Posts by Klee

    Just to be clear, it's possible this is an unfixable bug with behaviour changes. -It changes AI behaviours by changing the type of bot the game considers them. Normal raiders are pmcBot AIs spawned in via the boss spawn system, but using behaviour changes they can be switched around to a whole variety of other bots, usually boss followers who have specialized behaviours, and also spawn in via regular waves when the spawn system is enabled.


    As far as I'm aware behaviour changes can't work without swapping things around like this, so.. -It may just always be the case that that needs to be toggled off in order for quests involving raider kills to progress, though you should also be able to set everything but 'default' behaviour to zero for whatever AI type you've classified pmcbots as (Mid level AIs, by default).

    I can deal with that, thanks for the explanation.


    Now I just need to pray for raiders to spawn in the command bunker rooms for Prapor's quest.

    That's a known bug. At the moment I believe behaviour changes and / or spawn changes need to be disabled in order for them to count, due to what exactly EFT counts as a 'raider'


    Thanks, I'll turn off behavior changes for now.

    None of the spawned bots seem to count as raiders, so completing quests with raider kills is impossible. Did I miss a setting somewhere? Raider waves are on.

    AK15 makes no sounds of any kind (reloading, inspect, shooting, etc. are all muted) and gets a "hands are busy" bug after adding a weapon mod (did it with a light and a forward grip) in a raid.

    AK12 seemed to work just fine. I didn't test everything, but it made sounds and didn't get a "hands busy" bug after adding/removing a weapon mod in a raid.

    I did both tests with a brand new and unmodded version of both. They didn't even have any ammo.

    +1, i have the same issue


    I actually posted that same thing but cant find it in this thread, so thanks for adding.

    The floor loot can be semi fixed with the all-in-one mod, and increasing the loot multiplier. This does have the side effect that the loot balance is whack. By the time the multi is high enough to *sometimes* spawn graphics cards on interchange, 50% of computer cases have a flash drive sticking out of them, for example. Some loot is rarer than online, other loot is like water now. Really strange, but at least this way there is loot. I find this a little easier than the way Noma described, in any case, since its all in one document and I think it ends up changing the same values in the end.