Posts by DanW

    DanW added a new version:

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    • Increased required version of Waypoints from 1.6.0 to 1.6.2
    • Restored Fika compatibility:
      • Requires the newly included LateToThePartyFikaSync plugin, available here. Thanks to Lacyway for creating the plugin code!
      • If Fika is detected without the LateToThePartyFikaSync plugin installed, show an error message in the main menu, game console, and server console when the game first loads
      • If the LateToThePartyFikaSync plugin installed, show an error message in the main menu, game console, and server console if it's not a compatible version
    • Significantly reduced the time needed to destroy loot when setting up the initial state for Scav runs
    • Rewrote code so all components attach to GameWorld instead of being static
    • If destroy_loot_during_raid.loot_ranking.enabled=false, do not retrieve any loot-ranking data from the server
    • Show an error message if a weapon with undefined properties is found when generating loot-ranking data
    • Removed some debugging messages
    • Removed outdated server code
    • Lots of refactoring, but much more is still needed
    • Bug fix for trying to make the VEX leave when it isn't present
    • Bug fix for allowing the VEX departure to be aborted after the animation begins


    config.json files from the 2.3.1 through 2.7.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Bug fix for not being able to place some unexamined items into your secure container


    Config.json files from the 2.0.0 - 2.1.0 releases are compatible.

    DanW added a new version:

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    • Updated for SPT 3.10
    • Added requirement for Waypoints 1.6.0 and removed redundant features that perform similar functions
    • Made Fika incompatible. There is currently no way to synchronize door, switch, etc. states between clients.
    • If Lockable Doors is loaded, show a warning message in the main menu, game console, and server console when the game first loads about known limitations
    • Added SPT version check (currently set to allow all SPT 3.10.x versions)
    • Reduced toggle_switches_during_raid.exclusion_radius from 150 to 75 or many switches on Labs would never be activated
    • Removed trader-stock-adjustment feature because it doesn't look like BSG will be restoring trader stock limits
    • Removed the bot-conversion-chance adjustment feature because there are now plenty of spawn mods that do a better job
    • Removed logging buffer and crash detection because this hasn't been needed in a long time
    • Removed most debug options and transferred them into a separate mod
    • Do not try to directly despawn items that are locked in their parent items (i.e. soft armor inserts)
    • Do not force doors near loot to open if something is already interacting with it
    • Do not force doors near loot to open if open_doors_during_raid.enabled=false
    • Ignore and show warning messages for items with invalid templates
    • Removed warning message when checking for VEX's if there are no alive players in the map
    • Made all Unity methods protected instead of private because the recent Visual Studio update is dumb and forces them to be faded out
    • Began refactoring (but much more is still needed)
    • Removed manifest from WinForms app (LootRankingDataReader) to reduce VirusTotal false positives


    config.json files from the 2.3.1 through 2.6.1 releases are compatible, but several options no longer do anything and toggle_switches_during_raid.exclusion_radius will be too high.

    DanW added a new version:

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    • Updated for SPT 3.10.0
    • Refactoring and minor performance improvements


    Config.json files from the 2.0.0 - 2.0.2 releases are compatible.

    DanW added a new version:

    Quote
    • Updated for SPT 3.10.0
    • Made all Unity methods protected instead of private because the recent Visual Studio update is dumb and forces them to be faded out

    DanW added a new version:

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    • Renamed the "Distance from PMCs (m)" F12 menu option to "Distance from Bots That Are Questing (m)"
    • Instead of showing a warning message when QuestManiac is detected, make it incompatible. Quests take far too long to process, and there the performance impact is too significant to tolerate.
    • Simplified the code needed to create custom bot generators using this mod's spawn system (a patch is no longer needed)
    • Disabled logging messages when bots are forced to be hostile toward bosses
    • Disabled server messages showing BotSpawnPeriodCheck values
    • Use the SPT method for getting members of a bot group
    • Made all Unity methods protected instead of private because the recent Visual Studio update is dumb and forces them to be faded out
    • Removed unused OnGameStarted patch
    • Bug fix for PMC spawns being too close together when using other mods that allow more than one human player (#38)
    • Bug fix for bots incorrectly being prevented from grouping together
    • Bug fix for Zryachiy and his followers not able to be excluded from the AI limiter
    • Bug fix for followers of bots with quests on Lightkeeper Island setting off the mines on the bridge


    config.json files from the 0.8.0 release are compatible.

    I created this as a developer tool for the following purposes:

    • Getting the key ID's needed to unlock doors
    • Unlocking doors to allow bots to walk inside initially locked rooms

    It's not intended to be used during normal gameplay.

