#SWAG + Donuts

1 messages · Page 9 of 1

wooden vigil
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ooo nice - what number do you have it to?

idle quest
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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

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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)

idle quest
wooden vigil
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nice ill start with 6 and see how i get on

idle quest
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have fun!

tiny sable
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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? 🤣

brittle frost
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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.

idle quest
gloomy meteor
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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 🙂

winged remnant
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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

still swan
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@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 pepeBobRoss

restive flame
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mystery solved! kekw thanks for letting me know

wooden vigil
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anyone use the unicorn spawn thing for swag? any good?

lucid pelican
wooden vigil
lucid pelican
wooden vigil
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ahhh i havent - ive just installed swag tbh

tiny sable
wooden vigil
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yeah as i just found out - goons were by the river at customs! wtf lol

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love it

opaque sigil
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Yea having more boss spawns is sick. Should be a normal default thing in tarkov in general imo

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I want to get shot in the back of the head by a reshala guard while doing delivery from the past

livid hazel
strong sandal
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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

flint lantern
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Killa, tagilla and sanitar I think

restive flame
idle quest
strong sandal
strong sandal
idle quest
strong sandal
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horde mode says it havent done anything to the bosses at all

idle quest
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All Unicorn does is add spawn points and spawn zones for existing donuts presets. So it should be fine

strong sandal
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so i guess if you copy and paste the right things in the right order. you can combine em

strong sandal
wooden vigil
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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

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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

restive flame
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You want to spawn a lot of bots at the start?

wooden vigil
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@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

restive flame
wooden vigil
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yeah im on unicorn - i think its working - just killed 6 scavs within 2 minutes haha

flint lantern
restive flame
flint lantern
restive flame
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enable debug logs in your swag config.json, run labs, if you see that problem send me your server logs please

hollow marsh
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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?

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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.

restive flame
hollow marsh
opaque sigil
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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?

restive flame
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Radius being the trigger distance

opaque sigil
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How are the zones defined? Horizontal circular slice (ie cylinder) in the map? Spheres? Coordinate set to create a 3d zone?

restive flame
opaque sigil
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The zones which are activated by Trigger Distance

restive flame
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The coordinates, in-game position

steady dust
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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.

tacit sapphire
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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

hybrid shell
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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

tacit sapphire
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Thank you kindly!

wise acorn
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Are AI groups that are enemies to one another supposed to spawn right beside each other?

lucid pelican
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They can depending on your settings

wise acorn
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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?

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I already have the global min distance to other bots set up

lucid pelican
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Increase the distance I believe.

wise acorn
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The lowest distance I have other than factory is 50

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The Ai are spawning basically ontop of each other

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I believe we had 3 groups of 2-3 PMCs all spawn in or outside new gas one raid.

sage venture
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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

restive flame
calm sluice
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Does swag consider Raiders and Rogues as bosses here?

restive flame
calm sluice
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ok thanks

left ridge
winged remnant
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BossSpawns as part of presets?

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will you rename than the mod, because SWAG isn't used anymore? SwagLessDonuts or smth? 😄

gloomy halo
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is there a way to adjust the gear of PMC or will be always random ?

winged remnant
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not via swagnuts, swagnuts just takes care about spawns and despawns, not about their gear

gloomy halo
winged remnant
gloomy halo
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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

winged remnant
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do you have in F9 (Swagnuts menu) --> Main Settings --> Spawn Requency the "Bot Hard Cap Option" on yes?

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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

gloomy halo
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I have 32GB ram and I9 10900K intel CPu

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you have pretty good FPS can I have your setting ?

winged remnant
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I run wiht dedicated client 😉

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thats the secret

gloomy halo
winged remnant
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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

gloomy halo
winged remnant
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you can just try, 32GB should be enough with the built in ram cleaner

prisma spindle
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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

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its fine if u have a beefed up pc and ur settings are set to those standards

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nvm i just found a nifty repository on github :-)

winged remnant
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ok

gloomy halo
restive flame
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Eventually will replace swag completely, not there yet

winged remnant
restive flame
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Yup boss changes in-game, no game reload needed

dark cliff
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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 pepeAngry

terse gate
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yikes that looks like not fun lol

