DanW added a new version:
Quote
- Updated for SPT-AKI 3.7.1
config.json files from the 0.2.7 release are fully compatible.
NOTE: Since SAIN hasn't been updated for SPT-AKI 3.7.1 yet, I'll ASSume it'll be compatible for now...
DanW added a new version:
Quote
- Updated for SPT-AKI 3.7.1
config.json files from the 0.2.7 release are fully compatible.
NOTE: Since SAIN hasn't been updated for SPT-AKI 3.7.1 yet, I'll ASSume it'll be compatible for now...
DanW added a new version:
Quote
- Updated for SPT-AKI 3.7.1
- Bug fix for not being able to enter a raid after leaving one while it was loading
config.json files from the 1.3.1 through 1.3.4 releases are fully compatible. config.json files from the 1.2.2 and 1.3.0 releases are compatible, but destroy_loot_during_raid.exclusion_radius_bots will always be 10m.
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:
Quote
- Updated for SPT-AKI 3.7.1
- Bug fix for cash offers eventually returning to the flea market when services.flea_market.only_barter_offers=true
Config.json files from the 1.2.0 and 1.2.1 releases are compatible.
DanW added a new file:
QuoteDisplay MoreSAIN 3.3.0 or later and Looting Bots 1.5.2 or later are highly recommended!
This mod may have a performance impact, but it should be minimal starting with the 0.5.0 release. If you notice performance problems, please try using the built-in AI limiter.
Mod Compatibility:
REQUIRED BigBrain (1.3.2 or later)
Waypoints (1.7.1 or later)Highly Recommended SAIN (4.0.3 or later recommended)
Looting Bots (1.5.2 or later recommended)NOT Compatible AI Limit or any other mods that disable AI in a similar manner. This mod relies on the AI being active throughout the entire map. Starting with 0.2.10, Questing Bots has its own AI Limiter feature. Please see the tab below for more information. Partially Compatible Fika (If you're using the Questing Bots spawning system, you must disable Enforced Spawn Limits in the F12 menu for Fika)
Traveler, Entry Point Selector, and similar mods that significantly reduce spawn points (You MUST use another mod like SWAG + DONUTS to manage bot spawning when using this mod. Otherwise, bots will spawn right in front of you.)
Please Just Fight (This mod should only be used if you're not using the Questing Bots spawning system)
Declutterer (Causes crashes for some people; use at your own risk)Compatible SWAG + DONUTS (Bot spawning in this mod will be automatically disabled)
Late to the Party
Performance Improvements (Must be version 0.2.4 or newer)
NOTE: Please disable the bot-spawning system in this mod if you're using other mods that manage spawning! Otherwise, there will be too many bots on the map. The bot-spawning system in this quest will be automatically disabled if any of the following mods are detected:
- Open the ZIP file you downloaded for this mod
- Extract the "BepInEx" and "user" folders into your SPT install directory, and overwrite any existing files
Example from another mod (thanks, DrakiaXYZ!):
Instead of simply patrolling their spawn areas, bots will now move around the map to perform randomly-selected quest objectives. By default this system is only active for PMC's and player Scavs, but it can be enabled for normal Scavs and bosses if you want an extra challenge.
After spawning (regardless of when this occurs during the raid), bots will immediately begin questing, and there are only a few conditions that will cause them to stop questing:
- They got stuck too many times
- Their health is too low and they're unable to heal
- They're over-encumbered
- They're trying to extract (using SAIN)
Otherwise, they will only temporarily stop questing for the following reasons:
- They're currently or were just recently in combat
- They heard a suspicious noise
- They recently completed an objective
- They're checking for or have found loot
- Their health is too low or they have blacked limbs (besides arms)
- Their energy or hydration is too low
- They have followers that are too far from them
There are several types of quests available to each bot:
- EFT Quests: Bots will go to locations specified in EFT quests for placing markers, collecting/placing items, killing other bots, etc. Bots can also use quests added by other mods.
- Spawn Rush: At the beginning of the raid, bots that are within a certain distance of you will run to your spawn point. Only a certain number of bots are allowed to perform this quest, and they won't always select it. This makes PVP-focused maps like Factory even more challenging.
- Boss Hunter: Bots will search zones in which bosses are known to spawn. They will only be allowed to select this quest at the beginning of the raid (within the first 5 minutes by default) and if they're a high enough level.