    DanW added a new version:

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    • Reorganized F12 menu options into two sets of flags
    • Separated "Unlock Door" and "Turn On Power" actions into separate options that can be enabled in the F12 menu

    DanW added a new version:

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    • Increased required version of SPT from 3.9.0 to 3.9.6
    • Increased required version of Waypoints from 1.5.1 to 1.5.2
    • Added support for bots doing quests on Lightkeeper Island:
      • If a bot selects a quest on Lightkeeper Island, it will become allied with Zryachiy and his followers
      • Once a bot passes through the gate on the bridge leading to Lightkeeper Island, it will become temporarily allied with all bots beyond that point on the bridge or anywhere on the island. After the bot returns back through the gate going in the opposite direction, it will end its temporary alliances.
      • Bots that select a quest on Lightkeeper Island will be able to pass through the claymores on the bridge without setting them off even if you can't
      • Any player that kills a bot beyond the gate leading to Lightkeeper Island or anywhere on the island will receive negative Lightkeeper rep and have their DSP encoding disabled
      • Added Lightkeeper Island quests (only allowed for PMC's level 35 or higher)
      • If SAIN is detected, it must be at least a certain version for Lightkeeper Island quests to be enabled. This is currently set to SAIN 3.1.2, which has not been released! Previous versions of SAIN do not allow enemy bots to become allies during the raid.
    • Significantly improved bot path-finding to quest objectives in the command bunker and around D2 in Reserve
    • Added D2 camping quests to Reserve
    • Added remedies for bots getting stuck while questing:
      • If a bot becomes stuck for >6 seconds (configurable) while doing a quest, it will try jumping over the obstacle in front of it. It will retry this every 4 seconds (configurable) until it gives up.
      • If a bot becomes stuck for >8 seconds (configurable) while doing a quest, it will try vaulting over the obstacle in front of it. It will retry this every 4 seconds (configurable) until it gives up.
      • If either remedy is used, bots will recalculate their paths to their objectives after they land back on the ground
    • Added setting to F12 menu to only enable the AI limiter if there are at least a certain number of bots on the map (15 by default)
    • Added optional forbiddenWeapons field to quests to prevent bots from using weapons that are not appropriate for the quest. If the types of all of the bot's weapons are in the array, it will not be allowed to select the quest. This is mostly used to prevent bots from using pistols and shotguns for sniping quests and using sniper rifles for ambush quests.
    • Separated boss hunter quests into individual quests for each boss instead of a single quest for all of them. The name of each quest will now contain the boss's name, so it's easier to understand what bots are doing using the bot debug overlays.
    • Blacklisted Zryachiy and his followers, "skier", and "peacemaker" from Boss Hunter quests
    • Changed the min/max number of EFT quests a bot needs to complete before trying to extract from 2/5 to 2/4
    • Changed the min/max number of non-EFT quests a bot needs to complete before trying to extract from 6/12 to 3/8
    • Changed the default bot-cap adjustment for Factory Day from 13 to 0 because the SPT location data for it has been fixed
    • Use SPT's USEC chance when generating PMC's instead of having a fixed 50% chance
    • Changed the way bot-generation requests are intercepted so a custom endpoint is no longer needed
    • Show an error when the game starts if this mod's spawning system and nVidia reflex are both enabled
    • Prevent PMC's and PScavs spawned by this mod from being forced to be hostile with Zryachiy and his followers, the BTR, or Santa
    • Always allow bots to join boss bot groups
    • If a bot's state is not EBotState.Active, show its state in its bot overlay instead of any other information
    • Added debug setting to make all PMC's friendly
    • Simplified the method used to generate bot groups
    • Stop trying to find static paths to invalid quest objectives
    • Removed the patch that fixed a bug with bot Standby logic because it's no longer needed
    • Use the SPT method for getting members of a bot group
    • Ensure private fields are arguments in patches, not accessed via reflection while the patch runs
    • Ensure private fields that cannot be arguments in patches are cached when the patch is created
    • Added unused method to prevent a bot from sprinting for a certain amount of time
    • Added unused method to delete all static-path data
    • Fixed typo in message when bots are ready to extract after completing a certain number of quests
    • Added warning messages when processing EFT quests if any of their templates are null
    • Bug fix for the AI limiter not working on Ground Zero when you are level 21 or higher
    • Bug fix for errors when bots try unlocking doors that no longer exist (namely because they were destroyed by Backdoor Bandit)
    • Bug fix for bots trying to unlock the same door multiple times
    • Bug fix for error when multiple waypoints for a quest are connected with a static path
    • Bug fix for redundant static paths being generated (where one is the reverse of another)
    • Bug fix for error spam if a questing bot's path data is null
    • Bug fix for respawns of Zryachiy's followers not being able to join his bot group
    • Bug fix for the members of the wrong bot group being used to check if a bot can join a bot group
    • Bug fix for not being able to override properties of quests that are private, arrays, or reference types via eftQuestSettings.json
    • Bug fix for quest zone positions not able to be changed via zoneAndItemQuestPositions.json


    config.json files from previous releases are not compatible.

    DanW added a new version:

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    • Bug fix for the game freezing while starting if disable_fence=false and barters_only=true


    Config.json files from the 2.0.0 and 2.0.1 releases are compatible.

    What's the name of that option? What I am looking for is that all PMC bots can walk freely on the map no matter where they are, but the other bots would only act if I approached them

    If you keep "Enable AI Limiting for Bots That Are Questing" disabled in the F12 menu, PMC's should never be disabled unless they get stuck so badly that questing gets disabled for them.

