I adjusted anchor in update, your need reset Compass Static Info Anchored Position
That fixed it, thank you
I adjusted anchor in update, your need reset Compass Static Info Anchored Position
That fixed it, thank you
The distance text in the compass is cut off at the top in the latest version, I tried putting the size scale back to 1.00 but it still happened.
Trying to put a spoiler in the post above spoilers the whole thing, so I'm making a new post instead instead of a third edit
The issue wasn't happening in my test raids because it never happens on the first raid apparently. Of all the raids I've seen today, none that I did right after starting the server had this issue, be that with CustomSpawnPoints, with your audio mod, with both at once or with neither.
I managed to get the traces log of the last time the error happened and there are errors tied to "LateToTheParty" failing to destroy loot, LootingBots causing this error "System.ArgumentException: An item with the same key has already been added." and something causing this
2023-04-27 18:16:19.357 +02:00|0.13.0.4.22617|Error|Default|
EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
at AiDataClass.IsBossOrFollowerRequireRevenge () [0x00016] in <a751280e1c2f49a499ea8f5770107520>:0
at BotControllerClass.method_5 (IAIDetails killer, IAIDetails target) [0x00006] in <a751280e1c2f49a499ea8f5770107520>:0
at GClass629.Kill (IAIDetails killer, IAIDetails target) [0x00008] in <a751280e1c2f49a499ea8f5770107520>:0
at (wrapper dynamic-method) EFT.Player.DMD<EFT.Player::ApplyDamageInfo>(EFT.Player,DamageInfo,EBodyPart,single,System.Nullable`1<EFT.InventoryLogic.EHeadSegment>)
at EFT.Player.ApplyShot (DamageInfo damageInfo, EBodyPart bodyPartType, GStruct307 shotId) [0x00151] in <a751280e1c2f49a499ea8f5770107520>:0
at BodyPartCollider.ApplyHit (DamageInfo damageInfo, GStruct307 shotID) [0x00016] in <a751280e1c2f49a499ea8f5770107520>:0
at EFT.ClientGameWorld.ShotDelegate (GClass2623 shotResult) [0x00041] in <a751280e1c2f49a499ea8f5770107520>:0
at EFT.Ballistics.BallisticsCalculator.method_2 (System.Single simulationTime) [0x00094] in <a751280e1c2f49a499ea8f5770107520>:0
2023-04-27 18:16:19.357 +02:00|0.13.0.4.22617|Error|Default|NullReferenceException: Object reference not set to an instance of an object
AiDataClass.IsBossOrFollowerRequireRevenge () (at <a751280e1c2f49a499ea8f5770107520>:0)
BotControllerClass.method_5 (IAIDetails killer, IAIDetails target) (at <a751280e1c2f49a499ea8f5770107520>:0)
GClass629.Kill (IAIDetails killer, IAIDetails target) (at <a751280e1c2f49a499ea8f5770107520>:0)
(wrapper dynamic-method) EFT.Player.DMD<EFT.Player::ApplyDamageInfo>(EFT.Player,DamageInfo,EBodyPart,single,System.Nullable`1<EFT.InventoryLogic.EHeadSegment>)
EFT.Player.ApplyShot (DamageInfo damageInfo, EBodyPart bodyPartType, GStruct307 shotId) (at <a751280e1c2f49a499ea8f5770107520>:0)
BodyPartCollider.ApplyHit (DamageInfo damageInfo, GStruct307 shotID) (at <a751280e1c2f49a499ea8f5770107520>:0)
EFT.ClientGameWorld.ShotDelegate (GClass2623 shotResult) (at <a751280e1c2f49a499ea8f5770107520>:0)
EFT.Ballistics.BallisticsCalculator.method_2 (System.Single simulationTime) (at <a751280e1c2f49a499ea8f5770107520>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class311:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EFT.Ballistics.BallisticsCalculator:method_2(Single)
EFT.Ballistics.BallisticsCalculator:ManualUpdate(Single)
EFT.GameWorld:BallisticsTick(Single)
EFT.GameWorld:DoWorldTick(Single)
EFT.GameWorldUnityTickListener:Update()
repeatedly. I have no idea what this could be caused by.
