#SWAG + Donuts
1 messages · Page 9 of 1
oh, I think BossChance is just misleading. I believe its used in a very specific way when determining whether a boss spawns in particular zone but Im actually not sure. Just rely on the bossConfig.json and ignore BossChance
tldr: BossChance definitely does NOT determine how likely you are to see the boss appear in the raid (someone correct me if im wrong plz)
I set it to around 12, so whatever number spawn at the start + 12 more potential spawns throughout the raid feels a bit better for me personally
nice ill start with 6 and see how i get on
have fun!
Fun problem
Tried using the GUI on the headless client last night, but it got moved off the frame of the game and I can't get it to come back.
What in the heck do I do? 🤣
Yep, this setting rocks.
I set respawning number of PMCs to 3, and starting to 12-14 on big maps.
My PMCs are quite tough, so even starting PMCs survive/extract successfully very often.
Those bastards sometimes live until the last minutes of the raid.
It's great.
My only gripe with SWAGNuts now is that "min spawn distance from player" doesn't let you set it separately for scavs and pmcs. I would like it so if PMCs respawn, they'd do it far away, but I don't mind scavs respawning relatively close.
im pretty much in the same boat
hey guys i‘d like to have more scav groups, i know there is a setting in the gui. i have the group setting in „max“ but i still habe 90% of the scavs roaming around alone 🙂
Iirc there are settings for Donuts (F9) and for SWAG
spawns from SWAG are still in the limits of swag and therefore the grouping chances
also keep in mind that a group of 5 will also "eat" 5 bots, if you have limited the bots this means on this spot are 5 bots, but somewhere else are less or no bots
@restive flame the spooky sectant priest that gets stuck spawning is not from SWAG, had it happen without it now. I think it's base SPT. Just wanted to let you know 
mystery solved!
thanks for letting me know
amazing thank you 🙂
anyone use the unicorn spawn thing for swag? any good?
It will surprise you, for sure.
cool cool - simple drag n drop like usual mods? do i need to change anything or is it plug and play?
If you've edited any of the swag files manually, you may need to record that info, because the files do overwrite the default stuff.
ahhh i havent - ive just installed swag tbh
Don't get complacent with movement, that's all I'll say.
Yea having more boss spawns is sick. Should be a normal default thing in tarkov in general imo
I want to get shot in the back of the head by a reshala guard while doing delivery from the past
Hello there. in currently really enjoying SWAG + Donuts.
it a great GREAT mod.
however in with path to tarkov. the goons spawn ALOT.
at the radio antenna in wood.
wich is right where prapor is located.
how can i remove, and add new. possibly multiple new locations for them 🙂
thank you
Killa, tagilla and sanitar I think
no bosses spawn on labs by default, you must have changed something?
If u want an easy solution u can install Unicorn. It's drag and drop on top of swag and donuts. Adds a ton of new spawn zones for all bosses. And you can configure spawn chances for each map in the usual swag config file
wont it interfere with the horde mode overhauld for swag and donuts
guess im looking into the hard way hah XD
Oh, uuuuuhhhh I'm not sure actually. Good question
horde mode says it havent done anything to the bosses at all
All Unicorn does is add spawn points and spawn zones for existing donuts presets. So it should be fine
so i guess if you copy and paste the right things in the right order. you can combine em
thanks 🙂
hey guys please can you help me - where can I increase PMC and scav limits? i know is donuts there is max number pmc/scav spawn per raid but i want my experience to be a warzone - so basically double the PMCs and scavs at the start
i have set bothmax number scav/pmc to 20 but my last 4 raids have been quiet and i have spectated once i extract and there isnt much on the map - I have starting pmc only live like on
You want to spawn a lot of bots at the start?
@restive flame yeah - i just edited donuts .cfg file and doubled all 'starting pmc live like' presets - just spawned into customs and there is only 1 pmc - sorry im a noob to modding
Have you tried the unicorn mod? For starting bots specifically if you want a lot of bots you’ll need to provide donuts with lots of possible zones and spawn points, otherwise Donuts might skip some spawns as spawn points can sometimes fail depending on your settings.
yeah im on unicorn - i think its working - just killed 6 scavs within 2 minutes haha
Yes but I changed that back to 0
Changed what? Can you be more specific please
I changed the boss config files. Accidentally I changed it for labs too. After noticing that bosses spawn on labs I changed the spawn chance to 0 on labs for each boss.
enable debug logs in your swag config.json, run labs, if you see that problem send me your server logs please
I've a general question here, just maybe misunderstanding some stuff.
But on the older version back in 3.8.3, I was able to start a raid in about 30 seconds and everything was all good. scavs/pmcs pretty much always spawned at the start etc completely fine. Occasionally had enemies spawn beside me at the start, but it was rare enough and wasn't a big deal.
On the newer version, there's the 'Delay start' option or whatever it is, it's set to 60 seconds. Now my raids often take ~2+ minutes to start. Is it mean to be using that full delay every single time?
I also notice that sometimes PMCS. and less often scavs, don't spawn at the start. It's random though, even after that long delay. Its not on certain maps, just random raids. Sometimes all the rogues will spawn on lighthouse for example, but no scavs/pmcs. Sometimes maybe on customs like 4 scavs will spawn and no PMCs.
pretty much all of this will be fixed in a new test build, soon TM
Ah cool. I look forward to giving that a go then!
For the trigger distance setting on waves- am I correct in my understanding that it's measuring the distance from the player to the edge of the zone- and then it's able to spawn ai within that zone?
Yes, the coordinates are understood to be the center of that distance radius
Radius being the trigger distance
How are the zones defined? Horizontal circular slice (ie cylinder) in the map? Spheres? Coordinate set to create a 3d zone?
The custom zones? Or spawn points?
The zones which are activated by Trigger Distance
The coordinates, in-game position
Hey, I was wondering if there's a way to add a new class to the wave spawns? I've managed to reverse-engineer the boss code from Punisher/Legion for one-time spawns, but if I've defined a new class of NPC like assault/arenaEventFighter, is there a way to spawn multiple waves of them over time?
I've read through Swagnuts but can't figure out where I would edit/inject them in order to add them to the waves.
I apologize if this is a blacklisted question, but where is the download in this channel? Please don't get mad I don't know how this place works
there is no special fika version of swag or donuts, you can just get it off the hub
if you want to help test new versions that are posted here, there probably isn't a relevant version to test if don't see it just by scrolling up a little
Thank you kindly!
Are AI groups that are enemies to one another supposed to spawn right beside each other?
They can depending on your settings
Okay, we are having tons of groups spawn right beside other ones at the start of raids. This results in them just fighting to the death immediately. What settings do I need to change to prevent that?
I already have the global min distance to other bots set up
Increase the distance I believe.
The lowest distance I have other than factory is 50
The Ai are spawning basically ontop of each other
I believe we had 3 groups of 2-3 PMCs all spawn in or outside new gas one raid.
You might also want to check the group size
if you have 20 pmcs and the group size max is two they will either not spawn or spawn close to each other as there is no more spawn points available to respect the minimum distance
Does swag consider Raiders and Rogues as bosses here?
All bots other than PMCs and scavs
ok thanks
omg you did the thing I wan't
BossSpawns as part of presets?
will you rename than the mod, because SWAG isn't used anymore? SwagLessDonuts or smth? 😄
is there a way to adjust the gear of PMC or will be always random ?
not via swagnuts, swagnuts just takes care about spawns and despawns, not about their gear
humm I see , any clue how we can customize that ?
https://hub.sp-tarkov.com/files/file/1400-alp-algorithmic-level-progression/ <-- check this, but pls no more questions in THIS Thread, it's here for SWAGNUTS 🙂 you can ask in general, iirc, for more support
dose any one have performance Issue in light house ? like a droped to 35 - 30 FPS I am using Swag and donuts mod with live like preset
do you have in F9 (Swagnuts menu) --> Main Settings --> Spawn Requency the "Bot Hard Cap Option" on yes?
If you have spare resources (strong enough CPU, enough RAM, enough Space on Harddisk) I recommend settings up a dedicated and run it in parallel, I hit 60-70 FPS on Shoreline with 30+ bots, while my dedicated isn't stable 60 FPS, but never less than 30
I use a 5800x3d as reference
its set to "Yes"
I have 32GB ram and I9 10900K intel CPu
you have pretty good FPS can I have your setting ?
you mean the server is in other device ? no in the same PC where you are playing ?
the dedicated is on my own PC, so I run the dedicated and the EFT client both on my 5800x3D
the gopod FPS are caused by the dedicated bc this process takes fully care about the AI and therefore not limited
I see , can I do the same on my PC or its worthless?
you can just try, 32GB should be enough with the built in ram cleaner
yo can anyone drop their swag n donuts configs? like the entire folders if possible, im not picky and im probably gonna adjust it after a while playing, were new to tarkov n i just wanna be able to set something up quick for me and my friend
its fine if u have a beefed up pc and ur settings are set to those standards
nvm i just found a nifty repository on github :-)
ok
is there a guidline how to setup the dedicated client wiht simple step by step lol ?
They will be yes
Eventually will replace swag completely, not there yet
YEAH 😄 All the bosses just with a super easy GUI config
Yup boss changes in-game, no game reload needed
Pinned in #❓questions
I was about leave interchange with full of loot, but I got gangbanged by scavs. They just keep spawning next to me and rushing me.
End of the raid I was overdosed with stims having 2 blacked arm 
yikes that looks like not fun lol
How would one even fix something like this? Setting minimum distance for scavs to spawn to be further away? 
Kinda unlucky. Yeah you can increase that, but they still probably gonna come to me cuz of gun shot.