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How would one even fix something like this? Setting minimum distance for scavs to spawn to be further away? Thonk

dark cliff
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Kinda unlucky. Yeah you can increase that, but they still probably gonna come to me cuz of gun shot.

terse gate
restive flame
dark cliff
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No unicorn and I use everything on default

restive flame
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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

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Use global minimum distance if you want to avoid spawns too close like that

gloomy halo
dark cliff
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nah it was cool.
Almost like the tarkov series where scavs just rushed me as being the only survival with the juice loot

buoyant steeple
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How does Battlestate Spawn Cooldown work with Multiple players? Does it apply if any player is hit or only the host?

restive flame
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note the raid time

lucid pelican
restive flame
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yeah, bosses will be part of donuts and presets, configured in a similar manner

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they can be starting bots and/or waves

lucid pelican
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incredible.

restive flame
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new starting bots config

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wave files will be the same

winged remnant
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but in swag or in donuts?

severe osprey
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donuts

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so will swag just be handling non-boss, special bots going forward? ie cultists, rogues, snipers, etc

restive flame
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But I’m also working on triggers too

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I.e. create a donuts wave that triggers if d2 is switched

severe osprey
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absolutely cookin

plucky bough
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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.

restive flame
plucky bough
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(^_^) Love ya nooky!

lyric trench
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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.

restive flame
lyric trench
restive flame
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hmm I’m not sure that has any effect

lyric trench
restive flame
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have you tried a different a preset like impossibleraids? live-like isn't tuned for that many bots

lyric trench
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I did, and still manage to only get around 25-27 bots in a raid. Ill test that again here shortly

hollow marsh
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Is it normal to still see \QuestingBots\GenerateBot\17 for example in the server logs

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when using SWAG + Donuts?

hybrid shell
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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

lyric trench
restive flame
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It helps but you’re likely just experiencing rng

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You won’t get fully consistent numbers unless you make specific tweaks, that’s intended though

lyric trench
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That makes sense then. On an impossible raid now and started with 25 bots and its ramping up to the 30s quickly

terse gate
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is this 25 bots at the same time or 25 bots total during the whole raid?

lyric trench
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At one time

restive flame
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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
cerulean trout
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Wont this intefere with realisms boss changes?

terse gate
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I think SWAG + Donuts already interferes with realisms boss changes, thats why theres a compat patch which disables stuff

winged remnant
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Is it planned to bring scav snipers and triggered spawns into the 352 release?

cerulean trout
hollow marsh
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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

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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.

hollow marsh
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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

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Bosses seem to be spawning as expected with the same config after changing their spawn chances around

restive flame
hollow marsh
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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.

restive flame
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I do see the full 60 second delay being used for Reserve
it should't take too long, can I see your logs?

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nvm i think i know why

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see any red text?

hollow marsh
restive flame
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yeah

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consider reserve broken for now

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also looking into starting bots too

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its fixed for the next build already

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sorry about that

hollow marsh
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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

restive flame
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I saw the same, likely a bug

hollow marsh
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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

restive flame
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@hollow marsh do you have debug logs enabled? bepinex cfg

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if you have time I'd like to send you something to test

hollow marsh
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nope but i can do, was gonna mess about with it soon after my lunch

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can test whatever you want

restive flame
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yeah that would be great, in a bit, ty

hollow marsh
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Got debug on now for whatever you need

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just LogLevels = All for the logging.console (and logging.disk) setting yea? Or is there a need for any of the other stuff

hollow marsh
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@restive flame no debug logs show anything different it seems, let me know if theres something u wanna send for me to test with

restive flame
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can you send me those

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the debug logs

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fulllogoutput if you have that

hollow marsh
restive flame
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thanks thats really helpful, ill take a look

hollow marsh
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no problem

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just in case, there's the customs_start.json

restive flame
# hollow marsh

there's a bug with limits, they're not getting set properly

hollow marsh
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thanks for taking a look

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One thing i noticed was that even though the log says PMC limit is 8 (regardless of the start config), it never spawns 8

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In fact i dont think any of my games have had 8 PMC+Scavs total nevermind just PMCS 😛

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I'll keep an eye in here for whenever u get time to put out any updates and give it a go 🙂

restive flame
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this is with all global min dist settings off, default spawn points

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im considering adding unicorn points to the default pool so that bots dont fail spawn checks nearly as often