- Airdrop Chaser: Bots will run to the most recent airdrop if it's close to them (within 500m by default). They will be allowed to select this quest within questing.bot_quests.airdrop_bot_interest_time seconds (420s by default) of the airdrop crate landing.
- Spawn Point Wandering: Bots will wander to different spawn points around the map. This is used as a last resort in case the bot doesn't select any other quests. This quest is currently disabled by default because it should no longer be needed with the quest variety offered in the 0.4.0 and later releases.
- "Standard" Quests: Bots will go to specified locations around the map. They will prioritize more desirable locations for loot and locations that are closer to them. These also include some sniping and camping quests on all maps, so be careful!
- "Custom" Quests: You can create your own quests for bots using the templates for "standard" quests. None are provided by default.
---------- Bot Quest-Selection Algorithm Overview ----------
When each bot spawns, this mod finds the furthest extract from them and references it when selecting new quests for the bot. If the bot ever comes close enough to that extract while traversing the map, this happens again; a new extract is selected for it that is the furthest one from its current location. This continues until the bot extracts or dies. This extract is NOT used when bots extract via SAIN; it is only used when this mod selects new quests for the bot.
Before selecting a quest for a bot, all quests are first filtered to ensure they have at least one valid location on the map and the bot is able to accept the quest (it's not blocked by player level, etc.). Then, the following metrics are generated for every valid quest:
- The distance between the bot and each objective for the quest with some randomness applied (by questing.bot_quests.distance_randomness). This value is then normalized based on the furthest objective from the bot (for any valid quest), and finally it's multiplied by a weighting factor defined by questing.bot_quests.distance_weighting (1 by default).
- A "desirability" rating for each quest, which is the desirability rating
assigned to the quest but with some randomness applied (by questing.bot_quests.desirability_randomness). This value is divided by 100 and then multiplied by a weighting factor defined by questing.bot_quests.desirability_weighting (1 by default). There are modifiers that can be applied to the desirability ratings of quests including questing.bot_quests.desirability_camping_multiplier, questing.bot_quests.desirability_sniping_multiplier, and questing.bot_quests.desirability_active_quest_multiplier. More information about these settings can be found in the README or GitHub repo for this mod.- The angle between two vectors: the vector between the bot and its selected extract (described above), and the vector between the bot and each objective for the quest. If the quest objective is in the same direction as the bot's selected extract, this angle will be small. If the bot has to move further from its selected extract, this angle will be large. Angles that are below a certain threshold (90 deg by default) are reduced down to 0 deg. This value is divided by 180 deg minus the threshold just described (90 deg by default), and finally it's multiplied by a weighting factor defined by questing.bot_quests.exfil_direction_weighting, which is different for every map.
These three metrics are then added together, and the result is the overall score for the corresponding quest. The quest with the highest score is assigned to the bot. If for some reason the bot is unable to perform that quest, it selects the one with the next-highest score, and so on. If no quests are available for the bot to select, this mod will first try allowing the bot to perform repeatable quests early (before the questing.bot_questing_requirements.repeat_quest_delay delay expires). If there are no available repeatable quests, this mod will then attempt to make the bot extract via SAIN. Finally, this mod will stop assigning new quests to the bot.
At the beginning of the raid, PMC's will spawn around the map at actual EFT PMC spawn points. The spawning system will try to separate spawn points as much as possible, but spawn killing is still entirely possible just like it is in live Tarkov. The total number of PMC's that can spawn is a random number between the minimum and maximum player count for the map (other mods can change these values). However, you count as one of those PMC's for PMC raids. That number will be reduced if you spawn into the map late for a Scav run. The PMC difficulty is set by your raid settings in EFT.
Starting with the 0.4.0 release, player Scavs will also spawn throughout the raid. Each group of player Scavs will be assigned a minimum spawn time that is generated using SPT's raid-time-reduction settings for Scav raids. This mod will use SPT's weighting settings for choosing when player Scavs will spawn into each location, it will add some randomness, and then it will generate a spawn schedule for all player-Scav spawns. Effectively, this means that player Scavs are most likely to spawn toward the middle and last third of raids. They're unlikely to spawn toward the very beginning or very end of them. Player Scavs can spawn at any EFT PMC or player-Scav spawn point on the map, and player-Scav bot difficulty is set by your raid settings in EFT.