Uh, this shouldn't be happen, what gear are you wearing?
I was going around with the "AT's Nanosuit" helmet, that's probably the reason for error, everything else was vanila.
The latest update spams this in the console each second
2023-04-27 19:25:15.847 +02:00|0.13.0.4.22617|Error|Default|
EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
at GamePanelHUDCompass.GamePanelHUDCompassPlugin.GetGearTemplateId (System.Object data, System.Collections.Generic.HashSet`1[T] hashset) [0x00091] in <511028ea79284411a10127af77e2c413>:0
at GamePanelHUDCompass.GamePanelHUDCompassPlugin.CompassPlugin () [0x00233] in <511028ea79284411a10127af77e2c413>:0
at GamePanelHUDCompass.GamePanelHUDCompassPlugin.IUpdate () [0x00000] in <511028ea79284411a10127af77e2c413>:0
at GamePanelHUDCore.Utils.IUpdateManger.Update () [0x00076] in <3356dfd25d2547b2aade69c0e7aad739>:0
at GamePanelHUDCore.GamePanelHUDCorePlugin.Update () [0x00096] in <3356dfd25d2547b2aade69c0e7aad739>:0
2023-04-27 19:25:15.847 +02:00|0.13.0.4.22617|Error|Default|NullReferenceException: Object reference not set to an instance of an object
GamePanelHUDCompass.GamePanelHUDCompassPlugin.GetGearTemplateId (System.Object data, System.Collections.Generic.HashSet`1[T] hashset) (at <511028ea79284411a10127af77e2c413>:0)
GamePanelHUDCompass.GamePanelHUDCompassPlugin.CompassPlugin () (at <511028ea79284411a10127af77e2c413>:0)
GamePanelHUDCompass.GamePanelHUDCompassPlugin.IUpdate () (at <511028ea79284411a10127af77e2c413>:0)
GamePanelHUDCore.Utils.IUpdateManger.Update () (at <3356dfd25d2547b2aade69c0e7aad739>:0)
GamePanelHUDCore.GamePanelHUDCorePlugin.Update () (at <3356dfd25d2547b2aade69c0e7aad739>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class311:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
I did 6 raids, 2 on woods and 4 on customs (since those were the maps where I first noticed the issue happening) after removing the following
dvize.BushNoESP 1.5.0
dvize.NoNoZone 1.4.0
Fenix_NoAI_ESP (3.5.5 patch by Props in the comment section)
and I found no bots stuck in place. I had some weird bot behaviour where they would ignore me and keep walking even if I shot them, but I think that was just a bug, as it happened only on 2 out of the MANY bots I checked (probably around 80 bots in total).
The next map I should check is interchange, since I had found bots stuck near the emercom exit previously, but so far, CustomSpawnPoints (and thus Extended Bots Spawnpoints) caused no issue, and neither did the test build of your audio mod.
EDIT
Nevermind, I must've gotten lucky like 10 times in a row since now it happened again. I'm removing CustomSpawnPoints and I'll see if it's gone completely
EDIT 2
Even without your audio mod and CustomSpawnPoints, it's still happening. I just had a pmc stuck in place at the bottom of the office staircase in factory. I've attached the bepinex log
I'm getting bots stuck in place pretty often, sometimes it's all of them, other times just a few, looting them doesn't show anything wrong with their equipment, so it's not like they lack weapons or anything else.