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its just a config problem

restive flame
hollow marsh
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Ah. Yea i see in your screenshot they're all quite close. So it's perhaps just a spawn distance issue?

restive flame
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spawn distance + lack of spawn points

hollow marsh
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fair enough - makes sense.

restive flame
hollow marsh
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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

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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

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I doubt any of that's really changed though but will keep an eye out

hollow marsh
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yea

restive flame
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KEKW yeah sorry min dist doesn't apply to bosses, yet

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im planning on splitting them up by bot type

hollow marsh
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that.. explains that then 😛

restive flame
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not just switches, just about anything you can "on/off" such as doors

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can possibly be a trigger

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ill have a proper build later

hollow marsh
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Nice one. will give it a go

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Ill turn off min distances then too. Would you recommend dropping in unicorn's spawn points for now and keeping the distances?

restive flame
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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:

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add a triggerid like d2 or whatever

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ill have to get a list of available switches

hollow marsh
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thats pretty slick

restive flame
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ah right I forgot to tell you, you need to change "raiders" to "pmcbot" in your reserve files

hollow marsh
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can make the custom lever a bit more exciting too, spawn stuff that building

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this one you mean?

restive flame
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yeah that

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that needs to be "pmcbot" instead

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for both

kindred crescent
restive flame
kindred crescent
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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

restive flame
restive flame
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SWAG + Donuts v3.5.2 - Alpha V2

https://github.com/p-kossa/nookys-swag-presets-spt/releases/download/v3.5.1/SWAG-Donuts-v3.5.2-Alpha-V2.zip

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
hollow marsh
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sir

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It appears the shoreline_start has got 2 parts for the cultists lol

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and one of them has 43 followers

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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.

restive flame
restive flame
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just wondering

hollow marsh
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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

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basically I believe i did just replace the contents of zoneSpawnPoints thinking that would be enough, but it didn't work

restive flame
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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

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regardless ill be adding more default points

hollow marsh
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Yea thats pretty much what it looked like i needed to do so went the easy route lol.

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also why i moved to testing on shoreline instead - as it's much more spaced out

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Is there meant to be a log line if it doesn't spawn a starting pmc/scav due to proximity/no spawnpoints available?

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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

restive flame
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also red errors if there are no zones/points available

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but that should be pretty rare...

hollow marsh
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There's only the one distance setting right? in the menu under Spawn Settings?

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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

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it only spawned 5

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no errors or spawn checks failed etc

restive flame
hollow marsh
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yea thats what i meant sorry - bundled those two together in my head

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they're both off anyway

restive flame
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yeah, no spawn check failures? are you seeing any other debug logs?

restive flame
hollow marsh
restive flame
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Understandable, logging improvements are on my to do list to make things easier to follow hopefully

hollow marsh
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I think it's working better now, by adding 'all' to the zones in the start json

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im trying a 2nd time now

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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

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ill try again to make sure it wasn't a fluke

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Yea im not sure what im missing here, still no luck

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I thought maybe there was something weird with the groups not spawning their full amounts so set the min/max group size to 1

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I see this in the logs

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but get this in raid

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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

restive flame
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Hmm weird

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I’m looking into this

hollow marsh
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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.

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Does your shoreline seem ok out of the box?

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as even with the default it seems to behave the same - only spawning a smaller portion of the min/max regardless of any setting

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Im not sure its just shoreline, seems its all the maps, but ill do more testing tomorrow

restive flame
hollow marsh
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happy to set it back the same with the groups of 1 and repeat

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can send you the full log

restive flame
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yeah that would be great, thanks

hollow marsh
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interesting its always only 1 scav, 1 usec, 1 bear that spawns

restive flame
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hmm yeah somethings definitely up

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the logs don't even look right...