Only a certain (configurable) number of initial PMC's will spawn at the beginning of the raid, and the rest will spawn as the existing ones die. PMC's that spawn after the initial wave can spawn anywhere that is far enough from you and other bots (at any EFT spawn point for PMC's or player Scavs). After all PMC's have spawned, player Scavs will be allowed to spawn. The maximum total number of PMC's and player Scavs on the map cannot exceed the number of initial PMC's (determined by bot_spawns.max_alive_bots). For example, Customs allows 10-12 players, but Questing Bots only allows 7 to be on the map at the same time by default. That means 7 PMC's will spawn immediately as the raid starts, and as some of them die others will spawn to replace them. After all PMC's have spawned and less than 7 are remaining, player Scavs will be allowed to spawn. If there are 5 PMC's left on the map, 2 player Scavs will be allowed to spawn. If there are 3 PMC's left on the map, 4 player Scavs will be allowed to spawn, and so on. Even if most total PMC's have died, player Scavs will not be allowed to spawn earlier than their scheduled spawn times.
A new feature of the 0.4.0 and later releases is an advanced spawning system that tricks EFT into thinking that PMC's and player Scavs are human players. This makes PMC's and player Scavs not count toward the bot cap for the map, so they shouldn't impede normal EFT bot spawns for normal Scavs and bosses. It also prevents PMC's and player Scavs from counting toward the maximum bot counts for each zone on the map, and this allows normal Scavs to spawn like they would in live EFT. Without this system, all initial bosses must be configured to spawn first (which is a config option in this mod) or EFT may suppress them due to the high number of bots on the map. To accomodate the large initial PMC wave and still allow Scavs and bosses to spawn, the bot cap can be optionally increased (which is also a config option in this mod) if you're not using the advanced spawning system.
---------- PMC Group Spawning System ----------
- Spawn chances for various group sizes are configurable. By default, solo spawns are most likely, but 2-man and 3-man groups will be commonly seen. 4-man and 5-man groups are rare but possible.
- EFT will assign one bot in the group to be a "boss", and the boss will select the quest to perform. All other bots in the group will follow the boss.
- If any group members stray too far from the boss, the boss will stop questing and attempt to regroup
- If any member of the group engages in combat or hears a suspicious noise, all other members will stop questing (or following) and engage in combat too.
- If the boss is allowed to sprint, so are its followers and vice versa.
- If the boss of a bot group dies, EFT will automatically assign a new one from the remaining members
- Followers are only allowed to loot if they remain within a certain distance from the boss
---------- AI Limiter System ----------
Since normal AI Limit mods will disable bots that are questing (which will prevent them from exploring the map), this mod has its own AI Limiter with the following features:
- AI Limiting must be explicitly enabled in the F12 menu.
- AI Limiting must be explicitly enabled for bots that are questing for each map. By default, questing bots will only be disabled on Streets.
- Bots will only be allowed to be disabled if they are beyond a certain distance (200m by default) from human players. There are individual map-specific distances that can be adjusted by enabling advanced settings in the F12 menu, but the global setting will take priority. In other words, the actual limiting distance is the minimum of the two (the map-specific value and the global value). By default, all map-specific distances are set to 1000m to avoid confusion when only the global setting is adjusted.
- Bots will only be allowed to be disabled if they are beyond a certain distance (75m by default) from other bots that are questing (and not disabled)
---------- Scav Spawn Restrictions System ----------
The Questing Bots spawning system adds PMC and player-Scav spawns on top of existing vanilla EFT spawns to mimic the live PvP experience as much as possible. However, that also means issues with vanilla EFT spawning will also exist while using this mod, including excessive Scav spawning that overwhelms players. This is especially a problem in live PvE.
To mitigate Scav spawning issues experienced in live EFT, the 0.9.1 release introduces several F12 menu options to intervene with its Scav spawning system:
- Enable Scav Spawn Restrictions: Completely enable or disable all features described below.