I'm on 3.5.5 using the All in one pack 1.0.0 (angry bots, audio, combat, flashlights, movement, vision, all 3.5.5)
My other client mods are
GamePanelHud 2.5.3
AmandsGraphics 1.5.1
AmandsHitmarker 2.5.1
AT.nanosuit 3.5.5.03
CWX-BushWhacker 1.3.2
DrakiaXYZ-DoorRandomizer 1.0.2
DrakiaXYZ-TaskListFixes 1.0.1
DrakiaXYZ-Waypoints 1.0.2
dvize.ASS 1.0.0
dvize.BackdoorBandit 1.2.0
dvize.BushNoESP 1.5.0
dvize.NoGrenadeESP 1.3.0
dvize.NoNoZone 1.4.0
dvize.PIRM 1.5.2
Endurance 1.0.3
Fenix_NoAI_ESP (3.5.5 patch by Props in the comment section)
FOVFix 1.4.8
InspectionlessMalfs 1.0.7
ItemContextMenuScale 1.1.0 (outdated but works fine)
LateToTheParty 1.1.6
r1ft.ByeByeBlackFilter 1.0 (outdated but works fine)
SamSWAT.FOV 1.0
skwizzy.LootingBots beta 1.1.0
ValensHasThePower 1.2.1
VisceralDismemberment 1.0.4
VisceralRagdolls "2.1 (but cooler)"
MoreCheckmarks 1.4.2
My server mods are
Andrudis-QuestManiac
BetterLasers
BetterPK06-Reboot
Fin-AutoBalanceLevels
Fin-EerieSilence
Fin-FoldEverythingAgain
gunsmith
HIWL
JoshMate-BetterBackpacks
Kiki-ScavTweaks
Kobrakon-UltimateClearNVGs
LooseKeyModifier
Lua-CustomSpawnPoints
Nootropix-SpeedLoader
ODT-ItemInfo-3.1.6
Revingly-FoodDrinkRedux-4.1.0
servph-willemdafoe-1.0.0
shredder-MoreCombatStims
Skwizzy-NoDiscardLimit-1.0.0
TingleSlayerParkov-LessOverdamage-1.0.1
TorturedChunk-LevelRewards-1.0.4
ValensHasThePower-1.2.1
ServerValueModifier
x-ODT-Softcore-1.3.3 (patched to work with 3.5.5)
zz_kobra-AIO
aa-NoBarter3.5.0
Dushaoan-MOAR-1.2.4
Skybellrock-ExtractionBasedScavTimer-1.0.0
Kiki-RemoveTediousQuestConditions
JustNUCore
zkobra-plates
Kiki-HealthMultiplier
DanW-LateToTheParty-1.1.6
ModularNVG
ClearThermals
spt-local-db-website
Fontaine-Anti-Cheat
Kiki-DegredationRemover
zzDrakiaXYZ-Waypoints
aPreyToLive-AllOpenZones
AT-nanosuit
Choccy-Hultafors-1.1.1
Gilded Key Storage
Kiki-CameraRecoilRemover
MoreCheckmarksBackend
ShadowXtrex-WelcomeGifts-v3.5.5
Tracer
Tyr-SensibleUniversalWeaponMods
zRaiRaiTheRaichu-AmmoStats-2.2.1
EDIT
Seeing where the frozen bots are, this MIGHT be an issue related to "Lua-CustomSpawnPoints", but I haven't tested it yet with the mod removed. They all seem to be in places where they wouldn't spawn in the vanilla game, so they were probably spawns added by "Extended Bots Spawnpoints"
EDIT 2
Lua-CustomSpawnPoints and Extended Bots Spawnpoints were not the cause of the issue, it's still happening even without those.
- snipers are not spawning at all, no matter the options in config
There is a mod that makes them spawn again, apparently they were removed in the offline mode, unless the mod's description is lying
hey uhh so all pmcs are bears, any fix for this, it only started happening when I installed this
I can confirm I only get Bears to spawn as well. tried to debug it best I can but no idea. Logic was saying it was working to spawn Usecs but always changed to Bears.