it’s normal depending on your settings and if you use unicorn spawn points or have made any other changes. A lot of things can have an effect here
No unicorn and I use everything on default
In that case it’s just bad rng. I’m assuming what might have happened is two scav waves triggered in the same zone and happened to be close to your position
Use global minimum distance if you want to avoid spawns too close like that
its also happen in PVE mode extremly if the game is about to end
nah it was cool.
Almost like the tarkov series where scavs just rushed me as being the only survival with the juice loot
How does Battlestate Spawn Cooldown work with Multiple players? Does it apply if any player is hit or only the host?
note the raid time
This the rework?
yeah, bosses will be part of donuts and presets, configured in a similar manner
they can be starting bots and/or waves
incredible.
but in swag or in donuts?
donuts
so will swag just be handling non-boss, special bots going forward? ie cultists, rogues, snipers, etc
For now swag will likely only be for snipers, maybe some triggered spawns like d2 raiders. everything else will be donuts
But I’m also working on triggers too
I.e. create a donuts wave that triggers if d2 is switched
absolutely cookin
I remember there used to be a live like performance preset in donuts but now I can't seem to find it anywhere was it removed?
I loved how the spawns were centered around me instead of randomly spawning on the other side of the map.
Removed temporarily, it will be back
(^_^) Love ya nooky!
Been running into an issue with increasing bot count in raids. Using "live-like" preset. I increased all the counts as needed but can only get 27 bots per raid in streets. Using SPTRealism, Swag+Donuts, SPTquestingBots, SVM, SAIN, and a few other mods. Am I missing something? I also ensure Fika bot limiter is disabled as well.
Are the limits the only things you’ve changed so far?
Made adjustments to spawn waves as well. I am assuming its Questingbots limiter actually saying its "disabled" but its still enabled. I changed the Questingbots config bot limiter to 35 and now get 35 bots in a raid. This is an assumption at this point.
hmm I’m not sure that has any effect
Okay then maybe I am missing something? I have it set to the settings you see and can only manage 25 bots in customs and most other maps? I turned down respawn timers as well. Maybe not even spawn zones for the bots?
have you tried a different a preset like impossibleraids? live-like isn't tuned for that many bots
I did, and still manage to only get around 25-27 bots in a raid. Ill test that again here shortly
Is it normal to still see \QuestingBots\GenerateBot\17 for example in the server logs
when using SWAG + Donuts?
yes. as i understand, it unconditionally patches to use questing bots endpoint instead of the original one, and on server side it should fall back to swag's bot generation
So I just used my live-like preset and hit 37 bots. after about 20 minutes in raid. So looks like I just need to shorten the spawn wave times? on customs
It helps but you’re likely just experiencing rng
You won’t get fully consistent numbers unless you make specific tweaks, that’s intended though
That makes sense then. On an impossible raid now and started with 25 bots and its ramping up to the 30s quickly
is this 25 bots at the same time or 25 bots total during the whole raid?
At one time
SWAG + Donuts v3.5.2 - Alpha V1
Backup any custom configs you may have before installing this!
Download & Install: https://github.com/p-kossa/nookys-swag-presets-spt/releases/download/v3.5.1/SWAG-Donuts-v3.5.2-Alpha-V1.zip
What's New?
Donuts Bosses - all credit goes to props for this!
Now and going forward, all SWAG bosses are disabled by default. For now, if you still want scav snipers and triggered bots (i.e. D2 Raiders) you will need to re-enable these via SWAG.
All Donuts bosses are configured in presets, same as PMC and SCAVs. There is a new Boss Cap and Boss Hard Cap that can be configured in the ScenarioConfig file.
You can change boss spawn chances on the fly per map globally from the Donuts GUI - Boss Settings.
What is Use Global Spawn Chance?
From the Donuts GUI, you can override your preset configured boss spawn chances, if desired. Example: preset boss chance for Reshala on Customs is 35% (default). If you want this to be 100%, go to Donuts GUI > Boss Settings > Reshala, enable global spawn chance, set customs to 100, done. Keep in mind since this is a GLOBAL option it will affect ALL Reshala spawns for ALL presets.
How does the Boss Hard Cap work?
Donuts checks your configured BossLimit and pending boss spawns for that map. If Donuts detects a pending boss spawn would go over your cap it will be skipped. This is primarly to control the bot population for bosses, if desired. Hard caps are disabled by default.
What does Alpha mean?
Not feature complete, expect things to be broken/buggy. Expect things to change in significant ways.
What needs testing?
Everything, mostly all things bosses. Check all boss spawns and followers, try tweaking boss spawn configs, test the boss hard cap, etc.
Any other changes?
A lot - bots should generate much faster during raid load - you may not need a raid delay anymore. Other changes will be provided in a future, complete changelog when it's ready.
Any update ETA?
I never give ETAs, it'll be ready when it's ready
Anything I should know before testing?
- Boss spawn locations are NOT 1:1 to live and never will be - Donuts is intended to be a full spawn overhaul with all custom points, that now applies to bosses going forward. With that being said, by default most bosses should spawn in their respective live areas or close to it.
- boss-mania preset is available but NOT yet complete - test only on Customs or Factory Day
- only live-like and starting-pmcs-only-live-like have bosses for now, will update the rest later
Wont this intefere with realisms boss changes?
I think SWAG + Donuts already interferes with realisms boss changes, thats why theres a compat patch which disables stuff
Is it planned to bring scav snipers and triggered spawns into the 352 release?
No it doesnt if you follow install instructions.
Planned yeah
Cultists are spawning during the day on the new build - is that normal? I think there was timeofday options in the old configs that may have stopped that (vanilla behaviour), though i wasn't familiar with it so may be missing something
I wouldn't even mind but they seem to just have spawned on customs and went afk. might be something to do with their AI not working during day time perhaps - no idea.
I also can't seem to get the starting PMCs or Scavs to work properly. It's always only a few pmcs and scavs regardless of what I have in the customs_start.json for my testing.
I removed Questing bots entirely too just to rule it out.
I've upped the limits everywhere to 25+ and yet only spawning with 6-8 bots in customs total, including the snipers that i enabled again
Bosses seem to be spawning as expected with the same config after changing their spawn chances around
Normal right now donuts doesn’t know the difference
I removed all mods that aren't just assets/weapons and still dont see the start.jsons making any difference for scavs/pmcs. Let me know if theres a good way to troubleshoot this if it should be working in this new build. I do see the full 60 second delay being used for Reserve, but not for customs. Both have the same result though - just a few pmcs/scavs regardless of any setting i seem to change.
I do see the full 60 second delay being used for Reserve
it should't take too long, can I see your logs?
nvm i think i know why
see any red text?
yeah
consider reserve broken for now
also looking into starting bots too
its fixed for the next build already
sorry about that
All good! I've went ahead and removed everything bar swag+donuts so happy to test any changes. Gonna go back and test customs again to make sure im definitely not seeing the starting bots working as expected
I saw the same, likely a bug
no worries. I can see the log saying Max PMCS 7 and max scavs 5, but not sure why it's getting that as the config is min and max PMCS 10 and max scavs is only 4
@hollow marsh do you have debug logs enabled? bepinex cfg
if you have time I'd like to send you something to test
nope but i can do, was gonna mess about with it soon after my lunch
can test whatever you want
yeah that would be great, in a bit, ty
Got debug on now for whatever you need
just LogLevels = All for the logging.console (and logging.disk) setting yea? Or is there a need for any of the other stuff
yup thats it, thanks
@restive flame no debug logs show anything different it seems, let me know if theres something u wanna send for me to test with
thanks thats really helpful, ill take a look
there's a bug with limits, they're not getting set properly
thanks for taking a look
One thing i noticed was that even though the log says PMC limit is 8 (regardless of the start config), it never spawns 8
In fact i dont think any of my games have had 8 PMC+Scavs total nevermind just PMCS 😛
I'll keep an eye in here for whenever u get time to put out any updates and give it a go 🙂
this is likely just a config issue
this is with all global min dist settings off, default spawn points
im considering adding unicorn points to the default pool so that bots dont fail spawn checks nearly as often
its just a config problem
thank you, its fixed now 🙂
Ah. Yea i see in your screenshot they're all quite close. So it's perhaps just a spawn distance issue?
spawn distance + lack of spawn points
fair enough - makes sense.
in other news, sneak peek of something https://youtu.be/lmzP-b-qCTI?si=06-z-cIgFKLTnoCW
whilst we're on that topic - for the first time today (with the spawn distances pretty much the same as last version) I had the goons spawn right infront of me at customs
not sure if that's a freak accident but its never happened before. I haven't had anything spawn infront/beside me pretty much since 3.8.3 a long time ago
I doubt any of that's really changed though but will keep an eye out
alpha build?
yea
yeah sorry min dist doesn't apply to bosses, yet
im planning on splitting them up by bot type
that.. explains that then 😛
Oh I like this
not just switches, just about anything you can "on/off" such as doors
can possibly be a trigger
@hollow marsh fixed reserve + bot limit not being set correctly
ill have a proper build later
Nice one. will give it a go
Ill turn off min distances then too. Would you recommend dropping in unicorn's spawn points for now and keeping the distances?
Yeah try that, that’s what I would do
triggers are enabled in that if you want to test early, add a wave block to your waves files for bosses, after the SCAV brackets, like this:
add a triggerid like d2 or whatever
ill have to get a list of available switches
thats pretty slick
ah right I forgot to tell you, you need to change "raiders" to "pmcbot" in your reserve files
can make the custom lever a bit more exciting too, spawn stuff that building
this one you mean?