    All you have to do is change bot_spawns.enabled=false. That will disable everything related to spawning in this mod.

    DanW added a new version:

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    • Fixed incompatibility with the loot-destruction system and Fika


    config.json files from the 2.3.1 through 2.6.0 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.

    Is that possible to add another option that allows you to enable the AI limiter but disable it for PMCs? I only saw the option for sniperscav, bossandfellow, raiders, and rouges.

    That's the default behavior. There's already another option to allow the system to disable PMC's.

    DanW added a new version:

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    • Bug fix for being unable to disable the flea market
    • Added Russian translation for the "Hardcore Playthrough" edition description (thanks to AcidMC)


    Config.json files from the 2.0.0 release are compatible.

    DanW added a new version:

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    • Only apply hardcore rules to specific profiles:
      • Added a new "Hardcore Playthrough" edition to the SPT Launcher
      • Only enable hardcore rules when a profile using the "Hardcore Playthrough" edition is loaded (resolves #4) or when use_for_all_profiles=true in config.json
      • Show a warning message when the main menu is displayed if enabled=false in config.json but a profile using the "Hardcore Playthrough" edition is loaded or use_for_all_profiles=true in config.json
    • Improved handling of repair options:
      • Disable the repair option for items unless a suitable repair kit is in the player's inventory (resolves #1)
      • Removed traders from the repair window drop-down menu
      • Moved all code to the client
      • Changed the config.json option name from disable_repairs to disable_trader_repairs to improve clarity
    • Improved how insurance is disabled:
      • Instead of extending the Scav cooldown timer, you will no longer be able to select "Scav" when entering a raid
      • Moved all code to the client
    • Improved how post-raid healing is disabled:
      • Instead of skipping the screen, show it but you will not be able to apply any treatment. That way, you can still see the damage you received during the raid.
      • Moved all code to the client
    • Added a whitelist (traders.whitelist_traders) of ID's for traders who will not have their offers modified if traders.barters_only=true or traders.whitelist_only=true
    • Changed the trader-item whitelist name from whitelist to whitelist_items in config.json
    • Changed the option for enabling debug mode from debug to debug.enabled in config.json
    • Moved the option to change the flea market minimum level from services.flea_market to debug in config.json, renamed it to flea_market_min_level, and only use it if debug.enabled=true
    • Fixed debug message in UpdateSideSelectionPatch to have the correct class name


    Config.json files from previous releases are not compatible.

    DanW added a new version:

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    • Updated to SPT 3.9.x
    • Increased required version of Waypoints from 1.4.3 to 1.5.1
    • Increased required version of BigBrain from 0.4.0 to 1.0.1
    • Improved the interaction between Questing Bots and SAIN:
      • Reduced brain-layer priorities of questing and boss-following to be less than SAIN's brain-layer priorities. This fixes issues where bots would prematurely end combat and run away, and bots will generally be much more alert, patient, and effective in combat. However, they will also tend to perform significantly fewer quests throughout the raid.
      • Added a new brain layer (with a higher priority than SAIN's) to make bots retreat and support their boss if their group is in combat and they're not in immediate danger. This prevents bot groups from becoming too spread out and running around the same general area chasing each other between engagements. The distance thresholds are configurable, but by default they will use this layer if they're more than 35m away from their boss, and they will stop using the layer once they are within 15m of their boss.
      • Only prevent followers from following or regrouping with their bosses if they need to heal, and ignore other "able-bodied" checks. This prevents bot followers from running away and ignoring their bosses for a while instead of healing.
      • Added separate min/max pairs to questing.bot_questing_requirements.search_time_after_combat that are automatically selected based on Questing Bots's brain-layer priorities vs. SAIN's. If SAIN is prioritized, questing.bot_questing_requirements.search_time_after_combat will be 5/20 s. Otherwise, it will be 20/45 s.
    • Changed the raid-start delay to occur before the final countdown until the raid starts instead of being in parallel with it
    • Added a config option to override the radius around the BTR within which questing bots will "avoid danger" (reduced EFT's 40m setting to 10m by default).
    • Added config options to change priorities of all Questing Bots brain layers
    • Updated bot-overlay information to include the new brain layer and to hide some information when one of SAIN's brain layers is active
    • Added an Advanced F12 menu option to show your current coordinates on the screen
    • Bug fix for bots ignoring their hearing (using SAIN) when sniping
    • Bug fix for not using the "default" Scav raid-time reduction settings to generate the player-Scav spawn schedule if the location ID cannot be found in the server data


    Please use my AI Hostility Fix mod if you're using SAIN 3.0.3 (or below) or SPT 3.9.1 (or below).


    config.json files from previous releases are not compatible.

    DanW added a new version:

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    • Added config option (on by default) to consider trader offers in exchange for GP Coins to be considered barter trades


    Config.json files from previous releases are not compatible.

    DanW added a new version:

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    • Updated to SPT 3.9.0


    config.json files from the 2.3.1 through 2.5.1 releases are compatible, but you'll receive warning messages in the server console about trader-inventory changes being disabled.