Also I have Goons in every single raid. Woods and Customs they tend to legit wipe the map if bigpipe spawns with an AGS and I for some reason get credit for those kills. Probably more than a mod thing I assume.
Disabled the map debug logging "//purge this later" in mod.ts since it was driving me nuts seeing if I could pinpoint the pmc issue.
Something must be conflicting with FAIT on you guys' end, USECs are spawning for me. What other mods are you using?
I'm using the patched mod.js above and it works fine, but if, in the config, you turn "disableAllSpawnChanges" to true, all PMCs turn into Big Pipe.
It took me hours of testing all my mods and settings one at a time but I'm confident now this is the change that sees me killing 4-5 Big Pipes per test run in Factory.
Thanks for saving me from testing that myself today. The same exact thing happens to me if that option is on false.
Make sure copy the entirety of the mod.js by pulling the RAW from website. Do not copy from the web page as this is incomplete and would generate over 11k lines instead of 9626 lines. Also remember to save. (Ctrl+S in vscodim). It might sound dumb, but my first try didnt seems to work and was probably due to this.
A mod I'm using is clearly breaking the AI spawning then, my files were already the exact same as the ones on github. Now that I've been checking adding 1 mod at a time, I've noticed that no PMCs spawn, it's all scavs. This happens even if FAIT is the only mod I have installed.
Display MoreFinally got bots to spawn in 3.2.3
Runedog48 has updated the "getPmcRole" location to match 3.2.3. This is a temporary fix, gearchange does not really work, all pmc are level 70, but at least they spawn.
Got to this Link.
Click RAW to pull the entire mod.js script.
Copy all
Open of user/mods/zFin-AITweaks/serc/mod.js
Replace the entire content with what you copied.
Again, this is not a perfect fix, more like a patch to the mod to work with current AKI.
All credit goes to Fin and Runedog48
Work with Lua's spawn rework. only tested in factory.
To be honest, if you are not getting significant fps gain with 3.2.3's bot cache feature, which suppose to improve the fps drop/stutter when bot spawn, nor you're interested with air drop, i would say stick with 3.2.2 and hope Fin would have some free time on update.
I'm using Lua's spawn rework as well, and had the updated file since the guy posted it in the review section for FAIT, but factory is still completely empty in my game.
props to the guy fixing mod.ts but i think bots inventory got broke too.
They switched some functions that involve their inventory, someone with actual modding knowledge needs to update the mod with more than just a renaming pass to fix the names.
People are saying the main game needs an update for bots to be fixed. The best guess is to wait for BSG to release a new version and to wait for AKI to be updated as well.
how is it broken?
You mean it's not SPT problem but whole EFT? didnt feel broken spawning on 3.2.1 version
Also on the review comment the link is takened down by CWX by some kind of problem
From what I've seen other users say, it's an EFT problem, all we can do is trust their word and hope that when the game gets updated, the SPT patch that follows will have functioning bots.
The guy who posted the updated code literally put the whole thing in his post, that's why the admins took it down. He casually put around 11k lines of text in his review instead of just giving us a link to it.
Is there any new on how updating is going on? should we expect something soon or its no use of waiting? cant play spt witout FINS AI mod.. its too easy
Someone updated the mod.ts file if you check the mod's page, I think it was in the reviews. Though it doesn't fix the fact AI spawning is broken, because BSG has to update the game for that.
BSG needs to release an update the client to fix this, they said so on their twitter. It's not an Aki issue
So the function that is being called is missing 0.0.1 version later?
Does this mean the only fix is installing 3.2.2?
Yes because the AKI team loves to change class and function names and locations for no particular reason other than to break mods it seems like.
They changed a bunch of stuff related to AI spawning so FAIT needs to use the updated functions to work.
Getting a strange error that I can't find any info on.