Trying out the Alpha. That dll goes into BepInEx\plugins\dvize.Donuts?
yeah, you can use that dll for now but make sure you also do this
Oh, great! Forgot. I was throwing nades all this time after activating D2 and didn't know it wasn't a thing, i'l llove this! Thanks
Switch trigger spawns have always been a thing, the new stuff is being able to do it in a donuts spawn preset config
SWAG + Donuts v3.5.2 - Alpha V2
New:
Boss Triggers - you can now configure boss wave spawns with triggers/switches. I'm planning on continuing to improve this feature before full release, please see the boss-mania labs waves file or the reserve waves for live-like for examples. This is NOT a complete feature yet!
Fixes:
- Reserve not loading spawns properly
- ScenarioConfig bot limits were not being set properly
sir
It appears the shoreline_start has got 2 parts for the cultists lol
and one of them has 43 followers
Im still really struggling with the PMC+Scav starts, even with no distance settings. The logs reflect the PMC + Scav max limits I set in the config, but it's always just spawning a small handful regardless. Im gonna try a new full fresh install of alpha v2 again.
lol yeah sorry forgot to fix that
have you tried with unicorn points? still something I want to "fix" with default points anyway
just wondering
I was going to, but it didnt seem like a straight drop and replace so i never bothered and just removed the minimum distance instead
basically I believe i did just replace the contents of zoneSpawnPoints thinking that would be enough, but it didn't work
oh yeah, zoneSpawnPoints is just for the points that are defined and available to use, you would have to add those new zones to your configs as well
regardless ill be adding more default points
Yea thats pretty much what it looked like i needed to do so went the easy route lol.
also why i moved to testing on shoreline instead - as it's much more spaced out
Is there meant to be a log line if it doesn't spawn a starting pmc/scav due to proximity/no spawnpoints available?
Cause it seemed like I was getting the 10 PMC and 5 Scavs in the logs, right up to when the raid starts and i only see half of that. I didnt really spot anything
there are some debug logs that would show in your bepinex console, something like "Spawn checks failed" if they do so
also red errors if there are no zones/points available
but that should be pretty rare...
There's only the one distance setting right? in the menu under Spawn Settings?
Does this look right for a fully fresh install? Shoreline says min 7 max 10 in the config but the log's reporting max 7
it only spawned 5
no errors or spawn checks failed etc
two right now, one for distance from player, one for distance bot to bot
yea thats what i meant sorry - bundled those two together in my head
they're both off anyway
yeah, no spawn check failures? are you seeing any other debug logs?
The max starting bots log here is the number that’s rolled in your configured range, so 7-10, rolled low with 7
Ok so that's fine then - that ones just a misunderstanding on my part
Understandable, logging improvements are on my to do list to make things easier to follow hopefully
I think it's working better now, by adding 'all' to the zones in the start json
im trying a 2nd time now
if thats the case, it means i missed some error/message about spawns not being available/spawn check failures. but i really didnt see any
ill try again to make sure it wasn't a fluke
Yea im not sure what im missing here, still no luck
I thought maybe there was something weird with the groups not spawning their full amounts so set the min/max group size to 1
I see this in the logs
but get this in raid
If it works fine for you/anyone else with the fresh install of Alpha v2 then clearly ive something different - i can try a full fresh install of SPT
Yea sorry, i hate reporting something like this if im the only person seeing it. I can only assume there's something environmental breaking it.
Does your shoreline seem ok out of the box?
as even with the default it seems to behave the same - only spawning a smaller portion of the min/max regardless of any setting
Im not sure its just shoreline, seems its all the maps, but ill do more testing tomorrow
im curious about the logs that came after this
happy to set it back the same with the groups of 1 and repeat
can send you the full log
yeah that would be great, thanks
hmm yeah somethings definitely up
the logs don't even look right...
ill dig in this morning
interesting, almost seems like its only firing 1 spawn off for each and stopping
yea
but then when i set it back to something more normal regarding group sizes, it doesn't look like its doing that
but still dont get the full spawns
If you take a look and can't replicate or whatever im down to do a full fresh install of everything rather than risk wasting time on an edge case. I still don't know if anyone else has tested this yet
Scavs seem to be spawning on groups on my side, didn't happen as much before. They spawned all over the map, now maybe there's two groups of spawns and they start scattering arround a bit after. Also tried setting the Reshala spawn to 100% and he didn't spawn
Spawns seem ok on the stable version, and boss appears 100% of the time changing it from bossConfig file tho
set reshala to spawn 100, where?
donuts gui?
The new boss spawning with donuts seems to be working perfectly for me, its just the PMC/scav spawning im having issues with
Chance of spawn, follower amounts etc seems to be working fine
If you check your map_start.json and it looks fine, you can drop the bepinex LogOutput.log in here @kindred crescent it will show the boss chance roll in an info line
they may not have seen the alpha v1 notes
Yep, on F9 options (Alpha build), and he doesn't spawn. On the stable builld changing the bossConfig it works fine.
Great, i'll try that later when i come back from work and i'll keep testing stuff, thanks guys!
yea ur right, if u missed it the spawning for bosses is entirely in donuts now
Is the global option on?
That needs to be on to use the gui chances
Also right now only 2 presets have bosses
Well 3 sort of if you count boss-mania but that is also incomplete
Yep i think it was. I was using live-like so i don't think it was the preset. I'll check if the global option was on but i really doubt it was that. Not at the pc right now, i'll come back home later nad report back with some more tests
Tested for a bit and seems to be working fine. Only thing i noticed being weird is DynamicMaps mod detected some PMCs as bosses on the map instead of pmcs. But boss spawned no problem and spawns seemed to be working fine also. First test was without unicorn, gonna try with it now and try some other maps/bosses
I'm usually using BotDebug and DynamicMaps to check stuff but that seems way better lol, what do you guys use to check spawns? Sorry, really new to SPT stuff but i love mods and glad to be of help whenever i can
Hm, on reserve i get:
[Info :DonutsBotPrep] Starting InitializeBotInfos
[Info :DonutsBotPrep] Map Name is : reserve
[Info :DonutsBotPrep] Map Location is : rezervbase
[Info :DonutsBotPrep] Determined Bot Type: SCAV
[Info :DonutsBotPrep] Difficulty Setting: asonline
[Info :DonutsBotPrep] Finished getting mapConfig
[Info :DonutsBotPrep] Finished getting mapConfig of Bot Type
[Info :DonutsBotPrep] Number of Difficulties: 4
[Info :DonutsBotPrep] Max starting bots for SCAV: 0
[Info :DonutsBotPrep] Number of Spawn Points: 5
[Info :DonutsBotPrep] Finished InitializeBotInfos
[Info :DonutsBotPrep] Starting Initialize Boss Spawns
[Info :DonutsBotPrep] InitializeBossSpawns: looking at maplocation: rezervbase
[Warning:DonutsBotPrep] No boss spawns configured for map rezervbase
[Info :DanW-QuestingBots] Max total bots on the map (RezervBase) at the same time: 20
What preset?
No Scavs spawning, is it because reserve_start SCAV MinCount is 0 and it rolled the min? Should i place atleast 1 there if i want to see scavs at start of the raid? Regarding the boss spawns it seems to not work for me on reserve
live-like
oh
global option is off
that's why i think?
Reshala was working fine tho
if you don't enable that, it uses the preset's spawn chance
probably just getting lucky with reshala
Yeah probably
Testing reserve again now, making sure to use global spawn 100% on Killa and Glukhar, still getting
[Info :DonutsBotPrep] Starting Initialize Boss Spawns
[Info :DonutsBotPrep] InitializeBossSpawns: looking at maplocation: rezervbase
[Warning:DonutsBotPrep] No boss spawns configured for map rezervbase
Didn't bother trying before cause i was sure it was me (and it was) but still happening somehow
gonna try other maps after this raid
Can I see the entire log file please?
would also help if you enabled All logging levels in your BepInEx cfg file
For console logging
I really try to figure everything on my own before asking lol but i have no idea how to do that, sorry
Trying labs, same thing, it allways makes me thing i'm doing something wrong, then i am, and then i feel ashamed for making you guys lose your time haha. But well, everything i can do to help
Sorry, it’s in the BepInEx.cfg file, in your BepInEx folder. Under Logging Console there is a logging levels option. Change that to “All”
Okay, did that and tried a fast factory run.. trying different maps, also didn't have as much time and since i try to end raids anyways it'd take too long otherwise
It says
[Info :DonutsBotPrep] InitializeBossSpawns: looking at maplocation: factory4_day
[Warning:DonutsBotPrep] No boss spawns configured for map factory4_day
Am i missing something i should have done before?
One message removed from a suspended account.
One message removed from a suspended account.
Thanks I’ll have time to look in the morning
Not with this mod sorry
One message removed from a suspended account.
btw i dont think console logging to debug will help if you're sending a the logoutput.log
you need logging.disk changed to debug too
Okay, where on Logging.Disk should i do that? Also "All" on LogLevels? or something else?
I'll try to do this and play a raid before work so i can leave a log here with everything needed
There we go! Thanks Martn 😄
ty, can you double check this file please BepInEx\plugins\dvize.Donuts\patterns\live-like\factory_start.json
I did try to check that file but it didn't seem to contain anything regarding bosses
oh nvm
yeah thats the issue
you must have not grabbed the full alpha zip maybe?