- Map Fraction for Scav Spawning Exclusion Radius: In live PvP and PvE, Scavs may spawn as close as 1.8m from you, which is immersion-breaking and unfair. Questing Bots significantly increases the minimum distance from you that Scavs can spawn, based on this slider value. First, it finds the maximum distance between any two spawn points on the map (which approximates the map size). Then, it calculates the minimum spawning distance for Scavs by multiplying this distance by the slider value (0.1 by default). Finally, it blocks EFT from spawning any Scavs within the calculated minimum spawning distance of any players (human, AI PMC, or AI player Scav). Because the minimum distance scales with the map size, practically this means that Scavs cannot spawn within ~100m of you on Customs but only ~17m of you on Factory (using the default setting). Higher values may overly restrict Scav spawns, while lower values have a higher risk of Scavs spawning near you.
- Permitted Scav Spawn Rate: As Scavs are killed, EFT rapidly spawns new ones to replace them (until the map's bot cap is reached). This means you can get stuck in situations where Scavs are constantly swarming you during the raid. To alleviate this problem, Questing Bots limits the rate at which EFT is allowed to spawn Scavs to this slider value (2.5 Scavs / minute by default). This restriction begins after a certain number of Scavs have spawned, determined by the value of Threshold for Scav Spawn Rate Limit (see below). The time window used to calculate the Scav spawn rate is defined by bot_spawns.eft_new_spawn_system_adjustments.scav_spawn_rate_time_window (300s by default).
- Threshold for Scav Spawn Rate Limit: EFT will be allowed to spawn this number of Scavs from the start of the raid, and then Scav spawns will be limited by Permitted Scav Spawn Rate. The purpose of this threshold is to ensure the map is initially populated before Scav respawns are blocked. This is set to 10 by default.
- Max Alive Scavs: The total number of assault, assaultGroup, cursedAssault, and marksman Scavs that are alive on the map at the same time will be limited to this value (15 by default). Questing Bots will prevent EFT from spawning additional Scavs if this limit would be exceeded.
If Scav spawns are blocked by either the Permitted Scav Spawn Rate or Max Alive Scavs restrictions, Questing Bots will prevent EFT from attempting to spawn additional Scavs by the number of seconds defined by bot_spawns.eft_new_spawn_system_adjustments.non_wave_retry_delay_after_blocked (180s by default).
Vanilla EFT Issues in SPT 3.11:
- Bots sometimes "teleport" through doors
- Bots shudder while unlocking doors
- Bots sometimes rapidly accelerate and decelerate while moving (especially when following bosses)
Objective System:
- Mods that add a lot of new quests may cause latency issues that may result in game stability problems and stuttering
- Bots tend to get trapped in certain areas. Known areas:
- Customs between Warehouse 4 and New Gas
- Customs in some Dorms rooms
- Lighthouse in the mountains near the Resort spawn
- Lighthouse on the rocks near the helicopter crash
- Bots blindly run to their objective (unless they're in combat) even if it's certain death (i.e. running into the Sawmill when Shturman is there).
- Bots take the most direct path to their objectives, which may involve running in the middle of an open area without any cover.
- Certain bot "brains" stay in a combat state for a long time, during which they're unable to continue their quests.
- Certain bot "brains" are blacklisted because they cause the bot to always be in a combat state and therefore never quest (i.e. exUSEC's when they're near a stationary weapon)
- Bots sometimes unlock doors for no reason if they can't properly resolve their quest locations.
- A "Destroying GameObjects immediately is not permitted during physics trigger/contact, animation event callbacks or OnValidate. You must use Destroy instead." error will sometimes appear in the game console after a bot unlocks a door. This can be ignored.
- Player-level ranges for some quests are not reasonable, so bots may do late-game quests at low player levels and vice versa. This is because EFT has no minimum level defined for several quest lines.
- Extraction via Questing Bots is only partially implemented
- Thanks to Props for sharing the code DONUTS uses to spawn bots. This was the inspiration to create this mod.
- Thanks to DrakiaXYZ for creating BigBrain and Waypoints and for all of your help with developing this mod.
- Thanks to nooky for lots of help with testing and ensuring this mod remains compatible with SWAG + DONUTS.
- Thanks to Skwizzy for help with adding interop capability to Looting Bots.
- Thanks to Solarint for help with improving interop capability to SAIN and working with me to balance bot questing vs. combat behavior.
- Thanks to ozen for help with testing and contributing to SPT 3.11 updates.
- Thanks to everyone else on Discord who helped to test the many alpha releases of this mod and provided feedback to make it better. There are too many people to name, but you're all awesome.
- Of course, thanks to the SPT development team who made this possible in the first place.