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ill dig in this morning

hollow marsh
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for what it's worth

restive flame
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interesting, almost seems like its only firing 1 spawn off for each and stopping

hollow marsh
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yea

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but then when i set it back to something more normal regarding group sizes, it doesn't look like its doing that

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but still dont get the full spawns

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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

kindred crescent
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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

kindred crescent
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Spawns seem ok on the stable version, and boss appears 100% of the time changing it from bossConfig file tho

restive flame
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donuts gui?

hollow marsh
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The new boss spawning with donuts seems to be working perfectly for me, its just the PMC/scav spawning im having issues with

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Chance of spawn, follower amounts etc seems to be working fine

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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

restive flame
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they may not have seen the alpha v1 notes

kindred crescent
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Yep, on F9 options (Alpha build), and he doesn't spawn. On the stable builld changing the bossConfig it works fine.

kindred crescent
hollow marsh
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yea ur right, if u missed it the spawning for bosses is entirely in donuts now

restive flame
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That needs to be on to use the gui chances

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Also right now only 2 presets have bosses

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Well 3 sort of if you count boss-mania but that is also incomplete

kindred crescent
#

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

kindred crescent
#

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

kindred crescent
# hollow marsh

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

kindred crescent
#

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

restive flame
#

What preset?

kindred crescent
#

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

hybrid shell
#

if you don't enable that, it uses the preset's spawn chance

#

probably just getting lucky with reshala

kindred crescent
#

Yeah, figured, reshala was probabbly luck then

#

yea

kindred crescent
#

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

restive flame
#

would also help if you enabled All logging levels in your BepInEx cfg file

#

For console logging

kindred crescent
kindred crescent
#

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

restive flame
kindred crescent
#

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?

feral flower
#

One message removed from a suspended account.

#

One message removed from a suspended account.

restive flame
restive flame
feral flower
#

One message removed from a suspended account.

hollow marsh
#

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

kindred crescent
#

I'll try to do this and play a raid before work so i can leave a log here with everything needed

hollow marsh
#

yea LogLevels = All

#

is fine!

kindred crescent
restive flame
kindred crescent
#

I did try to check that file but it didn't seem to contain anything regarding bosses

#

oh nvm

restive flame
#

kekw yeah thats the issue

kindred crescent
restive flame
#

you must have not grabbed the full alpha zip maybe?

kindred crescent
#

Idk that's weird

restive flame
#

oh wait

kindred crescent
#

Did a fresh install

restive flame
#

does unicorn overwrite those?

#

it might

kindred crescent
#

Oooooh

#

that might be it

restive flame
#

yeah i bet

kindred crescent
#

i'll check

restive flame
#

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

kindred crescent
#

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

restive flame
#

for tagilla

kindred crescent
#

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

restive flame
#

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

kindred crescent
#

Ok so i have to manually add other bosses to the map_start.json before touching f9 Settings?

restive flame
#

hmm well it depends what you're trying to do, add more bosses to maps?

kindred crescent
#

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

restive flame
#

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

kindred crescent
#

I see, great! Its working fine then, my bad haha

restive flame
#

all good, please feel free to change configs and try different things, its good testing for me

hollow marsh
#

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?

restive flame
#

That way you can enable/disable them on the fly

#

But you can make preset changes with your game open

hollow marsh
#

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

restive flame
#

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

hollow marsh
#

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

restive flame
#

I’m not even sure what I want to do yet lol I’ll think about it, ty

kindred crescent
restive flame
#

I’m going to update the mod page before release regardless

elfin epoch
#

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?

restive flame
elfin epoch
kindred crescent
#

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

restive flame
#

What zones do you have assigned to them in your config?

#

Yeah full log file would be best ty

kindred crescent
#

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

hollow marsh
#

Do you still have the modified spawn point files?

#

in zoneSpawnPoints

kindred crescent
#

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

hollow marsh
#

from unicorn

kindred crescent
#

Yeah i should do a clean sweap and only test with the alpha swag and donuts

#

unicorn is probabbly screwing everything up

hollow marsh
#

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

kindred crescent
#

Yup, i'll try again with just the alpha and report if everything's fine then

#

thanks again

hollow marsh
#

its certainly possible to get it working, but isnt a simple drop in replacement so not worth it for testing

kindred crescent
#

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

restive flame
#

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

kindred crescent
#

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

restive flame
#

hmm I’ll have to look into it

severe osprey
kindred crescent
#

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.

terse gate
#

QB showing errors makes it sound like you have more underlying issues

kindred crescent
#

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

steady bronze
#

Pardon my ignorance is that the "SCAV and Bosses" spawn chance page? I just want to make sure I have the correct settings

restive flame
#

If you’re using the alpha builds and see anything out of the ordinary send it my way

restive flame
kindred crescent
#

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

restive flame
#

Thanks I’ll look when I have time

idle quest
#

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

restive flame
idle quest
wise python
#

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

wise python
#

also i have no bot cap, respawn interval set to 3 and raid load delay set to 60 (i assume seconds)

formal juniper
#

hi i would like to set a higher chance for cultist to spawn at night. how would i do that?

formal juniper
#

nvm i firgured it out

hollow marsh
kindred crescent
#

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

wise python
hollow marsh
#

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

formal juniper
#

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

kindred crescent
#

Boss spawning is working fine for me, didn't try cultist tho, which file are u editing?

formal juniper
#

user/mods/SWAG/config/others/cultist.