Idk that's weird
oh wait
Did a fresh install
yeah i bet
i'll check
just replace that one with the alpha file
same file
actually 1 sec
{
"Maps": {
"factory4_day": {
"PMC": {
"MinCount": 4,
"MaxCount": 8,
"MinGroupSize": 1,
"MaxGroupSize": 2,
"Zones": [
"start",
"all"
]
},
"SCAV": {
"MinCount": 1,
"MaxCount": 2,
"MinGroupSize": 1,
"MaxGroupSize": 2,
"Zones": [
"all"
]
},
"BOSSES": [
{
"BossName": "bosstagilla",
"BossChance": 35,
"TimeDelay": 0,
"Zones": [
"all"
],
"Supports": []
}
]
}
}
}
for quick test to be sure
Oh, i tried with the alpha one and it didn't work, was about to send all the files, gonna test with that one first (it only checked for tagilla, i made sure to save changes on the f9 files again for it to update on the file but it didnt work either, i'll check that one first before sending anything
global spawn chance is enabled in the gui?
for tagilla
It has to be for tagilla too? I was trying Kollontay and Killa
And it was enabled for them
It only checks for tagilla on the Log file
Tagilla's Global spawn chance is Off on the GUI, but Kollontay and Killa's are on at 100%
Gotta go to work in a bit, but i'll do some testing later too, on all the maps and different combination of bosses. If it was just that i had to enable tagilla's global chance too then my bad, didn't know that
ah I see, this is a misunderstanding
if the preset doesn't have other bosses configured then nothing will happen, thus only check for Tagilla
Ok so i have to manually add other bosses to the map_start.json before touching f9 Settings?
hmm well it depends what you're trying to do, add more bosses to maps?
I dont really picture spawning bosses on other maps honestly, but since i saw you spawning goons on labs and such i tought It was an intended feature and tried to test bosses on different maps haha
haha well it is intended but for something like boss-mania preset
you could run that and override boss chances
to pick and choose which ones you want
but iirc right now its only configured for a couple of maps
work in progress
I see, great! Its working fine then, my bad haha
all good, please feel free to change configs and try different things, its good testing for me
Oh i see. so global spawns is only gonna take place if the boss exists on that start.json
in that case, the start.json chance is overridden ?
so even if you enable global chance, and set all bosses to 100, you still need to manually add/copy the boss to that maps start.json?
Yeah, it’s better to just have a preset with all bosses if that’s what you want
That way you can enable/disable them on the fly
But you can make preset changes with your game open
fair enough. honestly ive just been modifying the .jsons manually for testing everything anyway. i havent really messed around with the UI and hence the global chances
in theory, might be a good idea for all start.jsons to contain all bosses. but with the % chance set to 0 for bosses that don't traditionally spawn on that map
otherwise i can see a lot of people getting confused if they have to edit the .jsons to get that UI feature to work as they might expect
of course they can just add that themselves though
Hmm not sure, the intention is default live-like is live bosses, if someone says “I want x bosses in this map” then it’s no longer live-like, it’s something else, that’s what presets are for. If I add all bosses to all presets then that distinction gets blurred and is basically redundant at that point
I could even add something like “live-like-all-bosses” or similar and do that
Same effect just a different preset
Yea its just whatever will result in less people getting confused and asking the same questions, as it might be easy to do
maybe just a message on the global chances saying your preset needs to contain the bosses for the chance to work

whatever is less effort for you really
I’m not even sure what I want to do yet lol I’ll think about it, ty
Yeah that makes sense, adding another preset could do, also somthing in the FAQ so as to not get much questions regarding that, people do not read as much so there'll be questions anyways 😂
I’m going to update the mod page before release regardless
Sorry if this sounds crazy, but...
If I use Realism at the same time, can I assume that all BOTs options on the Realism side are turned off?
no, but I think Realism turns off those settings if it detects swag anyway
Thanks for your kind response.
Okay, came back home and started doing some tests on stuff i believe is intended. Testing customs now, tried to spawn cultists and the goons. Cultists spawned no problem (some of em acted weirdly not attacking and staying in place but i don't believe donuts has anything to do with that so whathever) but goons didn't spawn, was about to test with reshala also in a bit. Idk if trying all the maps with it's intended bosses it's of any help to you, i don't mind
[Info :DonutsBotPrep] InitializeBossSpawns: looking at maplocation: bigmap
[Info :DonutsBotPrep] Scheduling boss spawn: bossbully (Chance: 100%, Rolled: 23)
[Error :DonutsBotPrep] No spawn points found.
[Info :DonutsBotPrep] Scheduling boss spawn: bossknight (Chance: 100%, Rolled: 63)
[Error :DonutsBotPrep] No spawn points found.
[Info :DonutsBotPrep] Scheduling boss spawn: sectantpriest (Chance: 100%, Rolled: 59)
[Info :DonutsBotPrep] Attempting to schedule boss spawn: sectantpriest with delay of 0 seconds
[Info :DonutsBotPrep] Boss spawn chance for arenafighterevent: 5 failed (random value: 80) Not spawning this boss.
I may have to increase BotCap? It's probabbly on me again lol
I'll send the log file if needed
What zones do you have assigned to them in your config?
Yeah full log file would be best ty
Wasn't aware of Zone restriction, should read a bit more. On goons they have "Zone_Black" and "Zone_Yellow"
Cultists have "all" on zones, they spawned no problem, a little bit buggy but thats not regarding this mod i believe
Oh, just figured Reshala had 100% spawn also on that test, didn't know he was labbeled as "bully", and he failed also. His zones are "Zone_Green_Dorms_2nd_Hotspot" ; "Zone_Green_Dorms_3rd_hotspot" and "Zone_Blue"
What do you mean modified? Let me see
from unicorn
Yeah i should do a clean sweap and only test with the alpha swag and donuts
unicorn is probabbly screwing everything up
thats why there's no spawn points found
I recommend just avoiding unicorn points for the new stuff
its too much effort to get it working
and will cause problems
cause u gotta redefine everything essentially
in all start configs
Yup, i'll try again with just the alpha and report if everything's fine then
thanks again
its certainly possible to get it working, but isnt a simple drop in replacement so not worth it for testing
They all spawn now normally, i find it odd Scavs and bosses don't move at all. Specially groups of Scavs that spawn on top of each other (including bosses with the guards here), i don't know if that's donuts tho, i tried to disable AI Limiter on all my other mods to make sure it wasn't that. Analyzing sttuff on DynamicMaps .. so i don't know if that's the best way to take conclusions, and again, if it's not donuts then this is not the place, i could try the Stable version, i don't think Scavs behave that way normally
I think it depends where bosses spawn
Their behavior
Because donuts spawns them in different areas they may not move much
If they had a reason to move they would though
like combat
Yeah but normal Scavs also? Every encounter was generated by PMC movement that raid, Scavs and bosses were stuck, trying now with the stable version setting boss chance at 100% on config.json and everything seems more alive. There were group of scavs spawning on top of each other and those do not move unless something close triggers them, on that raid one bott got unstuck but the rest of the Scavs on the entire map were not moving at all
A lot of things could be provoking that i guess anyways. Boss were spawning normally and that's what couunts i guess
Also there could be other mods generating problems here, i doubt its a donuts thing, don't worry about it
hmm I’ll have to look into it
you wouldn't happen to have any ai limiting on, would you? almost sounds like the qb limiter
Nono, in fact i had removed QB earlier today because raids were taking too long loading and logs showed QB were throwing a lot of errors. I'm since on the donuts stable version and it seems to be working fine.
It does happen anyways that the Scavs spawning on top of each other do not usually move unless provoked in some way, but on the Alpha version everyone but PMCs were standing still and every encounter was provoked by PMCs actions.
QB showing errors makes it sound like you have more underlying issues
I since installed QB again an hour ago or so and testing it with the donuts stable version everything seems fine, there are groups of scavs spawning together that don't move unless provoked still but mostly everyone just moves fine
Hmmm, everything seemed fine in the last raid to be honest, maybe not errors? Didn't stop to check but raids were taking like 1 or two minutes longer to load and QB was showing walls of text so i figured maybe that'd shorten the time and it did. I didn't change much in my SPT folder except trying different versions of donuts and the QB reinstallation today so i doubt something else happened? But i can share logs if somebody is interested
Pardon my ignorance is that the "SCAV and Bosses" spawn chance page? I just want to make sure I have the correct settings
Yeah can I see those logs please
If you’re using the alpha builds and see anything out of the ordinary send it my way
Yes don’t use these with this mod
Okay, tried replicating it just now, Bosses and their guards do not move at all unless provoked, the first scavs that spawned moved a bit and stayed mostly in the area, and then some group of scavs spawned on top of each other, those do not move either unless provoked. PMCs move but really not as much, and since fights usually depend on PMCs movement or me, raids tend to be quiet
Tried it with the Alpha files without changing anything, i forgot if i had to, no Unicorn files of course, all three bosses spawned normally
Thanks I’ll look when I have time
Hellooo, I wanna see if the behavior im seeing with bot spawns are "normal" for the live-like presets. On Ground Zero I get around the same amount of bots durring the raid as I would factory sometimes. Total at the end of my 30min raid was about 36 bots, but i never saw more than about 10-12 at any given time. Is this map just configured like that? I have unicorn as well so i would expect more bots spawning in more places.
My desired outcome is to have a lot more bots at any given time.
I have global min distances enabled for "... To Player" and "...To Other Bots" enabled. All values are default
That sounds pretty normal for live-like default settings
thats good. I guess I just expected more on ground zero. Glad there doesnt seem to be anything out of the ordinary
hey so how do you get all of the ai to spawn at the beggining of raid? ive noticed that the as the raid goes on there tends to get more and more ai but when i first load in only like 2 scavs spawn and all the pmc spawn and then it takes like 15 minutes just to get to 40 ai in raid @restive flame
also just to let you know these are the mods i am currently running to test out the spawning
also i have no bot cap, respawn interval set to 3 and raid load delay set to 60 (i assume seconds)
hi i would like to set a higher chance for cultist to spawn at night. how would i do that?
nvm i firgured it out
I think this is an issue he's aware of and looking into. I couldn't get the initial spawns for PMC/Scav to work correctly either
Really? I'm banging my head against the wall trying to make a preset between crazyraids and impossibleraids and been having problems sometimes with PMCs not appearing at start and stuff like that. Thought It was me, glad to hear im not haha.