Please see the README or https://github.com/dwesterwick/SPTQuestingBots for information about the configuration options in config.json and how to add custom quests.
DanW added a new version:
Quote
- Updated for SPT-AKI 3.7.0
config.json files from the 1.3.1 through 1.3.3 releases are fully compatible. config.json files from the 1.2.2 and 1.3.0 releases are compatible, but destroy_loot_during_raid.exclusion_radius_bots will always be 10m.
NOTE: This release uses the same 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:
Quote
- Bug fix for some functions not working after the first raid
config.json files from the 1.3.1 and 1.3.2 releases are fully compatible. config.json files from the 1.2.2 and 1.3.0 releases are compatible, but destroy_loot_during_raid.exclusion_radius_bots will always be 10m.
DanW added a new version:
Quote
- Bug fix for dropped items despawning (i.e. items in backpacks that you drop)
- Removed the root folder from the ZIP
config.json files from the 1.3.1 release are fully compatible. config.json files from the 1.2.2 and 1.3.0 releases are compatible, but destroy_loot_during_raid.exclusion_radius_bots will always be 10m.
DanW added a new version:
Quote
- Improved compatibility with LootingBots
- Loot cannot despawn if it's too close to a bot (25m by default)
- Improved accuracy for percentage of remaining loot
- If debug.free_labs_access=true, you will also be able to enter Labs as a Scav
- Fixed delayed door openings when spawning as a Scav
- Fixed doors constantly opening/closing when using ImmersiveRaids
- Fixed debug settings being enabled and changed by default
- Fixed adjust_raid_times.adjust_bot_waves being disabled by default
- Reduced minimum bot-wave time from 20s to 1s when spawning in late
- Disabled adjust_bot_spawn_chances.enabled by default anticipating that SWAG/DONUTS or QuestingBots will be used for this instead.
- Fixed NRE when searching for the bot closest to a point on the map
- Fixed game freezing when raids end
- Improved compatibility when parsing EFT JSON data from the server
config.json files from the 1.2.2 or 1.3.0 releases are compatible, but destroy_loot_during_raid.exclusion_radius_bots will always be 10m.
I want to express my appreciation for reviewing the log and for your efforts in updating the mod.
I've hopefully fixed the bug you found in this pre-release: https://github.com/dwesterwick…releases/tag/1.3.1-alpha1. Can you please try it and let me know if it works?
Unfortunately, I'll be very busy for the next week, so I'm not planning to post the new version until the following week. In the meantime, please let me know if you find any other issues.
Display MoreHi, I have a problem with this mod. I would like to discuss this with you because I would like to use this mod to play scav.
The problem is that after some time from the start of the RAID, the memory usage of the PC rises and reaches 100% (automatic memory optimization is on).
When playing with debug logging enabled, I get a lot of LateToTheParty errors.
It does not seem to be caused by LateToTheParty alone, but seems to conflict with SWAG + DONUTS and the mods required for it (Looting Bots may be suspect).
Can you tell from the debug logs what caused the error?
(debug log was a large attachment, so I removed the backline)
Hi,
I'm not quite sure why this is happening only when this mod is combined with others, but it's definitely an issue with my code. I should be able to release a new version soon that fixes it.
Looks like that fixed it, man. Just extracted on factory. I will just avoid Fence.
Sweet!
It was actually a bug in the SPT code, so it was quite elusive. There was a function that randomly removes stuff from Fence's inventory to simulate people buying from him, and it got stuck in an infinite loop because this mod wipes out his inventory from the beginning. I think Late to the Party manually (inadvertently) calls the method when it normally doesn't run, so that's why it was the combination of these two mods that caused the problem. Whatever the case, it should be fixed in the next SPT release.
Thanks for your help with troubleshooting!
Thanks for digging in, man. Appreciate all the help. Great mods by the way. Excited to have everything up and running properly for the new patch.
Glad you like them!
I might have figured out the issue. Can you please try setting traders.disable_fence=false in the Hardcore Rules config to see if that fixes it for you?
Display MoreAfter doing a fresh install in a new folder and installing the mods/plugins in order, it looks like the LateToTheParty.dll file is the problem. I removed it from the plugins folder and no longer have an issue.
I have installed :
Hardcore Mod
No Bush ESP
Waypoints
then LateToTheParty <--- which is where the issue started to happen again. Nothing showing in the logs.