#

spawnchance: 100

#

for priest

kindred crescent
#

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

formal juniper
#

i have looked in here no mention of cultists

kindred crescent
#

That's bossConfig

#

the other one

#

config.json

formal juniper
#

i found it

#

thank you! i will give it a try

kindred crescent
#

Good luck!

wise python
manic dust
#

donany reccomendations for Donuts settings

winged remnant
#

"donany"? what does this mean?

manic dust
#

my bad

#

i meant does anyone have any reccomendations for donuts settings in terms of how many bots n stuff

lucid pelican
#

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.

lament pendant
#

4 and 5 man bot squads are rough

winged remnant
#

ah and globalMinDistance we enabled to avoid having spawns on your own head

restive flame
#

Minor dev “update”

winged remnant
#

the number of starting bots is "low" sometimes?

restive flame
#

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 sadge_pray

winged remnant
#

and that's good 🙂 tbh, your current released version is working (at least for me) fine. with a few tweaks I enjoy every raid 🙂

lucid pelican
#

Understandable Nooky, I'm with you there!

kindred crescent
#

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

cedar bear
#

Hey im not sure but does everyone i play with need the mod too ?

idle quest
#

server mods are the ones here: <SPT>/user/mods/
client mods are the ones here: <SPT>/BepInEx/plugins/

cedar bear
#

alright thanks!

winged remnant
#

there is a ModSync Mod which helps you to achieve that

wise python
#

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

#

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 👍

hollow marsh
#

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

wise python
cedar bear
wise python
cedar bear
#

but then again im not 100% sure what my problem is since im getting some ingame console errors

#

ill try

wise python
#

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

cedar bear
#

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

wise python
#

ill make some edits when i get home and i can post them too

cedar bear
#

sure! would be nice

#

just tag me then

wise python
#

will do!

strong sandal
#

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

hollow marsh
cedar bear
#

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

hollow marsh
astral musk
#

Anyone had the issue where once SWAG and Donuts was added the mobs stopped spawning?

hollow marsh
strange swan
#

Anyone else having an issue with Donuts not spawning anyone or anything and creating dead raids? All dependencies are downloaded.

wise python
#

Still working on the waves side of things but should be finished today

strange swan
#

Ok cool, thank you.

steady bronze
#

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?

strange swan
#

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

hybrid shell
restive flame
#

plus it doesn’t matter anyway

hybrid shell
#

ah yeah, not used to people using branches

hollow marsh
strange swan
hollow marsh
#

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

rancid mulch
brazen sphinx
#

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?

woven hornet
#

so where is this release version

lucid pelican
#

The spt hub

woven hornet
#

hm, not sure why ours doesnt seem to work

#

go to factory with crazy raids on, get maybe 4-5 pmcs and that sit

strange swan
#

It sucks cause we had an older version working perfectly.

restive flame
#

I’m not aware of any hub release issues outside of boss problems

cedar quartz
weak field
#

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?

cedar quartz
#

5% chance for that “boss” yes

weak field
#

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?

cedar quartz
weak field
#

ahhh, is there somehwere i can find the amount of participants in these various groups?

cedar quartz
#

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.

weak field
#

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...

cedar quartz
#

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

weak field
#

crunching on that...

cedar quartz
#

I can walk you through one map real quick if you want

weak field
#

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

cedar quartz
weak field
#

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

cedar quartz
#

what are your max botcaps for customs?

weak field
#

currently everything is default..

customs 24

#

was gonna try 30

#

just add 5-6 to each map and see what happens

cedar quartz
#

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

weak field
#

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...

cedar quartz
#

you want the total bosses to be 2

weak field
#

ohhh sub bosses come out of the totalbossespermap count

cedar quartz
#

what do you mean by sub bosses? I lean towards saying yes but I want to be sure by what you mean

weak field
#

raiders, rogues, sniper scavs, bloodhounds, cultists

#

non named bosses

#

so, anything that isnt a player, a scav, or a PMC... is a boss

cedar quartz
#

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.

weak field
#

so if i did... 3...

