Posts by DanW

    DanW added a new version:

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    • Updated for SPT-AKI 3.8.0
    • Whitelisted yellow flares to purchase from traders
    • Removed the version number from the directory name in \user\mods\
    • Updated client code to be version-agnostic, so it will (hopefully) be compatible with future SPT versions too
    • Updated server code per Lint recommendations


    Config.json files from the 1.2.0 through 1.2.2 releases are compatible, but yellow flares will not be whitelisted in them by default.

    DanW added a new version:

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    Updated for SPT-AKI 3.8.0

    DanW added a new version:

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    Feature Changes:

    • Increased required SPT version to 3.7.6
    • Revised spawn-location selection algorithm for PMC's and PScav's that spawn after the beginning of the raid
    • Separate bots from their groups if they take too long to heal (>120s by default) or get stuck too many times (8 by default). If the boss of a group is separated, a new boss for the group will be selected. The timer for determining if bots take too long to heal will be paused when bots hear suspicious noises or are in combat.
    • Added new Snipe quest step type that operates the same as Ambush but allows bots to be interrupted by suspicious noises
    • Increased bot_spawns.max_alive_bots for Labs from 8 to 9
    • Updated SPT-version check when the game starts
    • Use raid-time-adjustment properties provided in SPT 3.7.6
    • If bots stop questing or following because they got stuck, show "IsStuck" for the reason why they stopped instead of "CannotQuest"
    • Bug fix for constant exceptions when the game starts that "break" bots and cause them to shuffle and not engage enemies
    • Bug fix for bots continuing to perform quests with maxBotsInGroup limits below their group size if followers are assigned to them after they started doing the quest
    • Bug fix for bots being able to unlock or open doors that would have no interaction options for human players (i.e. the Saferoom door in Interchange when the power is off)
    • Bug fix (for broken bug fix) for bots being able to join other bot groups (for real this time?)
    • Bug fix for player Scavs spawning next to each other during the raid
    • Added debug messages to help troubleshoot spawn issues
    • If a PMC or PScav spawn was prevented because it would be too close to another bot, show the distance to that bot in the game console

    Quest Changes:

    • Updated all sniping quests to use the new Snipe quest step type instead of Ambush
    • Changed "Bridge Sniping" on Customs from being considered a camping quest to a sniping quest


    config.json files from previous releases are not compatible.

    DanW added a new version:

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    New Features:

    • Implemented bot hearing sensor to make them less oblivious and more proficient in CBQ. This system has the following features:
      • If bots hear enemy footsteps or gunfire within a certain range, they will stop questing for some time between 5s and 20s (configurable). By default, the threshold for them to detect enemy footsteps is 20m, and the threshold for gunfire (including suppressed gunfire) is 50m.
      • If they continue hearing suspicious noises (described above), they will keep being prevented from questing until a maximum time is reached, which is configurable for each map. By default, the maximum time for all maps is 120s except Labs (60s) and Factory (30s Day, 45s Night). The more PVP-focused maps have lower maximum times to discourage bots from staying in one location for a long time. After this maximum time is reached, bots will ignore suspicious noises for a certain time, which is 7s by default.
      • The hearing sensitivity for bots is higher if they're wearing headsets and lower if they're wearing helmets that block sound.
      • If the loudness of the sound is below a certain configurable level, bots will ignore it. Currently, bots will ignore you crouch-walking at the slowest speed even if they're wearing headsets. That way, you can still sneak up on them. In contrast, bots that are wearing helmets that block noise and not wearing headsets will likely not hear you walking at all. All bots will hear you sprint, and all bots will hear gunfire regardless of their loadouts.
      • When bots first hear suspicious noises, they will not be allowed to loot for some time between 5s and 20s (same as the setting above). This requires Looting Bots 1.2.1 or later.
      • Bots will ignore suspicious noises if they're closing doors, planting items, toggling switches, or in an ambush position
      • If a bot in a group stops questing to investigate a suspicious noise, all other group members will stop questing
      • SAIN is highly recommended to complement this system
      • This system can be disabled if desired
    • Adjusted default configuration to make bots in groups travel closer together:
      • Reduced questing.bot_questing_requirements.max_follower_distance.target_range.min from 10m to 7m
      • Reduced questing.bot_questing_requirements.max_follower_distance.target_range.max from 20m to 12m
      • Reduced questing.bot_questing_requirements.max_follower_distance.nearest from 25m to 15m
      • Reduced questing.bot_questing_requirements.max_follower_distance.furthest from 40m to 25m
      • Reduced questing.bot_questing_requirements.break_for_looting.max_distance_from_boss from 75m to 50m
    • Removed legacy code that doubled the number of bots allowed to do a quest if it was for an EFT quest in a large area (i.e. locations for Capturing Outposts)
    • Increased questing.bot_questing_requirements.repeat_quest_delay from 300s to 360s so bots are less likely to bounce between nearby quests that have many objectives
    • Allow bots to loot after completing EFT quests if there is a non-EFT quest objective within a certain distance (5m by default) that allows looting. However, bots will never be able to loot at quest objectives requiring them to plant items.
    • Allow bosses of bot groups to wander around and patrol if they're regrouping and they've reached their nearest follower. Previously they would stand still after reaching their nearest follower, making them easy sniping targets.
    • Added configuration options to adjust the desirabilities of quests that are marked as camping quests or sniping quests
    • Reduced the minimum distance above which bots can be disabled by the AI limiter if they're near other questing bots from 50m to 25m
    • Added new fields to bot overlays to show why they are not questing or following their bosses. Logic checks for determining if bots can quest or follow bots were reorganized so the most severe reasons are shown in this field.
    • Relocated search_time_after_combat in config.json but did not change its values
    • Removed the F12 option to disable time-gating because there's no benefit
    • Fixed special quests like "Boss Hunter" have unnamed quest objectives
    • Bug fix for slow bot generation (and related lag spikes) compared to the 0.3.5 release
    • Bug fix for not all members of a Scav group being converted to PScavs when using another spawning mod like SWAG + DONUTS and having adjust_pscav_chance.enabled=true
    • Bug fix for bots attacking other bots that are disabled by the AI limiter
    • Bug fix (for broken bug fix) for bots being able to join other bot groups
    • Bug fix for pausing of questing brain layers not working. This mainly affected the transition between bots unlocking and opening doors.
    • Disabled old debug messages
    • Refactoring and removal of unused code