This is on a fresh install of SPT-AKI 3.2.3 and a fresh install of the modThanks for any help
Getting this exact same error on a fresh game
FAIT isn't updated for 3.2.3, that's why you're getting that
Display MoreNo bot spawn
= =
xĀā,7297560349284670,488207165ąĕ4ċ,1263766Ć8932Č3Ĕ33ĝħ14ĤIJĩ7,IJ3ī08027ć1811ăŀď10ģ1ĒĘ4ʼn4585ĄńĤĠĥ8ĻĜijīĝň2ŐĊİ6Įń3ũŅďŇ2,|ēŴ,ē|assaultŲpmcboſfollowergluharŹŻŽƆƈƊƌƎƐƒrscouƘƉƋƍƏƑƓsecurity,ƇƥƛƨƞsnipeƳƙƦrkojaƺƲƴƚƍŻƺtƓƾƵƍbŽlƲ|ŸźżžgrƢp,beǎuƫcŲ1.8ŶĢ,űʼnǮ.5ǫǧǭDzDz.ʼn0.İʼnĭēǮǾǵŵȀŷƄtnameshƍƽƫƼƔtetȌmwưhơmmŹǦǵǮȟǵűǴǸǪȃȦǫŵǗƖžŲ|ƁƃƅǏljƜƩƔǘƗȳǀƷƪơƣȺƶƝƪƬƮưLJƿɁȶƹƻƽǖǠǢǤ,ƕǙtǛǝŲȀǸ.6ļ,5ē2DZųļŷɣōȮŔɨɝǖǼĔǬǵ|ɧijȮŕ,ŗɴēŁȮǖɵɷɼɹɥ|ɳɡȮē4Ȯűİǖ-ǮɜɱȩŲȮȞȥʼnĻǹǩĻɟɞŷɧ4ɥē3ɥİɢʂɮɬǵʇǴ|ʚʚǖ5DZ9ɥʯ,ʱɻʫʰʲʸɻĘĔɥűʇǖȣȮʌǬʜʐ|ʒʏȠǿɯɧɧɾʇʎ|ˑɪȠʇʇʼnʫēćȮɷōɥʵňʁ|˞0ˠǾɧǖ˓ēʭ˫ʛɨēĉȮʣʈɯʋŔǩˊĢŷpumǞƄȭǖʓʐˋŲ5dĝcc5ba4bĬđʞŗ˦0ũɞcdeb2ąd7f˦c̖e7ceŐˀŷȜpȇȉȋȍ,ȏƍaȒȔeȖȘȚȜsɘ̅ȨȧȂ˻Ǫ˙ǧ̆dzĢ.Ȥ͋Ŷɛ̿ʼ̓Ǵİ͕̓́͗ɠɤəͅʐĘ͂Ŷ5:ʯ:˦ɮaƉɒͨͧlͩͬͫͭʐ white blueBG
= =
Error: Items must not be empty
Error: Items must not be empty
at WeightedRandomHelper.weightedRandom (D:\EFT\user\mods\zFin-AITweaks\src\mod.js:110:19)
at WeightedRandomHelper.getWeightedInventoryItem (D:\EFT\obj\bundle.js:14270:33)
at BotWeaponGenerator.pickWeightedWeaponTplFromPool (D:\EFT\obj\bundle.js:7956:42)
at BotWeaponGenerator.generateRandomWeapon (D:\EFT\obj\bundle.js:7946:32)
at BotLootGenerator.addLooseWeaponsToInventorySlot (D:\EFT\obj\bundle.js:7759:61)
at BotLootGenerator.generateLoot (D:\EFT\obj\bundle.js:7675:114)
at BotInventoryGenerator.generateInventory (D:\EFT\obj\bundle.js:7500:31)
at Function.regenBot (D:\EFT\user\mods\zFin-AITweaks\src\mod.js:2867:51)
at Function.pmcScavAlliance (D:\EFT\user\mods\zFin-AITweaks\src\mod.js:2067:36)
at Function.generateBots (D:\EFT\user\mods\zFin-AITweaks\src\mod.js:1657:27)
I'm having this issue as well