Also somthing i noticed on Interchange is that a lot of times a group of PMCs get stuck outsude Ultra near a radio tower near the parking lot where the 21WS keycard is used. They can stay there the whole raid, till It ends
yeah i never had issues until 3.9 spt 3.8 worked finamally, I also have issues with the spawn cap too, its just upsetting, the only thing holding me back from playing spt over live is this mod and its so close to perfect! updating to spt 3.9.8 helped a little but still didnt fix the issue
Wait until the new version he's working on gets some updates and then see. I think it's worth waiting for that
It does seem better, im happy with it if i can get it to spawn the numbers set at the start
hi i thought i firgured it out but maybe i didnt. after going into user/mods config for SWAG and changing cultist spawn to 100 they still did not spawn
Boss spawning is working fine for me, didn't try cultist tho, which file are u editing?
Hm, i don't think that's where is at. I'm not really sure since i didn't play with cultist chance yet, but since boss chance is at SWAG > config > bossConfig.json, i'd think cultist chance would be at SWAG > config > config.json
I don't know how that file works since it handles individual spawns, the other one spawns the cultists as a group, works fine.
the lastest Alpha nooky posted a few days ago has some juicy settings on the f9 menu to spawn bosses in the future i think too
ok i will give that a try
Good luck!
yeah seems fair has he said when to expect the new update, hate to bug him about it type deal just would like a headsup
donany reccomendations for Donuts settings
"donany"? what does this mean?
my bad
i meant does anyone have any reccomendations for donuts settings in terms of how many bots n stuff
There are so many variables there. My buddy and I found a lot out about what we liked by playing with one value and doing a raid and so on.
I can tell you one thing, we weren't a big fan of the default allowance of five man PMC groups on each map, so we made the max 3.
4 and 5 man bot squads are rough
my main thing is bringing the hardcap enabled, do the hotspot boosts for both, despawning of scavs (not PMCs) and lowering the spawn frequency to 120-150s somehow.
with these settings we have mostly good raids, sometimes we don't find enemies (as we experienced that in live also) and having a lot of fun
ah and globalMinDistance we enabled to avoid having spawns on your own head
Minor dev “update”
the number of starting bots is "low" sometimes?
It’s kind of broken actually, I think I know why though
Yeah lower than intended sometimes
Im making progress but its slow, real life is always priority 
and that's good 🙂 tbh, your current released version is working (at least for me) fine. with a few tweaks I enjoy every raid 🙂
Understandable Nooky, I'm with you there!
Yup, currently playing impossibleraids preset on the Stable version and raids are a blast on every map tbh. But before i was getting action packed raids with live-like also, so i'd think that'll get fixed also, maybe is just my perception tho, hard to know haha
Hey im not sure but does everyone i play with need the mod too ?
Its recommended that everyone you play with have the exact same mods installed in the same way. Both server and client. But in particular all server mods must be the same
server mods are the ones here: <SPT>/user/mods/
client mods are the ones here: <SPT>/BepInEx/plugins/
alright thanks!
there is a ModSync Mod which helps you to achieve that
found a fix to the spawning issue, it really comes from some of the configs in patterns folder in donuts part. now ive only just began testing but seems promising. simple config fix and had 20 ai spawn off the bat. ill send some screenshots of what i did and it might help some people or op if its another angle to look at if he hasnt looked at it yet
before
after
noticed some decent stutters when loading into raid but kinda expected that to happen, im going to play with some of the settings to see if that'll fix it 👍
Is that on the alpha? i dont see the boss spawning sections. Also i dont believe any change to just amounts of bots/group numbers makes any difference to the issue we see on the current alpha build
im not sure what you mean by alpha but i didnt touch the boss spawning configs just the scavs and lil bit of pmc stuff, noticed that also scavs spawn in waves now not like they did before when a ai died.. :/
huh would that fix my kinda empty raid problems i have also ? since i installed the mods my raids are almost empty even without mods i had more chaos
think so! you'll have to edit the numbers for every map in the patterns folder bepinx > donuts > patterns etc
but then again im not 100% sure what my problem is since im getting some ingame console errors
ill try
files with start and waves are kinda self explainatory and ahh it mainly fixed my problem, i have a new problem where i see in console that its attempting to spawn ai in but they are no where to be found 🥲
ive been using the bot debug tool to see all of them and the start is pretty much perfect but the waves is what i need to work on
alright ill try to fix mine also i guess cos this doesnt make any sense really should be way more bots than without any mods xD
can almost afk lol
ill make some edits when i get home and i can post them too
will do!
hello there. would it be possible to.. umm ill try and explain it to the best of my english ability.
first backup the file ( that im hoping you could tell me wich one is)
that controls, and have all spawnpoints of bots.
remove all spawnpoints
use the Donuts Swag F9 menu to set custom bot spawnpoint.
set some spawnpoints only around ex dorms. or inside a building.
to 1, have bots flush you in a building. 2 have a building with always populated bots.
and then set mosty scav, or one faction pmc spawn.
to have them mostly focused on you..
Then when im done experimenting.
replace the file, with the backup. and be back to normal?
thanks
If you’re using the latest full release you can grab Unicorns spawn points it will add enough areas you shouldn’t get issues like that. Either that or lower your Distance from PMC/Scav spawn settings
even i had unicorn was still the same problem, the start is fine but afterwards they dont spawn at all or its slow, there is maybe like 1 scav spawning if even and pmc nowhere to be found, i just tested again without any mods and works perfect there but as soon as i add swag and donuts the spawns are scuffed or dont even work at all just empty raids pretty much
also tried different presets like "crazyraids" but still nothing
likely different issues. you'd need to look in the console and see if there's errors
Anyone had the issue where once SWAG and Donuts was added the mobs stopped spawning?
check the console once ur loaded into the raid and see how many errors there are and what they say
also make sure you got the dependencies noted on the mod page
Anyone else having an issue with Donuts not spawning anyone or anything and creating dead raids? All dependencies are downloaded.
#1231242473255469167 message
Still working on the waves side of things but should be finished today
Ok cool, thank you.
what would cause a spawning pmc/scav bot to be invulnerable? Sometimes I run into a bot that just doesnt die and some other ai spawn from them, they are killable after a good 10-15 seconds though
Would it happen to be the ai group spawning setting?
Has this been completed? Would like to add this to our game but it doesn't spawn any enemies at all so we can't lol
this is the last word from nooky, and unfortunately the github repo hasn't been touched in 2 months
that’s not true, I last worked on this a few days ago
plus it doesn’t matter anyway
ah yeah, not used to people using branches
the last stable release absolutely works fine - in fact even the current alpha release is functional to some degree. If you are having issues with the last full release then there is a problem on your end
Strange. We loved this Mod before, now it just doesn't work. This isn't our first time doing SPT/Fika. We have no errors. We have all dependencies. It just doesn't spawn anything. Not sure why.
no errors in console when the raid starts?
have you checked every map? sometimes there's errors with specific maps and their spawn settings depending on what your files are like
Im running the latest full release and it works pretty much perfectly, bar the slow starts because of the start delay
If you haven't already enable debug/all logging in BepInEx and check that log. I've never had to troubleshoot with it for the full releases but im assuming there would be something logged there for this
I have installed my setup across 6 different PCs for our gaming group and everything is working fine with the latest release, so it's likely something on your end. What troubleshooting have you done?
question about waves - does the timer reset for each subsequent wave?
ie - wave 1 triggers at 300 secs from first spawn.. then wave 2 will trigger 350 secs after wave 1?
so where is this release version
The spt hub
hm, not sure why ours doesnt seem to work
go to factory with crazy raids on, get maybe 4-5 pmcs and that sit
It sucks cause we had an older version working perfectly.
I’m not aware of any hub release issues outside of boss problems
I can help you troubleshoot, so nooky can focus on updates. Im playing on an old version but I got the most recent swag donuts to work on a seperate build after some adjustments.
just trying to clarify... in 'config.json' ..
},
"Spawns": {
"useGlobalSpawnChance": true,
"bloodhounds": {
"customs": 5,
would mean that when a bot spawns on customs, theres a 5% chance that it'll be a bloodhound?
5% chance for that “boss” yes
bloodhounds, cultists, raiders, rogues and snipers are bosses?
ahh i see, named bosses & sub bosses...
i understand how the named bosses spawn quantity & chances work now.. but still confused about the sub bosses
if i go cultists, woods, 50
this means that when a bot spawns on woods, theres a 50% chance it'll be a cultist, if its not a cultist, it'll be a... scav? pmc?
no, there is a 50% chance that that "boss" group will spawn given you have room in your total bot cap
ahhh, is there somehwere i can find the amount of participants in these various groups?
you can go to the wiki but your bot caps should leave room anyway if you set them up properly
also, snipers are not included in the scav limits so you need to be mindful of this on maps with snipers so you can leave room for them as well.
MaxBotCap default numbers... how many players would you say these are these appropriate for?
just experiment and bump numbers up as we go until its too hard I suppose...
its system dependent, if you are using the defaults which I believe are in the 20-30 then your scav and pmc limits should be varying amounts less for certain maps dependent upon the type of bots that can spawn. This is only important for your intial (first wave) after that bots can fill in the other gaps.
hope that is not confusing
crunching on that...