    Quest Changes:

    • Reduced desirability of EFT quests from 65 to 60
    • Increased min_distance of "Boss Hunter" quests from 25m to 50m
    • Reduced max_distance of Airdrop Chaser quests from 500m to 400m
    • Changed "3rd Floor Office Rush" quest in Factory to have an ambush step instead of a hold-position step
    • Reduced desirability of "3rd Floor Bridge" in Factory from 35 to 25
    • Increased desirability of "Gate 3" in Factory from 10to 15
    • Increased desirability of "Gate 3 Entrance" in Factory from 10to 15
    • Increased desirability of "Gate 3 Camping" in Factory from 10to 15
    • Separated ambush objective in "Cafeteria" quest in Labs into a new quest
    • Reduced desirability of "Medical Block Elevator Stairwell" in Labs from 30 to 25
    • Reduced desirability of "Ventilation Shaft Stairwell" in Labs from 20 to 10
    • Reduced desirability of "Parking Stairwell" in Labs from 20 to 10
    • Reduced desirability of "NE Stairwell" in Labs from 20 to 10
    • Reduced desirability of "Central Stairwell 1" in Labs from 20 to 15
    • Reduced desirability of "Central Stairwell 2" in Labs from 20 to 15
    • Reduced desirability of "Server Room SW Stairs" in Labs from 30 to 25
    • Reduced desirability of "Server Room NW Stairs" in Labs from 30 to 25


    config.json files from previous releases are not compatible.

    So i have it in my bepinex folder should i extract it here? Once again sorry I am new

    You should look at the contents of each ZIP file to see where they should be extracted. Like Rad Roach posted earlier, most ZIP files for mods can be extracted into your SPT install directory. However, not everyone has the same folder structure for their ZIP files, so you'll have to match the subfolders in the ZIP with the subfolders in the SPT install directory.


    As a rule of thumb, DLL's go into the Bepinex/plugins directory. If the folder contains a package.json file, that folder should be in the user/mods directory.

    DanW added a new version:

    DanW added a new version:

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    • Added config option to disable trader stock changes for Fence. Fence changes are enabled by default because he still sells unrealistically nice stuff in SPT-AKI 3.7.6.
    • Bug fix for constant NRE's when in the Hideout
    • Updated server code per Lint recommendations


    The config.json file from previous releases is NOT compatible.

    Did you do a fresh install or patch an existing install? If you patched an existing install, please try a fresh install.