#

it would spawn 3 bosses, potentially duplicates?

cedar quartz
#

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

weak field
#

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?

cedar quartz
#

B - roll of the dice between the two

weak field
#

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

cedar quartz
#

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

weak field
#

ok so, this does need to sorta be thought out...

#

lest i not get my desired result

#

and maybe dont use 100% values

cedar quartz
weak field
#

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)

cedar quartz
#

which is why the max bot cap is important

weak field
#

OOoOoOOoohh

hybrid shell
weak field
#

everyone in my server thinks they're rich chads and now im thinking of how I can knock them down a peg...

weak field
#

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?

weak field
#

also, this all assumes that the bosses are gonna spawn at the very start of the match?

cedar quartz
weak field
#

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?

cedar quartz
weak field
#

the default values in all of them for time are -1

#

which is... random time? or 0:00...

cedar quartz
weak field
#

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

cedar quartz
#

yup, if you have skilled players that kill a lot then you can experiment with shorter wave intervals so the map is busy

weak field
#

is that stuff all in the F6 menu or whatever?

#

cant find anything about PMC/Scav spawn counts or timing in these configs

cedar quartz
#

no thats in your donuts pattern configs

weak field
#

Ahhhhhh, in the client mod...

#

OHHHHH those

#

oh crazzzyyy ok.. this is what i was missing

#

thank you thank you

weak field
#

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...

light sedge
#

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

wooden vigil
#

hey guys is there anywhere of changing raider settings? ive been to reserve almost 20 times now and no raiders

cedar quartz
cedar quartz
wooden vigil
#

"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

restive spoke
wooden vigil
#

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 😄

weak field
#

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

lucid pelican
#

Notepad++ ftw

weak field
#

o god i love it already ❤️

lucid pelican
#

Can even do dark mode, which is the most important lol

weak field
#

for raiders..

#

"BossEscortAmount": "2,2,2,2,3",

#

im guessing those numbers line up with the wave spawns

lucid pelican
#

I'm not certain on that.

terse gate
#

VSCode my beloved

weak field
#

im hoping to dance through configuring this thing without having to learn any other programs lmao

terse gate
#

VSCode is just a fancy text editor

weak field
#

have all these config files figured out aside from the rogue/raider numbers...

terse gate
#

And it makes it easy to not fuck up json files and other fancy file formats as it tells you if something is missing

weak field
#

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...

lucid pelican
#

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

weak field
#

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

lucid pelican
#

Are you missing the "group sizes" above it?

weak field
#

"customs": [
{
"BossChance": 35,
"Time": -1,
"BossEscortAmount": "2,2,2,2,3",
"BossEscortType": "pmcbot",
"BossName": "pmcbot"

#

^ raiders.json in swag\config\others

lucid pelican
#

No. In the text I sent.

#

The group sizes are weighted by the large numbers.

#

The groups are the small numbers.

weak field
#

the example you sent makes sense

#

but i cant see how it applies to what i see in the actual file

lucid pelican
#

There's five numbers that are the default weighting. There are 5 numbers in the groups.

weak field
#

so '"BossEscortAmount": "2,2,2,2,3",
is really... 210,210,210,210,45

#

total 885

lucid pelican
#

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

weak field
#

ahhh....crunching...

lucid pelican
#

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

weak field
#

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

lucid pelican
#

Well only because he used 12345 in the example

weak field
#

and it would make a proper probability curve out of it

lucid pelican
#

Exponentially yes

weak field
#

god thats confusing

#

lmao

lucid pelican
#

First two would have a very high probability and the last 3 would be a total of 25% of the time

weak field
#

sorry todays my fasting day

lucid pelican
#

Haha

weak field
#

worst day to try and figure this out lmao

lucid pelican
#

Either way, that's how those numbers should work. And that's after the probability of them even spawning

weak field
#

so if i just replace 2,2,2,2,3 with 5,5,5,5,5.. im goinna get 5 raiders every time

lucid pelican
#

If they are at 100% spawn yes

weak field
#

gotcha

lucid pelican
#

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.