I can walk you through one map real quick if you want
sure
lets say I just want a few more bots on customs, with the occasional new cluster of rogues or raiders, and a named boss or two each time
thats a lot of bots...remember some bots do not spawn solo they spawn with guards so you have to account for them
ahhh
i want moar bots 😄
sometimes have 5 players
and the 2 best players eat up the majority of the kills
if i increase bot difficulty, i risk the lesser skilled players getting killed too easily and sitting out all raid
what are your max botcaps for customs?
currently everything is default..
customs 24
was gonna try 30
just add 5-6 to each map and see what happens
ok well if we were to plan for the most intensive scenario lets say raiders and rashala which is like ~10 bots alone then we have to account for the possibility of snipers so leave room for at least 2-3 then you would want your initial total spawns between scavs and pmc to total 17-18 assuming your max bot cap was 30.
your respawns can replace the bosses when they die so the map isnt barren
ok so...
config.json
raiders - customs - 100
maxbotcap - customs 30
bossconfig
totalbossespermap - customs 1
reshala customs 100
would get me raiders, reshala, and a bunch of pmc's / scavs right off the bat every time...
you want the total bosses to be 2
ohhh sub bosses come out of the totalbossespermap count
what do you mean by sub bosses? I lean towards saying yes but I want to be sure by what you mean
raiders, rogues, sniper scavs, bloodhounds, cultists
non named bosses
so, anything that isnt a player, a scav, or a PMC... is a boss
I just took a look at the swag config and I think you were right with 1. I thought that raiders, cultists etc. were listed there.
If all else fails bump it up to 2 but I believe 1 is correct now.
It wouldnt spawn dups if you haven't modified these settings in the config.json
"UseDefaultSpawns": {
"Waves": false,
"Bosses": false,
"TriggeredWaves": false
If you want dups that how you can do it I believe but I have not intentionally tried to do that
ok
so if i set total bosses 1
and then
goons customs 100
and
reshala customs 100
A, is that gonna break shit
B, whos gonna spawn?
B - roll of the dice between the two
and if i did goons customs 50
reshala customs 50
there would be a 50% chance that goons spawn
a separate 50% chance that reshala spawns (unless goons already spawned)
and a 50% chance that nothing spawns
same with the added prob of no bosses and the map will seem a little quiet till your first spawn wave kicks in to fill the gaps you created
or something along those lines
ok so, this does need to sorta be thought out...
lest i not get my desired result
and maybe dont use 100% values
yes, but once you understand how it works its amazing the amount of control nooky has built in
just as 1 more test of my understanding of the logic...
if i said.. max boss spawns 10
and then set allll the bosses on allll the maps at like 10%
theres STILL a chance that no bosses would spawn
Those settings could yield 10 bosses, or 0 bosses
(or any number between 0 and 10 bosses)
theoretically yes but you max bot caps will cut off some of the boss groups so you could see sanitar with no guards or birdeye hunting by himself
which is why the max bot cap is important
OOoOoOOoohh
birdeye hunting by himself
knight is the boss, birdeye and pipe are followers
everyone in my server thinks they're rich chads and now im thinking of how I can knock them down a peg...
what he said
but i dont wanna break the game
so the boss spawns first, and if bot spawn slots are available it's followers join in those slots?
yes
also, this all assumes that the bosses are gonna spawn at the very start of the match?
they always spawn at the start, they spawn first
in the specific boss config, killa.json for example.. if i set interchange time to 300
thats gonna attempt a killa spawn at 300 seconds (5 minutes), and if a bot slot is open, it'll plunk 1 killa in?
you can try, thats unchartered territory for me. I know that suggestion is that they should spawn first. I don't know if it will have unintended consequences witht them spawning later.
the default values in all of them for time are -1
which is... random time? or 0:00...
0:00
oooOoooOoooooohh
ok so, while this is all going on... PMC's and Scav bots are spawning in at some sort of interval?
to replenish the bot count as my guys blast away
yup, if you have skilled players that kill a lot then you can experiment with shorter wave intervals so the map is busy
is that stuff all in the F6 menu or whatever?
cant find anything about PMC/Scav spawn counts or timing in these configs
no thats in your donuts pattern configs
Ahhhhhh, in the client mod...
OHHHHH those
oh crazzzyyy ok.. this is what i was missing
thank you thank you
heres the group sizes omg
Yesssssss
wanted to bump this up to 3 cuz its kinda lame when we rollin 5 deep and 1 lone enemy PMC pops up...
Hey, i have an issue with the mod that I can’t fix, when the game starts I have like 2-3 SCAV spawning, and like one PMC, and sometimes no bots spawn at all. I tried modifying the values in the menu but nothing does it
hey guys is there anywhere of changing raider settings? ive been to reserve almost 20 times now and no raiders
you have to modify the pattern files for the setting you use on each map. These amounts should be within the constraints you set for scavs and pmcs. Read through this exchange if you havent already so you can understand how to set your max bot caps.
#1231242473255469167 message
read my conversation with Catfig above and the answer is there
"TotalBossesPerMap": {
"factory": -1,
"factory_night": -1,
"customs": -1,
"woods": -1,
"shoreline": -1,
"lighthouse": -1,
"reserve": -1,
"interchange": -1,
"laboratory": -1,
"streets": -1
just a question about this - would i put it to -2 or 0 for 2 bosses to potientially spawn? Also i know i need to set the chance per boss per map
read the documentation and if you have any questions after, everyone is probably willing to help 😄
Infinite bosses = -1
thanks for the help guys - edited files so raiders are 100% spawn and now im getting them - ALT F4 and change it to a more realistic figure 😄
Curious if there are any tools that can be used to configure all of the patterns and config files
or is it just a notepad job
Notepad++ ftw
o god i love it already ❤️
Can even do dark mode, which is the most important lol
for raiders..
"BossEscortAmount": "2,2,2,2,3",
im guessing those numbers line up with the wave spawns
I'm not certain on that.
VSCode my beloved
im hoping to dance through configuring this thing without having to learn any other programs lmao
VSCode is just a fancy text editor
have all these config files figured out aside from the rogue/raider numbers...
And it makes it easy to not fuck up json files and other fancy file formats as it tells you if something is missing
not sure if 2,2,2,2,3 means.. 80% chance of spawning 2 raiders, 20% chance of spawning 3...
or if it means spawn 2, spawn 2, spawn 2, spawn 2, spawn 3 .. on some sort of timer
perhaps rogues and raiders get spawned according to the Scav wave spawns.. but in the pattern files there are 6 waves outlined, not 5...
I think it relates to this: `Example:
Default: 210, 210, 45, 25, 10
Group sizes of: 1, 2, 3, 4, 5 respectively
Total weight: 210 + 210 + 45 + 25 + 10 = 500
Solo bot spawn: 210 / 500 = 0.42 = 42%
5-man: 10 / 500 = 0.02 = 2%
etc...`
So you could see 2 or 2 or 2 or 2 or to a lesser extent, 3
We're sorry... the catfig you are trying to reach cannot be found...
spirals into the abyss
too many maths for no-food brain catfig, me derpderp
where on earth did you find that...
and how could that transcribe to the format given in the raiders.json where boss escort amount is 2,2,2,2,3... not 210,210,45,25,10
Are you missing the "group sizes" above it?
"customs": [
{
"BossChance": 35,
"Time": -1,
"BossEscortAmount": "2,2,2,2,3",
"BossEscortType": "pmcbot",
"BossName": "pmcbot"
^ raiders.json in swag\config\others
No. In the text I sent.
The group sizes are weighted by the large numbers.
The groups are the small numbers.
the example you sent makes sense
but i cant see how it applies to what i see in the actual file
There's five numbers that are the default weighting. There are 5 numbers in the groups.
The probability that you get 2 raiders is 98% and 3 is 2%
No. Default is 500.
The weighting doesn't change based on the group amount
ahhh....crunching...
So if you changed it to 4,4,4,4,8 then you would get 4 98% of the time and 8 2% of the time
so perhaps the raiders are a poor example as to how this weighing system works
but, if desired, you could do like... 2, 4, 5, 6, 10
Well only because he used 12345 in the example
and it would make a proper probability curve out of it
Exponentially yes
First two would have a very high probability and the last 3 would be a total of 25% of the time
sorry todays my fasting day
Haha
worst day to try and figure this out lmao
Either way, that's how those numbers should work. And that's after the probability of them even spawning
so if i just replace 2,2,2,2,3 with 5,5,5,5,5.. im goinna get 5 raiders every time
If they are at 100% spawn yes
gotcha
Which I think is 40% default
Another reason why you can not see bosses for 15 some odd raids at 35% because it only pulls that at raid start.
and max bot cap has to allow for it to happen in the first place
so ur PMC/Scav start spawns and all other mini boss spawns etc has to allow for the boss to even spawn in the first place right
Yup.
so.. on match start... provided my maxbotcap is high enough, this will give me a 25% chance to get raiders spawned in with my starting PMC/Scavs
the amount of raiders that do get spawned will be dictacted by raiders.json as seen here:
So far so good
should 'bosschance' be set to 100 to ensure my chain of logic is sound?
Yes I would think so, maybe even 100 on both
100 on both would result in raiders spawning every time
if customs was set to 100, and bosschance was left at 35... theres still only a 35 chance that raiders will spawn?
and if customs is left on 25, and bosschance is set to 100... only 25% chance that raiders will spawn
so both must be at 100 to get a true 100% chance of spawn
Right. Now it's my turn to fast.
i dont really understand why there would be 2 probabilities
if you're talking about the settings i think, only one or the other will take effect
ya im confused as to which one supercedes the other
the global spawn chance setting in bossConfig.json/config.json will determine which chance is used
that will be used if you set useGlobalSpawnChance: false in config.json
Either reduce the amount of bots or increase your spawn wave timer
where do i grab the latest release?
