the game just yet: No bots were spawned on the Usec side, and both test and bosstest bots were set to the Bear side.

    (Which was done by modifying this line in mod.js, if you want to double-check on your end:

    //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, true, 100) : null)

    Character freezing when die, no way to exit raid only full game.


    DEBUG HASH !!If you're asking for help with FAIT, please copy and paste this in to your help request, or you probably won't be helped!!:

    187469713ă49115,566048āĈĂ57Đ,1929đ1636Ċ821ď580Č72330ı067Ĝı32Ĩ54ĺ5Ğŀ,Ĺ890Ĭ27ĚĀČ,7Ąĥ4ēęħĺēŎ95ŀŏčʼnćą3,ğ8IJ9ăģ7IJęšĤĵİ6ĀįĔĔĎ|0,ŷŷĩ|assault,|pmcboƃfollowergluharŽſƁƋƍƏƑƓƕƗrscouƝƎƐƒƔƖƘsecurity,ƌƪƠƭƣsnipeƸƞƫrkojaƿƷƹƟƒſƿtƘǃƺƒbƁlƷ|żžƀƂgrƧp,beǓuưcƄ1.Ď4,6ǭĜźĜǵĩǷǶĜ.ĩ0.šĩŖǵ5ǴǸǼ,PMCsŸȌ|ƉtnameshƒǂưǁƙtetȖmwƵhƦmmŽƄ2ǹȅȪǵȩĎǸšȩĩȩǿǹŹƄƚǞƃǛƆƈƊǔǎơƮƙǝƜɀDžƼƯƦƨɇƻƢƯƱƳƵnjDŽɎɃƾǀǂǛǥǧǩ,ȹƜǠǢǫȶ.6Ńďŷ2ŵŷIJƄŶdzɯĩǯǛȀɲɨǯȲǵ|1ɭŵ|4Ď8ɿŒ,ĬɯǛʁʆʄŷʇǛ|3ĎɫɯǴǛȴɯ-Ƿɧɼǵŷ|ɯɤȆĩķǽ8ŎɩʨɼŷʅǛɭʞʐďɯšɴʜǸɹɻȃʩ|Ś,ņɯʼʾʏʻĎˁ˃ʽʯ|2ʫʯȩʴȩȩǛʙŢʞǸʞʠʵȪɪɱĚʋƄšʛˉǰɷȫǸʻŷ˜Ǜ6ȯ0ʯ˜Čˈ|˪dz˭ȯɽʈİʺˊʺŷĒɷšʖʱˑȳɴɺŵpumǣƉƂ˗˕Ȍȷʞ5d52cc5ba4b9ĤĂŇȃˬ6ȮcdebĻ9d7fˬcˬ0e7ce1ĂƄʞȦpȑȓȕȗ,șƒaȜȞeȠȢȤȦȋɰʢ̏ȌȆȷĎʕʥȪ.Ȳ͖ɥʛɳʫȭǹʳ͝˚ɺˏʨȮʱ˚IJȷ͍ȷˊ̐̏5:Ś:ˬŢɟƎ͵lͷ͹aͶͻ͸Ȇ

    ===============================End Debug Hash===============================

    Unfortunately this is a known bug that I'm still trying to hammer out. I appreciate your debug hash, though, it's good to see another sample of settings the error can happen with. I don't have any ETA for a fix for the issue, however, since it's proven to be frustratingly elusive so far.


    i tested some AI settings, when i tried to make friend between Bear bots and Usec bots (still cant, default_enemy isnt working at all), well, i found, that All pmcs are Usec didnt convert all pmc into Usec bots.

    All PMC bears = false and ALL PMC are Usecs = true. I guess this option can work only if DisableAllAIchanges false?
    P.S. I made DisableAllAIchanges = false and i still have Bear spawns, btw botmonitor says, that i have test and bosstest bots, but i think its not an Aki fault, just wrong nametype

    Btw, Fin) How to make Bear and Usec work together?
    I must change Bear Mind Default_enemy_bear\Usec to false for each pmc? And how Enemy_by_pmc_players (player_savages) affect on Usec and bear behaviour?

    There's a weird error going on in your debug hash that I've never seen before. -I'm sorry to ask, but would you mind pasting your config file in a spoiler tag?


    As to making USEC and BEAR PMCs work together, I don't believe that's possible while using FAIT, though I'll try and look into that.

    Fin added a new version:

    Fin
    Quote

    Just a package file update for 2.x.x compatibilty