weak field
#

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

lucid pelican
#

Yup.

weak field
#

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:

lucid pelican
#

So far so good

weak field
#

should 'bosschance' be set to 100 to ensure my chain of logic is sound?

lucid pelican
#

Yes I would think so, maybe even 100 on both

weak field
#

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

lucid pelican
#

Right. Now it's my turn to fast.

weak field
#

i dont really understand why there would be 2 probabilities

hybrid shell
weak field
#

ya im confused as to which one supercedes the other

hybrid shell
#

the global spawn chance setting in bossConfig.json/config.json will determine which chance is used

weak field
#

ok

#

so then what effect does bosschance in raiders.json have...

hybrid shell
#

that will be used if you set useGlobalSpawnChance: false in config.json

weak field
#

AhHHHHHH

#

perfect

#

❤️

wide parcel
#

hi guys

#

I experience too many gunfights as of now, how can i fix this?

cedar quartz
#

Either reduce the amount of bots or increase your spawn wave timer

silver prawn
#

where do i grab the latest release?

lucid pelican
#

SPT hub

weak field
#

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

cedar quartz
cedar quartz
weak field
#

Got unicorn uep

#

Will msg u later

brazen sphinx
#

ive noticed you can use intergers 1-49 as long as it doesn't overlap with the scav group numbers (i think)

weak field
#

@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

wooden vigil
#

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

brazen sphinx
brazen sphinx
last widget
#

updated to alpha v2 and downloaded the new dll and now I get this

already running 3.9.2

dry beacon
#

is there a force despawn command i can use in console to test waves?

cedar quartz
trim pumice
#

i have starting pmc only plus more scavs and no matter what my pmc bot cap is only 8 pmcs always spawn? any solutions?

cedar quartz
trim pumice
cedar quartz
#

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.

cedar quartz
#

But did you do it correctly

trim pumice
cedar quartz
#

Share your config for a map and I can see what the problem is.

trim pumice
trim pumice
cedar quartz
#

Nice so all good?

trim pumice
#

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

cedar quartz
cedar quartz
trim pumice
cedar quartz
#

You have no other mods that modify behavior right? I would expect SAIN, looting, questing. I expect one of those to be the culprit.

trim pumice
cedar quartz
#

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

trim pumice
#

its SAIN that does itclueless

trim pumice
cedar quartz
trim pumice
#

i think im playing on the latest update 3.9.8?

cedar quartz
#

Yeah that’s what I would expect 3.9.x

brazen sphinx
#

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

cedar quartz
#

Do you use minimum spawn distances?

lone tide
brazen sphinx
# cedar quartz Do you use minimum spawn distances?

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,

cedar quartz
#

20 meters are too low

brazen sphinx
#

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

cedar quartz
#

Yeah I’ve never had a problem with Nooky’s defaults

restive flame
#

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.

lone tide
dry beacon
ocean nova
#

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.

glossy kiln
#

All the best nooky, you've made a massive contribution to SPT

limpid verge
short vapor
#

Wish you and your family all the best nooky! <3

cedar quartz
lucid pelican
#

All the best nooky, thank you so much for all you've done for the community. peepo_love

gilded ridge
#

all the best nooky. massive thank you for your work.

hollow hemlock
#

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.

lucid pelican
#

are you verifying with botdebug?

hollow hemlock
lucid pelican
#

sep

hollow hemlock
#

gorgeous I will grab that to confirm, thank ya @lucid pelican!

winged remnant
#

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

hollow hemlock
#

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.

brazen sphinx
#

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?

cedar quartz
#

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

brazen sphinx
#

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

cedar quartz
#

The dedicated client you’re referring to is still running on the same system as the client right? You’re just referring to Donuts?

brazen sphinx
#

Dedicated client is running on separate machine where the server is also running

#

But its in a diff folder

cedar quartz
brazen sphinx
#

Default settings, didn't mess with the start and waves

cedar quartz
#

Are you using spawn distance limits

brazen sphinx
#

I tried lowering it to see if that would bring them closer spawn wise

cedar quartz
#

Do you have the three settings at the end of config.json in swag as false?