SPT hub
Gonna explore this more later tonight, but just curious if wave spawning for PMCs and Bosses is viable
I've figured out all the bot cap, PMC/scav/boss numbers etc...and am now looking to create some more robust spawn scripts...would like to add several rounds of large PMC groups and sprinkled boss encounters
To create some extremely chaotic, albeit navigatable, spawn scripts
Is it as simple as copying the scav wave spawning syntax into the PMC section of the wave spawn cfgs?
I noticed there's only timed waved for scavs, but there is a section for PMCs, it's just empty....
If anyone has a link to a more comprehensive explanation of the various config files, beyond what's on the mods download page, or intimate knowledge of how these systems work, I'd greatly appreciate this info
Use unicorn, if you’re not already.
The waves are pretty easy to understand, much easier to adjust than the bot counts and limits.
ive noticed you can use intergers 1-49 as long as it doesn't overlap with the scav group numbers (i think)
@brazen sphinx u free for a moment to take a peak at my prototype pattern file?
This would... immediately begin 10 timers (because player will be within 10,000 units of spawn points), 5 PMC and 5 Scav timers, alternating, spaced 60 seconds apart. PMC groups of 4-5 and Scav groups of 1-3
Provided bot cap allows ..i think? I may have this wrong though because I'm not sure about 'cooldown' periods?
perhaps if i utilize the cooldown appropriately I would only need 1 entry for PMC's and 1 entry for Scavs... not sure
hey people - How do I decrease rogue spawn chance on lighthouse? Past 5 or 6 raids they are absoltely everywhere so no normal scavs spawn
this looks like as you described, tho im not sure what "maxtriggersbeforecooldown" does as well
that is an interesting thought
updated to alpha v2 and downloaded the new dll and now I get this
already running 3.9.2
is there a force despawn command i can use in console to test waves?
Yeah…left click on their heads
i have starting pmc only plus more scavs and no matter what my pmc bot cap is only 8 pmcs always spawn? any solutions?
Are you saying all you are getting is 8 PMCs and nothing else?
i do also get scavs but im just trying to up pmc count to what it would be in real raid but its always 8 pmc
Read this exchange I had with another member and it will help you figure it out
#1231242473255469167 message
You just need to adjust your max bot caps and your scav and PMC limits.
i already did this
well i will triple check
Share your config for a map and I can see what the problem is.
you mean scenarioconfig ?
i had to change this and pmcs started spawning at correct numbers
Nice so all good?
yup all good but i ran into another problem
raiders and bosses wont run at all? just walk everywhere and they are exhausted all the time
ik its not swag donuts related but dont really know where to ask
Don’t think it’s this mod. Did you modify your Sain settings at all?
i have default with harder pmcs other than that i have changed nothing
You have no other mods that modify behavior right? I would expect SAIN, looting, questing. I expect one of those to be the culprit.
i do have sain,looting and questing. well i quess i just need to try to figure it out 
Just, uninstall 1 at at a time (back up the install) to see which one it is. I would expect SAIN if your bosses are not questing
good idea i will try 👍
its SAIN that does it
fix was to disable that weight doesnt affect bots
but ty for the help!
So it was on and you turned it off? I’m still playing on 3.8 but I have a 3.9 build I’m maintaining for when I’m ready to switch. I maybe need to make that same change.
yup just turned it off and no more walking raiders and bosses 😆
i think im playing on the latest update 3.9.8?
Yeah that’s what I would expect 3.9.x
With Vanilla Swag+nuts or Unicorn, im getting scavs and PMCs spawning on top of each other
ihave the default start numbers set, but the moment i join raid - they're blasting each other lol
Unicorn should have added more spawn locations so this is odd
Do you use minimum spawn distances?
Just replying to you so u get a notif but its almsot certainly spawn distance being disabled as sorter said
i do, here's the values for the bots v bots:
"globalMinSpawnDistanceFromOtherBotsBool": true,
"globalMinSpawnDistanceFromOtherBotsFactory": 10.0,
"globalMinSpawnDistanceFromOtherBotsCustoms": 20.0,
"globalMinSpawnDistanceFromOtherBotsReserve": 20.0,
"globalMinSpawnDistanceFromOtherBotsStreets": 20.0,
"globalMinSpawnDistanceFromOtherBotsWoods": 20.0,
"globalMinSpawnDistanceFromOtherBotsLaboratory": 15.0,
"globalMinSpawnDistanceFromOtherBotsShoreline": 20.0,
"globalMinSpawnDistanceFromOtherBotsGroundZero": 20.0,
"globalMinSpawnDistanceFromOtherBotsInterchange": 20.0,
"globalMinSpawnDistanceFromOtherBotsLighthouse": 20.0,
20 meters are too low
its not all the time, but i do notice that if i immediately hear gunfire when raid starts and investigate using dynamic maps or freecam, they're normally gunning each other down well wihtin 20m
i can try to increase it to whatever the default was and test
Yeah I’ve never had a problem with Nooky’s defaults
hello all, I’ll be taking an indefinite break from all modding. Some things in my life are priority and taking care of myself and my family comes first before anything else, I simply no longer have the time anymore.
It’s been a lot of fun being a part of this community, thank all of you who use mods and support modders each and every day. A huge thanks to the SPT team for making any of this possible. A special thank you to props, I couldn’t have done any of this without him.
As for mod development - all of SWAG+Donuts is open source, MIT licensed. If anyone is brave enough to do it please feel free to carry the torch forward, I encourage it.
Got nothing but respect for you, a wise choice, wish you + your family all the best dude & I hope things get easier
you did the community well with your work. Please take care of yourself and family. Best of luck to you and thank you! o7
Is there a way to configure the chances for the difficulties of PMCs?
So like say I want a 5,15,30,50 chance for impossible/hard/normal/easy.
I will see you, champ. 
All the best nooky, you've made a massive contribution to SPT
Damn, I wish you and your family all the best and also hope we'll still see you around here sometime 
Wish you and your family all the best nooky! <3
Much respect my friend, take care of yourself and your family. Your contributions have been epic for the community.
All the best nooky, thank you so much for all you've done for the community. 
all the best nooky. massive thank you for your work.
Question! When playing with 1-2 players - on any map - we feel like raids are decently populated (around 15-16 kills for each player). However, when we run with 3 players, they feel almost dead (1-3 kills for each player). Does anyone else experience this? It doesn't seem to matter which presets are in use. We've been playing for several weeks and all concur that this is a thing.
are you verifying with botdebug?
I am not, is this part of the debugging tools in f9 or separate?
its made by DrakiaXYZ
sep
gorgeous I will grab that to confirm, thank ya @lucid pelican!
Botdebug is not working as soon as you play with more than one person (or there is a version I don't know)
But the "debug t" command from fika helps a lot, bc it has also the alive bots in
Is that a console input command? Botdebug seemed to work for me last night, still trying to determine if there's a weird spawning issue though.
what are the parameters for despawn PMC/Scav? Is it literally the furthest bot or are there specific conditions?
and how does that interact with the dedicated client?
Dedicated client or dedicated server? The client should have no control, unless you have some set up I’m not familiar with.
I think it’s random within this mod but within FIKA it’s determined by distance if you have spawns exceeding hard caps
I would recommend keeping your PMCs hard capped so you never go over because of the memory requirements. Your scavs respawn anyway so despairing them doesn’t impact the fluidity of spawn waves
Dedicated client specifically, I know it's in charge of spawns and AI. The Fika settings has a despawner tool on it as well but I have it disabled and only have Donuts doing the despawning
I've noticed scavs spawning away from areas that I'd prefer them to be like in Customs where they would mostly spawn around big red but I'd spawn near zb11
So I'm trying to see if despawning would kick in and move those bots closer to areas like dorms and stronghold
Those areas do have a couple of scavs but I'd say majority spawn in further areas rather preferring closer ones
The dedicated client you’re referring to is still running on the same system as the client right? You’re just referring to Donuts?
Dedicated client is running on separate machine where the server is also running
But its in a diff folder
Ok good, then we can rule that out. Unicorn?
Yes
Default settings, didn't mess with the start and waves
Are you using spawn distance limits
I am, default for ai v ai but ai v player, they're 10 lower than the default
I tried lowering it to see if that would bring them closer spawn wise
Do you have the three settings at the end of config.json in swag as false?
No that would only cluster them more, increasing it could get the desired effect but could make the waves skip more spawns (unintended consequence)
When you said this was this in reference to unicorn or Swag+Donuts?
I'll have to check when I'm on PC later
Unicorn
Are you noticing that your starting spawn waves are low? If they are you need to adjust the unicorn starting wave files because it overwrites those files which may explain why you see the spawns near big red (donuts seems to spawn bots starting from there first on customs)
Yeah the default start does 0-3 I noticed then the waves starts to fill them in
I'll play around with it
Yeah if you up the amounts that might fix the problem. I told the guy who made Unicorn to remove the start files so they don’t overwrite peoples configs because they usually have the same issue
If that's the case I did do a back up of my vanilla donuts start and waves so I'll just reenable that
However I think the reason why I switched to unicorn start files is because I was having issues with scavs and PMCs spawning on top of each other
I'll mess around with it tho and see
Is there an issue with unicorn breaking boss spawns btw?
Not that I’m aware…
do you know what this settings means exactly?
"MaxTriggersBeforeCooldown": 3
Is that one of the wave settings?
yep
that's better already
using the modified vanilla patterns files i had
i spawned near storage
now back to my original question, when the wave triggers, would the bot circled here get despawned?