Ah, that makes more sense. That mod does a LOT more behind the scenes, so there's a lot more to go wrong. Fortunately I know the guy who made it
Let me try using No Bush ESP and see if I can reproduce it.
Did you change any of the default settings in the config for Late to the Party?
EDIT: Also, I assume you're using v1.3.0 of Late to the Party?
EDIT 2: Another thing - can you please reproduce the problem but this time setting debug.enabled=true in the LTTP config and then send me the logs again? Also, if LTTP is the cause, we should probably continue this conversation in the support thread for that mod instead. It would be good to keep troubleshooting content there in case other people have similar issues.
EDIT 3: Nevermind, I think I'm able to reproduce the issue. Here's what's weird... it only happens when you use Late to the Party and Hardcore Rules together, and it only seems to happen in PMC raids. If you only use one or the other, it seems fine, and even with both together, Scav raids seem fine. I'll have to dig more into it. I attached a picture of the errors I'm seeing in the bepinex console.
Yes I am using 3.6 and I will try to pull these logs for you once I play again.
I know off-hand I am using Late to the Party and Waypoints. Those are the other two mods I am using. Everything else is a BepInEx plugin.
The issue will most likely be caused by a plugin, not a server mod. For what it's worth, I'm also using this mod, Late to the Party, and Waypoints at the same time, so I'm not sure what the difference would be. It looks like your config file has all the default settings too (which is what I tested). Very strange.
Unfortunately, there isn't much in the log files, so I'm a bit stumped. Sometimes not all of the messages get written to the log if the game doesn't exit normally, so that could be working against us. Did you notice if there were errors in the bepinex console before the game crashed?
I did see in the recent SPT-AKI 3.6.1 HF1 notes that they fixed an issue that was causing freezing at the end of raids, so maybe it was related to this. Could you please try upgrading to see if it still happens? All three mods are compatible with 3.6.1, so that should make it easy to move files around.
Thanks.
Thank you for responding! Yes, it happens every single raid only on extract. Countdown gets to 0 and game crashes. If I die in raid I don't get the death animation, game just crashes. If I remove the mod folder, it fixes the issue.
I just double-checked, and this isn't happening to me, so there's likely a conflict with another mod.
Could you please do the following:
1) Set debug=true in config/config.json
2) In BepInEx\config\BepInEx.cfg, change line 48 to Enabled = true
3) Restart the server and reproduce the issue in the game. A new console with bepinex messages will also appear when the game starts.
4) Note if errors appear in the bepinex console when the game freezes/crashes.
4) Exit the game and share BepInEx\LogOutput.log before starting the game again.
In addition to BepInEx\LogOutput.log file generated above, please also share:
1) Your config/config.json file for this mod
2) A ZIP of your Logs folder in the root SPT install directory
Also, I assume you're using SPT-AKI 3.6.0?
I am getting crashes on extract. Is this a common issue?
I've never heard of that happening with this mod. This mod isn't doing anything when the raid ends.
How often is it happening? Have you tried removing this mod to see if it stops?
I have done more testing and its now being replicated without your mod installed, im going to attempt to see if a reinstall of 3.6 may resolve the issue.
OK, good luck!
Hi, thank you for this mod. Just updated to 3.6. Ive noticed a lot of ammos being out of stock always and I also have issue with end of raid where it freezes, I can wait it out or close everything with no issue, this isnt a problem when removing this mod. A conflict with Trader Mods? Thanks again.
Some ammo types are designed to sell out quickly, but you can adjust that in the mod config. Which ones are you having issues with? I know there are some issues with Fence's ammo offerings.
In terms of freezing at the end of a raid, log files would definitely help me to troubleshoot. Could you please do the following:
1) Set debug.enabled=true in config/config.json
2) In BepInEx\config\BepInEx.cfg, change line 48 to Enabled = true
3) Restart the server and reproduce the issue in the game. A new console with bepinex messages will also appear when the game starts.
4) Note if errors appear in the bepinex console when the game freezes.
4) Exit the game (normally if possible) and share BepInEx\LogOutput.log before starting the game again.
DanW added a new version:
Quote
- Updated for SPT-AKI 3.6.0
- Updated server dependencies for SPT-AKI 3.6.0
Config files from the 1.2.2 release are compatible with this release.