    If you're still having problems, please send me your LogOutput.log in your BepInEx directory after this error occurs.

    DanW added a new version:

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    • Added "boss hunter" quest that instructs bots to search areas in which bosses may spawn. Bots must be level 15+ to select it.
    • Added "airdrop chaser" quest that instructs bots to go to airdrop crates within a certain time after they land (420s by default).
    • Instruct bots to extract based on raid time and the number of quests they complete. REQUIRES SAIN 2.1.7 or later. SAIN 2.1.8 or later is highly recommended.
    • Allow quests to instruct bots to extract immediately after completing them
    • Updated "Marked Room Rush" quest in Customs to instruct bots to extract after completing it
    • Display a notification in the EFT main-menu screen if SPT needs to be updated to support the current version of the mod
    • Abbreviate the ID's of doors being unlocked in the bot's "action reason" so they take up less space in BotDebug overlays
    • Added currently-unused method that can retrieve a CustomLayer object registered with BigBrain from another mod without adding it as a dependency
    • Changed inconsistent property name chanceOfHavingKeys to chance_of_having_keys in questing.bot_quests.eft_quests
    • Added debug option to force airdrops to occur at the beginning of every raid on applicable maps
    • Only show the "No custom quests found" server warning message if the user\mods\DanW-SPTQuestingBots\quests\custom directory exists but doesn't contain any quests
    • Added a server error message if no standard quests were found
    • Added more detail to the "/quests/standard/ directory is missing" server error message
    • Small performance improvement when initializing bots
    • Added more information to the message for exceptions thrown by LocationController.GetNearestSpawnPoint()
    • Bug fix for bots repeatedly trying to unlock or breach the same door
    • Bug fix for some properties not working when added to quests in questing.bot_quests
    • Bug fix for exceptions when loading quests added by mods that do not have any Conditions defined
    • Bug fix for exception thrown by LocationController.GetNearestSpawnPoint() saying that no spawn points are available, typically on Reserve
    • Bug fix for rare condition in which profile information is requested for a null bot
    • Bug fix for custom and standard quests being validated even if the mod is disabled


    config.json files from previous releases are not compatible.

    DanW added a new version:

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    • Added system to turn on switches (i.e. power switches) throughout the raid:
      • A random number of switches will be toggled at random points throughout the raid (configurable). Only switches that players can toggle are eligible.
      • Switches that control extract points (i.e. elevator buttons in Labs) will not be allowed to turn on until a certain amount of time has elapsed in the raid, before adjustments are made for Scav runs (600s by default)
      • Switches will not be allowed to be turned on if you're within a certain distance from them (150m by default)
      • Just like the systems that open doors and despawn loot, switches that are "missed" when spawning in late as a Scav will be toggled immediately after you spawn. Audio will be disabled for these switches so it's less obvious what has changed on the map.
      • If a switch is only available to turn on after another one is turned on, that one will be toggled first. If this occurs after the initial switches have been turned on for Scav raids, the first switch won't be toggled until some time after the prerequisite switch is. The delay is proportional to the distance between the two switches.
      • When spawning in late as a Scav, initial switches must be toggled before initial doors are opened (which then allows initial loot to be despawned). This ensures doors that require power will be eligible to be opened (if the power switch is turned on).
    • Added the factor destroy_loot_during_raid.players_with_loot_factor_for_maps_without_pscavs (0.3 by default) to apply to fraction_of_players_full_of_loot for maps that do not allow player Scavs to spawn. This means that (by default) significantly less loot will be despawned throughout Labs raids.
    • Reduced only_make_changes_just_after_spawning.time_limit from 30 to 5 seconds because it doesn't really need to be any longer than that.


    The config.json file from previous releases is NOT compatible.


    NOTE: This release uses the previous code (for SPT-AKI 3.6.1) to change Fence's inventory, so that will need to be revised now that SPT-AKI 3.7.0+ has fixed some of the issues LTTP addressed back in the 1.2.0 release.

    DanW added a new version:

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    • Improved car-extract behavior:
      • The car will now leave at some point during the raid instead of having the chances of it being available reduced based on the time you spawn in.
      • Just like in live Tarkov, the car extract will appear in green font after it has been activated (even if you haven't approached it yet), and it will appear in red font after it leaves.
      • The car will not be allowed to leave if you're within a certain distance of it (150m by default). If the car extract has already been activated, it will be deactivated if you get too close to it so you don't get a free ride. After this happens, it won't be allowed to be activated again for a certain amount of time (120s by default).
    • Added car-extract departures to systems that can be disabled by only_make_changes_just_after_spawning
    • Changed default value of only_make_changes_just_after_spawning.affected_systems.opening_locked_doors to true because bots can now unlock doors in Questing Bots.