Without looking at the mod page I think it will try to spawn up to three times before it goes into cooldown. I could be wrong but I believe each spawn has its own timer and if it’s on cooldown it’s skipped and then donuts moves to the next “valid spawn”
ahhh - so it continues to cycle through them until their trigger limits have been reached then?
Yes, that would be a likely candidate between the bot at new gas and dorms because there are no other bots around them
Yes but with unicorn (more possible spawns) it should be highly unlikely that they are all on cooldown
if im understanding right, these waves go in a "loop", it doesn't actually end?
Correct, specified by your trigger timer
Once it triggers it spawns a single bot or a group and waits for the next trigger
I've seen issues happen if you have starting scavs & starting PMCs above the bot cap, seems like bosses wont spawn if it goes beyond that cap. If you don't have a cap guess u can ignore
ah the limits set in the scenarioconfig in donuts or the config in SWAG?
Beleive its swag is the one that matters but id also check if you have bot cap enabled too
its off in Fika for sure - but good to know about that interaction you mentioned prior
Yeah caused some issues for me prior, note that sniper scavs aren't included in the limit
hmm - i haven't seen sniper scavs spawn, but i think unicorn broke them, ill just restore from clean Donuts install
tho i did disable manually before unicorn because they were so off target
Prob best tbh
Just install S&D then test & see
yeah prob - less cpu resources etc but if they can hit their shots now, might be good to have just for the pain lmao
then install unicorn
well that's the thing after Unicorn, they stopped working (i made sure to re-enable them and replace the scavsnipers.json file per instructions)
figured out why my snipers weren't spawning...
lmao - it helps to be modifying swag in the server folder, not the dedicated client folder
Yeah lmao, to be fair dont need any mods inside dedi folder anyway, might help you be less confused xD
I need to seperate my server & dedi directories actually, thanks for reminding me
yeah i def need to do some clean up. Tho, i find that with some SPT mods, they have a plugins and mod folder so just to be on the safe side i install both regardless of machine type
unless, we know 100% that clients will work with plugins only despite that
As a rule of thumb for me I always install plugins on client, server & dedi then I just put mods in server. Lacy also helped hugely as the new dedi dll lists the mods that screw with the dedicated so then I just manually remove them
You should never need anything in the mods folder on anything other than the server 👍
yup saw that too, was super helpful
good to know
yet another project for later lol
Yeah fixed an issue for me with dedi crashing after every raid so I was super happy
Yeah goodluck my man haha
lmao you too dude
Wait, wheres that list of the mods that screw with dedicated? I somehow missed that.
Might be more, but if you have the latest version of the dedicated it'll crash and log them if any of those are detected too
ah, yeah I should actually look at logs now and again.
aaandI have 4 of the 6, lol good to know
Well, it's fine to have them on your own client
so long as they're not on the dedicated

yeah Im pretty... hamfisted with the dedicated at the moment. Modsync is just grabbing everything. I need to go through and set up nosync for a ton of stuff.
I'll say though its mostly been rock solid aside from the crashyness at end of raids with my setup which is totally on me, it works when its meant to work, so you guys killed it overall.
How can I download this mod?
Would anyone know why bots spawn on top of each other? I've seen pmc bots spawn as a stack and then slowly funnel out of the stack but before then they are completely invulnerable
I had the same issue with modsync, had to remove it in the end sadly
Got good use out of it though, makes new users super easy to join & pushing configs to all users easily
Enable global bot spawn distance if you havent already, should sort. If that doesnt work try a fresh inatall of S+D & hopefully it works
Modsync for me has been a godsend, my friends are idiots and I cant handhold all of them through setting up mods every time we upgrade. Im gonna try to work through the sync setup for the dedicated and make it work.
So, Im assuming theis is a SWAGnuts thing, asking here first. I've been going back through raid review stats and it seems like the server is never getting close to spawning the cap for bots. Is this normal, does it just stay "under" the hardcap or does it forcibly try to fill it?
Are you using unicorn?
How low are the bot spawns?
Yeah using unicorn. Customs my bot hard cap is 24 I think. And raid review showed a max count of 16. But also… some of the taid reviews werent tracking kills. So it may be raid review not reporting properly
Your low on both scavs and PMC? No issue with bosses?
Are your starting wave files configured correctly
let me look so Im sure Im being accurate.
Ok so most recent raid on Customs.
SWAG Bot Hard Cap: 20
I dont know which scenario it grabbed unfortunately But looking at these my total presets on the scenarios may be higher than the hardcap so maybe thats causing issues.
10 PMCS 8 scavs as best I can tell, not counting me for 19 and the dedicated for 20 so I guess the numbers are right, I just need to mess with the scenarios a bit to get it dialed in.
but the graph shows a cap of 16 so... Im guessing raid review s just weird
also, related why am I having PMC's spawning late in the raid. I have the Starting PMC's random selected so in theory they should all spawn in at the jump correct?
How late?
looking at this particular review... 10m spawned a pair of PMC's
And you have PMC respawns on? Are you sure your using starting PMC only because I don’t believe that config has any follow up PMC waves.
There could be a number of things at play but let’s start with your caps. I think they are not set correctly.
Post your customs caps and your customs starting config.
PMC respawns are off
"MaxBotCap": {
"factory": 16,
"customs": 20,
"woods": 26,
"shoreline": 20,
"lighthouse": 18,
"reserve": 20,
"interchange": 24,
"laboratory": 12,
"streets": 18,
"groundzero": 16,
"groundzero_high": 18
},
"NightMaxBotCap": {
"factory": 16,
"customs": 24,
"woods": 26,
"shoreline": 24,
"lighthouse": 18,
"reserve": 24,
"interchange": 16,
"laboratory": 12,
"streets": 16,
"groundzero": 20,
"groundzero_high": 24
},
swag config
Sorry I meant the map configs in donuts I believe. The one where you specify PMC and scav amounts
thats the scenario json I dropped in there
Starting PMC live like?
"Name": "starting-pmcs-only-live-like",
"PMCBotLimitPresets": {
"FactoryBotLimit": 4,
"InterchangeBotLimit": 6,
"LaboratoryBotLimit": 4,
"LighthouseBotLimit": 6,
"ReserveBotLimit": 6,
"ShorelineBotLimit": 8,
"WoodsBotLimit": 8,
"CustomsBotLimit": 8,
"TarkovStreetsBotLimit": 6,
"GroundZeroBotLimit": 5,
"GroundZeroHighBotLimit": 8
},
"SCAVBotLimitPresets": {
"FactoryBotLimit": 8,
"InterchangeBotLimit": 10,
"LaboratoryBotLimit": 15,
"LighthouseBotLimit": 15,
"ReserveBotLimit": 15,
"ShorelineBotLimit": 15,
"WoodsBotLimit": 15,
"CustomsBotLimit": 15,
"TarkovStreetsBotLimit": 15,
"GroundZeroBotLimit": 15,
"GroundZeroHighBotLimit": 12
}
},
thats assuming it grabbed that scenario though... I dont have any way of telling which of the starting PMC ones it grabbed at raid launch. :/
Well given your limits it’s set up hella wrong lol
But we can fix it
I kinda followed Shynd's writeup which worked before in like 3.8.3
but also I dont know if that was actually working "correctly" or I Was just ok with its jankiness
For each map keep in mind these rules. Max bot caps are upper limits for all bots
The ones you control in your scenario config as well as ones you can’t like bosses, snipers, raiders, bloodhounds etc.
So... with a cap of 20. and 8 PMCS on starting PMC, I should get those 8 at jump and then the other slots filling in with scave bosses whatever correct?
and as the PMCs die it backfills with scavs up to the scav cap as long as it doesnt go over the max bot cap
So you have to leave room for all possibilities to fit nice and neat in your limits
Ideally that’s how it would work. I may actually be jumping the gun in saying they are wrong…I need to see the starting wave file for customs.
It depends on if you are at your limits in that file. If you are that would explain PMC spawning late
those are just default so... maybe my numbers dont play with them
8 cap 7-10 on spawn. Let me double double check I have shit set right in game.
Hmm I take it back. It actually looks fine.
Lower the upper limit for PMC to match your customs limit or check to make sure there is not a PMC wave config in the wave file (should only be scav waves).
ok, no pmc waves, min/max on start set to 8 because pmc count is 8, gonna pick that scenario in f9 and lets seeeeee....
Im an idiot
Yeah your numbers all look good so I’m not seeing an explanation so far.
That explains it. To be honest I would use that if you want a more live tarkov experience
yeah I have hd it on starting PMCs forever I just mis set it... ugh
Nooky added the limit to respawns at my request and it’s a game changer
interesting, its very slow to add scavs in this raid, pmcs all spawned as expected
Yes your starting scav count is low but I think you have it numbered appropriately. One thing you can do is raise the min equal to the max but I wouldn’t increase the max value because you only have 12 slots left in total.
ok that makes sense, so you think 15 is low for scavs? with a 20 hard cap? Should I just have the scav count match the hardcap to compensate for example for all the PMC's dying?
I think what you got is good from what one of the devs put in an old config write up he recommended the PMC count being 70% of your cap
right on, turns out selecting the proper scenario die roll helps...
fml
thanks much for the help man, I probably would have just looked past that so many times
No problem
also in the starting spawn stuff, is the max group size for bot "squads" essentially, like I could be like man theres 8 scavs that start at the begining and theyre a gang
Yeah you could up the group size and they would spawn together…never paid attention to see if they would move as a group/gang though
welp, I know what Im gonna test for my more scavs settings, min4, max 15!!!!
Lmao, keep in mind that could make the map feel dead if they spawn away from you
Question "SCAVbotlimit preset"- does that factor in things like raiders rogues boss guards etc?