cedar quartz
cedar quartz
brazen sphinx
cedar quartz
# brazen sphinx 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)

brazen sphinx
#

Yeah the default start does 0-3 I noticed then the waves starts to fill them in

#

I'll play around with it

cedar quartz
#

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

brazen sphinx
#

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?

cedar quartz
brazen sphinx
cedar quartz
#

Is that one of the wave settings?

brazen sphinx
#

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?

cedar quartz
#

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”

brazen sphinx
cedar quartz
cedar quartz
brazen sphinx
cedar quartz
#

Correct, specified by your trigger timer

#

Once it triggers it spawns a single bot or a group and waits for the next trigger

lone tide
brazen sphinx
lone tide
brazen sphinx
lone tide
brazen sphinx
#

tho i did disable manually before unicorn because they were so off target

lone tide
#

Just install S&D then test & see

brazen sphinx
#

yeah prob - less cpu resources etc but if they can hit their shots now, might be good to have just for the pain lmao

lone tide
#

then install unicorn

brazen sphinx
#

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)

brazen sphinx
#

figured out why my snipers weren't spawning...

#

lmao - it helps to be modifying swag in the server folder, not the dedicated client folder

lone tide
#

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

brazen sphinx
#

unless, we know 100% that clients will work with plugins only despite that

lone tide
lone tide
brazen sphinx
#

good to know

#

yet another project for later lol

lone tide
#

Yeah fixed an issue for me with dedi crashing after every raid so I was super happy

#

Yeah goodluck my man haha

brazen sphinx
#

lmao you too dude

lament pendant
#

Wait, wheres that list of the mods that screw with dedicated? I somehow missed that.

limpid verge
#

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

lament pendant
#

ah, yeah I should actually look at logs now and again.

#

aaandI have 4 of the 6, lol good to know

limpid verge
#

Well, it's fine to have them on your own client

#

so long as they're not on the dedicated

lament pendant
#

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.

wooden imp
#

How can I download this mod?

steady bronze
#

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

lone tide
#

Got good use out of it though, makes new users super easy to join & pushing configs to all users easily

lone tide
lament pendant
#

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.

lament pendant
#

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?

cedar quartz
lament pendant
#

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

cedar quartz
#

Your low on both scavs and PMC? No issue with bosses?

Are your starting wave files configured correctly

lament pendant
#

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?

lament pendant
#

looking at this particular review... 10m spawned a pair of PMC's

cedar quartz
#

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.

lament pendant
#

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

cedar quartz
lament pendant
#

thats the scenario json I dropped in there

cedar quartz
#

Starting PMC live like?

lament pendant
#

"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
}
},

lament pendant
#

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. :/

cedar quartz
#

Well given your limits it’s set up hella wrong lol

lament pendant
#

yaaay Im breaking things!!!

#

lol

cedar quartz
#

But we can fix it

lament pendant
#

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

cedar quartz
#

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.

lament pendant
#

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

cedar quartz
#

So you have to leave room for all possibilities to fit nice and neat in your limits

cedar quartz
lament pendant
cedar quartz
#

It depends on if you are at your limits in that file. If you are that would explain PMC spawning late

lament pendant
#

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.

cedar quartz
#

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).

lament pendant
#

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

cedar quartz
lament pendant
#

I had it on live like random not starting pmcs random

#

fuck me

cedar quartz
#

That explains it. To be honest I would use that if you want a more live tarkov experience

lament pendant
#

yeah I have hd it on starting PMCs forever I just mis set it... ugh

cedar quartz
#

Nooky added the limit to respawns at my request and it’s a game changer

lament pendant
#

interesting, its very slow to add scavs in this raid, pmcs all spawned as expected

cedar quartz
#

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.

lament pendant
#

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?

cedar quartz
#

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

lament pendant
#

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

cedar quartz
#

No problem

lament pendant
#

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

cedar quartz
#

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

lament pendant
#

welp, I know what Im gonna test for my more scavs settings, min4, max 15!!!!

cedar quartz
#

Lmao, keep in mind that could make the map feel dead if they spawn away from you

lament pendant
#

right up until you stumble across them

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muahahaha

brazen sphinx
#

Question "SCAVbotlimit preset"- does that factor in things like raiders rogues boss guards etc?

cedar quartz
#

Nope

#

Which is why it’s important to make room for them and scav snipers on your starting wave files.