    The config.json file from previous releases is NOT compatible.


    NOTE: This release uses the previous code (for SPT-AKI 3.6.1) to change Fence's inventory, so that will need to be revised now that SPT-AKI 3.7.0+ has fixed some of the issues LTTP addressed back in the 1.2.0 release.

    DanW added a new version:

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    • Allow keycard doors and car trunks to be unlocked, opened, and closed throughout the raid (and at the beginning of Scav raids)
    • If loot is in a trunk, open the trunk before destroying it. If the trunk is locked, do not destroy it.
    • Bug fix for constant exceptions if destroy_loot_during_raid.loot_ranking.enabled=false


    config.json files from the 2.0.0 release are compatible, but destroy_loot_during_raid.nearby_interactive_object_search_distance will always be 0.75, and destroy_loot_during_raid.only_search_for_nearby_trunks will always be true.


    NOTE: This release uses the previous code (for SPT-AKI 3.6.1) to change Fence's inventory, so that will need to be revised now that SPT-AKI 3.7.0+ has fixed some of the issues LTTP addressed back in the 1.2.0 release.

    DanW added a new version:

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    • Improved code for fallback back to the default locale (English) if translations don't exist for the selected one
    • Added Spanish and Portuguese translations


    Thanks to NaNZinho and Skabio for the translations!

    DanW added a new version:

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    • Added localization support
    • Added English and Chinese translations
    • Lots of refactoring


    If you would like to help me include other languages, please post a comment with the locale ID in Aki_Data\Server\database\locales\global and translations for:

    • "Do Nothing"
    • "Open Sesame"
    • "Turn On Power"

    DanW added a new version:

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    • Increased required version of SPT-AKI to 3.7.4 (MUST have the 2023/12/06 hotfix or newer!)
    • Bots will now figure out how to unlock doors in locked rooms (i.e. the offices in Big Red)
    • Raid-time calculations changed to use methods in SPT 3.7.4
    • Added debug option to force Scav raids to always be full length
    • Minor performance improvement when multiple bots check if the same door can be unlocked
    • Replaced individual debug messages for locked doors that bots aren't allowed to unlock with one saying the total number of locked doors that bots are allowed to unlock
    • Added more details about bots in debug message written when a player kills another player
    • Removed "Initial PMC's remaining" part of the debug message written when a player kills another player if initial PMC spawns are disabled
    • Fail all objectives for killed bots after writing the debug message written when a player kills another player so reading the log makes more sense
    • Added null checks to be more flexible when processing quests added by other mods
    • Bug fix for exception thrown when bots try unlocking keycard doors that were just unlocked
    • Removed obsolete code
    • Refactoring for methods that can serve other purposes in the future


    config.json files from previous releases are not compatible.

    I noticed when launching the server that your mod sets the bot caps for each map, I want to change the cap on streets and lighthouse as I have performance issues on those even with ai limiting enabled, I tried looking in f12 menu and config files for the mod but couldn't find anything, can you guide me on how to change the caps?


    thanks :D

    In short, this mod will try to increase the bot limit by the maximum number of players for the map. However, there are a few limits:

    • The bot limit cannot be increased by more than initial_PMC_spawns.max_additional_bots
    • The bot limit cannot exceed initial_PMC_spawns.max_total_bots

    Otherwise, you can pair this mod with another one that allows you to change bot limits per map. As long as those changes are done before launching the game and you have this mod load after the other one, this mod will use those changes as its starting point.


    If you don't want this mod to change bot limits at all, you can disable initial_PMC_spawns.add_max_players_to_bot_cap.


    Hope that helps!

    DanW added a new version:

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    • Rewrote patches to make it easier to add more actions in the future
    • All interactive objects can now be unlocked including keycard doors, safes, cash registers, and trunks
    • Added a "Do Nothing" action so you're less likely to accidentally unlock things. This can be disabled in the Configuration Manager.
    • Added a Configuration Manager option to prevent any actions from being added to menus (effectively disabling this mod)
    • Lots of refactoring

    DanW added a new version:

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    Added ability to remotely turn on the power switch for doors that require power to be unlocked.